i have a very bad feeling about chaos creation. Seems like the kind of card that no one expected to be good but can easy become a solid finisher.
- gunnslave
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HeilKise posted a message on Multiple New Warlock/Mage Cards RevealedPosted in: News -
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Coriolisx posted a message on New Paladin-Shaman Rare Card Revealed - Horn of the WindlordPosted in: NewsThis is not only an amazing control tool, but also a nutty finisher for an aggressive/midrange strategy, especially when paired with Feast and Famine in Paladin.
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GibreelFury posted a message on All New Mage Cards RevealedPosted in: NewsSo Objection! doesn't trigger the battlecry, right? Heard that, Kidnap?!?
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RaptorWithWings posted a message on New Priest Legendary Card Revealed - Priestess ValishjPosted in: NewsThose who play Priest Those who don't
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FailURGamer posted a message on Temporary Changes To Fireside Gatherings - Still Allows Early OpeningPosted in: NewsOh boy, now I can finally fill a fireside gathering with all of my friends!
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FurthestBen posted a message on New Card Revealed - Desert ObeliskPosted in: News...did you just reply to yourself?
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Professor_Shaun posted a message on New Hunter Card Revealed - Scarlet WebweaverPosted in: NewsI love the BM in the example video. King Krush lethal with 10 mana, but plays the Scarlet Webweaver first.
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Dunarote posted a message on New Card Reveal - Unseen SaboteurPosted in: Newsnow you can pyroblast your own face
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Cagey75 posted a message on How many wins are considered good in Arena?Posted in: The ArenaI would say 6+ wins is decent. When you pass that point you're facint other players who have also won at least 6 I think, so any wins beyond that are good. My most is 9 wins, I'm pretty casual about arena. I enjoy it, but don't play it daily or anything, maybe 3-4 times per week.
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As a filthy priest main, this is definitely the truth. That said, sethekk veilweaver is out of standard so it may not be as good. (that said wild will definitely see this get play)
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At this point I'm betting the questlines will just get Genn/Baku'd at the end of the year.
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I seriously don't know how smite got printed. Like we have a literal example of its powerlevel in the game. It has a similar effect as tundra rhino, but 4 more attack for 1 mana, and also a deck with a ton of default synergies built in. Also, they didn't even have the balls to give all of them Charrrrrge which just doubles down on the stupidity of the card.
As for wild balance, I really feel like they either need to unnerf/allow everything, or go make it a true extended format banning cards that aren't designed for open formats.
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The power of ignite isn't its initial damage, it's the fact that it makes your deck an infinite damage engine. It could literally deal 0 initial damage and be worth it in a quest mage style deck
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The thing that makes this buff significant is that it can be found by wandmaker, which can then get you another spell etc. As well as if you find it with palm reading, you get a free reroll on the spell and heal 3. Both situations factor into making it powerful. That said, I don't think it will be enough to bring priest back, and priest will remain countered by multiple popular decks.
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I think the change is the right one, the problem is they didn't do any compensations on other areas. One of the things they should do is put 2 of the options in the level 30 paths to double the chances in 1 run. The other thing they NEED to implement is make it so daily tasks can not be above level 7 if you have other options that are lower. Getting a level 10 task from the daily refill is stupid.
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Honestly this meta has made me hate the game so much. It's one thing if the infinite damage options had counterplay but the only counterplay to warlock/mage right now is pray that their fuck up the quest, or out pace them. Right now warlock can empty their entire deck reliably by turn 8, then gets infinite damage from fatigue. Currently I think there are 3 changes they can make that would improve the game.
1. Make warlock quest not transfer fatigue damage. This would likely kill the insane speed of the deck but not completely kill it as an option. It would also make Jaraxxus viable again.
2. Make ignite cost 3 mana, and start with 1 damage. The card is already an infinite damage engine, it shouldn't start as a baseline ok card.
3. Battlegrounds battlemaster gets taunt. Sounds like a buff right? well now it can't just hide behind a divine shield taunt 1/1, but still keeps its power. The other option i guess would be battle cry or a further nerf to its mana.
These 3 changes would fix the least healthy decks in the meta while not completely crippling. I will note that this isn't enough to cure all the problems, but at the very least will allow slower decks (note i'm not even saying SLOW control decks like Dr.Boom/Elysiana decks of old) just decks that aren't playing a strategy that relies on a turn 6/7 win condition.
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I like the idea, but i think some of the card choices could be better. That said great start and I look forward to trying this Idea
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I mean this could hit an elwyn boar ;)
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I mean just a basic wildfire/apprentice/mordresh package can fit into any mage deck that isn't no minion mage so it likely will see play