And Gul'dan cannot even use his hero power to kill himself lol
- jsager99
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Member for 7 years and 18 days
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linkblade91 posted a message on N'Zoth + The Obsidian Statue Shield WallPosted in: General Discussion -
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Korosis posted a message on Knights of the Frozen Throne - Hearthstone's Sixth ExpansionPosted in: GuidesThis guy ∆∆∆∆∆ He makes points.
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Skyi101 posted a message on Revamping the Warlock quest:Posted in: Fan CreationsLove the concept. It doesn't really open up new types of decks so much as make control lock fully viable in the un'goro standard meta. (Which I'm totally for!)
Even if the quest was a late game completion the lock has the ability to heal, for a lot as other responses have noted. Which, is fine if the quest has a more challenging objective to warrant such a powerful reward.
Overall great idea just needs some fine tuning. Change the objective to make it have deck based requirement that requires effort to achieve, or something risky like put your hero below 10hp (since locks have lots of ways to control damage to their own face this would be awesome, since it would be high skill and matchup dependant when you'd want to force the quest as the lock player). And then maybe make the reward a spell that has heal/board clear instead of a minion, cause the irony would be so gooooood and it would synergize with 10 health, with agro it would allow you to swing the game back the next turn and late game control you could save the reward for later.
The above suggestion could even allow a certain giant to be playable again. XD
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Titan_Hs posted a message on Top 100 Legend inner fire/divine spirit Dark Dragoon PriestPosted in: Top 100 Legend inner fire/divine spirit Dark Dragoon PriestInteresting experimentation, jsager.
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Rainbowhunter posted a message on [Un’Goro Legend] Aggro-Druid (refined for ladder)Posted in: [Un’Goro Legend] Aggro-Druid (refined for ladder)If you remove patches, you should probably remove the entire pirate package sir.
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Archont posted a message on Un'Goro Jade RoguePosted in: Un'Goro Jade RogueThat deck is incredibly fun!
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Splintrax posted a message on Un'Goro Jade RoguePosted in: Un'Goro Jade RogueThis deck is great even for pure entertainment value, Having that pause by your opponent after you pass a turn where you had a Umbra into a moat lurker on a swarmer is bloody glorious.
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Even better, take every turn to the rope and make the game just as enjoyable for the quest rogue as they make it for the rest of us. If enough people did this, it would act as chemotherapy for the ladder and eventually reduce their numbers.
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There is an insane combo that a lot of people don't really use. Run a deck with very limited discard options, but two Cruel Dinomancer and ensure that you only discard the dinomancer, and nothing else. This creates a 5/5 dreadsteed that keeps summoning itself back from the dead. Use control cards to keep clearing the board and drop a N'Zoth to unleash a full board of 5/5s that basically re-summon themselves when they die.
This combo hard-counters quest warrior because it lets you summon an immortal board that is immune to brawl and soaks up the random 8 damage every turn.
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I use a very similar deck with a Mass Dispel instead of a Primordial Drake in order to disrupt certain Rogue (e.g. corpse flower), Paladin (murloc synergy and dinosize/spikeridge users), and Hunter (hyena midrange) decks, as well as to mana-lock aggro Druids who run living mana and full-board boosts)--this can also help sneak a massive otk through a large quest warrior shield wall that they assume makes them secure. Also, I replaced one of the Deaths with a Free From Amber and have found that it reliably gives me a much higher value card, such as a devilsaur, Ysera, or Deathwing. Finally, I replaced one of the tar creepers with a Priest of the Feast to give me emergency healing against really aggressive decks (e.g. pirate warrior and midrange hunter).
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Replace Mana Tide Totem with Cult Master. It's a much better rapid draw strategy when combined with your Primalfin Totem.
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I run a version of this deck withDevolve instead of Mana Tide Totem and Jade Guardian as a massive evolve target. A turn 8 Jade Guardian followed by Evolve is really dangerous and produces extreme value.
Devolve demolishes silence priest, murlocs, and combo rogues (RIP Van Cleef).
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I would much prefer:
2 Mana, 2/1 rare: Discover a card that you discarded this game.
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Seriously, this is what the quest should have been. Not broken, but with serious rogue synergy that could open up all sorts of fun combos.
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This card makes Questing Adventurer really scary in the late game.
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There is a reason why Sylvanis had to go, and this is part of it. The combos are absurd.
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I just killed a booster/silence priest in the most amusing way possible with this card--I milled him to death.
He decided to boost his Acolyte of Pain with a Power Word: Shield [/card], 3 [card]divine spirit and an Inner Fire into a 40/40 creature after I had wasted my hexes on his other minions. It was turn 10 and I ran my Thing from Below into his acolyte, causing him to draw a card...then dropped 2 Volcano on him, forcing him to draw his entire deck and die from mill damage (with a ton of draws still left), while running out several turns worth of time.