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    posted a message on Do you guys have any success with control decks?

    It will take a bit more time to experiment. I tried Highlander Priest but the new Survival of the Fittest Druid is really hard to deal with. It's a combo deck that cheats mana like crazy. They create some huge boards insanely fast. They don't give you enough time to play Plague of Death. The new aggro decks reload really easily and DH just throws your hand back into the deck with Glide. I'll test Highlander Mage and try to create a Control Warrior but things don't look good.

    Posted in: General Discussion
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    posted a message on So what legendaries have you acquired on day 1?

    I got Ras Frostwhisper for logging and Lorekeeper Polkelt from the preorder. Then i opened Sphere of Sapience from the packs i bought with gold. I opened the preorder packs a few days ago and got Mozaki, Master Duelist, Infiltrator Lilian and Mindrender Illucia. Mostly disappointed with the outcome as i'm not very interested in any of these cards except for Illucia.

    Posted in: General Discussion
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    posted a message on Hearthstone keeps making my wifi cut out?

    I'm getting constant disconnections recently. My internet is fine but i keep getting kicked out of the game during gameplay and losing because of it. It's a pain. 

    Posted in: General Discussion
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    posted a message on Suggestions for Big Warrior
    Quote from KingCarnage >>

    looks similar to what I made but reaper scythe is trash, thats something you would put in armor heavy control deck.

     I'm a little worried about how consistently the spellburst can be triggered. Warrior has too many situational spells. But this is a good defensive weapon and the deck needs good defensive tools to survive. It's just too slow and vulnerable to hyper aggression and i believe Aggro DH is going to dominate yet again. 

    Posted in: General Deck Building
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    posted a message on Suggestions for Big Warrior
    Quote from Wiggy_HS >>

    I wouldn't run Athletic Studies in a deck with only one rush minion. And there are no rush minions in standard I really want in big warrior. Without it (and with it really), it's often going to be hard to activate spellburst on your Reaper's Scythe. Corsair Cache is out of your hand by the time you equip this, and your other cheap(ish) spells are removal effects - which don't go well with the weapon.

    Ysera is too slow, in any format. Commencement is nowhere close to bringing it into relevance, IMO. Plagued Protodrake is similarily sloow - perhaps take out the former and one of the drakes, and add two Scrapyard Colossus? I also think The Boom Reaver is going to be too slow.

    Depending on how the meta shapes up you could run Batterhead and the discount is going to be pretty relevant in this case. The main reason i want studies is to be able to play something early on and still get a removal from it. Discover a rush minion accomplishes both. It's really tricky to use the spellburst effectively in Warrior. The class has too many situational spells. Athletic Studies isn't as situational so it's going to be one of the best activators, imo. 

    Ysera can generate some pretty good cards and those can be useful for many situations. There's a lot of variance in her outcomes so she isn't the most reliable card but i still want to try her. I'm going to use Scrapyard Colossus in a different shell. The card is just as slow as Ysera but less RNG. Plagued Protodrake is not 100% reliable as well but i'm taking the dragon tag in consideration. Molten Breath could be pretty valuable against aggro and the card needs quite a few dragons to activate reliably. The dragon shell probably isn't the best one considering other options like Troublemaker.

    I'll try using The Boom Reaver but i'm a little cautious about it. I like the card but he isn't the same without Dr. Boom, Mad Genius. I'll most likely cut him if he interferes too much on Commencement and Dimensional Ripper. I'll probably add Colossus of the Moon. Thanks for the feedback!

    Posted in: General Deck Building
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    posted a message on Suggestions for Big Warrior

    Big warrior is the first archetype that i'm going to play during the release day of Scholomance. I opted for a version with dragons. I want to have Molten Breath as an option in case i run into too many aggro decks. I also wanted to test Plagued Protodrake as an option for the deck. I calculated the average outcome of its deathrattle taking into account the pool of 7-cost minions available after the release of the expansion. There will be 43 minions in the pool. Around 60% of the time we will get a good or great outcome. This takes into account the stats, effects and keywords on the minions. Most of these have taunt and/or some upside. Some of them come with a situational effect that can be good or bad depending on the state of the game. Baron Geddon is a good example. You will be happy to see him against a token deck. But there will be situations where you are too low on health and he could be a huge liability. The best minion by far is Winged Guardian. A huge threat and a wall that's hard to break through. The worst outcome is Dinotamer Brann but out of 43 minions only 4 of them are truly awful.

    I have seen many videos from Youtubers and streamers playing their own versions of the deck and Troublemaker seems pretty insane. Rattlegore also seems pretty good but i'm only going to test him if i get it from packs. It's not worth spending dust right now. I have serious doubts about Ceremonial Maul but i will test the card before dismissing it. And Athletic Studies seems like a pretty good way to fill your earlier turns. Any other suggestions? Should i cut Bulwark of Azzinoth and wait a little more before adding it to the deck? I appreciate any feedback.

    (Theorycraft) Dragon Big Warrior
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    Posted in: General Deck Building
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    posted a message on Pre-opening of pre-ordered Scholo packs, What did YOU get? :D

    I opened three legendary cards in 55 packs so it was average. But i didn't like the cards i got. The first one was Mozaki, Master Duelist. I'm not gonna bother building a whole combo deck around this so i'm stuck with Cyclone Mage since this card doesn't really fit any other archetypes. The second one was Mindrender Illucia and i'm fine with it since i was probably going to craft her for tech purposes but i don't really know what to do with this card outside of combo disruption. And the final one was Infiltrator Lilian and this is the one card that i REALLY didn't want. It will most likely just sit in my collection gathering dust as i have absolutely no interest in Stealth Rogue. My worst pack opening when it comes to legendary cards.

    Posted in: General Discussion
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    posted a message on The Paladin class needs a rework.
    Quote from Skyi101 >>
    Quote from samuellima91 >>
    Quote from Skyi101 >>

    So if rush is that good, even with low health. Why is everyone and there mom hating on the new legendary rush minions that guarantees a kill and leaves 6 HP on board?

    Rush is reactive. Charge is proactive.

    And hammer in a bubble against the cards you listed is bad, yes. Buts it's also game winning when played right.

     Because the community ALWAYS overreact to cards that end up not seeing any play and badly rate cards that look bad on the surface but then they end up becoming meta. There has been plenty of examples in every single card reveal period. Lady in White and Chameleos are two of the most notorious ones. People were going crazy about those two cards and they end up being so bad that they saw no play in standard and are completely dead in Wild. I overreacted to them as well. People are judging Turalyon, the Tenured way too early. The card got better after they revealed Commencement. If you pull him with that he kills something without taking any damage then you can kill another thing and you end the turn with a 3/9 taunt. That's really solid. Of course, that's highly dependent on the viability of Big Paladin but people just like to look at cards on their surface and ignore potential synergies and the fact that it's impossible to predict how the meta will turn out.

    Being proactive isn't about just going face with a charge minion. That's extremely short sighted. Getting good value trades and leaving a threat is also a proactive way to win the game. Your opponent has to react and if they fail you will be way ahead of them and they are going to have a hard time making a comeback. That's actually how the game should work. Charge minions are unhealthy. Stonetusk Boar is one of most cancerous cards in the game. Whenever there's a way to reliably make it big enough to kill your opponent, the meta becomes insanely frustrating. Some time ago, both Imprisoned Scrap Imp and Scavenger's Ingenuity were nerfed because they made Boar (and other chargers in Zoo) into an easy way to kill opponents so fast they barely had time to do anything. Those two cards would be fine if it wasn't for charge abuse. Boar should be removed from standard, eventually. It just causes problems.

    I don't know how Hammer of Wrath can be game winning outside of killing players that are already pretty much dead. Its draw isn't even conditional. It's regular random draw so it will never guarantee anything. If you use it to kill stuff so you don't have to sacrifice health or trade your own stuff then i suppose that can be game winning, occasionally. But, as i said, paying 4 mana to deal 3 damage is absolutely terrible. If there were better options this card would be cut instantly from all lists and remain in Limbo until it was buffed/removed from standard. The only reason to ever use this card is just that: a lack of better options.

     A card is bad because better options don't exist?

    Guess I'll just be a terrible legendary player for getting legend running 2 copies. Thanks.

     In this case the answer is yes. I already made the necessary comparisons so i'm not gonna go through that again. Just because a good player got to legend using a bad card that doesn't make the card good. The good players can make the most out of any card including the bad ones. So, give yourself a pat in the back. You are a very good player. But the card is still bad.

    Posted in: Paladin
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    posted a message on I feel like Priest got nerfed.

    Yes, you are being too pessimist. It's too early to condemn the class. Disciplinarian Gandling is an amazing card and it's a worthwhile addition to Galakrond's pool. Frazzled Freshman is bad in the late game but you use Gandling to turn him into a 4/4. High Abbess Alura is definitely something you don't want to play when playing Galakrond. She isn't a card to slot in an existing deck. She is a card you MUST build your deck around otherwise she will just cause problems. Flesh Giant is very good for Galakrond. It will be a free 8/8 most of the time in the late game. Cabal Acolyte is a decent early game taunt with an upside so it's not bad. Brittlebone Destroyer is very easy to activate and it will be a good removal. Devout Pupil is also good because the deck already play cards like Apotheosis and Renew which will discount it. And Mindrender Illucia is a little tricky but not totally unplayable in Galakrond. It's very situational. You are panicking for no reason. The class got a bunch of good minions. Galakrond won't be unplayable. Will it be meta? Impossible to tell right now but the pool of minions mostly improved.

    Posted in: General Discussion
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    posted a message on The Paladin class needs a rework.
    Quote from Skyi101 >>

    So if rush is that good, even with low health. Why is everyone and there mom hating on the new legendary rush minions that guarantees a kill and leaves 6 HP on board?

    Rush is reactive. Charge is proactive.

    And hammer in a bubble against the cards you listed is bad, yes. Buts it's also game winning when played right.

     Because the community ALWAYS overreact to cards that end up not seeing any play and badly rate cards that look bad on the surface but then they end up becoming meta. There has been plenty of examples in every single card reveal period. Lady in White and Chameleos are two of the most notorious ones. People were going crazy about those two cards and they end up being so bad that they saw no play in standard and are completely dead in Wild. I overreacted to them as well. People are judging Turalyon, the Tenured way too early. The card got better after they revealed Commencement. If you pull him with that he kills something without taking any damage then you can kill another thing and you end the turn with a 3/9 taunt. That's really solid. Of course, that's highly dependent on the viability of Big Paladin but people just like to look at cards on their surface and ignore potential synergies and the fact that it's impossible to predict how the meta will turn out.

    Being proactive isn't about just going face with a charge minion. That's extremely short sighted. Getting good value trades and leaving a threat is also a proactive way to win the game. Your opponent has to react and if they fail you will be way ahead of them and they are going to have a hard time making a comeback. That's actually how the game should work. Charge minions are unhealthy. Stonetusk Boar is one of most cancerous cards in the game. Whenever there's a way to reliably make it big enough to kill your opponent, the meta becomes insanely frustrating. Some time ago, both Imprisoned Scrap Imp and Scavenger's Ingenuity were nerfed because they made Boar (and other chargers in Zoo) into an easy way to kill opponents so fast they barely had time to do anything. Those two cards would be fine if it wasn't for charge abuse. Boar should be removed from standard, eventually. It just causes problems.

    I don't know how Hammer of Wrath can be game winning outside of killing players that are already pretty much dead. Its draw isn't even conditional. It's regular random draw so it will never guarantee anything. If you use it to kill stuff so you don't have to sacrifice health or trade your own stuff then i suppose that can be game winning, occasionally. But, as i said, paying 4 mana to deal 3 damage is absolutely terrible. If there were better options this card would be cut instantly from all lists and remain in Limbo until it was buffed/removed from standard. The only reason to ever use this card is just that: a lack of better options.

    Posted in: Paladin
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    posted a message on Your first deck - Scholomance launch

    Big Warrior, Duel Paladin and Deathrattle Priest.

    Posted in: General Discussion
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    posted a message on The Paladin class needs a rework.
    Quote from Skyi101 >>

    Hammer of Wrath is crap at 4 mana, it would see play if it was 3. And so is Call to Adventure. People talked about including it after Aldor Attendant got reworked to 1 mana and it got cut very quickly. If either of them are as good as you guys say, please explain why they doesn't get run in any decks and why even the best players at Legend don't run them.

    What's really funny is nothing that I suggested goes outside the boundaries of Paladin identity, yet you're accusing me of wanting cards outside Paladin identity. Plenty of "fast" damage nowadays is minion-based. Just look at Restless Mummy. When Witchwood was first released Paladin got a Rush card along with the other classes, and I believe this is the first expansion post-Witchwood where we've gotten a Rush card that we can use. Paladins have traditionally been about minion combat, Rush uses minions as removal and establishes board at the same time - the mechanics aren't conflicting. Neither is card draw outside Paladin identity, yet you're accusing me of whining and wanting something that shouldn't be available.

     I legend this season with a homebrew pure libram deck that runs 2 hammers of wrath. After 50+ games I'm over 70% with the deck. So are you saying my winrate would be higher if I dropped them?

    Hammer is far from useless.

    Also, you have totally misread and made up a wrong interpretation of what I said. No where did I say paladin shouldn't have draw... Draw is also not a class mechanic it's a card game mechanic.

    PS rush minions are reactive at best. The problem if any with pali is that it's a tempo class (sometimes combo) and tempo has generally struggled against the hyper agro decks out there or the casino RNG decks that are Mage, Priest and Rogue.

    That doesn't make the class bad.

     If you had better options then you certainly would have better winrates. The baseline card for draw in Classic is 3 mana draw 2 (Arcane Intellect). Drawing a single card for 4 mana is really terrible. The other good comparison is Shadow Bolt which is 3 mana deal 4 damage to a minion and that's considered generally bad. Hammer is worse than a bad card for the purpose of removal. And when it comes to direct damage it pales in comparison to Fireball and Kill Command. So, Hammer of Wrath as a baseline card just sucks hard compared to everything else. Combining all three types of effects (draw, removal, direct damage) isn't good if the card ends up too weak on each front. This card perfectly showcases the issues within the class: it's an amalgamation of multiple mechanics without any focus.

    Rush minion aren't necessarily reactive tools, either. They are in fact very proactive. You make an immediate value trade and you leave a body to threaten your opponent and the rest of their minions. That's good tempo. Paladin would benefit a lot if they had more of those. As a tempo class, it just sucks compared to Hunter and DH. Even Warrior is doing better than Paladin in that regard. Just because you are doing well that doesn't mean everyone else is. The class struggled extremely hard during AoO and only got a little breathing room after DH was completely demolished by nerfs. And, according to Vicious Syndicate, DH could easily regain their original position in the meta with just a few adjustments and that would be very bad news for Paladin and Shaman. There just isn't enough time left for the meta to settle once more. The class isn't bad but it's very, very far from good.

    Posted in: Paladin
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    posted a message on The Paladin class needs a rework.

    I agree with some of your thoughts. I still don't understand why they gave the buff quest to Priest and the Reborn one to Paladin. It just doesn't make sense. Priest is known for having buffs but they are also known for their revival and copying antics. Both quests make sense for the class but Paladin doesn't have resurrecting or copying as something they do. The reborn theme was just forced down their throats.

    The draw issue is also something that's hard to understand as well. This is a card game. Card draw is one of the most important aspects and it shouldn't be a weakness or strength of any class. This generates a huge discrepancy between classes. The classes with better draw usually are the ones to get to the top or at least they are nearly always playable. But a class without draw suffers too much with inconsistency in their decks. They never get to draw their win conditions or core cards in time unless they play an incredibly defensive deck or rely on snowballing strategies. The removal of Divine Favor from standard was correct though. That card wasn't healthy in any way. It was absolutely insane against slow decks and disgustingly terrible against fast ones. What wasn't correct was the replacement card. Righteousness, an incredibly slow AoE buff spell that only works when you are extremely ahead on the board (basically, when you pretty much already won the game) and is a total dead card otherwise. The same happened to Priest. Radiance is just awful. These are not really playable cards. They left a void in their Classic/Basic sets. Priest got their rework and a bunch of buffs and interesting new cards. Paladin is in the waiting room.

    Paladin also struggles with removal. While everyone else gets to remove stuff with a single card (big board clears, direct destruction, strong single target damage and so on), Paladin always has to do it in two steps. First apply a debuff (like Subdue) then trade with a minion or attack with a weapon. Or play an effect minion (like Wild Pyromancer) then use an AoE debuff. The only exception is Consecration but the card is too weak nowadays. You are always using more than one resource and that's just bad.

    I do like Duel Paladin and the new 7 mana spell gives me hope that it will become viable (or at least playable). You really hated the 4/9 Lifesteal, huh? The card isn't bad. It's actually has pretty solid stats but i'll admit that it's really boring compared to what other classes got their hands on. I don't think the class is dead or unplayable but it suffers from too many issues and inconsistencies. It needs a rework.

    Posted in: Paladin
  • 0

    posted a message on New Paladin/Priest Legendary Card Revealed - High Abbess Alura

    It's just another of their attempts at making Tempo Priest viable. Since they decided that Priest shouldn't be able to draw cards or kill their opponents with spells or combos they are printing some pretty good Tempo cards for the class (Frazzled Freshman is an example). What they don't get is that no matter how many great tempo or buff cards they print, Tempo Priest will never work without card draw. The deck has no way of coming back if it falls behind or loses the board because the player will most likely have no cards left in hand to play. Then they are forced to play in top deck mode and every buff card drawn becomes a liability. It just doesn't work. They need to print some card draw (not card generation) if they want Tempo Priest to be competitive. 

    Posted in: News
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    posted a message on Petition to buff Krul the Unshackled

    This is unnecessary in my opinion. He was designed as a late game board swing that cheats a lot of mana. The problem is: Warlock already has much more efficient ways to cheat demons. Voidcaller and Skull of the Man'ari are two of the strongest mana cheat engines in the game. Even at 8 mana he is way too slow compared to those two cards and making him better when they pull him is a buff to them and they definitely don't need any extra help. He would surely see play if those two cards didn't exist. There's no reason to buff a card that's already powerful just because it is overshadowed by other totally overpowered cards.

    Posted in: Warlock
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