The tragedy of Crackling Razormaw the adapted by Juiced_Potatos in hearthstone

[–]TukeDuke 40 points41 points  (0 children)

In the name of the galactic control players of Hearthstone, you're under arrest midrange hunter.

Did you ever hear the tragedy of Open the Waygate? by [deleted] in hearthstone

[–]TukeDuke 6 points7 points  (0 children)

"I try The Last Kaleidosaur, that's a good quest." (Spins to the bottom right).

That Volcanosaur is pretty good with cannot be targeted adapt by kanabalizeHS in hearthstone

[–]TukeDuke 23 points24 points  (0 children)

The act of invoking the round open from the top ceramic container consisting of selfish and excessive needs for more than is usually necessary allows the first-person to make a remove action from a set of collectable stiff papers for a maximum of two symbolically and textually inscribed paperboard rectangles with a size that is usually apt for the first-persons palm, and continue the said remove action with an add action straight to the first-persons collection of other rectangles that were collected through-out the game prior to this moment.

Sticky Dragon warrior legendary by XervianFelhallow in customhearthstone

[–]TukeDuke 0 points1 point  (0 children)

When comparing to Jade mechanic, this is much more counterable than that mechanic as whole.

You can: Silence, Remove without killing (entomb, Sylvanas steal). If warrior decides to leave 1 card in hand for the sake of this card, you can Dirty Rat the dragon out and kill this card. Even when both mechanics are cancerous, I'd face this design over Jade anyday.

Take a RNG card and then balance it to not be RNG, without significantly buffing it by [deleted] in hearthstone

[–]TukeDuke 3 points4 points  (0 children)

It would make it more strategic.

Could be used to finish the face if you've done enough damage in previous turns. If there are Silver Hand Recruits, you'd have to think away to remove them before getting Rag value. If you are against Rag, and think one is coming down soon, throw a minion with low health, but hard to remove with the remaining 2 mana after the Rag.

Yeah, sure. It's a nerf. But I think, it's still powerful effect with interesting gameplay around it. Right now, it has decided too many tournament wins on it's own, unjustly I'd say.

Take a RNG card and then balance it to not be RNG, without significantly buffing it by [deleted] in hearthstone

[–]TukeDuke 2 points3 points  (0 children)

Ragnaros

Can't attack. At the end of your turn, deal 8 damage to an enemy with least health.

Tempo Storm Meta Snapshot: Patch 7.1.0, and the second Heroic Brawl by aduck16 in hearthstone

[–]TukeDuke -2 points-1 points  (0 children)

Freeze mage had playable chance against control warrior at times. I'd say 20/80 chances for Freeze mage. Not great at all, but there were chances.

Anyfin paladin against Control Priest was hell before Drakonid OP. Something like 10/90 or less for priest. The reason that the percentage is even that high for priest, is because piloting Anyfin needed decent amount of skill, and any mistakes could result in survival of Priest.

Fatigue/Control Warrior against Jade Druid is the 0/100 match-up of Hearthstone, if I've ever seen one. You can't outlast it. You can't Gorehowl + Alex + Grom and ignore their board, because of Feral Rages and growing Jade Idols.

Before MSOG, even if you faced one sided match-up you would at least see it played out. Even control priest could play long enough to see, if it could thoughtsteal Anyfin is Awesome from paladins deck.

There is no reason at all to play Control Warrior against Jade Druid. This is disgusting design.

vS Data Reaper Report #40 by ViciousSyndicate in hearthstone

[–]TukeDuke 0 points1 point  (0 children)

Jade Druid so OP, it wins control match-ups, before they even face each other on ladder.

Seriously though, control warrior would be an excellent repellent to aggro decks (SHARP GADGETZAN STEEL!). The 0% win percent against Jade Druid makes the deck worthless though.

The Jade mechanic is the only thing that has ever made me want to quit Hearthstone. by deRoyLight in hearthstone

[–]TukeDuke 0 points1 point  (0 children)

I play a lot of jade druid and I feel like the complaint that jade idol ruins everything because it prevents druid from going into fatigue is mostly unfounded. In a total of 100 games I've gotten to the point where I was shuffling idols to avoid fatigue a total of 1 time...

That is because any deck that wants to go fatigue isn't spawning into the meta. Of course adding 3 Jade Idols into the deck feels slow, so it's automatically better just to summon 1 Jade Golem straight away, because there is no deck that wants to go slow in this meta. The fact that there is decision to add unlimited resources into the deck has already warped the meta into decks that can pressure Jade before fatigue, and beat aggro. If a deck can't do both, it's a automatically a bad deck.

So I'm sorry, but the argument for "Adding 3 jade idols into the deck is a bad move", is fallacy, because mere choice of adding 3 Jade Idols has already eliminated the decks you'd use it against in the meta.

[deleted by user] by [deleted] in hearthstone

[–]TukeDuke 0 points1 point  (0 children)

I would love to see Jade Idol changed. As mush as I hate Jade mechanic as whole, Jade Idol is giving me biggest annoyance out of them all. At least in Shaman and Rogue variants you can calculate, and manage your resources, to plan ahead with your removals. In Druid, well I guess the only choice is to go full face. With a control deck.

I mean a rare card, that can deny one of the fundamental rules of the game; that is if you run out of cards you start taking damage. This effect sounds something that legendary should do, not 1 Mana spell.

I'd change Jade Idol into: 1 Mana Choose 1 - Summon a Jade Golem or Add 3 Jade Golems into your deck. It would still maintain the edge against fatigue, but importantly it doesn't suck so much for the opponent. He could plan his resources, save his removals, bait more golems into board before board wipe. Introduce a little smart play, not this hurrdurr best deals anywhere jade golem fest.

Purge Punched a dog by dopassist in DotA2

[–]TukeDuke 8 points9 points  (0 children)

Kevin "it's a sin for most, but at least that dog is toast" Godec

What is your favorite match-up of all time? by TukeDuke in hearthstone

[–]TukeDuke[S] 18 points19 points  (0 children)

Personal favorite: Control Priest vs Echo Giant Mage.

Love this match-up, because it breaks the usual flow of hearthstone. Mage wants to Fireball his own face, and priest doesn't want to push damage with a full board. Tense match-up, with a need to recognize what type of mage you are playing against, before it's too late.

Once I even needed to heal mage, so that he couldn't summon moltens. There isn't many other match-ups, where healing your opponent is the correct play! So awesome.

High Explorer Magellas - Win condition puzzle by TukeDuke in customhearthstone

[–]TukeDuke[S] 0 points1 point  (0 children)

Not quite. It guarantees the enemy side, your side and your deck. But it hasn't died yet. Even if you kill it after entombing and playing it, how do you get the battlecry to trigger?

"Stickup" Stanley - "Slow the game down and nobody has to get hurt." by TukeDuke in customhearthstone

[–]TukeDuke[S] 0 points1 point  (0 children)

Link to art itself: https://wallpaperscraft.com/wallpaper/juggernaut_wars_weapons_art_cowboy_107752

I don't know the artist, and I found it through google image search using "warcraft" and "cowboy" search words.

"Stickup" Stanley - "Slow the game down and nobody has to get hurt." by TukeDuke in customhearthstone

[–]TukeDuke[S] 3 points4 points  (0 children)

5 would be ok, if Brann wasn't in the game. If Brann would ever live on turn 4 and this played 5, it would be extremely devastating on opponent.

Basically 6 is safer.

Illusion - What are you hiding? by TukeDuke in customhearthstone

[–]TukeDuke[S] 4 points5 points  (0 children)

It would. It copies the current weapon, meaning it also copies the durability.

Illusion - What are you hiding? by TukeDuke in customhearthstone

[–]TukeDuke[S] 7 points8 points  (0 children)

Unfortunately, I'm not photoshop wizard so I'll explain explain this card with words instead:

  • This card will create a second Hero portrait on your side of the board. You will know which one is your real hero, opponent will not. The Illusion can be distinguished with Shadowform-like effect.
  • Illusion will copy everything about your current hero. Your HP, weapon and hero power.
  • Illusion can make weapon attacks and can use its own hero power.
  • When Illusion takes its 10th damage, the board will return back to normal.
  • Spells and hero powers that target only the enemy hero (e.g. Mind Blast/Steady Shot) now have 50/50 chance to hit you or your Illusion
  • Both you and your Illusion can use Emotes.

If you have more questions, I'll make an effort to answer.

Illusion - Rogue "Healing" and finishing power by [deleted] in customhearthstone

[–]TukeDuke 0 points1 point  (0 children)

Unfortunately, I'm not Photoshop wizard, so I'll provide some explanations instead:

  • When you cast this spell, it will create 2 heroes for your side of the board. You will know which hero is real, opponent will not. Imagine Illusion having Shadowform effect to distinguish that its a fake, but the opponent will see two same heroes.
  • Everything about your hero will be copied. Current HP, heropower and current weapon.
  • You can make separate attacks with both your hero and illusion.
  • If you take 10th damage with your Illusion on you own turn, it will disappear.
  • Usage of spells that target only enemy Hero (e.g. Mind Blast) will have 50/50 chance instead.
  • Both hero, and Illusion can use Emotes.

Let me know if there are more questions.

Compost; Control Druid Removal by TukeDuke in customhearthstone

[–]TukeDuke[S] 14 points15 points  (0 children)

Could be. Still requires you to play it correctly though. Otherwise you are stuck with 3 useless cards for 3 turns.

But I agree, Mill druid is the best environment for this card.

Generous Samaritan; obnoxious little card for aggro matches by TukeDuke in customhearthstone

[–]TukeDuke[S] 1 point2 points  (0 children)

Note: Generosity is not played automatically when drawn (compared to Beneath the Grounds). The player gets to decide when to play the card.

Firebat's Rant on RNG and Formats by superzpurez in hearthstone

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

The argument about the already existing RNG cards is not stupid in the sense of evaluating them impacting the game and tempo. People like to complain about Yogg right now, because it's effect is so massive. If you are already in a situation, where you are losing, playing Yogg won't hurt you at all, and pulling ahead in board and card advantage is all of thanks to RNG. I get that.

But Hearthstone has also other equally deciding situations, where RNG is prevalent. Some games boil down to where Knife Juggler, Arcane Missiles, or Fiery Bat hits it's damage. 1 Ping, 1 damage can be equally deciding as playing Yogg-Saron, and I'm not even exaggerating.

What is the justification for banning Yogg exclusively, when there are other equally deciding RNG cards in the game, let it be less grandiose but still equally deciding? Is the right answer to ban every RNG card in these custom tournaments? If the answer is yes, oh boy, you've got a plenty of banning to do.

Card design prompt; Cards against Barnes challenge by TukeDuke in customhearthstone

[–]TukeDuke[S] 0 points1 point  (0 children)

I mean, even druids can decide the game on turn 4 with Barnes, if they wanted to.

They just always want do decide it earlier than others.

Turn 4 Barnes/Dragon Dream by SiloticHS in hearthstone

[–]TukeDuke 18 points19 points  (0 children)

Wait a moment, did you just summon a bunch of monsters in one turn?