leberschnitzel's Avatar

leberschnitzel

Joined 04/05/2019 Achieve Points 240 Posts 87

leberschnitzel's Comments

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 6 months ago

    fully agree. It's great that they try out stuff, even if they have to revert it from time to time. That way there's always something happening, and change it what keeps it interesting.

    Especially if it's not a new set that we have to buy / farm for.

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    I'd really like to see a complete priest basic / classic set rework instead, for sure. But as quick (not in some months but right now) measure I think changing Circle of Healing is the most effective way without totally castrating everything that priest is able to do right now. Because the only thing it can do right now, is the combo.

    That is for Standard, I have no clue about wild.

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    I totally agree with that.

    Also: circle without / with a more expensive circle of healing you can actually control the board better with just damaging minions instead of having to kill everything to make sure the priest doesn't kill you in one turn, draw a million cards or both.

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    I honestly think that neither divine spirit nor cleric are the problems.

    The problem is Circle of Healing that makes early high health minions so sticky and enables the crazy card draw combos.

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    gratz! :)

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    The quest paly has 2 Anoyos too much

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    not really, I think outof.cards is far ahead of the others, just not perfectly polished yet :)

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    oh man I was looking why I couldn't import it and missed that one.

    In reply to Mummy Quest Paladin
  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    Nice to see you here!

    Sad I can't follow people to see their newest decks :(

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    Thanks! That's the deck he used in Grandmasters this weekend, right?

    In reply to None
  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 7 months ago

    I'd really like to see something similar for each weeks Grand Masters decks used and how they performed. Although you might already have something like that and I always miss it >.<

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 8 months ago

    I'm OK with this.

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 8 months ago

    And I hope you clipped it and sent it to Trolden!

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 8 months ago

    I'm sure that they will do it again. It was such a big success and such a nice change to the meta without them having to do a lot. It made the pacing of the last expansion feel much much quicker.

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 8 months ago

    I'm pretty sure they do it like that

    "Ok, those cards seem a bit strong in the current meta. Let's release the next expansion, let's see how it changes things up and then do this or this to put some cards in line."

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 8 months ago

    I think we'll see a nerf of Dr. Boom to 9 mana, Pocket Galaxy at 6 mana and a change for Divine Spirit to "give a friendly minion 5 health".

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 8 months ago

    You could be right with that. 

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 8 months ago

    I think the term you are looking for is "bad luck".

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 8 months ago
    Quote From Sykomyke

    You either want more tempo or more draw in hand, not something that doesn't do anything for the next 5 turns.

    1 Turn.  It doesn't do anything for 1 turn.  Not 5.  The mana loss is 1, the turn loss is 1.  After that it's a passive effect on the game, that upon completion drastically improves the ability for a priest's minions to stick to the board.

    It's sadly not just one turn. It's all the following turns that you have one card less and it does nothing. It has no passive effect on the game until it is completed. Like I said, it's not only the one mana, it's the one card that's missing in your hand that could do something.

    Quote From Sykomyke

    I'm not negating that in some matchups the skipped 1st turn isn't desirable, but there's also nothing that said you can't mulligan the quest away.

    You very clearly mentioned that exact dilemma in your post.  "it's harder to complete if you mulligan".  Yes,  so in aggro matchups where you cannot under any circumstance have a tempo loss, you mulligan the quest away.  In control matchups (i.e. control warrior) hold onto it.  

    The problem is that even in control match ups, you lose the board if you keep the quest. Especially against warriors.

    Quote From Sykomyke

    You, like the other poster, are acting like including a quest in your deck means you HAVE to play it EVERY turn 1 for EVERY matchup.  As if some proverbial gun is to your head.  It's not, but the fact that the deck runs EVERY card a quest priest would likely include in his deck, makes it asinine to not include as a possible alternative win-condition.  Which, frankly speaking: a 1 mana alternate win-condition is pretty damn good in the grand scheme of things.

    But like I said above, I can't force you, or anyone else to think critically, independently, or dynamically.

    I actually wrote what not keeping it does later in the game. It gives you a dead draw in a class, that doesn't draw a lot. It's great if you have turn 4 and draw the quest against an aggro deck.

    In my lunch break I jumped on the bike in the gym and played 18 games with the quest in the deck: It is not an alternate win condition, it's ballast.

    In most situation it's useless, since you don't finish it before you either kill them or get killed. I finished the quest twice, both times my board was frozen and I got hit in the face with giants, since the deck has no board clears or anything that helps you to get the board back once you lose it.

    You want to win by turn 6 or 7. That's also roughly the time you finish the quest. If you don't win until then, there are only slim chances that you will actually win. That means you will get nearly no value from it, and every time a Leeroy would do the trick too.

    I don't know if you actually tried to play with AND without the quest, because it so quickly get's very obvious: even though the quest has the same needs for healing as the aggro deck, they are not synergistic.

  • leberschnitzel's Avatar
    240 87 Posts Joined 04/05/2019
    Posted 4 years, 8 months ago

    The statistics don't even mean that they are in the deck. They could just be discovered, so crafting might not be a great idea.

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