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Post Post #4675 (ISO) » Thu Jan 11, 2018 6:58 am

Post by Thestatusquo »

Yes fuck the theme and just play a tier one deck.
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Post Post #4676 (ISO) » Thu Jan 11, 2018 7:07 am

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I think shea is right. I think i had it wrong. I think just playing a relatively fast deck while people try to dick around with the theme is actually just way stronger.
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Post Post #4677 (ISO) » Thu Jan 11, 2018 8:07 am

Post by DeathNote »

I finally won playing radiant elemental/inner fire/power word shield. I just kept restarting til I hit radiant elemental with power word and cycled my deck until I hit innerfire to win.
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Post Post #4678 (ISO) » Thu Jan 18, 2018 11:55 am

Post by DeathNote »

Doing decent on a priest deck and have board control. He keeps hexing my big threats and I have a cube in my hand so I'm thinking this is fine. I'll just cube now and assume his last card isn't a 3rd hex.

Immediately gets hexed.

Seriously?
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Post Post #4679 (ISO) » Mon Jan 22, 2018 2:32 am

Post by PJ. »

How do I get better at playing mid range decks like dragon priest?
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Post Post #4680 (ISO) » Mon Jan 22, 2018 4:44 am

Post by Thestatusquo »

You have to have the mulligans pretty perfect. You lose a lot of percentage points keeping sub optimal cards.
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Post Post #4681 (ISO) » Mon Jan 22, 2018 5:10 am

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Is there actually a way to cheat sheet that, or do I just need to spend more time ruminating on what decks actually do and how dragon/tempo/whatever beats it?

Cause as it stands, I can general get into that 5 and under bracket with aggro fairly simply but I have a lot more dtrouble in and ~9 with dragon.
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Post Post #4682 (ISO) » Mon Jan 22, 2018 6:11 am

Post by Sudo_Nym »

If you have HSReplay, they have win percentage for their decks broken down by mulligan.
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Post Post #4683 (ISO) » Mon Jan 22, 2018 12:44 pm

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The main thing you have to try and figure out for mulligans of mid-range is what your opponent's deck is most likely and then knowing what you need against Agro, Mid-range and Control match up's.

Which HSReplay won't be able to help you with.
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Post Post #4684 (ISO) » Mon Jan 22, 2018 4:16 pm

Post by Sudo_Nym »

Right, HSReplay won't replace thinking, but it'll give you a reasonable bead on what cards are likely keeps and likely mulls, and then you have to figure out the rest yourself.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
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Post Post #4685 (ISO) » Mon Jan 29, 2018 7:32 am

Post by Sudo_Nym »

Looks like we're getting some nerfs next month! Short version:
- Bonemare cost increased to 8
- Corridor Creeper's attack reduced to 2
- Patches loses Charge
- Raza reduces hero power cost to 1
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
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Post Post #4686 (ISO) » Mon Jan 29, 2018 7:36 am

Post by Sudo_Nym »

So I guess Cubelock is super happy?
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Post Post #4687 (ISO) » Mon Jan 29, 2018 8:22 am

Post by xRECKONERx »

lmfao cubelock is gonna roll over ladder
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Post Post #4688 (ISO) » Mon Jan 29, 2018 9:13 am

Post by DeathNote »

Those are some major nerfs....
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Post Post #4689 (ISO) » Mon Jan 29, 2018 9:24 am

Post by Thestatusquo »

This just makes patches unplayable now right?
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Post Post #4690 (ISO) » Mon Jan 29, 2018 9:46 am

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double nerf to creeper if that's the case.
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Post Post #4691 (ISO) » Mon Jan 29, 2018 10:08 am

Post by Shinobi »

In post 4685, Sudo_Nym wrote:Looks like we're getting some nerfs next month! Short version:
- Bonemare cost increased to 8
- Corridor Creeper's attack reduced to 2
- Patches loses Charge
- Raza reduces hero power cost to 1
Pathetic.
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Post Post #4692 (ISO) » Mon Jan 29, 2018 11:03 am

Post by Sudo_Nym »

Bonemare still seems okay? Not great, but okay. It's upside at 7 was ridiculous, though.

The Corridor Creeper nerf seems to basically delete it from the game, though. It was always a mediocre card to topdeck late, and now it's only worthwhile if you can get it early to reduce the cost, and even then your payoff is just a 2/5 beast.

Patches losing Charge means its summon cry is no longer a pun, which is terrible. But this was justified as trying to prevent Patches from dominating Wild. I don't know enough about Wild to know if Patches is really dominating there, though.

Raza is similar- they want to nerf the combo in standard, and tone it down for the rotation in wild. It does mean that Raza priest can no longer one-shot you, which maybe helps other control decks? But it also makes life easier for CubeLock, which now no longer has to worry about getting one shot in the late game against priest.
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Post Post #4693 (ISO) » Mon Jan 29, 2018 11:10 am

Post by Shinobi »

It took me way too long to put my feelings into words but I'm going to do the best I can.

I hate that Patches and Raza were so close to retiring peacefully into wild and the standard whiners had to go and ruin those cards for everyone.
I hate that aggro has even less tools to bridge the gap with greedy control decks. Creeper I can kind of understand but that Patches nerf was so unnecessary and could have easily just been moved to the Hall of Fame a little earlier than standard rotation allowed.

Basically this just sets a precedent that the value of Wild cards is completely irrelevant and Blizzard will nerf literally anything into the ground if people complain loud enough. This just reads like the downside of being able to nerf cards - that everything and anything can be changed whenever the company feels like and our cards hold no inherent value.

Someone correct me if I went too overboard but this set of nerfs made me angrier than it probably should have.

Pedit - Patches doesn't really dominate wild - he helped bridge the gap between Aggro and Control and he found his way into a lot of fast decks because he's a free 1/1 with charge. Raza priest was the best deck (and still might be? I'm terrible at the deck so idk) and Patches being good did little to deter that outside of being a relatively good piece in decks that countered it.
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Post Post #4694 (ISO) » Mon Jan 29, 2018 11:11 am

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Patches nerf is totally necessary. It warped the whole god damned meta. There are priest lists running fucking southsea captain for gods sakes.
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Post Post #4695 (ISO) » Mon Jan 29, 2018 11:20 am

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In post 4694, Thestatusquo wrote:Patches nerf is totally necessary. It warped the whole god damned meta. There are priest lists running fucking southsea captain for gods sakes.
I've never heard of this but I'd like to see it, if you wouldn't mind showing me.
I also disagree that a nerf was called for - I think a ban would have served the same purpose because he didn't seem broken or meta warping in Wild and the nerf only served to make the gap between Aggro and Control even wider.

I haven't played enough Standard recently to comment on what facilitates his removal in the first place so I'm just sticking to what I know.
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Post Post #4696 (ISO) » Mon Jan 29, 2018 11:22 am

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Post Post #4697 (ISO) » Mon Jan 29, 2018 11:29 am

Post by Shinobi »

Why is that a bad thing, exactly?

EDIT: Also, is Patches having charge really the selling point of the whole deck? Just from a glance it looks like his being summoned for free is more important than him having charge.
Last edited by Shinobi on Mon Jan 29, 2018 11:33 am, edited 1 time in total.
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Post Post #4698 (ISO) » Mon Jan 29, 2018 11:33 am

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When a neutral card is appearing in literally every class, causing those classes to play in a way completely contrary to the strengths they would typically have, its a gigantic smell. It tells you that something about the power level of the neutral cards being played is too high. It shouldn't be worth it to say "ehhhh fuck it, I don't need that" to your classes hero power for one neutral card. If it is, it means the neutral card is too strong.

Patches has been too strong for quite some time now.
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Post Post #4699 (ISO) » Mon Jan 29, 2018 1:04 pm

Post by Shinobi »

In post 4698, Thestatusquo wrote:When a neutral card is appearing in literally every class, causing those classes to play in a way completely contrary to the strengths they would typically have, its a gigantic smell. It tells you that something about the power level of the neutral cards being played is too high. It shouldn't be worth it to say "ehhhh fuck it, I don't need that" to your classes hero power for one neutral card. If it is, it means the neutral card is too strong.

Patches has been too strong for quite some time now.
I disagree, both in terms of how Patches would be considered broken and in terms of how he contradicts Priest’s typical strengths, but that’s a giant essay for when I’m home in a few hours. I’ll just edit this post later.
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