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    posted a message on Introducing the FMLock - Take Failure Into Your Own Hands!

    I was watching the Kripp play arena, when I got the idea for this deck.  His opponent played an Unlicensed Apothecary on turn 3, and Kripp was able to abuse this card's mechanic into dealing 10 damage, on top of the damage he had on his board ( it is worth mentioning that the opponent put himself in a situation for this to happen).  So if your luck is down, why let your opponent have the joy of beating you?  Take it into your own hands with the FMLock!

    On a side note, I think if Blizzard introduced a card which transferred self-dealt damage to the opponent, this deck could actually be a new Archetype worth looking into.  For now, however, use it to give yourself the last laugh!

    FMLock
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    Posted in: Warlock
  • 0

    posted a message on RNG on Yogg-Suran is broken

    Haha, that reminds me of this one Yogg player I faced.  He seemed to be in a winning position, I was under 10 health, and I believe he had board control.  He casted yogg, which then casted at least two sprints and some other forms of card draw, and also damaged his face.  He drew about 5 cards into fatigue with 6 health left and a few secrets up.  I just passed my turn and took the free victory.  Thank you Yoggie!

    Posted in: General Discussion
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    posted a message on Yogg-Saron, Hope's End
    Quote from Mortaii >>

     So the only way i can see this played is in a freeze mage deck, so you can iceblock and then play this and hope it kills the opponent or atleast clears the board. But its really complicated to make a deck around this. Anyway Cabalists tome now seems like a better card.

     The issue with this strategy is that ice block will not trigger on your turn.  So you can still kill yourself by playing Yogg.
    Posted in: Yogg-Saron, Hope's End
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    posted a message on Trolls in this brawl?

    I've encountered a large number of trolls while playing this brawl.  What I mean is that my opponent has intentionally made mechazod stronger. I.E. priest healing him, giving him health buffs, and paladin giving him divine shield / doubling his attack etc.  I don't think these are noobs, because they continuously span threats or well played....  Has anybody else ran into this problem? 

    Posted in: Tavern Brawl
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    posted a message on A way to have infinite turns in a single game?
    Quote from Beesman93 >>

    Game concludes in draw after ~30 turns of no damage delt as far as I know.

    Also:
    Mal'Ganis vs Mal'Ganis

    edit: found the vod confirming the draw at least for infinite try with Mal:

    https://www.youtube.com/watch?v=_LYtRjoTknc

     

    Thanks for finding this; I think that pretty much answers my question.
    Quote from BlackerPaul >>

    You could do this on a budget with Cho and gang up or recycle.

     Thats a great idea!
    Posted in: General Discussion
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    posted a message on A way to have infinite turns in a single game?

    I was pondering about how one might achieve this, and I think I have found a way.  If this has been done already could someone link me a youtube video?

    The easiest set up is as follows:  Rogue vs Druid

    The Rogue needs to have an assassinate and a faceless manipulator.

    The Druid needs to have Malorne and at least one innervate.

    At least one person needs to have  Lorewalker Cho.

    The goal is to play the game out until you are in the following position:  Both players have completely drawn their deck.  The druid has Malorne in play, and an innervate in hand.  The rogue has assassinate and faceless manipulator in hand.  Somebody has a lore walker cho in play.  The rogue first plays faceless manipulator to copy the druid's malorne.  Then the rogue plays assassinate on the druid's malorne.  This gives the druid a copy of assassinate (because of the cho), and also Malorne is shuffled back into the druid's once empty deck (now consisting only of Malorne).  The rogue ends turn, and now the druid draws Malorne, hence does not take any fatigue damage.  Now the druid plays his Malorne, and then plays innervate and assassinates the rogue's Malorne.  This will give the rogue an innervate and an assassinate, and shuffle Malorne into the rogue's once empty deck.  The druid ends turn, and now the Rogue draws Malorne, and does not take any fatigue damage.

    By this point I hope its clear that this process can be repeated indefinitely (at least until the game is stopped by some other means).  Basically each player takes turns cycling the malorne's back into their deck, and giving each other an innervate and assassinate.  Has anybody tried this?  Does it work?  I would love to try it, but I don't have Malorne or Cho, and I do not plan on spending enough money to craft them.  Thoughts?

    Anybody willing to set the world record for longest hearthstone game ever?

     

    Posted in: General Discussion
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