Those cards can really counter this. Face decks like Odd DH and Even Hunter also do. Also remember this is playing against other very broken decks (big priest, secret mage, dark glare, cute warlock, odd paladin, etc.), so it balances out in the end. If you have ever lost to big priest and resurrect cheese this deck has nearly 100% win rate against it
- caketheory
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Member for 8 years and 17 days
Last active Thu, Sep, 9 2021 09:17:42 -
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BrindlePoint posted a message on [Legend] Mozaki Mage (with Guide) -
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Thanatos2k posted a message on New Expansion Revealed: United In StormwindPosted in: NewsFor a company obsessed with the cards clearly explaining their mechanics, even going so far as to remove keywords because they were "too confusing" - these new quest cards are an absolute disaster. The mechanics are hidden and it's not clear whether the card is worth playing at all. An opponent playing them against you presents an unclear threat.
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SapphoPaige posted a message on 85%WR Vigormortis' Miracle WarlockPosted in: 85%WR Vigormortis' Miracle WarlockIts a good thing this is a standard deck.
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TheArcanist236 posted a message on Super simple wild fix - No nerfs requiredPosted in: Wild Formatjust make everything a 3 mana 2/3 'your Charge minions have +1 Attack' problem solved
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StopHypers posted a message on New Dynamic Bundle Offer - Different For EveryonePosted in: NewsAggressive marketing to children KEKW
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Giggidy76 posted a message on New Dynamic Bundle Offer - Different For EveryonePosted in: NewsHow relatable.
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Strongpoint posted a message on Game Reworks That I'd Like to SeePosted in: General DiscussionAnother greedy player who wants to nuke board-centric aggro away from existence.
Another player who fails to understand class identity, that druid is meant to be bad with interacting with the board, hunter is meant to be bad in board clears, etc.
But this post does have something new! It offers the game in which ramp druids will annihilate everyone by dropping huge minions on turn 3-4
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Baldassar posted a message on Card Draw Needs the "Charge Treatment"Posted in: General DiscussionThe concept of aggro going all in and running out of resources and control being on the back foot all game until finally stabilizing is outdated and boring. Even MtG has moved away from it.
The more cards players draw, the more choices they will have to make, making the game potentially much more dynamic.
As a tradeoff, most control decks now have access to either early counterplay, absurd amounts of healing or both.
The biggest downside of taking the game into overdrive like that is that balancing cards is now harder than ever and any slight imbalance can snowball out of control.
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BrazZOR posted a message on Card Draw Needs the "Charge Treatment"Posted in: General Discussion -
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PetiteMouche posted a message on Card Draw Needs the "Charge Treatment"Posted in: General DiscussionCard draw on its own is fine in my opinion, I don't mind if there is "too much" of it. It's always the worst feeling when you are in topdeck mode and the opponent isn't, and if one class that isn't warlock can draw their entire deck with ease, then all classes should be able to.
My concern is the distribution, it's very unbalanced and classes like Mage, Rogue, DH, Warlock, Warrior can pretty much draw their entire deck by turn 10, classes like Hunter, Paladin, Druid have more "fair" card draw but still a lot of it, while Shaman and Priest have pretty much nothing and need to rely on very weak neutral cards or random card generators.
It used to be a class identity thing, way back in the days when classes and archetypes were more closely tied together, but now it just seems like a very artificial way to push up or down winrates.
My other concern is tempo or snowball card draw. Cards like Refreshing Spring Water or Swindle, while very powerful, and a very clear attempt to artificially boost the class winrate, do nothing else than drawing cards, and a card that has no impact on the board has a real cost to your deck, it means your entire deck contains less value and friction overall. That's why control warlock always feels natural, because all 30 cards can have an impact on the game and you can still draw cards efficiently.
On the other hand, cards like Sparkjoy Cheat, Greyheart Sage, Field Contact, Primordial Protector, Consume Magic, Stiltstepper, Twilight Runner, Stonemaul Anchorman, Outrider's Axe, while maybe more balanced in a given meta than pure card draw cards, I think have a much more negative impact on the game overall, because they reward drawing cards with strong impact on the board for free, like everyone is a warlock now, I think that completely breaks hearthstone's dynamic, now you don't need to draw your win condition, your win condition IS drawing as much as you can into more tempo cards that draw more tempo cards that draw more tempo cards.
That's why Refreshing Spring Water will, I think, never be nerfed. Because it literally does nothing (and rewards different deck building in a more elegant and interesting way than Apexis Blast / Font of Power). It will never be the cause of any balance issue, only the symptom, It's entirely dependant on the 28 cards around it, unlike tempo card draw that can absolutely break the game by itself.
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they compensate you by allowing you to dust for full value
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are you dyslexic
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AND IT'S COLD!
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happy birthday, hope you're doing well mate
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if you're going for a grindy control value matchup with decks like cwarrior or raza priest, you'll want the stonehill defender. If you just want to stave off aggro in order to satisfy a win condition in decks like quest mage, tar creeper is the way to go. In general though, stonehill defender is far superior to tar creeper in the current meta imo.
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the prophecy has foretold that godlento will bring us mortals the incredible power of 2 free packs. go ukraine!
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you don't hit things with sword of justice
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jade druid
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ez 5 dust
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