• -3

    posted a message on [LEGEND] Weapon Rogue

    I like how @ 3:30 in the video, you have to combo an eviscerate just to deal with a 1-mana minion. Glad that stupid card was nerfed.

    EDIT: OMG.. @ 14:00, you had to both Prep and combo an Eviscerate to deal with a 1-mana card. Just unbelievable - 2 cards and 2 mana to kill 1 card that cost 1 mana.

    Posted in: [LEGEND] Weapon Rogue
  • 2

    posted a message on [LEGEND] QuietPenguin's MechMage! Legend with 75% Win Rate! Post Undertaker Nerf!

    I played a bunch at low ranks with a deck similar to this - kolento's version - and it's just silly. Goblin Blastmage is so strong. One time I wiped 3 implosion tokens. Another time I kill a scarlet crusader. I can't even imagine how an opponent can come back from losing his 3-mana play for absolutely nothing while you still get a 5/4 on the board. What a sick card.

    I would imagine that the wins won't be as easy as I go up in the ranks, but this is definitely a good deck to use for grinding out quests quickly.

    Posted in: [LEGEND] QuietPenguin's MechMage! Legend with 75% Win Rate! Post Undertaker Nerf!
  • 0

    posted a message on Fel Reaver

    I understand those arguments. But if your deck only has 15% threats, and if you randomly burn away those threats, especially the top ones, and all you have left is stuff that won't win you the game... and on top of this, it puts a clock on you to lose the game... then the card is the reason you lost.

    The card has some merits, but it seems to be a very big gamble that doesn't pan out all of the time. Why take on such a liability for? If you're zoo, then fine, but if you're not zoo, then your deck is less redundant and you shouldn't run this card.

    Posted in: Fel Reaver
  • 1

    posted a message on [GvG] Midrange Mech Shaman

    I don't like Crackle actually. No matter what happens, someone is pissed off. It's just a poorly designed card. It works well to kill 3-toughness minions, but I'd rather play Lightning Bolt. There's just so many times where I play Crackle, trying to do 4-7 damage and it rolls a 3, forcing me to waste an Earth Shock to finish off the minion. With so many 5-toughness creatures now as well, even with a spell-power totem, you run the risk of not killing that minion 25% of the time. You can basically win or lose a game based on RNG, which is just terrible. I don't like the card.

    Posted in: [GvG] Midrange Mech Shaman
  • 0

    posted a message on Mal'Ganis
    Quote from CarlTelama »

    You can't just say x is bad because it can be countered. The whole point of cards like these is to thin the opponent's deck of removal. Every card can be answered.

    The problem with this card is that you spent 9 mana and did nothing while your opponent spends 3 mana, puts a 4/2 in play, negates your last turn and then spends 6-7 mana developing their board. It is such a big tempo play that you actually can't design your deck to be so weak to this play. You're going to lose if you play Mal'Ganis as a way to bait out removal. You were better off playing Kel'Thuzad, which many top level players also say is a bad card because it requires that you have minions on the board and doesn't help you come back from a losing game.

    Yes, every card can be answered, but there's a big difference if your card got some value before it was answered or not. A Ragnaros the Firelord that dies to BGH still did 8 points of damage to something or someone's face. Mal'Ganis does absolutely nothing unless you have demons in play, to which you were better off with Kel'Thuzad in that scenario. On top of this, Kel'Thuzad doesn't die to BGH, so they may have to spend at least 1 card to remove him, and you've likely already got some value worth at least 1 card off him already. See why this is a better value and tempo play compared to Mal'Ganis?

    If you're going to spend your entire turn playing a card, that card has to have an impact on the board. In most scenarios, without Voidcaller, this card is a do-nothing and is super weak for a 9-drop. I have seen nobody play this card and win if they weren't winning anyway, and I've definitely seen it have no impact or be the reason why a Warlock lost during many more games than that.

    Posted in: Mal'Ganis
  • 3

    posted a message on Mal'Ganis

    Opponent's turn 9: Big Game Hunter

    Turn 10: Sad Warlock who wish he had put something else in his deck

    Posted in: Mal'Ganis
  • -1

    posted a message on King of Beasts

    They didn't have to make this card worse than Druid of the Claw by miles, did they? Just how often are you going to have 3 beasts in play for it to become better? I think I'd rather just play Sludge Belcher.

    Posted in: King of Beasts
  • -2

    posted a message on Mal'Ganis

    I don't understand the downvotes. Lots of pros today have come out and said they'd prefer to play Sludge Belcher over this. I know it looks good, but it is what it is.

    Posted in: Mal'Ganis
  • 2

    posted a message on Cobra Shot

    As a card in isolation, this should have cost 3.5 mana, going either way. But since Hunter is powerful, it's understandable that during development, the mana cost must have been changed.

    Posted in: Cobra Shot
  • 3

    posted a message on Stormforged Axe

    While this weapon is often less good today because many 1- and 2-drops have 3 health after Naxx and GvG, at least it doesn't feel bad to hit sticky minions with this if you have to - it's the only way as a shaman to avoid losing card advantage against sticky minions other than using Earth Shock. Often times you need Spell Power and the damage from totems to get a full card's value out of Earth Shock, such as using it against Haunted Creeper for example. It has to be said that minions with 3 health, such as Piloted Shredder, pose shaman a lot of problems. That 3-health range on sticky minions is brutal, to which Fire Elemental is the only value-based to really deal with it other than neutral silence effects.

    Overall great weapon, but less good now that power creep has happened. Because of this, Crackle may be a better option, because at least it deals with the 3-health problem and has a chance to kill much bigger minions too, without taking loss of health.

    Posted in: Stormforged Axe
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