• 0

    posted a message on [TOP 10] Stancifka's Miracle Druid

    This deck is so much fun especially now with King Togwaggle.  I've replace Kun for him, and the control decks have no idea what's going on when you draw your whole deck, and then naturalize them and Togwaggle and swap decks with them.  I'm climbing but it's because people are experimenting now, but once those aggro decks get fine tuned this will be hard to play on ladder.  I also replace the moonfires with the new spellstones and those work great.  Remember you don't have to Togwaggle them once you've drawn your whole deck as long as you know what's remaining you can Togwaggle on 1 to 2 cards left, and one of those cards will always be burned.  Also always save your naturalize as a last resort, and try to upgrade your spellstones asap for spot removals were your naturalize would normally be used.  You'll want at least 1 or even 2 naturalize before you Togwaggle.

    Posted in: [TOP 10] Stancifka's Miracle Druid
  • 0

    posted a message on Elven Minstrel

    Like big priest?... though yes big priest only pulls one, but they have way better ways to control the board and revive the minions.

    Posted in: Elven Minstrel
  • 0

    posted a message on Rogue Quest - first impressions

    seems bad against anything aggro.

    Posted in: Rogue
  • 0

    posted a message on Elemental Hand Buff Paladin

    Yea the discover was no where near as consistent as shaman was.  Shaman just has better elementals since their class has three good elementals you can discover.

    Posted in: Paladin
  • 0

    posted a message on Elemental Hand Buff Paladin

    I've had pretty good success with a similar deck.  It's based off of the original poster, and a mixture of what Kibler was doing.  I think the problem with buffadin is that you want to hold your cards so you can buff them, but you're always fighting to take over the board again once you've gotten your few buffs off on your minions and swing it back to your advantage.  Before Ungoro you didn't have much you can play on turn 1, 2 or even 3 at times, and the only minion you could throw out was unbuffed was Loot Hoarder, or maybe Acolyte of Pain.  But now you can throw out Fire Fly, and Igneous Elemental on the board to help you contend and I rather get those tokens back to get them buffed so I can get a swing turn by flooding the board with some buffed Flame Elemental.

    Though this deck still has a very hard time against Shamans... Hex, and Devolve are just too strong against pretty much anything that paladin wants to play right now.

    I feel Blazecaller is just too slow, and even Servant of Kalimos isn't that great.  Paladins just don't have many great elemental cards to choose from, and most of the time it tends to be pretty trashy.  If we only got 1 or 2 elemental minions this release in the 1 to 3 mana range this release that had a good battle cry buffaldin would be pretty strong, or a strong legendary elemental like shaman then running Servant of Kalimos would be so much better.  I'm almost considering moving Servant of Kalimos out of the deck and dropping in one or two Primordial Drake.  Seems like I'm always struggling to clear shaman's board towards mid to late game.

    ungoro elemental handbuff
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    Posted in: Paladin
  • 7

    posted a message on Trump's Un'Goro Theorycraft - Elemental Shaman

    Here is my version.  i think with the ability to flood with either jades, totems, or tiny elementals from Igneous ElementalFire Fly it just makes sense to drop in Flametongue Totem, and Bloodlust.  Trump's version might be a little to greedy, I wanted to put in Tar Creeper, but the 3 slot is just too packed and didn't help when you wanted to trade and make sure the opponent didn't have a board.  This deck seems super strong and I never really had to worry about triggering my elementals.  Servant of Kalimos is probably the strongest card in this deck, I never got anything that didn't help.  It seems like Blazecaller is more of a win more card and is to slow.  I would rather put in another Fire Fly, or Maelstrom Portal.

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    Posted in: Trump's Un'Goro Theorycraft - Elemental Shaman
  • 0

    posted a message on Rogue in Un'Goro? Theorycraft and discuss
    Quote from Infirc >>

    these are my ideas for rogue, is till think the quest is being underaprreciated and will be a great card, i think razorpetal cards are really weak but if you can get a turn with Violet Teacher and multiple razor petals after you've played crystal core, it might be worth it, that's why one of the decks doesn't even bother running Razorpetal Volley.

     

    I think if the quest had generate a 1/1 shadow token at the end of the turn if you don't have a shadow token, then yes it would be a viable quest.  I don't think people arguing against the quest are saying it's impossible to do, but how are you going to survive those 4 to 6 turns and keep a board up with undervalued minions?  This is being generous that you drew a near perfect hand that has card dependencies on each other.  Then you need to play the quest that cost 5 that will have zero impact on the board if you don't control the board.  Hopefully everyone understands how important it is to control the board, play on curve, and have high value trades or impactful minions on board.
    I really think Miracle Rogue is dead... Maybe if the petals had cost zero mana we would still have some sort of Maly Miracle Rogue or Tempo/Burst Rogue.  But people thinking they can survive until turn 7 to 10 to play master of disguise must be playing in a different meta then I'm playing in.  While yes we can suddenly plop down a large minion I don't think we have enough of them to handle all the removes currently in the game.
    I had hopes for Vilespine Slayer, but then realized why wouldn't I play Big Game Hunter or Envenom Weapon over this that would most likely require another card to play which would push its mana cost up from 5.
    Here is my suggestion for the quest, but I think jade rogue is our most viable deck right now.
    Posted in: Rogue
  • 1

    posted a message on Rogue Quest Decks

    Problem with this deck is that the the opponent will know what you are playing towards, and will remove any minions you leave on board.  This basically forces you to hold onto your minions for bounces, and the bounced minion cannot stay on the board or your drastically reducing your chances of pulling of the quest.  Which causes you to be at a super tempo disadvantage, not having minions on board, and we have horrible board clears to play a control game.  Image you play a 1 or 0 cost mana minion turn one with your quest, and on turn two your successful on bouncing the card back into your hand.  You'll either have to hold onto this minion until you get another bounce card, or pray to god that once you play the minion again it doesn't get killed before you're able to bounce it again.  If it does get killed before you bounce it a 2nd time, you'll then have to pray that the 2nd card isn't at the bottom of your deck.  Plus you'll most likely have to accelerate through your deck like crazy to get to that 2nd minion.  All of this sounds horrible to do with tiny minions against a meta that will most likely still be super aggressive or high value mid range decks.  Sadly this deck seems to still needed to be played in a miracle deck that you can draw most of your hand, and then bounce with high value cards over smaller cards.

    The funny thing is every other class got 2 to 3 cards that directly supported their quests, but all rogues got was a single card that you can only pray will support your quest.  Even if this quest was changed to summon 4 to 5 cards of the same name, or play 3 cards of the same name it will be a tough quest compared to the others.

    Posted in: Rogue
  • 0

    posted a message on New Card - Primalfin Totem

    Why can't totems cost less than 2 or have more health than 3?  Or why can't it have an attack?

    Posted in: Card Discussion
  • 0

    posted a message on The Marsh Queen

    I guess I forgot about the new card Fire Fly that might help you out, and if you play runic eggs and get abusive combos off it might be better.  But you are looking at still a pretty perfect draw to even pull the quest alone off at turn 5 or 6.  People who are comparing this to Mysterious Challenger obvious did not know the value that Mysterious Challenger added to your deck.

    Posted in: The Marsh Queen
  • -3

    posted a message on The Marsh Queen

    You have to play 1 drops, and not just summon them.  The only time if you're going first that the above you mentioned would happen is if you have the perfect draw and you're going 2nd.  If you go first you're screwed and how many good mana 1 cost minions do you have to stuff into your deck to make this any good.  This seems like it would have made more sense in paladin which can draw better and draw 1 mana minions.

    Turn 1  4 Cards  Play Quest

    Turn 2  3 Cards + 1 Draw Play 2-1 Mana Minion

    Turn 3  2 Card + 1 Draw Play 3-1 Mana Minion

    Turn 4  0 Card + 1 Draw Play 1-1 Mana Minion

    Turn 5 0 Card + 1 Draw Play 1-1 Mana Minion + get Carnassa

    Turn 6 0 Card  + 1 Draw  Play Carnassa

    Sorry forgot you get Carnassa as a quest.

    Posted in: The Marsh Queen
  • 0

    posted a message on New Priest Card - Curious Glimmerroot

    I think people are overvaluing this as its only 1 card that came from the users deck, unlike drakonoid operative which gives you guaranteed 3 choices.  That single choice might not be the best of cards, and can be underwhelming at the 3 slot position as there are already so many other competing cards at that position.   Seems like this could have been better if it was a 2 mana 2/2, as there really isn't anything great to play at 2 mana for priest, and it gives you early insight into the opponent's deck and you can react earlier.  Which would at least give you some value even if the card you picked wasn't great or you guessed wrong.

    Posted in: Card Discussion
  • -5

    posted a message on Journey to Un'Goro - Hearthstone's Fifth Expansion

     I'm not familiar with the card creation process from the devs, but does a different dev work on a single class or something?  Or are they really that blind that they can't compare legendaries or quests between classes and see one is way overpowered over another?

    Posted in: Guides
  • 3

    posted a message on Journey to Un'Goro - Hearthstone's Fifth Expansion

    Why is it that rogue always gets these weird legendaries that never does anything for them?  I'm guess Miracle rogue will still be the standard for 2017.

    Posted in: Guides
  • 0

    posted a message on Heroic Magic Mirror Pacifier

    Should consider removing Cyclopian HorrorDefender of ArgusShadow Madness.  For Wailing Soul, and Tournament Medic

    Posted in: Heroic Magic Mirror Pacifier
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