• 0

    posted a message on Mid-Term Bingo: Guess the Nerf

    It's funny because I remember when Un'Goro was coming out and people were like "Warlock is a dead class", "Warlock is awful Blizzard discard is a terrible archetype" and now they give it a viable archetype: recruit, and people are bitching about it being too powerful. I don't understand why people can't just let classes have their place at the top of the ladder. There are ways to counter and beat Cubelock, it's really not oppressive at all when you look at past decks that just didn't get beaten by anything at all. Cubelock gets beaten by faster decks and struggles to win late game battles versus control if you're able to keep them off the board (within reason) because they end up fatiguing. The main reason midrange decks like Cubelock will always be at the top of the meta is because they are just fast enough to fend off aggro while being fast enough to rush down control. Every single expansion that comes for the next few years will always see a midrange deck at the top of the meta. It's an inevitability. 

    Posted in: General Discussion
  • 2

    posted a message on Fungalmancer the true MVP

    wow nice story dude

    Posted in: Card Discussion
  • 0

    posted a message on Shudderwock - A constructive fix thread

    Shudderwock is definitely not broken in terms of power level, just broken in terms of the interaction it has. My CubeLock deck is 5-0 against Shudderwock decks, with none of them even reaching turn 8 before getting killed by me. It's really not that much of an issue.

    Posted in: Card Discussion
  • 0

    posted a message on Thoughts on Dark Pact for 1 Mana?

     

    Quote from Saucy_pup >>

     

    Quote from Aspect >>

    Another thought is that warlocks would be just dying if there was no dark pact. Think about it: amethyst, siphon, gul'dan. Only Amethyst is cheap enough for you to survive against aggro. Yeah, you have defile and hellfire to clear, but how often do you draw them when they are so needed? Well, if dark pact was to be removed and there is no dark possession which could be its substitute then warlock cannot effectively draw out strong demons from the deck which is a big cut on the warlock's ability to be a control deck. I mean people can obviously try different versions and such but still. Pact gives this ability to survive. Lackey and skull are reasonably costed in my opinion. I understand it is frustrating to see doomguards and voidlords that early in the game sometimes, but it is perfect for warlocks to survive against aggro. In Control people have more tools to deal with demons. Aggro uses silence to get through and they do it perfectly most of the time.

     How many deckslots do you think an Aggro deck should sacrifice for silences in the Cube matchup? There's 2x Voidlords and 2x Cubes minimum- and Pact happens on your opponent's turn so you only get to silence 1x of the 2x spawned Voidlords.
    Balancing your taps/life total is a small price to pay in a deck that out everythings everything in everything besides early turn aggression. 
    I don't know how many heals you need in your deck but please realise that losing Pact would not kill the deck. There's Rogue players theorycrafting Rotten Applebaum for Miracle simply because the health total is that threatened for God's sake (only board clear is fan of knives) , the fact you wouldn't even consider slightly sub-optimal cards to smoothe out your class weaknesses shows just how spoiled Warlock has been. 
     
     
     Except Cubelock has absolutely no great tempo cards like Rogue does and really doesn't have the ability to fend off early damage like Rogue does. 
    Posted in: Card Discussion
  • 0

    posted a message on Thoughts on Dark Pact for 1 Mana?

     

    Quote from AssumedNewb >>

    I would add another option.

    Dark pact should be changed to "Silence a friendly minion, then destroy it. Restore 8 health to your hero"

    Still good health gain, but no more lackey/cube tricks.

     

     

     
     So basically just take the deck out of the meta? I remember when this card was first revealed, people said it wasn't good or wasn't worth it and now you guys want to nerf the shit out of it? Please stop this is just ridiculous. 
    Posted in: Card Discussion
  • 0

    posted a message on 5 Cards that really need to get nerfed

    In regards to Cubelock, I think that a lot of people forget that Cubelock is very very reliant on board clears and suffers against aggro decks. There are quite literally no good early plays in the first 3 turns for Cubelock besides Defile and that's only if you can draw it. Yes, Hellfire is very very good on turn 4, but it deals damage to your face as well and by the time you reach that turn you're already at below 20 hp if you're playing against any kind of tempo deck. Turn 5 is usually a Lackey or the Skull, however neither of these cards do anything the turns they're played and Lackey can be silenced. I feel like even the slightest change to the deck as it is would turn a lot of the close wins that Cubelock can pull out against Bakudins and Face Hunters into losses, with the difference between a win and a loss being a net gain of 2 or even 3 stars if you're on a win streak.

    Posted in: Card Discussion
  • 0

    posted a message on 5 Cards that really need to get nerfed

    Spiteful Summoner's place in the meta is dependent strictly on the value and presence of high costing spells in a particular class. Having a good Spiteful deck rests on the basis that you only have high costing spells within the deck, restricting deck design and thus restricting the amount of tempo you can build in the early game because you don't have cards that can bring you back onto the board until turn 6, when you have Spiteful Summoner in your hand and 6 mana. Spiteful Summoner's power is dependent on good deck design, where the spells included are high value and have decent synergies with the deck you're running. Nerfing a card that is only good in a certain type of deck is ridiculous and there is no justification for it that I could even be bothered to hear.

    I do somewhat agree with the Call to Arms nerf, however I feel that increasing the mana cost would pretty much take the card out of the meta, maybe making it 3 mana while taking 2 cards out would make it a little more balanced while not necessarily taking the card out of the meta.

    Posted in: Card Discussion
  • 0

    posted a message on The HearthPwn Witchwood Community Compendium

     

    Quote from GrimmTheThird >>

    Why so many down votes? I have yet to see rebuke used and witchwood apple is a core card of hand druid, which isn't all that bad.

     
     I use rebuke in my Pally deck. I just load the board up and then cast it and boom, now they have no clears 
    Posted in: News
  • 1

    posted a message on Best Cards (LEGENDARY) Witchwood

    Lady in White is bad, Genn is kinda meh tbh

    Posted in: Card Discussion
  • 0

    posted a message on Best Cards (LEGENDARY) Witchwood

    Baku and Lord GODfrey are the two I've had the most success with so far

    Posted in: Card Discussion
  • 0

    posted a message on The problem isn’t Shudderwock

     

    Quote from Ythiel >>

    Aggro pally beats Shudderwock which beats Cubelock which beats Aggro pally. Every group is complaining about the deck that beats them and meanwhile iam sitting here being sad that this once lovely game has turned into meta disaster where anything but the top 3 tier 1 decks is completely unplayable.

     
     Marsh Queen Hunter is interesting. I've had success with it against all archetypes. However, the results are pretty split. 
    Posted in: Card Discussion
  • 0

    posted a message on Minor thing: Shouldn't Dire Frenzy glow yellow when you have a beast on the board?

    Yeah I kinda figured it out like right after I posted this thread lol. Realized that yellow glow is only for cards that can still be played while not meeting the condition but when they do, they glow yellow. Dire Frenzy is a card that can ONLY be played when the condition is met, and therefore it doesn't glow. My bad.

    Posted in: Card Discussion
  • 0

    posted a message on Minor thing: Shouldn't Dire Frenzy glow yellow when you have a beast on the board?

    I'm pretty sure based on the current precedent set for the conditions under which a card should glow yellow that Dire Frenzy 100% fits those parameters.

    Can anyone give any reasons as to why it shouldn't glow yellow when the conditions are met?

     

    Posted in: Card Discussion
  • 0

    posted a message on They should nerf Shudderwock's ugliness

     

    Quote from Nelween >>

    okay, we get it, stop opening 36 000 threads.

     
     I haven't seen anyone bring this topic up. Did u even bother to read the thread? Lol
    Posted in: Card Discussion
  • 0

    posted a message on They should nerf Shudderwock's ugliness

    And that golden animation where he shakes his head? Blizz y 

    Posted in: Card Discussion
  • To post a comment, please login or register a new account.