Oh God, I wanted to see more storytelling on Blizzard's behalf. I was really curious and wanted to know more about what happened to our beloved heroes after LoE (beside that Elise went to Un'Goro).
I kinda wish we had a better storytelling for the villains too. I might be spoiled, but I am not buying the story that Rafaam somehow learnt about the other evildoers and knew, that he would intrigue them by offering the opportunity for revenge. How did he find them anyway? Hagatha was wandering around in an unknown place after the Gilneans banished her from the swamp. Why did Rafaam lay eyes on Dalaran and wanted to take it instead of just flying with a zeppelin to Uldum in the first place? And how come no one wondered what his initial plans were, but only once they jumped from the zeppelin? Speaking of which, how did they land? Also, I wanted to learn more about the different characters - like why Rafaam is a warlock and not a mage, how did he meet King Togwaggle in the first place (in the Up Comes Down comic we see Rafaam giving Togwaggle the lantern crown), what's Madame Lazul's benefit from all of this or does she perform those things for the glory of the old gods? Dr. Boom resided in Outland (Netherstorm) and now he is in Azeroth? He travelled a long distance just to spread havoc in another region?
This is an ez and fun one because there are a lot of ways to build a deck. Shaman and Hunters probably have the biggest advantage. Expect lots of agro decks
As an update, so far was able to abuse the Jade Idol druid for a win and abuse the Scavenging Hyena with Hunter for a win. Sadly found out I don't have Molten Giant, so may have to dig around for other tactics.
How in the world is going with a different system, after having already done the work for the current system, "lazy"? This community seems overly fond of that word.
It might be, I need to play more and test. Splitting Axe is a great way to regain board control if you get behind, and is ridiculous if you have a Ship's Cannon on the board. I'm thinking maybe -1 Splitting Axe, -1 Bloodlust and +2 Gentle Megasaur to test.
Priest needs to be reevaluated period. Make it a class that can't possibly be a threat and that always gives me a free win when I face it. The problem is is that it's always been focused around playing cards which isn't fun to play against.
The Conjurer's nerf doesn't fix any problem outside of the lategame combo of Khadgar + a Galaxy'd big boy into ouble Calling (which is overkill anyways)
Even if they nerf Galaxy too, you still have the same situation of "If I can't kill Mountain Giant the turn it's played I lose the game on the next turn because if I can't kill one 8/8 I certainly can't kill two"
Why is it so hard to just program the game for cards to retain their summoning cost when hitting the field. Problem instantly solved, as well as a bunch of other abuse cases. Wouldn't even have to kill Pocket Galaxy that way, since it can't be used with CC effectively anymore.
BUt no, 4-mana cost is a nice pretend-nerf that will lower the overall winrate of the decks without actually solving the problem.
Then there's the Extra Arms nerf....like...I get it, the card is pretty bonkers with all the new Priest support. And can snowball a Lightwarden or Cleric way ahead against decks that don't have early removal. The thing is....the only reason this is even a problem in the first place is because of F***ING DIVINE SPIRIT. I don't know who on the balance team has so much brain damage that the only thing they ever want Priest to do is a cheesy 3-card combo that's literally just the last resort for Priests when every other archetype happens to not work out (notice how Inner Fire never shows itself when there's another win condition available).
if Divine Spirit was gone then we could actually play some strategies other than Hyper cycle OTk cheese, supported by whatever actually good cards Priest has available at the moment.
Granted, there's still a chance they might nerf more cards from these classes that actually solve this problem....but I maintain that both of these nerfs would be unnecessary if they just addressed the core problems instead.
My heart goes out to all the Priest players who once again have to see their class drop to the bottom of winrates because Team 5 refuses to actually fix problematic cards. I don't even get the thought process. You couldn'T even make the old "Blizzard want money, waaaaah" argument, because they have nothing to gain from destroying a popular new deck and forcing people to forever play the same Basic set combo. You'd think they'd want to actually move away from ancient archetypes and try to get people to play new decks with new cards.
Anyways, let's wait an see what they ultimately end up doing, but I'm not optimistic so far.
Early Preview of The League Revival Tavern Brawl - Bosses, Hero Powers, Card Bundles
Oh God, I wanted to see more storytelling on Blizzard's behalf. I was really curious and wanted to know more about what happened to our beloved heroes after LoE (beside that Elise went to Un'Goro).
I kinda wish we had a better storytelling for the villains too. I might be spoiled, but I am not buying the story that Rafaam somehow learnt about the other evildoers and knew, that he would intrigue them by offering the opportunity for revenge. How did he find them anyway? Hagatha was wandering around in an unknown place after the Gilneans banished her from the swamp. Why did Rafaam lay eyes on Dalaran and wanted to take it instead of just flying with a zeppelin to Uldum in the first place? And how come no one wondered what his initial plans were, but only once they jumped from the zeppelin? Speaking of which, how did they land? Also, I wanted to learn more about the different characters - like why Rafaam is a warlock and not a mage, how did he meet King Togwaggle in the first place (in the Up Comes Down comic we see Rafaam giving Togwaggle the lantern crown), what's Madame Lazul's benefit from all of this or does she perform those things for the glory of the old gods? Dr. Boom resided in Outland (Netherstorm) and now he is in Azeroth? He travelled a long distance just to spread havoc in another region?
The Great Amalgamation!
Crab Brawl
Crab Brawl
Early Preview of The League Revival Tavern Brawl - Bosses, Hero Powers, Card Bundles
not just that, King Krush's artwork is reused artwork from the old Warcraft TCG and doesn't feature Krush at all, but...some other named Dinosaur.
BoB - Best of Both
I just don't see that much space for Thunderhead in this deck but it looks really good. I really love the elemental flavor.
Test
Gureto deck daze
Early Preview of The League Revival Tavern Brawl - Bosses, Hero Powers, Card Bundles
King Krush is green - in Hearthstone he's blue.
Early Preview of The League Revival Tavern Brawl - Bosses, Hero Powers, Card Bundles
I may have lost something here: what's wrong with KK's art? It looks dope to me
The Great Amalgamation!
This is an ez and fun one because there are a lot of ways to build a deck. Shaman and Hunters probably have the biggest advantage. Expect lots of agro decks
Unlock Arthas with Uldum standard decks
As an update, so far was able to abuse the Jade Idol druid for a win and abuse the Scavenging Hyena with Hunter for a win. Sadly found out I don't have Molten Giant, so may have to dig around for other tactics.
Aggro Amalgam Shaman
Great farming deck early on. As always, meta evolves but this deck looks solid in long run too.
Buckets in Hearthstone's Arena Being Removed in Future Patch
But... it's not a disaster. It doesn't just sound fun. It is fun.
Buckets in Hearthstone's Arena Being Removed in Future Patch
How in the world is going with a different system, after having already done the work for the current system, "lazy"? This community seems overly fond of that word.
How to get deck discussion
Put as much effort as you can into deck guides. It won't always work, but it does make people a lot more likely to upvote your stuff.
Early Preview of The League Revival Tavern Brawl - Bosses, Hero Powers, Card Bundles
Kids gonna love this.
The Great Amalgamation!
It might be, I need to play more and test. Splitting Axe is a great way to regain board control if you get behind, and is ridiculous if you have a Ship's Cannon on the board. I'm thinking maybe -1 Splitting Axe, -1 Bloodlust and +2 Gentle Megasaur to test.
The Great Amalgamation!
Tip the Scales plus big charge minions = LOL.
Early Preview of The League Revival Tavern Brawl - Bosses, Hero Powers, Card Bundles
No
Remove Salt Thread
This isn't even the right forum for it.
The Great Amalgamation!
Super (anti)Synergy decks incomming
The Great Amalgamation!
I think Gentle Megasaur would be better than Splitting Axe
Conjurer's Calling & Extra Arms Being Nerfed? Mike Donais Chatlogs
There you go. I fixed it for you.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
Yikes, well:
Not the best haul, but the dust will definitely be put to good use!
Conjurer's Calling & Extra Arms Being Nerfed? Mike Donais Chatlogs
you know a card is broken when the suggested counter is "play Control Warrior"
Conjurer's Calling & Extra Arms Being Nerfed? Mike Donais Chatlogs
This legitimately upsets me.
The Conjurer's nerf doesn't fix any problem outside of the lategame combo of Khadgar + a Galaxy'd big boy into ouble Calling (which is overkill anyways)
Even if they nerf Galaxy too, you still have the same situation of "If I can't kill Mountain Giant the turn it's played I lose the game on the next turn because if I can't kill one 8/8 I certainly can't kill two"
Why is it so hard to just program the game for cards to retain their summoning cost when hitting the field. Problem instantly solved, as well as a bunch of other abuse cases. Wouldn't even have to kill Pocket Galaxy that way, since it can't be used with CC effectively anymore.
BUt no, 4-mana cost is a nice pretend-nerf that will lower the overall winrate of the decks without actually solving the problem.
Then there's the Extra Arms nerf....like...I get it, the card is pretty bonkers with all the new Priest support. And can snowball a Lightwarden or Cleric way ahead against decks that don't have early removal. The thing is....the only reason this is even a problem in the first place is because of F***ING DIVINE SPIRIT. I don't know who on the balance team has so much brain damage that the only thing they ever want Priest to do is a cheesy 3-card combo that's literally just the last resort for Priests when every other archetype happens to not work out (notice how Inner Fire never shows itself when there's another win condition available).
if Divine Spirit was gone then we could actually play some strategies other than Hyper cycle OTk cheese, supported by whatever actually good cards Priest has available at the moment.
Granted, there's still a chance they might nerf more cards from these classes that actually solve this problem....but I maintain that both of these nerfs would be unnecessary if they just addressed the core problems instead.
My heart goes out to all the Priest players who once again have to see their class drop to the bottom of winrates because Team 5 refuses to actually fix problematic cards. I don't even get the thought process. You couldn'T even make the old "Blizzard want money, waaaaah" argument, because they have nothing to gain from destroying a popular new deck and forcing people to forever play the same Basic set combo. You'd think they'd want to actually move away from ancient archetypes and try to get people to play new decks with new cards.
Anyways, let's wait an see what they ultimately end up doing, but I'm not optimistic so far.
Remove Salt Thread
Hahaha :D The salt thread is indeed needed to contain aladin.. Otherwise he would be all over the forum opening up threads..