not 325 attempts, 325 bosses defeated, so 65 runs if OP defeated 5 bosses per run on average
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Jan 10, 2020Posted in: (Wild) Highlander Galakrond Rogue
Basically it destroys all copies of a minion, yours and your opponent's. This means that when you use it on a minion, say Coldlight Oracle, every copy of the card that exists in either deck or hand is destroyed along with the minion on the board.
It's effective against things like Jade Golems, cards your opponent Zolas/Baleful Bankers/Lab Recruiters, Silver Hand Recruits, Scarabs, etc.
Aug 28, 2019Posted in: Card Discussion
counterspell counters a spell as its being cast...
flare has no effect the moment it has cast, but when it resolves... and counterspell prevents a spell from resolving...
So yes, it should counter!
a fellow MTG player i see! this works exactly as in that game haha
Dec 4, 2018Posted in: Uber Duper Wallet Paladin
Hey really enjoyed reading all the combos and synergy in this deck!
I took inspiration from your deck and made a similar one without the quest! Definitely tried to focus more on midgame and less on endgame, as my main concern in Wild is lack of early game against early game decks like Even Shaman, Odd Rogue, and Odd Pally. I think adding Lynessa would be decent in my deck too, but I don't know for sure and don't have her, so I didn't include her :)
Minion (13) Ability (15) Weapon (1)
- 1x Coghammer
Playable Hero (1) Loading Collection
Dec 3, 2018Posted in: General Discussion
Definitely playing this sweet theorycraft I made:
Minion (10) Ability (16) Weapon (2)
- 2x Candleshot
Playable Hero (2) Loading Collection
Nov 28, 2018Posted in: MILF Hunter
- 1x Bolf Ramshield
- 1x Bolvar, Fireblood
- 1x Eadric the Pure
- 1x Marin the Fox
- 1x Nat Pagle
- 1x Tirion Fordring
- 1x Wickerflame Burnbristle
- 1x Xavius
- 1x Big Game Hunter
- 1x Blood Knight
- 1x Djinni of Zephyrs
- 1x Garrison Commander
- 1x Quartermaster
- 1x Recruiter
- 1x Aldor Peacekeeper
- 1x Ancient Mage
- 1x Argent Commander
- 1x Arrogant Crusader
- 1x Defender of Argus
- 1x Lone Champion
- 1x Abusive Sergeant
- 1x Argent Protector
- 1x Dark Iron Dwarf
- 1x Tournament Attendee
- 1x Frostwolf Warlord
- 1x Goldshire Footman
- 1x Lord of the Arena
Ability (2) Playable Hero (1) Loading Collection
Nov 11, 2018VenoChron posted a message on Rastakhan's Rumble - Card Reveals and Details for Hearthstone's Tenth ExpansionPosted in: Guides
dude fuck off, we know his intended meaning from the first three words
Jan 25, 2018Posted in: News
You are first person ever who said Rock Paper Scissors meta is ok.Thats right, RPS-Meta is the worst thing that can happen. Nothing feels worse than knowing you have lost on turn 1 before even playing your first card.Its normal, that some decks are natural counters to some other decks, but even then the winratio of a "scissor" vs. "paper" should be like 52 to 48 (If we asume same luck and same skill for both players).well, i didn't exactly mean for the Rock Paper and Scissors to be particular decks. I was referring to the balance of Control - Aggro - Midrange archetypes, which should be healthy (but obviously not perfect). Decks shouldn't auto-win or auto-lose, but there should be favorable as well as unfavorable matchups for everyone. otherwise, the meta gets stagnant.
Jan 24, 2018Posted in: News
You are not really see the point, aren't you? Those kinds of decks force people to play aggressive. It's not only powerful. For example, you play slow Warrior, Jade Druid, Reno Mage, slow Shaman, then you face a Maly Druid, Naga Warlock, or Reno Priest. How can you do? They just destroy everything. You don't even have a chance.
Besides, about the nerf, I didn't ask to nerf 3 of those decks. Even Resurrect Priest in Wild is not consistent enough to see in play. But, if one card help you win the game, literally without any other helps, it's so bullshit. How about turn 3 coin Barnes and turn 4 resurrect? The only problem is Naga Warlock. You can't even go aggressive with them, or play slow with them, if you can't clear those giants. As I mentioned, they have to go for Lightbomb, Poison Seeds, even Brawl,....That’s the point: you can’t expect to win against every deck. People keep complaining that every deck they can’t beat needs to be nerfed, but in reality this is just how metas should work (like Rock Paper Scissors)
Jan 23, 2018Posted in: News
Barnes more like Priest's card, provide a faster way to win the game within huge value of resurrect it brings to. In Standard it could be OK, but in Wild, a Barnes in turn 4 most likely will manage you to win the game no matter what. A huge value deck and very powerful late game cards are provided by a faster way, make the opponent has less chance to respond. It's just too powerful. Normally, the deck has a downside, but with Barnes in turn 4, it can't be ran down by aggro to control and combo decks.
Naga Sea Witch, in other way, force your opponent to play Druid and Priest, and have to tech Poison Seeds or Lightbomb. As we known, Naga Hunter is weak versus aggro, then Naga Warlock is a real cancer. Adding to a class with best draw, and best defend system in 5 first turns, literally, you can't lose after or before playing Naga Sea Witch(Except from Lightbomb and Poison Seeds).
Honestly, there are only 3 classes in Wild now, which are Priest, Druid, and Warlock.Paladin, and Mage can still see in play, but only to climb to rank 3. After that is a real nightmare for them. Token Druid with super fast build, or slow Druid with Plague, seeds, Warlock with extremely powerful defend system and end up your life by turn 6, and moreover a Reno Priest can destroy everything. Mage in legend just play in order to counter queue(Exodia for an example). you think the list above have listed all of the OP cards that are deserved to get nerfed. They are just small dots, when comparing with those powerful decks.i think the biggest misconception (at least in my opinion) in the hearthstone community is that when a deck is very powerful against certain decks, it needs to be nerfed. No. Nerfs are meant to keep the game from stagnating into a shitshow, not to keep the "aggro players" or "control players" happy. the argument that the top 3 decks in the format need to be nerfed just because they are good isn't a great justification.on the other hand, nerfs are called for when a card or deck is oppressive enough to warp the meta significantly. this could mean that a deck has a good matchup against almost all of the field, or a card is present in nearly every deck, etc. that being said, i don't think blizzard needs to nerf decks like cubelock because even though it's very strong, aggro/tempo decks like paladin, mage, druid, and shaman are still playable. on the other hand, if cubelock (or any other deck) gets to the point of being super meta-warping, then it warrants a nerf. I just don't think we're at that point yet.
Jan 23, 2018Posted in: News
Aggro has always felt so strong & so oppressive in Hearthstone that I feel so good when one void lord can kill any chance of a win for them. It's nice for control decks to finally make them feel helpless.ummm...what makes you think this is fair at all, considering that all this time control decks have felt "helpless" according to you? putting aggro players in the same spot as control players were is just counterproductive
Jan 23, 2018Posted in: News
To be honest, blizzard can solve the problem of "too good" spells easily by implementing the concept "legendary spells". Just allow one of the best spells each class has and maintain them in a non nerfed state.
By increasing the mana, they risk making the card too slow to use. For example, CoTW was amazing at 8 mana, but barely sees play now. They destroy their own game doing things like this.
Ice block is cheap enough, but its effects are way too strong. One trigger per game is enough. Other spells that could have the same treatment are Ultimate Infestation, brawl, and many others that were nerfed before.I dont think this is a good idea, because you make the Spells expensive (Dust) to balance the game.I would prefer a system/format, that many other TCGs had in the past: A List of forbidden Cards and a List of limited cards. You would not be allowed to play forbidden cards (Obviously) and you would be allowed to play a single Copy of the limited cardsthis sounds exactly like what was suggested. Hall of fame = "banned" cards (at least for standard), and legendary spells = only 1 copy per deck
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