• 0

    posted a message on Why is control warlock tier 4 deck?

    Even Warlock is tier 2, and only because people are bored of playing it. Control warlock is frankly a crappier version of even warlock since the chance for a turn 3 mountain giant straight wins games.

    Posted in: Warlock
  • 0

    posted a message on Deck Help Needed: Aggro Murloc Shammy W/ Krag'wa and Zentimo Combo

    Hi everyone,

    http://www.hearthpwn.com/decks/1213870-aggro-murloc-shammy-w-kragwa-and-zentimo-combo

    The link above takes you to my idea for an aggro shaman deck that utilizes the combo of Zentimo Windfury and Rockbiter Weapon to deal massive damage in one turn. I've posted the brief deck description below, but in short, I feel good about the combo and less so about the deck direction. Is the deck trying to do too many aggro things at once? Is the murloc package the right way to go, or should I focus on beefier midrange minions instead? I greatly appreciate any input!

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    The deck is still being fine tuned, but it looks to utilize the combo of Zentimo Windfury and Rockbiter Weapon to deal massive damage in one turn. The combo requires at least three minions on your board pre-Zentimo but even if those three are 0-attack totems, the combo hits for 18 damage. 

    The deck also has plenty of burn to help push it across the finish line.

    I felt the murloc package made it the most sustainable on the board for early and midgame aggression. I'm aware this deck probably auto loses to healadin and probably odd paladin as well, but against others I felt this deck had some strong potency. I'm still unsure if a murloc package is the way to go, or if this deck should utilize beefier, midrange minions to help stick onto the board. 

    Any advice is greatly appreciated!

     

    Posted in: General Deck Building
  • 1

    posted a message on New Paladin Spell - Time Out!

    This card has the chance to define and create new paladin decks the same way Ice Block did for mages. In no way should this card be underestimated.

    Posted in: Card Discussion
  • 0

    posted a message on New Warlock Legendary - High Priestess Jeklik

    Can Blizz stop trying to make discard a thing??? Unless you can control what gets discarded the mechanic is total garbage. What a waste.

    Posted in: Card Discussion
  • 0

    posted a message on Upcoming Hearthstone Balance Changes - Giggling Inventor, Mana Wyrm, Aviana

    Those are solid recommendations, but you'll always have people bitching about the card either way. You may like those changes, but do you doubt someone else would be making a hate post about the card sucking at 0/3 or even at 1/2 while they'd point at cards like dire mole and other 1 mana 1/3's? Blizzard is rarely in a winning situation when nerfing cards.

    Posted in: News
  • 0

    posted a message on Nerfs are here

    We saw this weekend at Fall Championship that druid is definitely not undefeatable like the power decks of the past (pirate warrior, midrange shaman...) so while I don't particularly like the power level of druid, I don't see a major issue leaving it untouched.

    The mana wyrm nerf makes a lot less sense to me because the deck is barely tier 2 now, but it's possible they're nerfing in advance of the next expansion? It's undoubtedly a powerful card and with enough strong cheap spells can lock opponents out of games in the early turns.

    Posted in: General Discussion
  • 1

    posted a message on Upcoming Hearthstone Balance Changes - Giggling Inventor, Mana Wyrm, Aviana

    Changing the mana cost of cards rarely has the effect of balancing and cards become playable and unplayable with mana balance, with very little in between. Blizzard only has two options: change what the card does entirely, or change the mana cost.  Spreading plague went to six mana and still sees tons of play, while Bonemare--until recently in some evenlocks--went to 8 mana and disappeared. It really is that hard.

    Posted in: News
  • 0

    posted a message on The Dark Pact problem

    Isn't the real issue Skull of the Man'ari? Normal summoning doomguard and voidlord is pretty garbage value normally, carnivorous cube isn't as strong without already having those minions on the field previously--a much tougher task if those minions are normal summoned, and even dark pact isn't as good if the other two scenarios play out as is.

    The real problem is the ability to cheat out those minions on turn 5 (or 4 with the coin) with the skull. If you couldn't cheat those minions out, control warlock would be an average deck at best.

    My recommendation: change the cost of the skull to 7 mana. At 7 mana, cheating out demons is no longer as broken as cheating them out on turn 5 or 6, making it much more likely you're facing a stronger board presence than the early turns. You can put lackey in that grouping and potentially increase his cost to 6, but in general, it's cheating out demons in the early-mid game that makes cubelock so broken.

    Posted in: General Discussion
  • 1

    posted a message on New Mage Legendary - Toki, Time-Tinker

    My only concern is that this generating legend effect has been tried with mage in the past via Sindragosa with little success. I know there's a difference, but unless we are missing more puzzle pieces, I don't know if this is a card mages can find a home for in their decks unless they go ultra-greedy control.

    Posted in: Card Discussion
  • -1

    posted a message on New Card Reveal - Voodoo Doll

    Looks good but there are a few issues:

    • Absolutely brutal if silenced.
    • Absolutely brutal in most late-game top deck mode situations.
    • One of the absolute last cards you ever want to see brought back via any kind of revive effect.

    Overall might see a home in deathrattle priest or even control warrior, but tough to say.

    Posted in: News
  • 21

    posted a message on New Neutral Minion - Gilnean Royal Guard

    8 mana to deal 8 damage to a minion and put an 8/3 on the board? Could definitely see play.

    Posted in: Card Discussion
  • 1

    posted a message on New Warrior Spell - Deadly Arsenal

    Only weapon worth running in a control warrior archetype is Gorehowl and god forbid you draw it first. Bad card and barely worth the dust you'll get back.

    Posted in: Card Discussion
  • 8

    posted a message on New Hunter Minion - Toxmonger

    Machine gun Stonetusk Boar meta incoming

    Posted in: Card Discussion
  • 7

    posted a message on Mana Wyrm is a problem.

    The problem with removing mana wyrm is the same every class faces: if you don't have an early, sticky threat specifically on turn 1, the class falls apart. Look at shaman: the moment it lost tunnel trogg, the class immediately plummeted out of tier 1. You can look at Warlock and Priest decks and attribute much of their ability to succeed to having a viable 1-drop. Especially when you look at mage, they have absolutely zero tools to deal with the early game if you remove mana wyrm and that class would almost certainly go in one of two directions: revert back to over-board control style play like freeze mage, or collapse. Unless you put in another 1/3 1-drop, mana wyrm simply cannot be removed.

    Posted in: Card Discussion
  • 3

    posted a message on Patches the Pirate Loses Charge - Four Card Nerfs Coming in February

    Spot freaking on with every prediction; couldn't of said any of it better myself!

    Posted in: News
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