• Hearthstone: Heroes of Warcraft V4 - We're gonna be RICH!
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Knife juggler should just be a 2/2 body. I have no idea how this card is still allowed to be a 3/2 in the current meta. Also I wouldn't call slufge belcher a must have in Druid decks. It's a good card but not included by default.
I think Mana Wraith is underrated I never hear anyone talk about it but it just works so perfectly
[QUOTE=MrFlashcat;49591099]Knife juggler should just be a 2/2 body. I have no idea how this card is still allowed to be a 3/2 in the current meta. Also I wouldn't call slufge belcher a must have in Druid decks. It's a good card but not included by default.[/QUOTE] Eh, true. It's a good one of, I run 1 sludge 1 savage combatant. savage combatant is actually such a scary fucking card, if you can't kill it it does 7 damage to you essentially.
[QUOTE=Sector 7;49591156]I think Mana Wraith is underrated I never hear anyone talk about it but it just works so perfectly[/QUOTE] Because 1. it affects you too and 2. even if you have a spell heavy deck that wouldn't suffer from the effect too much, there are much better uses of two card slots 3. it's easy to kill so it isn't even that big of a hinderance for your opponent I tried it in freeze mage for a while. Perfect deck for it you'd think. But the reality is that you are just better off having more removal.
[QUOTE=Suttles;49590906][B]Knife juggler[/B][/QUOTE] [video=youtube;ccKJBS3IOQA]https://www.youtube.com/watch?v=ccKJBS3IOQA[/video] Look at those smug little shits.
[QUOTE=MrFlashcat;49591099]Knife juggler should just be a 2/2 body. I have no idea how this card is still allowed to be a 3/2 in the current meta. Also I wouldn't call slufge belcher a must have in Druid decks. It's a good card but not included by default.[/QUOTE] Imo it should be a 3/1 so people can only use it for combos and then it gets removed by ping.
[QUOTE=duckmaster;49592065]Imo it should be a 3/1 so people can only use it for combos and then it gets removed by ping.[/QUOTE] the card would never see play then, I hate it when something gets nerfed so badly that it just becomes unplayable (starving buzzard for example) either make it a 2/2 for 2 mana or a 3/2 for 3 mana. I think the latter would actually be better
Guys I just drafted shitty constructed Mech Mage in arena. [img]http://i.imgur.com/UcBMt04.png[/img] [editline]when[/editline] Went 8-3 breezed through the first 6 lost twice in a row to some fairly fortunate mages, and finally lost the 8th to really nice game with a warlock. [thumb]http://i.imgur.com/Whdcw8T.jpg[/thumb] [thumb]http://i.imgur.com/lfO9JI0.jpg[/thumb] Pretty nice rewards, didn't have Lay on Hands yet.
I wish Blizzard would take smaller steps in nerfing cards. For example knife juggler could keep the stats but have "whenever you [I]play[/I] (instead of summon) a minion..." which would solve the biggest bullshit moves such as juggler+muster and juggler+unleash. If that's still too strong, then make it 3/1 or 2/2 in another nerf. I really don't get the whole "we don't want to change cards often because you'd feel bad, instead we wait for too long and then completely demolish the cards". Edit: Though I'd naturally nerf Dr. Boom sooner. There's so many little nerfs they could do to Mr.Boomtastic such as "boom bots deal 0-4/1-3 damage, only 1 boom bot, 0/1 boom bots, 7/6 body, 7/5 body...
I'd rather see doctor boom changed to be more fun like the boombots deal 1-6? damage to a random character
The last thing we need is to have those bots start trading with 7 health minions. Or deal 14 to face.
I'm sorry :( [img]http://i.imgur.com/5srZL6R.png[/img]
[QUOTE=Suttles;49590906]I was just trying to make a really fun druid deck and I said "well we need that card, that card...that card" and then I realized it wasn't much different from the normal.[/QUOTE] I'm actually having an insane winrate at high rank with this deck atm [IMG]http://puu.sh/mInym/7cf21dabc3.png[/IMG] People always think you're midrange combo druid and simply don't know what the fuck they need to do against this
The cancerous fuck kept spamming Sorry too. Fuck reno. [t]http://i.imgur.com/YthGOmC.jpg[/t]
[QUOTE=Totenkreuz;49599773]The cancerous fuck kept spamming Sorry too. Fuck reno. [t]http://i.imgur.com/YthGOmC.jpg[/t][/QUOTE] I know it's not the greatest card but I used beneath the ground on a Renolock once, he emotes a greeting and then drops Reno and just sits there in silence either figuring out his mistake or just sitting there in complete confusion.
[QUOTE=MrFlashcat;49599672]I'm actually having an insane winrate at high rank with this deck atm [IMG]http://puu.sh/mInym/7cf21dabc3.png[/IMG] People always think you're midrange combo druid and simply don't know what the fuck they need to do against this[/QUOTE] why not go with zombie chows and darnassus aspirants for that extra wailing soul synergy
[QUOTE=Zukriuchen;49600065]why not go with zombie chows and darnassus aspirants for that extra wailing soul synergy[/QUOTE] Zombie deathrattle isn't really that bad that you have to silence it About darnassus, if you play it early game when it is useful you need to have it survive a turn before you can silence it anyway and by then you've already gotten value out of it. If you play it late game and silence it on the same turn played you don't really need the ramp effect anymore and it's just a 2/3 minion that doesn't do anything. also I swapped out the Dancing Swords for 2x Deathlords for better early game
Yeah chow's deathrattle isn't that bad, but a 2/3 for 1 is pretty good
Something about reno puts a really bad taste in my mouth. It's such a huge swing out of nowhere with no chance to react to it, outside of really bizarre cards like Beneath the Grounds. It's definitely not unbeatable (and yeah it does require making a weaker deck) but...it's really unfun. I don't get why the card concept got approval or how it passed internal playtesting.
But Reno is the pinnacle of good card design. It's a legendary that changes the way your entire is built. It has an innovating effect rather than just have above curve stats or being a gimmick legendary that will never see competitive play.
All LoE legendaries are really good in design (even stats for what they do), but Reno "We're gonna be rich" Jackson is definitely the biggest cocksucker here. The fact that he can full heal and still leave the player up to 4 mana to do stuff is a little broken IMO. Most cards that swing big usually cost 9 mana.
what's fun is playing Reno and duplicate on turn 9
[QUOTE=MrFlashcat;49602194]But Reno is the pinnacle of good card design. It's a legendary that changes the way your entire is built. It has an innovating effect rather than just have above curve stats or being a gimmick legendary that will never see competitive play.[/QUOTE] I guess my real problem is with how unresponsive and unfun it is, both playing with and against. Sure there's some strategy as to when exactly to drop him, but that's true [B]for almost every other card in the game[/B]. His stats are WAY above the curve-- he basically reads "battlecry: gain 30 life", which compares ridiculously favorably to the druid specific Tree of Life, which has the downside of giving your opponent the same effect for 9 mana. Reno is a generic card; typically generic cards are overcosted when compared to class-specific cards. I'm not sure "play a singleton deck" is worth as much as "costs 3 more and gives your opponent the same effect", especially when Reno leaves a (typically negligible) 4/6 creature on the board.
I dreadscale his muster, flare his mysterious challenger, bgh his dr. boom, silence his tirion and secret paladin still wins every fucking time.
I've won against Reno decks and I've lost too Not a huge fan but since 95% of players seem to play rush, I totally understand the need for a card like this Wish there was a neutral equivalent to Beneath The Grounds, because that's absolute genius countering
I think they could stand to add a decent tech card vs battlecry. That way you give people a way to deal with Reno, Mysterious challenger and Dr. Boom in one sweep. Maybe something with Loatheb like stats that nullifies your opponents next battlecry, it would be decently hard to play around if played at the right time. Well that's just a quick example, not claiming I know anything about designing cards.
the way it is now if they want to slow down the meta they either need to start adding some mtg like control elements or start nerfing all the rushy cards and we all know how that is going to end with blizz retarded nerfs.
[QUOTE=Lolkork;49602809]I think we are in a pretty good spot right now, there's always going to be a lot of aggro decks on ladder as long as they have more than 45-50% winrate.[/QUOTE] eugh whatever this is is far from 'pretty good'
I just found out that Sylvanas + Shadowflame might be the most disgustingly effective way to deal with your opponent having a bunch of small minions on board and then dropping a Kel'Thuzad. Damn that felt good to pull off.
Having something that stops a battlecry (and the opponent knowing it) will lead to very irritating play-arounds, perhaps having to use a bad battlecry before a good one. Reno decks already have to be powered down to make him work, and this blow will hurt it even more, maybe even chase it out of the meta. And following Blizzard's philosophy of "fun and casual", this will likely not happen.
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