• 0

    posted a message on Even Mecha'Thun Can Win

    Gotta say, after playing against this deck a ton, I don't think there's a way for control warrior to beat it unless it's quest. Too much removal and healing for them to get a foothold, I actually think this deck can beat beat malygos easily and go even with shudderwock.

    Posted in: Even Mecha'Thun Can Win
  • 2

    posted a message on (updated) Big EVEN Recruit Warrior (60+% to legend)

    I really enjoy this deck, I was already toying with even warrior the day I found it. One question I've been wondering, does bladed gauntlet work with deadly arsenal?

    Posted in: (updated) Big EVEN Recruit Warrior (60+% to legend)
  • 0

    posted a message on Acolyte of Agony
    Quote from lennon255 >>
    Quote from senorpapel >>
    Quote from veryexoticdancer >>

    A common that is as strong as the Legendary Wickerflame Burnbristle

     

    If two of them hit and kill eachother, Wickerflame Burnbristle will heal you for 4 healths, whereas Acolyte of Agony will heal you for 6 healths.

     It actually won't gain you any life on first hit because of divine shield since it deals no damage.  Implosion does this as well, if you implosion a divine shield minion no imps are summoned.
     Uh? What? Wickerflame's damage still heals you if its shielded.
     but acolyte wouldn;t
    Posted in: Acolyte of Agony
  • 5

    posted a message on Acolyte of Agony
    Quote from veryexoticdancer >>

    A common that is as strong as the Legendary Wickerflame Burnbristle

     

    If two of them hit and kill eachother, Wickerflame Burnbristle will heal you for 4 healths, whereas Acolyte of Agony will heal you for 6 healths.

     It actually won't gain you any life on first hit because of divine shield since it deals no damage.  Implosion does this as well, if you implosion a divine shield minion no imps are summoned.
    Posted in: Acolyte of Agony
  • 0

    posted a message on Fibonacci's Control Warrior Variant

    Big fan of this deck, does very well against murloc paladin, potentially could use a dirty rat for quest rogue. After playing it i agree that deathwing dragonlord is good. he's just a big 12/12 that you sometimes summon ysera along

    Posted in: Fibonacci's Control Warrior Variant
  • 0

    posted a message on Which to Craft? Taunt Warrior or Miracle Rogue

    For the taunt warrior  can skip shield slam, and just run normal slam. i'd say reliability wise warrior is better, since miracle rogue also needs sherazin currently and can get huntered or pirated pretty hard.

    Posted in: General Deck Building
  • 0

    posted a message on New Card Revealed: King Mosh
    Quote from Michalek >>

    Yeah, good target for Hex, Polymorph, Blastcrystal Potion, Assasinate, Shadow Word: Death etc. etc. Especially when we don't see Sylvanas and Ragnaros in STD. And of course  Big Game Hunter can return into game. This card is bad. It's like Equality and Pyromancer- you must draw this two cards, and it's easier to play because this cost only 4 mana ;f Brawl is still better than King.

     True, but control warrior has about 5 other targets for those cards. It shores up jade matches by being deathwing without losing your hand. 
    Posted in: News
  • 0

    posted a message on New Rogue Card - Vilespine Slayer
    Quote from Agithore >>

    Kidnapper 2.0

     kidnapper wishes he were this good. kidnapper was a 2 mana card on a 4 mana body, this is a 5 mana card on a 3 mana body.
    Posted in: Card Discussion
  • 1

    posted a message on Im terrified of Jade in the new Expansion.
    Quote from hillandder >>

    Shaman jade is really scary, it is much more reliable and have better mass removal to fight aggro than druid, druid lose to any aggro or a more agressive midrange.

    Much people complain about Jade Idol, but is only functional in very late game, jade claws and jade lightning are much better cards.

     They are much better but it's that inevitability that wears down control decks. I play mostly N'zoth control warrior and I have a much easier time dealing with jade shaman than jade druid. Mostly because their jade creators are finite and I know my general card quality is higher. Druid is leagues more difficult unless you get a zooey hand.
    Posted in: General Discussion
  • 0

    posted a message on New Priest Quest Card - Awaken the Makers
    Quote from Kinxill >>

    If the quest system start to count at the moment you play this card, it will be okay to strong (Legendary card, so chance to have it early is kinda low so unless you have it really early you'll need extended game or N'Zoth to trigger it. So possibly bad against Aggro.

    If the quest system start to count from the beginning of the game, it's meta defining.

     Quests are always in your opening hand
    Posted in: Card Discussion
  • 0

    posted a message on Control Secret Paladin

    I ran into this deck earlier with my n'zoth warrior. As soon as I realized I was gonna have to deal with 6 tirion fordring's off of nzoth i conceded. Very good deck

    Posted in: Control Secret Paladin
  • 2

    posted a message on Predict the Small-time Buccaneer nerf

    My prediction is it will be changed to have be just a static 3/2 that deals 3 damage to you when it comes into play.

    Posted in: Card Discussion
  • 0

    posted a message on When will people realize that there'll always be something to bitch about?
    Quote from Fierytear >>
    Quote from Haussenfuss >>

    People are mostly bitching about Pirates, and losing the game on the first turn - the game might last until turn six or seven, but it was lost before the Pirate opponent had a chance to play a card. 

     If your deck can't play a card before turn 6 maybe there is something wrong with your deck
     Playing cards is what gets you to turn 6, playing nothing gets you killed on turn 4. Which that's a problem, because then you're beating someone regardless of what they did to stop you you're essentially playing solitare. Like I roll with aggro shaman sometimes and there's very few times I lose to a control deck (even with reno).
    Posted in: General Discussion
  • 0

    posted a message on Potential mechanics for the un'goro cards
    Quote from Raggold1 >>

    Pack filler dinos

     Pack filler dinos will be those shitty dinosaurs with the back fin that made un'goro a nightmare.
    Posted in: General Discussion
  • 1

    posted a message on Potential mechanics for the un'goro cards

    I was just mucking about with some ideas, and i thought a decent one that would be nice to see in un'goro. Dinosaurs are big and scary right? So what if they had an intimidate type effect, like maybe one has an intimidate battlecry where minions with less than x attack, can't attack this turn. Cuz no small guys are gonna take on a t-rex.   Would also help the grimy goons come back in, because they naturally can boost their zooey minions out of intimidate range.

     

    Whatchya think?

    Posted in: General Discussion
  • To post a comment, please login or register a new account.