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    posted a message on Paladin = The god of meta

    Also, if this is such a winning deck, why aren't people bringing this deck to high level tournaments and winning with them?

    That's right, because its a flash in the pan, high roll deck.  That has hard counters in the best deck in Standard right now.  Warrior.  If you can't beat warrior, don't bother trying with 'cute'  combos.

    Tip the Scales forces bad deckbuilding because many of murlocs don't impact the board themselves.  But I say if you are having fun, then go for it.

    I caution supporting threads like this and encouraging this.  People will make the mistake of spending Dust to build this deck and regret it.  As a public service, DON'T DO IT!  You have to craft 4 Epics that have very little use outside of this deck.  You could play the Duel/Lens deck too.  But that requires lots of high end Legendary and Epics too or the deck doesn't work.

    So my negativity comes in the form of posts like this, getting people to craft cards and decks that are terrible in the long run.  This deck will not stay top tier.  Build something that actually wins without getting lucky and requiring NO decisions, other than this....

    Do I have Lens in my opening Hand?  Do I have Tip the Scales in my opening Hand?  Get rid of everything not Lens.  End of decision making.

    Posted in: General Discussion
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    posted a message on Paladin = The god of meta

    And if players keep playing super greedy highlander decks, this will not change.

    My battlecry Shaman deck deals with murloc decks without an issue.  I actually play board clears.  I keep my Hagatha's scheme in my opening hand.  I also play Earthquake for reborn minions as well as another late game push for board.

    If they hit Lens on 4 AND you don't have a board clear, you will lose.  Look at the decks now that are in the top tier.  Warrior can handle it.  Mage COULD handle it if they didnt play ultra greedy Conjurer or Highlander decks.  Shaman can handle it.  Warlock too.  And Priest.

    But if Priests are now playing ultra aggro healing, and they don't play Mass Hysteria, that seems like players are just bad at reading the meta and it's their own fault for losing.

    You SHOULD NOT be losing against Paladin if you play Warrior, Shaman, Warlock or Priest.  If you do, then build your deck differently.  Otherwise, you are allowing this tier 3 deck to shine and run around claiming its good.  It's not.  Super High roll decks do not do well once players start building their decks to deal with it.

    Mage has some tools too, but not sure if the builds can support it right now.

    Druid, Paladin, Rogue and Hunter don't have the best cards for dealing with this turn 4/5 play as well or at all.

    You have 4 classes that can beat this deck.  4 classes that lose and 1 class that could if they didn't have a dominant deck type themselves.

    The fact that these cards (Tip the Scales and Lens) are winning games is not a testament to its actual win rate.  It's a testament to the current meta not adjusting and letting a deck like this run rampant.

    People are still trying to 'have fun' or experiment or find the next meta breaking deck.  This deck does win though and will always do so, but not because it's that good.  Deck building is bad and greedy right now.

    Just look at the deck lists right now in the top tiers.  How many board clears in each deck?  Right.  Not many, except for warrior.

    Posted in: General Discussion
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    posted a message on Unpopular Opinion on Warrior
    Quote from Trollbert >>

    Real unpopular opinion...  Warriors need a buff!  Dr. Boom should be 1 mana and in your opening hand.  Brawl should always let your minion be the one that survives.  The Beatles were hacks.

    Now that’s how you unpopular opinion!

     Don't forget, "I am the only being in the universe to exist.  You are all a construct of my imagination.  I am really bored and like to argue with myself."

    Posted in: General Discussion
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    posted a message on Nerfs Suggestions for the Current Meta

    This new expansion, as with many in the past, provided cards to make new deck archetypes emerge.  But often, just like Saviors did, give existing strong decks, even more tools to get stronger.

    Offering Warrior a Discover a Taunt minion at 2 mana is very powerful.  Everyone was playing the 3 mana 1/4 Taunt when that was in Standard.  Now Warrior gets to play with it and no one else.

    Prismatic Lens was always a powerful card, but had severe deck building limitations.  With Tip the Scales, you basically took the weakness of the card, and made it a high rolling strength.  You hard mulligan for Lens.  If you get it, most classes cannot deal with a full board on turn 4 or 5.

    Luna's Galaxy was always fringe playable at 7.  It was basically a control/combo deck that used this card to ensure they can do a bunch of stuff in one turn.  Now, its a staple in every single Mage deck.  Getting a permanent discount of who knows how much mana is far too much value at 5 mana.  I knew it would see play at 5 mana, but with Saviors, they gave Mage even more reasons to play very greedy high costed minions because it won't matter when you play Galaxy.

    Conjurer's Calling is simply too powerful and cheats out minions in a class that really shouldn't have that ability.  Not only does Galaxy do this, but Calling can summon you another 12 drop Giant or Grave Horror for 3 mana.  Some have called for Hall of Faming Mountain Giant.  I am in agreement here.  I don't mind Calling being played on turns 7 and beyond, but if you can't kill the Giant on turn 4, you will lose.  Getting rid of Mountain Giant would mean, decks would be forced to wait to use Calling if they wanted to get a discount and double their minions up.  I think that's fair.

    Lastly, the Warrior nerfs can be done in so many ways and it may not matter.  The real issue is that Hero cards are really powerful and most decks keep them in their opening hand.  They are that game changing.  Imagine keeping a 7 drop in your opening hand with almost any other deck?  You wouldn't.  That would be a very bad idea for most decks.

    I honestly don't know the best method, but I think we start with the 'Discover' a mech HP.  I like the idea of a random Mech to make it far less reliable.  It also means you are no longer getting Class based Mechs, which we all know are the strongest in the game, especially for Warrior.

    I think any Nerfs should be done lightly and without sending a deck into oblivion.  I like the idea of Mage decks having Calling and Galaxy, but let's make it less oppressive and get rid of Mountain Giant.  I like the idea of Warriors generating Mechs with Rush, but lets make it less reliable.  I like the idea of Lens being powerful, but not an instant win High roll deck with Tip the Scales.

    I like many of these ideas, and I think most people would tend to agree.  Even if nothing gets changed, I think it is worthy of a good discussion.

    Posted in: General Discussion
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    posted a message on New Epic Paladin Spell - Tip the Scales

    It's a high roll deck.  And most of the decks right now are greedy singleton decks that don't have enough board clears.

    To claim this deck is good, this card is good or anything like that is premature and oblivious to actual facts.  The Metagame will settle and go back to what it was and this will drop to tier 3 at best.

    Ask yourself some questions.  What classes is the Tip the Scales deck beating right now?  If it's not Warrior, then come back in a few weeks and this card will have been a blip on the radar.

    Prince Keleseth was also a high roll card.  If you hit this on turn 2, it gave you such a bump in win percentage.  If you didn't, you had a normal game.

    When my opponent misses the Lens into Tip combo on turn 4, I know I have already won.

     

    Posted in: Card Discussion
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    posted a message on Do you think Siamat is/will be an auto craft?

    A very powerful card and very powerful in the Shudderwock Battlecry Quest Shaman decks.  Some classes without a good 7, 8 or 9 drop will surely want to put this in their deck.

    As someone else said, this is a 'safe' craft, but not a 'auto' craft.  It does not fit in every deck.  Control Warrior doesn't need a card like this.  They have better effects from Boom Hero card and Mechs gaining rush.  Quest Druid doesn't have the space.  Rogue doesn't really want to spend 7 mana on a minion and they can do better things than this card.

    I do think Control/Plot Twist Warlock can use it as another removal tool.

    So it's a card I would craft if you have extra dust lying around and you play the decks this card fits into.  If you are playing Zoo Warlock, this card is pointless to you.

     

    Posted in: Card Discussion
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    posted a message on New Neutral Legendary - Zephrys the Great
    Quote from Ace1a >>
    Quote from badhank14 >>

    This card lives up to the hype.  It is very powerful and in Wild, the card has a few more choices because of HOF cards.

    I have never been disappointed with the choices and most of the time I snap pick them because they are obvious.

    My opponent had 3 minions with pumped and magnetized mechs.  Mass Dispel took care of that problem for me nicely.

    My opponent was just shy of lethal on board.  Thanks Fireball!

    This card does suffer from Bombs being shuffled into your deck, but that doesnt change the power level of the card.  It just means there is a counter to it and you have to risk it and play singleton decks or find a way to draw them from your deck faster.

     If you are being offered HOF cards then it's a bug because only basic/classic cards are allowed and HOF is no longer part of that.

     Then that is my mistake if I misunderstood that.  I need to play with it more to confirm.  Can anyone confirm if you get HOF cards in Wild, like Vanish?

    Posted in: Card Discussion
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    posted a message on Prismatic Lens Should/Will Be Nerfed

    Nah.  The deck is a high roll deck.  It loses if you don't draw Lens by turn 3 or 4.  It loses if you are playing decent control decks that have board clears by turn 5.  It loses if you draw your Tip the Scales instead of getting it from Lens.  It loses if the Murloc flood does not include some Warleaders.

    There are counters to this and as the above stated.  Far too early to call for nerfs or changes.  I actually hope someone plays this against me when I play Warrior.  I simply use my whirlwind card 3 times and then they lose.  or Brawl and shrug at a lonely murloc on the board.

    Posted in: Card Discussion
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    posted a message on So, which NEW decks are shaping up to be pretty strong so far? Also quests.

    Conjurer/Spell Mage got a few new anti-aggro tools.  They are one of the decks to beat and will not change.

    Quest Shaman looks strong, but I think people have the wrong builds right now.  Getting far too 'cute' with their plays.  Just play stuff that kills your opponent.  Stop diddling around with infinite battle effects.  When the proper decklist is refined, this is going to be considered a 'Burn' deck and classes without healing will lose alot.

    All Warrior decks that aren't Control/Mech Warrior are simply bad and will not be competitive.  Control Warrior got a few new tools to play with and they are very strong.  Deck will be as good as ever.

    Quest Paladin is a win more card.  But there are cards that simply destroy it and without card draw, it will lose against control decks that are prepared for stickier minions.  Earthquake does good.  Plague of Death in Priest says goodbye.  And Warrior can deal with Reborn minions as well.  Without minions the HP is dead.  It means that once you lose the board, you need to top deck a high value minion every turn or lose.

    Quest/Burgle Rogue seems as strong as ever.  I think the decklist is not refined yet, but it's almost there.  Once the weapon is online, you now save tons of face damage and can work towards your end game, whatever you decide that is.  The deck does not need to sacrifice much for completing the Quest.  You don't always NEED to complete the quest by turn 4 or 5.  Blade Flurry might see a return because it gives rogue a decent board clear.  Or you play more 'discover' spell cards to try and get yourself a Blade Flurry.

    Hunter in any form seems good enough.  People are playing with Highlander lists and I think they are fine, but inconsistent so eventually the best deck will be the Mech decks with 2 of all the good mech cards.  Might throw in some value cards like Hunter's Pack, but the deck didn't need much to stay good.

    The quests in general seem like lesser versions of the original decks.  Some exceptions are the quests that spawn completely new deck archetypes and never before seen decks.  Quest Druid is new and the builds are still being tweaked.  Quest Paladin is good in certain metagames, but the build around aspect means the deck has no flexibility in how you build it. 

    Posted in: Card Discussion
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    posted a message on Zephrys The Great...Worth the craft?

    In Wild, I would say a resounding Yes.  If you like those highlander style decks.  It is an easy slot into most decks and will get you value everytime you play it.  Maybe not the 'perfect' card as it promises, but it gets you a card anyhow.  Highlander decks need value to win and this is a good value card at 2 mana.

    In Standard, I am still on the fence.  If you don't care about the Meta and love Highlander that much, then go for it.  You will always be glad to play it and its a fun card.  But if you do care about the metagame and want to compete on ladder, I would hold off on any legendary crafts for now.  Especially a deck archetype that might ONLY be viable in Hunter it seems in Standard.

    Posted in: Card Discussion
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    posted a message on New Neutral Legendary - Zephrys the Great
    Quote from Smithak01 >>

    Well.. I had a disappointment. Was at like 13 health, opponent had a small mech buffed with three Snip Snaps. I was sure I will get Hex/Polymorph/Silence, I got Ancient of War, Siphon Soul (which I chose) and some poor choice.
    I was quite confused..

     That is disappointing, but I think everyone who plays with this card is getting a feel for it and when to play it.  You only get 3 choices so whatever algorithm the dev team came up with cannot be perfect.  We also don't know what priorities this card takes into account.  Supposedly it takes board state, health and all of that.  But we don't know which aspects get the greater input or if they are all weighed with the same importance.

    I mean, I was on turn 9 and needed a Flamestrike to help stabilize, but that didnt happen.  I did get a similar board clear, but it wasn't as useful and I ended up losing.  I am still impressed with the card design and idea behind it.

    It is also why I warned people about crafting ANY new cards until things get figured out.  I opened mine through packs, so I am playing around with the card.  Otherwise, I wouldnt craft this right away.

    Posted in: Card Discussion
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    posted a message on New Neutral Legendary - Zephrys the Great

    This card lives up to the hype.  It is very powerful and in Wild, the card has a few more choices because of HOF cards.

    I have never been disappointed with the choices and most of the time I snap pick them because they are obvious.

    My opponent had 3 minions with pumped and magnetized mechs.  Mass Dispel took care of that problem for me nicely.

    My opponent was just shy of lethal on board.  Thanks Fireball!

    This card does suffer from Bombs being shuffled into your deck, but that doesnt change the power level of the card.  It just means there is a counter to it and you have to risk it and play singleton decks or find a way to draw them from your deck faster.

    Posted in: Card Discussion
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    posted a message on New Druid Legendary Quest Card - Untapped Potential

    The issue I have had with the Druid quest is that if your opponent is playing zoo or other aggro decks, you will lose before your good Choose One cards come online.

    The quest is powerful indeed, but it is not OP, because the direct counter to this hyper aggro and funny enough Token Druid will eat this deck alive.  It doesn't matter how much life you gain.  Token Druid can do 30 damage with a full board of minions and power ups and Savage Roar.

    I have actually put in the 8 cost Twinspell (1 copy) in the deck because IF the opponent can't clear both waves, I can then buff them up with some of the Choose One cards and push for major damage.

    I also put in 2 of the 10 drop Big Bad Wolf (summons 6 cost minions) because after clearing the board, I am hoping to exhaust other control decks and push for the final damage.

    I am still playing with the build, but the Quest is very vulnerable to a number of decks in the Meta.  And after the new car smell wears off, where will this quest end up?

     

    Posted in: Card Discussion
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    posted a message on Saviors of Uldum Quest Analysis

    So I opened Untapped Potential, the Druid quest.  The one I said was bad.  But to give it a real chance, I went ahead and built a deck with it.

    I also opened the Rogue Quest and was happy about that.

    Rogue quest lives up to its name.  It is very good.  It saves me almost 10 to 20 health almost every game.  The tempo from only needing to use 2 mana every other turn is amazing.  It can be used to go face to finish a game.

    The Druid Quest impressed me more than 1 star.  BUT.....it still is not very good against most of the decks out there.  Taking the first 4 turns off feels bad, but necessary to complete it the fastest.  The best card for the Quest is the Surger minion.  2 5/5 Rush minions is absolutely nuts on the power scale.

    But I lose to Mage.  A lot.  I cannot do enough damage early enough to pressure their life total and even if I get rid of early Giants easy enough, I cannot get rid of a turn 10 full board of minions.

    I think this Druid quest needs some really impactful mid range cards with Choose One and then this might change the results.  Also, the deck itself needs some finisher or inevitability.  The current builds right now are bad.  I have made a few changes to give myself some late game win conditions and it works.  Against other Druid quests.

    Against Aggro, I don't do so well either.  If the Murloc Shaman deck coins out that 2 mana 2/3 and I don't have a Wrath, that is pretty much game over.  I cannot float mana and clear a board.  So the quest ends up getting delayed to late game.

    Almost Every game I played, I can complete the quest on turn 4 with the coin or turn 5 if I go first.  Having the coin is an advantage here in mirrors.

    I like the quest more than before, but it is still very weak and needs more high end Choose One cards to carry it against other control decks.

    I hear the singleton quest deck is better.  Hmm.

     

    Posted in: Card Discussion
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    posted a message on Highlander Quest Shaman

    I like that idea.  Thanks for the advice.

    Posted in: Highlander Quest Shaman
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