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    posted a message on How much gold you have accumulated to a patch?

    2300 gold

    Posted in: General Chat
  • 0

    posted a message on Blizzard's Nerf Policy

    I highly doubt that most streamers would nerf the cards the way Blizz does.

    Posted in: General Discussion
  • 2

    posted a message on This is a real new nerfs?

    This is fake. That list has 39 changes in the Basic/Classic set, far too many. Ben Brode stated that there would be 2 to 20 cards changed from the Basic/Classic set, and then later clarified that number to be approximately 12.

    Posted in: General Discussion
  • 0

    posted a message on New Legendary Card - Yogg-Saron, Hope's End

    I posted this in a different thread that just got locked because it's a dupe of this one.

    This was my response to the question of how many spells that Yogg can use benefit the player that plays Yogg:

    Around 43% of current spells strictly are positive (or neutral) for you. This does not include Druid spells or any choose 1 spells because I didn't realize that Yogg randomly selected one at the time. With those included, it might be as high as 45-48% of all cards are strictly positive. Another 40% of cards have a 50/50 of being good or bad, so it could roughly be estimated that 66% of spells that Yogg plays are positive (or neutral).

    Posted in: Card Discussion
  • 0

    posted a message on Yogg-Saron is a concede button with style
    Quote from Kunigunde53 >>

    There are a lot of spells that can only be good for you.

    If you get stuff like avenging wrath, flamestrike, blizzard, or basically any secret, its going to be good.

    I think it needs to be tested, i guess it will only be a fun card and not competitive. But i could be wrong. How many spells that can only help you are there, compared to spells that can hurt you if targeted incorrectly?

     

     Around 43% of current spells strictly are positive (or neutral) for you. This does not include Druid spells or any choose 1 spells because I didn't realize that Yogg randomly selected one at the time. With those included, it might be as high as 45-48% of all cards are strictly positive. Another 40% of cards have a 50/50 of being good or bad, so it could roughly be estimated that 66% of spells that Yogg plays are positive (or neutral).
    Posted in: General Discussion
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    posted a message on New Legendary Card - Yogg-Saron, Hope's End

    Could be similar to playing Deathwing while often keeping your hand. Sure bad RNG could strike but I believe the number of the spells that are for "Enemy Characters Only" outweigh the spells that target both enemy and friendly characters, along with the insane value this card can pull off, think 30+ mana worth of spells on one turn.

    Posted in: Card Discussion
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    posted a message on My wishlist balance for Standard

    You have some good ideas but many of the cards you have chosen don't need a change, and if all of those cards were changed it would be an entirely different game.

    Also Alexstrasza was given a very big buff, lower her mana cost by 2, with hardly changing her stats because she is played mostly for her effect and her stats are just a bonus. She is already playable in Freeze Mage, Handlock, Control Warrior, and probably some other decks too.

    Posted in: Card Discussion
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    posted a message on Possible Yogg-Saron Effect?

    I'd like to see either an existing ability used in a new and unique way or a brand new ability altogether. My idea would be:

    Yogg-Saron - 10 mana - 9/9 - Battlecry: The enemy Hero begins to take fatigue damage after their next 3 turns.

    This would act like they have drawn out their deck while they still have cards to draw after 3 turns have passed (this is for balancing, 3 could easily be changed to create a balanced card). If they happened to draw the last card of their deck they would not take an additional second fatigue damage, this effect would only speed up the clock they have by starting their fatigue early.

    Posted in: Fan Creations
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    posted a message on So wild is officially broken now.... (Steward of Darkshire)

    Keep telling yourself that when your opponent plays Blood Knight and suddenly the three 1/1's (from Muster for Battle) that had Divine Shield don't have it anymore and have to face a 12/12 on turn 3 or 4.

    Posted in: General Discussion
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    posted a message on Game State- No Man's Land

    Play Arena

    Posted in: General Discussion
  • 0

    posted a message on One thing I have learned from all the nerf suggestions...

    Fireball could become 5 mana, like it was originally designed before it was lowered to 4 mana.

    Posted in: General Discussion
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    posted a message on (no salt) Advice on beating secret pally as midrange hunter?

    From the decklist that was posted, I see that there are no 1 drop minions. Without them, it will be much harder to push damage early and secure early board control. I would recommend at least one Worgen Infiltrator because it can be used early or late in the game for some extra damage, as well as at least one Abusive Sergeant, which can be played turn 1 to start applying pressure or be used with Haunted Creeper for great trades.

    Posted in: General Discussion
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    posted a message on How would you buff bad legendaries?

    @XanXon: My version of Anub'arak makes Control Rogue a lot more viable due to the added Health gain, since what is primarily holding Control Rogue back is the difficulty in maintaining a high level of Health due to the way that weapons tack on damage to the face, along with the core of Combo cards given to Rogue.

    I know that Bolf is very underpowered in his current form, because you can kill him for free by going face if you hit for nine damage, which is really easy to do with a decent board or a few spells. My version is considerably stronger, but I'm not convinced it would be overpowered due to the fact that he can still be killed by going face over say, two turns, or has to actually be dealt with like I'm sure Blizzard originally intended.

    Sure Deathwing gets played in some decks, saw him in a late game Control Warrior class the other day, but he's far from viable in his current state. When Deathwing was first introduced, Deathrattle hardly was in the game which made his effect generally strong enough for a full board clear. However, since Naxx we have many strong Deathrattle minions that Deathwing's Battlecry can't deal with. My version is stronger, but it's still a huge gamble, since a card like Hex, Siphon Soul, or Big Game Hunter would easily destroy Deathwing as before.

    The point of King Krush being Immune is exactly for Control Hunter. King Krush already is an okay finisher that can't really Control the board, his Health is too low. If Krush takes out a Chillwind Yeti for example, most spells will finish him off. Krush having this change would only boost the chance for a Control Hunter to become viable.

    Glad you like the Majordomo! Such a fun card that should have had a lot more potential. I now see how multiple Majordomo's could be an issue with Duplicate or Echo, but hey, you could always just hang on to your Polymorph and give them sheep instead.

    Nozdormu is one of my favorite cards and I agree his effect is greatly underwhelming, especially since all the other big bad Dragons are viable in their own way. His ability should be reworked, but he is the Keeper of Time, so his effect should probably be something along those lines. My version has a very strong effect that is completely avoidable, if players don't take too long to take a turn. I think it would be great for the game honestly, especially competitive Hearthstone, where some players like Lifecoach tend to rope every turn. Just the presence of Nozdormu v2.0 could cause them to think and play faster, make more mistakes, and maybe even see some epic turn skips!

    Posted in: Card Discussion
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    posted a message on How would you buff bad legendaries?

    Posted in: Card Discussion
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    posted a message on Alternative Changes to Warsong Commander?

    There's a number of different changes they could have given the Warsong Commander while keeping the charge theme:

    • The first minion summoned this turn gains charge
    • Adjacent minions have charge
    • Minions have charge as long as they have 3 attack or less (once exceeded, the charge effect is lost)
    • Minions that are played (from the hand) have charge
    • Minions with 3 or less attack gain charge and "Cannot attack the enemy hero"
    Posted in: General Discussion
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