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YourPrivateNightmare

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Joined 03/25/2019 Achieve Points 2010 Posts 4741

YourPrivateNightmare's Comments

  • Quote From TriMay

    If I've read between the lines correctly, picking casual auto-queue's you against opponents you based on your deck's format.  If your deck is standard, you'll queue for standard casual, if it's wild, wild casual, if it's classic, classic casual.

    I could be entirely wrong though, and even if I am right here, they're making this sound like it's a simplification when it just makes it more confusing :/

    I thinkt the simplification part refers to cleaning up the UI. Previously you have the 2 queues next to each other, but that space is now taken up by the whole rank and reward stuff, so instead of cluttering it up even more they just chose the easier way of making Casual decided based on what the deck type is .

    It might seem confusing at first, but it's way better long term.

     

    Also this means they finally trust our intelligence (which is probably also why we got even more extra deck slots :^)

  • Quote From dapperdog

    That is interesting. It could be because we've never had something that specifically discards certain cards twice before so these kinda interactions have never really been seen. Perhaps all discards are actually calculated separated from one another, but I'd imagine that to be the case. Never really tried this interaction before myself.

    I assume this would have to be the case, probably because of the condition it has to calculate in between discards, which is the next available target and since Xavas effect says "whenever" she hops in that window and returns only to be discarded againn since she was the only 2-drop in hand.

    Should probably also work on Jeklik (in the sense that if discarded she will double up before the second discard happens, meaning that technically with only Felhound and Jeklik in hand you can creat 4 copies of her at once, which is neat)

  • So I just wanted to see if the Duels cardpool was already updated (it is) and naturally ended up building a Discolock deck now that Lakkari Sacrifice is part of the starting pool (which is a lot of fun so far, Imps go wheeeee).

    Now, as you probably know Lakkari Felhound was recently buffed to discard the two loweset-cost cards, which is really helpful if you want to discard [Hearthstone Card (Clutchmother Xavas) Not Found] among other things.

    What I did not know was that they apparently buffed the interaction between these two specific cards even further. When I play Felhound with just about 5 different cards in hand (one of them Clutchmother), he proceeded to discard Xavas, who did her discard thing and came back....BEFORE the 2nd card was discarded....after which she was discarded AGAIN for another buff.

    I don't know if this would apply to any other cards (since this is the only multi-discard with specific targets), but it's certainly a welcome change.

    I'm gonna try and test it with Cataclysm to see what happens there, but I doubt it lets me infinitely discard Xavas.

  • It's not a fluke, it's actually a change that was already in the game but not active.

     

    It now counts Duels and Arena wins toward your total progress (basically everything not casual or PvE)

     

    It's for people who don't play Ranked but rather focus on the secondary gamemodes

    In reply to Win count boosted
  • Ey b0ss

     

    gib Pirates pls

  • Gonna try my hardest to make Hunter work in any capacity (doesn't look like it's going to be easy)

  • 19 tickets here.

     

    I have a lot of spare time.

     

    HAIL TO THE KING, BABY

    In reply to Fun at the Crossroads
  • I see it as the equivalent of tiger carpet (but the Tiger is Ben Brode)

  • I thought I read somewhere that they confirmed that Zayle (and golden Zayle) would be disenchantable after they rotated on account of people paying for them.

    Then again, that's not in line with their new policy so who knows

  • Okay, so what if Moonfang Hunter?

    We get Moonfang, we shuffle Moonfang, we get more Moonfangs until the opponent is out of hard removal and then we win

  • So apparently this doesn't fill the board at the end of every turn but just yours....which makes it actually worse than Lakkari Sacrifice.

    Well, at least it Warlock won't rule the control game all alone

  • I think they're just nerfing the most obvious issue (Nitroboost was always going to be too strong) and saving the rest for later so they don't preemptively nerf something that doesn't need it.

     

  • Quote From FortyDust
    Quote From YourPrivateNightmare

    WELP. OOZE IN EVERY DECK AGAIN.

    Sigh ... where's Harrison when we need him? Nice time to take a break, Jonesy!

    "I'm sorry Mr. Jones, but....it appears you belong in a museum."

  • Quote From FrostyFeet
    Quote From YourPrivateNightmare

    Okay so I'm actually serious about this one now.

    Run double Mo'arg Artificer and a 1-health minion and you can deal 23 damage to the enemy hero with nothing they can do about it. Sure, it's not an OTK but I don't think most decks can easily stay above 23 health.

    Hunter even has draw for spell decks (even if it sucks). Maybe you can build a Spellhunter with Mo'args as flexible removal/finishing potential

    I kinda want to see that happen and at the same time definitely wouldn't want to face one.

    I don't think it would be very consistent though as you can't waste your mo'args like in OTK DH since you can copy them, Hunters lack that ability.

    Dream is dead anyways. As someone on reddit pointed out, this doesn't actually work, because Mo'arg only affect the damage the minion takes, not the actualy damage dealt, meaning that even though you can shoot Thalnos for 27 the opponent will still just take 6 (+1 because spell damage).

    Probably for the better I guess

  • I've been thinking about this again, and honestly, it's not even that much of a meme.

    All you really need for it to work is not be completely overwhelmed on board. By playing this you can essentially limit your opponent's next 3 turns to potentially play far below their potential.

    Like, imagine a Rogue being able to only play 2 cards while you casually fart out massive taunts.

    Honestly, the biggest problem is getting there without losing on board (at which point, haven't you basically won already anyways?)

  • Quote From KANSAS
    Quote From YourPrivateNightmare

    Probably one of the best defensive cards they ever made. You can play it for tempo early and it'S fantastic at stalling early on. The small size makes it also far less likely to be hard removed.

    Only issue is when you play this while not having been damaged vs midrange decks, but that's probably not a big concern.

    I wouldn't call this the best defensive card they've ever made. It blocks 8 damage for 3 mana. Granted, a taunt minion is different then just gaining armor. But this isn't that much better than something like Hot Spring Guardian or Deathlord or the new Feral Spirit. It is a good card, but I am not convinced it is as powerful as some people are making out.

    Alright maybe I'm overexaggerating, but in terms of recent years this is very good seeing how cautious they have been about neutral healing options.

     

  • You  know what I just realised...There's only two 3-cost spells in Standards with the release of FitB.

    Deadly Shot and Petting Zoo

    Both of them are decent spells but jesus, this card just got even worse.

  • 2-mana deal 3 to a minion isn't bad.

    1-mana deal 2 is a bit worse but it's a Beast so who knows

  • I'm not sure about just a 2-mana 2/4. Hunter isn't that desperate for 2-drops (or maybe they are, who can tell at this point)

  • But seriously, why is Rogue getting cards this good when they already have more card draw  than they have cards in their deck