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GameTheory345

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Joined 05/29/2019 Achieve Points 475 Posts 386

GameTheory345's Comments

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    But then you're playing a Combo Deck, and not Burgle Rogue.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    The best one you could possibly get is Restless Mummy or Wasteland Assassin. So far, the new keyword looks like it's not going to be as underdeveloped as Echo from the Witchwood, but it's probably going to be as underwhelming as Overkill from Rastakhan's Rumble.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    This could probably help push a more midrange/big Priest archetype, but if neither happens, the only place I can see this card being played is in Nomi Priest, not just because it's a 1 cost spell but also because it reserrects your [Hearthstone Card (Wild Pyrocmancer) Not Found] and Gadgetzan Auctioneer.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    Same bro. As the people that represent the Warrior player base, we do it so nobody else has to. Think of it like taking a weight off your shoulders.

    Except I don't play control warrior. That's boring.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    Not only is the combo so complex, but you need to add cards that don't help you control or set up the combo to finish the quest.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    I don't know about Raiding Party, because then you're diluting the deck even further. Aside from that it looks interesting and could be quite solid, but it probably won't be as good as the Big Rogue before RoS.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    Don't make him zoinks you.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    It doesn't actually work exactly like Deadly Shot. One could play around it by simply playing the spell first, and then the minion they want. My first thought was "Oh snap a hard counter to Conjurer Mage", but then I realised it said AFTER your opponent casts a spell. If your against Mecha'thun Warlock in wild, all they have to do is to play Bloodbloom before playing Mecha'thun. This offers counterplay for your opponent, but forces them into a suboptimal play. It also has the downside of activating on your opponent's turn, potentially causing it to miss. For example, if your opponent has a large Edwin VanCleef and a Spirit of the Shark on the board, Deadly Shot would give you a 50% chance to hit the Edwin. However, this secret makes it so that your opponent can flood the board, perhaps Backstab into EVIL Miscreant into two Lackeys and THEN plays a spell, your 50% chance goes down to a 20% chance. Your opponent could also just not play any spells, which means you whiff entirely and just tanked a giant Edwin to your face.

    So yes it's a 3 mana effect on a 2 mana secret, but not only is it conditional, but it's a secret, creating counterplay. It does force your opponent to make a worse play sometimes, but it's equally as likely to backfire.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    The problem with taunt-oriented decks is that if you're playing all taunt minions, you may as well just be playing normal minions. It's nice if you have some taunts to protect your other taunts, but having all taunts only protects your face. Maybe this card would be good for some midrange decks that want a small taunt package with cards like this and Armagedillo, but I highly doubt there's going to be an entire taunt-oriented deck like there was for Druid. Blizzard probably learned their lesson with that bullshit.

     

    I hope.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    There are 4 totems (aside from your hero power) in standard: Nightmare Amalgam, Flametongue Totem, Mana Tide Totem and Serpent Ward (I guess Hench-Clan Hag also summons 1/1 Amalgams). In Wild, you've got Totem Golem, Vitality Totem and Primalfin Totem. Out of this tiny pool of minions, the only one you would want to duplicate is Nightmare Amalgam or Totem Golem. Everything else is trash; if you're gameplan is to summon infinite basic totems, you're not going to win games. 

    However, if we get more Totem Shaman support, we may be able to use a small Totem package in decks, and this will probably be a fringe one-off inclusion.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    If it was a mech it can still be magnetised. Also, a stone pillar doesn't really qualify the "mech" tag.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    Note: this article mainly concerns newer, and especially free to play players, so if you're more experienced at the game or don't mind spending a quick buck, then you can ignore this post. However, I am sure most people have made this mistake at least once.

    During the Knights of the Frozen Throne expansion, my legendary from the first bunch of packs was Hadronox. I took a look at it, thought about it for a good few seconds, and immediately dusted it for a few rares. Then, less than a month later, Taunt Druid becomes a tier one deck, and I have almost all the cards necessary except for one: Hadronox, the core component that makes the deck work. Me being a budget F2P at the time, I couldn't manage to scrounge up enough dust in time to re-craft him.

    Another, more recent example, during the Boomsday expansion, my buddy got Dr. Boom, Mad Genius as his free legendary. He tried in vain to make Mech Warrior work throughout Boomsday and Rastakhan's Rumble, but couldn't do it. He eventually gave up and dusted him (he hated playing Odd Warrior). And what do you know, a few expansion later, in the Rise of Shadows, Warrior has two tier 1 decks, both of which include Dr. Boom, Mad Genius. Granted, you don't need him to make the deck work, but it's just such a powerful card that you're really shooting yourself in the foot of you don't use it.

    The moral of the story is: don't just dust cards willy-nilly. Suppose you opened Harrison Jones, but you REALLY need that 400 dust to make a second Academic Espionage for your Tess Rogue deck. But soon, you may regret that decision, not just because of the card you crafted, but because you don't have that legendary anymore. What if there's a new weapon-oriented deck like Kingsbane Rogue taking over the meta? You now no longer have an effective way of dealing with that deck. Many classic legendaries will constantly find their way into the meta no matter what, simply because most of them are either tech cards (e.g. Harrison Jones) or they're just good enough to put into the deck (e.g.Edwin VanCleef). And they never rotate, so they will likely find a place in some deck eventually. For a similar reason, it's good to hold onto some underwhelming expansion legendaries as well. It's often the case that Blizzard will print a legendary card one expansion, then print cards to support it in a  future one (e.g. Tess Greymane and Academic Espionage), or eventually someone will figure out a deck using that legendary that happens to be very strong (e.g. Kangor's Endless Army and Mech paladin).

    The worst feeling for a F2P player is being unable to make a deck because you're just missing one legendary, but you opened it before and dusted it. So I think that if you open a legendary in your pack, you should hold on to it at least for a while. Now, there are exceptions: you could just open a bad legendary like Tyrantus or Harbinger Celestia, or you could get a card for a deck that you know for sure that you won't play (I never play Priest, so I dusted my Raza the Chained and didn't regret it, even when Razakus Priest was stupidly overpowered). Worst case scenario, it's 400 dust in card form, but by dusting it you lose the ability to potentially make a deck. Think of it like having government bonds, but in the form of cards. If you don't need the dust right now, then don't dust it. The disenchant value of cards don't go down over time, so you won't lose anything for the time being. 

    Sorry if this has already been posted before, but I've had to suffer quite a bit because of this, so I'd rather other people learn from this mistake. Hopefully this helps someone.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    Control Warrior is your least favourable matchup, you can put pressure but if they can get even a single turn to stabilise, you pretty much lost. Bomb Warrior on the other hand, is a much easier matchup as they don't run weapon removal or as many board clears, allowing you to pressure them much easier and snowball a lead. However, they are capable of creating an early board which, if you can't deal with it, could cause you to lose too much tempo.

    Either deck isn't too popular right now, and Aggro Shaman is definitely a very unique and fun deck. However, Thunderheads are an absolute MUST. I wouldn't recommend playing the deck without them.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    Other than in a weird budget Tempo Mage list, in my experience, I have found no use other than 20 dust.

    jkjk, I really think it has some usage in a Budget Cyclone Tempo Mage list that goes into the late game. I think it could replace Sea Giant as a swarmy option, especially against decks with little AoE. 

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    For those out of the loop, Hearthpwn was re-acquisitioned by a group called Magic Find. They claim to keep the site running the same way it did before and "provide only the best that we can offer". According to my knowledge, Flux was offered a role in the reconstruction of the website, and declined the offer. The most common response to this is "FUCK YEAH! I love this site, thanks for keeping it running!", followed by "We had it great back then, now it's controlled by people we don't know. I'm off to Out Of Cards".

    In my opinion, I'd probably use both. I too have a special attachment towards the old Hearthpwn crew, and going back to Hearthpwn without then is like a Hearthstone without Ben Brode. However, twice the websites means twice the forum posts, twice the decklist sharing, twice the trolling and twice the discussion. I don't know, I just wanted to get other peoples' opinions about this. Please don't take this as an aggression, I am not disapproving of Magic Find or their actions in any way; on the contrary I think it's great that they bite the bullet and keep Hearthpwn running. I just don't have anybody in my friends circle that has any interest in Hearthstone or it's forums.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    I mean, polls for revealed cards only serve to give first opinions on cards. Prince Keleseth and Corridor Creeper were rated poorly during the reveals, and subsequently became some of the most popular cards in the meta. I think it would be cool if we could have a "look back on our stupidity" thread, where we could see a gallery of all the cards of the expansion with each of their ratings, as well as what decks or classes people expected to reign supreme. Sort of like how Trump sometimes goes back and rewatches his review videos and gives his opinions after the meta has settled or the next expansion has been announced. I personally prefer these re-review videos, simply because Trump is so good at getting them wrong (exhibit A: Tyrantus, Swamp King Dred, Lakkari Sacrifice and The Last Kaleidosaur all being voted 5 stars).

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    It's a fun meme deck, but it's not worthwhile in the long run. The fact that you have to sacrifice 5 cards (2 Target Dummys, Mimiron's Head, Open the Waygate and Molten Reflection) for the OTK, and even more to fulfill the quest means you don't have much space left for control or stall cards. Furthermore, it's Wild, with over 800 spells, there's going to be a lot of variance, and most of it isn't very good. 

    Wild is just far too powerful for such a deck to work.

    In reply to Mimiron's Head?
  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    The thing about Lazul's Scheme is that Priest is already a weak class (probably the weakest right now), with it's only optimal deck being Nomi Priest. However, in Nomi Priest, Lazul's Scheme is almost required for the deck to function. The ability to stall a big minion for one turn like a big Edwin VanCleef, enable favourable trades, cycle with Gadgetzan Auctioneer AND enable cards like Cabal Shadow Priest, Shadow Word: Pain and Forbidden Words, all for the minimal cost of zero, is pretty good. Comparatively, Dr. Boom's Scheme is seen only as a fringe tech in a mirror Control Warrior matchup, which even then isn't very effective. Similarly, Togwaggle's Scheme is a decently powerful card, but not only does it only fit into one deck (Pogo Rogue), but it also requires the player to wait a few turns for it to be an optimal play at all, AND there's no immediate value gained. Rafaam's Scheme is utter garbage, and only sees play competitively in that one Darkest Hour bullshit deck in Wild.

    TL;DR, while Lazul's Scheme only serves a niche (like all other Scheme cards), in that niche scenario it's incredibly powerful. 

    P.s. Hagatha's Scheme is out of the question. That card's bonkers.

  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    First off, it would be ridiculously overpowered. Magnetic is already a very powerful keyword, almost as strong as charge out of the box. One Galvanizer would let you play this 5 times, and 2 Galvanizers would let you ply it 10 times. Secondly, Echoed cards don't count as carbon copies of that card, they're technically extra cards that are added to your hand. It's essentially like saying "after you cast this, add a copy to your hand that is discarded at the end of your turn". However buffs from the Friendly Encounter don't count as "buffs", they're supposedly bare stat changes. That means that if you give SN1P-SN4P +2/+2 using the Friendly Encounter buff, all Echoed copies would also have the buff. Similarly, if you roll the "change cost to 0" buff on SN1P-SN4P, all Echo copies would cost 0. It works this way because the buffs aren't just "give a minion +2/+2", they're more like "change a minions stats to whatever it's stats are, +2".

    In reply to Snip Snap
  • GameTheory345's Avatar
    Island 475 386 Posts Joined 05/29/2019
    Posted 4 years, 11 months ago

    "Edge LULW" I know, but I feel like this is an issue that should be addressed regardless.

    On other browsers (for example, I'm currently using Chrome) it shows the expansion watermark next to the card. However, on Edge it's just a square of colour, as can be seen below.

    On Chrome:

    On Edge:

    In addition, while I can type out comments, forum posts and deck descriptions, I am unable to submit whatever it is I am typing. Finally, hovering over the page dropdown lists works on Chrome, but not on Edge.

    On Chrome:

    (very responsive dropdown menu)

    On Edge:

    (no dropdown menu)

    Now, I realise that this is a new website and it's going to have it's kinks, and I will admit that I would have never been able to make a website even remotely close to this. However, I still think that it's important for these issues to at least be brought into the limelight, because if nobody talks about a problem then it won't be solved.

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