• 3

    posted a message on Trollferatu

    This deck has produced some hilarious matches. Kudos on making a deck that really messes with people. :D

     

    Posted in: Trollferatu
  • 0

    posted a message on A Frozen Recipe - Tavern Brawl #118

    The Rogue deck is Jade Deathrattle with N'zoth and Valeera the Hollow. Pretty decent deck, all in all.

    Posted in: Tavern Brawl
  • 0

    posted a message on Recruit-a-Friend for Hearthstone Referral Links Sharing Thread

    Please let me ascent to Fish Jesus instead of Green Jesus:


    https://battle.net/recruit/S6SNGNL2RS?blzcmp=raf-hs&s=HS&m=pc

    Posted in: Players and Teams Discussion
  • 1

    posted a message on disenchanting golden nerfed cards

    The nerf does two things:

    • It changes the attributes of the card to a new state. The old state will be gone forever, meaning only the "nerfed" version exist, regardless of it being golden or not.
    • Every card that gets nerfed/buffed will have their disenchant dust amount set to be equivalent to the normal crafting cost. That means if you spent 400 dust to craft an epic card, you will receive 400 dust from that nerfed/buffed card once you disenchant it during the small timeframe where this is possible.

    If you do not disenchant anything, the cards will be there in its new (and now nerfed) form. This is regardless of them being gold or not. Once the patch hits, your cards will be nerfed and there is no way around that. If you disenchant these cards, you will need to recraft them or win them through chest/arena/pack rewards, yes. The benefit is that the amount of dust you get to disenchanting these cards will be the same to the future crafting cost of that very same card (or any other card you want).

    Posted in: Card Discussion
  • 1

    posted a message on Best LOE legendary?

    People did not forget about Justicar Trueheart, simply because that card was not a League of Explorers card, but rather from the Grand Tournament. :P

    Posted in: Adventures
  • 1

    posted a message on Your first TGT legendary!

    Skycap'n Kragg was the first which I unpacked just now.

    ...followed by Eadric the Pure in the next pack, just after I posted the above.

    Dreadscale on pack #40.

    Second Skycap'n Kragg on pack #62.

    ....third Skycap'n Kragg on pack #72. :(

    Then I got The Mistcaller on pack #98.

    Posted in: General Discussion
  • 0

    posted a message on New Shaman Card - Healing Wave

    At first, I thought this was pretty bad, because I assumed the double effect was only firing off if the enemy player's card costed more.

    Then I realised it was the other way around, and I am pretty shocked and pleased. This can make some control based Shaman decks far more playable than before.

    Posted in: Card Discussion
  • 1

    posted a message on How much dust have you guys collected?

    27345 at the moment if I choose to click the disenchant button.

    Posted in: General Discussion
  • 0

    posted a message on New Shaman Card - Tuskarr Totemic
    Quote from Flash_G jump
    Quote from Yuanrang jump

    Seems to be a very poorly budgeted card for that incredibly random, and bad, effect. I am assuming Shamans will get a hell of a lot more totems that make this card viable, because if not, a 3/2 for 3 seems to be very dead in tempo. The Thunder Bluff Valiant and the Draenic Totemcarver has synergy with totems, so it does seem like there will be more totems.

    I guess they are expanding on the totem-variant for Shamans, and not necessarily pidgeon-holing them into Murlocs.

    I completely disagree. If your saying a 3/2 isn't a viable card then explain Knife Juggler. Furthermore, there are now more cards that buff totems and make them super awesome.... if only there was a class that had synergy like that, that we can compare that too... oh well i guess there is Muster for Battle Quartermaster, that on it's own built an entire set of decks from it. I'll give you that on its own it isn't super epic, and it MAY be too early to call, but i think there will be a ton of Totem synergy that will Definitely make this a viable card.

    I am not saying a 2 drop 3/2 is bad, I am saying a 3 mana 3/2 is bad, unless you are saying the 3/2 combo is awesome no matter the mana cost, even if it were to be... say... 5 mana, which is what is the case with Starving Buzzard, which currently is almost not used at all.

    The fact of the matter is, if Shamans do not get more (and better) totems somehow through their next cards, I think Tuskarr totemic is a liability considering the constructed meta deals with either very early aggression or your deck is able to pull it into lategame and overpower the enemy with pure value. Shamans, currently, is not suited very well for the value game.

    Posted in: Card Discussion
  • 9

    posted a message on New Card - Ball of Spiders [Hunter]

    This is complete horseshit of a card! 6 F*ing mana? for 3/3 and 3 parrots? F* that! This is Cobra shot all over again. Overprized garbage!

    Of course it is overprized. Hunter is primarily all early-game focused in the meta, and most of their class cards have a small mana cost. If you look at almost every other class, you will see that their new class cards (since Naxxramas) has been filling in gaps. 

    Now it is Hunter's time, and they get late game cards. 

    Does it matter that this card seems awfully underbudget? No, no one will play it anyway, since no one wants to play super-slow Control Hunters.

    ...and that is why the card is good. Other classes get stronger against early game zerg, and it seems the early game zerg is not getting stronger.

     

    TL;DR: Take your Face Hunter mentality and whine somewhere else. :D

    Posted in: Card Discussion
  • 7

    posted a message on New Card - Ball of Spiders [Hunter]

    I am perfectly fine with this being 6 mana and very random. If this had been like Muster for Battle, I think the Hunter-hate would be over... 9000.

    Any card that is very slow is a good addition to the Hunter, simply because they are too early-game dominant already.

     

    Posted in: Card Discussion
  • 1

    posted a message on New Mage Card - Fallen Hero

    Hunters and druids should get an extra point of damage if they end up with some Piloted Shredder luck, yes.

    Posted in: Card Discussion
  • 2

    posted a message on New Mage Card - Fallen Hero

    It is now confirmed that each version adds 1 damage.

     

    Trump just tested using 2x Fallen Hero. Each version adds 1 damage, meaning his hero power did 3 damage with 2 Fallen Hero's on the board.


    Posted in: Card Discussion
  • 1

    posted a message on New Card - Maiden of the Lake
    Quote from nDubya11 jump
    Quote from Yuanrang jump

    Seems interesting. It is budgeted like a Senjin, and tanky enough to stick on the board. Could be great for classes with a great oomph in their hero ability. It is insane if you get that Coldarra dragon on the board though and have a whole turn for it.

    Coldarra dragon is a mage card. at least facehunter can't take advantage of it..

    Yes, but Maiden of the Lake is not, meaning my comment was about the Maiden in general. I was just pointing out that it had good synergy with the Coldarra dragon, and I figured most people had the intelligence to realise that it would be interesting in mage decks (especially in conjunction with Fallen Hero.) ;)

    Posted in: Card Discussion
  • 2

    posted a message on New Card - Draenei Totemcarver [Shaman]
    Quote from T4te jump
    Quote from Yuanrang jump
    Quote from T4te jump
    Quote from SkyColossus jump

    Turn 4 with 2 totems makes it 6/6, makes it quite strong. I like how they made shaman stronger

    Turn 2 totem, turn 3 totem, lol, are you for real?

    Not really that far fetched if you have no other 2 or 3 drop, but you got a Totem Golem (which you are bound to save in a mulligan). Totem Golem --> Hero Power --> Draenic Totemcarver.

    I would definately play the 2 mana 3/4 with 1 overload, because very little will wipe it off the board on turn 2.

    That's just one card, other totems at turn 2 and 3 are not going to give you anything except sparing some dmg to the face opp spends on killing totems. 3 turns with totems and 6/6 on turn 4 (assuming totems will live, what is not likely) is a horrible start.

    I am not saying it is a good plan, but are you really saying that you never find yourself in matches where you generally have a shitty hand to begin with? Totemic Golem gives you the ability to keep at least one totem alive to turn 4, in which a 4 mana 5/5 is worth it.

    I am not talking about ideal hands and perfect mulligans. I am talking about how to handle horrible games, and quite frankly, looking at some of the shaman cards, there will be extra focus on totems. I can see the carver work since it is also a decent 4 drop to fit in the shaman slot.

    Posted in: Card Discussion
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