The LiquidLegends Lounge - Page 274
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Gahlo
United States35174 Posts
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Numy
South Africa35471 Posts
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Seuss
United States10536 Posts
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Lord Tolkien
United States12084 Posts
+ Show Spoiler + Unlikely to replace Piloted Shredders in current Druid decks; Shredders are sticky, that 4 drop is not; while having 3 damage regularly gives Druid more removal options, which is something they've historically lacked, it's still not worth sacrificing board stickiness, when the whole point of druid is gaining board control and FoN+Savage Roar Mech knight is...eh, it's alright. Mech decks are out of favor right now, besides maybe mech shaman (because mech shaman is the only way you can even play shaman currently with any relative success). | ||
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mordek
United States12705 Posts
On July 29 2015 09:53 Holyflare wrote: Thank everyone multiple times for everything. Tell random embarassing anecdotes about groom, segue into heartfelt moments with groom, maneuver into nice story about couple and then tell everyone how much they mean to you and how awesome they've been in your life and how you're a better person from just knowing them for the tear jerk reaction and love. Basically the standard formula. HF nailed it. Savage Combatant looks good for arena for sure. | ||
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Eppa!
Sweden4641 Posts
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Lord Tolkien
United States12084 Posts
It's not useful at all vs control. It's flat out worse than Shredder vs Priest or Warrior, for instance, hitting both PW:D threshold, as well as being extremely, EXTREMELY easy to remove with a death's bite (whereas Shredder is difficult to remove for both Priest or Warrior), as well as vs Handlock (stickiness, again: better facilitates FoN+SR combo). Oil Rogue doesn't care about it. It's in eviscerate range, and is ultimately far less sticky/much more easily removed than a Shredder. Ehhh..., not a good trade when you consider how much rogue otherwise needs to burn vs Shredders. Tempo Mage: Useful, if it isn't removed by frostbolt or fireball (again, easier to remove than shredder), or traded for based on the board. Worse than Shredder, still, since Shredder usually requires 2 for 1 to remove. Hunter: most face hunter minions are 1 HP, and +2 attack isn't that effective vs midrange, besides removing shredders with your face. More importantly, taking time to hero power vs hunter, unless it's very late, is usually terrible, and both it and the 4-drop are overall way too slow to get value out of in this kind of matchup, as removing hunter creatures with face is usually a suboptimal choice. Keeper of the Grove is more important. Zoo: will get removed as soon as you played it by value zoo trades. Again, easier to remove than shredder, and is straight up not useful in the matchup compared to Keeper of the Grove (always an essential card to mulligan vs Warlock) or Swipe. Paladin: has 3-hp minions, sure, but the biggest card you'll need in the matchup is still Swipe. Truesilver easily removes the 4 drop. Basically, you're over-estimating how much value the Inspire effect is for Druid (which generally never wants to be using it, since as Tempo you want to be dropping as many midrange minions as possible to prep for combo, and Ramp both sucks and wants to drop big, sticky, defensive minions ASAP). and how it stacks up against Shredder which, without hero powering, trades better in the vast majority of cases, not to mention hero powering in a tempo-based meta is usually suboptimal (especially for Druid). That, and Shredder is straight up better in most matchups. Basically, the 5/4 is for a reactive, control class (or a super-aggro class, hence I only half-jokingly say it's a fantastic hunter card because webspinners), while Druid wants to be generally emptying their hand of minions, not hero powering. The only possible deck you could see this card in is in a beast Druid deck, which is still lol. | ||
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mordek
United States12705 Posts
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WaveofShadow
Canada31495 Posts
Sad days. | ||
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jcarlsoniv
United States27922 Posts
On July 29 2015 23:40 mordek wrote: I think if I could run a tribal deck in Hearthstone I'd be happy. I don't really consider mech tribal although it technically works that way. I ran pirate warrior for a while. Beast druid and hunter are interesting. Murloc Shaman is still next on my to-do list | ||
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Numy
South Africa35471 Posts
On July 30 2015 00:00 jcarlsoniv wrote: Murloc Shaman is still next on my to-do list Disgusting. I'd like it more if tribals weren't so dam dirty. | ||
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mordek
United States12705 Posts
On July 30 2015 00:09 Numy wrote: Disgusting. I'd like it more if tribals weren't so dam dirty. Is it the murlocs or is it just tribal synergy feels bad to you? I like making Magic decks that have an identity like that too. | ||
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Numy
South Africa35471 Posts
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Requizen
United States33802 Posts
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Holyflare
United Kingdom30775 Posts
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TheYango
United States47024 Posts
On July 29 2015 19:54 Alaric wrote: Also imagine the power creep if all the cards were better in each expansion. ![]() There was an article from the MTG blog where a dev answered "fan letters" and one of them was about the necessity of introducing "bad" cards in each set. A huge component of introducing "bad" cards is limited balance though. And that would be valid if Blizzard otherwise looked like they care about making Arena a legitimate competitive format, but by all accounts they don't. Like, being worse or as good as existing playables is fair when we're talking about constructed. But right now we're talking about a slightly more reliable Mad Bomber on a worse vanilla body, and Mad Bomber is already only played in limited. | ||
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jcarlsoniv
United States27922 Posts
On July 30 2015 00:41 Holyflare wrote: First day of job over! Went pretty well! You playing real life mafia now? | ||
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Holyflare
United Kingdom30775 Posts
I wish ![]() Just doing audio transcription at a legal firm at the moment. Speedy typing +++ | ||
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Eppa!
Sweden4641 Posts
On July 29 2015 23:37 Lord Tolkien wrote: I think you're overestimating the value of (weak) removal for Druid. If it's tempo Druid, you ideally don't want to be hero-powering at all, as you want to be building up the board. Which matchups are +2 attack useful? Mostly aggro and maybe tempo. You could make this a turn 6 play for a worse version of Fire Elemental or Blackrock, but ehhhhh... It's not useful at all vs control. It's flat out worse than Shredder vs Priest or Warrior, for instance, hitting both PW:D threshold, as well as being extremely, EXTREMELY easy to remove with a death's bite (whereas Shredder is difficult to remove for both Priest or Warrior), as well as vs Handlock (stickiness, again: better facilitates FoN+SR combo). Oil Rogue doesn't care about it. It's in eviscerate range, and is ultimately far less sticky/much more easily removed than a Shredder. Ehhh..., not a good trade when you consider how much rogue otherwise needs to burn vs Shredders. Tempo Mage: Useful, if it isn't removed by frostbolt or fireball (again, easier to remove than shredder), or traded for based on the board. Worse than Shredder, still, since Shredder usually requires 2 for 1 to remove. Hunter: most face hunter minions are 1 HP, and +2 attack isn't that effective vs midrange, besides removing shredders with your face. More importantly, taking time to hero power vs hunter, unless it's very late, is usually terrible, and both it and the 4-drop are overall way too slow to get value out of in this kind of matchup, as removing hunter creatures with face is usually a suboptimal choice. Keeper of the Grove is more important. Zoo: will get removed as soon as you played it by value zoo trades. Again, easier to remove than shredder, and is straight up not useful in the matchup compared to Keeper of the Grove (always an essential card to mulligan vs Warlock) or Swipe. Paladin: has 3-hp minions, sure, but the biggest card you'll need in the matchup is still Swipe. Truesilver easily removes the 4 drop. Basically, you're over-estimating how much value the Inspire effect is for Druid (which generally never wants to be using it, since as Tempo you want to be dropping as many midrange minions as possible to prep for combo, and Ramp both sucks and wants to drop big, sticky, defensive minions ASAP). and how it stacks up against Shredder which, without hero powering, trades better in the vast majority of cases, not to mention hero powering in a tempo-based meta is usually suboptimal (especially for Druid). That, and Shredder is straight up better in most matchups. Basically, the 5/4 is for a reactive, control class (or a super-aggro class, hence I only half-jokingly say it's a fantastic hunter card because webspinners), while Druid wants to be generally emptying their hand of minions, not hero powering. The only possible deck you could see this card in is in a beast Druid deck, which is still lol. When it comes to wallet warrior, its worse than shredder but shredder is still one of the few targets that actually are bad vs winaxe. Forcing a deathsbite from patron warrior on a 4 drop is not actually bad and winaxe requires 2 hits or a combo card for it to clear it also clears most key drops for patron. Wallet warrior MU is heavily scewed towards druid anyway. Hand lock its equal to shredder since they can use hellfire and darkbomb to clear first part of shredder and getting a 5 damage hit in is a lot better than 2damage from the 2 drop. You can tempo out the MU and shadowflame isn't particularly dangerous in the MU it also trades with ancient watcher and doesn't die to the 5/4 fire elemental in malylock without coil. You can also kill giant on 4 if you coin/play it on 4. Druid is a terrible MU for Priest and its worse if they have an answer but it kills deathlord if there isn't. Vs Tempo mage you need to clear it or all your 1 and 2 drops die to hero power. It also clears images which is nice. Vs Freezing its much worse. Vs face hunter you race or your losing every time it does not die to bow and if you leave it up you can spell+hero power face and out damage the hunter if they leave it up. Doesn't die to 1 drop + 2 damage bow buff or creeper+abusive Vs midrange its much better vs freezing otherwise its still better vs bow. Can trade with scar. For double combo druid: I think its better vs hunter (all 3 variations), patron, tempo mage, malylock, mid range shaman, any mech deck, Wall druid. Equally good vs Handlock, Velens Priest, Combo druid. Worse vs: Zoo, circle Priest, Freeze, Paladin, Rogue. (especially the last 3) This expansions healbot? | ||
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Requizen
United States33802 Posts
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