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    posted a message on If you have Jarraxxs when do you play him?

    If you have 9 mana and Jarraxxs in your hand when do you play him?

    This is my train of thought when to play Lord of the Burning Legion:

    A) winning but you want to win with style, (awww yeah)

    B) Next turn your opponent can kill you but raising your life back up to 15 will save you in attempt for a one turn turn around

    C) you have some board control victory is undefined and you need something to tip the victory in your favor

    D) your opponent has nothing on the field and your both top decking and your around 10 health

    E) Your gambling Warlock's big gamble at victory, all or nothing moment.

    Posted in: Warlock
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    posted a message on I feel the warlock is still incredibly weak compared to other classes especially past 4,5 turns

    My thought is outside of the early game most warlock cards feel kind "meh" I count there are around 10 cards in the warlock deck which are almost un-viable cards in most average decks such as sacraficial pact, soul drain, doomguard; the warlock's power comes from its ability power compared to almost all decks where the hero power is icing on the cake of their decks; take paladin or mage there are maybe 3, 4 cards in each of "their decks" that most people consider un-viable, most warlock decks I see being played seriously well have at most 10 warlock cards in the deck compared to mage which can see up to 25 mage cards in their deck or hunter or paladin which see about 15 to 20 of their respective cards, the warlock deck is the most reliant on "neutral" minions that work really well with the draw mechanic of warlock the "giants decks" are the perfect example but look at "warlock cars" they are conceptually "high risk high reward cards" the flame imp, the infernal, soul fire and Jarraxxues are perfect examples of this and are argualbe some of the best valued cards in the game; however the a majority of the warlock's are either too high in cost such as the fel guard or of void walker are just too easy to kill (to prvent the "cash in" of the investment) with the abundance of "kill" cards most high quality minions are just targets; the reason the the giants decks are so viable is because when played well the giants can be played for free! The warlock relies on "critical hits" most of its strenghts if the fail to be cost effective the warlock will loose and even the stronger cards like "jarraxxues" or blood imps, or infernals don't win games they secure winning games.

    Posted in: Warlock
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    posted a message on I feel the warlock is still incredibly weak compared to other classes especially past 4,5 turns

    Seriously outside past the 4 turns where the various rush down decks pitter out and die not other hero is locked to the early, mid or late game.

    Posted in: Warlock
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    posted a message on Early, mid, late game? Where does your deck land?

    Where does your deck land in the curve?

    Overall do you aim to build decks as generalist, more to mid, to early, or late game?

    If you design a deck, for example the early game(1 mana to 4 mana), and you find yourself in the mid (5 mana to 7 mana) to late game (8 mana to 10 mana) do you still have a chance of victory over a deck designed for the mid or late game?

    Do games designed for the example mid game (5 mana to 7 mana) have a clear advantage over decks designed for general purpose decks

    We see rush decks or early game decks obviously exist in the meta but do solid mid game or solid late game deck have serious competitive ability?

    Opinions thoughts ideas responses etc?

    thanks :)

    Posted in: General Deck Building
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    posted a message on Explain to me how flame imp isn't OP

    Quite simple if the warlock didn't have its early game strength built around void walker, blood imp, flame imp the warlock overall would be an incredibly weak class, with the early game trio it allows some staying power for the mid and late game

    Posted in: Warlock
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    posted a message on Are Hex and Polymorph a better substitute for silence?

    Say "in theory" every class at some point down the line of expansions had a turn a minion into relatively harmless 1/1 or some alternative; would silence loose most real use across all classes?

    Posted in: Card Discussion
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    posted a message on Questing-Pyro-Smith Blitz down rush

    I've bounced around with various cards sometimes I fun a fiery war ax, sometimes acolyte, sometimes raging worgen; for some reason I've really enjoyed just using it as a strong 2 drop/something to help buff the other cards; also enrage no technically but the berserk benefits from "damaged" minions 

    Posted in: Warrior
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    posted a message on Warrior no speels mid range beat down

    It was kind of a joke deck; I made in the boredom of writers block (its midterm time; I'm hating myself for my grammar fail)

    Yeah its fun but dum like the all spells and secret mage deck or deck of legends deck

    ...random thought....

    There should be a tournament of "joke" only decks 

    Posted in: Warrior
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    posted a message on ALL SPELLS NO MINIONS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ALL SPELLS NO MINIONS
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Ability (30)
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    Not viable deck but fun two play 1v1 but fun its won a ga

    me or two; it usually screws with people

    Its like the "All Legendary deck"

    (f you and your opponent add a lore walker cho it gets ridicules)

    Posted in: Mage
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    posted a message on Questing-Pyro-Smith Blitz down rush

    Questing-Pyro Blitz deck
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    Minion (14) Ability (16)
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    This deck is a powerful blitz down has most of the power of a lot of rush down potential of the old questing rogue deck but with the handy ability of using heavy charge and buff potential.

    The pyro smith enhances the early game with powerful board clear and and enrage allowing a lot of the pyro warrior decks.

    The added potential is the ability to build armor while waiting for the proper combo; along with the ability to use charge to to remove summoning sickness and go the kill in games; the mana addict in this deck can be incredibly thanks to charge in warrior deck

    powerful turn 4 combo example (happened yesterday):

    mana addict+coin+inner rage+rampage+charge=16 damage turn 4!

    and that one of the easier simple ones!

    Its an amazing deck

    thoughts, ideas, opinions etc

    thank you

    Posted in: Warrior
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    posted a message on Holy Wrath useful or not

    c'mon Molten Giant

    If your attempting the random all legendary(ish) deck

    c'mon molten giant and or death wing

    RNG GODS I beseech the to give me all the power (thunderbolts in the background!)

    Posted in: Card Discussion
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    posted a message on Naturalize Discussion

    Its cheap for you and it destroys enemy minions and if starfire is too expensive for your deck naturalize is a good option it even can arguably be on par with starfire; naturalize allows a solid destroy 1 minion card compared the mostly OE spells or the smacking enemies to face with your face. Its a good option for a druid deck especially if your deck has decent amount of card draw.

    Posted in: Card Discussion
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    posted a message on Strategy for removing minions early game

    A good idea is to use cheap slightly higher quality minions: scarlet crusader, Harvest Golem, or Blood Mage Thalnos over the fodder hero power minions combined with redemption and noble secret to keep strong minions alive and have them continue to keep strong board presence alive (works especially well with divine shield minions)

    Posted in: Paladin
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    posted a message on Is it worth it to add a card that directly heals your character?

    yes but I'm sure there is a play style using wisp or millhouse manastorm

    but practically in theory meta is it worth it over say another card

    Posted in: General Deck Building
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    posted a message on Is it worth it to add a card that directly heals your character?

    Outside of Warrior armor or priest heal

    is it actually worth it to place a card in your deck that gives your card more "stamina" in a battle;

    example:

    is it worth removing one offensive spell in a druid deck to add it healing touch

    or for paladin is guadian of kings' heal 6 health worth it to have (arguably) a lower quality 7 drop as compared to a stormwind champion or ravenhold assassin

    and while were at it:

    where do some of the armor cards fit into this format of cost to actual game value ratio

    is shield slam worthless? or mage secret ice barrier or the various armor gaining abilities of the druid?

    thoughts etc?

    please and thank you

    Posted in: General Deck Building
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