GerritDeMan
Lv.7Unicorn Reveler
Comments
Honestly I think they just made a big mistake when they decided to unnerf Raza. Raza by himself may have been fine but combined with Shadowreaper Anduin he enables one of the strongest and most uninteractive combos in the game.
I agree with you about elusives. Even if your deck just has a few of them they can completely carry some games where opponents don't draw enough removal or elusive units to counter them, and when combined with buff spells they can just become straight up BS (losing with a full board against a single [runecard]shadow assassin[/runecard] + [runecard]Battle Fury[/runecard] …
Can someone explain to me how the fuck someone at Blizzard thought it would be a good idea to make Raza-priest a thing again? I just started to play again because I have 0 gold right now and I want to try to play some Hearthstone again when Ashes of Outland releases, but facing this degenerate bullshit is really making …
Same here
If you're looking for minions to drop, I think it has to be [card]immortal prelate[/card]. I love the card but based on personal experience I can safely say that it's only good in veeery slow matchups, in most other cases it is just a 2 mana 1/3. I'd say even [card]primalfin champion[/card] is a better choice because it returns value …
Quote From TheTriferianGeneral I am still pissed that the change ruined my heimerdinger deck that was actually very good in to every matchup and literally saw 0 play by anyone but me.
Heimerdinger turrets would be a good target for the legacy but since they are 1 health they just don't really work …
Well, obviously it's unlikely to consistently get to 7 wins . However, getting a few wins meant that you'd get a random champion as well as some additional rewards, making expeditions a way to 'buy' random champions for less than 3000 shards in most cases. This meant that if, like me, you're aiming to get (almost) every champion card in …
While most of this is great, I'm a bit worried about one thing that I didn't see them properly explain in this post: What exactly happens to the guaranteed three random champions every week that we currently get from expeditions?
From what I understand, the guaranteed random champion is gone and the base reward for expeditions will be changed …
You missed some:
Bilgewater could also add: Illaoi, Nautilus, Pyke, and maybe Fizz and Tahm Kench
Shurima could also add: Rammus, Renekton, Skarner, Taliyah, Xerath
I think I also saw someone say on these forums that Bilgewater is going to be the next new region but I could be wrong about this.
All right can we all agree that [runecard]mageseeker conservator[/runecard] should only give spells belonging to the regions corresponding to the owner's deck? Because opponents getting stuff like [runecard]the ruination[/runecard] when they should have no other way of having access to that card has to be one of the most frustrating things in the entire game.
No, you will gain dust equal to the maximum amount of dust value of the card you can put into your deck. So for a golden legendary, that is 3200 dust. If you have a golden AND a normal version, you still *only* get 3200 dust.
If you need another example: if you have 2 normal and 1 golden …
*LoR enters beta season*
Me: "Sorry Hearthstone, it's been fun, but imma head out now."
*Blizzard unnerfs Yogg AND applies duplicate protection to all rarities*
Me: "...All right, I'll stay a bit longer."
What I also like about [runecard]Garen[/runecard] is that his "boringness" also reflects his gameplay and abilities in League of Legends very well. In LoL, garen is one of the most simple champions, having no skill-shots (abilities that require aiming) and only requiring you to walk up to people and press some buttons to deal damage. This makes him a great …
I just made the best Legends of Runeterra expedition deck I've made so far, and I got beat by double insane highroll bullshit, the second one of course being just buffing two elusive units into colossal proportions because why not abuse the most uninteractive mechanic of this game right? Now I not only got just a measly 2 wins with …
Changing Fearsome to "Can't be blocked by a unit with less than or equal to its power" would make it the most broken mechanic in the game. Any sizable fearsome unit would force the opponent to take unfavorable trades or would just be unblockable if the opponent doesn't have high attack units. Can you for example imagine only being able …
God I love how in Battlegrounds the moment they give you something to finally scale into the lategame after struggling to get to that point they throw some bullshit rng in your face and hit you for a ridiculous amount of damage that happens to be exactly your health total because your opponent got some dumb triple that barely survived …
Could not agree more with what ShadowsOfSense said about Yogg. By far my favourite time playing Hearthstone was during WotOG while playing decks cramped with way too many spells just to fuel Yogg who would almost always deliver the most spectacular moments. I would be totally fine with Yogg being a casual only card, because he should be played to …
I actually think this is more likely to be a bug than wrong wording, but if this is true then something is definitely not right.
(I haven't seen the interaction myself yet so I assume that with this post you mean that the second Final Spark cast by Karma deals 4 damage to the nexus when the targeted unit has already died because of the first Final Spark)
It's certainly not a completely obvious interaction but think it does makes sense when you look …
Good decision. It was fun at first but with Tirion you are basically forced to go for the same build every time, which also happens to be too good, so it has gotten uninteresting very fast.