I have pulled 80 packs with 1 legendary golden Gelbin Mekkatorque I have no useful data to contribute to this discussion considering the horrific luck I have encountered.
Gelbin Mekkatorque doesn't come in packs. It was just a reward for spending money during the beta.
I'm assuming he means that he got 0 legendaries out of those 80 packs.
Because screaming at your computer makes you win more?
No, because not getting wound up over annoyances like the one in this video implies that you aren't too focused on winning
That makes not a lick of sense. Because I don't get wound up over bugs, I'm not trying to win games? Does your Mom know she raised a genius?
I haven't heard her mention it no, and I'm sure she'd be much happier with a child who writes a blog about game board superstitions. Don't take it personally, all I'm saying is that in my experience people that rage are the people that want to win the most. Moreover, saying fuck out loud is hardly losing your shit.
Hm, I pulled a golden Cenarius today, but I'm no sure if I want to keep him. So far I haven't gotten too many legendaries yet (Rag, Leeroy, Geddon, Harrison and now Cenarius), so there's still quite a few 'staples' I could replace him with. Then again I do play my druid from time to time and I suppose he's not half bad.
On a different note, do you think that some of the weaker legendaries will ever get buffed, simply so that they would see some play? That would also be a reason not to disenchant weak legendaries, as it could earn you some dust in the long run.
We have had a discussion similar to this Reginar in our own forums.
Are you currently struggling vs warriors.... and only shamans when they have an earth elemental?
Well, that's not entirely true of course, I lose to more than those two. But they do tend to be the most problematic. Shaman without earth elementals are a nuisance, with their lightning storms, lightning bolts, feral spirits and such, but that generally means they have to focus on defending while I just keep on pushing, and generally I tend to finish them off before they actually have some breathing room. The earth elemental however is just a major obstacle that is very hard to remove; once that one is down I am in a bad, bad position.
And yeah, warriors, it's just that the Fiery War Axe is very annoying as it allows them to get early control. Apart from that though, most other classes are fine. Rush hunters are not an excellent matchup with CoTH and explosive trap, and druids with druid of the claw are no fun either, but somehow it's manageable.
I do have to say I made some -slight- alterations to the deck, the main one being taking out an Avenging Wrath [/card] for an [card]Argent Commander. I really, really like the commander in here as it takes quite a bit of your opponents resources to keep him from hitting twice, and with a BoM he packs quite a punch for a late game finisher as well. I'm experimenting with swapping out an arcane golem for another commander, but I'm not too sure about it. The problem I have with golems is that I often find them sitting in my hand waiting for that final push (if there's no BoK around), and I end up not needing them. I'm hesitant to play them early in the game against certain opponents, as they bring druids of the claw to the field a turn earlier. A second BoK is also something I might want to fit in, they really catch your opponents off guard.
On a different topic, you mention the moment of playing jugglers. I'm wondering what you think is a good moment. Often I find myself with an opening hand consisting of, say, a juggler and a 1 drop. What would you do in this situation? I generally just play the 1 drop followed by the juggler next turn, depending on what opponent I'm up against. Coin into juggler and then the 1 drop the following turn also works, but I only do this against people who can't remove the juggler on turn 2, which is almost every single class.
I'm really liking this deck so far. Divine Favor is so, so good in an aggro deck, it's crazy. The biggest issues I've been having so far are warriors (Turn 2 axe and the occasional whirlwind is pretty rough on this deck), and the rare earth elemental. Apart from that, it's been going well, rank 8 at the moment. (Up from 12)
As you might have discovered before me, apparently if a minion gets misdirected into a hero with a weapon, it'll take that hero's weapon damage. I feel as if this is -very- strange, and this rule makes no sense to me at all to be honest. Does anyone have a convincing argument for why this would be so, or is this just a very arbitrary rule that you can only find out about yourself / via others?
From my personal statistics, I have a approximately 12% higher chance of winning when going second than going first. This is over all of the classes I play, which is a bit biased towards rogue I have to admit.
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I'm assuming he means that he got 0 legendaries out of those 80 packs.
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It should read a random enemy minion, not any minion.
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I haven't heard her mention it no, and I'm sure she'd be much happier with a child who writes a blog about game board superstitions. Don't take it personally, all I'm saying is that in my experience people that rage are the people that want to win the most. Moreover, saying fuck out loud is hardly losing your shit.
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No, because not getting wound up over annoyances like the one in this video implies that you aren't too focused on winning
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This is losing your shit? Man, you really must not like winning.
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Hm, I pulled a golden Cenarius today, but I'm no sure if I want to keep him. So far I haven't gotten too many legendaries yet (Rag, Leeroy, Geddon, Harrison and now Cenarius), so there's still quite a few 'staples' I could replace him with. Then again I do play my druid from time to time and I suppose he's not half bad.
On a different note, do you think that some of the weaker legendaries will ever get buffed, simply so that they would see some play? That would also be a reason not to disenchant weak legendaries, as it could earn you some dust in the long run.
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I'd keep them, and swap the Wolfs for Owls. Breaking through that taunt wins me the game more often than you'd think.
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Well, that's not entirely true of course, I lose to more than those two. But they do tend to be the most problematic. Shaman without earth elementals are a nuisance, with their lightning storms, lightning bolts, feral spirits and such, but that generally means they have to focus on defending while I just keep on pushing, and generally I tend to finish them off before they actually have some breathing room. The earth elemental however is just a major obstacle that is very hard to remove; once that one is down I am in a bad, bad position.
And yeah, warriors, it's just that the Fiery War Axe is very annoying as it allows them to get early control. Apart from that though, most other classes are fine. Rush hunters are not an excellent matchup with CoTH and explosive trap, and druids with druid of the claw are no fun either, but somehow it's manageable.
I do have to say I made some -slight- alterations to the deck, the main one being taking out an Avenging Wrath [/card] for an [card]Argent Commander. I really, really like the commander in here as it takes quite a bit of your opponents resources to keep him from hitting twice, and with a BoM he packs quite a punch for a late game finisher as well. I'm experimenting with swapping out an arcane golem for another commander, but I'm not too sure about it. The problem I have with golems is that I often find them sitting in my hand waiting for that final push (if there's no BoK around), and I end up not needing them. I'm hesitant to play them early in the game against certain opponents, as they bring druids of the claw to the field a turn earlier. A second BoK is also something I might want to fit in, they really catch your opponents off guard.
On a different topic, you mention the moment of playing jugglers. I'm wondering what you think is a good moment. Often I find myself with an opening hand consisting of, say, a juggler and a 1 drop. What would you do in this situation? I generally just play the 1 drop followed by the juggler next turn, depending on what opponent I'm up against. Coin into juggler and then the 1 drop the following turn also works, but I only do this against people who can't remove the juggler on turn 2, which is almost every single class.
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I'm really liking this deck so far. Divine Favor is so, so good in an aggro deck, it's crazy. The biggest issues I've been having so far are warriors (Turn 2 axe and the occasional whirlwind is pretty rough on this deck), and the rare earth elemental. Apart from that, it's been going well, rank 8 at the moment. (Up from 12)
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Nice, thanks for the heads up. I never check my beta eligibility.
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Thank you, that argument makes sense. It is not very clear that this is the case, but at least it makes some sense now.
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Yeah, I feel as if IF it is intended, it should be very clearly communicated. Hidden rules are never fun, in my opinion
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Hey guys,
As you might have discovered before me, apparently if a minion gets misdirected into a hero with a weapon, it'll take that hero's weapon damage. I feel as if this is -very- strange, and this rule makes no sense to me at all to be honest. Does anyone have a convincing argument for why this would be so, or is this just a very arbitrary rule that you can only find out about yourself / via others?
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From my personal statistics, I have a approximately 12% higher chance of winning when going second than going first. This is over all of the classes I play, which is a bit biased towards rogue I have to admit.
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As a rogue, going second can be so much better. Turn two SI agent straight out kills most two drops, so that puts you ahead straight away.