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    posted a message on Jade Mill-acle Druid

    Heh, thanks for that. Too much Too indeed >_>.

    Brann could work with the Jade Spirits, but I think Feral Rage is pretty crucial against all the face decks. In my experience this deck basically auto wins against control, and struggles a bit with early aggro so I sort of doubt that would be the cut... Maybe Jade Blossom for spirits? That seems to be the weakest spot in the deck.

    The "Mill" side of it isnt as intense as the old Mill Druid or mill rouge btw, you almost never win in fatigue. Its mostly in there as card draw/removal, and if you manage to burn a few cards against Reno lock or priest more power to you. Again, just ignore the mill against fast decks as your win condition there is for them to run out of steam and you too stabilize on board. The major plus to the naturalizes and coldlights over say, acolyte of pain + mulch is dealing with combo decks. Otherwise you can really just look at them as draw and cheap removal.

    Posted in: Jade Mill-acle Druid
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    posted a message on Jades are everywhere

    100% Fandral. I actually cut Aya from my druid list, as she slows down the combo and makes the deck less consistent overall.

    Posted in: Jades are everywhere
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    posted a message on So uhh... sometimes Rouge is insane....

    lol, thats also pretty amazing.

    Posted in: Rogue
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    posted a message on So uhh... sometimes Rouge is insane....

    Felt I had too share this with the world.

    Huckster should maybe get a 'dont give rouges profit velen' nerf... but whatever.

    Posted in: Rogue
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    posted a message on New Hunter Card - Call of the Wild

    Tempo and aggro aren't the same thing. Hybrid is far more aggressive than midrange, and basically plans to win through early aggression followed by heavy hitters and large boardswings in the mid game. So... No? It isn't control or midrange? It just also isn't agro. That said, this card is bonkers in control hunter, and gets progressively worse the faster your deck is. King crush is actually better in hybrid, for example.

    Posted in: Card Discussion
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    posted a message on [Results] WoG cards ranking !

    I would personally say a LOT of the tier 6 cards are totally underrated, along with c'thuns minions being grossly overrated.

    Tauren, Horder, Corrupted Healbot and stand against darkness all seem fairly playable as tech, depending on the meta and your deck. I wouldnt say they are auto includes, but I think priests will have fun with healbots, and they seem playable (not great, but playable) in a slower meta.

    Horder is a 4/2 that cycles itself, so I would say any deck that might run a loot hoarder but has better stuff to do on turn 2 could float it. He doesn't die too a ping, and can potentially trade evenly, depending on the board state. He does trade down more often then not, but I would still say hes totally playable.

    Tauren has a very fair stat line (not GOOD, but fair) and is potentially REALLY REALLY STRONG as anti aggro. He will basically trade 3 for 1 against face decks, so if that's a thing a deck struggles with, I could totally justify playing him to help stabilize.

    Stand against darkness is probably the 'worst' of those, but it is still 5/5 across 5 bodies, so if they don't just instantly aoe you, it at least trades very efficiently, and can be comboed well with cards that buff minions in an aoe, or buff silver hand recruits. Can also combo with knife juggler if that doesn't get nerfed (it will, but you know...)

    The misc. c'thun minions (not counting the class cards, those are all pretty strong in a c'thun deck) are only good in c'thun decks, where you care about buffing your c'thun. Otherwise they are vanilla stated minions. Not saying 'omg terrible cards' or anything, just that rating a river crocolisk with 'battlecry, do nothing till at least turn 10, and only if you built your whole deck around it' may be a little optimistic. If C'thun decks are super op and everyone is playing them, then I guess its fair, but it seems like there is enough counter play too c'thun that he wont be played by everyone (patron, new hogger, Armorsmith, axe flinger, mana wraith. Basically being a warrior.)

    C'thuns chosen is kind of an exception to that, if mage, rouge and druid aren't in the meta, that card may be good enough to play as a 4 drop outside of a C'thun deck, if we don't get anything better at 4 mana. (trades 1 for 1 or even 2-1 with basically every 4 drop in the game... has to be attacked twice, no matter how overkill the first hit is... seems fair and balanced.)

    Posted in: Card Discussion
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    posted a message on Something crucial to think about when analyzing a new card

    Honestly, I dont even see the issue with volajz. He seems fairly strong in PRIEST where generally minions are played for effect (double up your cardraw from a girl?  Double Brann? Double Emperor? Rag? Ysera? Velen?) and could lead to some SUPER SCARY shenanigans with soulpriest combos on 10 mana (lets say you play him on a board that consists of the other 'bad' card we got, corrupted healbot...  or like, you had a sylvanis in play) and in wild I can see him being utterly broken...

    Really, barring the bogeymonster EVERYTHING seems playable in the right situation, and thats pretty cool.

    Posted in: General Discussion
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    posted a message on New Card - Cult Apothecary

    Yeah, It wont 'save you from loosing' but it does let you stall out another turn before playing brawl/flamestrike/equality hax (pyro, consecrate)/twisting neither/ lightning storm etc etc....

    Basically, really strong in any deck that wants to win on value and plans to go to the lategame. Statline also makes it fairly playable in midrange decks (for sure pre trade as dust said) so... Yeah, I like it.

    Posted in: Card Discussion
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    posted a message on New Druid Card - Mark of Y'Shaarj

    honestly, given how many druid cards are beasts, and see play in combo/ramp druid this seems pretty playable in non beast druid as well, just more consistent in beast.

    Posted in: Card Discussion
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    posted a message on New Card - Cult Apothecary

    I mean... vs zoo its great. Otherwise its 'heal a bunch if you are loosing super hard' and doesnt really do MUCH to stabilize. I could see this getting teched into a control shammy as a lead in to hallazael or something, but basically the only thing it does is let you get more value out of board clears on later turns.

    ... Yeah, ok. This cards pretty good actually.

    Posted in: Card Discussion
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    posted a message on New Priest Card - Shadow Word: Horror

    It... almost only kills 1 drops and tokens... so does basically every single card in the game..

    Ironically enough, I can only really see this being played to counter priest. Even zoo, it has almost no targets other then imp gang boss/tokens and the 1/3 taunt you dont really care about in control priest... and the peddler that already got value?

    Why does priest need a card that wrecks priest?

    4 mana, kill your draw engine (and taunts and any 1 drop you played, and probably any 2 drops you played, and maybe your 3 drop as well....)

    Posted in: Card Discussion
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    posted a message on Rogue Legendary Card Reveal - Xaril, Poisoned Mind

    Mukla and this aren't remotely comparable. If a 6 mana card in rouge doesnt win them the game, it wont see play. Emperor and Auctioneer are both potentially game winning cards vying for the 6 mana spot (altho auctioneer is almost never played on curve) Its sort of the same argument for this card vs toshley people where having. Mukla seems playable in mage, as he comes out in time for tony, but Toshley was also pretty good in mage, as is Rhonin. Id say Rhonin is BETTER then Mukla, and still doesnt see a tun of play (altho he is hardly unplayable, and Im guessing with boom leaving he finds a place in tempo mage) Toshley is also better then Mukla in most cases, but outclassed by other cards in the spot.

     

    With this dude the question isnt 'is the effect useful' because it clearly is (+1/+1 for 1 mana is often a poor use of mana compared to other options) the question is 'is the effect worth the 2 mana cost attached to this minion and the crippling blow too tempo' and well I am optimistic overall, I have no idea. I dont think either camp (this guy is horrible, look at those shitty stats vs this guy is amazing, look at those toxins) is right. He seems fairly situational (both to the deck you are running and the time you draw or play him) but generally Id say he is an ok too good card, the question that remains is 'is he good enough'.

    Posted in: Card Discussion
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    posted a message on Rogue Legendary Card Reveal - Xaril, Poisoned Mind

    The body makes it basically anti tempo on curve, but rouges strong synergy with low cost spells, and the fact that every spell in there is fully playable, and often taking up room in your deck anyhow (I mean, fine, weaker conceal and weaker shadowstep, but I run shadowstep in miracle for surprise burst with charges anyhow, and OFTEN find myself burning it on a battlecry minion to stave off face damage or dig for an answer, or even just using it to turn bloodmage into a zero mana spellpower combo peice, and frankly would love the flexibility to do that in EVERY rouge deck without wasting the card spot on something so situational...) so I guess the question is 'can rouge get away with playing a card that is totally underbudget on stats IF the effect is powerful' and the answer is healbot, azure drake, thalnos, auctioneer, emperor, si7, ringleader, skulker...

    To be fair, auctioneer, healbot and skulker are the only cards that are comparably under budget, and all have effects that are very impact full on game play (being effectively 2+ mana under budget, skulker has vanilla 3 drop stats for 5 mana, healbot is an under budget 3 drop for 5 mana, auctioneer is an under budget 4 drop for 6, drake and thalnos both get honorable mention as being 1.5 mana under,) and those cards see play (sorta less so skulker, despite being in theory the strongest of them for tempo) so I  guess the question is how impactfull the toxins themselves are on gameplay, and consistently useful they are vs say a spare part.

    My opinion is that miracle can make use of all of them, and in a value/control meta this card would be an auto include. Maly rouge can make use of 4 of them (blessing of might being basically worthless in a deck that almost never has minions stick) so again, in a slow meta its potentially fairly good, altho a bit more RnG dependent. Still better odds of actually helping you win then an mc tech or some flamecannons, and even the 'bad' spare parts can be cycled.

    The major issue here is its a 4 drop, and thus has some fierce competition for deck space, and the card is hardcore anti tempo. Its like playing turn 7 sprint. Sure, that might be exactly the right play to win the game, but it may also lead to you getting utterly crushed by an aggressive board, and does nothing too ensure you dont loose.

    Posted in: Card Discussion
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    posted a message on Rogue Legendary Card Reveal - Xaril, Poisoned Mind

    The statline on this makes it nearly unplayable for tempo, but I would argue that going first, with this, tomb pillager, and emperor in hand, it will be a much better play naked. Generating two 1 mana spells in time to reduce the cost well emperoring on curve (something miracle/malygos rouge almost never can do as a result of not getting proper draw until turn 7+) sounds pretty good. Overall I don't think it will be game changing, but it could make some decks more consistent. I think toshley is a fairly poor comparison in rouge. It's closer too giving mage an understated 7 drop that generates arcane missles. Not great, but seems like decent tech if the synergy is there.

    Posted in: Card Discussion
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