YourPrivateNightmare
Lv.19Skeleton
Comments
welcome...
TO THE BONE ZONE
So you're basically using a worse version of the Standard Hand Paladin?
First of all, cut Bronze Herald for something that fits better like Ravencaller or Jardealer
Then you take out Umbra because she only has like 3 targets, of which only 2 are even close to worth.
Fight Promoter might be too slow as …
because Priest's class identity is having only broken win conditions and gettng their successful decks nerfed whenever they pop up.
Divine Spirit is totally fine btw, not at all the root of the problem. Clearly, Blizzard is doing the 500 IQ galaxy brain plays when they completely revert their policy on trying to fix underlying issues with the Basic/Classic …
Quote From DoubleSummon I will analyze the video and give some background to what happens cause this video goes over a lot of stuff in the game.
Unjustified rant/nitpicking:
bugs: Bugs are part of every single program in the world there is not a single program without bugs except if you test it to perfection which …
Quote From Lucuma Do Highlander hunter players think this deck will still be dominant, without Zul'jin, next year?
I'm asking this because I don't know if it is safe to craft Brann and Subject 9. I have all the other key cards for this deck but I am a f2p scrub.
I'd be more …
If anything you need to go for Tempo. The Quest is pointless due to FInley override.
If Hearthpwn is to believe there are a bunch of tempo based highlander decks out there (Highlander Zoolock and Highlander Aggro Warrior for instance) so I think the concept of an aggressive Highlander deck isn't too far fetched
Zephrys is nuts in …
Quote From DoubleSummon Quote From YourPrivateNightmare CC is powerful because it duplicates are large guy and threatens to do it again on the next turn. It's not the double summon that's the problem.
You called?
You underestimate this nerf I mean molten reflections never was played outside of quest mage as a …
this is the exact problem though. It doesn't address the inherent problem, it just supresses it.
It's the reason why Control Warrior always goes from god tier to garbage depending on the meta. Because either the plan of just outressourcing your opponent via removal is enough to win or it isn't because there'S a popular deck with a good …
on the flipside this would require you to run Naga Sandwitch....which you don't want to
Quote From iWatchUSleep Quote From Hydrafrog Was combo priest such a problem? This seems like it was totally unnecessary
It really wasn't. The deck was strong because the meta wasn't targeting it (yet) and it required quite a bit of skill to pilot correctly.
Oh well, I guess your nerf was long …
are you seriously just gonna pull a "they tested this, they know what they're doing?"
you realize yo're talking about the same people who released SNIP SNAP and didn't even consider Reckless Experimenter when it's t he first thing the community noticed when it was announced.
but hey, you'll see it yourself when Warrior's winrate drops a SOLID …
ah yes, this definitely solves the issue of when you can't answer a turn 4 Mountain Giant...wait
what does this even realistically do?
Any deck that previously failed to beat doubling a 12-drop still can't do anything about it. You still get game ending swing turns with Khadgar if you ever have a minion left on the board.
…Honestly, at this point I'm just happy I'll finally get 1600 dust out of my Barnes.
It's pretty obvious they have no intention of ever kneecapping Big Priest...and since the majority doesn't care about Wild anyways they'll never be forced to.
the only good nerf...and it's literally just a return to a previously tested position.
I'm just surprised they didn't left it as is and HoF'd Doomsayer or something seeing how they missed the mark on almost all the other nerfs.
"This is fixes every issue in Priest""
-that one guy at Blizzard who plays Inner Fire and nothing else and regularly forgets how to breathe
changes absolutely nothing.
oh wait it does, it now allows aggro players to mroe successfully run down Warrior. Pretty sure that's supposed to be strong point of Ctrl Warrior, but who knows at this point. Class identity I guess.
Still means every possibly fun deck that dares to not have access to near infinite value is effectively useless.
…so what? then aggressive decks beat it more often....which is kind of counter intuitive given Control Warrior's strength should be anti aggro.
Any value oriented deck that doesn't go close to infinite will still lose to endless removal and value generation (all in one card mind you)
They create archetypes like plot twist Warlock and then have them …
except those two actually successfully killed the deck as intended whereas nerfing Kingsbane or Shudder would be pointless and just invalidate perfectly good cards that just happened to be the victim of some other abuse case
nerfs are not supposed to be dust dispensers
wow, this is ..... certainly disappointing
Galaxy nerf was predictable and basically fixes the issue. Probably the best nerf out of the bunch
CC nerf just ignores the inherent problem of not having an answer to turn 4 mountain Giant losing you the game on the spot, which doesn't change even with the increased mana cost. At the …