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    posted a message on COMBO-WOMBO-FACE-LOCK

    I've been working on something similar, see here:

    BurnLock
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    Minion (18) Ability (12)
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     I think one issue with your deck is you die, fast. You will prolly auto-lose to zoo, rogue and hunters as you have no lifegain, taunts, you feed your opponent cards AND all your AoE eats away at your life. Which is why I have Loatheb, 2x Mortal coil and 2x Healbot

    Posted in: Warlock
  • 2

    posted a message on Arena Disgust

    He was not being insulting, he was asking for you to self-evaluate. There are MANY players who overestimate their own ability, and fail to see their own misplays. Without videos/extensive photo records of the matches, it's impossible to prove if you actually made all the right plays or not.

    With that in mind, you aren't going to make people want to help you if you rant on when they ask you to look in a mirror. Heck, even top-tier players make misplays and have to reanalyze their games to see if they made the right plays or not.

    Posted in: The Arena
  • 1

    posted a message on Arena Disgust

    Due to the random nature of arena, some times everything will line up against you. Sometimes you won't draw a playable minion until turn 5 even with an absurdly good deck. Sometimes your opponent will draft an insane deck and draw insanely well. The attached picture happened to me the other day (my opponent played a perfect tempo mage deck in arena). Sometimes you will get a decent draft good for 4-5 wins, but you'll get matched early on with people who have 12 win decklists but are only on game 2 so the game just matches 2 1-0 players together and you get ROFLstomped.

    The only way I can avoid tilt when crap like that happens is to just remember the times the stars aligned for me. Take screenshots/videos of games you had no business winning, and just look at them when RNG beats you to a pulp. Remember that karma is a bit like Trade Prince Gallywix: She provides the beatings and demands you pay up! It happens to even the best of us.

    I'll leave you with some life advice that's relevant even here: "The master has failed more than the novice has even tried." If you're willing to learn and improve your game, then just push through your rage and don't quit, and you'll do better (as long as you actually stop if you tilt, to give yourself time to cool down).

    Posted in: The Arena
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    posted a message on Popular Decks of the Week, Versus Series - JamesHugs vs Jonpi

    Interesting to see Grinder Mage in the mix for sure.

    Posted in: News
  • 0

    posted a message on 12 Win Decklists.

    Just a tempo deck of mine, nothing too special:

    2015-05-16 12-2 Rogue
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    Minion (22) Ability (8)

    Both losses were against mages.

    Rewards were 250 gold, a pack, a golden siphon soul and a golden holy wrath.

    http://imgur.com/a/siW4S

    Posted in: The Arena
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    posted a message on nerf Doomguard?
    Quote from Balthier21 »
    Quote from modded »
    Quote from Balthier21 »
    Quote from Plastikfish »

    Even the downside of Zombie Chow's deathrattle happen rarely.

    Injured Blademaster's battlecry can be nullified by a zero cost spell by priests or shamans.

    The randomness of battlecryes like the ones of the Bomb Lobber and the  Stampeding Kodo is rarely random. 

    An argument can be made even with Arcane Golem, because by the time they give you the free mana crystal you are usually dead.

    As a player you must try to play around those downsides, that's why you don't play a kodo on a bunch of 1/1s or a Flamecannon facing a board full of minions.

    If someone play a Voidcaller you should paly around it's effect, or be prapared to face the biggest threat; (that, by the way, are not even Doomguards).

    the problem about the cards you posted and the situation i described is that these downsides in the cards you mentioned are always paid. zombie chow will always heal your opponent blademaster will always come to game injured arcane golem will always give a mana crystal. it doesnt matter if those downsides were actually downsides in the game THEY WERE FUCKING PAID.

    Wrong. Auchenai makes zombie chow's heal a mindblast.

    Arcane golem doesn't give a mana crystal if your opponent is at 9 mana already.

    blademaster if resurrected enters as a 4/7.

    Millhouse Manastorm's drawback can be countered by Loatheb.

    Brawl can leave your own minion alive and kill all enemy minions.

     

    Costs not getting paid is not something unique to Doomguard or Warlock for that matter.

    youre wrong it doesnt matter if auchenai make zombie chow into a 5 damage the effect thus the cost has happened (paid)

    you describe situations when the downside is countered by other cards im talking about playing directly doomguard from your hand with discarding only 1 card or none at all. doomguard is way different from all those situations you described

    Let's look at core-rager. a 4 mana 7/7 on empty hand, and jeeves which is a 4 mana 1/4 that draws you 3 cards on an empty hand. Blizzard has made it abundantly clear that if you can successfully dump your hand you can get a cookie.

    Either way, all examples are of drawbacks being mitigated/nullified.

    Posted in: Card Discussion
  • 2

    posted a message on nerf Doomguard?
    Quote from Balthier21 »
    Quote from Plastikfish »

    Even the downside of Zombie Chow's deathrattle happen rarely.

    Injured Blademaster's battlecry can be nullified by a zero cost spell by priests or shamans.

    The randomness of battlecryes like the ones of the Bomb Lobber and the  Stampeding Kodo is rarely random. 

    An argument can be made even with Arcane Golem, because by the time they give you the free mana crystal you are usually dead.

    As a player you must try to play around those downsides, that's why you don't play a kodo on a bunch of 1/1s or a Flamecannon facing a board full of minions.

    If someone play a Voidcaller you should paly around it's effect, or be prapared to face the biggest threat; (that, by the way, are not even Doomguards).

    the problem about the cards you posted and the situation i described is that these downsides in the cards you mentioned are always paid. zombie chow will always heal your opponent blademaster will always come to game injured arcane golem will always give a mana crystal. it doesnt matter if those downsides were actually downsides in the game THEY WERE FUCKING PAID.

    Wrong. Auchenai makes zombie chow's heal a mindblast.

    Arcane golem doesn't give a mana crystal if your opponent is at 9 mana already.

    blademaster if resurrected enters as a 4/7.

    Millhouse Manastorm's drawback can be countered by Loatheb.

    Brawl can leave your own minion alive and kill all enemy minions.

     

    Costs not getting paid is not something unique to Doomguard or Warlock for that matter.

    Posted in: Card Discussion
  • 3

    posted a message on nerf Doomguard?

    Is Voidcaller OP? IMHO it is a crazy card, but then again every other class has crazy cards. Paladin has Aldor Peacekeeper, which for 0.5 mana can remove 3.5 mana worth of stats from a giant. Don't even get me started on Equality. Shaman has Hex, the strongest hard removal card in the game. Druid has Wild Growth and Innervate, the strongest mana acceleration cards in the game. Also, Ancient of Lore anyone? Warrior has overheal of all things in addition to stupidly good cards like Brawl. Mage has the biggest single-card AoE in the game (Flamestrike) and the best burn spells (Frostbolt + Fireball). Hunter has the only deck sieve in the game (Tracking), plus it has Savannah Highmane as a RARE. Priest stomps aggro, how many AoEs do you priests need? Light bomb, Wild Pyro shenanigans, Auchenai + Circle, and Holy Nova. Also, Cabal Shadow Priest just adds insult to injury. And Rogue? Blade Flurry singlehandedly keeps the combo Rogues in business. It also have faux-mana acceleration through the combo effect which makes stuff like SI7 and eviscerate so good.

    Also, Doomguard is overpriced. Each discard being worth 2 mana, a full cost Doomguard is 9 mana converted mana cost. A 5/6 is worth less than 6 mana, and assuming charge cost is equal to attack (5 statpoints), Doomguard has 17 statpoints. The vanilla test states that a minion's stat points should be at least equivalent to ( 2*(mana cost) ) + 1. This means Doomguard is an 8 mana creature, that with full discard people are paying 9 mana for! If you only discard one card (which happens frequently actually) you're only underpaying by 1 mana! Not as crazy as you're making it out to be.

    The fact that you can play around drawbacks is also NOT exclusive to warlocks. Priest can turn zombie chow's drawback into a free Mind Blast with Auchenai. Paladin can get around equality with wailing soul. Priest can play around Lightbomb by running low attack minions. Heck, priest has resurrect, a card that can pull back cards like sylvanas, belcher, and a 4/7 blademaster for only TWO mana!

    This is a TCG, learning to mitigate drawbacks is part of the game. Every Rogue card with Combo has a drawback and an advantage. Learn to build decks that handle what frustrates you, instead of complaining about strong cards that aren't breaking anything.

    PS, I run only Doomguard in my Zoo, Doomguard is no where near as troublesome as something like Bladeflurry, a card that singlehandedly make Flurry Rogue viable. I win at least half my games without even DRAWING my doomguard.

     

    Posted in: Card Discussion
  • 0

    posted a message on Not a Cult.

    Tirion is the best option, there is no "good replacement."

    Chromaggus doesn't effect the board, and Rag is too slow as it more likely than not will just ping a token. Emperor is your best bet if you don't have Tirion, tho Sylvanas is good too thanks to the MC effect.

    Posted in: Not a Cult.
  • 2

    posted a message on Flurry Face Rogue [Budget]

    10

    Posted in: Flurry Face Rogue [Budget]
  • 0

    posted a message on Flurry Face Rogue [Budget]

    I don't want to hit once with cold blood, but twice. Divine shield minions are harder to kill. Also lets you protect your higher damage output minions too.

    Posted in: Flurry Face Rogue [Budget]
  • 0

    posted a message on Which golden legendaries do you have?
    Quote from AlucarDCLXVI »

    Thanks modded

    Also, how do you get gold naxx cards?

    You have to craft them, Sludge Belcher is my favorite!

    Posted in: General Discussion
  • 0

    posted a message on Which golden legendaries do you have?
    Quote from AlucarDCLXVI »

    I can't chose my favorite but it's between my Alexstrasza and my Lord Jaraxxus .

     

    *edit: how do you link the gold version?

     

    Using the [card=gold] tag

    Posted in: General Discussion
  • 0

    posted a message on Rattlegore
    Quote from bickel »

    I've just realised that it's utterly broken with Shadowstep / Brewmasters at zero mana. But I guess that's a LOT of combo to pull off; activate the deathrattles *and* have brewmasters in hand. 

    4 mana doesn't feel like enough of a discount, given how hard it would be to play... I think I might play myself it at 3 in the right deck, probably not at 4. Still, I'm more interested in the concept of designing a "dead card" that's none the less compelling than tweaking the precise numbers =)

    uhm, procing deathrattles isn't the hardest thing in the world to do. An 8/4 with charge and no drawback is insane. 3 mana is way too much of a discount IMO.

    Posted in: Fan Creations
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