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    posted a message on Sphere of Sapience thoughts?
    Quote from guyopt >>

    currently its very bad, vs aggro its bad and vs control they destory it or even worse - sticky finger it.

    It's most definitely not bad against aggro, as long as you're playing it in the right deck. Sphere of Sapience is best in decks with polarized cards: some you want, some that do nothing. In those decks, Sphere can be game-winning, getting you your board clears and leaving your combo pieces on bottom (or the inverse against control). It also is great at preventing low-rolls like drawing Vargoth or Potion of Illusion. Easy craft for any deck fitting these qualifications (preferably one that does not attack with their hero).

    Posted in: Card Discussion
  • 0

    posted a message on Sphere of Sapience thoughts?
    Quote from Nerzuro >>

    Turtle mage is crazy good in wild, the deck is far better than quest mage and double the fun, the card by itself is pretty unique and fun, you hate to see weapon removal though.

     Far better than quest mage? Are you insane? Quest Mage destroys every deck that is not Darkglare warlock. Turtle mage also loses to it, but also to Reno Priest and is overall less dominating than Quest Mage.

    The fun of either deck is, of course, subjective, but it seems like you're not giving one of the most fun decks of all time to play a fair shake.

    Posted in: Card Discussion
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    posted a message on Renolock farms Raza!

    The combination of Sir Finley and Grizzled Wizard in Renolock is not your innovation, it's been well known for some time. I often play Renolock, am confident in my list, and this guy seems to not be having success with this one, so I linked mine to him. Apologies if you took this to heart.

    Posted in: Renolock farms Raza!
  • -3

    posted a message on Renolock farms Raza!

    This is a better list: https://www.hearthpwn.com/decks/1363148-renolock

    Against Odd Warrior, apply pressure, don't tap and keep dumping cards, replace their hero power if you can and finish the game with Brann Loatheb into Zola Loatheb into another Loatheb to shut them out.

    Against Reno Priest, apply pressure with demons while digging for your Gnomeferatu, Sir Finley Mrrgglton and Grizzled Wizard. Try to rat their Raza right before their turn 5. If they play Polkelt, Gnomeferatu. If they play Anduin, replace their hero power. If they play Illucia, steal their key cards. If you have Brann, Zola, and Gnomeferatu, you could use them together to burn a bunch of their cards. Your goal should be to prevent the combination of Raza and Anduin. Spawn is irrelevant.

    Against Darkglare, you're kind of fucked. Stall as long as you can to set up for your big clears while making taunts, but, if they play Loatheb, you're pretty much done.

    I assume you're referring to Aggro Druid as I haven't seen a Token Druid in ages. That matchup may be challenging as you will not know  the archetype until after the mulligan, but it's a classic game of board control. Just win 4head

    Posted in: Renolock farms Raza!
  • 0

    posted a message on Why are Mage secrets 3 mana?

    In order to assess the power of secrets from these three classes and prove your claim wrong, I've divided their effects into eight categories.

    The first is spell disruption, which is exclusive to mage. Counterspell counteracts a spell cast and Spellbender is essentially a more specific variation with a potentially higher payoff.

    Countering a spell can be seen as analogous to destroying a minion, an effect of the mage secrets Vaporize and Potion of Polymorph, which avoids deathrattles, but leaves a 1/1. Freezing Trap can be compared to Vaporize, but, being a Hunter secret, gives the triggering player their minion back, at an increased cost. Explosive Runes is a more polarizing Potion of Polymorph, not always killing, but sometimes dealing damage to the triggering player's face. It's a clearly superior version of the Hunter secret Snipe. The variance of the power level of cards can be shown through Pressure Plate and Dart Trap: one comparable to Vaporize and another a meme.

    The most common effect of secrets is summoning minions. While Potion of Polymorph removes the opponent's minion upon play, Mirror Entity copies it, each secret keeping the players equal on board. Splitting image similarly copies a minion, in this case, the secret player's own one, and Effigy, one of the same cost, while Pack Tactics's copy is only 3/3. Hunter has an abundance of Secrets that summon 3 cost minions (Snake Trap, Bear Trap, Venomstrike Trap, Cat Trick, and, obviously, Wandering Monster). Mage? It summons 4 cost minions with Netherwind Portal. Rogue secrets, sharing the same mana cost as those of Hunter, are similar, just Ambush and Venomstrike Trap both summon 2/3's with poisonous. Bamboozle essentially summons a 3-cost minion, by transforming a minion into one 3-mana higher. Rat trap is an exception, but, just like Hidden Wisdom from that set, it offers a high reward for a specific condition of the playing of 3 cards in one turn.

    We established earlier that spell related secrets are similar to minion-related ones, and you could see this similarity in Mana Bind and Mirror Entity, Mana Bind adding an immediately playable copy to the secret player's hand. Duplicate and Frozen Clone add two copies of a minion, but without a reduction this time. Cheat Death, while sharing the condition of Duplicate, more resembles Mana Bind, and its inferiority is seen in that it only reduces the minion's mana by two, not to 0. Dirty Tricks stands above the curve, adding two cards to the secret player's hand for only two mana and the power of the Plagiarize is hard to say.

    The rest of the secrets are divided into miscellaneous categories, starting with Betrayal. Like the aforementioned two mana spell, the two mana secrets Misdirection and Sudden Betrayal force two things to attack each other.

    There are two general AoE secrets, Explosive Trap dealing 2 and Flame Warp dealing 3, although Explosive Trap has slight upsides to the Mage secret.

    Ice Block and Ice Barrier both keep the secret player alive, and Evasion resembles the latter, but Ice Block's condition means consistent survival, something Evasion can't provide.

    And, finally, Handbuff. The only Handbuff Secret is Hidden Cache and there's no wonder it was the only one.

    Posted in: General Discussion
  • 0

    posted a message on Returning Player asking for Advice

    It doesn't really matter which packs you buy, but it's safest to go with most recent one.

    Definitely invest in solo adventures. If you're willing to spend money on the  game, solo adventures give you the most bang for your buck and contain powerful cards you can't get otherwise. The League of Explorers is undoubtedly would the best place to start, especially if your planning on playing a Reno Mage in wild (not necessarily recommended: they're pretty expensive).

    Hope this helped.

    Posted in: General Discussion
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    posted a message on We need this!!!

    Darkglare Warlock is way more oppressive than Reno Priest. Nerf Loatheb first, than we can worry about Raza.

    Posted in: Card Discussion
  • 0

    posted a message on Did dual class cards work?

    High Abbess Alura is the nuts in Combo Priest.

    Posted in: General Discussion
  • 0

    posted a message on Sky Gen'ral Kragg, good or dust?

    Only good in RQM at the moment. Dust.

    Posted in: Card Discussion
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    posted a message on Pen Flinger OTK Help

    I'd recommend running as few minions as possible in order to utilize Elven Minstrel to tutor your combo pieces. The rest of the deck could be miscellaneous removal/stall/draw spells.

    Posted in: General Deck Building
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    posted a message on I'm worried that aggro will be a real problem.
    Quote from felixhana >>

    With Mindrender Illucia combatting Reno Priest's weakness to combo decks and Sphere of Sapience/Lorekeeper Polkelt combatting the deck's inconsistency, I feel like that's going to be the best deck, and it'll keep aggro in its place.

     nope. doesnt have good enough boardclear vs these crazy aggro these day, esp if you run the highlander version. It is still keep anti aggro decks like control warrior in check, as it always is

    Are you insane? Priest has the best board clears in the game, behind Warlock, and it takes a big highroll for aggro to compete, especially after the nerfs.

    Posted in: General Discussion
  • 0

    posted a message on I'm worried that aggro will be a real problem.

    With Mindrender Illucia combatting Reno Priest's weakness to combo decks and Sphere of Sapience/Lorekeeper Polkelt combatting the deck's inconsistency, I feel like that's going to be the best deck, and it'll keep aggro in its place.

    Posted in: General Discussion
  • 0

    posted a message on Could you guys help me with something?
    Quote from C_A_W >>
    Quote from yugi467 >>

    Do you think frost lich jana would do better than the amazing reno hero?

     Obviously, Jaina is top 3 best hero card of all time.

     What the fuck? I mean, I don't know how the Standard meta is, so maybe Jaina is favored there, but the Amazing Reno is the superior hero imo. And, even if it was better, it wouldn't be worth taking up the one wild card slot just for a slightly better card.

    Posted in: General Deck Building
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    posted a message on What are the 5 strongest cards for you like now?

    1. Mindrender Illucia

    2. Lightning Bloom

    3. Secret Passage

    4. Voracious Reader

    5. Lorekeeper Polkelt

    Posted in: General Discussion
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    posted a message on If you could add 1 wild card to a standard deck what would it be?

    Open the Waygate.

    Sure, you lose out on wild power cards such as Flamewaker and Luna, but trust you me that Quest Mage will break any format it makes its way into.

    Posted in: Card Discussion
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