Have been playing midrange Hunter and so far I'm 7-3, loosing to 3 C'Thun decks. The one agro I faced was Shaman and used Powershot to clear out his board and he top decked the rest of the match.
I hope you are aware of how terrible power shot is
3cost 2 dmg that splits between 3 enemies
That's just not enough. Compare it to that waririr card deal 2 dmg to 2 random. Enemies 2 cost which is way superior and still not playable
1) Comparing classes is stupid.
2) It won him the advantage he needed to win a game.
I don't get it. When a deck plays Elise, as a CW player, I get really happy because it means I don't have to worry about removal and that sort of thing. I switch to proactive mode instead of reactive and usually win. Elise isn't a death knell to control (at least for me) - in fact, it generally means I win.
I disagree with the thought that Wild is for geniuses. I think that there are a number of cards that destroy the balance and allow for certain classes to be dominant, regardless of changes and others to always be a tier below. Healbot and Reno come immediately to mind. Wild format is a way to keep those cards alive that players have won or crafted. Standard will allow for expansions to be more balanced. I may play some Wild but Believe that the true thinkers will be in Standard format. Having to reinvent themselves each expansion; not simply build their entire deck around a single card.
I see what you're saying, but I think there may be some confusion. When you see people talking about "geniuses", you're equating that to deckbuilding, while I think it's fair to say most of us are talking about tactical skill, knowing the format, etc.
Control Paladin has been a pet deck of mine for the last year and a half. I've taken it to about rank 5ish before I couldn't progress anymore. It has a ton of great tools for a heavy late-game deck, but the early game has not been there. If there is some early game love this expansion, my pet deck might actually become a real thing. Paladin cards are amazing but most of the good ones start at turn 4. We need 1-3 drops that can help stabilise board state. Something like a Bash for Paladin, because Hammer of Wrath is the most criminally overcosted card in Paladin, if not the game. If it cost 3, it would see so much more play.
I'm super excited for this card, but I hope it doesn't fall flat with a lack of 1-3 drop creatures/removal/weapons.
"Duhhh, I reached legend rank and cause I reached legend rank I'm duh expert of duh game, GG SCRUBS GO WILD BOO STANDARD, HA DAH STANDARD SCRUBS ARE SURE GONNA HAVE A BAAAAD TIME WHEN DEY REALIZE HOW DUMB DEY ARE A HA H AHA H HA WINKYFACE"
To be honest, Xaril could very easily have a home in Rogue. One-cost spells are great for Rogue combo decks. This weapon only has viability in a control-only metagame as an edge to prey upon the fatigue decks. Like how Stoneblade plays Manriki Gusari to counter other Stoneblade decks. Comparing the two isn't really fair right now.
This community.... Just... Lol. Blizzard makes a reasonable change like add formats, people take the most bizarrely unreasonable stances on the decision.
You have Wild players looking down on Standard players, Standard players thinking a game without Boom is going to solve their problems, and players in general making absolutely crazy approximations about one mode dying because it's not as "good". Then there's the always-present-but-horribly-flawed idea that this whole thing would be solved if Blizzard just nerfed cards. Oh, also Blizzard's only justifiable reason for making this change is all about money; there are absolutely no benefits from a game design standpoint.
There are plenty of people who are just going to play each mode because that's what they prefer. There are plenty of those people in this thread who like each mode for their own reasons, which is why I think both modes are going to be great. The sky is definitely not falling. :)
And then there's the people who throw shit at the community any chance they get and say the most obvious stuff.
'' Why is everyone sharing their opinion about the new addition to the game? Just play what you want guys (SMILEY FACE).
And the guy who takes personal offense to something in the thread and feels the need to apply his infinite wit to twist the original message and make it look silly and insignificant in an effort to legitimate that one thing they took offense to in the first place.
Personally I can't wait for Wild. It's the format that's going to reward those players who have been around since the beginning and weren't dumb enough to de all their adventure/old cards as soon as they could.
Wild's gonna be like an adults only resort - no kids allowed.
But didn't somebody say rewards will be restricted in Wild? Or did Blizzard even state anything about it?
Because if Wild is treated exactly like Standard, only in different ladders, everything is okay with me, but I really doubt that. It would not give them such a decent cash flow.
The reward chest is available for the mide you get the highest, say you got rank 5 in wild and 14 on standard you get the 5 rank chest.
the only difference is that only Legendary Standard will earn blizzcon points.
As a Magic player I only play legacy but I'm far more excited for standard in Hs, because wild is not yet so diverse as Legacy in mtg. You only face 5 different decks in ladder currently with the occasional oddball, so standard will bring a lot of diversity and creativity with the abscense of overpowered staples.
Oooh, what do you play in Legacy? I have CounterTop (Miracles) and Esper Stoneblade built. They share a ton of cards, so it's easy to make the transition.
There is a way to deal with them, it's called kill them first.
The problem is when combo decks become fast/stally/consistent enough to the point where killing them first is unfeasible.
Look at Oil Rogue and compare it to something like... old Patron Warrior.
Kill them first isn't good enough. I shouldn't have to play aggro to beat combo decks. There is a natural sort of rock-paper-scissors system present in many CCGs like this, but it's not a hard and fast rule, so the counterpoint "control should lose to combo" or some such isn't a strong argument. The strength of control decks is that they can adapt and react. You can build Control decks to be good against other Control decks, Aggro decks, Tempo decks, Combo decks, and Midrange decks. They're elastic and versatile. If I wanted to build an anti-Combo control deck in MtG, I could, easily, because the answers are there. In HS, they aren't, and as a result, Control cannot blossom fully like it can in other games.
Also, I read nocontrol1111's reply, but it has nothing to do with that I was saying, so I don't think I need to respond.
I don't hate combo. I don't even hate OTKs. I hate playing a hard control list and having no interaction with them. There are no counterspells (Counterspell doesn't count...erspell), no instant speed removals, no effects like Lich's Tomb (Ice Block maybe), and bad sweepers.
Combo is absolutely healthy for the game. Not being able to interact with OTKs isn't. As long as we can't have any control over our opponent's turn, OTKs need to not exist. Other combos are fine, like Grim Patron decks are now. It's strong, but it's not a one turn kill, and some decks are weak to it. Dreadsteed decks are another good example of healthy combos. I'm not kidding when I say that I've lost to several Dreadsteed decks when playing Control Warrior and Fatigue Mage. Also, the Djinni of Zephyrs decks in Priest are another good example.
If we're going to have Raging Worgen 32 damage combos, Force of Nature + Savage Roar 22 damage combos, Anyfin Can Happen30-40 damage combos, etc etc, then we need a way to do something about them, whether it's a counterspell, creatures that have prison/lockdown effects, or targeted discard.
Just my two cents, but it seems more than fair to me.
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1) Comparing classes is stupid.
2) It won him the advantage he needed to win a game.
3) Going to tell me how bad Cairne is next?
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I had the same problem on an iPhone.
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Control Paladin has been a pet deck of mine for the last year and a half. I've taken it to about rank 5ish before I couldn't progress anymore. It has a ton of great tools for a heavy late-game deck, but the early game has not been there. If there is some early game love this expansion, my pet deck might actually become a real thing. Paladin cards are amazing but most of the good ones start at turn 4. We need 1-3 drops that can help stabilise board state. Something like a Bash for Paladin, because Hammer of Wrath is the most criminally overcosted card in Paladin, if not the game. If it cost 3, it would see so much more play.
I'm super excited for this card, but I hope it doesn't fall flat with a lack of 1-3 drop creatures/removal/weapons.
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Do me next!
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Also, I read nocontrol1111's reply, but it has nothing to do with that I was saying, so I don't think I need to respond.
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I don't hate combo. I don't even hate OTKs. I hate playing a hard control list and having no interaction with them. There are no counterspells (Counterspell doesn't count...erspell), no instant speed removals, no effects like Lich's Tomb (Ice Block maybe), and bad sweepers.
Combo is absolutely healthy for the game. Not being able to interact with OTKs isn't. As long as we can't have any control over our opponent's turn, OTKs need to not exist. Other combos are fine, like Grim Patron decks are now. It's strong, but it's not a one turn kill, and some decks are weak to it. Dreadsteed decks are another good example of healthy combos. I'm not kidding when I say that I've lost to several Dreadsteed decks when playing Control Warrior and Fatigue Mage. Also, the Djinni of Zephyrs decks in Priest are another good example.
If we're going to have Raging Worgen 32 damage combos, Force of Nature + Savage Roar 22 damage combos, Anyfin Can Happen30-40 damage combos, etc etc, then we need a way to do something about them, whether it's a counterspell, creatures that have prison/lockdown effects, or targeted discard.
Just my two cents, but it seems more than fair to me.
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