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    posted a message on *LEGENDARY* RAGE AGAINST THE META V.2

    Also took out the mortal strike for another warbot. And i am not sure if the pyromancer is a good idé not a lot of spells in this deck to activate it efficiently. I think it would be better to replace it with another whirlwind.

    Posted in: *LEGENDARY* RAGE AGAINST THE META V.2
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    posted a message on *LEGENDARY* RAGE AGAINST THE META V.2

    Warbot for curve instead of ramp and whirlwind instead of commanding shout. Not keen on the warsong comander, i use it as bait instead.

    Posted in: *LEGENDARY* RAGE AGAINST THE META V.2
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    posted a message on Top 10 Legend Mech Control Madness (70% Winrate!)

    They can, but they don't need a lot of it, because they are not supposed to go far in the late game. And this deck has a lot of draws.

    Posted in: Top 10 Legend Mech Control Madness (70% Winrate!)
  • -3

    posted a message on Top 10 Legend Mech Control Madness (70% Winrate!)

    Why 2 sprint? If this deck is going to the point of needing 2 sprint, I would say you have lost the game, it is midrange, and not a control. 

    Posted in: Top 10 Legend Mech Control Madness (70% Winrate!)
  • -1

    posted a message on Bloody Oath

    Would be smart call it a F2P deck then.

    Posted in: Bloody Oath
  • -1

    posted a message on Bloody Oath

    Hmm 2 thing i feel missing. Doomhammer and Al'Akir the Windlord 2 Of the most essential cards in the shamans cardpool.

    Posted in: Bloody Oath
  • 0

    posted a message on Crusher Handmage [Legendary]

    I played against this deck yesterday, and i must say i was not impressed by it. yes if you are able to take control over the board. But just like a handlock it is easy to just shut down. It will have a real hard time against a control deck. I was playing deathrattle/secret mage. 

    How many games is your statistik over?

    Posted in: Crusher Handmage [Legendary]
  • 0

    posted a message on Leeroy 5 mana change, and what it means for the game.

    And you misunderstood that, and that is why i made an edit update.

    Posted in: Card Discussion
  • 0

    posted a message on Leeroy 5 mana change, and what it means for the game.

    Ohh so that is the way you want to do it, just so we are clear about what to do.

    And How dare you say what my point is, do you think you know what i meant with this thread? 

    My point was that leeroy was not the problem in the deathball of miracle. and that the changes did not rule out the possibility for at deathball.

    Posted in: Card Discussion
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    posted a message on Leeroy 5 mana change, and what it means for the game.

    You want 2 south sea faceless coldblood? that is only 18 damage. 2/1 plus 4 that is 6 times 2 that is 12 plus one faceless that is 18.  you would need to add shadowstep into the mix to get to 20 damage. and then you could do more than just 20 damage. 22 if i calculate right. OFC  if you choose to play 2 SD. so it is 2 SD 4 D 4 mana SS Both, 2 SD board 0 mana, CB both 12 D faceless 5 Mana 6D. 4 plus 12= 16 plus 6 = 22 and that one is 9 mana.

    Arcane golem combo cost 8 accordion to my calculation. 

    But yes that could be done, but that was not my point was it? I pointed out that it is not the leeroy there is the problem here, and you just backed up my point.

    Posted in: Card Discussion
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    posted a message on Leeroy 5 mana change, and what it means for the game.

    Ok Blizzard nerfed leeroy, but does it actually means a lot?

    Let us look at what they did.

    miracle rogue: before: leeroy 4 mana cold blood 1 mana, 10 damege 5 mana, shadowstep 0 mana, leeroy 2 mana 6 damage shadowstep 0 mana, leeroy 2 mana 1 cold blood 1 mana 10 damage. over all 26 damage 10 or 8 mana if you use prep to cold blood.

    Now: leeroy 5 mana coldblood 1 mana, 10 damage shadowstep 0 mana, leeroy 3 mana, coldblood 1 mana, 10 damage. we have 20 damage here. for 10 mana that is a lot, and you need one less shadow step, that means you can start the combo before you wanted to before.  You only need to find 4 cards instead of 5 cards before. and if you add preb and eviscerate into the mix, you can still make a good 28 damage. It is still 6 less than before. but it is still a game changing card.

    My point is, that the change they did to leeroy, have been to little, to make it a bad card. yes they took away 6 damage from a miracle rogue, but they did not remove the possibility of a deathball. 

    On other chars, this changes have a little effect.

     

    Let me know what you others think of my logic, and plz. correct me if there is something wrong in my way of thinking i am open for a debate. 

     

    PS. sorry for my horrible English, i hope it is readable.

     

    Edit: i think i have to point out, since some miss my point. The change to leeroy have not stopped the possibility of a deathball, because it is not the leeroy there is the problem. If you ask me the problem is coldblood. It need its cost set up. 4 damage for 1 mana is a lot.

    Posted in: Card Discussion
  • 0

    posted a message on BreeBotJr Control Warrior

    I don't use grommas because well i don't have it, so I have always replaced him with ravenholdt assassin. He i s stealth and you can buff him up next turn if you keep your taskmasters. True you give him a turn to kill it, and you loose 4 damage, but it is better than nothing i say.

    Posted in: BreeBotJr Control Warrior
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