Good question. I want to find out the answer as well. Using sap on 4-7 works for me. And he can't ressurect it either. But if I don't have sap, it can be troublesome. If you can survive to midgame, buff your minions and conceal, then there is a good chance. Priests dooes't have anything like brawl and usually doesn't carry too many taunts, if any.
- Grimaldus
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MuSaY posted a message on [Legend #10] - Miracle Rogue Guide - S31Posted in: [Legend #10] - Miracle Rogue Guide - S31 -
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Broadbean posted a message on Dark Jeweled Demon Zoo 1.2Posted in: Dark Jeweled Demon Zoo 1.2'If I get X amount of likes I'll do Y'
This needs to be against the rules, you're on Hearthpwn, write a guide, this is not Facebook.
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Dooditstyler posted a message on (S19) BEAST HUNTERPosted in: (S19) BEAST HUNTERHas anyone tried Kodorider? It has great late game potential, and great synergy for beasts. :)
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StickYFinGAz7 posted a message on The Silver Hand - Legend against everythingPosted in: The Silver Hand - Legend against everythingProof of legend?
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LordSkiTz posted a message on Legend Malygos Shaman 94% WinratePosted in: Legend Malygos Shaman 94% Winratebecause you dont hex a fucking haunted creeper or mad scientist
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BeerLeague posted a message on At what number of 5+ cost minions are Joust cards worth it?Posted in: General DiscussionObviously there are cards like Healing Wave where the Jousts are not quite as important, but for cards like Master Jouster, the Joust is kinda important (though a 5/6 for 6 isn't that bad). I've tried desperately to get the guy to work, with my most success coming in a Dragon Warrior, but it still just doesn't seem like it's enough. It's infuriating to lose tied jousts, which seem to happen to me more than wins or losses.
Maybe Joust is just a poorly implemented mechanic. Thoughts?
IMO the conditionals needed to be not quite as harsh as they are. As they stand currently the only playable one is the hunter one as the drawback doesn't lose you games, it can only help you win them. Master Jouster, the paladin heal card and healing wave are boarderline playable, but the problem comes in when you have those cards in your deck to help stop the bleeding versus aggro / midrange. When you lose jousts in those situations you flat out lose the game.
The cards just needed to be slightly better in order to make them playable.
For master jouster that could have simply been giving him taunt naturally with the divine shield coming only after a successful joust. For the paladin one, probably recosting it to 6 mana, allowing it to naturally heal 4 and 8 when the joust is won would be balanced and playable.
The problem with joust, and the reason why I hate this mechanic, is that for it to be viable the cards either need balanced in either losing or winning the joust, as I mentioned above, or terrible when they lose the joust and OP as hell when they win. I am actually worried that Blizzard will take this in the later direction.
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cruxxy posted a message on THE BEAST IS UNLEASHEDPosted in: THE BEAST IS UNLEASHEDVOD link?
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Azk29 posted a message on Healing WavePosted in: Healing WaveA face hunter player expecting sympathy. We have seen it all
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darparniox posted a message on Kripparrian's Dragon HunterPosted in: Kripparrian's Dragon HunterNope, it just looks like this deck doesn't do well against Freeze Mage
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seer33 posted a message on Legend Watcher PaladinPosted in: Legend Watcher Paladinthis deck is unforgiving on draws.....
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How do you play this, or any other Miracle Rogue (i.e. with Maly, or giants), against Resurrect Priest? Dealing with a 4/7 on turn 2, killing it and dealing with it again the next turn, and dealing with it and a 3/4 again on turn 5?
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Fun, but I'm with the other posters in that I get stomped by aggro.
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I find these success stories hard to believe. I can hardly think of a weaker deck right now in this mirage of a "more control-ly" meta (hint: it's just as aggressive as before; people will continue to try to make the most brainless, easy decks no matter the expansion). Ramp with two ramp cards simply doesn't work, and if you don't see either of those two or your Zombie Chow relatively early, you're simply going to die while your hand clogs with unplayable 5+ drops.
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This is one of those decks that looks like a lot of fun, but when you play you get dead hands for days. 0-6 so far.
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Stats/rank/etc?
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Skeptical of both the lack of weapons and the inclusion of Call Pet. Can anyone vouch for the latter especially?
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I mean it looks very inconsistent because of the fact it has so many single-copies of cards.
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Scary amount of 1-ofs in this deck.
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Have you actually tried Toshley? I'm a big fan of him, especially in mech decks. He trades with a lot of popular 5 drops like Emperor and Loatheb and still survives as well as provides 2 spare parts.
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So how is Fearsome Doomguard doing?