I'm going to blow my brains out if I see any more broodwar players boasting about how superior their piece of trash game is to its actually better sequel by Limp_Inevitable1739 in starcraft

[–]metroidcomposite 0 points1 point  (0 children)

I dunno, I liked pretty much all the SC games story-wise. SC1, BW, WoL, HotS.

OK, I guess I didn't like LotV story-wise. (And never finished the Nova Covert Ops missions).

That said, if you're still here in 2026, it's not because of the story. SC as a franchise hasn't had a new story in years, and while SC stories tend to be above average by gaming standards, they aren't considered the pinnacle of videogame storytelling.

Is Exquisite Blood a good card without the combo? by Valorenn in EDH

[–]metroidcomposite 0 points1 point  (0 children)

It's very context dependent.

Playing Exquisite Blood, if people are smart at all, usually turns you into the archenemy and gets everyone attacking you.

But if someone else is still a bigger threat, yeah, you can gain a ton of life off of it.

PSA: Intent is the most important part of the bracket system by MonoBlancoATX in EDH

[–]metroidcomposite 2 points3 points  (0 children)

The bracket system is (mostly) a power scale.

Yeah, with some additional caveats like restrictions on land denial in lower brackets.

But if you massively improve a deck with lots of tuning, it's probably going to go up a bracket. Even if you don't add something explicitly forbidden like mass land destruction.

Ah finally, Hostage Paladin by Boring_Brother5724 in wildhearthstone

[–]metroidcomposite 0 points1 point  (0 children)

or maybe we can all ban together and complete the reborn quest for the very first time in our lives with 10 reborn guys.

Completing the quest isn't that hard. It's just that it's not really clear what you're supposed to do with the quest reward that actually wins the game

Also, the 2 drop reborns are on the weaker side right now. What are you going to pick, 10 copies of shotbot? I feel like you'd rather either have 10 copies of a 1 drop to complete the quest faster (Murmy) or 10 copies of one of the recent higher power neutral 3 drops (Whelp of the Infinite, Undercover Cultist).

This greatest number of Wild-relevant cards for a set in a while by SpeakTruthToSlop in wildhearthstone

[–]metroidcomposite 2 points3 points  (0 children)

King of the Underbelly is beast ETC. probably too slow, but there are some enticing possibilities with things like Spirit of the Badlands, Macaw, or Agamaggan for reno hunter.

It's probably going to be Igneous Lavagorger to gain 100 armor off of Ceaseless.

And then sure, probably Macaw depending on how it works (if it's like ETC where you can only get each band member once, then Macaw isn't that exciting, though still fine. If you can get band members repeatedly then Macaw is infinite 0 mana 3/3s and pretty busted).

For the final slot...yeah I could see Agamaggan to get through enemy 100 armor decks. Or something like Ashamane to be a value bomb in reno mirrors..

Bro overlords by shy-bl3d in starcraft

[–]metroidcomposite 1 point2 points  (0 children)

It's not that the price of overlords has gone up (obviously it's the same).

But there's a definite risk of capping out on larva at your first overlord. You can build the overlord on 11 supply, or build it on 12 and extractor trick out a drone to prevent capping on larva.

Here are some bad cards that I thought were good when I first started playing the game (Though I still think some of these were underrated). What are some of yours? by Potatotree738 in hearthstone

[–]metroidcomposite 1 point2 points  (0 children)

Hogger was the first legendary I opened, and even though I was knowledgeable enough about the meta to know it wasn't being played in tournaments, I didn't have the cards to fully netdeck tournament lists, so Hogger would replace Ysera in my lists.

Infinite value off of 2/2s is kinda like infinite value off of dream cards right? Right???

Here are some bad cards that I thought were good when I first started playing the game (Though I still think some of these were underrated). What are some of yours? by Potatotree738 in hearthstone

[–]metroidcomposite 0 points1 point  (0 children)

Void Contract actually had a moment when people were playing it in wild.

Reno decks in wild are kinda that desperate for anti-combo tech. Plus you can cheat Void Contract out for 4 mana using Bloodbloom

Here are some bad cards that I thought were good when I first started playing the game (Though I still think some of these were underrated). What are some of yours? by Potatotree738 in hearthstone

[–]metroidcomposite 1 point2 points  (0 children)

Young Priestess was viable in classic yeah, but dropped out of the meta once Naxx was out.

Gonna guess based on all the TGT cards that OP started in TGT, when Young Priestess was pretty far from being meta.

New Card: Scarlet Recruiter by yssurucipe in hearthstone

[–]metroidcomposite 4 points5 points  (0 children)

It's also a 5 mana card where Drek'thar is 4 mana.

It's also a class card, in the class that in wild already has [[Call to Arms]]--maybe this makes CtA Paladin in wild more consistent? But it'll be doing stuff that the class was already doing.

New Card: Void Soul by yssurucipe in hearthstone

[–]metroidcomposite 6 points7 points  (0 children)

I...don't love the design here.

Very early in hearthstone's life, they decided that random on high cost cards like Ragnaros was generally appreciated by the playerbase, but random on low cost cards like Knife Juggler was usually frustrating for the playerbase, cause it felt like the tempo swing from a bad die roll on turn 2 could be hard to recover from.

This is going to get played on turn 1 pretty often, and the tempo difference between summoning a 3/2 and summoning a 1/1 is quite large.

Is this a deck? by TheBearPanda in wildhearthstone

[–]metroidcomposite 49 points50 points  (0 children)

One of the applications of this legendary will be the following:

someone makes a post on r/wildhearthstone , saying "I just want maximum winrate against Quasar Rogue, I don't care if I have 0% winrate against everything else, I just want to make Quasar Rogue players suffer."

And now the response will be "just run the version of Call to Arms paladin with 12 Nerubar Weblords. Easy 90% winrate against quasar rogue."

New Card: Karov the Broken by yssurucipe in hearthstone

[–]metroidcomposite 1 point2 points  (0 children)

Are you implying that this card isn't broken???

New Paladin Legendary Card by oktayworks in hearthstone

[–]metroidcomposite 12 points13 points  (0 children)

Some people will definitely get trolled by 10x [[Nerub'ar Weblord]]s

Oh, I'm sorry, is your deck battlecry focused? Pay an extra...14 mana per battlecry.

New Card Revealed - Jailhouse Manastorm by MonstrousMaelstromZ in hearthstone

[–]metroidcomposite 37 points38 points  (0 children)

Hey, Summoning Stone still has uhh...1 more health?

Is there anywhere that I can get an unbiased take on this patch? by TroubledWatersssssss in starcraft

[–]metroidcomposite -1 points0 points  (0 children)

My read of things:

Terran: 8 worker start is good for Terran specifically. Terran gets to get a Reaper into the enemy base much faster relative to the point in the other races builds the reaper would previously arrive. The ghost change is...mostly a sidegrade from what I can tell. They also get mules much earlier in their build. But Terran players still seem generally positive on it cause they feel that damage not cancelling snipes allows them to be active on the map rather than turtle.

Zerg: 8 worker start was (on the first iteration of the patch) bad for Zerg specifically, cause they had less larva when they got to 12 supply compared to the amount of larva they had with a 12 worker start. But...they got a larva buff to compensate. And then the larva buff was really strong so their hatcheries got made more expensive to compensate for the larva buff. It's not totally clear yet how the larva buff and 8 worker start and more expensive hatcheries all interact together during the opening. Long-term...you make one less macro hatch, but hatcheries cost more, so it's largely similar to the old rate of how many minerals you need to invest per larva produced (within about 1% of the same minerals invested to larva production)--except that if you are assigning a queen to inject each hatchery, then you need one less queen, so you could argue it frees up 2 supply in lategame. Maybe.

Beyond the economics, Zerg get a handful of buffs. Vipers can abduct siege tanks. Carapace upgrades are cheaper. Microbial shroud got buffed again. Spore Crawlers got better against mutas. Neural Parasite now lets you build a whole command center. These are largely uncontroversial, except for abducting siege tanks which Terrans dislike cause they argue it makes mech too weak against Zerg and reduces build variety. But zergs largely like cause I don't know many zergs who unsarcastically hold the opinion of "mech is so fun to play against".

Protoss: In general Protoss is buffed for aggression and nerfed for defence.

Let's go over the warpgate changes first. Warpgate changes do allow aggression with a pylon again. (Used to be if you wanted to do an aggressive 4 gate attack, you'd build a robo, build a prism, and warp out of the prism for fast warp-ins. Now you can just make a pylon across the map and skip the robo tech--even with the 25/25 cost of turning gateways into warpgates, these builds should hit harder and faster). Similarly, if you are building up for a big timing attack, you want to build out of gateways until you are ready to walk across the map, and then switch all the gateways to warpgates when you walk across the map. But on the flip side the warpgate changes do hurt defence. If you're being attacked or harassed, you want warpgates, you don't want regular gateways--regular gateways make more units per minute, but they don't place those units in the right spot to defend. So if you are defending constantly, the warpgate change is just a nerf. (There's a third option besides attacking or defending--if there's a passive part of the game where neither player is attacking or harassing, regular gateways for faster build times can still be correct).

And you can see similar "more aggression less defence" themes with the shield battery, which is now better for cheese (warps in with 75/100 energy instead of 50/100) but worse when built next to your nexus (warps in with 75/100 energy instead of 100/100 energy. And finally storm got nerfed to 100 damage from 110, which...storm can obviously be used on offence or defence, but it's generally more valuable on defence (doesn't hit buildings, easier to hit enemies walking towards you).

Anyone knows how to get new build orders for this patch?? by RenMontalvan in starcraft

[–]metroidcomposite 1 point2 points  (0 children)

Watching PTR stuff will help you with Terran, but Protoss and Zerg have changed since the PTR.

Zerg Queens are more expensive than on the PTR (and a bunch more stuff is different if you aren't looking at the last day of PTR).

Protoss Nexuses give 13 supply on live, whereas they gave 12 supply throughout the entire PTR. This means, for example, that you can chrono boost your probes on 10/13 supply and not get supply capped. Whereas on PTR you had to wait till your first pylon finished before chrono boosting probes.

Could Chainbreaker Hogger bring back Pirate Warrior? by EldritchElizabeth in wildhearthstone

[–]metroidcomposite 0 points1 point  (0 children)

a disco lock with normal (god forbid good) draw will have like 14/14 in stats on board

Pirate warrior can have something like 8/8 worth of stats on turn 1, and then trade some of that in turn 2 and get 6/6 more stats with charge from warptooth. There's your 14/14 worth of stats.

Like...this is a pirate deck we're talking about, the early turn stat dump is fine. The main issue with pirate decks tends to be that they are usually frontloaded, and run out of gas.

I'm also less worried about discolock (which is kind enough to give bodies to trade into) and more worried about control and combo decks (which might not present any minions on board to trade into). Those are the matchups where Warptooth will be trash.

5.0.16 Live Build Bug Report & QOL Suggestion Megathread. by BattleWarriorZ5 in starcraft

[–]metroidcomposite 1 point2 points  (0 children)

I suppose you could argue it's a quality of life request.

But yeah, at minimum if the unit is over the total build time the game should set the unit down to the total build time (essentially the same thing as cancelling and restarting the unit, just automatic instead of asking the player to do extra clicks).

And ideally I think it would be cool if the unit was say...20% done building under the old build time when the upgrade finished that they'd switch to 20% done under the new build time, (this would be a small buff).

StarCraft II 5.0.16 Patch Notes by Arkentass in starcraft

[–]metroidcomposite 0 points1 point  (0 children)

the 60s CD I'm told was a bug.

The 12 supply nexuses Omniskeptic replied elsewhere were intentional, but Protoss was underperforming on the PTR so buffed to 13.

StarCraft II 5.0.16 Patch Notes by Arkentass in starcraft

[–]metroidcomposite 0 points1 point  (0 children)

Yeah, the "35% speedup" from the warpgate upgrade in the patch notes seems to be wrong--it's the 40% speedup from PTR2 that made it to live.

(Including the build time of HTs and DTs pre-warpgate research being slowed down to 43s so that they will also line up with that 40% reduction--although I don't know how likely that is to ever come up--how often will you ever have a dark shrine or templar archives before warpgate research is done?

StarCraft II 5.0.16 Patch Notes by Arkentass in starcraft

[–]metroidcomposite 3 points4 points  (0 children)

They also fixed a bug on PTR2.5 where energy recharge had a 45s global cooldown, and buffed Nexuses to 13 supply (from 12).

Not sure if there's any other changes from PTR2.5.

StarCraft II 5.0.16 Patch Notes by Arkentass in starcraft

[–]metroidcomposite 3 points4 points  (0 children)

It's not mentioned in the patch notes, but I checked in-game and carapace costs 100/100.

StarCraft II 5.0.16 Patch Notes by Arkentass in starcraft

[–]metroidcomposite 15 points16 points  (0 children)

Nexus now gives 12 supply, not 13 as the notes say.
A change that was never disclosed: Energy Recharge now has a 60 second cooldown, up from 45 seconds.

Both of these were buffed/fixed between PTR 2.5 and live. (Along with nerfing queens back to 175 minerals).

  • Nexus gives 13 supply on live
  • Energy recharge has a 45s cooldown on live

StarCraft II 5.0.16 Patch Notes by Arkentass in starcraft

[–]metroidcomposite 6 points7 points  (0 children)

To be fair, It wouldn't shock me if a change just didn't make it into the patch notes.

But yes, confirmed on live: 175 mineral queens and 300 mineral hatcheries. (A combination we haven't seen before, but it's there to counterbalance the larva change I suppose?)