Irondeep Trogg just went from a card that punishes spell slinging decks after you buffed it, to a card that punishes you for playing against spell slinging decks by filling up your board with useless 1/2s.
+1
The JudgeThe Terwilliger CurvesRegistered Userregular
Opening a golden Irondeep Trogg in one of the freebie packs was pretty cool, not gonna lie. 800 dust? For me? Sure, okay.
Last pint: Sticky Hands / Block 15 - Untappd: TheJudge_PDX
Irondeep Trogg just went from a card that punishes spell slinging decks after you buffed it, to a card that punishes you for playing against spell slinging decks by filling up your board with useless 1/2s.
I am tempted by two of the new winter hero portraits. I must stay strong!
+3
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
edited December 2021
8k dust, letting the meta cool before I craft a good deck (only decks I have crafted rn are Libram pally and pirate warrior)
e: just faced a hero power mage who generated 3 ice barriers on top of the natural 2 in their deck, cool
40 fucking extra armor was impossible to chew through, and you beat fel demon hunter by not playing any minions and just pinging them to death
Beasteh on
+1
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
edited January 2022
here's what happens when the mozaki greed sets in and your opponent doesn't realize that with double mozaki and phoenix active he's drawing 16 from an empty deck
(he still managed to do 78 damage to my face but bolner armor vendor macaw made him work for it)
Well that sucks. For the first time ever since hitting dad legend regularly, I only got a 9 star bonus in the new season instead of 10. I don't know why it dropped, I don't feel like my win rate last season was notably worse than usual. This fucking game.
@Smrtnik Why are there so many garbage treasures in mercenaries? Cursed Blade, Double Time, the bouncing blade thing that does like 12 damage randomly spread around, why are there all these unusable trash powers that just ruin your chances of beating any difficult run?
@Smrtnik Why are there so many garbage treasures in mercenaries? Cursed Blade, Double Time, the bouncing blade thing that does like 12 damage randomly spread around, why are there all these unusable trash powers that just ruin your chances of beating any difficult run?
To make you succumb to paying cash, obv. Not today, Blizzard! It's my toilet game (literally, i play it during my IBS poops) so I'm in no hurry.
I think the best random power are the ones that complement the team theme, for example
- the one that makes Xyrelle apply her -dmg to 3 enemies so you can stack Samuru super high. Interestingly that Cursed Blade one can be really good here if the enemies are all physical damage
- the one that gives +10/20 to ally on full ally team or likewise for the horde one
- the ones that fire off passive whenever attacks of the agreement your whole team is using (easiest to do this with is nature, holy, and to some degree shadow). There is another one that you activate for a big burst of pulses but it's only helpful on endbosses.
- the ones that give you a taunt minion can be really good
- anything that makes your scaling characters scale faster (i.e every ability you use gives you +arcane on Milhouse whom you're already arcane scanning, or Eindfury on Illidan/Samuro)
- the healh pot ability is kind of useless, as is the poison blade one too big of an opportunity cost
Oh, I know which powers are useful. The problem is doing a run and getting offered 3 junk options on your key characters and knowing there's no way you'll beat the final boss.
Mostly I want to know who came up with Double Time and why it hasn't been ripped out of the game.
Officially the unluckiest CCG player ever.
0
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Maestra conditionally unbanned in the jankiest way possible:
Doesn't that defeat half the purpose of using Maestra (psyching your opponent into playing the early portions differently than they would against a rogue)?
Arguably, but since you already know your opponent's deck lists the only time it's not immediately evident is if they hit another class in their lineup that is both not banned and hasn't been played yet (2 out of 9 odds in game 1).
More realistically though, the impact on mulligan and turn 1 is negligible. The most common turn 1 Thief Rogue play is trading Cutlass/Extortion anyway and you're probably going to mulligan largely the same against most things.
The goal is to make it so every set with a Thief Rogue doesn't have admin calls about the legality of the opponent's deck choice. I'm skeptical that this achieves that goal though, now people will just angle shoot about whether they're using the right cardback.
tbh maestra mulligan manipulation is like maybe 10% of the power of the card and 90% is in all the cost reduction and shit they get from their filthy filthy tricks
+2
H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
Ah. I've only just recently started paying attention to Hearthstone again for the first time since around when the Naxx stuff was added, so I was just going off a first impression from looking up what Maestra's card did.
Even 10% is probably overly generous to Maestra's mulligan value, which is why she was such a junk card until Gnoll was added. In the current game, it's extremely rare that you're mulliganing for anything other than a proper curve or some crucial opening pieces, regardless of what you think your opponent might be doing. Like Quest warrior is always keeping quest, tossing weapon(s), and keeping any early curve pirates. Nothing changes whether you think your opponent is aggro or control.
And even the low number of decks that might have some context dependent mulligan decisions to make based on the opponent are only going to be offered cards in the mulligan relevant to those decisions a fraction of the time. If you always keep your 1-of Viper against Paladin, for example, well, you're still only getting the chance to make that decision (i.e., the Viper is one of your mulligan cards) in like 12% of your vs. Paladin matches.
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PSA 2: Reminder for all, you can do a card search filter for "refund" in the Collection to see all cards that currently have full disenchant value.
i call this one "why ysera doesn't start with armour"
e: just faced a hero power mage who generated 3 ice barriers on top of the natural 2 in their deck, cool
40 fucking extra armor was impossible to chew through, and you beat fel demon hunter by not playing any minions and just pinging them to death
(he still managed to do 78 damage to my face but bolner armor vendor macaw made him work for it)
To make you succumb to paying cash, obv. Not today, Blizzard! It's my toilet game (literally, i play it during my IBS poops) so I'm in no hurry.
I think the best random power are the ones that complement the team theme, for example
- the one that makes Xyrelle apply her -dmg to 3 enemies so you can stack Samuru super high. Interestingly that Cursed Blade one can be really good here if the enemies are all physical damage
- the one that gives +10/20 to ally on full ally team or likewise for the horde one
- the ones that fire off passive whenever attacks of the agreement your whole team is using (easiest to do this with is nature, holy, and to some degree shadow). There is another one that you activate for a big burst of pulses but it's only helpful on endbosses.
- the ones that give you a taunt minion can be really good
- anything that makes your scaling characters scale faster (i.e every ability you use gives you +arcane on Milhouse whom you're already arcane scanning, or Eindfury on Illidan/Samuro)
- the healh pot ability is kind of useless, as is the poison blade one too big of an opportunity cost
Mostly I want to know who came up with Double Time and why it hasn't been ripped out of the game.
PSN: Threeve703
Legends of Runeterra: MNCdover #moc
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It's Brode showing how to tie a knot with your shoes that's stronger than a double knot without the frustration of undoing it.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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What a monster
edit: that was the takeaway from the video right?
3DS Friend Code: 3110-5393-4113
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Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Wait you mean you don't already do that???
Battle.net Tag: Dibby#1582
Those are boots, not shoes!! Entirely different!!
Battle.net Tag: Dibby#1582
Well in fairness I wear sandals or flip-flops nearly 100% of the time...
Also Dibby is confirmed here as a bad person.
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Dude nah I'm living that COMFY LIFE
Ain't got no time to lace up lace down knawmean, just slip those fuckers on and off ezpz
also yeah okay can confirm THAT KNOT IS LEGIT like holy moly this is a game changer for the shoe meta, man
Battle.net Tag: Dibby#1582
Really? I always thought shoes was the umbrella term and then you have sneakers or boots or heels or ... English isn't my first language, though
Footwear.
And yet, the store sign says "shoes" even though they sell everything from loafers to hiking boots.
That said, my shoes don’t come untied at random.
PSN: Threeve703
Absolutely busted, Scabbs is a bullshit hero too
Doesn't that defeat half the purpose of using Maestra (psyching your opponent into playing the early portions differently than they would against a rogue)?
More realistically though, the impact on mulligan and turn 1 is negligible. The most common turn 1 Thief Rogue play is trading Cutlass/Extortion anyway and you're probably going to mulligan largely the same against most things.
The goal is to make it so every set with a Thief Rogue doesn't have admin calls about the legality of the opponent's deck choice. I'm skeptical that this achieves that goal though, now people will just angle shoot about whether they're using the right cardback.
LET PEOPLE HAVE FUN BLIZZ
(I know it's unbanned now but like come on)
Battle.net Tag: Dibby#1582
And even the low number of decks that might have some context dependent mulligan decisions to make based on the opponent are only going to be offered cards in the mulligan relevant to those decisions a fraction of the time. If you always keep your 1-of Viper against Paladin, for example, well, you're still only getting the chance to make that decision (i.e., the Viper is one of your mulligan cards) in like 12% of your vs. Paladin matches.