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dapperdog

Dragon Scholar
Joined 07/29/2019 Achieve Points 1890 Posts 5679

dapperdog's Comments

  • Murlock is really all or nothing to be honest. I've dumped one of the troggs for Gigafin, because some decks like mage just vomits bs down and there's really no coming back from those boards.

    Chum bucket will usually buff 2 or 3 murlocs, because you'll never get a hand full of fishes. Sometimes I just throw it out for a +1+1 buff. Best results are with Lushwater Scout

    I really dont like the trogg. But that may be just my opinion.

  • My own day 1 experience so far;

    - Mech pally looks good. Lost to a couple. Lightforged Cariel showing us why shes completely OP. Couldn't try this deck myself for the time being, but I imagine it to be quite fun

    - Pirate rogue feels unrefined. Feels like we're playing midrange pirate rogue, with little to no shenanigans. Doesn't feel particularly like a rogue deck. I'd imagine this can get even more cancerous than it is now. As it stands, this deck is a pretty solid deck, even against control.

    - Kazakusan druid playing the same game. Ramp, play kazakusan, dont die, and then win.

    - Quest warrior is bad. At least in standard. Basically unless you start first you'll get out tempo-ed hard by other decks other than control.

    - Control warrior is strange. There's so many ways you can branch out as a win con. But as the meta goes forward, I think it'll just be unviable other than as a meta counter pick.

    - Murlock and aggro druid plays nearly the same: it snowballs. Except murlock has less reload but can place down absolute monsters out of nowhere. Its fully on the tempo game though; remove board and theres very little it can do to finish off face

    Dont underestimate the murlocs though. They're no longer as frail it they once were. Dont need to run Coldlight Seer anymore, instead Gorloc Ravager seems nearly mandatory, much to my surprise.

    - Quest hunter plays exactly the same. Nerf target? Im not too sure. But it does seem like quest hunter will be viable, and will be practically playing the same way until it finally rotates next year. Win versus tempo decks, lose if your opponent has life gain and you dont draw your Furious Howl.

    - and my favorite so far: Big spell mage. It'll always be niche, tier 2 at best. But the feeling you get from gimping your opponent with Barbaric Sorceress is worth all the trouble. Just gave my opponent a 9 mana Aimed Shot while I play 3 mana amulet. Puts a smile on your face whatever the results.

  • Got 6 legendaries out of 100 packs, about average I guess. Not my worst opening ever, but nowhere near my best as well.

    ...But I did practically missed out on cards I want: The Leviathan, Hydralodon, Queen Azshara. Instead I got Blackwater Behemoth. Thanks rng gods.

  • Anyone else see those small 20 bucks bundles in the shop?

    Tried to buy one, but apparently my money isn't good enough for blizz. I suspect its something that was intended for later, but showed up in the shop too early.

  • Might do better by explaining your opinion on the deck lists posted than slagging them off like that.

    Its just theorycrafting after all. Even good decks would take time to refine.

  • Thanks for the pack, blizz. I'll see myself out

    Fromsoft Crab GIF - Fromsoft Crab Im Out - Discover & Share GIFs

  • The mystery nodes in mercs have always been trash from the start. Usually whenever Im doing a bounty for real (not grinding strangers) I make it a point to avoid this thing as much as possible, because aside from bugs, it usually gives you stuff which can only disadvantage your run anyway.

    Portal will instant teleport you to a boss, but that might actually make the game harder because the game is balanced around the bonuses you receive after each fight. Sabotage is benign, but can sometimes cause the rest of the bounty to be unfavored towards your main team.

    But the real shit on a stick award has got to go to hot potato!, the single most infuriating thing in the entire game. You can play at a one merc disadvantage and still have a better time against bosses than going along with this damn spud on the battlefield. Crashing your game at least saves you time, potato simply ruins your day and make you pay for it. Aside from bosses nearly always able to blow this thing on turn 1, certain treasures (like ones that casts serpent's bite on nature spells) backfires on you spectacularly, and because bosses have so much health it doesn't even do anything even if it explodes on their faces.

    All in all, now that strangers are more or less obsolete, the mystery node can just quietly go die in a ditch somewhere. Im not surprised that team5 havent fixed the bug; they know the pick rates would be low because there's simply no incentive other than a sudden case of masochism that anyone would deliberately go for the node anyway.

  • Year of the mammoth was the ungoro-kobolds years, and its unsurprising that many look back at it fondly. Whatever anyone may feel about that era, its undeniable that it was during that time that hearthstone was at its peak, in terms of players and esport scene. The quests were good, but nowhere near as cancerous and unfun as stormwind's, hero cards feel fresh and impactful, and you get to do silly things like having a board of king krushes.

    Of course that meta had its own problems: going against druid is like a coin flip, kingsbane rogue have little to no counters, raza priest, cubelock, evolve shaman, the Bonemare universe, etc. But if you asked me if I could pick a year to go back to, it would be year of the mammoth.

  • Probably because they wanted to maintain Shadowstep in standard given that its one of rogue's most iconic card.

  • Quote From Dean
    the philosophy is simple, revert cards that would make wild more fun, don't revert cards that would make wild less fun that is obviously a subjective thought, but that is the goal

    Well, Metamorphosis and Warglaives of Azzinoth are still currently nerfed, and quite frankly would be unplayable in both wild and standard even if they were reverted. And yet for some reason we're seeing Kael'thas Sunstrider unnerfed. You can make a case for metamorphosis but certainly not warglaives.

     

    As for the price of a diamond card, Im genuinely curious to know the buy rates. Because we're not buying a legendary card here, that's the price of a skin. Hopefully the rates are low enough so blizz dont start getting stupid ideas.

  • Lol, rogue got nerfed before day one even. Probably they playtested it and thought it sucks being on the receiving end of a combo at turn 5. In any case, poor Pandaren Importer got nerfed to 3, which makes it even less playable than it was before, where it at very least had a 1 mana advantage over Venomous Scorpid. Now its competing unfavorably with both scorpid and Vulpera Scoundrel

    They could've just made it so the panda cant discover Shadowstep for the time being. While its not ideal, its still better than nerfing a card that heretofore had little impact on the meta, and I doubt the playerbase would be up in arms over a change like that. Its not like rogue would play that card anyway. What it does do is practically making the card unplayable for classes that might actually want to play it as a 2 mana option.

  • Its likely for finishing the merc storyline. I can't confirm this, because I also got the pack and I finished it ages ago.

  • Duels already did a reset on 5th if Im not mistaken. I doubt it'll reset again on the 12th.

  • I read about it too, but never saw it in action.

    But looking through the list of spells, I can easily say that it'll likely end up like the old auctioneer-garotte OTK in stormwind. Because if you opponent can maintain tempo from turn 1 basically this deck is dead. In fact, if you play Blademaster Okani your opponent would need the second importer, or pirate before they can shoot off.

  • After watching a few streams, my own observations of sunken city's cards; Click on your own discretion

    Show Spoiler

    - Murlock is looking decently strong, even against classes with plenty of board clears. Chum Bucket and Rock Bottom are unexpectedly some of the stronger cards. Basically there's some really powerful things that you can do with your murlocs, but sometimes it just falls flat after your opponent clears your board more than once.

    - Mech pally is solid. Mech mage is trash. Mostly because there's no way for mage to come back on board, unlike pally which at very least has divine shielded minions. I foresee mage playing mechs in big spell archetypes, rather than actually as an archetype on its own. Gaia is definitely holding its own, much to my surprise.

    - Miracle mage and priest are really good decks that can be top contenders as the deck list gets better. Silence priest is somewhat solid, very dependent on draws.

    - Pirate rogue and warrior…lets not even discuss this. If either are not tier 1 or 2 on launch then something has gone wrong somewhere. To no one's surprise Pufferfist is a very good card for both. I expect pirate warrior to get worse as the meta solidifies, but rogue looks good

    - Curselock is surprisingly okay. If Backfire was still in standard this deck may actually be insane. Brann Bronzebeard and zola making so the curses actually stand a chance of finishing the opponent. But I suspect this is not warlock's best deck

    - Amalgam of the Deep is probably the most played card in the streams. But that's largely because everyone is testing decks and blizz requires them to have at least 10 sunken city cards. But from what Ive seen, this card has a definite chance at overperforming in its role.

    - Reno decks kinda looks meme to be honest. But this may be due to unrefined deck lists.

  • Basically if this card and Security Automaton didn't exist mechs wouldn't even be remotely viable, never mind see any play.

    But happily it does, with a very powerful upside given to the right mech. If the buff hits security automaton on turn 1 then the game may well be over. Its even pulling some weight on its own, being basically Argent Squire, a card that has seen play throughout 7 years.

  • One of two good mechs in neutrals.

    And this one is good. But perhaps because it costs 1 more it isn't as meta defining as stuff like Irondeep Trogg was. Nearly every class can deal with stuff like this on 2, even coin on 1.

    Mech pally looks a whole lot better with this around.

  • Only playable in owlock, and even then Im not optimistic because there's a reasonable ceiling to the damage possible. In nearly everywhere else its just bad.

    Too bad, if magnetic came back then it has a niche in being a card your opponent might want to pop to prevent magnetic shenanigans. But we cant have nice things can we team5?

  • Run of the mill card that does exactly what its written.

    Unless you need more nagas, this card is just not going to accomplish much.

  • Scratching my head on what this card is supposed to accomplish. Maybe naga priest? because that deck needs nagas and this card somewhat does well with Serpent Wig.

    But I cant seem to see what game winning plays this card is contributing. Even if Overgrowth was still in standard you'd just wont play this card so you can overgrowth on 3.