Simplest nerf IMO would be to weight it so that all legendaries only have one ticket in the Unstable Portal "lottery," but all other minions have two.I wonder what will be done to nerf the card.
--Patrick
Simplest nerf IMO would be to weight it so that all legendaries only have one ticket in the Unstable Portal "lottery," but all other minions have two.I wonder what will be done to nerf the card.
Teaching people how to play Blood Bowl, and having -every- single person think that the rng of the game is broken, has taught me that people's perception of random is often incorrect.I dont think it needs a nerf either but I agree there is something strange with the randomness of the new "draw a random" minion cards (unstable portal and all of the shredders). I've drawn Lorewalker Cho more than any other card. Like way more.
http://www.radiolab.org/story/91686-a-very-lucky-wind/I've drawn Lorewalker Cho more than any other card. Like way more.
I'm confused, the mage has iceblock with a stealthed minion, right? Doesn't ice block only last one turn after taking fatal damage?Unstable portal... what have you done?
Earlier:
That's not the Ice Block secret, that's the effect of having Mal'Ganis on the field, except that Mal'Ganis is stealthed (from the battlecry of a Master of Disguise) so he can't be removed by the opponent. This results in a hero who is permanently Immune unless the opponent can remove that stealthed minion (and since the opponent is not a Priest (mass silence) or Warrior (Brawl), that's not likely).I'm confused, the mage has iceblock with a stealthed minion, right? Doesn't ice block only last one turn after taking fatal damage?
That was a stealthed malganis, which makes you immune while it's alive. He got it from sneeds, and got a master of disguise through unstable portal.I'm confused, the mage has iceblock with a stealthed minion, right? Doesn't ice block only last one turn after taking fatal damage?
That's not Ice Block, that's Mal'ganis. A Warlock minion who grants your hero immunity as long as he's alive (and unsilenced). Amaz got the most ridiculous Unstable Portal RNG. One portal got Master of Disguise and the other got Mal'ganis. Playing them together gave a near invincible combination. It's unlikely that druid had anything in his deck that could have saved him.I'm confused, the mage has iceblock with a stealthed minion, right? Doesn't ice block only last one turn after taking fatal damage?
That's not Ice Block, that's Mal'ganis. A Warlock minion who grants your hero immunity as long as he's alive (and unsilenced). Amaz got the most ridiculous Unstable Portal RNG. One portal got Master of Disguise and the other got Mal'ganis. Playing them together gave a near invincible combination. It's unlikely that druid had anything in his deck that could have saved him.
There are things that could have killed off a stealth 9/7 though. A Handlock could have Shadowflamed a giant, a Priest might have had Mass Dispel (though that's not common), a very lucky Rogue might have had enough spell-power and weapon buffs to Blade Flurry, a Mage might have back-to-back Flamestrike (or double-Doomsayer and Frost Nova), and there are Druid variants that run Poison Seeds. That ramp Druid isn't one of them.
How bad would that Druid feel if he had Rag in his deck, but couldn't draw him? He's got a full board, and a full hand at the point the video comes in. He might not have any way to empty his hand, though I'd love to know what cards he was holding.Ragnaros could also kill it, as could a rogues sabotage, or a couple of bomb lobbers
I'm having a blast playing Mech Hunter. This deck is so damn stupid, but it's a blast to play!
View attachment 17312
1 Hunters Mark
1 Arcane Shot
1 Clockwork Gnome
1 Webspinner
2 Glaivezooka
1 Explosive Trap
1 Freezing Trap
2 Annoy-0-Tron
2 Loot Hoarder
2 Mechwarper
2 Micro Machine
2 Harvest Golem
1 Metaltooth Leaper
2 Spider Tank
1 Tinkertown Technician
1 Cult Master
2 Jeeves
1 Mechanical Yeti
2 Piloted Shredder
1 Blingtron 3000
1 Clockwork Giant
It's not a well tweaked deck, and some cards I only run one of because I don't have two. I'm not sure what I'd change, or if I'll even bother, since it's never going to be a stellar deck.
Best game I had was against a Handlock. Killed him on turn 5 with my Clockwork Giant
There's no other synergy with the hounds, but that still might be better than the traps, which seem to be the weakest part of the deck.Since you're running a cult master, you might consider adding in unleash the hounds.
Yeah, that was needed.Undertaker is getting a nerf. It's now only going to get an attack buff, instead of attack and health.
this was so stupid to play trhjis game for the last foru hours but I couldb;t stop
When I first read that post, I didn't even notice there was anything wrong with it.I don't think my eyes were even open when I typed that.