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clawz161

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

clawz161's Comments

  • "LOL YOU WANT TO ACTUALLY USE THE DUST YOU HAVE ACRUED OVER THE MANY YEARS YOU HAVE BEEN A LOYAL PLAYER? FUCK YOU LMAO JUST PLAY EVERY DAY DO EVERY QUEST AND YOU CAN BUY THE RIGHT TO CRAFT THESE CARDS OR BETTER YET GIVE ME YOUR DAMN WALLET." 

     

    Fuck off.

  • Hopefully you can still craft the cards behind the paywall I remember kara when all the best cards had to be unlocked from behind that wall and couldn't be crafted and that was really shitty

  • I agree that mill deserves to have a spot in standard like every other type of deck in HS, and to people saying that won't happen because combo is a thing and blizzard hates mill, blizzard hates combo decks too... Mill completely gets shit on by aggro so much where it's basically suicide to run it against and aggro heavy meta, which as far as the games i've been playing in HS for over a year now, we are always in one. Yes playing more than one card before high mana turns is a struggle for some greedier decks but it's not impossible to play around mill, people did it all the time before coldlight rotated and people do it all the time in wild with coldlight and naturalize now. The only problem i see with mill in standard is the too much of a good thing type situation, which always plagues wild. It's why high value expansions like DoD are pretty lackluster yet game changing in standard but break the game bit by bit in wild, and that it's adding tools for existing decks. Adding more mill cards would push mill over the top in wild, but wild has a lot of really good aggro cards that are cheap which might counter it really easily we don't really know, but the thing is it'll be hard to balance wild around.

     

    And to people complaining that it "Ruins the game because Muh deck" shut up. There's plenty of ways to go infinite in wild and plenty of ways to put more value into your deck in standard right now. A reason like that is just shitty. As for it countering combo decks, by getting rid of value cards in the matchup, i say good. It's a good thing to punish a greedy hand hoarding control player, just like it's a good thing to punish a greedy board focus aggro player. I say let it grow.

  • Quote From iWatchUSleep

    If any class needs a buff it's paladin. 

    Mage isn't really in a bad spot.

    Yeah druid sucks too, swipe and starfall aren't enough removal for this meta where everyone is playing aggro-midrange, i wouldn't say unplayable, but some buffs would help a lot.

    In reply to Mage Needs Buff
  • Is this what you wanted?

    In reply to Mage Needs Buff
  • Quote From Dragonsscars

    Lost a game because of spaghetti Code, and i don't know if i'm angry or delused.

    Turn 10> play Temporous
    Turn 11 & 12 > opponents ready to kill me on turn 15
    Turn 13 (my first turn) > set big board & play second temporous for another 6 damages

    Turn 14> opponent turn. 

    WHAT

    THE
    FUCKING FUCK

    Sounds more like spaghetti brain... you gave him the turn back lmao

  • Man i'm glad priest is a fringe class right now because Grave Rune and Convincing Infiltrator are the worst things i have ever experienced playing against. And that goes double for when they are combined.

     

    Give me bloodreaver guldan into 7 voidlords anyday.

  • Try if you wanna, work in progress tho...

    In reply to Dragon Gonk Druid
  • yeah most of the time i never play it unless i know i'm in a control matchup. the problem with this deck and with gonk in general really, is that you're always playing from behind. Quest druid usually can make up for this by playing the choose one cards, that give a lot of value on the turn they are played, helping you swing ahead again, but with the witching hour combo you are limited by playing none of the choose ones that are beasts. I have been experimenting with a dragon gonk druid deck without quest, which plays for tempo and fights for board in order to play gonk on turn seven, but it's pretty watered down, no claws outside the side quests no pounces, i've won the four games i've played with it so far, but i haven't gonked a single person yet. Which is basically a loss in my book.

     

    The biology project is basically a discount floop gloop that'll let you get an extra claw on a combo turn, i thought about ditching it but i've won twice with it while playing it on a combo turn.

  • As far as I'm concerned it's been the Rogue and Shaman stone for a while now all last year Rogue and shaman stone with a little warrior and mage mixed into it. And if you aren't interested and it finally being nerfed so we can get something new you are the problem.

  • Gl hf!

  • Reminds me a lot of ChumpHS's N'zoth bomb hunter(1 and 2)(deck code: PUCufgCvPwCiYAD8pYD5KQD86cDAA==)

    I am wondering why you aren't running Nine Lives, just thought i'd ask, it wasn't mentioned with the guide either, and since you can play Necromechanic -> Nine Lives and double dip on the deathrattle of something that was already dead, you'd think it would be good in a deck like this, but idk i don't play wild.

  • There's always the tried and true Primordial Drake which nobody has mentioned already, depends on the size of boards though, and of course it being 8 mana, but if you are talking about crushing walls it might be a good thing to bring up. 

     

    Alternatively i run Baron Geddon a lot for extra AOE in most of my decks, it's usually good for cleanup after already playing a boardclear on the previous turn.

  • Quote From YourPrivateNightmare
    Quote From clawz161
    Quote From YourPrivateNightmare

    instructions unclear. Crafted Dragon-Gonk Druid immediately. I will make sure to run double Platebreaker and double Kobold Stickyfinger so I'm prepared to face every deck in the meta.

     

    :Y

    watcha gonna do about it, Raptorboy?

    You win but your world is still doomed....

  • Also to add to the thread i think the best plan(and this may seem kinda obvious to veterans but no really newer players) is always wait to craft anything. If you see a new deck you want to play and it's 90% new cards from the expansion, and it has a really high win rate and everyone is saying how good it is, and there is literally no way it can be beaten, it's a trap bro, it will be countered in the next two days and you spent all your dust on something that the new hotness beats very easily.

  • Quote From YourPrivateNightmare

    instructions unclear. Crafted Dragon-Gonk Druid immediately. I will make sure to run double Platebreaker and double Kobold Stickyfinger so I'm prepared to face every deck in the meta.

     

    :Y
  • If you play it post a replay here. I'd love to see it!

  • Yeah i haven't made the control priest deck, i am waiting on pack opening to actually craft stuff, but if i get it i will make the deck both in HS and on here, control priest has a lot of tools but no real way to win(there's some combo ideas going around but they seem pretty fringe IMO) So it should be pretty interesting.

     

    and as for other classes, like kansas has said it would probably only ever be good in wild with finley.

  • I thought about the new minion that gives the next hero power +1 cost and the old wild card that made your next hero power cost zero, but i didn't think about water boy, idk how that would work with giving the opponent the hero power, probably just at the end of their turn it's back to normal, but it might still be over at the end of your turn since it might be a board effect for your side, no matter whose hero power it works for. Interesting in a board interaction kinda way, but i wouldn't intentionally put it into a deck, you can only put so many tech cards into a deck after all.

  • ehhh, i liked shadowform more because there's a chance you aren't in a matchup where it'd be good to swap hero powers and you would rather have the 2 damage yourself or maybe 3 from double SF, i'd rather have one dead card and one card that is situational in a bad matchup than 2 dead cards.