Nice deck and great results. But you were just lucky facing decks that you can actually beat. I play in the chinese server (probably the same in other servers as well) where EVERYONE (95% of my opponents) plays a meta deck. Which are quest mage, secret mage, razakus priest, mech paladin, cubelock or the dark bargain lock. IMO Regularly facing these six decks is going to give you a 30% winrate max.
- elnur0000
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Qwert posted a message on How hard is it to hit legend nowadays?Posted in: General DiscussionThat pic is of the first time I got legend, which I am admittedly proud of. I've been higher, but the first time I got it was the most special to me. Do you disagree with what I'm saying, or are you just salty bc you don't like what I have to say / you're mad bc you suck and can't get past rank 10? lol
you don't have to be chosen one to hit legend dude, it's not that hard to get past through rank 10, neither rank 1. I have no idea why are you that delusional. you paint it as very hard thing so it gives an excuse to your wasted time :) my suggestion would be to get a life, and asap
So i guess in addition to being bad at HS, you're also bad at reading comprehension. I agree that rank 10 isn't difficult for someone who has some experience with HS; what I clearly suggested with my last comment was that you're stuck there bc (and I quote) "you suck". Legend is difficult to reach relative to any other rank, everyone who's gotten there knows this. That's how I know you've never been high rank, bc you keep trying to make it seem as if it's easy, probably bc you're frustrated with your incapability to play well and you want to believe that you're on the same level as the many people that are better than you. I am genuinely curious now to see what your rank is now tho, so by all means send me a message with your btag and I'll add you. I'm guessing no higher than rank 10 and probably rank 15-20 based on how salty and ignorant you are on this. Feel free to prove me wrong, lol
Man, you should stop being je** (**=alous), Your argumentation is very invalid. You say he is presumptional and than you argument by presumption.
Anyway to debate... For hitting legend, you really don't need any extraordinary skill, well you can even be pretty mediocre. Becose skill can be very easily switched with time effort. And this is the fact, which annoy most people (include me).
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Annorei posted a message on Weekly Card Design Competition Season Finale - Lightning Round! Discussion Forum.Perfectly balanced, as all things should be.
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laadeedaa posted a message on New Neutral Card - Frenzied FelwingPosted in: Card DiscussionNuts!
Will be an auto-include in nearly every aggro deck.
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Schranke posted a message on New game mode for hearthstonePosted in: General DiscussionWould love to see it tried out in a brawl :)
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thazud posted a message on Hearthstone's Next Balance Update Goes Live on May 22Posted in: NewsBrace yourselves for threads about: "I am still losing to Cubelock. Blizzard didn't fix anything", "Spiteful still OP" etc.
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Kovachut posted a message on Guess next card reveal - GamePosted in: Card DiscussionBonfire elemental - shaman
I hope that it will have a big influence on the board, maybe a mediocre AoE effect.
I want to stress on the word "hope", because I'm not actually predicting but I only want to see it happen.
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Kovachut posted a message on Guldan DK hero power should be 2/2Posted in: General DiscussionYou do realize, that this way you will make it a lot weaker than Anduin's, right? While the Priest DK doesn't offer any heal when using its HP, the card is specialized in making a swing and then squeezing out extra pings on the opponent's board/face. It's a reach, which Priests needed for a very long time. By nerfing Gul'Dan's HP damage to 2, the lifesteal part would feel weak at this point of the game and the price of having to pay 10 mana for a single 2/2 HP won't be worth paying anymore.
Although I'm a warlock player myself, I can't understand why some people hate on the DK. That it's a powerful and a swingy card, I would never deny it, but the pay-off is also fair for its cost. If you survive until turn 10 and if you manage to make the needed set-up, then why shouldn't you be rewarded for your plays? The card functions exactly as N'Zoth, the Corruptor - it has a super powerful battlecry effect, it is considered as a win-condition in some decks, but you can't play it on its own because the naked card has nothing impressive to offer (a 5/7 body; Iron Hide + an upgraded, but uncastable HP on the first turn) and thus most of the time you are obligated to wait until you get your value. And believe it or not, all of this makes it a balanced card.
Let's talk about N'Zoth, the Corruptor very quick and mainly about its inclusion in Un'Goro Control Paladin. The reason why N'Zoth was so great in various control decks, was because how valuable the deathrattle minions were and still are. Some of them summon an extra body (Cairne Bloodhoof) and thus you will get something after a wipe or give you an extra resource (Crystalline Oracle). Paladins back then had a nice win-condition against slower decks, consisting of playing Tirion Fordring, Getaway Kodo/Redemption from Hydrologist and trying to multiply Tirion's aggressive bodies with N'Zoth. And even though some people complained about the legendary drop ratio from Stonehill and how paladins managed to play multiple sticky 6/6 bodies in one game, I actually found this aspect really amazing, because this combo was strong in a fair way and it acknowledged paladin's class identity.
Now back to Warlock - imagine how N'Zoth is the DK and the only valuable minion (Tirion) is the Voidlord. Back in KoFT the good demons you could get from the DK were Voidwalker, Despicable Dreadlord, Abyssal Enforcer and all of which could have been easily dealt with using a single board clear (Brawl, Equality + Consecration, spell damage + Dragonfire Potion etc etc). So what made the warlock deck stronger than the paladin one? I won't disagree, that we warlocks have a nice arsenal of board clears (this is our class identity after all), but the main offender was this f*cker - Possessed Lackey (and maybe the legendary weapon and the Voidcaller in wild). Can you imagine what would have been, if the paladin players could play Tirion on turn 6 and multiply it w/ Carnivorous Cube/Faceless Manipulator? Since they spare a lot of mana this way, I can assure you that some of them would have found ways to copy the aggressive body ASAP and abuse their powerful legendary. In warlock's case playing a 9 mana 3/9 on turn 9+ is more than acceptable. It's slow and it eats warlock's whole turn and thus beatable. Building annoying "unbreakable" walls is also fair, as long it comes in the late game.
However, playing a really cheesy strategy and making super greedy plays, especially against aggro decks and not being punished for it - this is what I couldn't stand seeing from the K&C warlock decks. The mechanic called Recruit and the aspect of cheating out too many stats/tempo early on since Karazhan (Barnes + Y'Shaarj, Patches, Lackeys into...) should be addressed and not be supported ever again. Because right now we have Voidlord, Doomguard, Mal'Ganis. Who knows what kind of interesting demons the lackey/skull could ruin?
So there you have it, OP, this is my opinion regarding all of this. I hope that with this post I attract more people, who are willing to make a constructive discussion than an emotional and based on a bad experience one.
tl;dr - The DK is fine @ 10 mana. It's a slow win-condition as N'Zoth. The problem comes from cheating out big minions early on and making the set-up easier than it should be.
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suchti352 posted a message on New Druid Minion - Dreampetal FloristPosted in: Card Discussionbecause Druid needs more good cards to be viable in the meta...
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draw5deal5summona55andgain5 posted a message on Blizzard Addresses Problems - Tess Greymane, Shudderwock, Quest Druid at HCT SeoulPosted in: NewsDraw 5 cards deal 5 damage summon a 5/5 gain 5 armor.
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what does "viable" mean, you mean if you can make it to legend with it ?
decks you will face in your path :
secret mage - auto lose
quest mage - auto lose in most cases
reno priest - auto lose
cube lock - auto lose
mech pally - auto lose
even shaman - devolve fucks it up else you might beat it
jade druid - you might have a some chance
odd demon hunter - really hard to keep up with amount of face damage they deal, but dunno about this matchup
here you go
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bloodbloom nerf delays 2 turns to pull off darkest hour combo, which is nice
but 2 more spells for mage quest? wtf man, why do they think casting 2 more spells for quest mage is a hard thing to do, it will hardly even delay 1 turn given how many spells they can cast in one turn using apprentice
now I won't even be able to use darkest hour warlock to counter quest mages, sounds great
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nerfing quest mage will probably bring raza priest to the throne
fuck it, it's worth
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jade druid - keep poison seeds
secret mage
priest is pretty good if darkest hour doesn't summon nerubian at turn 4-5, which is pretty likely, since there are so many minions in this deck, you can always shuffle albatross too...
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well I am playing only warlock and I have to agree
0 mana counter specific class is a really bad card design, hope they fix it soon enough
jaraxxus still won't see a play tho, set your health to 15 and skip your turn is almost never a good idea
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nah, you are not missing anything
some retard opened up a topic with wrong assumption now he is acting like he was trolling in the first place
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Increasing requirement to 7 spells won't change anything since mage is getting 1 mana legendary spell next expansion imo
I think best way to fix it, without breaking too many things, is to change the spelling and effect of the Time Warp card from
"Take an extra turn" ---> "Your opponent skips the next turn"
so it's effect doesn't stack up by playing multiple times using Archmage for example
Darkest hour warlock aka coinflip warlock has to be dealt with too I think even tho it's a tier 2 deck
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deck is basically built around Coldlight Oracle
so that's what you wanna shuffle
this is way too heavy for a mill rogue btw
i suggest something similar to this deck https://www.hearthstonetopdecks.com/decks/mill-rogue-58/
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gg wild
nothing gonna stop quest mage now :(
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turn 1 -> coin egg
turn 2 -> egg
turn 3 -> this card
gg wp
no I'm kidding
turn 4 -> devolve