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    posted a message on For all those people theorizing about the new Priest cards...

    lol with your "so much priest hate" point, dude. It's obviously a 107% shit joke post. Don't take anything seriously. Peace and fresh mojito.

    Posted in: General Discussion
  • 0

    posted a message on For all those people theorizing about the new Priest cards...

    Ben Brode's masterplan:

    • Smash Priest class ‘til no one remembers it. Tyrande was merely a setback ( ͡° ͜ʖ ͡°)
    • Press the red button that completely deletes Priest as a class from Hearthstone: all data about Priest gets removed from game files.
    • Add a flashy Death Knight hero and swap every priest card/hero power with a “runic theme”, new art and everything (except Purify, they let that card intact because of reasons): blood runes for healing stuff, frost runes for killing stuff (change shadow words to freezing + shattering thematic) and unholy for all the stealing/mind games stuff (OK, that’s lazy as shit, but I didn’t want to spend much time with this crap). Anyway, no balance issues because of adding a new class, cause you know, it isn't actually new! HYPE.
    • Add some powerful/broken cards for this “new” class. All those theorycrafting cards for Priest are now released for this new motherfucking hero :D
    • Everyone but the two or three players that still play priest get really happy. Man, even they can get happy! BLIZZARD LISTENS TO THE COMMUNITY ASKING FOR DK CLASS FOR MONTHS/YEARS! :_____D
    • GG.

    I'm sorry, bye.

    Posted in: General Discussion
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    posted a message on DE golden Anomalus?

    If you really need the dust, DE it. If you ain't in need of dust right now keep it, just in case some new cards from a future exp/adventure could make it viable (which doesn't seem very likely, cause the card on its own is quite bad and I don't think there's an easy way to make it viable, but who knows).

    Just my two cents. Sorry for my English ^^


    Posted in: Card Discussion
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    posted a message on Tidehunter (45/45)

    I think none has talked about Set Adrift:

    Summon a minion of your choice from your opponent's deck, then Drown (silence + destroy) it.

    As a removal is broken as hell against many control decks (more now, that "Old Gods exist", but it's true that this fanmade is from 2015). But my biggest concern is that you are allowed to see all their fucking minions left (if you're able to choose the one you want from their deck...).

    As others said, class concept is cool, but balance of many cards and mechanics is quite terrible imo :(

    Posted in: Fan Creations
  • 0

    posted a message on Should I Craft Yogg-Saron?

    Actually, you are answering your own question. 

    You play for fun: Craft Yogg, funniest & craziest card/deck archetypes ever. Plus he's not a bad option if you are behind in a match (if you are already winning/controlling the board, chances to screw up the game if you use Yogg are quite high, so just use it as a comeback option, and it works many times).

    If you just wanna play to climb ladder (aka win) there are better cards to craft (I mean, top tier ones like Ragnaros or Sylvanas, where Yogg doesn't belong), but they ain't so much fun :/

    Posted in: Card Discussion
  • 3

    posted a message on Blizzard seems to love warriors a lot

    If I had time I could write a post like this about any other class and still make it sound "right". 

    On topic: No, Warrior ain't the biggest issue with Hearthstone right now, and some of the cards you talk about rarely see play.

    Posted in: General Discussion
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    posted a message on Which Mid Range is he best?

    Shaman, Tempo Warrior, even Midrange Hunter ain't a bad option (but Shaman and Warrior are the best options imo, really strong decks). You can check a lot of those decks in this website :D

    Posted in: Shaman
  • 0

    posted a message on Future Meta Analysis - Paladin
    Quote from monoR3d >>
    Quote from KilogramHours >>

    Well Met!


     Whispers of the Old Gods is almost upon the men of the light! With the rotation of standard, Paladins will lose a lot of their tools. Shielded Minibot, Muster for Battle, Coghammer, and Quartermaster just to name a few. So where will Paladins fall on the scale come WOG? 

    The new cards given to Paladin are definitely interesting to say the least. None of them directly give the impression of forming a new deck archetype besides a few, but overall it is looking quite promising. Let's go over two of the most important cards Paladin has ever gotten.


     Paladin Now Has Good 1-Drops


     One of the defining features of Paladin (besides Secret Paladin) is the lack of viable 1-Drops for the class. With Zombie Chow out of the rotation come forth New Standard, the Paladin would have been in a huge heap of trouble without any cards supporting him.



    Selfless Hero is a very intriguing card that Paladins now have at their disposal. It is a powerful 1-Drop that completely changes the early flow of the Paladin as a whole. Playing this on the first turn of the game puts immense pressure on your opponent. If they play a 2-Drop, like an Undercity Huckster, you can counter it by playing your own 2-Drop and trading Selfless Hero into their minion to get a great tempo swing on the board. Paladin was one of the classes that never had anything impactful on Turn-1, besides Secret Paladin's Secretkeeper. There was no threat, but now there is. In the mid-to-late game it isn't amazing card, but it will definitely have an affect of some sort if you have a board. I wouldn't be surprised if you saw this card at least once in every single Paladin deck, besides the one that uses the next card.


     
    Vilefin Inquisitor is the other 1-Drop minion revealed for Paladin. Its baseline stats of a 1/3 are particularly strong, being able to trade fairly with 2/1 minions, which will be quite prevalent in some classes come Whispers of the Old Gods. The card allows you to run some synergies among Murlocs in your deck. The biggest synergy being with Murloc Knight, as the token you summon will be affected by the Murloc the Murloc Knight Summons. It is certainly possible that this deck may be aggro based, but to me it seems more likely that it would fit into a midrange shell that focuses on your card synergies to obtain value.


     Common Spells, Interesting Effects


    The new spells that Paladin has gotten in this expansion are easy to dispel that they aren't good and will not see play if you don't look hard enough. Let's take a lot at the three Common spells that they have gotten. 

    The first being A Light in the Darkness, which is a pseudo Unstable Portal for Paladins. Discover has been growing in popularity as a mechanic, and for good reason. This card alone makes it difficult for the Paladin to completely run out of steam. Discovering, in some cases an "overpowered" card for 2 mana is very worth while. However take notice that this card is purely based upon the value, as you lose quite a bit of tempo from the turn you use to cast the spell. I would suggest mulliganing this card so it isn't in your opening hand, as this card gets exponentially stronger in the later turns of the game. I'm not particularly sure what shell this fits into, but on my guess it would be a control-like Paladin that focuses on the late game and obtaining value rather than tempo.



    Divine Strength is a card that appears to be very weak at first glance. It is a tool given to Paladins to increase their trading capability in the early and sometimes late game. You can put this spell on a 2/1 like the Selfless Hero, and then it turns into a 3/3 which trades perfectly for 2/3s or 2/2s which will be immensely popular. The card itself has great synergy with Divine Favor, as it is a cheap spell with good value that allows you to quickly dump your hand to get more draws from Divine Favor. Divine Favor is going to see a huge raise in popularity, possibly in Midrange as well as there will be a multitude of high value decks that have high amounts of cards in hand. Such as Handlock, Freeze Mage, or some Control Decks.


     
    Stand Against Darkness isn't a very pretty card. It summons five tokens, and that is about it. With Quartermaster taken away, the scariness of a Silver Hand Recruit has gone down considerably. Also there is a ton of counters to token based decks, such as Twilight Flamecaller, Ravaging Ghoul, or the typical Fan of Knives. However I wouldn't count the card out just yet. It still creates 5 potential threats on the board that can be potentially buffed by other sources. It has particular synergy with some of the following cards I will be discussing next. 


     Divine Shields Threelore


     
    Steward of Darkshire gives a new element to Paladin that they haven't visited in a long time. It is a three mana 3/3 that gives a boost to all of your one health minions that you may have other synergies with. A good example would be the Selfless Hero, which gives it Divine Shield directly. And the previously mentioned Stand Against Darkness, where you obtain five Argent Squires. This board stickiness is very scary, as the overall stickiness of minions has gone down since Naxxramas and GvG are rotating out. The main goal with this deck is to extract as much value as you can with your tokens that are extremely hard to kill consistently. Twisted Worgen is something I'm extremely interested in Paladin, as it has the perfect stat distribution needed for this kind of deck. Because summoning a Scarlet Crusader with Stealth for 2-Mana is nothing to ignore about it.


     
    Rallying Blade continues this theme of Divine Shield in Paladin. These cards paired together can create a massive snowball affect that leads into the mid-to-late game to completely overthrow your enemy. A couple of Argent Squires, or minions buffed by the Steward of Darkshire and you get a perfectly strong ability. You may even need to run a Blood Knight as a counter, or late game minion for apposing Paladin decks. However there will be another archetype of Paladin that shouldn't be left out, and that is the Healadin deck.


    Heals for Days


     
    Forbidden Healing is definitely the strongest healing ability in the game. Its versatility makes it never worthless, and it always has an affect on the outcome of the game. Against aggro decks, this can be game ending right there on the spot. Healing overall in Whispers of the Old Gods has become a lot more valuable with the removal of Antique Healbot, and no suitable replacement seems to have appeared. Only Paladin and Priest seem to have access to burst Healing now, which means a lot when it comes to their place within the meta. Aggro and Burst Combo decks will have a much harder time dealing with these classes, but also that they have some of the best board clears in the game as well. Equality Consecrate for Paladin will be game defining now, as the overall cost of minions will be much higher. Aldor Peacekeeper, Eadric the Pure, and Humility will have a much bigger affect since there will more single minion "bombs" rather than a consistent output of minions in Midrange decks. Overall the control Paladin will definitely have a spot in the meta, as its cheap board wipes will be some of the most valuable combos within the game now. However, don't underestimate the power of the Paladin come late game either. As now has a really good tool to use at its disposal.



    Ragnaros, Lightlord is an extremely strong late game card that can win you the game on its own, similar to Tirion Fordring. With the nerfing of Ironbeak Owl and Big Game Hunter, these two cards may be considered to be the best legendary duo in the entire game. There isn't much to be said about this card. It is overall extremely powerful as it heals you for a great deal, and if it isn't dealt with it heals you even more!


    Well Met!


    In conclusion, Paladin on the surface seems to be a pretty weak class when the new expansion hits. However they now have many tools at their disposal to deal with the old gods in an extremely effective way. Don't underestimate the power of the Paladin, as it is made to defeat the darkness come Whispers of the Old Gods.

    Selfless Hero - This card is a mediocre one at best. It has 1 hp for god's sake- druids, mages, priests, rogues shamans have an easy answer for this. considering knife jugger is is still a thing - this card is strictly worse than- Young Priestess  . 

    Vilefin Inquisitor - i dont see how this will help the paladin at all - if you run this you cant run anyfin or justicar. 

    Stand Against Darkness - SAD is garbage tier.

    Steward of Darkshire - another situational 3 drop taht does not do anything on the turn its played / on empty board. Wont be good - we already have a bunch of cards like that - Argent Protector Warhorse Trainer Murloc Knight Sword of Justice. those cards aren't played what makes you think steward will be played... its a 3/3 for 3 does nothing this turn.

    Forbidden Healing - this card is so bad I cant even...paladins are the class with the best heal spells / minions - Holy Light , Lay on Hands , Guardian of Kings , tuskar jouster , Truesilver Champion . why would you run this instead of holy light is beyond me - 8 mana for 4 more heal or same mana cost for 4 less heal.

    Ragnaros, Lightlord - 8 mana 8/8 lightwell more healing. usable only in control deck - but we get nothing to help us build a control deck( besides this )

    Rallying Blade - aggro / midrange card that is good if you managed to keep 1 or more minions on board - considering we have no good 1 or 2 mana minions that will safely survive makes me doubt how good this will be.

    Divine Strength - the only good card in this set - midrange / aggro.

    In conclusion: the cards  are so bad that they did not even showcased a working deck of the class in the stream. It looks like paladin is gonna be good for 1 thing - aggro and maybe have a chance of being good in a fatigue deck with justicar.
     I agree with some things, disagree with others... but what I don't get is your Forbidden Healing maths when comparing that card with Holy Light. Do you realize the heal is mana cost x2? 8 mana Forbidden Healing is 16 heal, that is +10 heal compared to Holy Light, not +4 heal, and same mana (2 mana) Forbidden Healing is 4 heal, that is -2 heal compared to Holy Light. Forbidden Healing could be great for Control Paladin imo, I'm theorycrafting about a deck using that card and it looks great.
    Posted in: Paladin
  • 1

    posted a message on Are people who say "kappa" less intelligent?
    Quote from etoZVER >>
    Quote from VicVii >>
    Quote from etoZVER >>
    Quote from VicVii >>

    Just another term of Twitch's kids sect, denoting something like "sarcasm" or added as a kind of scoff after a really stupid/nonsense message, just to feel cool. When I read it I automatically think that guy ain't very smart. Glad to see it isn't only me.

     Kappa Keepo PogChamp
     Then you got these guys, that go beyond non-smart and reach full retard mode when trying to be the coolest trolls of the forums. 21st Century young fauna is fucking amazing.
     haHAA youre so smart man, and probably the coolest person right here LUL EleGiggle , stay triggered by emotes 4Head PogChamp forsenTriggered 
     Well fought, I concede.
    Posted in: General Chat
  • 0

    posted a message on Are people who say "kappa" less intelligent?
    Quote from etoZVER >>
    Quote from VicVii >>

    Just another term of Twitch's kids sect, denoting something like "sarcasm" or added as a kind of scoff after a really stupid/nonsense message, just to feel cool. When I read it I automatically think that guy ain't very smart. Glad to see it isn't only me.

     Kappa Keepo PogChamp
     Then you got these guys, that go beyond non-smart and reach full retard mode when trying to be the coolest trolls of the forums. 21st Century young fauna is fucking amazing.
    Posted in: General Chat
  • 3

    posted a message on Are people who say "kappa" less intelligent?

    Just another term of Twitch's kids sect, denoting something like "sarcasm" or added as a kind of scoff after a really stupid/nonsense message, just to feel cool. When I read it I automatically think that guy ain't very smart. Glad to see it isn't only me.

    Posted in: General Chat
  • 0

    posted a message on Can't re-roll my daily quest

     I can re-roll just fine, so dunno. Maybe contact Blizzard, hope you/they can fix it ^^

    Posted in: Site Feedback & Support
  • 0

    posted a message on Sylvanas, Grom or Edwin: which to craft?
    Quote from Dantirion >>
    Quote from VicVii >>

    <- Hands down

    1. Sylvanas
    2. Gromm
    3. VanCleef

     so and no other order if you aren't just playin' Warrior 24/7
     
     You got it. Even if you only play Rogue, just craft Gromm before VC.
    Posted in: Card Discussion
  • 0

    posted a message on Sylvanas, Grom or Edwin: which to craft?

    <- Hands down

    1. Sylvanas
    2. Gromm
    3. VanCleef

    Posted in: Card Discussion
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    posted a message on Meta tier , help me please ^^

    You can check Tempostorm's Meta Snapshot (updated weekly more or less)

    Posted in: General Discussion
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