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    posted a message on Lich king or ragnaros in wild even shaman?

    No, this is painfully poor advice. Wild Even Shaman is still an extremely easy-to-play and powerful deck. A nerf to the zero mana 5/5 taunt would have been much more impactful than the Flametongue nerf.

    The relevant question isn’t whether Wild Even Shaman is “still viable,” it’s do I want to play Wild Even Shaman? If yes, then what 2-drop should I slot into my Even Shaman deck now? The deck is easily still tier 1, or at worst, top of tier 2.

    Also, Lich King and Rag aren’t used “solely” for any particular deck archetype. Both cards can be, and have been, slotted into many different types of decks, so even if Wild Even Shaman turned out to be “dead” (in some bizarre parrellel universe), crafting Lich King or Rag would probably still be dust well spent. 

     

    Posted in: Wild Format
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    posted a message on Odd/Even Decks (aka your arguments don't make sense)
    Quote from Shadowrisen >>

    Ok, I rarely comment on a thread having not read the rest, but I want to respond to one aspect of the OP's particular point (hi again, Lyra).

    I agree beyond agreement that the particular argument "restricted deck choices shouldn't be able to be high tier" is ridiculous.

    Having said that, the most interesting argument doesn't relate to tier lists at all, but to health of the game in general, and it goes something like this.

    You will always have your hero power.  That and mana availability are basically the only general aspects of the game completely devoid of RNG (don't quibble about whether you draw your wild growth, I understand the exceptions).  So, when you have a card that upgrades the hero power at the beginning of the game, that too is devoid of RNG.  As a simple premise, it is reasonable to assume that the more powerful (or less costly) a hero power is, the more likely it will have meaningful effect on the game.  That's one of those difficult to quantify but still obviously true statements.  In other words, the more powerful the HP, the more likely it will be the reason you win.

    Therefore, the more powerful the hero power in every game played, the more likely the game will be decided by the hero power moreso than the cards drawn and played.  We see this in Odd Paladin most of all.  The shell of Odd Paladin has stayed basically unchanged since Witchwood.  Blizzard removes the most synergistic-with-HP card in the deck (Level Up) AND THE DAMN DECK IS STILL TIER 1.

    This is not because paladin cards are broken.  It's because games played against Odd Paladin are decided on whether or not you can beat the hero power.

    Meanwhile, the design space of the game is thoroughly constricted by a constant fear of breaking (as in "making broken") a hero power.  Most people use Level Up as the canonical example of this, but Reckless Flurry is perhaps an even more relevant example.  I can't speak for anyone else, but I've sure never seen that card in any deck that doesn't also contain Baku, and in the Odd decks, it is arguably the most powerful board clear in the entire game.  Not that I'm suggesting Reckless Flurry is broken, but the devs have to tread incredibly carefully around such mechanics until Witchwood rotates.

    I don't know if anyone is convinced by the above (because I'm not really trying to convince you), but I would suggest that I have laid out a much more relevant objection.

     Couldn't agree more. Well put.

    Posted in: General Discussion
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    posted a message on Odd/Even Decks (aka your arguments don't make sense)
    Quote from WlLFRlD >>

    No, OP completely misses what is problematic about even/odd decks—i.e., they provide an immediate advantage at the start of each game. Pointing out that there aren’t many “consistent” even/odd decks doesn’t amount to much.

    In Reno decks, you sacrifice consistency for the chance to potentially full heal. This trade-off is (more) balanced because limiting your deck to 30 unique cards really undermines consistency. Moreover, when playing a Reno deck, you don’t get any immediate advantage at the beginning of the game (unless maybe, e.g., you’re playing against aggro and have Reno in your opening hand, but I’d hardly call that an advantage because of deck inconsistency/super fast wild decks can kill you before turn 6), and in fact, you are at a disadvantage because you have 30 unique cards in your deck. Often times you won’t even draw Reno, and playing Reno on curve against a fast deck is hardly a surefire way to win the game. 

    In contrast, even/odd decks provide an immediate advantage and don’t suffer from the same consistency drawback that Reno decks do. Having access to only even/odd cards certainly limits options, but it doesn’t inherently hurt deck consistency like Reno does. Furthermore, Reno can be played once (unless, of course, you play Zola or etc. but those are additional cards), but the discounted/upgraded hero power that Genn/Baku provides is available on turn one and lasts the entire game, unless you play a hero card or etc. 

    I know that most people couldn’t care less about Wild, but even/odd decks dominate Wild above rank 5. Even Shaman is incredibly easy to play, and incredibly annoying to play against over and over in Wild—it’s not nearly as good in Standard. Odd Rogue is also very easy to play and probably tied with Even Shaman for (easy and effective) climbing in Wild. Renolock is the only other *consistently* strong deck in Wild right now. Also note that Reno decks aren’t great for climbing fast, so if you want to climb, why play Renolock when you can play Even Shaman or Odd Rogue? I’m not here to argue that Wild is “ruined” because of even/odd, but it is genuinely difficult to imagine what new cards/deck types could possibly displace even/odd decks as the best (easiest to pilot+very consistent+very powerful) options for climbing in Wild—each expansion will provide new cards for both even and odd decks, so without a nerf/change, they’re here for good. As such, it’s difficult to imagine the tier 1/2 meta changing very much, if ever, in Wild. 

    In sum, comparing even/odd decks to Reno decks is a poor comparison. Reno only fits in slow decks. Even/odd works WELL in fast, midrange, and slow decks. Reno provides no immediate advantage and instead puts you at a disadvantage by ruining consistency. Even/odd provides an immediate advantage without hurting consistency (note also that being unable to run e.g., Sap in Odd Rogue, is not a consistency drawback). Wild meta suffers from the fact that even/odd decks are the best to climb ladder. 

    The point about the Reno design ruining consistency greatly suffers from the fact that as more cards are released (particularly removal) the less that consistency suffers from having one of each removal. The consistency argument made sense when those of who first started using Reno decks back in LoE had significantly fewer spells/minions to remove things (Warlock had Hellfire for their earliest board clear, that's it). Now we have Hellfire AND Defile. For the late game? You had two outs for wide & tall removal in Reno Lock, Nether & Shadowflame plus some big thing). Now? We also have Godfrey. Sure, eventually we will have so much removal that you certainly won't want to include it all, but greatly suffering from not having two nethers hardly matters when you have Godfrey as out as well. As more cards release the easier it will be to mitigate the drawback of a singleton build in wild.

    As for your claim that Odd & Even dominate wild in the upper ranks? No, that is not strictly correct. Even Shaman, Even Lock, and Odd Rogue generally dominate the ranks. A few scattered Odd & Even decks dominating ranks is a massive stretch from saying that Odd/Even is a such a busted mechanic that most of the 18 Odd/Even decks are wrecking ladder. Point me in the direction of the magical rank where Even Warrior is a consistent ladder deck. No? Okay, how about Odd Shaman? Even Druid, Odd Druid, Even Hunter, Odd Hunter, Even Rogue, Even Priest, Odd Priest, Odd Warlock, Even Mage? The reality of the matter is that most Odd/Even decks actually never took off as competitive decks in EITHER FORMAT. So saying that Odd/Even is dominating the ladder is reaching significantly and warping the reality of the topic (The exact same thing was done with Reno back in the day, just downscaled to 9 decks instead of 18. Oh no Reno lock has ruined the ladder and is everywhere! The reality? Reno Lock, Reno Mage, & Reno Priest/Reno Dragon Priest were everywhere competitively. Even nowadays a wild Reno Paladin, Reno Druid, & Reno Shaman have failed to appear). Saying Odd/Even is dominating is like trying to say today that Reno decks are dominating everywhere when in reality it just mostly Reno Lock, with some Reno Mage.

    In order to keep this post shorter I will just ask this question. If Odd/Even decks are bad design for giving classes a benefit at the start of the game then do you think having them changed would really encourage anybody to play them competitively if they had some staggered effect? My prediction would be a resounding no considering that even with an immediate effect only approximately one third of the total 18 decks even say competitive play in either format, being utterly & completely unused in druid and shaman even with immediate start of turn effects. 

    I never claimed that "even/odd decks dominate high ranks." What I claimed is that a few decks, which happen to be even/odd, are the most consistent, effective, and powerful decks to climb Wild ladder. Certainly, you're right by pointing out that there are only a few good, and only a handful that are even viable at all, even/odd decks. My point is only that the even Shaman and odd Rogue are just so (relatively) easy to pilot AND so powerful, it makes little sense to play anything else, IF your goal is to simply climb ladder as quickly and efficiently as possible. I never said, or meant to imply, that I think that even/odd decks are BROKEN. They aren't broken, but they are very, very consistent and powerful while being easy to play. I should add here that by "easy to play," I don't mean to imply that those decks require no strategy or "skill." Of course, odd Rogue and even Shaman require decision making, and certainly there are better decisions than others to make when playing these decks. I've played my fair share of odd Rogue, but I find the deck to just get boring fairly quickly. I've climbed to rank 5 with handbuff Paladin, APM Priest, Star Aligner Druid (post-nerf), and Quest Mage the past 6 months in Wild. I've had a good time playing these decks, but after getting to rank 4~, it's simply too time consuming to play these sorts of decks to climb to Legend. 

    More to the point: Why would you play some version of tempo Rogue when you can just play odd Rogue? Here are some reasons why you might: (1) it's *more* fun (2) or it's *more* challenging. As a matter of fact, at this point in time, you're not going to play some version of non-odd tempo Rogue because it's strictly more effective, or "better," than odd Rogue. Certainly, one can find success on ladder with non-even/odd decks, but that's besides the point. As such, it's difficult to see how even Shaman and odd Rogue will, or even can, be displaced as the most effective decks to climb ladder in Wild in the future.

    Posted in: General Discussion
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    posted a message on Odd/Even Decks (aka your arguments don't make sense)

    No, OP completely misses what is problematic about even/odd decks—i.e., they provide an immediate advantage at the start of each game. Pointing out that there aren’t many “consistent” even/odd decks doesn’t amount to much.

    In Reno decks, you sacrifice consistency for the chance to potentially full heal. This trade-off is (more) balanced because limiting your deck to 30 unique cards really undermines consistency. Moreover, when playing a Reno deck, you don’t get any immediate advantage at the beginning of the game (unless maybe, e.g., you’re playing against aggro and have Reno in your opening hand, but I’d hardly call that an advantage because of deck inconsistency/super fast wild decks can kill you before turn 6), and in fact, you are at a disadvantage because you have 30 unique cards in your deck. Often times you won’t even draw Reno, and playing Reno on curve against a fast deck is hardly a surefire way to win the game. 

    In contrast, even/odd decks provide an immediate advantage and don’t suffer from the same consistency drawback that Reno decks do. Having access to only even/odd cards certainly limits options, but it doesn’t inherently hurt deck consistency like Reno does. Furthermore, Reno can be played once (unless, of course, you play Zola or etc. but those are additional cards), but the discounted/upgraded hero power that Genn/Baku provides is available on turn one and lasts the entire game, unless you play a hero card or etc. 

    I know that most people couldn’t care less about Wild, but even/odd decks dominate Wild above rank 5. Even Shaman is incredibly easy to play, and incredibly annoying to play against over and over in Wild—it’s not nearly as good in Standard. Odd Rogue is also very easy to play and probably tied with Even Shaman for (easy and effective) climbing in Wild. Renolock is the only other *consistently* strong deck in Wild right now. Also note that Reno decks aren’t great for climbing fast, so if you want to climb, why play Renolock when you can play Even Shaman or Odd Rogue? I’m not here to argue that Wild is “ruined” because of even/odd, but it is genuinely difficult to imagine what new cards/deck types could possibly displace even/odd decks as the best (easiest to pilot+very consistent+very powerful) options for climbing in Wild—each expansion will provide new cards for both even and odd decks, so without a nerf/change, they’re here for good. As such, it’s difficult to imagine the tier 1/2 meta changing very much, if ever, in Wild. 

    In sum, comparing even/odd decks to Reno decks is a poor comparison. Reno only fits in slow decks. Even/odd works WELL in fast, midrange, and slow decks. Reno provides no immediate advantage and instead puts you at a disadvantage by ruining consistency. Even/odd provides an immediate advantage without hurting consistency (note also that being unable to run e.g., Sap in Odd Rogue, is not a consistency drawback). Wild meta suffers from the fact that even/odd decks are the best to climb ladder. 

    Posted in: General Discussion
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    posted a message on Wild - nothing new?

    I agree with the OP’s assessment. I’m at rank 4 right now, but I was at rank 2 last night and between ranks 1-3 for a period of like 2 hours I played exclusively against slower decks (a bunch of Reno priests, Renolock, and control/cubelock). I’ve only been playing a Star Aligner Druid deck this season in Wild because I never got to play it before the Avianna nerf and was surprised to climb at all from 4. Other than those two hours last night I’ve played against almost exclusively even Shaman, pirate Warrior and odd Rogue.

    It seems that some people are trying some aggro pirate/Kingsbane Rogue decks, but the even/odd decks are just so consistent and easy to play, there’s really no reason to play anything else in Wild if you want to climb efficiently. I’m not sure what Blizzard could even realistically do to help this situation any time soon, and I would be incredibly surprised if they did anything anyway. 

    Posted in: Wild Format
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    posted a message on Rastakhan Pack Opening!

    LOL

    Posted in: General Discussion
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    posted a message on The Boomsday Project Launches Today! Hearthstone Expansion Survival Guide

    40 packs. 1 legendary. 

    Posted in: News
  • 2

    posted a message on Why Valeera DK Is So Insanely Overcosted?

     

    Quote from hillandder >>>>
     Many, many times, only a simple comparison is needed to know the DK's are unbalanced.
     
    Valeera for 9 manas give you one turn of survive, what is not a big deal because you spend your entire 9 manas turn playing the DK making 0 impact in the board, and need a least 4 turns of using the new hero power to get the value of Sprint, a 7 manas card.
     
    This is utterly nonsensical. You’re just asserting something false (i.e., that DK Valeera is “insanely overcosted”) and then giving a borderline incoherent evaluation of DK Valeera’s impact. Card draw and card generation are obviously not equivalent. With the DK hero power, you get the opportunity to play a copy of another card each turn, so in terms of pure value, there is no comparison with Sprint.
    Valeera has loads of potential and is simply underwhelming in the current standard meta, but that is no reason to argue that Valeera is overcosted—let alone “insanely overcosted.” Evaluating Valeera, any DK, or really any card for that matter, independent of (actual or potential) synergy with other cards, the current meta, etc., is tremendously misguided and ultimately a waste of time. Consider the question: Is x card good/bad? Despite initial appearances, this is a complex question that involves a variety of other considerations, and the answer can and should always be reevaluated given any change in the meta or introduction of new cards, etc. Just because x card seems bad/overcosted, etc., right now does not entail that it is, as a matter of fact, bad/overcosted, etc., full stop.
    I honestly don’t understand why the vast majority of the threads like this one (i.e., “x is so broken/unplayable/overcosted”) garner so many responses. The OP is typically just dogmatically asserting something controversial, or in this case, something false. I wonder what the average age of (semi-)frequent posters is on this site. Given these inane threads, it really seems like this is a children’s card game played by mostly children. 
    Posted in: Rogue
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    posted a message on Mana Wyrm is a problem.

    How would you propose that it be changed? 

    Posted in: Card Discussion
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    posted a message on soooo it's a N'zoth expansion?

    Mage and Rogue are getting some interesting cards and will still see quite a bit of play, so that should be really enjoyable to play against (was already an RNG bannanza w/ Book, Tome, Glyph, Hallucination, Swashburglar, etc.). N'Zoth is still good in Wild, but the paucity of decent, playable deathrattles in standard will keep it from seeing much play. 

     

    Posted in: Card Discussion
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