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    posted a message on Griftah

    Balanced effects are always balanced right?

    I don't see why this gets hate.  You will know your opponents deck and what they want to do and make sure not to draft any of that.  Also, an overstated neutral minion that draws a card cant possibly be bad.  

    Maybe this just isn't overstated anymore b/c of power creep.

    The effect seems strong for a type of mid-range deck that values some randomish card draw.  You would also want to be playing a deck where you feel like you are more likely to run out of cards than the opponent.  With the advent of even-odd aggro decks that don't seem to run out of cards as fast as the aggro decks of old, maybe that is a dying breed, but I just look at overstated plus cards and I think it can't be as bad as people are making it out to be.  

    Also, against combo-y decks where they may not even be able to play the card you give them this is great - think wild big-priest, or kingsbane rogue or a cycle heavy deck getting stuck with an overcosted card that would cost them a turn of cycling shenanigans to actually play out.  Niche use cases to be sure. And as a wild player I can say this will NOT be seen in wild.

    Posted in: Griftah
  • 3

    posted a message on Zul'jin

    WTF a more mature Yogg!  This is gonna be cool.

    Posted in: Zul'jin
  • 1

    posted a message on Card Nerf - Mana Wyrm
    Quote from SinFFX >>

    finally about time, no more broken 1 drop which snowballs.

     Like Northshire Cleric?

    Posted in: Card Discussion
  • 1

    posted a message on Nerfs are incredibly lame.

    Psyche melon will still be a problem down the road because you can build a combo with one-ofs and put in two tutors for those one-ofs effectively giving them a huge density in your deck from a consistency standpoint.

    This is a HUGE CHEAT OF THE LEGENDARY RULES that there aren't more than a handful of other ways to circumvent - and none of the other cheats (like zola the gorgon) are as blatant or impactful. 

    I am so glad that Aviana is at 10 now, great job Blizz!!!!

    But down the road in wild while Aviana has been made fair, psych-melon  is still giving combo an incredibly effective two-of tutor for their combo decks at a measly 4 mana, and they still have all these insane protective tools like plague ramp armor and draw.

    I don't see how Druid can keep all these toys they still have plus the new toys that they will be given without being a problem again in 1 to 2 expansions (in Wild).  The wild meta feels dead.

    Posted in: General Discussion
  • 1

    posted a message on Nerfs are incredibly lame.

    All 1 mana 1/3s with upside are extremely powerful - even a vanilla with those stats is desirable.  If the devs want to open up some squanderable design space then so-be-it, but mana wyrm just died a horrible death so they better make it worth it with some really busted cheap spells like they sort-of promised.

    Other classes have their own busted 1 mana 1/3s so this feels pretty unfair at the moment.

    Mana wyrm was a flavorful and thematic evergreen mage card that could fit into a large number of mage lists.  If mage has no early game snowball-able threat where does that leave the class?

    I pray that northshire cleric isn't next!  It has an almost undeniably better upside with the drawbacks of being in a class that does not support aggro-tempo-midrange archetypes as much as mage does, and therefore doesn't 'need' 1-drops as much.

    Why not just make mana wyrm a 1/2?  I suppose the card is dead either way, but it feels more dead as a 2-drop than it would as a 1 mana 1/2.  Also, changing mana cost is more radical to decks that included it than pulling a stat point - it messes with the mana curve.

     

    Posted in: General Discussion
  • 2

    posted a message on Upcoming Hearthstone Balance Changes - Giggling Inventor, Mana Wyrm, Aviana

    Agreed with branching paths

    and spreading plague (shouldn't be a druid card)

    and nerf ramp

    Combo Druid is a sin against humanity and deserves serious punishment.  Druid nerfs should have left token druid as the only conceivable druid archetype, maybe the neglected beast druid archetype too (which has never been a thing despite printing support in name only).

    Inconceivable how Wild big priest escaped a nerf.

    Posted in: News
  • 2

    posted a message on Zilliax

    Corpsetaker is going to get nerfed for this to live.  Mechmage/MechShaman ftw

    Posted in: Zilliax
  • 2

    posted a message on TWW Wild Mech Mage

     

    Quote from Dedragon >>

    Nightmare Amalgam can be killed by some tech-cards. I try spider tank, seems better.

     
     this seems right - no upside to being a murloc dragon and pirate - only saddness.
    Posted in: TWW Wild Mech Mage
  • 1

    posted a message on Shudderwock - A constructive fix thread

    Win before turn 9 - end of story.

    Also, it is way too early to make such claims, there is a salt thread specifically for this BS.  You should all be ashamed of yourselves - go play super mario or something else - HS is obviously too much for you.

     

    Posted in: Card Discussion
  • 1

    posted a message on The Taunt "Package" Discussion

     

    Quote from OzUnOo >>

     

    Quote from YouthThunder >>

    You forgot to add Town Crier in the deck ,I also suggest cutting Spellbreaker Warpath [/card],[card]grommash hellscream for the Dead Man's Hand and  more draws like Slam against control .otherwise +1 

     Thanks for the feedback!
    Turn 01 will always be quest, so town crier is not that valuable. With 2x Battle Rage and Countess I dont think this deck is lacking in card draw. I will always keep Wasp and Axe in mulligan too so my early game is fine, pretty much everything in this deck shits on aggro anyways.
    Dead Man's Hand? Why? Is there a combo i'm not seeing? Is there a strategy that uses that and the taunt package? I'm confused.
     
     
     Just because you play the quest on 1 doesn't mean you don't need a 1 drop.  Playing the quest can wait esp. against aggro.
    What about if you get the god hand of 2 criers.  you can play crier on 1 crier and quest on 2, opponent cries on turn 3
    Posted in: Warrior
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