While at it, I see some people usually coin to do hero ability when I passed first turn. Kind of a waste. Similarly, using holy smite/arcane shot/arcane missile at turn one on hero..... This game is more about board control than hero's health. It's better to trade your health over your minion's death (aka if you have a weapon that does 4 damage, and your minion does 4, use your weapon to kill, not your minion to exchange)
And also of course, the void terror summon after a minion is buffed with poweroverwhelming to buff the terror as the minion is gonna die anyway =)
Also, the monster that deals 1 damage everytime you use a spell also works quite well with enrage monsters with a good amount of health such as gurubashi and worgan.
Any card with enrage effect, have it stay in play for one turn to become a monster the next, through use of power overwhelm, and mortal coils.
Ex. Angry Chicken(my favorite if you can let it actually live until it attacks), Enrage Worg (also a notable one), Gurubashi.
What you need is 2x Power overwhelming and as many 1 crystal 1 damage cards you can have (2x mortal coil, 2x archer)
With the right combos on hand, and have to survive the turn and not be silenced, your angry chicken can become mad strong with just few mana crystals.
Example (starting hand = angry chicken, power overwhelming, mortal coil) Play chicken first turn, hope it lives and strike for 10 attack the next turn (AT TURN 2)!.
Of course, if you go 2nd and have coin, u can add in another 4 or 5 damage depending on which card to play =).
Chicken synergizes really well with blood imp, and that 1 crystal card that buffs a random minion 1 health every time your turn ends (Great play for first turn coin play, usually forces ur opponent to waste something fast on the chicken, or it'll be too late for him).
I think they should remove the 4 card advantage of going 2nd. Coin is not that big of an issue, but having 4 cards, and being able to replace 4 cards instead of 3 is a a huge advantage.
if ur talking about arena, it might happen since it is randomized. Have seen priest without getting a single holy nova or inner fire, lock getting no power overwhelming, etc.
While at it, I see some people usually coin to do hero ability when I passed first turn. Kind of a waste. Similarly, using holy smite/arcane shot/arcane missile at turn one on hero..... This game is more about board control than hero's health. It's better to trade your health over your minion's death (aka if you have a weapon that does 4 damage, and your minion does 4, use your weapon to kill, not your minion to exchange)
And of course, always get the molten giant and jaraxxus as they pretty much guarantee you late game
doesn't have to be mortal coil, the better card would be the archer
as a warlock i dont think ur gonna experience much on losing card advantage.
And also of course, the void terror summon after a minion is buffed with poweroverwhelming to buff the terror as the minion is gonna die anyway =)
Also, the monster that deals 1 damage everytime you use a spell also works quite well with enrage monsters with a good amount of health such as gurubashi and worgan.
Any card with enrage effect, have it stay in play for one turn to become a monster the next, through use of power overwhelm, and mortal coils.
Ex. Angry Chicken(my favorite if you can let it actually live until it attacks), Enrage Worg (also a notable one), Gurubashi.
What you need is 2x Power overwhelming and as many 1 crystal 1 damage cards you can have (2x mortal coil, 2x archer)
With the right combos on hand, and have to survive the turn and not be silenced, your angry chicken can become mad strong with just few mana crystals.
Example (starting hand = angry chicken, power overwhelming, mortal coil) Play chicken first turn, hope it lives and strike for 10 attack the next turn (AT TURN 2)!.
Of course, if you go 2nd and have coin, u can add in another 4 or 5 damage depending on which card to play =).
Chicken synergizes really well with blood imp, and that 1 crystal card that buffs a random minion 1 health every time your turn ends (Great play for first turn coin play, usually forces ur opponent to waste something fast on the chicken, or it'll be too late for him).
nothing as usual
I think they should remove the 4 card advantage of going 2nd. Coin is not that big of an issue, but having 4 cards, and being able to replace 4 cards instead of 3 is a a huge advantage.
j4jeremy226
if ur talking about arena, it might happen since it is randomized. Have seen priest without getting a single holy nova or inner fire, lock getting no power overwhelming, etc.
http://www.hearthpwn.com/deckbuilder/priest#18:1;24:1;54:1;62:1;80:1;117:2;123:1;192:1;207:2;228:1;232:1;247:1;315:1;389:1;396:1;409:1;415:1;431:1;438:1;450:1;477:1;500:1;503:0;544:1;554:2;612:2;624:1