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Messages - Pwnager

#1
Users / Pwnager
February 18, 2012, 01:15:58 PM

Trade Binder



Needed

3x {Bloodmark Mentor}
4x {Ornithopter}
1x {Huntmaster of the Fells}
#2
Standard / Re: Witchcraft
February 11, 2012, 03:46:32 AM
I tried as best as i could to provide expendable early game blockers to hold off the fast aggro of your average standard deck, ({Gather the Townsfolk}, {Doomed Traveler}, etc.) as well as a decent mid-game blocker ({Village Cannibals}) that would benefit from my witch-sacking engines ({Skirsdag Flayer}, {Griselbrand Disciple}). All of these have the simple goal of keeping me alive untill the curses can kick in around turn five. From there, the curses work pretty quickly. If theres some way I can get those curses out faster, or maybe a few better defenders, it would help this deck a ton.
#3
Standard / Re: Witchcraft
February 11, 2012, 03:37:12 AM
Quote from: BlackJester on February 11, 2012, 03:24:37 AM
Quote from: Pwnager on February 11, 2012, 02:44:16 AM
Ok, im done. How bout you all shut up with decks that "win faster" if you get lucky draws and give some actual constructive critisism like adults. Simply because things can get better doesnt make them bad. Ill be posting no further comments because many of you clearly only care about your own opinion and not actually playing the game. Grow up kids.
I think that the current meta game is consistently pretty fast and if decks want to stand a chance they need to be prepared for that kind of speed. There are decks out there that will easily mow down unprepared players regularly by turn five.

I'm not taking anyone's side here. I am on the side of trying to help. Apple's Ramesy-esque style could use some softening. Members are asking "how can we make this better?" and being told "this is broken and can't be fixed!".
Now I have seen comments of a curse-based deck with other elements in some builds and if I can I'll dig it up. But I think that there is a reason we don't see curse decks tearing up the pro tours.

As always, I my humble non-competitive opinion.
oh my god, thank you. Were finally getting some actual non-hate comments going now. Is everyone good and calm now? Maybe we can figure out a way to make a sick curse deck and prove that they can work well. Based on a few tests against my own aggro deck, this curse deck holds its own pretty well. Its not perfect, buts its a good start. If anyone has some suggestions on how to make it even better, please do. This time, lets try doing it without saying "it just sucks start over". Please and thank you :D
#4
Standard / Re: Witchcraft
February 11, 2012, 03:24:47 AM
Quote from: InfinitiveDivinity on February 11, 2012, 03:00:00 AM
Quote from: Pwnager on February 11, 2012, 02:44:16 AM
Ok, im done. How bout you all shut up with decks that "win faster" if you get lucky draws and give some actual constructive critisism like adults. Simply because things can get better doesnt make them bad. Ill be posting no further comments because many of you clearly only care about your own opinion and not actually playing the game. Grow up kids.
For the record, I was promoting the decency of {Curse of the Stalked Prey}.
wasnt aiming at you :) just the people with negative comments
#5
Standard / Re: Witchcraft
February 11, 2012, 02:44:16 AM
Ok, im done. How bout you all shut up with decks that "win faster" if you get lucky draws and give some actual constructive critisism like adults. Simply because things can get better doesnt make them bad. Ill be posting no further comments because many of you clearly only care about your own opinion and not actually playing the game. Grow up kids.
#6
Standard / Re: Witchcraft
February 11, 2012, 02:16:53 AM
Quote from: Appleguru56 on February 11, 2012, 02:09:35 AM
Quote from: loop-s-pool on February 11, 2012, 01:50:49 AM
5 and win the game? Would you please link me to the excellent combo that pulls this off? Or is it an artifact that reads

Apple's Core [5]

Criticize a archetype, T: Win the game
Ok, how about tempered steel? It wins on turn 3,4,5 without hassle. How about humans? Wins turn 5,6,7 no problem. Tokens? Wins turn 5,6,7 Now do you want me to further explain why aggro is fast?
tempered steel wins on turn 3? Please for the love of god explain that to me. Go ahead. Gimme a turn 3 win combo. Be sure to link the cards specifically. Standard only please.
#7
Standard / Re: Witchcraft
February 11, 2012, 02:03:59 AM
Quote from: Appleguru56 on February 11, 2012, 01:42:40 AM
Quote from: loop-s-pool on February 11, 2012, 01:32:15 AM
Apple, to say that curses arent good for you or bad against your opponent is insane to say, using your logic a {Stromkirk Noble} wouldn't  be a good card because it doesn't do anything for you, no card advantage effect, life-gain, nothing, and wouldn't be good against your opponent because who knows, your reasoning against curses doing nothing against an opponent is mind boggling to me. Does -1/-1 to each and every creature sound like nothing to you? While curses also don't give direct advantage, the do pose a threat to an opponent. A standard deck in the meta isn't prepared for curses, so they'll be staying. {Curse of Echoes} locks down all counter-spells. And different curses will be hurting the opponent severely each turn. Saying something isn't playable, doesn't make it unplayable.
What I am saying is that they are not good compared to other things you could be doing with the same resources. You can pay five to find some more curses, or you could pay five and win the game.
{stromkirk noble} kills your opponent very very quickly, and becomes a huge threat. So yes, it doesn't do stuff for you, but it harm the opponent since it kinda just wins games.
First off, your argument that it cant do anything until turm 10 was completely incorrect. I clearly posted a win by turn 8. Then you argued that things could be faster such as a titan winning by turn nine. Just what? Turn 9 < turn 8? And a Stormkirk Noble = auto win? since when?! Maybe against humans, but what about ANY other type? Then its just a 1/1. I know im not going to convince you that curses are good, youve clearly made up your mind that they arent. But you dont have to keep ripping on them because of personal preference.
#8
Standard / Re: Witchcraft
February 11, 2012, 01:40:12 AM
Quote from: loop-s-pool on February 11, 2012, 01:32:15 AM
Apple, to say that curses arent good for you or bad against your opponent is insane to say, using your logic a {Stromkirk Noble} wouldn't  be a good card because it doesn't do anything for you, no card advantage effect, life-gain, nothing, and wouldn't be good against your opponent because who knows, your reasoning against curses doing nothing against an opponent is mind boggling to me. Does -1/-1 to each and every creature sound like nothing to you? While curses also don't give direct advantage, the do pose a threat to an opponent. A standard deck in the meta isn't prepared for curses, so they'll be staying. {Curse of Echoes} locks down all counter-spells. And different curses will be hurting the opponent severely each turn. Saying something isn't playable, doesn't make it unplayable.
+1
#9
Standard / Re: Witchcraft
February 11, 2012, 01:02:37 AM
I see a severe lack of examples in your post there sir, here, let me help you with that.

Turn 5: Curse of Misfortunes
Turn 6: Curse of Misfortunes (cast/witch sac) and free Curse of Thirst
Turn 7: Curse of Thirst and Curse of Death's Hold (both free) Cast or sac witch for second Curse of Thirst or a Curse of Bloodletting

All this adds up to weakened opponent creatures for my survivability, all the while ive been getting bonuses for sacing, such as life gain, or counters. Did I mention they are now directly taking about 12 damage per turn with only more to come?

Turn 8: free Curse of Exhaustion and Echoes. 16 damage per turn. Need I go on?

But I dont know... Five whole mana? That seems a bit much for so "little payoff".
#10
Standard / Re: Witchcraft
February 11, 2012, 12:34:06 AM
Quote from: Appleguru56 on February 11, 2012, 12:07:10 AM
Quote from: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
The problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetype
Really now? And how many Curse decks have you personally play tested? One? Maybe two? Perhaps you have simply beaten one a few times and are assuming it was because curses dont work. In that case, more likely, you should be saying poorly built decks dont work, or decks that havent had time to be tweaked and fine tuned dont work; in which case you are most certainly correct: bad decks ARE bad. However, as I believe, given the opportunity to master a new archetype, any deck idea can be developed into a strong, playable, dare I say, even highly competetive deck. Time has proven time and again that seemingly weak ideas can become strong given the opportunity and time to do so. With just a little patience and innovation, almost anything can be pulled off efectively.
#11
Standard / Re: Witchcraft
February 11, 2012, 12:14:36 AM
Go for it :) On a side note i added in two Divine Offering at the cost of a GFTT and a cannibal. Hopefully that will take care of any pesky Witchbanes
#12
Standard / Re: Witchcraft
February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
#13
Standard / Re: Witchcraft
February 10, 2012, 11:53:36 PM
Quote from: Thattallguy on February 10, 2012, 09:34:58 PM
Your forgetting he only has to play one curse and the rest will be free.
Thank you. Ive tested it about ten times against my goblin tribal deck, it wins 50/50. And my goblin deck is all legacy super fast aggro, so thats fairly impressive for a curse deck. Ill probably sideboard some removal for that Wichbane. Thanks for the tip :)
#14
Standard / Re: Witchcraft
February 10, 2012, 07:31:09 PM
I tried as best as i could to provide expendable early game blockers to hold off the fast aggro of your average standard deck, ({Gather the Townsfolk}, {Doomed Traveler}, etc.) as well as a decent mid-game blocker ({Village Cannibals}) that would benefit from my witch-sacking engines {(Skirsdag Flayer}, {Griselbrand Disciple}). All of these have the simple goal of keeping me alive untill the curses can kick in around turn five.
#15
Standard / Re: Witchcraft
February 10, 2012, 02:21:51 AM
Lemme know what yall think. A few play tests prove it to hold up quite well against high aggro, which seems to be the problem for a few of the other curse decks ive seen. It uses sacking to pull out Misfortunes, as well as ramp up my defenders or gain life if needed.