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    posted a message on New Legendary Paladin Minion - Crystalsmith Kangor

    Yeah, but in TESL your health can go above 30.  Health gain is far less useful in HS.  Armor is much more valuable since it stacks.

    Posted in: Card Discussion
  • 2

    posted a message on Stonehill Defender too strong in Paladin?
    Quote from Iate >>

    There's a reason you can't have more 1 legendary in a deck while building it I don't understand why you can discover a Tirion and have 2 now.

    That's actually a good point - as a solution they could restrict the discover choices so as to not include any cards that you already have in your deck.  That would prevent Mages from getting infinite Primordial Glyphs, Priests from getting 4+ copies of Drakonid Operative, and Paladins from getting 2+ copies of Tirion or Sunkeeper.  There are still plenty of options out there.
    Posted in: Card Discussion
  • 3

    posted a message on Nerf incoming?

    They will never nerf Patches - they are so proud of themselves for coming up with the card.  Plus, there are a few archetypes in other classes that run a small Pirate package and I think Blizzard likes that.  The only real oppressive Pirate deck remaining is Pirate Warrior (obviously).  What makes that deck click are the 2 Warrior-specific Pirate cards:  N'Zoth's First Mate and Bloodsail Cultist.

    I don't know how you would even go about nerfing NFM - reducing the weapon to just 2 charges won't do much because they rarely use all 3 charges before equipping a better weapon.  You would have to increase the cost to 2 mana and make it a 2/2 or something.  That would eliminate the insane T1 play of weapon + 2 minions on board (or 3 minions w/coin).

    They probably wouldn't touch Bloodsail Cultist, but making her a 3/3 would make a difference.

    With those changes, Pirate Warrior would still be a good deck, but it would just slow it down a notch.

    Posted in: Card Discussion
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    posted a message on Meta shifts by time of day?
    Quote from UmtheMuse >>

    People are predisposed to see patterns in things even when they're not there. I know I've fallen for traps like that many times. That said, my experience has been somewhat in line with what you're saying here.

    The test, I suppose, is if the pattern is exploitable: can you choose decks to counter the ones that you're likely to see during that time of day?

    I hear you about perceived patterns - it just makes me wonder.  I started playing Wild for the first time this season and went 14-3 using a version of StrifeCro's Midrange Paladin going from rank 16 to 10 in about 3 hours this morning.  Then I came back around 5:30 pm (8:30 pm Eastern) and went 0-5 with the same deck - all against aggro decks.

    So I decided to try something else (maybe I was just tired, right?).  I switched to a home brew Anti-Aggro Taunt Warrior and proceeded to go 7-3, almost entirely vs. aggro decks.  (2 of the losses were to Egg Druid - damn that deck is fast).

    I realize my sample size is tiny, so that's why I came here to ask if anyone else sees the same thing.  I'm going to try playing midrange in the morning and anti-aggro in the evening for the next few days and see if my average win rate goes up.

    Posted in: General Discussion
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    posted a message on Meta shifts by time of day?

    I couldn't find a thread about this so will ask everyone:

    Do you notice a shift in the meta depending on the time of day?  I've always wondered but haven't been able to figure it out.  Lately I have been playing more in the morning US Pacific Time, and the meta seems slower than in the late evening.  Lots more aggro at night.

    Is that your experience?  Has everyone else already figured this out?

    Posted in: General Discussion
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    posted a message on We still have broken 1-mana spells in Standard
    Quote from Legend_Entomber >>

     Do you prefer to see a card become playable and competitive one day on ladder or do you prefer to see the card unplayble and stuck in your collection with dust?

    The first of course.  It is great when previously unplayable cards finally become playable when new cards provide synergy that didn't exist before.  Off the top of my head, I think that a good example is Vilefin Inquisitor.  Nobody played it until another good 2-drop Murloc came along (Rockpool Hunter).  But Vilefin Inquisitor just went from unplayable to playable, not unplayable to gg like Inner Fire.
    And the point of the thread wasn't to campaign for a nerf.  I am not under the delusion that Blizzard listens to any of us, let alone little old me.  I'm not even sure if it is possible to "fix" these cards.  The point was to generate conversation.  I welcome a challenge to my opinions - it helps to see different perspectives.  But it would be nice for people to provide real insight - not "OP is just butthurt because Priest killed his pirates" lol.  Maybe I'm hoping for too much.
    Posted in: Standard Format
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    posted a message on We still have broken 1-mana spells in Standard

    First, everyone is entitled to their opinion, but at least try to be rational and objective when expressing yours.  Being polite would be nice too.

    Second, my opinion is based on experience trying out every significant archetype for all 9 classes, plus some fringe decks for fun.  I have actually played all these cards - not just played against them.  Pirate Warrior is my least favorite deck to play - it's just too boring.

    Third, I didn't start this thread out of Priest hate.  I actually like playing Priest quite a bit, and I want Priest to have fun cards and to be successful (but do it fairly).

    Fourth, I never said that the cards in the original post are broken every time you play them.  It's ridiculous to insinuate that.  I said that they had the POTENTIAL to be broken.  Compare all 5 cards I mentioned to Power Word: Shield (which I love).  On average, PW:S is a much better card because it is consistently good.  But PW:S is never broken.

    The cards in the original post all have pre-requisites and a wide range of actual impact on the game.  Sometimes they are absolutely worthless.  That doesn't mean they are balanced, because the upside is so entirely insane for just 1 mana.  Of course you don't always get a 40/40 minion or 10 free armor.  Just like Ice Lance doesn't always hit face for 9 damage.  But when there is a legitimate possibility of it happening then the card is unbalanced and broken.  (Even the relatively likely scenario of getting a 12/12 minion from Inner Fire or 5 damage from Ice Lance outweighs the downside.)

    Inner Fire didn't use to be broken, because the probability of actually generating a huge minion was low.  It was just too hard to pull off, or everyone would have run that deck for the past 3 years.  But with the combination of targets and heals/health buffs now available to Priests, it is far more likely to achieve than before - especially with Radiant Elemental.  That's why so many people are including Inner Fire in their decks now - even some Miracle Priest builds.

    Posted in: Standard Format
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    posted a message on We still have broken 1-mana spells in Standard
    Quote from jferrante831 >>
    Quote from Xaos73 >>
    Quote from JackScale >>

    Potion of madness is priests only good form of early removal. Definitely not broken in priest

    Shadow Word: Pain?  Or maybe that's not good enough because it only removes 1 small minion for 2 mana.  Priest somehow needs a spell that removes 2 small minions for 1 mana?
     then dont play 2 minions that can kill eachother if you suspect priest has it. not that fucking hard. youre upset because you flood board with your pirate minions then get punished and call it op i assume.
    You assume wrong.  Every class plays early game minions.  This doesn't just affect aggro.
    And let me get this straight - your suggestion on how to play around Potion of Madness is to NOT play early game minions?  When do you suggest I start playing minions - wait until T4 or T5?  You can mitigate the impact of AOE or other cards like Brawl by not over-extending, but playing 2 minions by T3 is not over-extending.
    I don't have a problem with cheap single target removal - Shadow Word: Pain is a great card.  But Potion of Madness can be even more powerful, for half the cost.  It essentially has the same effect as Cleave, which costs 2 mana.
    Potion of Madness is undercosted, even for a class card.  How is that so hard to understand?  If you can develop a minion plus kill 2 of your opponent's minions on T3, that is broken.
    Posted in: Standard Format
  • 1

    posted a message on We still have broken 1-mana spells in Standard
    Quote from JackScale >>

    Potion of madness is priests only good form of early removal. Definitely not broken in priest

    Shadow Word: Pain?  Or maybe that's not good enough because it only removes 1 small minion for 2 mana.  Priest somehow needs a spell that removes 2 small minions for 1 mana?
    Posted in: Standard Format
  • 1

    posted a message on We still have broken 1-mana spells in Standard
    Quote from Sorakie >>

    tl;dr nerf Inner Fire?

    You know what, stop going face and hit the damn minions to reduce HP if you don't want to get punished. (YES even if the minion dont die)

    So many time I would lost the game if the enemy attacked my minions instead of face.

     
    Quote from samknows >>

    Inner fire is generally a 2 turn set up, (occasional potion of madness aside). If you keep their minions health low they can't pull it off, it requires you to not respect the risk of inner fire which is your problem.

    Guys - I know how to play vs. Silence Priest.  Obviously you keep the health low on the minions.  I'm not some Pirate Warrior.  My argument is that the card is too strong even in normal situations - it is VERY easy to generate a buff of 4-6 attack.
    Now consider the fact that the card has the potential to generate a buff of 10 or 20 attack (or more).  I don't care how hard the combo is, that is simply too powerful for a 1-mana card.
    And please stop making it sound like the insane Divine Spirit/Inner Fire combos are hard to pull off.  It used to be relatively hard, which kept Inner Fire in check.  But now there are better minions to use as targets, plus Radiant Elemental is in the mix.
    Posted in: Standard Format
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