Don't know if it was mentioned before, but if a player takes a long time to play and the countdown begins, he has less time next turn, and if he does it again he will have even less time, until a point where as soon as their turn starts, it starts the 15 second countdown, this is to prevent AFKers.
Yeah, I think this was hotfixed in, back on the latest patch.
After the famous streamers started whining about people taking a long time to play their cards, I noticed if you let the timer run down completely in one round, it will only give you 20 seconds on the next round(5 seconds to wait for movement, then the 15 second countdown)**, following that it just goes straight into the 15 second countdown.
**If a card is played in this 5 seconds, I believe the whole thing resets and you get full play time on the next round.
Because they bring nothing extra, but cost multiple times as much. I remember way back in school when Pokemon TCG was a thing, and getting that Charizard from a pack using my lunch money. Shiny's don't really feel like they matter as much now though, especially considering it's 100% online.
tl;dr - We're not all magpie's / foil collectors ;p
I personally prefer going second for the extra chance to re-roll a card, to optiimise the early game, but overall, it really does not make a difference in my opinion, as long as you're not playing with/against a defias rogue.
I was struggling to find a deck I liked on my warlock when I started, then I came across this post and tried it out, it is So. Much. Fun.
I made a few changes to my version(due to not having cards/dust to craft them) but the core still remains the same, and let me tell you, it works a dream. It's a slight bit less swarmy[-hunter -dire wolf +imp master +sacrificial pact], but the self-healing properties are insane. Also popped a jaraxxus in there for late game. Nothing better than raining down infernals than eating a few 1/1 imps for 5hp at a time.
It's builds like this that make me excited for the actual release of the game, to see what crazy combos people can come up with. I know there's a few unorthodox things that seem silly, but work so so well.
something i've personally been trying out[sadly not that efficient on warlock; more suited to priest/paladin/druid] is ancient watcher / ironbeak owl. Insane turn 3 with 4/5. assuming they don't have any hard control[sap/hex/poly] etc. he can end games faster than pretty much anything.
And that is exactly how I just managed to get from unranked to diamond 2 in ~30 games :x(except using questing adventurer instead of EVC)
Kind of sad, but there really isn't a hard counter to it, except for niche builds. I honestly felt pretty bad in some of the games, just simply because I played like shit, made so many errors in casting orders/attacking wrong target, but still ended up winning.(must admit, I sacrificed a few sure-wins before they had chance to, if they were good competition and weren't cunts(e.g. spamming /threat)
I like the whole way the combo system works, feels very fluid, and requires actual thought about what order to play everything. However, with the VAST majority of rogue abilities costing <2 mana, they're either going to be able to do ridiculous chains like this, or have near enough no game impact.
I think once the defias-cheese gets toned down(just having the coin not count as a combo move would be enough in my opinion), to prevent the dreaded turn-2 "THIS IS OOOUR TOWN, SCRUUUUB." "Yeaaaaah, beat it!" from destroying/controlling the board, rogues will actually be pretty balanced.
I'm actually a little disappointed there's nothing fear-related integrated with the warlock class. Perhaps a card which replaces life-tap drawing a card with fearing a random enemy minion in play, rendering it unable to attack on the next turn.
https://twitter.com/BlizzardCSEU_EN/status/385692258114478080
Unexpected maintenance extension, there's a shock /s
I can tell you who i'm not going to miss. [url=http://imgur.com/a/slY6G]This Guy[/url]
Probably my Jaraxxus, Hopefully I luck out and get him from a pack, rather than having to save up dust again.
Yeah, I think this was hotfixed in, back on the latest patch.
After the famous streamers started whining about people taking a long time to play their cards, I noticed if you let the timer run down completely in one round, it will only give you 20 seconds on the next round(5 seconds to wait for movement, then the 15 second countdown)**, following that it just goes straight into the 15 second countdown.
**If a card is played in this 5 seconds, I believe the whole thing resets and you get full play time on the next round.
Because they bring nothing extra, but cost multiple times as much. I remember way back in school when Pokemon TCG was a thing, and getting that Charizard from a pack using my lunch money. Shiny's don't really feel like they matter as much now though, especially considering it's 100% online.
tl;dr - We're not all magpie's / foil collectors ;p
backstab is nice for sure, in case they rush out a minion. Shiv is another alternative, and at a push, deadly poison ready for round 3.
I personally prefer going second for the extra chance to re-roll a card, to optiimise the early game, but overall, it really does not make a difference in my opinion, as long as you're not playing with/against a defias rogue.
Hey there, I appreciate the post!
I was struggling to find a deck I liked on my warlock when I started, then I came across this post and tried it out, it is So. Much. Fun.
I made a few changes to my version(due to not having cards/dust to craft them) but the core still remains the same, and let me tell you, it works a dream. It's a slight bit less swarmy[-hunter -dire wolf +imp master +sacrificial pact], but the self-healing properties are insane. Also popped a jaraxxus in there for late game. Nothing better than raining down infernals than eating a few 1/1 imps for 5hp at a time.
It's builds like this that make me excited for the actual release of the game, to see what crazy combos people can come up with. I know there's a few unorthodox things that seem silly, but work so so well.
something i've personally been trying out[sadly not that efficient on warlock; more suited to priest/paladin/druid] is ancient watcher / ironbeak owl. Insane turn 3 with 4/5. assuming they don't have any hard control[sap/hex/poly] etc. he can end games faster than pretty much anything.
And that is exactly how I just managed to get from unranked to diamond 2 in ~30 games :x(except using questing adventurer instead of EVC)
Kind of sad, but there really isn't a hard counter to it, except for niche builds. I honestly felt pretty bad in some of the games, just simply because I played like shit, made so many errors in casting orders/attacking wrong target, but still ended up winning.(must admit, I sacrificed a few sure-wins before they had chance to, if they were good competition and weren't cunts(e.g. spamming /threat)
I like the whole way the combo system works, feels very fluid, and requires actual thought about what order to play everything. However, with the VAST majority of rogue abilities costing <2 mana, they're either going to be able to do ridiculous chains like this, or have near enough no game impact.
I think once the defias-cheese gets toned down(just having the coin not count as a combo move would be enough in my opinion), to prevent the dreaded turn-2 "THIS IS OOOUR TOWN, SCRUUUUB." "Yeaaaaah, beat it!" from destroying/controlling the board, rogues will actually be pretty balanced.
I'm actually a little disappointed there's nothing fear-related integrated with the warlock class. Perhaps a card which replaces life-tap drawing a card with fearing a random enemy minion in play, rendering it unable to attack on the next turn.
Tried out a warlock, as it's the deck I had most experience with. It went pretty lacklustre, 2-3 if i recall.
Had 5 soulfires, very niche, but hillarious when I got them off.