I see a lot of folks talking about this being a face hunter card, but it's way too slow and requires too much setup for that. This seems like a great mid-range hunter card to close out games with.
- duelmaster
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Suikiele posted a message on Beaststalker TavishPosted in: Beaststalker TavishSmall, but significant. With the newly charting big-beast deck, that one floating mana cost makes all the difference. That point where you'd normally be tossing a HP into an opponent's face for 2 damage can become a Huffer for 4 or a Leokk for + damage to whatever your board is. Long/short: Very solid hero for the current meta.
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Neko_Tamo posted a message on Possibly Obvious, Possibly Vital HintPosted in: MercenariesYou know how it the game tells you that when two minions have the same speed it is a coin flip which goes first? Took me a few days to realize that only applies to enemy minions. For your minions of the same speed the order in which you give them commands will always be the order in which they act. So for example you can 100% of the time activate Samuro with a speed 4 ability if your Xyrella bites it for example. This works in both PvE and PvP. It also helps with choosing which deathblow you want to proc. and so on.
Hope this helps someone be less of a clueless noob than I was ;)
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Marcelluswa posted a message on Mercenaries - your first impressions ?Posted in: Mercenariesanimations are soooooooooooo looooooooonnnnnngggggggggggggg
game pace is way too slow, having time to think when you actually have to play is great but after a few games, having to wait for cards to explode, chest to open, victory screen to disappear and xp to be given to cards and you wait and you wait and you wait.
It feels like a bad michael bay movie. everything explode and you have to wait for it to finish before doing anything else.
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Tefi658 posted a message on Command the ElementsPosted in: Command the ElementsThe others are
Play 3 cards with overload, reward is summon a 3/3 elemental with taunt
Play 2 cards with overload, reward is Stormcaller Bru'kan
Stormcaller Bru'kan is a 5 mana 7/7 with battlecry for the rest of the game your spells cast twice
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SlydE posted a message on Is mage oppressive in Wild?Posted in: Wild FormatAcording to Hsreplay, the 4 decks with the highest winrates at higher ranks are now mage decks, with 3 different archetypes:
-Aggro secret
-Highlander quest
-Flamewaker questI know there are some tech cards against mage, but at this point, none of them keep make in check, with all 3 of them sitting between 58% and 59% in winrate, which is VERY HIGH at rank 5 and up. No other class come close, even warlock and mech decks which also have some very strong turns up their sleeves.
Licensed Adventurer pushed the quest mages over the top, and the inclusion of strong AoE (which was a major weakness previously) did the same for the secret decks a while ago.
When is it time to do something? Are there counters which have not been discovered yet?
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Phantom_Noway posted a message on Should lackeys be nerfed?Posted in: General DiscussionJust make random dragon or spell. Not need to discover
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LiveMorph posted a message on How Many Games to Legend?Posted in: General DiscussionStarted on 1st night rank 10 bronze like everyone, was legend in March. Went on a strike from there to diamond 5, was legend in 2h40, with less than 30 wins thanks to the winstreak bonus. Choose a strong deck, learn how to use it and what to look for, but even more important: know what the other decks are and what to fear in them, on curve and overall.
By playing everyday a few games, watch stream, you should be able to identify a deck with less than 5 cards played by the opponent, sometimes even less, and play accordingly. I really believe this is way more important than just focusing on your own deck mechanics. -
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FairTrade posted a message on Am I the only one who HATES facing a priest, and feel like the fun of the game is being dragged down by this class?Posted in: PriestYou're not alone.. Resurrect Priest makes me want to auto-concede. It's long and boring. Every game feels the same against them.
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''Summon Pet'' now cost 2 mana instead of 3 mana. Small buff.
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NERFS AND BALANCE.
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Quest warriors reward should be changed. First turn it summons an extra pirate. The turn thereafter it deals twice 2 damage to 2 random enemies. And the turn after it summons a pirate again. It switches each turn.
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Is it only me or is it really stupid that we can't see the abilities of the mercenaries we still want to craft???
How can we decide which one we want if we don't know what they do? PLS fix that flawed game design...
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As a wild player I can't agree more. A lot of curvestone options within the deck. On top of that some op cards like mana cyclone which easily generates + 3 random spells. Then you have flamewaker which easily deals over +10 damage on the turn it has been played. On top of that the deck has great 2 drops which all have the full 2/3 stat line; which is the max for a 2 mana minion. Combine that with the fact that those minions have more then decent / strong effect and you will realise that things are unbalanced. Combine that with a broken quest reward and gg.
On top of that mage has so much card draw.... I first of all don't get why the mage class is a class based around card draw??? And even more weird is the fact that the card draw provided isn't even well balanced. In the past drawing a card is like 1.5 mana worth. Today you can draw 3 cards for 2 or 2 cards for 2 mana or have a draw + a 2/3 minion body. The balance is totaly gone which really irritates me to be honest.
So shortly summarised: broken quest reward with op cards that combine too good. Failing balancing team from Blizzard once again.
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A lot of cards are already in neeed of nerfs. Just look at the power balance:
- Priestes of fury: a better Ragnarose the firelord with the upside it's not a legendary and has split damage. Ragnarose got banned to wild mode.
- Mana burn plays around any board clear or cripples an opponent by having no early game due to no mana. Simply an insane controll tool with no counterplay.
- Skull of Guldan: what to say it will either be drawn at the outside of your hand later on or you will play a cheap deck where it guranteed to get to the outside of your hand after playing all cheaper cards before. Then you have a 9 mana discount and 3 card drawn for 5 mana. Highly unreasonable and too strong for face decks.
- Battle fiend: 2-2 base stats for a 1 mana minion is already strong. Add the fact it can be buffed every turn and it will be insane. It's like mana worm which got nerfed.
- Immolation aura: wtf volacnic potion but then better since it goes twice with 1 damage and 1 mana cheaper… HOW???
- Consume magic. Silence is already a strong effect. Ironbarkle owl got nerfed to a 3 mana minion because everyone used it for it silence. Now they create a 1 mana silence which can have a bonus while at the outside of ones hand which is card draw.... For real.
So in short demon hunter has a basis set of cards which are highly overpowered which do fit in multiple type of decks. Either now or in the future. Having a class so unbalanced on it's release... how sad.
Not to mention how will a 1 hero power interact with baku and Greyman can't be anything to be happy about in wild I suppose.
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Ragnarose the Firelord but then better. Cost 1 mana less with an equal effect but then more well spread. Raganrose was at least a Legendary minion. This one isn't??? How is that possible? Deserves a nerf before it is even released….
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I'ts gonne be a card that will be commonly played in every mage deck. So common sounds reasonable Iwould say?
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Yeey, kael'thas + this card + cheap spell + randomly created pyro blast for free.