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    posted a message on The King

    More likely Magatha Grimtotem! She is a Shaman Tauren Witch with Totem stuff going on.

    Posted in: News
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    posted a message on Days of the Frozen Throne Has Begun - Earn 600 Gold, Free Happy Ghoul, Death Knight Tavern Brawl

    And yet, when both prisoners turn on each other, you don't hear them complaining self righteously "I can't F-ing believe we both ratted each other out!"

    Posted in: News
  • 3

    posted a message on Days of the Frozen Throne Has Begun - Earn 600 Gold, Free Happy Ghoul, Death Knight Tavern Brawl

    Everyone complaining about Jaina vs Jaina.... In order for that to be happening, you MUST be playing Jaina yourself. Stop complaining that when you pick the overpowered DK, everyone else also picks it!

    Posted in: News
  • 27

    posted a message on In Defense of Call to Arms

    One of the most hated, and number 1 wanted for nerf cards I've seen is Call to Arms. Now, I fully aggree, that the tempo in that card is huge, without any real downside. That card in it self on curve, can win any tempo match up. And of course, it feels infuriating and unfair to play against it.

    But that card keeps the only "on board" archetype in the meta which has some success. Control options have gotten so good of late, that it is impossible for any deck which plays on the board to have any success. Mid range is dead. And the only card which allows a midrange-ish (some people call it aggro, I've seen some very good midrange builds of even Paladinwith Lich King, Tirion, etc...) deck to be Tier 1 at the moment, is Call to Arms. With that card gone, expect Even Paladin to be worst than Odd Paladin, a deck that once the hype was gone we realized was actually rubbish (Tier 3).

    There are only TWO (out of 7) archetypes which are Tier 1 and play on board a fair game of Hearthstone. Murloc and Even Paladin. Both decks are only there because of one card. Call to Arms. When that card is nerfed, say goodbye to any board decks. Yes, the card is bonkers. But we need bonkers cards that reward you for playing minions on curve, or else those decks will never keep up with the amazing control tools there exist now.

    There was once a card nerfed like this, Bonemare which felt like cheating and unfair. Well, that card was the only reason ever for decks to try to be Mid-range. Rogues were playing 6 drops to curve out to that card. Now there is no incentive ever to play a card with more than 5 mana cost if you are not a control deck. Now that we have gotten rid of Midrange, let us not do the same to aggro, and just give up tempo minions forever.

    In Legend only 30% of decks are Aggro. More than 50% of those decks exist because Call to Arms exist. Maybe it does need a nerf. But not today, and not in this meta. Tempoing out should be a good strategy in Hearthstone, and not just crazy power turns.

    Posted in: General Discussion
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    posted a message on Best Designed Card of Each Set

    Hi. With now more card sets in Wild than Standard, I'll like to take a quick look back at the great cards Hearthstone has given us (instead of focusing just on those we hate). I would like to hear which is for you the "best designed card" for each set that has existed. It's not your favorite card (sorry Yogg), but more those cards that the developers hit the sweet spot of what a good card is. It is different, enables game some game play, but does not feel oppressive. I haven't played all expansions, so I will not comment on the ones I am not familiar with (but would still love to hear the thoughts of more experienced players).

    This is my opinion, but I would love to see which are the ones the community appreciates the most.

    Basic - Animal Companion This is a hard one. There are many great basic cards that have always been played. Many other which are very useful since day one. But animal companion is the one that best captures Hearthstone. It is a strong card for its mana cost (3 mana, 4/4 taunt and Beast!!) and has RNG! But it also teaches you when you can roll the dice, and Huffer, Buffer and Puffer are, and have always been, the most iconic minions of the Basic Set. They are not just a card you play, but an actual minion you get and makes you care an go "Yeah! Huffer!", or "No!!! Leokk!". It feels so different, fun and powerful compared to the rest of the Basic set, which I think it is their best designed card.

    Classic - Doomsayer  This card is just great design. Probably even the best of Hearthstone. It is a great and useful counter to aggro. It is neutral (available to all classes). It has room in nearly all control decks. And is always played, no matter what the meta. Not only that, there is no other card that does any job similar to it. It is completely different to any other card. At the same time it can also be extremely skill testing. And at the same time, no one is asking for it to be nerfed to five health, or 3 mana. I mean, it just feels the developers were truly inspired when they designed this card.

    League of Explorers - Elise Starseeker The best expansion came with the best legendaries. When the set rotated it was greatly missed. The cards were, strong, good, different and balanced (cough, Tunnel Trogg, cough). The card that felt the strongest and that could fit everywhere was Brann Bronzebeard. But its effect was so powerful, that long term it would limit a lot card design. But while we had it, we enjoyed it a lot. So for that reason I think its best card was Elise. The flavour of it was great. She gave you a Map. Then you had to get the map. Once you were at the place you had to find a Golden Monkey. And when you got him, voila! You were rewarded with a hand full of legendaries. It was just a fun card to play. It was a great value card. It was cool effect, and rewarding after the effort. But it also found a place in Tier 1 competitive decks. It had the whole package.

    Whispers of the Old Gods - Flamewreathed Faceless Fandral Staghelm This set has many nice cards, but not a lot of greatly designed cards. To say that Ravaging Ghoul is probably one of the best, because it comes with a Whirlwind in the right class, just shows how lackluster in originality  some of its best cards are (see: C'thun). N'zoth leaving Standard makes me miss some of those value strong 10 mana cards, that you tried to strive to create a value oriented deck. But towards the end of its life, it showed that in the long run, its battlecry could really be exploited. But luckily Fandral hits the right spot. Its effect was really cool. It allowed you to create a new minion out of the old ones you had. A whole new option for Druid of the Claw! That was cool! It was strong and value. Not too easy to pull the combo with the "Choose one" cards. Until Jade Idol came. But when that happened no one asked for a ner of Fandral, but of Jade Idol. So despite that, it still feels the best designed card in the set.

    One Night in Karazhan -Prince Malchezaar  Can't really give any of them the top spot. The good cards like Maelstorm portal ot Cat Trick, feel straight forward. The ones that allowed an archetype (Silverware Golem, Malchezar's Imp), had a lot of RNG, huge tempo swings, and were really frustrating. Medivh was a powerful card. You wanted to try to put it in you deck. But you were hugely punished with weapon removal, and its effect could be just pure RNG. For some reason, when I play dumpster rank I see a lot of players playing with Prince Malchezaar. People were really excited about it. It was overall a bad card. But F2P casual players just loved it. They did not have any other card like it, and this card made a lot of people happy, without making a single dent in competitive. Thats why I voted this one. But I don't love it.

    Mean Streets of Gadgetzan - Dirty Rat This set brought more broken, hated and nerfed cards than any other set. But like I said, this is to keep it positive. So I will focus on the good cards. Second Rate Bruiser was original and had the right idea, but never really took off. But Dirty Rat is the clear winner of this set. It allowed you to do something that until now you couldn't do in Hearthstone. Stop combos. Something which was impossible to deal with until that card. It was sore to loose to it, and had a lot of RNG, but it was a great, unique, tech card. 

    Journey to Un'goro - Tar Creeper This card its just so great. It is up there with Doomsayer for me. It is an amazing defensive tool, neutral, common, and even has some synergy to go along with it. It could just fit any deck that wanted to defend against aggro, but not good against Mid-Range or anything else. No matter the meta, there seems to be always room for the cheaper Tazdingo with a softer punch! Shame the Quests are no where near to this spot (they should have been ). For the exception of Rogue's it feels they just needed the draw a card when you play them, so you wouldn't be with one card less in the early game and have absolutely no chance against any aggro deck.

    Knights of the Frozen Throne - Defile This set brought the coolest cards in Hearthstone. Death Knights! The much needed late games options for the game, where just great. I am very careful with what I craft. I haven't even crafted Prince Keleseth, because I wasn't sure how much play it would have long term. But if I need to craft a Death Knight, I make a huge exception to my rule. I just love them (specially you, Jaina). They just changed the dynamic and the way the game went. Arthas was also a great addition to late game cards. And I even thought unnerfed Bonemare was a greatly designed card. It was the only reason to play Mid-Range instead of just aggro (see Tempo Rogue before, and now, it has no cards with more than 5 mana, and that is because they have Leeroy and Vilespine Slayer at 5 mana only). But where the Devs were truly inspired was with Defile. That card is skill testing, satisfying, could be a lot of value, and an amazing defensive tool. How good to have a great defensive tool that rewards greatly skill. And seeing the reddit posts about "Most satisfying defile ever" people just love to do a board clear with it. Sorry Godfrey, but you will never be half as cool as defile!

    Kobolds and Catacombs - Wandering Monster Like MSoG, this third Expansion of the year brought a lot of powerful card, which were not loved by the community from day one. Recruit just did not work. Legendary weapons were not cool enough. And over all it feels that things were either broken, or useless (that is why this current expansion/rotation feels so lackluster for many people). But in that mess of cards, there is one secret hidden in it, which shows that Team 5 can still make cool cards. Wandering Monster is a great tool for Hunters. It was the first defensive card they could play in the early game (Candleshot also helped a lot in that, which also finally allowed Hunters to Ping). It had good synergy with Spellstone. Does not feel frustrating or broken to play against it. And even if it has a bit of RNG, it goes with the flavour of the card. Its a wandering monster! What could it be? Just a well designed card.

    The Withcwood - Chameleos I don't think it is the right time to give a definite answer to this set, but I'm sure people want to give their 2 cents about it, so I'll give mine. Overall the set feels very weak, and nothing to impressive. Baku and Genn seems to give the sense that the deck has a stronger impact than it actually has. If you would have asked me before the expansion which one I thought was the best designed card, I would have said Witchwood Grizzly. That card seemed really well thought out. But the cost was too high, and aggro decks are more than happy to use their target removal for a 5 mana card. So by then it was not such a great defensive tool At least in Chameleos they have put a lot of originality, it has the right flavour, and while not an essential tool, it could see its time shining when Control Priest matters, and it is a great tech option against control.

    Please give me your opinion about you best designed cards for each set. And also for Curse of Naxxramas, Goblin vs Gnomes, Blackrock Mountain and The Gand Tournament, as I did not feel qualified enough to give my opinion.

    Thanks!

    Posted in: General Discussion
  • 3

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    So after over 100 packs opening, I feel I might be late into the "complain about packs" rage, and now is all the rage to rage about the meta. But even If I got below average Legendary drop rates, at least they were decent ones (Moorabi + Benedecitus, instead of DKs, I remember you).

    What I am annoyed is about the Epics and its duplicates. I got a total of 25 Epics (average), but of those, nearly half (11) are just the same 3 epics. While I'm missing 24 Epics, it is just painful to get your 5th Arcane Keysmith, knowing that even if you dust those 3, it is still not enough to craft one epic. It feels really bad.

    No more epic duplicates is what everyone is asking, and maybe Team 5 wants you to take a risk when you craft epics (you might get them later), but they should at least reduce the chances of getting a duplicate depending on how many you have, and how many you don't have in that set. Half your epics just being the same one over and over again is not fun.

    Posted in: General Discussion
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    posted a message on New Neutral Legendary - Dollmaster Dorian

    Hey! It's a meme card! We all watch tons of YouTube videos with cool interactions. They can not produce without cards like this one. So excited with some new cool way to get ultimate value, but it is not competitive so I don't get triggered by it and its cheated out/RNG/broken thing.

    Posted in: Card Discussion
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    posted a message on Baku/Greymane in-depth deck building & meta guide

    Hi! I had something in mind similar to this in depth discussion. Wanted to properly analyze it, and did the same thing as you, reaching very similar conclusions. I know we need to see the whole set. But the fact that we already know 86% of available cards for the year of the Raven, I think we can make decent predictions. If you can't fill a 20 card deck which feels decent already, it is not going to happen. It's not always going to be like K&C with Spell Hunter. Where they introduced 7 out of 9 cards which are good and played in Spell Hunter.

    One thing you did not say explicitly, but had in mind in your analysis, is that in order for a deck to be viable it needs to have an evident win condition. If you are sacrificing your deck to use a better hero power, you should expect to use it a lot. With aggro you are better off just curving out well, you loose too much tempo if you hero power (exception, Hunter). Tempo decks could also do without a win condition, but again, hero powers do not gain you tempo. I will be taking into account the possible win conditions.

    As I agree with most of your analysis on Baku the Mooneater, I will give you my thoughts on Genn Greymane, and hopefully have this post as somewhere where these even and odd decks can be discussed in a more systematic manner.

    The biggest issue with Genn Greymane is that the value of one cost hero powers are very limited. The biggest upside is that you can use it in turn 1. But how useful is for a priest to heal its 30 health face in turn one? Or just how underwhelming is using Druid's Hero power? Let's not talk about Rogue's hero power. Genn's ability only comes in useful those few times where you need one more mana and use the hero power to do the best play. Every time you float any mana, or do not hero power, you would have done better having more cards available. Play a game, any game, with your normal deck. Try to count how many turns you see that one cost hero power would have been an advantage. The number is quite underwhelming. Yes, if you follow the deck building restrictions it will come in more handy (all odd turns are good turns to use your hero power for one) but is Druid of the Swarm + Druid Hero Power a better turn 3 play than just a Tar Creeper? For most classes it is not.

    The value of Glenn will hugely depend on the value of sneaking a hero power every two turns. And how much you want that. For face hunter this may be great. But if you plan to use a lot of turns the hero power and float mana with it (ie, read control), then you are much better off with an upgraded hero power.

    Another issue with even cost cards is that neutral two mana cost minions in Hearthstone are currently underwhelming. Exception being Doomsayer. Three drops and one drops are just better. And the best two cost cards are all class cards. So each card will depend a lot on those cards to make this type of deck work. At the moment there are 44 neutral 0 or 2 mana cost cards. Which will be the backbone with you class cards for your first 3 turns. Meanwhile there are 96 neutral 1 and 3 mana cost cards. This difference really cripples the early game options of even cost cards.

    Druid

    I see two feasible archetypes with even cost cards. A Taunt Druid with your Druid of the SwarmOaken Summons and Ironwood GolemSpreading Plague and Strongshell Scavenger. On trop you have great removal cards, WrathSwipe and defensive tools as Branching Paths and Ultimate Infestation. The use of defensive and taunt cards, with t your cheap hero power would make this deck a living hell to something like dude paladin. If there is a lot of aggro, this deck has a place. The hero power is great to kill off tokens without losing tempo. But this deck is extremely meta dependent as it lacks any good tools to create a threatening board against control decks.

    The second available archetype is something miracle based. It has access to a lot of cheap spells, like Innervate or MoonfireWild Growth, the previous removal spells, and some cards that combo off well with them, like Violet Teacher with Power of the Wild and Gadgetzan Auctioneer. You can avoid getting too early into fatigue problems with Astral Tiger and some further spells that will help like Oaken Summons and Branching Paths. The only issue I see is that this deck works by having huge turn swings, and letting a lot of turns pass until you have your big combo. The tempo you get from the one cost hero power might not be defensive enough.

    Hunter

    Hunter's hero power makes it so you want to go face. Being able to sneak it in more often is great. Even better than the upgraded version. But some of the best face cards are odd cost. Eaglehorn BowAnimal Companion and Kill Command. It has some of the best minion cards. But what is Crackling Razormaw without a one drop first? Or Houndmaster without a solid 3 drop to make sure it stays for turn 4? At least Savannah Highmane is still great to drop on turn 6. But when your most aggressive card available at the moment is Bluegill Warrior, you know you have a long way to go to get those 30 damage in. And the secrets without the spellstone is such a huge loss. Face Hunter without the ability of going face is tough task. Just pay that one extra mana on the hero power and curve out properly, thats what I say.

    Mage

    Mage should have a very interesting expansion. Ice Block has made it so Mage can not have too many powerful, impactful or combos in its arsenal. When most control decks relied on powerful combos (Raza + Anduin, or Cubelock) to kill you quickly, or can go infinte (Dead Man's Hand and Jade Idol), just pure removal and value is hard as a control strategy. But with that card in the Hall of Fame, Mage should be getting some powerful cards in order to stay competitive. Therefore whatever happens with Mage will depend a lot on the cards it gets from this expansion. 

    The best thing about even mage, is that it has access to the best face burn spells. FrostboltFireball and Pyroblast. On top you can create more spells with Primordial Glyph and Shifting Scroll. And Sorcerer's Apprentice will help to make even cost spells into odd cost spells. It also has access to Aluneth as a card drawing tool to finish it off. And some control tools like Blizzard and Meteor.

    The problem is that how useful is to have a 1 cost hero power there. Sneaking those one extra damage face or as a control kind be useful. But not game breaking. And with the loss of Ice Block, and without access to Frost Nova, Burn Mage will need a lot of extra tools coming its way to become something. Two Mana all spells do twice the damage this turn? Else I don't see it.

    Ohh, and the biggest problem with even mage, is that its best tempo card, Arcanologist, is useless without any spells in the deck. Maybe a zero mana spell that fills your deck with three random mage spells. Whatever it is, this class will rely on the new cards in order to become anything.

    Paladin

    Even Paladin is a strong Paladin. It has access to some of the strongest removal tools in the class. Equality ,Consecration and Wild Pyromancer are all even. It also has Truesilver Champion for early defense. Call to Arms is also even but its power level as a control tool is limited due to the rotation. Dirty Rat is out. Loot Hoarder is not as useful without the OTK combo (Uther of the Elbon Blade is odd). And Plated Beetle without N'zoth not as great. Hydrologist is better from hand for the value. But they are still decent cards, and at least its a great weak to thin your deck off bad draws. It also has access to the great value card of Tirion Fordring

    Most importantly it has Sunkeeper Tarim. This is a great control option, and makes your recruits a threat. While not as powerful as the upgraded hero power, being able to sneak out more of those guys is great, is they are a potential threat. And to make them threats, even Paladin has the best spells. Blessing of KingsSpikeridged Steed and Dinosize, should make your opponent scare of leaving any minion up. The only card it is missing is Lynessa Sunsorrow, which would also work with Potion of Heroism. Its a great threat and value card. But maybe the hero power is better value overall than this card.

    Also with the one cost hero power, Crystal Lion is essentially a card that comes with a free recruit. If you want further value, Saronite Chain Gang and Val'anyr are also available. Overall, if Odd Paladin was great, and had potential, Even Paladin could be even better. The hero power is not as great, but the card selection is much better.

    Priest

    This is a hard class. It has two possible Archetypes, but the value of the one cost hero power does not seem as relevant. The two mana cost cards are on the weak side. And for sure healing in turn one is irrelevant, and way better to play one of the best one drops, Northshire Cleric. Two drop heal two in turn 3 might be good. But a defensive three cost card in like Tar Creeper is just better. But even with its witnesses, it is better to acknowledge the possible archetypes, than bet against them even if the trade off for the one cost hero power seems underwhelming.

    Even Priest has the best early AOE card. Duskbreaker. Further, some of the best dragons available are Even, Twilight DrakeFaerie DragonBone Drake and Deathwing. While not great, and the loss of Netherspite Historian in Standard (or Book Wyrm), they are still some of the best available. Some greedy version of control Dragon Priest could work. It also has other great control tools in the Priest book, Circle of HealingAuchenai SoulpriestShadow Word: PainSpirit LashShadow Visions, SilenceMass Dispel, Holy FireCabal Shadow Priest, Mind Control and maybe even see some play for Embrace Darkness as big threats could be a problem for this priest except for Shadowreaper Anduin. Also Radiant Elemental to fit spell in odd mana turns. Overall it has a great control shell.

    The only issue is that pretty much you have to skip your first 3 turns. No two drops are currently good defensive tools, and only Shadow Word: Pain is good with a combo with something else. If the aggro is too prevalent, it might struggle. But this could do great against mid range decks. The only major issue is that in control decks a one cost hero power (ie, tempo hero power), it is not as impactful as the upgraded hero power. And the Anduin Hero Power will still cost two. So we'll have to see how great it is. It has the control tools, but not the control hero power.

    The other option is the Sipteful Priest. Even Priest has Spiteful SummonerFree From Amber and Mind Control. Duskbreaker with some dragons will help compensate some of the possible lack of early game. And Spiteful priest is a tempo deck, and the hero power is a tempo hero power. Controlling the board can be very useful. The problem with this deck is that currently two drops for priest don't cut it. Without spells, Spiteful priest, outside of Duskbreaker, it can't take back the board if it has lost it by turn 4. Northshire Cleric is a huge loss to control the board (and make sure you get a Duskbreaker and a dragon by turn 4). Shadow Ascendant without a one drop is nothing more thana 2/2, just garbage. And Radiant Elemental without early spells is a River Crocklist.

    The best thing this deck could get would be a 2 mana cost weapon for priest. But it is not a weapon class. So tough luck. And not having Northshire Cleric and Tar Creeper are huge losses for this deck. Maybe what you win in tempo without this cards, can not be gained with the hero power. It better get some good two drops in this expansion for it to be a thing.

    Rogue

    This is a hard class to do. The problem is that Rogue's hero power is trash. KallMeKobra didn't go into Baku's Rogue of how bad it is. Getting the Hero Power to one would seem the same problem. The thing is, Even Rogue is Miracle Rogue. So it is hard to discard an archetype which already exists. There are few odd cards. Sacrificing them for the hero power will be a trade off which could depend on the meta.

    You know what is Even in Rogue? BackstabPreparationShadowstepEviscerateSapShivFal'dorei StriderElven MinstrelBloodmage Thalnos, Gadgetzan AuctioneerViolet Teacher and all the Secrets, specially the Ice Block 2018. Some cards like VanishSherazin, Corpse Flower and Razerpetal Lasher could even find a new home.

    So what does it lose? Well, SI:7 Agent, Leeroy Jenkins+Cold Blood [/card]and [card]Vilespine Slayer. SI:7 is good against early aggression. But that is where the hero power every two turns for 1 mana comes handy. It stops the early aggresion. Vilespine Slayer is good against more bigger threats. But Vanish could help (or another new card, but very hard to find such a good value card as this one). Leeroy on the other hand is a great burst with Cold Blood and Shadowstep against more control decks. So if the meta is aggro, the Glenn version of Miracle could be a thing. On the other hand if the meta is more control, one mana hero power is useless. So like I said, the possibility of a Even Miracle Rogue will be dependent on the meta.

    Shaman

    I have no idea what to do with Shaman. Even with a one cost upgraded hero power and can use both even and odd mana cost cards, I wouldn't be able to create a competitive deck with Shaman. The one cost hero power can be useful for a Token shaman. Kobold HermitPrimalfin Totem, some help of Murmuring Elemental, can make sticky boards with the help of Totemic MightFlametongue Totem will help them have some power. But that is pretty much it. Filling your board with 0 attack totems is useless without access to Bloodlust. So this deck without a win condition is at the moment not a deck.

    The problem with Shaman is that every expansion Team 5 have a different path for Shaman. And now the 3 expansion are all terrible failures. Murloc Shaman, Elemental Shaman, Freeze Shaman, Overload Shaman and Basic Totem Shaman, all have very specific cards, and very few cards for each without any synergies. That means that the card pool is just terrible. Agatha should probably be as OP as promised in the video in order to make Shaman a thing, and the whole Witchwood expansion must be viable and strong cards. So it is impossible to make a prediction. But of the current archetypes the one that looks best (even if terrible) is Elemental Shaman, and neither Baku nor Glenn seem to be something that will help them to be a great deck.

    Warlock

    Even Warlock is Control Warlock, but without the Big Demon package. It has great removal tools in DefileCorrupting Mist, HellfireSiphon Soul and Twisting Nether. Even Shadowflame and Cataclysm if you need more options. It also has threats in Twilight Drake and Mountain Giant. And a win condition against control in Rin, the First Disciple. It even has Summoning Portal which with Echo cards it can create a lot of tempo and value. Oh, and it has the good healing options with Drain Soul and Lesser Amethyst Spellstone, which can be activated with Hellfire, Dread Infernal and Vulgar Homunculus. Oh and Doomsayer for further control.

    Hero power turn 1 and turn 3, with a lot of control tools, and threats that need you to hold a big hand size. This all seems to come together quite well. On top of it you have Bloodreaver Gul'dan. Now this is interesting. Without the big demon package, it is not so much value as when it gets you Voidlords and Doom Guards. Overall the Even Demon package is bad. The Vulgar Humunculus is good against early aggression but getting two of them as a battlecry is not such a tempo swing. The other Even demons are Hooked ReaverLakkari FelhoundPit Lord and Dread Infernal. Not great, but even Hooked Reaver and Dread Infernal have some synergies.

    The thing is, that Bloodreaver is still good. Against aggro, even the two taunts, 5 armor and the possibility to heal and control the board can win you the game. Against control, you should be going for Rin, and you can afford to be greedy and even wait to get a second Azari. The extra demons from Rin, will go a long way to create a threatening board. So even that card has a place.

    That's all great. But the sacrifice is... The big demon package is all odd. And that is truly a good anti aggro package. The one cost hero power is very good, but leaving aside the ability to cheat out Voidlords might be too big a sacrifice. So while the deck could be good, it might be outclassed by just normal control warlock and end up seeing no play anyway.

    Warrior

    Now this is the class I most want it to be a thing. The possibility looks great for a Glenn Recruit Warrior. It just needs better control tools. And this needs to come exclusively from The Witchwood Expansion, or a very control meta. Even Warrior has all the good Recruit Tools. Woecleaver and Gather Your Party. Also the good threats are even. RotfaceGeosulptor YipCharged DevilsaurGrommash Hellscream and The Lich King. You may also end up recruiting Glenn. But that's fine. A cool thing you can do is Dead Man's Hand your threats before recruiting if are getting unlucky and having them all in your hand. Helps to create more threats and avoid fatigue earlier. Oh, and it the Warrior DK available which is a great late game control tool, by when you want to become the aggressor and not care about armor.

    All this sounds good and cool. But the price you pay to play Glen is just huge. The thing is, if you are playing Recruit Warrior, you are not playing many minions, which means all your early game is class spells and wepones. And Glenn means you have access to half of those. Having access to Slam and Execute as well as Blood Razer is great and all. But loosing Shield SlamWhirlwindFiery War AxeReckless Flurry (??) and Brawl makes it impossible for it to stop Aggro. It even looses the good armor options (like Shield Block) outside of Unidentified Shield and card draw is limited to Slam. And with nothing to do, no good control spells or weapons, and just a one mana armor up, will not cut it in any meta with aggro or even mid range.

    So let's hope it gets some tools. At the end, recruit is a tempo play, and the Glenn hero power effect is at the end tempo. But new tools are necessary. Hopefully we can get some in Witchwood. Or at least see it in the year of the Raven. But as thing stands the control tools Warrior has in odd, are much more important to Recruit Warrior than a one cost hero power.

     

    Anyway that is all. I don't think I am going to be right. But will love to see some level headed discussion about Baku and Glenn decks beyond the "this is stupid" and actually look at the classes, cards and win conditions to understand the power of Baku and Glenn. Please forgive all the typos, bad grammar etc.. Thanks!

    Posted in: General Deck Building
  • 3

    posted a message on How Broken is Barnes?

    So i don't think as a card it is as borken as people claim. Yes, it can help you cheat out some effects that maybe shouldn't be available in turn 4. And even if you get a low roll, you get 4/5 stats for 4 mana, which is pretty good. But the effect card is on a 1/1 which is easy to deal with, and in order to get some very broken results, you need to sacrifice a lot in your deck.

    So the Naga combo, I don't even think it is that broken. With Barnes you are able to get your whole hand out just one turn before. In exchange, you need to have giants (a lot of them) in your deck. So most times Barnes will just bring you a giant. And normally you keep your Naga in mulligan. So in that case it seems fair.

    In Big priest it is not Barnes that is broken. Is the fact that you can resurrect any minion for 4 mana, and you discover it. Activating that card so early on like that is broken. Until that card Barnes existed, but Big Priest was not a real thing. Playing Barnes and getting a 1/1 Ysera is not broken. Playing 4 mana in turn 4 and getting a full blown Ysera is broken.

    In Spell Hunter, Barnes does this Broken combo with Y'shaarj. But in order to work, you need to play all spells except those two cards. And most classes can already deal with Y'shaarj by Turn 4. So chance for a huge tempo swing, but by crippleing your deck. The thing is, K&C made some amazing spells for Hunter. Candleshot, Wandering Monster, Flanking Strike, Emerald Spellstone are all amazing spells. Even Crushing Walls and To My Side are more than decent cards. So the fact that Spell Hunter is a viable archetype, means that the sacrifice is just not a deal breaker. Have you noticed Barnes and Y'Shaarj are Netural? Have you noticed they have been both around for ages? Have you noticed that only until now and only in Hunter this deck with that combo is good? That is because the trade off is so harsh, only for K&C Spell Hunter, a deck of only spells and that combo is viable.

    I like the Barnes you could fit in your deck when you had Ragnaros, Sylvanas, Cairne, Tyrion, etc.. in it. Could get you a really good minion. Or could just be a 4/5 stats. It wasn't broken, and help greedier decks with early turns.

    Posted in: Card Discussion
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    posted a message on Expansion is not coming out today. Another delay from Blizz.

    Guys. They live in California. They are still sleeping. Previous days it was the weekend and they didn't go to the office. Wait for them to wake up, have their coffee, confirm they have all their chickens in line. Instead of assuming that because they didn't announce it when you had your coffee in the EU, they are delaying it one more day.

    Posted in: General Discussion
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