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    posted a message on It Is Time To Nerf SN1P-SNAP?
    Quote from Wolfric >>

    oneof the autoincludes in most decks and a reason to play mech decks ... sigh ... Play shaman or mage and put in polymorphs if you don´t play mechs ...

     you can't waste hex on it normally. Imagine you face mech hunter with control shaman, your main hex target is 100% the mechanic dragon, cause this ruin their nine lives. Now if I hex Sn1p, and they play two mechanic dragon after, I auto loss because of the Nine lives.

    Posted in: General Discussion
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    posted a message on Are there any fun, semi-successful decks right now?

    Build a deck that may beat control warrior now, cause you will face tones of it after the Sn1p release and the buffs. Maybe rabbit rogue is an out for you.

    Posted in: General Discussion
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    posted a message on It Is Time To Nerf SN1P-SNAP?
    Quote from Deck_Fiend >>

    SN1P was a great way to get more people trying out mechs. Of course this is just a theory and just my opinion though, not at all stating this as fact.

     I agree this theory but control warrior is the problem. They don't even need to put Sn1p in their deck but still ruin your game with Sn1p. That's why I always say "discover is the game killing mechanic". 

    Posted in: General Discussion
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    posted a message on It Is Time To Nerf SN1P-SNAP?

    For your reference if you don't know why this card is broken:
    Magnetic give potiental burst and good trade; echo give value; Deathrattle effect give it protection to most of the board clear cards; and if you play warrior you can get it for free and multiple times. Imagine your opponent play a 9 mana 6/9 deathrattle into SIX 1/1 mechs. 

    I lose a control game just because my opponent play Sn1p (from OmegaLUL)  in turn 10, I hardly remove it by 2 cards, and then he play another one discovered from his stupid hero power next turn. 

    Posted in: General Discussion
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    posted a message on It Is Time To Nerf SN1P-SNAP?

    This patch update just make everyone play control warrior (not even bomb warrior). Two good warrior mechs buff AND the Sn1p just kill the game with warrior. I queue in 8 games and 6 of them are control warriors. It's not only about the card itself, it's the stupid discover system that can give warrior multiple Sn1p in one game. He just played a card that's not putting in his deck and win the game. A 2/3 mech with echo magnetic AND rush AND it's from the stupid hero power or omegaLUL Assembly. God Blizzard can you restart your brain before printing cards.

    Posted in: General Discussion
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    posted a message on Cyclone mage and Aggro rogue will be the god tier decks after the nerfs
    Quote from delkoHS >>

    I'm at rank 4 atm, my games consists of Bomb Warrior (40%), Beast Hunter (20%), Cyclone Mage (10%), Token Druid (10%), Aggro Mech Hunter (10%), Murloc Shaman (5%), Zoo Warlock (5%). No Rogues, Paladin or Priests today..

     rank 2 here, playing 26 games these days, 12 warriors (control or bomb), 6 cyclone mage, 5 mech hunters, 1 Rogue 1 Priest and 1 Shaman. 

    Posted in: General Discussion
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    posted a message on Awaken the aggro soul.

    This game is full of dumpaxe RNG and combos now. After trying tones of control decks (not warrior haHAA) and got rekted by those calling mage, ninefive hunters, miracle Rogues and of course warriors, I started to play self-maded, slightly off meta (which means not Rogue) aggro decks, and it feels so great to beat those net-decking players before turn 6, which they can't pull out their stupid combos yet. 
    I used to be a control deck players all these years, but maybe that's the reason why people love aggro decks.

    Posted in: General Discussion
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    posted a message on Nerf Conjurer's Calling next please
    Quote from MattMurdock77 >>

    HS is simplistic and repetitive. It’s also twice the RNG. That being said, it’s OK. Not everyone wants to play a game that’s more complex and involved. It’s nice  to turn your brain off every once in a while. 

     If you want your brain off, stop playing card game but play some others.

    Posted in: General Discussion
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    posted a message on Nerf Conjurer's Calling next please

    Best way to balance this game now is to remove all the Giants from Ladder ( or make it at least 5 mana to play)

    Posted in: General Discussion
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    posted a message on Nerf Conjurer's Calling next please

    This game is literally broken now. Every deck do things that's broken and out of curve. Two ways left to play - either play aggro and beat their axe before turn 6, or play rock paper scissors (Warrior Rogue Mage) with them. You have no way to play something like control priest or paladin or shaman thing if you actually want some wins.

    Posted in: General Discussion
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    posted a message on Reckless Experimenter Nerf

    Magnetic with echo is generally stupid idea. Thanks Blizzard now warrior can discover this thing and then win the board for free.

    Posted in: General Discussion
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    posted a message on If you're bored of the meta, feel free to try my new deck: (Face Warrior)

    First impression, bad deck. You should focus on what your goal is with your deck building. You want to SMOrc opponent down, don't play ooze. It is useless.
    Two Militia Commander  please, it is so core. and the Darius Crowley. Not a fan of the Elite (4 mana 4/3 charge), just run Grommash. Play some bomb cards and run the 7 mana doctor bomb (summon 2 x bombbots with bombs in enemy deck). This card is awesome in SMOrcing.

    Sul'raze is useless. Cut it down with the new bomb weapon please.

    Put one warpath in this deck, for the potential Berserker burst.

    And, 1-2 battle rage for card resources please.

    Posted in: General Discussion
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    posted a message on Do you guys also find the meta insanely boring?

    This game is becoming boring mainly because of the heavy reliance of luck, or we called RNG. 

    Posted in: General Discussion
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    posted a message on How will Blizzard inevitably nerf rogue?

    Let's count for win condition of Rouge shall we?
    1. Turn 2 coin-prep-raiding party-edwin, easy turn 2 8/8 draws THREE specific cards.
    2. Or turn 3 backstep-prep-raiding party-edwin, turn 3 8/8 clearing one minion from token decks and draws THREE specific cards, following a turn 4 4/2 weapon with shadow step effect, casually throw two 0 mana 3/3 taunts out.
    3. maybe you don't get the combo, how about coin/backstep EVIL, 1/5 getting two lackeys for NO downside effects? (Warlock 2 mana 2/2 crying)
    4. losing on board? how about casually turn 8 deals 12 damage face with Leeroy shadowstep?
    5. Taunt minions blocking? Oh we have sap AND 2 mana deals 4 face which you can't block with taunt Kappa.
    6. Your opponent stablize with a lot of early clears? No problem we have Togwaggle 6 mana 5/5 get a TREASURE, casually prep it out and get two 12/12 on board maybe?

    We still have more -> how about blink fox/hench-clan into 0 mana deals 4 damage to a minion in turn 4?

    The problem of Rouge decks are, we can't specify them. They contains both super aggro, control, miracle, potiential late game, in a deck of 30 cards only.

    Posted in: General Discussion
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    posted a message on IRL Fatigue, Stuck at Rank 15

    play BrokeBack Rouge and get some easy rank to Legend, it works easily.

    Posted in: General Discussion
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