Why would it make no sense? Dr. Boom's HP alternates between few of them because 7 armor each turn is OP and the other ones are OK. It's a better balanced hero card than Deathstalker Rexxar for this. Also, the whole point of hunter is to go face, so the controlling playstyle the card brings completely makes no sense flavor-wise. NONE of the other deathknight/hero cards has that much consistency, variety and value built in its hero power, and I would really like someone to prove me different.
- senkinbog
- Registered User
-
Member for 5 years, 8 months, and 26 days
Last active Tue, Jul, 19 2022 06:12:48 -
- 3
- 7
- 23
- 0 Followers
- 44 Total Posts
- 73 Thanks
-
2
frosthearth posted a message on Hearthstone's Dean Ayala Talks About Rastakhan's Early Nerfs, Barnes, Power LevelPosted in: News -
-5
frosthearth posted a message on Hearthstone's Dean Ayala Talks About Rastakhan's Early Nerfs, Barnes, Power LevelPosted in: NewsWhat do you guys think of a nerf to Deathstalker Rexxar which would make his hero power alternate between build-a-beast and deal 2 dmg? Perhaps it could be enough to slow it down.
-
1
Gorshan posted a message on What hunter cards will get hit??Posted in: Card DiscussionSpell stone either costing 2 secrets or spell stone summoning 1 less wolf per level is my guess. The other tier 1 decks that exist right now are tier 1 because they either deal with spellstone(priest) or end the game before it happens(Paladin, odd rogue to a lesser extent.)
Rexxar is good but I don’t think he’s broken good. He gives control decks a rough time but not as bad as a lot of other decks in the current meta(OTK Paladin, Mechathun Lock, Priest). Plus from a gameplay perspective it’s kinda cool having a 3 phase fight.
-
2
iandakar posted a message on What hunter cards will get hit??Posted in: Card DiscussionTaking out key cards from the pool of hunter's DK. Given that the DK becomes meme status once it goes to Wild this one change will be more than enough to completely settle the card permanently.
Beyond that, probably the spellstone. If they want to soften it, probably 2 secrets per 'pump' or, to be sneaky, '1 secret Activated' (similar to Eaglehorn). If they want to destroy it, +2 mana (+1 won't be enough i don't think).
They are probably testing out other things as well, but I'm banking on those two cards being enough to open all of the decks wide open. Secret hunter will die completely. Beast/Deathrattle hunter will survive but won't have that endless late game to live on.
-
9
Qulx posted a message on Mecha'thun is one of the dumbest cards ever createdPosted in: General DiscussionIn the past blizzard already had problems with cards that have insanly polarizing matchups. Why the hell did they have to print a card like mecha'thun. I really don't mind, that there are certain decks that have a favour vs you that's just the game, but those decks that don't even interact with you should stay at meme level. And before you say something, it is obvious that i am salty, but i think the game has reached a peak at uninteractivity. Something should be done about that. I am at least hoping for a dirty rat 2. Mojomaster as a tech card is not enough in my opinion.
-
13
Lyra_Silvertongue posted a message on Mecha'thun is one of the dumbest cards ever createdPosted in: General DiscussionOTK. Decks. Interact. With. The. Opponent!
Just because control decks micro manage minion-on-minion doesn't mean that every playstyle interacts that way. Why do you guys keep spreading this misinformation? OTK decks care about interacting with threatening boards. If you play slow and do not pressure harder than a wet noodle then the OTK player is not going to care enough to waste resources on your board. In a sense the control player becomes the 'aggro' deck (in that you need to be the one to end the game) and OTKs become the 'control' deck (needing to stall the game out til the tail end-game. Just like how control tries to get aggro to be baited into overcomitting boards the OTK player waits until control decks are baited into removal (and here is the kicker) that interacts with your minions/threats.
You do realize that Dirty Rat is a pretty damn lazy counter design right? You play it, flip a coin, and potentially instantly win games based on a lazy battlecry. Let's flip this on its head for a minute. How would you feel if Yu-Gi-Oh's Delinquent Duo spell was brought into HS and then turned into an aggro minion that read something like this "Delinquent Duo 1 mana 3/2 Battlecry: Discard 2 cards from your opponent's hand that cost more than 5 mana." Bye bye control cards if you happened to draw them or kept them in your mulligan. Think it would be cute for aggro to have an instant and lazy designed "I Win Button" card against control? These counters take low intelligence to play against many OTK decks. Something like Mojomaster, which you already mentioned, take a bit more thought behind playing it and doesn't always instantly win the game with just the effort of playing it (although it is still a battlecry which is still one of the laziest HS effects that the game falls back on constantly).
However, Mojomaster does have its merits. Mojomaster is a powerful counter tool against Mech'Thun Priest, Mecha'Thun Druid, & Mecha'Thun Lock (depending on what they still have in their hand. If you still lose to Mecha'Thun Priest or Druid after playing this the turn or two before they go off then you deserve to lose. How exactly is a Mecha'Thun deck going to kill any semi-intelligent player that drops this card down when all the Mecha'Thun player has in their hands is the combo AND they are taking 5 turns of fatigue damage?
-
6
volair posted a message on Unpopular opinion: Luna’s Pocket Galaxy is the most OP card of the set.Posted in: Card DiscussionA lot of people are down on this card. I get it, you have to spend an entire turn to play it, really bad if you can't afford the tempo loss. But think about it like this: you slot in Pocket Galaxy, Alexstrasa, Antonidis, and Malygos, and you have some serious game ending power here, a real win condition. The entire rest of your deck can focus on surviving, freezing, wiping the board, and stalling.
As soon as you play Pocket Galazy, you can win the game on the spot on a future turn. This gives the deck strong matchups against other combo decks and control decks. If you can make it good enough VS Aggro, this could be an S tier deck. Cards like baleful banker become very strong, because if you draw Antonidis too soon you can put it back in the deck, ensuring you have a strong late game against other late game decks.
You can spend 4 card slots to have a definitive win condition, it seems worth it to me. Against other control/combo decks you can even mulligan for Pocket Galaxy and keep it in your starting hand.
-
5
UnrealCity posted a message on Worst legendary you have ever crafted?Posted in: General DiscussionToki, Time-Tinker and Archmage Arugal
I invested into minion value mage big-time. Didn't end up great in the end but it's a blast to play.
-
6
StormKeyblader posted a message on Ulduar-A Hearthstone AdventureThis is the first of (hopefully) many adventures i will be making!Feedback is appreciated!
Ulduar is a raid dungeon in the titan complex of Ulduar which is located in the Storm Peaks. It serves as the prison of the Old God Yogg-Saron,as well as the current residence of most of the titanic watchers who have fallen under its influence.
Brann Bronzebeard:Okay! Let's move out. Get into your machines; I'll speak to you from here via the radio.
Wing 1-The Siege of Ulduar
First Boss-Flame Leviathan
Brann Bronzebeard:In a few moments, we will be dropping in to...
Brann Bronzebeard:What is that? Be careful! Something's headed your way!Quickly! Evasive action! Evasive act--
Here's the boss,some may recognize him as he is a card in Hearthstone already,his hero power is quite similar to his card's effect,so yeah,moving on.
You start the game with these 3 on your side of the board,and obviously,you need to keep them alive,or you lose,and you smartypantses(smartypantsi?)might be thinking:"Oh,if 2 of them die,i can just silence the last one and i'm good" ,sorry,not gonna work,the silence will be canceled,similar to how Doomsayer gets destroyed in the Four Horsemen fight in Naxx.
Now,here are some of the spells the boss will be using:
I don't think i need to explain,all these are pretty self-explanatory with the text on them and all that.I'll just mention that if Electroshock hit a minion with Divine Shield,it won't get "Can't attack" because the minion wasn't technically damaged(Sonic Horn will give it "Can't attack" though since it specifies "target",not "damage").
Here are some of the minions the boss will be using:
Flame Leviathan's deck:2x Battering Ram,2x Electroshock,2x First Aid,2x Sonic Horn,2x Missile Barrage,2x Mechanostriker 54-A,2x Steelforge Defender,2x Ulduar Colossus,2x Clockwork Gnome,2x Spider Tank,2x Soot Spewer,2x Flying Machine,2x Piloted Shredder,2x Piloted Sky Golem,2x Flamestrike
Emotes:
Begin:Hostile entites detected.Threat assessment protocol active.Primary target engaged.Time minus thirty seconds to re-evaluation.
First time using Flame Vents:Threat assessment routine modified. Current target threat level: zero. Acquiring new target.
Emote response:Threat re-evaluated. Target assessment complete. Changing course.
First time it gets below 10 health:Combat matrix overload. Powering do-o-o-own...
Death:Total systems failure. Defense protocols breached. Leviathan Unit shutting down.
Brann Bronzebeard:You've done it! You've broken the defenses of Ulduar.
Reward:
For beating Flame Leviathan,the player gets 2x Runeforged Sentry.
Heroic changes
Flame Leviathan now has 45 Health,and his Hero Power costs 0 Mana,he'll autocast it at the start of each of his turns.
Some of Leviathan's spells were changed so they'd be more OP(Because that's what heroic is about!):
Also Heroic Electroshock now does 4 damage,and gives "Can't attack" even if the minion has Divine Shield.(For some reason i wasn't able to upload the picture,so i thought i'd just tell you.)
Let's see,Battering Ram costs 1 less mana,and instead of taking 3 to deal 5,he takes 1 to deal 6!Yikes!First Aid restores 5 more health,and Sonic Horn costs 1 less mana.
Second boss-Ignis the Furnace Master
Brann Bronzebeard:Ignis makes their weapons and armor,ya must destroy him!
And here's the construct:
Ignis's spells:
Ignis's deck:2x Flame Jets,2x Molten Lava,2x Slag Pot,2x Strength of the Creator,2x Wild Pyromancer,2x Core Rager,,2x Fireguard Destroyer,2x Fire Elemental,1x Baron Geddon,1x Ragnaros the Firelord,2x Molten Giant,2x Flamecannon,2x Fireball,2x Lava Burst,2x Flamestrike
Emotes:
Begin:Insolent whelps! Your blood will temper the weapons used to reclaim this world!
First time using Flame Jets:Let the inferno consume you!
First time using Slag Pot:I will burn away your impurities!
First time using Activate Construct:Arise, soldiers of the Iron Crucible! The Makers' will be done!
Emote response:Let it be finished!
Death:I.Have.Failed.
Brann Bronzebeard:Yes,ya have!
Reward:
For beating Ignis the Furnace Master,the player gets 2x Molten Colossus.
Heroic changes
Ignis now has 45 health and he summons 5/5 constructs!Holy Molly!
Here is the construct:
That's really it,nothing else's changed...("Stormkeyblader,you lazy bum!")
Third boss-Razorscale
Expedition Commander:Welcome, champion! All of our attempts at grounding her have failed. We could use a hand in bringing her down.
Yeah,yeah,keep calling me lazy for that hero power xd It fits Razorscale,really,believe me!
Razorscale starts with 3 minions on the board,you have to kill the minions before you can kill Razorscale.
Hello again smartypantses/i/whatevs,Mass Dispel?NOPE!Doomsayer?NOPE!Any other type of mass removal/silence?NOPE!
Razorscale's spells:
Razorscale's deck:2x Berserk,2x Wing Buffet,2x Fireball,2x Flamestrike,2x Darkbomb,2x Dragon's Breath,2x Molten lava(from previous boss),2x Dragon Consort,1x Chromaggus,2x Hungry Dragon,1x Alexstrasza,1x Malygos,2x Starfall,2x Twilight Drake,2x Faerie Dragon,1x Nefarian,2x Arcane Explosion
Emotes:
Begin:Roar!
Expedition Commander:Ready to move out, keep those dwarves off of our backs!
First time using Fire Buffet:Deep breath.
Expedition Commander:Move! Quickly! She won’t remain grounded for long.
Death:Roar!
Expedition Commander:We got her!Well done champion!
Reward:
For beating Razorscal,the player gets 2x Proto Drake Whelp.
Heroic changes
Razorscale now has 30 health,her Hero Power costs 1 less mana,and she'll auto-cast it at the start of each turn,so watch out!
In addition,the 3 of her starting minions have been buffed as well!
They all got +2 attack which means they can ACTUALLY fight now!
Umm...uhh...yeahhhh...that's it.
Fourth(Final) Boss-XT-002 Deconstructor
Brann Bronzebeard:What...is that?
His spells:
The first phase of this battle is pretty much a normal Hearthstone game,BUT when the Deconstructor reaches 15 health,these 3 minions are summoned!
You have to kill these 3 before you proceed to defeating the deconstructor,and DON'T EVEN THINK ABOUT PULLING THE MASS DISPEL/DOOMSAYER TRICK,already told you it's not gonna work :)
XT-002 Deconstructor's deck:3x Gravity Bomb,3x Light Bomb,2x Lightbomb(the other one xD),2x Clockwork Gnome,2x Mechwarper,2x Spider Tank,2x Iron Sensei,1x Blingtron 3000,2x Tinkertown Technician,2x Cogmaster,2x Annoy-o-tron,1x Dr. Boom,2x Darkbomb,2x Shielded Minibot,2x Whirling Zap-o-matic
Emotes:
Begin:New toys? For me? I promise I won't break them this time!
First time killing a minion:I...I think i broke it.
Second time killing a minion:I guess it doesn't bend that way.
First time using Tympanic Tantrum:I'm ready to play!
First time it reaches 15 health,and the 3 adds are summoned:Time for a new game! My old toys will fight my new toys!
The "old toys" die:I'm tired of these toys.I don't want to play anymore!
Death:You are bad... Toys... Very... Baaaaad!
Brann Bronzebeard:That mech was...umm...Let's move on!
Reward:
For beating XT-002 Deconstructor,the player gets 2x Parts Recovery Technician.
Heroic changes
Deconstructor now has 50 health and his Hero Power costs 0 mana(he'll auto-cast it at the start of his turn).
Once you get Deconstructor below 25 health,the adds are summoned.
Wing Reward:
Class challenges
Mage will face off against Ignis the Furnace Master for 2 copies of Scorch!
Warrior will fight against Razorscale for 2 copies of Berserk!
Hope you enjoyed!
Wing 2 coming soon!
- To post a comment, please login or register a new account.
1
Nah, this deck is unstable af, reminds tip the scales paladin everyone was crying about last expansion, same for this rogue deck, it will disappear in a weak
1
It is there you called it obviously Brocken? I don’t see it because BP is not, I can only see people doing wrong disicions against BP or playing decks with low winrate against BP, and then blaming their countless loses on how this deck is op, it is but not as op as everyone said it is, this deck needs a nerf, yes, but there are other problems in wild that needs solution more than big priest, and fixing Barnes/res mechanic must be a part of a big nerf not the only one
1
Your arguments a subjective, my point was that big priest has weak points and turn 4 Barnes is not unwinnable. And the problem you mentioned can be rearranged against any deck “the problem is the fact that for example kingsbane rogue winrate skyrockets based solely on whetether they drew their raiding party and what they will topdeck after, also it fells awful to play against because no one likes to be pushed by the same weapon over and over again.”I can see your point, but I also can see that after Barnes/res will get their nerf everyone will find another wild deck and will cry about how unbalanced it is. I agree the Barnes problem do exist, but if team 5 will decide to fix it they should not only nerf Barnes, because he is not the only problem that plagues the wild meta
1
It is the problem of broken Aggro strategies, a problem of kingsbane rogues infinite weapon, Murlock paladin otk, and agro mages possibility to build a huge board on turn 4-5 and prevent an aoe with Counterspell, a problem of dragon iner fire priest otk you on turn 3 with 28/28 elemental, without big priest this decks won’t disappear
25
Why most of wild players are so salty of Barnes? I’m not a big priest player, but I think if blizzard will decide to fix Barnes they also need to fix voidcaller and molten giants both allows the same swing turns. But no one is complaining about cubelock turn 3 demon sense into turn 4 caller pact or pally turn 3 Thekal. And in game mode there such turns is not even considered a problem it’s fine to have card like Barnes
P.S. you can easily tech your deck agains priest ressumoning mechanic, so just please if you are writing about nerfs in wild alongside Barnes remind blizzard about thing from bellow, Kingsbane, voidcaller,Kabal crystal runner, potion of madness and lots of other cards that allows unfair swing turns
10
Op, 400 dust
5
I am playing wild, and since reaching rank 2 I haven’t met a single big priest...
Even when I met them I can say that turn 4 into Barnes is not that unwinnable as you all guys say it is. I won turn 4 Barnes on odd war, I’m always winning turn 4 Barnes on dragon priest thanks to potion of madness
P.S. the only class that struggles against big priest is warlock, everyone else do have ways of dealing with this deck, yeah turn 4 Barnes makes me feel salty, but than Aggro mages plays whole hand on turn 3 into turn 4 fireball lethal, or Kingsbane rogue buffs it’s weapon to 11 on turn 3, or pirate warrior who can make you consede on turn 2 already, all of this also makes me salty. Most of this strategies also exists for 2 years. Mine point is that you guys just need to stop being salty about a deck in a game mode which is MADE OF decks that makes everyone salty, and big priest is at least compared to some others is winnable with his “gold fish” and IS interesting to play