I drafted a Mage deck today that had 2 Flamestrikes, 1 Blizzard, and 2 Pyroblasts. Winning with two back-to-back Pyroblasts is the most satisfying feeling in the whole goddamn world. That won me at least 3 or 4 games. I only made it 6 wins though.
Wait, is handlock supposed to be a counter to miracle rogue or the other way around, lol.
I find handlock a hard matchup, but I haven't been playing miracle rogue long, it requires you to draw specific cards much more then other matchups since they'll have taunts out by the time you get rolling
True. OTOH it also depends on them drawing the right cards. Their moltens are only activated by being in leeroy death range. If they get in that range, throw down moltens, then you sap them, then leeroy them, it's pretty much GG.
In general I think I've done pretty well vs handlock as a miracle rogue, but this one put out a mountain giant on 4, and then one on 5, and that was pretty much the end.
Then I turned around and massacred a zoolock, which is a match I expect to lose.
Backstab + si-7 agent is an insanely good opening hand. It can reaaaaally throw aggro decks off their stride. And I'm not ashamed to sap an argused up flame imp either. I dunno, maybe I build or play my decks wrong, or just get weeeeird draws, but I always seem to be struggling against decks I'm supposed to be good at and beating decks I'm supposed to lose to.
i also don't know why i put bad legendary in quotes given deathwing is a bad legendary as of right now, 3 months after the game is released, in the core set, before any expansions are released.
Anyone who dusts any card of which they do not have adequate copies, this early in the game's life, is a silly goose.
Edit: Which is to say that we do not know if Deathwing is a bad legendary. Check back in five years.
Edit: Hell, it can combo with this. And given Naxx's Deathrattle fixation, seems like a card that can trigger all of one's deathrattles would be pretty cool.
You lose nothing but visual fanciness dusting gold cards. You gain 10 dust on commons even. I'd sooner have a legendary that is useful now than a fancy legendary that may be useful in the future.
Down to 5 HP, fireball in hand, silenced and damaged Sylvannas at 3hp on my side. Shaman has a board full of X/2's, is at like 25. I draw Baron, figure what the hell, I have Only The Mighty, may as well make progress. End turn, down to 3. He...shocks and something else, kills Gheddon, knocks Sylv down to 1. Think I had to Fireball some ogre magi. He's out of cards in hand. I wack him once with syl, then again, then draw pyro/wack him again with my 1HP Dark Lady/Pyro. I was so lucky, he was so annoyed probably. He killed the wrong minion!
Xeddicus on
"For no one - no one in this world can you trust. Not men. Not women. Not beasts...this you can trust."
i can see myself eventually wanting to bling my decks, for sure.
i can't see myself really needing any legendaries in the near future, since i don't play control and i already have leeroy and thalnos.
if i play for another six months, i'll start having everything i want to play with and turn to crafting golden cards.
if i simply don't disenchant the good ones in the first place, well, it saves time.
(that said, i'd disenchant the hell out of a gold illidan or crocodile or whatever, for sure.)
i can see myself eventually wanting to bling my decks, for sure.
i can't see myself really needing any legendaries in the near future, since i don't play control and i already have leeroy and thalnos.
if i play for another six months, i'll start having everything i want to play with and turn to crafting golden cards.
if i simply don't disenchant the good ones in the first place, well, it saves time.
(that said, i'd disenchant the hell out of a gold illidan or crocodile or whatever, for sure.)
I've been playing since early December in the beta, bought 10 packs and have done enough arena's for 800 arena wins and am still missing a ton of legendaries and epics. I don't have 2 of every rare and still don't have a couple of rares, and don't have an UTH Most my legendaries have been crafted as well. On the bright side, I've actually gotten some decent legendaries, although still no golden goose. It can take a long time to get a full collection of cards though if you're not buying packs. I've played arena quite abit, and am sitting on 2k gold, and still have quite abit to go. Although I am sitting on 2100 dust.
I beat a Mage deck for a 9 win arena run last night that had:
5 Fireballs
2 Polymorphs
1 Frostbolt
1 Blizzard
1 Flamestrike
2 counterspell, 1 vaporize, 1 mirror entity, and the Kirin Tor guy that gains health when a secret is out
1 Water Elemental
I don't even know how I beat him, but almost every card in his deck was a mage card. It was an extremely close game; I thought it was weird that he was using fireballs like candy on almost everything I played, then he just kept playing them. At that point, why not just go to my face with them :P
There are lots of cards which are worth dusting (goodbye Windfury Harpy and Priestess of Elune, goodbye Young Dragonhawk and Dust Devil) if you have an immediate use for the dust to get a rare card you will play. New players shouldn't try and wait on the RNG to get their Azure Drakes & Argent Commanders, not when these cards are generally useful and can find a home in pretty much any deck.
I'm starting to get a liking for Gnomiosh Inventor. He is a 2/4 and nets me a card, is a bit of a pain to kill so people tend to let him live or use removal that keeps my yeti/[insert follow up] alive.
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Sometimes I feel like a right dick when I use my Inner Fire deck...
Turn 1: Pass
Shaman Turn 1: Pass
Turn 2: Pass
Shaman Turn 2: Hero power (Shield Totem)
Turn 3: play topdecked Nat Pagle
Shaman Turn 3: Unbound elemental
Turn 4: play shieldbearer and imp master
Shaman Turn 4: Plays Yeti, Unbound elemental into Shieldbearer for 2 damage
Turn 5:
Now I'm worried here, I have no real offensive weapons. Then I topdeck one of my Inner Fires. I'm thinking two Power Word Shields on Pagle then Inner Fire for an 8/8 to get rid of the Yeti, then hero power heal shieldbearer up to 0/4 again.
I use 1 PW:S and I draw Divine Spirit, I use the 2nd and I get another Divine Spirit. I see this as a sign and decide to go on the offense.
So I Divine Spirit then Inner Fire my Pagle for a 16/16 on Turn 5, straight to the face.
Then cross fingers and hope they don't have a Hex or an Owl (edit: or an Earth Shock or Freeze Shock... damn that was a risky play)
Shaman Turn 5: Unbound Elemental into Shieldbearer, Plays Mad Bomber which kills 1 of my Imps, does 1 damage to their face and 1 damage to their Yeti. Hero power (Healing Totem). Unbound elemental kills the shieldbearer, Yeti kills the Imp Master.
Turn 6: Shaman concedes (they had 13 health left, no taunts and I've still got a 16/16 Nat Pagle)
So yeah, I don't think they were expecting that when they were drawn against a Priest.
I'm beginning to think that paladin's new secret is not garbage at all in aggro decks. Think about a nerubian egg and some 1 or 2 drop next to it with the secret up. Do you really want to create a 3/2 egg that turns into 4/4 after dying. That's 7/6 stats for 3 mana using 2 cards. Highly vulnerable to silence though, which makes things interesting.
In an aggro deck that has a lot of weenies, it could really complicate the removal process for the opponent. It could replace blessing of might in shockadin for instance.
I couldn't decided whether to go with the Obi-Wan side or the Boba Fett side, but you did have a Mandolorian helmet as your avatar. At 6 mana you are quite expensive, but your battlecry effectively blocks one spot on the enemy board. It would be game ending if that minion was a Merc Co.
I'm starting to get a liking for Gnomiosh Inventor. He is a 2/4 and nets me a card, is a bit of a pain to kill so people tend to let him live or use removal that keeps my yeti/[insert follow up] alive.
S/He's awesome as a 4 mana 4 health minion, because you can often bait out a removal that lets your turn 5 azure drake live.
edit: which is just what you said, why the fuck did i make this post
man, it's funny how bad the middle-to-low teen ranks start getting at the end of the month
I haven't really played in a few days, but I blazed my way from rank 16 to 12 this morning against a bunch of terrible decks. Like, I played a mage that didn't have any sheeps, a warlock that I thought was a handlock until he started flooding the board with 2 and 3 mana drops at turn 6, what I assume was an aggro warrior who never really aggro'd, stuff like that. It was weird.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
man, it's funny how bad the middle-to-low teen ranks start getting at the end of the month
I haven't really played in a few days, but I blazed my way from rank 16 to 12 this morning against a bunch of terrible decks. Like, I played a mage that didn't have any sheeps, a warlock that I thought was a handlock until he started flooding the board with 2 and 3 mana drops at turn 6, what I assume was an aggro warrior who never really aggro'd, stuff like that. It was weird.
I know what you mean. I had a Hunter mirror match in the mid teens ranked ladder a couple days ago. He was not running Flares and I was. In this Mage-heavy meta with secrets being super popular, he wasn't running any Flares. I won easily, it wasn't even a close match.
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GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I have a hearthstone hangover from my epic win streak to nine then fail streak to thirteen tilt last night
Never playing again! Until Sunday
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LibrarianThe face of liberal fascismRegistered Userregular
I had a Nat Pagle in a pack. Please tell me he is as useless as I think he is after the nerf and that dusting him to complete my Handlock deck by the missing Alexstrasa is a good idea.
I had a Nat Pagle in a pack. Please tell me he is as useless as I think he is after the nerf and that dusting him to complete my Handlock deck by the missing Alexstrasa is a good idea.
Turncoat
2 mana, 1/5. Charge.
Can only target friendly minions.
The primary use of this minion would be to ping friendly units. I'm pretty sure every class could use it in some way or another.
For balance purposes, the cost, hp, or charge could be altered. Thoughts?
It would require a pretty big mechanical change in that right not nothing can attack friendly units. I'm not sure if this is a good thing or not to break.
I am of the opinion that careful breakages of meta rules can be a very good thing and creates more interesting play. That card specifically is hard to tell since it's a naxx combo, but in general rulebreaking works and naxx cards are doing so for the vanilla test
Turncoat
2 mana, 1/5. Charge.
Can only target friendly minions.
The primary use of this minion would be to ping friendly units. I'm pretty sure every class could use it in some way or another.
For balance purposes, the cost, hp, or charge could be altered. Thoughts?
There are a couple of issues with this card:
1) Power: It's kind of odd. While it has interesting potential with cards like Armorsmith/Acolyte, it feels like a lot of work to get a mediocre effect.
2) Complexity: Attacking your own minions is breaking new ground. While there is nothing wrong with that in and of itself (in fact is necessary for your game to mature), attacking your own minions just feels really out of place in this particular game. The payoff for introducing this new mechanic doesn't seem worth it for the cost.
3) Feel: Attacking your own stuff generally doesn't feel good as a player. This only really has usefulness in combos, which obviously excites the Johnny players, but it's really narrow which limits its applications. it sort of occupies this weird place where Johnny players would want to use it, but its so narrow I don't know if they would.
Here's a revised version that I think accomplishes most of you want you want and solves these issues:
3 Turncoat 1/5
Charge
Whenever this minion receives damage, deal 1 damage to all minions in play.
This card is powerful, intuitive, has really strong combo potential, and requires no rules modifications.
It occupies a pretty neat space between Pyromancer and Baron Geddon.
Posts
OK, I'll get working on those for hopefully tomorrow. Who wants the third one?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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I drafted a Mage deck today that had 2 Flamestrikes, 1 Blizzard, and 2 Pyroblasts. Winning with two back-to-back Pyroblasts is the most satisfying feeling in the whole goddamn world. That won me at least 3 or 4 games. I only made it 6 wins though.
ME I GUESS SURE
Battle.net Tag: Dibby#1582
Edit: Though, to be fair, the higher ranked I get, the more I feel like this with every class.
True. OTOH it also depends on them drawing the right cards. Their moltens are only activated by being in leeroy death range. If they get in that range, throw down moltens, then you sap them, then leeroy them, it's pretty much GG.
In general I think I've done pretty well vs handlock as a miracle rogue, but this one put out a mountain giant on 4, and then one on 5, and that was pretty much the end.
Then I turned around and massacred a zoolock, which is a match I expect to lose.
Backstab + si-7 agent is an insanely good opening hand. It can reaaaaally throw aggro decks off their stride. And I'm not ashamed to sap an argused up flame imp either. I dunno, maybe I build or play my decks wrong, or just get weeeeird draws, but I always seem to be struggling against decks I'm supposed to be good at and beating decks I'm supposed to lose to.
PSN: Vorpallion Twitch: Vorpallion
There are bad legendaries, but it's never bad to draw a golden legendary.
Or any other legendary.
(mournfully looks at his 2 legendaries after opening easily ~160 packs).
PSN: Vorpallion Twitch: Vorpallion
Anyone who dusts any card of which they do not have adequate copies, this early in the game's life, is a silly goose.
Edit: Which is to say that we do not know if Deathwing is a bad legendary. Check back in five years.
Edit: Hell, it can combo with this. And given Naxx's Deathrattle fixation, seems like a card that can trigger all of one's deathrattles would be pretty cool.
i can't see myself really needing any legendaries in the near future, since i don't play control and i already have leeroy and thalnos.
if i play for another six months, i'll start having everything i want to play with and turn to crafting golden cards.
if i simply don't disenchant the good ones in the first place, well, it saves time.
(that said, i'd disenchant the hell out of a gold illidan or crocodile or whatever, for sure.)
I've been playing since early December in the beta, bought 10 packs and have done enough arena's for 800 arena wins and am still missing a ton of legendaries and epics. I don't have 2 of every rare and still don't have a couple of rares, and don't have an UTH
5 Fireballs
2 Polymorphs
1 Frostbolt
1 Blizzard
1 Flamestrike
2 counterspell, 1 vaporize, 1 mirror entity, and the Kirin Tor guy that gains health when a secret is out
1 Water Elemental
I don't even know how I beat him, but almost every card in his deck was a mage card. It was an extremely close game; I thought it was weird that he was using fireballs like candy on almost everything I played, then he just kept playing them. At that point, why not just go to my face with them :P
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
3k plus is hopefully enough?
38thDoE on steam
Turn 1: Pass
Shaman Turn 1: Pass
Turn 2: Pass
Shaman Turn 2: Hero power (Shield Totem)
Turn 3: play topdecked Nat Pagle
Shaman Turn 3: Unbound elemental
Turn 4: play shieldbearer and imp master
Shaman Turn 4: Plays Yeti, Unbound elemental into Shieldbearer for 2 damage
Turn 5:
Now I'm worried here, I have no real offensive weapons. Then I topdeck one of my Inner Fires. I'm thinking two Power Word Shields on Pagle then Inner Fire for an 8/8 to get rid of the Yeti, then hero power heal shieldbearer up to 0/4 again.
I use 1 PW:S and I draw Divine Spirit, I use the 2nd and I get another Divine Spirit. I see this as a sign and decide to go on the offense.
So I Divine Spirit then Inner Fire my Pagle for a 16/16 on Turn 5, straight to the face.
Then cross fingers and hope they don't have a Hex or an Owl (edit: or an Earth Shock or Freeze Shock... damn that was a risky play)
Shaman Turn 5: Unbound Elemental into Shieldbearer, Plays Mad Bomber which kills 1 of my Imps, does 1 damage to their face and 1 damage to their Yeti. Hero power (Healing Totem). Unbound elemental kills the shieldbearer, Yeti kills the Imp Master.
Turn 6: Shaman concedes (they had 13 health left, no taunts and I've still got a 16/16 Nat Pagle)
So yeah, I don't think they were expecting that when they were drawn against a Priest.
In an aggro deck that has a lot of weenies, it could really complicate the removal process for the opponent. It could replace blessing of might in shockadin for instance.
@ObiFett:
I couldn't decided whether to go with the Obi-Wan side or the Boba Fett side, but you did have a Mandolorian helmet as your avatar. At 6 mana you are quite expensive, but your battlecry effectively blocks one spot on the enemy board. It would be game ending if that minion was a Merc Co.
@milski:
A 3/5 4-drop that does splash damage to enemies? Sounds OP to me...which makes it right in line with my other PA HS cards.
@Dibby:
What the hell did you just make me google?! During the course of making this card, my computer hard-locked. I hope it was worth it!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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I lol-ed
I have no idea what you're talking about.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
S/He's awesome as a 4 mana 4 health minion, because you can often bait out a removal that lets your turn 5 azure drake live.
edit: which is just what you said, why the fuck did i make this post
hum
I haven't really played in a few days, but I blazed my way from rank 16 to 12 this morning against a bunch of terrible decks. Like, I played a mage that didn't have any sheeps, a warlock that I thought was a handlock until he started flooding the board with 2 and 3 mana drops at turn 6, what I assume was an aggro warrior who never really aggro'd, stuff like that. It was weird.
that's why we call it the struggle, you're supposed to sweat
I know what you mean. I had a Hunter mirror match in the mid teens ranked ladder a couple days ago. He was not running Flares and I was. In this Mage-heavy meta with secrets being super popular, he wasn't running any Flares. I won easily, it wasn't even a close match.
Next to Tyrion, Deathwing has my favorite entrance.
PSN: Threeve703
Ahahaha that is -amazing-, thanks
Battle.net Tag: Dibby#1582
Never playing again! Until Sunday
Witty signature comment goes here...
wra
Usually, I'd say yes...
But he won me two games today so...
Turncoat
2 mana, 1/5. Charge.
Can only target friendly minions.
The primary use of this minion would be to ping friendly units. I'm pretty sure every class could use it in some way or another.
For balance purposes, the cost, hp, or charge could be altered. Thoughts?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Battle.net Tag: Dibby#1582
might be an idea to avoid constructed until it's fixed
It would require a pretty big mechanical change in that right not nothing can attack friendly units. I'm not sure if this is a good thing or not to break.
What combo?
3DS Friend Code: 3110-5393-4113
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There are a couple of issues with this card:
1) Power: It's kind of odd. While it has interesting potential with cards like Armorsmith/Acolyte, it feels like a lot of work to get a mediocre effect.
2) Complexity: Attacking your own minions is breaking new ground. While there is nothing wrong with that in and of itself (in fact is necessary for your game to mature), attacking your own minions just feels really out of place in this particular game. The payoff for introducing this new mechanic doesn't seem worth it for the cost.
3) Feel: Attacking your own stuff generally doesn't feel good as a player. This only really has usefulness in combos, which obviously excites the Johnny players, but it's really narrow which limits its applications. it sort of occupies this weird place where Johnny players would want to use it, but its so narrow I don't know if they would.
Here's a revised version that I think accomplishes most of you want you want and solves these issues:
3 Turncoat 1/5
Charge
Whenever this minion receives damage, deal 1 damage to all minions in play.
This card is powerful, intuitive, has really strong combo potential, and requires no rules modifications.
It occupies a pretty neat space between Pyromancer and Baron Geddon.
EDIT: That's slightly hyperbole, but it's still a 5 mana flamestrike for Mages and a 3 damage board clear if you can hit something with two attack.
It's one damage, not a board clear?
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