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    posted a message on Ben Brode Interview - Even he realizes Shudderwock is Broken

     

    Look at the positive side, if they changed it beforehand we wouldn't get that sweet dust back later

     
     They will screw us and nerf a lower cost card, probably Murmuring Elemental. or even Saronite Chain Gang
    Posted in: General Discussion
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    posted a message on Shudderwock OTK *FULLY EXPLAINED*

    So far I have managed to get the initial combo off several times, but have only won 1 game. You really take a beating setting it up, and you are left exposed after Grumble sends any taunts you have back into your hand. Going to try paying a little more attention to my life total, even if it means holding off on the combo. Ultimately casting it on a empty board with at least 10 or more health to be safe. Almost wish that it actually cast Chain Gang instead of just copying Shudder ... i would rather have the board full of taunts than be left with an exposed face. 

    Posted in: Shudderwock OTK *FULLY EXPLAINED*
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    posted a message on The 'Told You So' Prediction Thread

    I predict that "Shaman deserve to be broken as hell, look how bad we have been since ... " will be posted at least 5000 times in the next 3 months.  

    Posted in: General Discussion
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    posted a message on Dude Exodia

    To actually answer the OP, Dudeadin is either an easy win, or impossible for Exodia mage. Because of the low health of your minions, you are susceptible to board clears from Blizzard and Volcanic Potion. If the mage draws those, you are toast. But, you have a lot of early burst, so if you can rush them down. 

    The main key for really any class against Exodia is just pressure, the earlier the better. You can try to tech Dirty Rat, but that just weakens your deck against other, more common opponents. (and it's not 100% effective anyway, since most Exodia players run more ways to copy Apprentices than needed, so unless you get Antonidas, it really doesn't hurt that bad). 

    Posted in: Paladin
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    posted a message on Card ideas to counter Kingsbane Rogue?

     

    Quote from richarq >>

     

    Quote from WhatAChamp >>

     

    Quote from richarq >>

    You are asking: how can I beat a tier 4 deck? Easy answer: learn to play or change game. 

    FFS, was this really necessary? Just because a deck is ranked lower, doesn't mean you can't have issues with it. Personally, I have no troubles with Cubelock (as Reno Mage) in Wild but get absolutely destroyed by Giantlock. Pally players, on the other hand, might feel like Giantlock is the easy matchup and Cubelock is the tough one. Kingsbane Rogue counters control decks so naturally someone might want tips on how to tech for it. Being a total ass to them and acting all high and mighty does nothing to help the thread.
    To the OP, the listed suggestions (Skulking Geist and weapon removal) are your best bet aside from changing to a fast aggro deck like pally. My solution has always been to pressure the rogue with a decent number of minions, even if you're not using them to their full potential (using battlecry damage on face for example). People say that weapon removal does nothing, but if they've already used one Shinyfinder and they're only 10 cards into their deck, their weapon can stay buried a few turns, giving you a big advantage.
     I don’t see how it is necessary your comment in fact. You are trying to make a confutation of statistics and data with your personal opinion in which we are not interested in (at least I am not) and in any case it is not relevant. The data man said that it is a tier 4, it sucks this deck, there is nothing to argue. I personally have no interest in knowing what deck do you think that are stronger or weaker, I check the data. So,  when someone ask: how can I beat a tier 4 deck, the smarter answer is change the game in fact. 
     
    That is a close minded, robotic comment, at best. The "data man" say's it's Tier 4, so it must suck. 

    The deck is actually quite strong, and it has the ability to beat most any deck out if it draws really well. It's pretty common in HS for a good deck to be under rated, especially when they actually have a level of difficulty to them. If all you go by is what the "Data man" says, then enjoy vomiting your Dude's all over the board. 


    Posted in: General Discussion
  • 2

    posted a message on Dude Exodia

     

    Quote from Unscene >>

     

    Quote from Poisonthorns >>

    After reading this thread, it has become glaringly obvious to me that this is the Hearthstone player rationale: "If it's not my deck, or it counters my deck, it must be CANCER".

     
     Also a perfect example of the critical thinking a player must possess to acquire double legend.
     
     If by "critical thinking" you mean play two very similar mindless decks that just hope they can flood the board more times than their opponent can remove them, then yeah ..

    IMHO, Dudadin is really THE mindless, cancer deck. No attention to trades, hell, run 5 minions into a Tar Creeper ... why not, I'll just drop 5 more next turn, and the next. 

    Look, it's an effective deck, so I don't begrudge you for playing it. But what is pretty asinine is you actually complain about other decks. 
    Posted in: Paladin
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    posted a message on Is Cubelock Suffocating the Meta?

    Didn't read through, so this may have already been said. 

    I would agree that Cubelock is, at least, "shaping" the meta ... maybe wouldn't go as far as saying "suffocating" it. 

    The big problem I see is that we have 3 very powerful decks that are absolutely dominating the meta, and they each counter the other so hard, it is creating the "Rock, Paper, Scissors" effect ... and completely rendering the 6 other classes and other decks practically useless. If you want to advance, you just about have to play one of the Big 3 right now, and even then, if you get into the wrong local meta, you can backslide very fast. 

    In my case, It's making the game really stale right now. I love Warlock, but I am burned out on it. I went on a grind for Golden Gul'Dan, so I am just sick of Cube and Control Warlock right now. And, I don't like the "Just go face" concept behind Secret Mage ... and for the cherry on top, if I hear "Reporting for Duty!" one more time, I may jam pencils in my ears! 

    Hoping WW brings something fresh to play that is viable. I see some potential decks emerging, but only time will tell.  

    Posted in: General Discussion
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    posted a message on How is Toki, the new mage legendary, even remotely fun?

    My problem is that she takes the spot of a class Legendary. If she were an epic, it would be "fun" card. Stats aren't great, but they aren't terrible, and the RNG effect could be game winning, or worthless. If it had been "Discover" a past legendary, then maybe it would be worth it, but for a random ... nah. 

    Posted in: General Discussion
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    posted a message on Who else rushed to buy the pre-order...

    I will continue to get the pre-orders up until I decide to quit the game entirely. So far, I haven't found a better way to waste time, so I'll stick around a little longer. 

    Posted in: General Discussion
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    posted a message on Worst Designed Cards Ever

     

    Quote from DiamondDM13 >>

     

    Quote from Devartet >>

    Bad design list: mage quest(rely on pure luck and leave no answer if completed)

     The Mage Quest is not bad design because of "pure luck". This quest has no pure luck. You have a task, play 6 generated spells, so there is no luck here, you have to make sure your deck has these generators and you have to play them, nothing regarding luck with the exception of a couple of times you get spells that you cannot play like Shatter, if unable to meet the condition. Other than that, the Quest itself doesn't rely on pure luck. It doesn't have answers to the card itself, you cannot remove it or prevent it's effect, but that is mostly how every non Secret Spell works, you cannot prevert or remove the effect of a Fireball unless you are playing Counterspell as a Mage. That effect will occur, the 6 Damage will be dealt, after that you can act upon it, and the same happens with Time Warp.
    The bad design of this Quest actually comes from this card having a task which has nothing to do with the reward. The Reward, Time Warp, is a card your clearly want to use for Combo win conditions. Combo win conditions is something that never wants to rely on Random card generation because as any player that ever played Combo decks, you want the deck to be as optimized as possible with a perfect balance of the Combo pieces, survival tools and draw engines. Adding Random Generation is completely outise of that optimized plan and that is the design flaw, it asks the player to go for a completely unless task, generating and playing spells, when that is completely useless for the game plan that the Reward is made for, Combo plays.
    The Mage Quest should request the player "Quest: Play 12/15 Spells. Reward: Time Warp". This is the card correctly designed.
     
     
     Funny story about me and the mage quest. I am pretty sure it was the first legendary card I ever crafted, and I dusted it probably 2 hours later. 

    Now, keep in mind, I was a complete HS noob, had not found Hearthpwn yet, and was just winging my way though the game. Also, HS was the first digital card game I had played since the original Magic Online, probably 10+ years before. 

    Anyway, I crafted the card thinking "Man, getting to have two turns each time will be great!" ... then I realized it was ONE extra turn, that was it. WTF!? I just spent 1600 dust on getting a single extra turn? Yeah, I know ... Read the Card Text, Dummy!

    Probably the only thing that made it worse was, I am also fairly sure I dusted Barnes to make the card ... I mean, when am I ever going to want to have a 1/1 copy of some random minion in my deck :-) 

    Oh well, you live and learn, and while I may rant a lot about Hearthpwn, it was this site that finally stopped me from doing stupid crap like that :-) 
    Posted in: Card Discussion
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