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clawz161

The Undying
Joined 07/16/2019 Achieve Points 825 Posts 827

clawz161's Comments

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    The Undying 825 827 Posts Joined 07/16/2019
  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 7 months ago

    This was the only way to deal more than 100 damage with cthun btw if you didn't know. 

     

    Dane made a video about this while playing against a control warrior, where he buffed a cthun up to, I want to say 300/300 with blade of cthun, but I don't remember. And it stopped at a cap way before it killed the warrior. It's a shame.

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 8 months ago
    Quote From clawz161

     

    • The reason we went to Stormwind instead is because the Westfall fantasy was too close to The Barrens.

    There is literally nothing wrong with having the expansions be:

    Barrens-->Wailing caverns

    Westfall-->Deadmines/VC

     

    They just didn't want to do it because they would rather do stormwind because they play alliance. They didn't care to show the same courtesy with horde. And if you doubt this. Remember they do expansions 3 in advance. They planned this out the entire time.

  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 8 months ago

     

    • The reason we went to Stormwind instead is because the Westfall fantasy was too close to The Barrens.

     

    I REALLY don't like how often this game leans into alliance over horde....tauren druid hero after so many years of just nelfs, lackluster horde themed expansion with basically overkill 2.0 and not based in their major hold of orgrimmar while the alliance themed expansion gets so many new mechanics that chage the game drastically like questlines and tradeable and is set it fucken stormwind....

    The excuse that it's not certain races starting area falls apart pretty quickly when you remember one of the races from the barrens expansion was a draenai, I used to see them in the barrems all the time back in the day....yea right. It's a joke. At least we have 2 taurens now, better late than never I guess, even if one is just guff the cuck... Good luck if your favorite race in WoW is goblin. They'll get to you after vulpera and draenai im sure...maybe some day. Jk.

    If you want even further proof they don't care about wailing caverns or the horde. They skipped a boss in the wailing miniset how does that happen if not willful ignorance.. Verdan the everliving. You literally can't miss the giant bog creeper in the dungeon and they forgot he existed lmao.

     

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 8 months ago

    I got the warrior quest from packs and I had rokara already so I figured I'd try this out even though I don't play standard at all, and I have to say this deck is great. Played over 20 games with it from bronze to upper silver and I only lost one game because the shitty HS client crashed. Most games I was able to play the juggernaut on turn 7 and win shortly after.

     

    If I could change anything I'd say the athletic studies were pretty lackluster, but I don't play standard enough to know what to replace them with.

     

    I hope you make a wild version. 

    In reply to The Juggernaut!
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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago
    Quote From clawz161

    A lot of people are seeing the haves and not the have nots here. But I will point it out. Mage can tutor a specific spell demon hunter can reduce 4 cards cost, hunter can target minions with their hero people shaman can get rid of their overload. Druid gains 5 armor.

    Not even discussing the final reward the difference is laughable.

  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago

    A lot of people are seeing the haves and not the have nots here. But I will point it out. Mage can tutor a specific spell demon hunter can reduce 4 cards cost, hunter can target minions with their hero people shaman can get rid of their overload. Druid gains 5 armor.

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago

    Card reduction and druid gets to gain 5 armor lmao what a joke.

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago
    Quote From SLima

    Here we have a contender for the most underestimated card of the reveal season. I still remember people shitting all over E.T.C., God of Metal and being terrified of Scabbs Cutterbutter. And then E.T.C. became a solid win condition for Warrior that is still playable even after rotation while Scabbs did nothing and still does nothing. This kind of stuff always happens. Edit: I confused the release window of these two cards. My bad. What i meant with this comparison is this: there are always overrated and underrated cards at each reveal period and people tend to just glance at the text and not analyze things thoroughly.

    This quest is relatively easy to complete, one of the cards that helps complete it has synergy with Y'sharrj and it provides a good deal of survivability and damage for a slower archetype. Clown Druid struggles to deal with aggro but this gives the deck a lot of armor over the course of the game. The reward doesn't win the game but protects you against aggression and burn and gives slower Druid archetypes a better chance of achieving their late game win conditions. This isn't a direct win condition but it can win games against passive decks. Just ask Warlocks how much they love getting punched in the face. Also, the minion has taunt which makes Mark of the Spikeshell a great option for stalling. I'm not going to say that this is a 5/5 but it certainly isn't as weak as people claims.

    Amara this ain't. With amara you can play amara and seance it back to your hand while holding double seance all game because seance is 2 mana and amara set you to 40. This just gains you 8 armor and gives you 8 attack. Wow. You remove 1 threat. And you can do it 2 more times. For 7 mana. Wow. Or you can just run naturalize. Or poison seeds. Or literally anything druid already uses thats better. Hell branching paths is 4 mana gain 12 armor which could also be used to buff a board to remove multiple threats instead. Already better.

  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago

    This sucks. I was hoping it would give you attack permanently like mages spell damage permanently, but it just gives you armor. And not much of it. I know gaining attack is easy for druid but come on make it worth using at least.

     

    As for gonk possibilities I'm not crafting this card. The effect is horrible. And although you could get away with it it's not worth the effort in My opinion, what a waste.

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago
    Quote From Neoguli

    Hear me out... Bwonsamdi, the Dead, Spirit of the Dead, other Priest cards.

    Literally just take the shell of weasel priest and put this in instead of the weasel

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago

    Not as good as spreading plague but tradeable makes it varied to me. Since its basically also 1 mana draw a card too which might put it over plague. Still an insane card and one I will be testing out. Hopefully I make it to turn 6....

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago

    Oh yea, I can gonk with this.

     

    This is actually good redundancy because it's a minion. You can reduce the cost of attack cards sure but minions are a lot easier to reduce. Idk if it's worth doing since it's basically a lot of work for 1 more damage than claw or pounce which is already 0 mana, and in my version of gonk druid you want to maximize your damage on all their minions and this would give you one less attack, but sure I'll try it.

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago

    This is very similar to Crystal Power and as someone that used to run crystal power a while ago in a gonk druid deck it's not good. Choose one for 5 healing or deal 2, usually meant deal 2 true, but this is very situational. For druid you have cards like crystal power or living roots to deal final chip damage after trading, but warlock just has better removal than this and better healing even in standard. Pretty redundant card tbh with Drain Soul existing.

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 9 months ago

    I hate talking about this shit because someone will always play semantics on this godsamn website. But we have been in an aggro meta for too long. I am against control priest having ways to generate hullshit all game too though. But in wild I never faced against gibberling druid a single time up to diamond. It's all rez priests and secret mages for the majority. 

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 10 months ago
    Quote From lMarcusl

    While I also don't like the fact they just chose to hide the problem instead of fixing it, or rather they knowingly chose to release an obviously imbalanced piece of mana cheating for Warlock in the first place for like the 6th time without learning their lesson (Skull, Voidcaller, Possessed Lackey, Bloodbloom, Darkglare, now this...about the only piece of mana cheating Warlock never abused is Cho'Gall), your critique is missing a crucial point.

    There's a world of difference between an oppressive aggro deck, an oppressive control deck and an oppressive combo deck. Obviously, every time a deck is oppressive, it's a problem. It warps the meta into a state where decks that aren't good against the oppressive deck get completely pushed out of the game (think control vs Raza Priest...most control has vanished since the unnerf to Raza). Strategies that have a hefty foundation and history just disappear because their most common matchup is nearly unwinnable. And while on the surface of it the meta looks healthy and the oppressive deck may not even be boasting a great winrate, the reason is that the only decks that remain in the meta are the ones the deck struggles against. Everything else is completely removed from the statistics, it's not allowed to exist.

    Now the difference, and the point I think you're missing, is that each type of oppressive deck has a different effect on the meta. If an aggressive deck is oppresive, it pushes all decks that aren't able to keep pace with it out of the meta. Slower aggro decks than it vanish. Control that can't keep the aggro under control get weeded out and only the hyper-streamlined ones remain, often without a wincon other than surviving. Combos that are either too slow (and thus die over time) or too greedy (not enough early defense) have to optimise into a state where they can keep pace, otherwise they also completely vanish (Quest Mage is a prime example). Midrange mostly disappears. While that is not a healthy meta, it's a meta that forces all decks to adapt a faster pace or die to the main threat. And since the main threat is mostly just minions being on board, that's a goal that can be achieved in a variety of ways.

    But when a combo deck becomes oppressive, it's game over. Aggro once again has to go hyperaggro (think the current odd DH that consists of almost nothing but little fucking 1-drop assholes) to kill the combo before it goes off. All decks that can't do that vanish. Midrange has no chance, control has no chance, any slower combo decks have no chance. In fact unless the combo deck is specifically vulnerable to certain tech cards everyone has access to (which Explosive Runes isn't), most non-aggro decks have no chance. Literally the only way to combat an oppressive combo deck is to kill it fast or tech it out (and then you have to draw the tech card before they kill you, so it's not like it's guaranteed).

    The devs have to react to oppressive combo decks much more quickly than to oppresive aggro decks, because combo decks being on top forces a supremely unhealthy meta that consists solely of aggro, tech decks and even faster combos.

    This is basically a long winded way of saying that combo bad. And if combo was ever made playable then meta will only be aggro. Which is an absolute pile of BS. Where is this fantasy land where people only play aggro because they have to. And if they dont theyll face the might oppressive combo deck players that are out in abundance as hearthstones major playerbase. 

     

    Oh wait. The majority of the playerbase plays aggro because they want to. Not out of some sense of food chain or circle of life you think. It's becausetthey play on their phones. 

    And as for nerds to aggro. Okay. When.

     


    Secret mage has been around for a long time, dark glare has been around for a long time. And even though it has gotten nerfed in the past it stays on top because of its 4 power overwhelming. Where is the nerf to these decks huh. Flamewaker mage, face hunter, demon hunter. Mozaki. Aggro gets voracious reader. Control gets 4 mana deal 2 damage aoe. Same from the game being in beta. 

     

    If you think there isnt a clear bias between the playstyles and favorable treatment towards a single type then you must be playing a different game. It must be nice.

  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 10 months ago

    The stealer ban I think is mostly ridiculous. They just dont want to make the card unplayable right after it came out so people will spend money on the set without worrying about it. Watch. When it rotates it will be made either UNPLAYABLE or swapped out with a different card for warlock that is either garbage or plain boring and not worth playing at all(see icicle) 

     

    Whenever I played against this deck the combo kicked in on turns 6 or 7, which in wild you're already dead to aggro by then in most cases even in casual mode since people play secret mage in every format. Not to mention flamewaker mage, demon hunter face hunter or any other deck that will kill you on turn 4 or 5. 

     

    This is just another example of a ridiculous high roll that in an aggro deck they would let stay in the format and do nothing to hinder it. But since it's a combo deck th ey must get rid of it as soon as possible.

  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 10 months ago

    Standard: 2 legendary 20 packs $20

     

    Wild: 2 legendary 24 packs $24

     

    The wild one would be better for my purposes but theres so many legendaries in wild that theres no way this "deal" is even close to worth doing. If they let you pick the legendaries or gave you 3200 dust instead it would have been better. At least for the wild "deal"

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    The Undying 825 827 Posts Joined 07/16/2019
    Posted 2 years, 10 months ago
    Quote From dylbertarenas
    Quote From dapperdog

    The description does do what was written correctly, "set the cost of cards in hands and decks to 1". Anything that reads 'set' would completely supersede the cost reductions, like how wondrous wand would set cards to 0 even if the card was affected by Boompistol Bully or Loatheb.

    I would say that everything is working as intended.

    I disagree, Anacondra is a permanent effect so it should not work that way
    but I'm not willing to argue about hearthstone weird interactions & should doesn't always = does :p

    I agree that it should be a permanent effect. If you play a Raid Leader  it still buff minions you summon before and after you play him

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