• 0

    posted a message on Double Decker - Castle Nathria Multitype Wild Decks

    Really high quality thread, good work!

    Posted in: News
  • 7

    posted a message on 24.0 Known Issues & Hotfixes - Guff Banned in Duels - Collateral Damage Fix - Arena Balance Changes

    Can Blizzard spend an ounce of resources on Duels and code hero-specific bans in the game mode? Twig and Mycelium were already hit, and Guff is now banned only because of Drek'thar. The other 2 Druid heroes are only going to suffer more because they can't make hero-specific bans. Another example of this is Wildfire being banned for Mozaki simply because Reno abused it.

    Posted in: News
  • 5

    posted a message on Celestial Alignment Nerf Incoming? Dean "Iksar" Ayala Tweets (Again!)

    One of the most unfun cards to play against. Hopefully they don't murder the card but simply make it affect the player rather than both players.

    Posted in: News
  • 0

    posted a message on Monsters behind you!

    If you've been playing Wild recently in the higher ranks, you'll quickly find out how nutty Kobold Illusionist Rogue has become. Gave the deck a spin and it's really fucking ugly. The funny part about the deck is that it doesn't even rely on Neptulon for wins like Big Priest does, so even banning Neptulon won't do much. The issue with Wild in general is that there's been too many cards released in the history of the game that cheat big cards out, which is why you see Neptulon being summoned on turns 1-3. A 10 drop btw. 

    All this talk about Shadow Essence while cards like Illusionist and Masked Reveler which just released existing means Wild will never be free from cheating out big BS, which is basically a turn 1-4 win if your opponent can't deal with it fast enough. At this point, it's not even just Neptulon or Shadow Essence, and they won't nerf Standard cards that are specifically a problem in Wild, so only a mass ban can save the format. But also at the same time, banning cards basically kills the point of Wild, which is a format where you could play anything as long as you own it and also screws over people playing other decks with that specific Standard card. Wild's in a weird state right now, which is to be expected from a card game that continuously releases new cards, but it isn't a physical card game where the players can ban certain cards amongst themselves.

    Posted in: Wild Format
  • 2

    posted a message on Opinion on big priest

    Palm reading nerf? Hell no. The power outliers here are Illuminate and Shadow Essence. Since blizzard doesn't give enough of a shit about Wild, there probably won't ever be "wild versions" of standard cards where they're toned down, so their only option is to ban Illuminate or nerf a Wild card causing the issue (Shadow Essence). Like I said before, Shadow Essence has been causing big priest BS for ages and is long overdue a nerf like "Summon a minion from your deck and set its stats to 5/5." making Blood of G'huun less stupid and forces them to use res for more Neptulon BS

     

    Or, y'know, ban Neptulon from Wild. That one card has created three problematic decks in 3 different classes in a short few months. But touching Shadow Essence is better for the long run, much like the Lightning Bloom rework.

    Posted in: Wild Format
  • 0

    posted a message on The Harvester of Envy bug?

    It's because of the Endless Infuse on Denathrius. I believe Harvester looks at the card ID directly rather than the name and when Denathrius infuses that ID changes. For example, copying a Denathrius with 13 Infuse won't steal the one with 21 damage a couple turns later from your opponent's hand. This has been a bug since theorycrafting, hopefully they get to fixing it. However, I'm not entirely sure if playing a Denathrius with the same damage as your opponent works if you infuse it yourself.

    Posted in: General Discussion
  • 0

    posted a message on Nathria Collection Challenge Bugged?

    That's definitely strange, my pre-order legendaries counted towards my achievement progress (20 in total). Not sure if it's the final one that's bugged, but I've seen people have Diamond Olgra already so I don't know.

    Posted in: General Discussion
  • 0

    posted a message on Did Neptulon break the wild format? (mainly when used in priest)

    Oh, and change Shadow Essence to summoning a minion directly from your deck and changing its stats to 5/5. That card's been enabling bs for too long. 

    Posted in: Wild Format
  • 0

    posted a message on Did Neptulon break the wild format? (mainly when used in priest)

    Neptulon has been the core problem in 3 decks so far in Wild while only being around for a couple months: Big Shaman, Big Priest, Kobold Rogue. The issue with him isn't his Windfury or his hands, it's the Colossal keyword itself. Because his hands get summoned EVERYTIME a copy of him is summoned, resurrected, or made, not only is it much harder to take care of but not clearing Neptulon or his hands for a single turn only takes the opponent 1 Gift of Luminance to deal 32 damage. And best case scenario that happens all on turn 3.

    Big Priest abuses Neptulon the most because unlike Big Shaman which would rely on resummoning effects to stick minions on board, Priest literally has targeted res for fucking days.

    As unfortunate as it'll be to see things like Caria and Xhilag's interaction stop working, the only fix I see for Neptulon is changing the Colossal keyword to acting as a Battlecry and only summoning hands when played rather than summoned.

    Posted in: Wild Format
  • 0

    posted a message on Game broke?

    Just logged in a while later, works properly. Can't delete a thread though unfortunately.

    Posted in: General Discussion
  • 0

    posted a message on Game broke?

    Finished a game and the victory screen didn't pop up so I restarted, and now the game either refuses to launch or does but all the modes are disabled and I can't click anything. Looks like everybody on my friends list is facing the same problem. Any clues?

    Posted in: General Discussion
  • 1

    posted a message on A new expansion, a good start and a 0 mana 7/7 that draws 3 cards!

    I've been playing around with Deathrattle DH a lot today and personally I wouldn't say it's broken. I still got steamrolled by Questline hunter every time but I've sometimes won games just because I pull a 7/7 out of Razorfen. Pulling out Kryxis feels great, but up until you play a mage that spams 2 of their locations back to back freezing him for 6 turns in a row.

    Btw, what list are you running? I don't think mine is fully optimal and I'd like to take some notes :)

    Posted in: General Discussion
  • 2

    posted a message on Anyone else dissapointed by the artwork of the cards in this expansion?

    There'll always be something to bitch about on this website, huh? A lot of the cards look great, what are you even talking about

    Posted in: Card Discussion
  • 2

    posted a message on Buff my boy Huntsman Altimor

    Alright, I'm saying this partly because I opened him golden, but instead of selling him right away I want to see this card actually be good. Golden Huntsman Altimor probably has one of the best animated artworks I've seen in this game because his infused versions look sick. However, this card is really fucking boring. It's a Call of the Wild locked behind a MASSIVE Infuse (8) (whereas you could just drop Call whenever it's drawn) and the Gargon companions don't even have improved stats to make up for the work. Dropping (1) infuse on each stage, making it a total of Infuse (6) from (8) would help make him a bit more playable. Or they could simply add +1/+1 to each Gargon compared to their regular Beast counterparts.

    As it stands, this card seems pretty weak due to the astronomical Infuse number (an issue I see in Artificer Xy'mox as well alongside cost) even if he's ran with the Wildseed package. The issue with such a high Infuse makes the card a lot less reliable and more garbage the later you draw him. I know mediocre/bad legendaries are bound to appear in every expansion, but I hope I see Altimor be great instead of dusting him for 1600.

    Posted in: Card Discussion
  • 0

    posted a message on Can we nerf the questline hunter to 1 mana instead of 0 ? [STANDARD]
    Quote from PetiteMouche >>
    Quote from ankha >>

     99% of quest rewards are played the turn they are generated, nobody is dumb enough to let this "strategy" happen.

     You'd be surprised with how many unsuspecting hunters I've fought. Abyssal Curses work great at finishing their questline for them before turn 5 lol

    Also that deck has hardly any draw, and you can now pull out their Furious Howls with Theotar too.

    Posted in: Standard Format
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