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    posted a message on Hunter is ruining this game for me

    it's unplayable in cons for 5-6 mana. for 4 mana it's highly questionable as it's only really good if you go buzzard/unleash. most of the time you really want to use the card draw to find a timber wolf and cast that too.

    the real problem with the whole card is that it just doesn't interact. a great way to beat the other 26 cards in the hunter deck are just to play some minions with taunt. terrible plan if your opponent draws buzzard/unleash though. the card would be ok at 4 mana. 7 for buzzard/unleash/wolf is a lot.

     

    but in general the problem is that there's no interaction anyway. everything happens on the hunter's turn and there's nothing that can make him stop other then you not playing your minions. that's just bad design and I guess it will get changed again at some point. although right now they most likely don't want to do it to safe face and not look like a bunch of tools.

    Posted in: Hunter
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    posted a message on meta is terrible

    yeah, let's remove any sort of aggressive deck from being playable. an environment where hardly any early drops are played and it all comes down who has/draws more legendaries and faceless manipulators while every game takes 30 minutes is just what I want to see.

    Posted in: General Discussion
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    posted a message on Crazed Alchemist Healing

    there's another trick with alchemist. if you have a 1/3 and a blood imp, making it 1/4. if you then swap atk/health, it becomes a 4/2, effectively gaining 1 stat. for some reason it copies the boosted health and then gets a health boost again. so with a blood imp in play, every time you swap atk/health, you gain 1 stat permanently.

    Posted in: General Discussion
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    posted a message on 18 1 drop Warlock

    ooze and faerie seem lackluster in this deck. what are they gonna do with their weapons? kill your 1 mana stuff at the cost of life? does that matter that much? and untargetable 3/2, why? you're gonna have targets for their removal anyway. knife juggler sounds like a big upgrade of either of those. so does the wolf that gives +1+0 to adjacent minions.

    Posted in: Warlock
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    posted a message on Jaraxxus(mus) Prime

    I like mad bomber in decks like this, especially with the amount of rush decks out there atm. sure, sometimes it costs you 2-3 life, but if it kills an opposing creature, it's such a huge tempo swing. 2-1-ing an aggressive deck on turn 2 is very tough for them to come back from.

    Posted in: Warlock
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    posted a message on Another Ramp Druid (Top 13 NA Ladder, 95% win ratio)

    Quote from FifthBusiness »

    Regarding your 95% win percentage, but with the amount of high cost cards in this deck, how can you really be at 95% win rate?  You gotta figure that there's more than a 1/20 chance that you draw all 6 + cards without any ramp in your hand.  Versus most aggro, I would imagine this puts you way too far behind.

    Edit: Just tried a couple of games, I mulliganed my opening hand of 6+ cards, to get another hand of 5+ cards 2 games in a row.  Lost to rush decks.

    obviously he doesn't have a 95% win ratio over a large enough sample size (50+ games) in ranked games, just out here to get some attention he apparently needs badly.

    Posted in: Druid
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    posted a message on Are your decks 3 drops heavy?

    given that 2 drops trade with 3 drops but most 3 drops do not trade with 4 drops, you are probably doing something wrong if your constructed decks are heavy on 3.

    Posted in: General Deck Building
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    posted a message on Argent Commander vs. Fire Elemental

    Quote from Rabidwhale »

    First of Argent Commander is a neutral card, which tend to be less niche than class cards. Secondly you cant really compare two cards that are in such different niches like that. It is very difficult to say this card is better than that card in card games.

     

    why can't you compare two 6 mana minions with similar abilities (battledry: dmg vs haste & immunity)? and deck building games are all about comparing cards. that's the whole point of them.

     

    and fire elemental is clearly better. one does 4 dmg the turn it comes into play. the other does 3. however for the cost of 1 dmg, you get +2+2, which is worth quite a lot more. plus the fire elmenentals trigger bypasses taunt, which matters frequently. if you already have 2-3 flametongue totems, I can see a point for the commander as it can then actually kill an opposing 6-7 drop, but that also requires both cards to be in play. I'd still go with the elemental. not sure if that choice can come up, but either way, comparing them is pretty simple as both do very similar stuff.

    Posted in: Card Discussion
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    posted a message on Question about Arena Awards

    only counting in the booster, I'm pretty sure. to break even gold wise you need 7 wins. that doesn't take the daily quests into account though. so if you play an arena every 2-3 days and complete some dailies, you should be playing for free with 5 wins.

    Posted in: The Arena
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    posted a message on Legendaries in arena

    card games like MtG or HS have powerful cards on higher rarity items for two different reasons:

    - make people buy more product

    - add variance/randomness to the game

    If the card powerlevel everyone has access to was always the same, the better player would always win. Which in turn would mean 95% of the player base would immediatly stop to play the game. If you want a game without variance with a huge edge towards the better player, you play chess. how many people on this forum think chess is great fun and frequently play it? 1%? Less?

    And the reason is: There's not enough variance in chess. Now you're whining about too much variance in HS, but trust me, if there was none, you'd just not be playing at all.

    Posted in: The Arena
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    posted a message on Terrible at arena. Review my mock draft with tips, please?

    need to keep your curve lower. 3/2 minions for 2 are very good as they trade off against opposing 3 drops almost all the time. I always want 5-6 of those in my decks, so I take those aggressively. Especially in priest decks and even more so if you get a MC early, you want to keep your curve extra low as you got a decent chance to get another MC and don't want too many 6+ drops in your deck then.
    also with the priest racial not doing anything on turn 2, having a good curve is even more important. as paladin, rogue, mage, druid, shaman it's less so, but as priest/warlock/warrior you really want to have a 2 drop.

    4. dark iron dwarf
    5. wild pyromancer, need those early drops
    6. youthful brewmaster. see above.
    11 venture co mercenary. mage is just not good as a 1/4. was awesome with 2 power, but now not good enough if you aren't super spell heavy. which you generally are not in arena.
    13 leper gnome. 1 power just doesn't do much. leper gnome isn't great either, especially if you are a slow/controlling deck (which you are at this point), but still better then argent squire.
    14 grizzly. i like warlord a lot, but at this point you got MC, holy nova, stormpike commando, holy fire, darkscale healer, stormwind champion, you really need to lower your curve. i might take warlord there with my focus on 2 drops earlier. but you have to take grizzly here.
    15 faerie dragon. see my explanation at the start.
    19 amani besreker. thoughtsteal is not a great card.
    20 emperor cobra. holy cow, man. lightwell is barely ok, can be actually good with divine spirit, that power = health card is called. although you do not want divine spirit in your deck, but if you happen to have it, lightwell goes up in value. still not a good card to start with ... cobra is very good and even more so in a priest deck. if you get a pwd shield, that thing can win games on its own.
    22 archmage. argent squire, again, barely playable.
    23 mad bomber. hate the effect, screws myself too often. but 3/2 for 2. can't pass that up for something so expensive at this point with your curve being bad.
    25 i like kodo better then demolisher, but it's pretty close.
    28 brewmaster for me. more 2 drops.
    29 soulpriest
    30 sea giant. great card.

    too many 1/1s for 1 and not enough 2 drops, that seems to be the problem to me.

     

    Posted in: The Arena
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