• 3

    posted a message on Blackrock Mountain Patch 8311 - Ninja Card Back, Achievements, Mobile, Never Before Seen Boss Cards, Gold Cards

    Why is webm chrome only? It's not like firefox doesn't support webm.

    Posted in: News
  • 2

    posted a message on Hearthstone Patch 7835 Official Notes

    Yeah, buff cogmaster, that'll help the mech mage problem :D

    Posted in: News
  • 3

    posted a message on Zoo. Rip Undertaker

    I've been running this deck with 1 shadowflame instead of the sea giant. Been absolutely wrecking mech mages with it.

    Posted in: Zoo. Rip Undertaker
  • 3

    posted a message on NEW LEGEND Control meta priest (RIP undertaker) Winrates included. *02/02/15*

    My general experience with this deck: get only 5+ drops in the mulligan phase, lose board control immediately in the first 2/3 turns, waste ~5 turns' worth of my life trying to get back into it while gradually losing health, lose the game.

    Posted in: NEW LEGEND Control meta priest (RIP undertaker) Winrates included. *02/02/15*
  • 1

    posted a message on New Card - Whirling Zap-o-matic
    Quote from dismal79 »
    Or more specifically Holy Smite and Shadow Word: Pain can do the job just fine.

    Thus proving my point. Control suffers greatly if you have to run those cards.

    Or you know, minions can also die if attacked by other minions.

    Yeah, let's out-minion zoo. Against a class that has enough early game removal to flick away any minions you dare drop.

    Posted in: Card Discussion
  • 1

    posted a message on New Card - Whirling Zap-o-matic

    Cards like this just break the game. If this card stays on the board for a couple of turns you just straight up lose the game. That might not seem like a big deal but it means that control becomes even less viable than it is now because they have to run enough removal that they will always have something in hand to deal with these broken 2 drops.

    Posted in: Card Discussion
  • 1

    posted a message on Card Release - Illuminator
    Quote from Zukuu »

    WHAT? A 2/4 for 3 mana that also HEALS is the perfect answer for aggro, even more than a taunt. It trades with at LEAST 2 minions AND heals you if you have a trap card active.

    Trades with 2 minions? Yeah, if they're both knife jugglers maybe, other than that there are very few plain 2 health minions out there even in aggro. And the problem is, it takes you 2 turns to trade with those minions, while they drop 2 minions every turn and hit you in the face in the meantime. Or you know, they just remove your 2/4 in a variety of efficient ways.

    Posted in: Card Discussion
  • 1

    posted a message on New Card - Piloted Sky Golem discussion
    Quote from Crossbreed »

    Important to note: It does not say put into play, ala Voidcaller, it says summon. You would get all battle cry effects from the monster coming in.

    "Summon" means to put a minion on the battlefield by any means.

    "Play" means to put a minion on the battlefield from your hand using mana in the usual way.

    "Battlecry" does something when you play it from your hand.

    Voidcaller does not say play it says "Deathrattle: Put a random Demon from your hand into the battlefield."

    Posted in: Card Discussion
  • 1

    posted a message on Card Release - Illuminator

    This card is pretty meaningless against aggro. Board control is the antidote to aggro, not healing, so a 2/4 minion isn't really going to help there. Maybe it'll be good against hunter but even then it might be too slow to be more effective than something else.

    What this card does do is put us in serious danger of going back to the dark days of freeze mage.

    Posted in: Card Discussion
  • 1

    posted a message on New Card - Piloted Sky Golem discussion

    Considering it's worse than Cairne and even he isn't seeing much play, it seems highly unlikely this will find a place in decks.

    Posted in: Card Discussion
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