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Pezman

Joined 06/03/2019 Achieve Points 2235 Posts 2285

Pezman's Comments

  • This is definitely a much better version, for all the reasons people have identified above. The only drawbacks are that you could run into hand size issues, and this one is worse than the original if randomly generated on board (evolved, or Nethrandamus-type effects).

  • I am excited for the voice lines, but that's all. "Stop poking me!!!!"

  • Value depends on which spells are "holy". Could be pretty nice though.

  • On its own this seems not that good. However, I could see some crazy OTK in Wild using Carnivorous Cube to summon a bunch of these guys, then pinging them all at once. 

  • Meh. I like that they made the reference, but the card itself feels underwhelming.

  • Since Frenzy only activates once, this has limited value. I think it'll be fun to play though.

  • I like combo disruption, so I can see this being useful. Maybe also worth it to avoid your own minion's negative battlecry?

    With a couple mana discounts, combining this with Silas Darkmoon could be fun.

  • It's nice and cheap, but is the board it creates really that good?

  • Really digging the upgrade mechanic. I found spellstones and schemes to be really fun cards, even though some of them were trash. 

  • So right away I'm thinking this is a mini-Malygos (the OG of course). If there are enough cheap nature spells that can go face, this card has OTK potential.

  • Guys, maybe now there will finally be a viable control archetype for Priest!

    Ok, but seriously, this could have some traction as a Shadow Priest card.

  • Ok, a 1-mana 1/3 is almost always good. Obviously you can look at Dwarven Sharpshooter, Northshire Cleric and pre-nerf Mana Wyrm just to name a few. But Dire Mole saw a lot of play and didn't even do anything! Plus this has a really neat effect.

  • This card's value will be entirely based on whether it survives its first trade. If not, it's just a 7 mana removal (possibly not even that). If it does, it's massively good.

  • This is a good nerf. I played Ramp Paladin all the way up to Legend this month, and I won a ton of games simply by having Alura on turn 4 or 5 with either the coin or something off Wandmaker. Having my murloc board dealt with was EXTREMELY rare that early in the game. Alura will still be fun and playable, but this will cut down on some of the nonsense I and many others were getting away with.

  • That is pretty impressive to be where you are after only a year of play. If you can make it to Diamond 3, you can make it to Legend. You just need to have time to grind, and pay attention to the meta and what works/doesn't. I opened this thread recently, and there is a lot of good advice: https://outof.cards/forums/hearthstone/deck-building/7476-help-me-reach-legend

     

    In reply to Ramp Pally
  • Yes, the Gryphon is awesome, I do have 1 in there.

    I go back and forth on the Amalgam, honestly. You win way more games with Alura/Tip than you do with Nozdormu, so it makes sense to run it. Plus, Amalgam can protect your Warleader in some cases.

    I haven't tried the book yet, but I like the idea. Besides Armor Vendor, the deck has no healing.

    If you're thinking about Legend this month, go for it! I can guarantee this deck has what it takes.

    In reply to Ramp Pally
  • I pretty much always save up 10,000 gold between expansions. Right now I'm already there, with a month and a half to go. Plus, I paid 2000 gold for the Darkmoon Races. I did buy the Tavern Pass (wasn't planning to, but I had some about-to-expire Google bucks), so it's hard to say where I'd be without it, but I'm pretty sure I'd still be ahead of my old gains.

  • Quote From anchorm4n

    Congrats, well done! I'm very happy for you :-)

    Now I'm curious if you'll do it again. For me, it was a one time thing I did with Bomb Hunter in 2019 in Standard and with Darkest Hour Warlock in Wild just two days before the deck got nerfed. I've come close again in Wild several times, but never reached legend again. I just don't like the grind and having to play completely optimized Tier 1 decks. But I still remember that awesome feeling of doing it for the first time :-)

    Probably just a one time thing for me. I only seriously pushed for legend once before (don't remember when exactly, probably around 2 or 3 years ago), and I got so stressed during each match it became less fun and I quit. This month it was consistently fun and challenging without being too stressful. I won't try it again unless I feel similarly favorable circumstances. It's a great achievement that I can claim now, so I don't feel much need to push again.

    In reply to Help me reach Legend!
  • After hitting legend earlier today with a 7 game win streak, I continued later on with another 5 games in a row and nabbed the 12-wins-in-a-row achievement. I have to admit, Ramp Paladin is not only really strong but actually pretty easy to pilot. I've never used a deck tracker. The deck has 9 murlocs (no amalgams), so it isn't hard to use Alura and Tip the Scales for maximum value. I think the toughest decisions you have to make are whether or not to jam Nozdormu when you get him on curve. This requires anticipating your opponent's game plan, reading their hand, and evaluating your own. If your opponent could easily avoid killing your Redscale Dragontamer and chooses to kill it, watch out. They WANT you to play Nozdormu.

    I really appreciate all the support from folks here, it really motivated me to keep at it. For those of you who have never made it to legend and dream of doing so, you can do it! The advice on this thread here is solid. I think the most important thing is to choose a deck that is strong in the current meta AND you enjoy playing, and then make sure you're in the right frame of mind. It's a game, and should be fun!

    Good luck my friends!

    In reply to Help me reach Legend!
  • Quote From Riffraff

    Awesome Pezman! Happy for you!

    Thanks friend!

    In reply to Help me reach Legend!