• 1

    posted a message on Reckless Experimenter Nerf Coming June 3

    A logical change, solves the problem without destroying Experimenter. For those arguing for nerfing the mech instead, making it 4 mana would utterly destroy the card, it's actually kinda fair already at 3 unless you have an easy way of discounting it in a major way. And it's perfectly fine in Wild as is, Mechwarper or no. You need to go through so many steps to land 3 Mechwarpers on the board while having a mech already in play that it doesn't seem any better than any of the myriad OTKs already in the format, most of which don't require you to stick a minion for a turn or need you to pray the opponent doesn't have taunt.

    Posted in: News
  • 15

    posted a message on Dalaran Wing 3 Unlocked! Priest & Rogue Heroes Now Available

    It was hard to judge at first since we got two wings in the same week at launch, but looking at this wing seperately, this does not seem worth 700 gold or the cash equivalent. Yeah you get 3 packs but what is all this extra gold/money buying you? Over half of the bosses I've faced on both normal and heroic were reused, the whole Twist mechanic in this case just makes gameplay worse to the point of hurting replayability and yeah I unlocked 2 more classes and their decks and hero powers but Blizz were the ones who locked them away in the first place. So really, aside from a small handful of new bosses, each wing really just brings with it the Twist mechanic, which wouldn't even be enough to base a Tavern Brawl on. Paying that much extra gold or money for three dormant carts on the board does not seem worth it. They should add way more new bosses to change things up.

    Posted in: News
  • 1

    posted a message on Hagatha's scheme or volcano?

    The main issue with Volcano is that while yes, it is an excellent topdeck, it also locks you out of comboing off due to overload, where Scheme does not. If you're on the ropes and pull off a clutch Volcano to save your butt, your opponent just refills next turn, threatening lethal again, and you have to somehow try and survive another turn before you can get your combo going. That can mean Volcano essentially just causes you to die one turn later, unless you pull Healing Rain to withstand the damage. And then you can still die the turn you play out your Shudder. Scheme does not have that issue. 

    I run Shudderwock in both of my Shaman decks right now but neither of them is your typical OTK. One is a value Elemental Shaman that runs Shudder just as a refill, and there I expect the game to go slow and go long, so I run both 2x Volcano and 2x Scheme, with Storm Chasers to fetch them. Works very well against Res Priests and Even Shamans, as you can just repeatedly wipe their boards no worry and exhaust them out of resources. The other Shudderwock deck I run is "OTK" Jade, that just swarms the board with massive Jades through Shudder and locks the opponent out with 2x Loatheb trigger at the same time (Loatheb + Zola). Since Jades are very board-centric, I only run 2x Volcano there in case I fall behind. It really depends on how long you expect your deck to go. I'd personally run both in the classic OTK Shudder, but it's not a deck I've ever actually played personally, as I dislike playing "solved" decks.

    Posted in: Shaman
  • 1

    posted a message on New Druid Legendary - Lucentbark

    :O This is the type of design I like to see. Not a "put it anywhere and it's good, duh" card, but a card that can be astonishingly powerful in the right deck and the right meta. It does absolutely nothing if you're getting comboed. Expensive dummy with low attack and an effect your opponent couldn't care less about, they're going to one shot you so who cares about healing. But all it takes is packing enough counter tools against OTK, if that is prevalent, and this guy covers so many of your other matchups that you got a decent deck on your hands. His synergy with healing means our deck will be well stacked against aggro and he seals the deal, he's a persistent obstacle to get in the way of midrange and drain their resources, and control will have to pull out their premium removal for him not to become a problem, which you're quite happy with. And can I just say, doesn't Druid being focused on healing make SO much more sense than armor stacking?

    Posted in: News
  • -2

    posted a message on New Rogue Card - Underbelly Fence

    I think my Tess just got an erection. Didn't know that was possible.

    Posted in: News
  • 4

    posted a message on New Legendary Reveal - Archmage Vargoth

    Oof. So this + Open the Waygate, now I get two turns to do whatever I want with. If I got enough burn, kill them from hand with 20 mana. If I got Kalecgos, get two uses and a swing out of him. Only potential downside is that any targeted burn might end up hitting my face at end of turn, which could kill you if you got your Ice Block popped. But if I feel extra fancy, can add in Arcane Giants (to likely just make the deck worse but to hell with that) and just beat them over two turns with those without the use of spells.  And that's just in Mage. Fortunately, it's an end of turn effect so he doesn't just get to double as an extra copy of Bloodlust, Savage Roar, etc. for sudden kills. Even then, a board heavy deck like Token Druid could find a use for the guy. Soul of the Forest your tokens, make some trades, end of turn, your newly minted Treants get a Soul of the Forest of their own.

    Not bad for a free legendary.

    Posted in: News
  • 0

    posted a message on New Hunter Card - Nine Lives

    You don't have to...put all your eggs in one basket. You can run a normal Deathrattle package and have Stalagg and Feugen at your mid to top end. With Stitched Trackers you can pull them surprisingly reliably. Got that to legend not too far back. Besides, this is a discover, so you'd preferrably run multiple deathrattle minions in the deck anyway to keep your options open for Nine Lives even if Stalagg and Feugen already died. An extra Belcher is always good, as is any deathrattle you got from Deathstalker Rexxar. It isn't the most straightforward and broken way to win, but any excuse to run Stalagg and Feugen is good enough in my book (currently running them in Cloning Gallery Priest).

    Posted in: News
  • 4

    posted a message on New Hunter Card - Nine Lives

    Stalagg and Feugen think this is a pretty eggciting card.

    Posted in: News
  • 10

    posted a message on New Mage Card - Mana Cyclone

    You're saying that as if Mana Wyrm was a balanced card to begin with.

    Posted in: News
  • 0

    posted a message on Hunter Legendary Reveal - Vereesa Windrunner

    Hm. Well, +2 is just not enough to OTK, so this kill would have to happen over the course of the three turns the weapon is available for use. The issue with that is, Hunter is not exactly overendowed with card draw, especially not card draw that can fetch spells with ease, like Druid or Rogue are. So stacking up your hand with spells and burning the opponent down over a few turns just does not seem like a Hunter thing to do. That said, since you can postpone the damage for later and have all your mana available to play with, you can combine it with Auctioneer  to both get some +2 spellpowered damage out and tunnel deeper into your deck for the rest of your damage. The more likely application in my eyes is just using this for the value of having your Flanking Strikes and Baited Arrows hit for more relevant damage later or, which might be a sufficient boost in and of itself in combination with the extra damage coming from the weapon. I am curious whether it works with Zul'jin, though, since you're both replacing your hero, potentially removing the spell damage effect you had on you, and Zul'jin is the one casting the spells, not you.

    Posted in: News
  • 0

    posted a message on Paladin Reveal - Never Surrender

    FFFffffffffffaaaaa...

    Don't make me regret playing Wild Blizzard. At least, not more than you already do.

    Posted in: News
  • 0

    posted a message on New Rogue Legendary Card - Heistbaron Togwaggle

    There's no way this is balanced. If it wasn't in Rogue, maybe. But in Rogue, there's so many dirty things you can do to manipulate what's in your deck that there is no way Wondrous Wand doesn't break the game wide open. Granted, if it was in Warrior with DMH, we've already seen what Dane can do with those, but in Rogue. Valeera, Brann and Coldlight are gonna have a field day. Don't care how much health you can get, that Fatigue is gonna hit you as hard as Hakkar Druid.

    Posted in: Card Discussion
  • 0

    posted a message on New Warrior Card - Wrenchcalibur

    Time to dust off my Coldlights I guess. I'm gonna make you draw all the bombs and mines and I'm gonna make you like it!

    Posted in: Card Discussion
  • 0

    posted a message on New Warrior Legendary Card - Blastmaster Boom

    Finally a Dr. Boom that isn't just a "no brain required" autoinclude. Getting kinda sick of those (Lich King, Ziliax, Rexxar). That said, kinda surprised he isn't a mech when looking at the art.

    Posted in: Card Discussion
  • 4

    posted a message on Dean Ayala Asks: What Would Get You Back Into Hearthstone?

    I'd say, game modes. Hearthstone does a pitiful and I mean PITIFUL job of providing people options. Look at MtG. So many formats. Vintage for the hardcore oldschoolers, Legacy for the people who want their options but don't want to go as crazy as Vintage, then Modern, Standard, Pauper, Cube, Draft (multiple versions), EDH, Commander... What do we get in Hearthstone? Standard Ladder, Arena, Wild Ladder. Only three modes (Tavern Brawl doesn't really count cause it's a different "mode" every week, you can't "main" Tavern Brawl, really). Only THREE modes, yet the devs essentially cater to only one of those, and even then it's not where people want it to be. Arena gets its autoadjusting bucket system that keeps the mode going, and Wild barely gets noticed. Three modes, yet about one and a half of them get some decent support. Where's multiplayer? Where's tournaments?

    What happens, when I'm growing tired of the ladder grind (be it in Standard or Wild...Wild in my case) yet don't like the randomness of Arena? I got nothing to play. Where do I go to goof around, have fun, be creative, have crazy games with crazy mixtures of decks? Certainly not ladder. Certainly not Casual, which, I mean...what's that even for? It's just another ladder except without points, it's not even a format. Where's my Commander equivalent, EDH equivalent, where I can stop worrying about the ladder points and just have a whacky melee between multiple people for the fun of it? Where's 2v2 or 3v3 or grand melee?

    Hearthstone offers absolutely no options. You either ladder, or you draft, and that's all you get. That, I repeat, is pitiful.

    Posted in: News
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