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    posted a message on Warlocks what do they need buffs changes etc?

    My big problem with warlock is the inflexibility with low pay off and to be honest compared to other classes their "color cards" probably the most useless cards (Who actually plays demonic sacrifice seriously?) thus the least amount of room for variability and thus the most predictability. In every competitive warlock deck its usually safe to say your opponent will be burning health, using minions like blood and flame imp, probably will have a shadow bolt and a jarraxxus etc. 

    Posted in: Warlock
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    posted a message on Druid Slash & Burn, a Late Game Spell Damage deck

    The druid probably has the best board clear/slash control between spells, flexible minions and tokens than can buff each other.

    I think you should take full advantage of your spell power and go for the second star fall. Maybe also think about finding room for savage roar for basically a blood lust being a 4 cost it can work well for a giant burst damage (and even more amazing if you can mix it with force of nature).

    Posted in: Druid
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    posted a message on Secrets? Whats their worth?

    How good are they? Are they worth it? Are they the "trap cards" of hearthstone or are they more unique? Are there too few of them thus too easy to play around? Should they be available to all classes down the line? Which are the best or the worst?

    Thoughts ideas critiques opinions etc

    please and thank you

    Posted in: Card Discussion
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    posted a message on Go To Card

    My got to is the Coin!

    but in seriousness the Spellbreaker

    Posted in: Card Discussion
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    posted a message on Turn 1 drops

    Turn one Blood Imp is the scary to deal with its stealth and just feels amazing to warlock players.

    On the other hand the best turn one I've seen was turn one

    The coin+ 2x Innervate + starting one mana = Turn one Hogger!

    I GG after that

    Posted in: Card Discussion
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    posted a message on Warlocks what do they need buffs changes etc?

    My problem is one the random discard mechanic might be too expensive for the doomguard and sucubus and the cost of the pitlord and felguard just does not equal what you get out of those minions. Finally what erks me the most are cards like sacrificial pact in the warlock deck that just have no practical use in most decks. To me I feel like the only thing keeping the warlocks playable is one their hero ability, two their strong early game with blood and flame imp and their cheap cost efficient spells like shadow bolt and hell fire. Icing on the cake for warlocks is the potential of the great jarraxxus come back.

    Outside of that the warlock don't have much in card chemistry. There is no warlock element that takes real advantage of warlock play style like mage with sorcerer's apprentice or rogue with preparation and combos or warrior with enrage cards or the hunter with beast card chemistry backed by cards and secrets that support board clear and rush down or the priest with cards that heal each other and gain benefits or how the deck of paladin revolves around the survive-ability of the paladin and his valuable minions support by foder troops and buffs or the druid which relies on sheer flexibility of the druid and his minions or (yes more ORs) even the shaman's overload style is rewarded and supported by cheaper totem units for foder and quality units that are supported by cards that give buffs like windfury or ancestral healing and powerful short term removal. The warlock has almost nothing in card chemistry compared to other classes. Card draw is nice; alot of new warlock strategy is draw out and summons lots of small cheap minions supported by the Blood Imp and the burst down of power overwhelming. By turn 3 most classes have access to card that is relatively on par backed by neutral minions that give card draw the warlock's card draw advantage is almost noticeably. The Warlock low mana rusk can be more or less done by most other classes with a similar level of heavy reliance on neutral cards. The warlock needs some help in flexbility of play and practicality in cards. 

    Posted in: Warlock
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    posted a message on What that one card that you love in Area?

    Whats that one card in area you just feel amazing when you can get it.

    That even in a giant random deck of sh*t your jewel of that one card makes you feel invincible.

    For me its the faceless manipulator

    Posted in: The Arena
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    posted a message on Doug's Druid deck

    Here is version 2.0

    Doug's Druid 2.0
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    Posted in: Druid
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    posted a message on Doug's Druid deck

    I'm glad you like the deck.

    I'm still working out some kinks with the minion choice; could I get some thoughts and opinions.

    I might drop some of the larger minions for some smaller token summoners. Also I want to attempt to work in the token summoning druid card to fill the field.

    Personally I think its better than the Shaman bloodlust decks as savage roar and power of the wild are two "mini" bloodlusts so it gives you more options. Plus this format in my experience works better as the druid has far better board clear than the shaman. What makes this deck really shine is the natural flexibility of the Druid and more mass buff options couple with more token summoning. Soul of the forest can reset the board after throwing a wave of minions and tokens at an opponent.

    Posted in: Druid
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    posted a message on Doug's (almost) Minion-less Mage

    How successful have you been with it?

    Mine has worked really well with the wraiths and venture co.

    I personally don't care for Rag. I prefer hogger for some extra minions

    Posted in: Mage
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    posted a message on Doug's (almost) Minion-less Mage

    Mage "What are minions?
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    This is and odd deck but to be honest works surprising well.

    Mana wraiths can slow down minion summoning and venture co. gives you a large cheap mercenary that is a huge bullet sponge that can do massive damage if it can hit your opponent. All the spells really can lay down the smack down on your opponent. You can really make an opponent sweat if you can land an early fire ball or if a venture co lands a swing.

    "Who needs minions I have spells!"

    Posted in: Mage
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    posted a message on Warlocks what do they need buffs changes etc?

    If English is your second language then I'm impressed; better than some of my fellow college students.

    Yeah some overall either I want to see some more better demonic minions or a level of deck to minion synergy at least partially on par with the synergy of the hunter (or at least with the paladin). I concur with you on the cost for the powerful demons I think the discard mechanic is too costly for the output for the minions. Personally I think the dreadlord and the felguard as compared to minions of similar caliber in other decks minion are actually a tad boring with their high input cost (demon pay  + low mana cost) does not exactly equal their fairly average stats.

    Cards like Flame Imp, Blood Imp and dread Infernal I think are wonderful cards that are creative in play and execution while also fully embracing the conceptual design of warlock play and lore.

    Posted in: Warlock
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    posted a message on Doug's Druid deck

    Doug's Druid
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    go for all the summoning and token summoners

    fill the field with minions and increase their power with friendly mass buffs

    cards like illididian and violet teacher will be used in full

     

    Posted in: Druid
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    posted a message on Warlocks what do they need buffs changes etc?

    Necromancy, demonic summoning and blood for power 

    all the themes of warlock but how well implemented are they?

    For me at least it seems that of all the hero "themes" the warlock seems to be the most lost compared to other heros who rely for synchronized minion spell cards like the hunter and beasts the demons all short arguable 3 of the the demon cards are really average or sub average

    the Succubus, Pitlord, Felguard are at best average or sub average while cards like doomguard, void walker the jury is still out on their usefulness.

    On top of this; cards like demon fire, sacrificial pact are further crippled as on average most warlock decks are packing at most packing 3 to 4 demon cards.

    If you want to expand the "demon" subtype of cards the only other options for cards are the imps from the imp master and Ilididian!

    In my opinion about 1/4 of the warlock only cards are relatively useless; I think this needs to change.

    The warlock concept is high risk high reward cards but overall most warlock cards are either too high of a cost or two low of an award.

    thoughts ideas options opinions?

    please and thank you

    Posted in: Warlock
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    posted a message on Doug's Divine Pally Deck

    doug's divine pally deck
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    here is my take on the divine pally deck

    This deck is a tad slow in the early game but can smash most mid to late decks

    and in my experience this deck crushes most master hunters who dont pack more than one owl

    also this deck is the only divine or bubble paladin deck I've been able to ohko opponents and this deck has only had problems against priest decks packing three plus silences.

    thoughts ideas etc

    please and thanks

    Posted in: Paladin
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