MC is definitely overpowered but Keeper of Uldaman is also nearly as bad.
It's very tough to get ahead vs secret paladin matches when you come out ahead with 1 strong minion and then keeper comes out turning it into a 3/3 and it gets chopped away by Truesilver champion.
meh, you could make a case of milhouse if you're lacking in two drops and/or have too many 6+ drop minions. Alkir is a 8mana 3/5 like... in a nutshell by itself alkir is kind of like a battle cry deal 3 damage 3/5 with taunt. not really that good by itself.
milhouse isn't that terrible while skeleton knight is really terrible. in arena your opponent often have no spells in their hands at all, especially opening hand. a turn 2 milhouse in arena can very likely be a win condition if they don't have spells. even if they do but required 2 cards to remove milhouse, it's still generally a good trade.
My opponent's Millhouse gave me a free sprint and to add insult to injury, i got to cast a eviscerate back on Millhouse which was drawn from sprint. Too risky, even if it has very high stats for a 2 drop.
I consider 10+ wins successful runs and would appreciate that players do well share their experience other than deck-lists or some random OP combos etc..
Just got my 5th and 6th 12 wins runs last week, and I have found that:
1. Lots of strong 4 drops win games
2. A couple AOE (double Hellfire in my warlock deck) win games
3. Twilight Drakes are good in a deck that has not enough early game.
Even though I got a 12 wins Hunter run before, I am still quite not comfortable to draft and play purely aggro decks and can someone share some insight of doing so?
Hunter is the best class for all-out aggro given that his hero power gives you a way to deal the last few points for the win.
You will definitely need to draft spells like Kill Command or Quickshot (spells that can hit face) as well as prioritize taking charge minions and also maybe a silence battlecry minion or 2 to get around taunts. A low curve with a play every turn is essential. Deathrattle minions or minions with a high stat-line for its cost are preferred. Pray for Huffer when you cast Animal Companion. Only trade up if you think your opponent is setting up an AOE board clear.
Play Gnomish Inventor on curve is your best choice. More card draw means more options later in the game and it will still trade with wrathguard.
Explosive shot is useful if he ignores your GI to go face and you should be able to snag the wrathguard with the 2 damage portion if he drops another creature.
Druid decks in general have been strong for a while due to their consistency. They are not overpowered whatsoever. Their deck types are pretty much draw dependent. Not having a rounded out curve really hurts their game in comparison to other Heroes. They don't have hard removal like other classes do. Nor do they have big tempo swings like other classes do.
Their deck types focus on maintaining board control and generally winning off that, by playing big creature after big creature. Now, is there a way to play around Force+Savage? Loatheb helps for one turn. Healbot is pretty much the same. But other than that, there's no playing around it. And that's the point. Do you play around your Freeze Mage opponent having Pyroblast at 10 HP? Do you play around turn 6 Mysterious Challenger against Secretdins? No, you don't. And that's the point. Not every strategy should have the means of being played around. That's what you expect from a card game: unpredictability.
Druid has mostly favorable matchups against every deck with around 60% win rate? So it needs to be nerfed cause of a 9 mana combo, that probably won't even come on time, isn't interactive and gives no counterplay? Well I'll be damned. Let's just get rid of the Druid class all together.
I agree with this post.
FON + Roar can be countered by a Sludge Belcher which is quite commonly played nowadays.
Loatheb before opponent Druid's turn 9 stops it for a turn too.
The 1st thing which should be nerfed is Secretdin. Pay 6 and get a solid minion + play all 5 secrets for free. No BGH weakness, no downside.
A proper fix to Warsong Commander was to give charge to the 1st 3 attack or lesser minion played from hand. GP will only spawn once and Frothing wouldn't grow so out of control (assuming the opponent didn't have the brains or means to remove it prior to turn 8).
I don't play Secretdin nor Patron Warrior but it's truly a sad day for Patron Warriors in Hearthstone...
Cairne is no longer the powerhouse pick in arena given the powercreep of the 2 expansions. Cairne west can't even trade with a master jouster with the joust effect in place.
I'd take either dragon given that you have a slew of early drops but not many late game drops.
Shadowform is a great card imho. Sure it costs a card to turn your hero power but once you start taking out x/2s from your opponent's board, you've pretty much earned the card advantage back.
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MC is definitely overpowered but Keeper of Uldaman is also nearly as bad.
It's very tough to get ahead vs secret paladin matches when you come out ahead with 1 strong minion and then keeper comes out turning it into a 3/3 and it gets chopped away by Truesilver champion.
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I only counter-emote, otherwise i don't bother emoting.
Beginning of Match:
Opponent- Greetings, i will return his greetings
Mid Match
Opponent- Premature "Well played", i will give thanks at the end of the match if i win.
Last turn
If opponent lost + Threaten, i will say sorry.
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All 3 cards are good but seal just probably edges it by a little.
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Why choose 2/3 and 3/2s when you can have a 2 drop 4/5? :D
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Play Gnomish Inventor on curve is your best choice. More card draw means more options later in the game and it will still trade with wrathguard.
Explosive shot is useful if he ignores your GI to go face and you should be able to snag the wrathguard with the 2 damage portion if he drops another creature.
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Nothing beats turning your Force Tank Max into a Chicken
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I agree with this post.
FON + Roar can be countered by a Sludge Belcher which is quite commonly played nowadays.
Loatheb before opponent Druid's turn 9 stops it for a turn too.
The 1st thing which should be nerfed is Secretdin. Pay 6 and get a solid minion + play all 5 secrets for free. No BGH weakness, no downside.
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Sludge Belcher can easily stop 2 FON Trees by himself (assuming druid doesn't have any other minions on board)
That's only 4 face damage after belcher and ooze goes down after using 2 cards.
If you're worried about face combos, you might want to consider Belcher in your constructed deck.
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A proper fix to Warsong Commander was to give charge to the 1st 3 attack or lesser minion played from hand. GP will only spawn once and Frothing wouldn't grow so out of control (assuming the opponent didn't have the brains or means to remove it prior to turn 8).
I don't play Secretdin nor Patron Warrior but it's truly a sad day for Patron Warriors in Hearthstone...
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Easier classes to play can allow you to draft stronger decks with lesser effort, Paladin's class cards are a class above the other heroes class cards.
Easy mode with training wheels = Paladin
Easy mode = Mage
Normal mode = Rogue, Shaman, Druid, Priest, Hunter, Warlock
Hard mode = Warrior
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About 7 wins on average. But recently trying to get 12 wins with warrior (and failing hard) so my average has fallen to about 6.5.
Now playing ez mode paladin whenever i can to get some gold back.
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Cairne is no longer the powerhouse pick in arena given the powercreep of the 2 expansions. Cairne west can't even trade with a master jouster with the joust effect in place.
I'd take either dragon given that you have a slew of early drops but not many late game drops.
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Shadowform is a great card imho. Sure it costs a card to turn your hero power but once you start taking out x/2s from your opponent's board, you've pretty much earned the card advantage back.