I would never dust my whole wild collection. I only get rid of cards sparingly when A) they're at least epic rarity, and B) I really don't foresee them being relevant in the future. Cards like Master of Ceremonies for example. Gimme dat dust.
Anything that isn't a netdeck is the most enjoyable opponent. I'm currently running my own brews of Dragon Mage, Token Paladin, and Zoo Priest (which is fun as hell), and I honestly can't recall the last time I saw an original deck idea on ladder past rank 10. It may have been the Deathrattle Rogue I saw at the start of the month somewhere way back at rank 19.
It's going to the hall of fame (thankfully) next year. It's basically already been said by the devs without an actual confirmation, but we know it's happening. And good riddance.
A really fun yet viable deck that uses strong spells and Dragon synergy to hold down the fort until the late game when you can slam down your Death Knight and switch to the offensive.
A sample opener:
Play Babbling Book, return your hand size back to 4.
Play Arcane Intellect, setting your hand to 8, or play a secret/elemental and stay at 6.
Drop down Twilight Drake as anything from a 4/7 to a 4/9.
Feel free to obviously tech in things like Blizzard, Doomsayer combos, Gluttonous Ooze, etc. as needed. Hopefully you'll be able to make it even stronger!
Back when they cost 8 mana it wasn't uncommon to run two. At 10 mana, I'd DE the golden one since you'll only use two for fringe cases and maybe some PvE content.
Does anyone know if the Death Knight Paladin ability to destroy your opponent works around Ice Block? I don't have the means to easily test it, was curious if someone here knew.
This card is good. Like, really good, in the right deck. If it weren't an elemental it wouldn't be worth mentioning, but that tribal tag makes a huge difference.
And Pyros is actually worth crafting now! If you can't tell, I'm having a ton of fun with the new Jaina :D
Team 5 is certainly upping their design game with these past 2 expansions. No outright aggro cards, lots of ways for late-game decks to come back, and some really cool mechanics without anything being absolutely broken (from what we see so far).
I also appreciate how they've gone the route of giving each class 2 legendaries each time, coaxing you to build certain decks based on what you pull, while also not putting any more Dr. 7's in the neutral space. SeemsGood
0
I would never dust my whole wild collection. I only get rid of cards sparingly when A) they're at least epic rarity, and B) I really don't foresee them being relevant in the future. Cards like Master of Ceremonies for example. Gimme dat dust.
9
Anything that isn't a netdeck is the most enjoyable opponent. I'm currently running my own brews of Dragon Mage, Token Paladin, and Zoo Priest (which is fun as hell), and I honestly can't recall the last time I saw an original deck idea on ladder past rank 10. It may have been the Deathrattle Rogue I saw at the start of the month somewhere way back at rank 19.
3
Add me and I'll spectate a few games. Cygnus#1727
And stop running Raid Leader ;)
4
The Gnomeferatu exploit is unacceptable.
0
It's going to the hall of fame (thankfully) next year. It's basically already been said by the devs without an actual confirmation, but we know it's happening. And good riddance.
1
0
I've been loving this deck with her on the ladder lately.
0
A really fun yet viable deck that uses strong spells and Dragon synergy to hold down the fort until the late game when you can slam down your Death Knight and switch to the offensive.
A sample opener:
Feel free to obviously tech in things like Blizzard, Doomsayer combos, Gluttonous Ooze, etc. as needed. Hopefully you'll be able to make it even stronger!
-Cyg
2
Back when they cost 8 mana it wasn't uncommon to run two. At 10 mana, I'd DE the golden one since you'll only use two for fringe cases and maybe some PvE content.
0
Cool, good to know! Thanks everyone.
/thread
0
Does anyone know if the Death Knight Paladin ability to destroy your opponent works around Ice Block? I don't have the means to easily test it, was curious if someone here knew.
0
Anyone else seeing this card absolutely wreck in arena?
0
This card is good. Like, really good, in the right deck. If it weren't an elemental it wouldn't be worth mentioning, but that tribal tag makes a huge difference.
And Pyros is actually worth crafting now! If you can't tell, I'm having a ton of fun with the new Jaina :D
2
Team 5 is certainly upping their design game with these past 2 expansions. No outright aggro cards, lots of ways for late-game decks to come back, and some really cool mechanics without anything being absolutely broken (from what we see so far).
I also appreciate how they've gone the route of giving each class 2 legendaries each time, coaxing you to build certain decks based on what you pull, while also not putting any more Dr. 7's in the neutral space. SeemsGood
0
The minion itself isn't anything special. The only news here is that we finally have an 11-cost minion for evolve type effects.