To be fair tuskarr was hit or miss as it was. The rockbiter change is the biggest hit.
- fleeeeetwood
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rasizemore posted a message on [1st Legend October] muzzy's Midrange ShamanPosted in: [1st Legend October] muzzy's Midrange Shaman -
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Randymarshlol posted a message on TOP 50 LEGEND MIDRANGE SHAMANPosted in: TOP 50 LEGEND MIDRANGE SHAMANYou know midrange shaman was already actually a thing during classic and naxx times....
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Ensoface posted a message on XiXo's Rank 1 Claw Aggro ShamanPosted in: XiXo's Rank 1 Claw Aggro ShamanIf you want card advantage, you should be playing a control deck. The most popular version of aggro shaman (from HotMeowth) before Spirit Claws came out ran literally no card draw and was highly successful. Card draw is an important mechanic, but less important when the game has been won or lost by turn 7.
About 10% of people are playing Priest at rank 15. That changes to 3% by the time you get to legend. As I said before, if you're seeing a lot of Priest, you're at a rank where you should be able to outplay people, rather than letting yourself get done in by their board clears.
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Makiih posted a message on [DreamHack] Purple's Brann MalyLockPosted in: [DreamHack] Purple's Brann MalyLockmaybe you dont know how to play ...
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Zukuu posted a message on Class Creation Competition Phase III - Submission TopicPosted in: Fan CreationsFor a detailed introduction of the hero and the application of the hero power, click HERE.
"The darkness flows within me."
The NecromancerReminder: Existing cards like Flesheating Ghoul and Kel'Thuzad among many others, will also receive the Undead tag. See my Phase I post linked at the top for a detailed list.
5 Card Classic Set examples
The classic set brings a lot of the Undead synergy to the class and makes Undead-themed decks possible (but not an requirement). The class has many options to choose from and can be easily played as tempo or control deck among others. I want to showcase the promised Undead and hero power synergy in the spotlight, to see the less undead focused card, open the spoiler at the end.
Necromancer is a very basic card that can provide you with Undead tokens to make use of your synergy cards. Skeleton is an already existing token, and will receive the undead tag as well.
This is the classes unique draw engine. Combined with your hero power it provides at the very least 2 cards for 5 mana (and 2 damage), IF you can kill off both, which not always possible, giving it a slight situational disadvantage. However, if you set it up right and make use of some of the other combo cards, it can net you big draws and enable a huge tempo gain. It benefits greatly if played in an Undead synergy deck, but due to the Hero Power can be played in every deck type.
This is one of the most important synergy cards the class has available. Combined with Meat Wagon (see basic cards) it transforms your Undead minions, tokens and Hero Power into huge threats and brings a lot of tempo. It's an absolute priority target for your opponent and needs to be dealt with as soon as possible.
Animate Dead is a very flavorful card and summons randomly six skeletons: Skeleton Warrior, Skeleton Archer and Skeleton Mage. See all three below. It provides minion fodder and makes use of various synergy cards.
Rage Winterchill was a lich and fought during the Battle of Mount Hyjal. A ferocious mage and practitioner of demonic magics, he was resurrected on the suggestion of Kil'jaeden and stood out for his distaste for life itself, utterly loathing it and committing atrocious acts against humanity in honour of his Dark Master.
Click to hear all emotes voiced.
Plays: "Ashes to ashes, dust to dust."
Attack: "Crumble and rot."
Effect trigger: "All life must perish!"
Death: "You have won this battle, but not... the... war."Example of the effect:
->While the copy has no effect out of balance reasons and flavor, it is an Undead, meaning it can benefit from Undead synergy cards. Even if your opponent doesn't play any minions, it impacts the game flow greatly, since it changes your opponent's gameplan (similar to how Sylvannas impacts the game even if she steals nothing). He also has decent stats, so he is a threat on his own.
Click the spoiler tag to see the rest of the 15 cards of the classic set.Commons:
- Frozen Frenzy: The class is intended to rely on minions / the Hero Power as main way to deal with enemy minions. This is basically the classes "hard removal" in form of an attack buff that can only attack other minions, once applied. If combined with the Hero Power, for 4 Mana you can deal with most minions. However as a trade off for its efficiency, it is susceptible to Taunts, Divine Shield, Traps and "uses up" your Hero Power. Overall, it should be a staple in most decks.
- Howl of Terror can reduce the attack to 0, which is quite unique and enables efficient trades, helps your minions to survive a turn and saves you a round of damage against Aggro decks. It includes ALL enemies, which means it will also affect weapons as long as it lasts. Inspiration was the Warcraft 3 Hero Ability of the same name which lowers the attack of all enemies around the Hero for a period of time.
- Impale hinders your opponent and enforces a tempo loss for him. If a minion's health is reduced to 0, it will die once it is played (Battlecries trigger before a minion is physically on board, meaning it will still trigger). Impale from WC3's Undead hero Cryptlord throws up all enemies ("up" to the hand), briefly stuns them (tempo loss) and deals damage (minus maximum HP).
- Bone Shield: A tool to deal with swarmy Aggro and Face decks. 4 Mana means it can't be played too early and also requires a target. While it's superb at its job against low HP minions, against minions with more than 2 HP it's just an overcosted 2/3 + Taunt buff and only when it is attacked, balancing it out as a trade off.
- Frost Wyrm gives you breathing room and helps you to recover and establish your board if you are behind or to prevent lethal. The stats suffer slightly in return for its excellent CC effect, which also includes the enemy hero. Frost Wyrms in WC3 have the ability "Frost Breath", which freezes enemy buildings entirely.
Rares:
- Acolyte enables you to generate more value from your hero power by doubling its effect and making more use of other synergy cards.
- Cadaver Explosion: True to the Necromancer theme, it triggers upon death, by blowing up the corpse of an fallen enemy ala Diablo 2. An unique spin for an AoE. It's very mana efficent, provided you can actually kill the target. Otherwise it can be silenced, or the minion can be bounced back or healed. A fair trade off, considering its potential.
- Obsidian Destroyer in WC3 is an unit that spawns out of Obsidian Statues and has the ability to consume enemy buffs to heal itself. I came up with its hearthstone's iteration during the Weekly design contest and use it for my classic set as strong class silence, that rivals Sylvannas, Sludge Belcher and co, making it an excellent tech card.
- Death and Decay: The ultimate spell in the arsenal of the WC3 Lich hero. It deals percental damage to everything within a radius. It's similar to Lightbomb in terms of potential as board clear, but deals with a slightly different kind of minions.
Epics:
Necropolis: A very unique card that directly impacts the hero power in a new way. Played on curve or without combo pieces means taking a big risk, since on its own it doesn't offer too much advantage, even if it survives a turn (e.g. 7 mana for 7 damage is nothing breathtaking), but combined with synergy cards, it unlocks its true potential and can even set up lethal, if you manage to protect it long enough. The Necropolis is the central command structure of the Undead faction.
ALL 10 PREVIOUS Basic CARDS:
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Shanksyo posted a message on Weekly Design Competition #17 - Discussion ThreadIs it balanced ?
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Alper posted a message on So 3 expansions later, what do you think of Hearthstone?Posted in: General DiscussionI think you are totally wrong. In my opinion the game is very well balanced and there is no power crep at all, maybe with the exception of Dr. Boom, which is stronger but not in all circumstances than Wargolem (yes, there are corcumstances where a Wargolem is actually better than Dr. Boom, belief it or not). Aggro decks are not better, aggro decks play only faster, win fast lose faster = earn more gold/ranks faster. Example: You play ~12 matches within an hour with Warlock Zoo. If you have a 60% winrate, thats 6 win and 20gold. In the same time you´ll play ~4 matches with Control Warrior. Even if your winrate with Control Warrior would be 70%, thats still not even 3 wins within the same time. So the only "issue" is the ladder system as it is right now, rewarding fast games and therefore aggressive decks and not that aggro decks are too strong.
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YogoWafelPL posted a message on Aggro is most skilled archetype!Posted in: General DiscussionI personally don't have a problem with most aggro decks. I've a problem with hunter. Whereas in zoo you're forced to make good trades in order to live, in hunter you just go face face face face face face face face face face face and you win. I think it's the same with most people.
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Grumhul posted a message on Ladder Climbing issuesPosted in: PaladinIt's all a matter of what rank you want to use the deck on. If you face 90% aggro then Quartermaster can go away completely. By the time he will be relevant (apart from that lucky topdeck at 5 to boost Mustered recruits out of explosive range), you'll be probably facing lethal next turn.
Paladin is in a weird spot right now. And that is reflected by how many popular streamers choose it for their deck of choice for ladder.
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thejakyl13691 posted a message on DRAGODIN - Dragon-Ramp Control PaladinPosted in: DRAGODIN - Dragon-Ramp Control PaladinDown voted. Until we get a better idea of how the new cards will change the meta, this is nothing other than clicking dragons fro the sake of clicking dragons.
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This is his decklist he used in the EU last call, so remember it's teched to play in a tournament rather than to ladder with.
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Sounds like you're playing the deck to value-oriented. In all aggro decks that are not warlock, you will often run out of steam if you're trading too often. I used this exactly list to climb to rank 12 on day 2 and then from 12-8 on day 3 and I'm far from a top player. This deck is definitely not unplayable at all.
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From my experience, the Barnes/N'Zoth versions of Resurrect priest are far too greedy and inconsistent. I'm also a fan of Pyro's and Holy Smite's over Auchenai + CoH + Flash Heals. Auchenai is rather anti synergy with priest of the feast. Also, the pyro route will open up two card slots for you. I've also been a big fan of shadow madness in this meta. It's good against aggro and also works well against midrange decks that try to utilize barnes.
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Anyone able to explain why Slam was cut? Slam seemed to do a lot in this deck and I think you can cut the Faerie Dragon and/or N'Zoth's First mate. Also, what is the point of the First Mate? I feel it's really only useful against zoo, and he clearly cut a ghoul due to the lack of zoo.
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In regards to your comment about Strifecro/Kolento, I think calling them boring is unfair. They are two of the most consistent ed and talented players this game has seen. For me personally, the entertainment I get from their streams is valuable education and knowledge about this game. I totally agree that they aren't as loud and obnoxious like Forsen and Amaz can be, but not everyone is entertained by that.
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I'd wager that the help most people want is a Decklist/Walkthrough on how to beat him. I personally think they are more fun to figure out on my own.
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How fun would it be to officially be the voice for some Hearthstone cards. Count me in Blizzard!
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This made me laugh as it's completely correct.
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People with losing records to oil rogues: OMG Oil and Blade Flurry are broken. Please nerf/balance!!
People with winning records against oil rogues: They are fine!
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I hope they create a card that is a 6/10 and sumons two 3/3 Bumbots. The bots will then explode for 1-6 damage.