+Ancient Moderoid
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About .ben.

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    Vanity's Friend
  • Birthday 12/27/82

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  • Location Cleveland, OH

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  1. Good old HS community. Always negative about everything.
  2. I think it's a step in the right direction.
  3. This is a dumb Beast-Dragon deck I tooled around with over the weekend because I had a bunch of Druid quests. Just a standard curve deck. Objectively, it is not good. But, generally I found it to be much better than standard beast druid. Also, people get really confused when you start dropping Corruptors after first doing beast stuff. That part's fun. 2 Innervate 2 Living Roots 2 Enchanted Raven 1 Sir Finley Mrrgglton 2 Mark of Y'Shaarj 2 Faerie Dragon 2 Druid of the Saber 2 Blackwing Technician 2 Savage Combatant 2 Twilight Guardian 2 Swipe 2 Azure Drake 2 Druid of the Claw 2 Blackwing Corruptor 1 Drakonid Crusher 1 The Curator 1 Deathwing I wanted Combatant to be Armored Warhorse so much, but Jousts are basically impossible to win when you're so heavy on early drops. Also never lucky.
  4. Not gonna lie, Totemic Might on a few totems on turn 3 is hilariously effective.
  5. What do you guys think about the difference between standard midrange shaman and the more totem centered version? To me, the totem version seems to be able to string together stronger plays overall, but the standard one doesn't leave you with starting hands like multiple Totemic Might/Primal Fusion.
  6. Was the shaman you used to hit #1 post yogg nerf?
  7. Is CotW stilla 2-of at 9 mana? That seems like way too much IMO.
  8. With things like (new) Charge and Fool's Bane, Warrior has some really interesting tempo tools.
  9. The first use of new charge that came to mind was Sylvannas...but that is way too niche to warrant building around. I guess Patron works too. EDIT: Someone mentioned that.
  10. The Tuskar nerf was indeed the correct change, because it was unfun and unfair. Golem is strong, but it's not unfair. It can't completely change the course of a game on turn 3 with a high roll. Trogg is falling out of many midrange decks anyway. I do think making cotw 9 mana matters. You give opponents 1 more full turn to develop into it, and there are a lot better options at 8 mana than at 7. You're also giving your opponent 1 more full turn to just beat you. The abusive nerf is also correct. at 2/1, abusive basically allows you to trade up twice. That's pretty swingy that early in the game.
  11. That's pretty great!
  12. Legend is for chumps! Rank 5 all day!
  13. I have become a bit bored of standard, so played some wild ladder yesterday. Climbed from 25 to 12 with this Midrange (?) Hunter. Low ranks etc., but I only dropped one game (Aggro Shaman, ofc). 1 Fiery Bat 2 Webspinner 1 Freezing Trap 2 Kindly Grandmother 2 Mad Scientist 2 Quick Shot 1 Snake Trap 2 Animal Companion 2 Eaglehorn Bow 2 Kill Command 2 Unleash the Hounds 1 Barnes 2 Piloted Shredder 2 Sludge Belcher 2 Savannah Highmane 1 Dr. Boom 2 Call of the Wild 1 N'Zoth, the Corruptor
  14. They are more or less along the lines of 2 mana wyrm 2 mirror image 2 arcane missiles 2 arcane blast 2 apprentice 2 cultist 1 thalnos 2 frostbolt 2 arcane intellect 2 acolyte 2 flamewaker 2 torch 2 fireball 2 azure drake 2 portal 1 yogg sometimes you can add books or whatever.
  15. I have liked the Burn Mage variants more than the slower Tome variants. You have no comeback mechanics besides Yogg, but with a half decent draw, you can usually burn out everything