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CapnMunch

Joined 08/06/2019 Achieve Points 145 Posts 19

CapnMunch's Comments

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 1 year, 7 months ago

    Certainly not since the Earthen Scales nerf (which I guess happened?

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 3 years, 8 months ago

    Heh heh, we’re in dange

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 3 years, 8 months ago

    Huh, free 1600 dust in two months when it gets nerfed to absolute hell.  Neat.

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 3 years, 10 months ago

    Methinks you have the wrong forum my guy

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 3 years, 10 months ago

    What about this?  The power should say “remove” instead of “discard.”  If you can stuff your deck, you can feast instead of fatiguing.  Possibly run it with Hakkar and eat your own Corrupted Blood?  I would definitely run it in Dead Man’s Hand Warrior- I always seem to end up with a stash of Big Bad Archmages in han.

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 3 years, 11 months ago

    So many to choose from!  I’ll say Rotface.  Such a cool card, snuffed out by the use of “survives” instead of “takes.”  I still run it in my hit-your-own-stuff warrior, though, and it’s won me at least one game, thanks to an unexpected Kayn Sunfury.

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 3 years, 11 months ago

    What a cool prompt!  The idea of multiple quests in a single deck is one I was obsessed with after Uldum released.  At that time, I noted that warrior had the hardest time getting their quests to synergize, since they both replace your hero power- completing the second one erases the benefit from the first!  I decided to make an anti-anti-synergy card to fix that:

    4 mana- “Activate the effect of each Hero Power you’ve had this game”

    It’s Outland because the wide open plains of Nagrand felt right for such an open ended effect, moreso than anything in Descent or Uldum.  But even though Outland might be Standard, this card was made for Wild, to enable a new kind of “jack-of-all-trades” warrior that feels frustratingly out of reach today.  Having played the Two-Quests-Three-Heroes warrior, I think a card like this might elevate such a deck to meme-viability.

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 3 years, 11 months ago

    I’m not really sure what you’re asking here, so I’ll answer everything you could be asking- some of this will be obvious to you:

    1. The watermark icon in the center of the card’s text area shows what expansion it’s from.  Spiral for classic, gear for GvG and so on.

    2. The full list of those expansions can be found in the Hearthstone in-game collection manager (or in a pull-down tab at hearthcards.net)

    3. I believe the symbols used in the OoC deckbuilder match the watermarks (might be wrong on this).

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years ago

    The way i see it, Albatross is a card where if you’re fighting an opponent with one and you don’t have one, you’re at a direct disadvantage.  This wasn’t true of a lot of great cards in the past (even ones like Zilliax or Siamat that were used really widely).  The nerf needs to happen, not because the card is powerful on its own, but because it forces this kind of arms race.

    If it were reduced to a 3/2, it’d be a weak play but still okay for a tech card, instead of a solid 4/3 statline that also makes your opponent give up on two topdecks, which is at autoinclude territory.

    Just my opinion.  But the effect would be fine if the body were understatted

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years ago

    A young Doctor Boom

    No expansion mark because I was thinking for Taverns of Time (or possibly a card you’d encounter in Galakrond’s Awakening).  The card represents a young Doctor Boom, back when he used to just carry around a lot of dynamite when he needed to explode things. 

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years ago

    Prophet Velen, your skills are required for a heist

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years ago

    There’s a couple of low rolls but a big part of Hearthstone (for better or worse) is learning to harness the infinite power of RNG

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years ago

    This will be perfect in pirate shaman!

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years, 1 month ago

    Yogg Fthagn!  Yogg Fthagn!

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years, 1 month ago

    I... I always thought it was impossible... D

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years, 1 month ago

    YOGG SARON!  YOGG SARON!  YOGG SARON!

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years, 7 months ago

    I’ll start- I’m running 7(!) Arcanite Reapers in today’s warrior deck.  Wish me luck!

  • CapnMunch's Avatar
    145 19 Posts Joined 08/06/2019
    Posted 4 years, 8 months ago

    With nine new Quests, it seems that we now have a conundrum- which classes (in Wild) have the best results by combining their quests into a single deck?

    Here are my thoughts, ranked from worst to best!  Please note that a 5/5 is just okay (maybe Tier 4/3) because these are definitely memes.

    Warrior- The only pair of quests with a distinct anti-synergy!  Boo, hiss, 1/5

    Warlock- While not anti-synergetic by effect, the Warlock quests have exactly opposite goals.  I doubt there’s enough shuffle in the game to salvage a rapid-draw discardlock.  Maybe I’m wrong, but a better endgame HP change would be Jaraxxus or Bloodreaver. 2/5

    Rogue- Somewhat anti-synergetic by effect- you’ll end up with 4/4 legendaries with unchanged costs. Wise deck building could probably offset that, but either way the quests are cannibalizing each other.  2/5

    Druid- There aren’t enough big minions with Choose One to make the intersection of these quests’ target cards very big.  3/5 (unless Blizzard changes the rules and lets us have 2 quests, in which case 5/5 because they profit off each other’s weaknesses well if they’re together)

    Paladin- These quests don’t NOT work together, and since we’re in wild anyway, there are some decent non-stat buffs that you can apply and copy with the hero power.  That said, both quests are a little bit “meh” on their own, and I don’t see that changing when combined.  4/5

    Shaman- Not bad, but not great- a lot of murlocs have battlecry, and doubling their effects can do a lot- Corrupted Seer becomes Flamestrike, Coldligjt Oracle becomes Sprint, and in general murlocs turn into 7-cost basic spells on a stick ;^) But having to ration murlocs is never a good strategy.  4/5

    Priest- This one is on the edge, but I think it’s doable.  Play an aggro deathrattle deck, stabilize, and drop your second quest with hopes to finish it by offsetting late-game damage.  It’s a control deck that’s really just three aggro decks in a trenchcoat, but it can still get into an R-rated movie.  5/5

    Hunter- The first one that really excites me- I have had some success with Quest Hunter in the past and getting an endgame power by just chaining Raptors (and with Augmented Elekk/Feral Rage shenanigans, that can be 60+ raptors) is exciting.  5/5

    Mage- The only one I expect to actually see.  These quests were MADE to be chained together, both will see play (mark my words), and they WILL see play together.  The new Hero Power feeds perfectly into warping time.  5/5

    In reply to Double-Questing
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