This is absolutely hilarious for wild combo priest because you can now buff enemy minions for the OTK
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Duderiksen posted a message on New Hunter Epic Card Revealed - Death RollPosted in: News -
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SirLynx posted a message on The demon seed all over againPosted in: Wild Formattruly nothing can bring down this cancer deck.
even with hyper aggresive deck I bring down the opponent to 2 health on turn 4.
and then he just play that new card which bring his health back to 15, followed by 2 giants.sorry to curse, but fuck this game.
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Dunyil0404 posted a message on The Demon Seed will always be an issuePosted in: Card DiscussionI like it. It slows the ridiculous draw-and-burn strategy, requires the deck list to be diluted with healing, and still works with the current quest activators—I can see Crystaliser still being useful.
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Perothvius posted a message on The demon seed all over againPosted in: Wild FormatI've just faced 4 warlocks in a row with The Demon Seed And all of them with the same cancerous deck.
So i guess wild is unplayable until they ban this shit card again.
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BlueStripe posted a message on The Demon Seed will always be an issuePosted in: Card DiscussionThe Demon Seed is an extremely powerful card and it is becoming even more abusive with Mass Production, so creating cards that work around taking damage as a "drawback" will always result in a buff to the Questline.
UNLESS they nerf Blightborn Tamsin so the effect is still powerful but not broken! I'm proposing my nerf and you tell me wheter it makes sense or not:
- Old: Battlecry: For the rest of the game, damage you take on your turn damages your opponent instead.
- New: Battlecry: For the rest of the game, damage you take on your turn also damages your opponent.
With this nerf, you can still use the effect of hurting yourself to deal damage but NOT PREVENT the damage dealt to you, which is totally broken.
What do you guys think?
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Makeleth posted a message on 29.2.2 Patch Notes - Balance Changes to Almost All Archetypes - Wild Too! - Highlander Now Start of Game Duplicates InsteadPosted in: NewsFINALLY! I'm so hyped to see time warp be once per game as it should have been from the start! Wild enjoyers rejoice!
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BourbieSpeedrun posted a message on Blizzard Message to Miracle Druid Enjoyers - Balance Changes Likely Next WeekPosted in: NewsRip Tony Druid, you won't be missed
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Trigota posted a message on Caverns of Time Expansion Release & The First Official Twist SeasonPosted in: NewsReprinting old cards in a new CoT set so you can buy them again, thats very scammy.
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Dailance posted a message on I'm Tired of Wild's power levelPosted in: Wild FormatEven if improved, the frequency of changes leaves a lot to be desired. I really wish they'd tone back the power level without killing the cards or just banning the few options we do get in wild.
Looking at Tempo Storm's Meta Snapshot, these are the changes I'd make. This is my wishlist so feel free to disagree. This is coming from a Warlock / Control Warrior player, and I'll be addressing their issues too. My goal is to slow down the format, at least making it feasible to expect to reach turn 7.Questline Druid:- Rake now 2 Mana- Umbral Owl, Crypt Keeper and Arcane Giant can't be reduced below (1)Most broken deck currently. Ridiculous amounts of off-board damage that you need specifically multi-hit taunts to stall out.Questline Demon Hunter:- Mana Burn to 3 Mana, burns 3 mana- Irebound Brute and Vengeful Walloper can't be reduced below (1)Arguably most broken deck at higher levels. The pattern here is, ridiculously overstated minions for 0 mana is not very fun.Even Shaman:- Carving Chisel -1 Durability- Splitting Axe -1 Attack- Thing from Below can't be reduced below (1)Currently has too many powerful internal synergies, I don't think it needs as much reload with Chisel and Thing from Below as it currently has.The Murloc package is too oppressive right now, for combo, control or aggro to face. It needs to be taken down after being a top dog for the better part of Wild's history.As the only viable hunter deck in a while, I think it is not bad play-pattern wise yet. But it has a little too high burst from hand currently.Mech Paladin:- Bubblebot is now a 2/4 and no longer gives Taunt- Radar Detector now scans 4 down from 5A bit of a scam deck right now, but nerfing Mechwarper would nerf mech mage and also kill most of what this deck does, so I think this is a decent middle ground.Light changes as I think Priest having an aggro deck is cool, but too much power is focused onto these 2 cards.Secret Mage:- Kabal Lackey now a 1/1- Contract Conjurer and Kabal Crystal Runner can't cost less than (1)- Contract Conjurer now a 5/5Similar to Even Shaman, there is a ridiculously high density of internal synergies. It'll still feel frustrating to face with Counterspell and Objection!, but there isn't much that can be done to nerf those cards.This is a hard one, because the most frustrating aspect is being unable to deal with this through traditional weapon tech (go away Kobold Stickyfinger). I still genuinely think the deck will be very playable despite how harsh these changes are, but I think it's fair given how you still can't beat this without teching your deck in unfun ways just for a chance to beat it.Odd Paladin:- Warhorse Trainer no longer gives Taunt.Too many internal synergies again, though less egregious than Even Shaman and Secret Mage, so a lighter touch. It will still always beat a control deck, which is unfortunate.The deck just has some absurdly powerful reach, Swordfish dealing 12 damage without needing any board is ridiculous. Cutlass Courier made a little easier to kill considering how impactful it is.Quest Mage:- Quest reward is now: The Waygate. Single-use location that gives you an extra turn- Ice Block now reads: The first time you take lethal damage this game, prevent it.A toxic deck that has most slower decks concede turn 1 once you realize what you're facing. Incredibly unfun to face. This essentially kills the deck, but I genuinely don't think this sort of solitaire is healthy for the game.Tony Druid:- Funnel Cake now reads: Restore 3 health to a minion and its neighbours. For each damaged minion healed, refresh a mana crystal- Floop's Glorious Gloop now costs (2)A really toxic deck as well play pattern-wise. This leaves Funnel Cake more in line with its intended use as board-based healing in minion combat.Big Priest:- Illuminate now reduces the cost by (2)- Neptulon the Tiderhunter reworded so it doesn't work off Hands summoned by other Neptulons.A notorious deck, Illuminate is way too highrolly for either side. Neptulon allowing you to connect 20+ damage easily is just silly, and not what was intended for the card.Questline Warlock:- Blightborn Tamsin now reads: For the rest of the game, damage you take from your cards damages the opponent instead.I personally enjoy the deck, but the play pattern is toxic by giving inevitability against control decks. Removing the ability to fatigue the opponent leaves room for potentially outlasting the Quest warlock. - To post a comment, please login or register a new account.
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Looks fine for me not OP , requires strategy i think it's ok.
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Yep , they should rework reward for it , or at least give card that can counter quest or reset it
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Insta add to my Wild Reno :) ^^ Love it
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hard to say will be good or not atm
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I like your card , i think i will take it :D
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Big Shaman dead in wild :D
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in Wild vs quest mage :) Holy Shit
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1 - drop card 1/2 + add random priest minion . Decent
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It’s „must” in every Dragon deck. Decent card
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Great for wild reno decks