What do you think about playing Dire Wolf Alpha on turn 2, if there's nothing else and you can get an extra point of damage? Better to do hero power, then try to split a couple minions? I can't decide really - if there's nothing on the board that can kill it, he's still prone to surprises.
I definitely want to save some dust for the new expansion. My hope is to be able to craft up to 5 epics, or a legendary and some rares, just depending. Who knows what will be strong in the new expansion, but I could use a good Shaman deck - he's fun to play, but I need more cards for him.
Interesting about turn 2 on the dire wolf. I've been preferring hero power, waiting to split a couple of minions but if the opponent doesn't have a visible way to hurt him, it's a good gamble I suppose.
I am on the fence about crafting a crystal lion. I have about 1950 dust, and it's only 100... but, if I get to 2000 dust then after expansion, I can get a bunch of epics, or a legendary and some rares perhaps. Can't wait to see what's up and coming.
This morning I fared pretty well on the deck. I played about 10 games, and won over half of them. Got me off my losing streak for a little bit. I'm happy winning just over half for a slow progression, especially as playing hones my game a little bit.
I will say that one very frustrating thing, is that this kind of deck gets people to legendary yet I lose on Rank 19 quite a bit. Perhaps it's just a long haul, that I can expect to lose almost as much as I win and I'm being unreasonable. Don't get me wrong, I don't want to win every game. I want to learn from losses, and having only played for a few months, I know I won't grind the ranks very quickly. Live and learn, I suppose. I do believe I'll be more competitive after the 3 expansions cycle out, since i don't have many cards from them (like 30, maybe?, when I started and bought them without realizing they'd be cycled out). So I'm hoping for a win rate jump after expansion. We'll see.
Funny thing is I came up against a dude paladin while I was playing my druid on casual, and he kicked me to the curb, lol. It was fun to see the different cards this guy had, some I had never seen (and don't remember). This game has so much strategy and variability in decks, it makes it really fun to keep on playin'
Great breakdown, it makes a lot of sense. I need to allow for more variance in my plan, because sometimes I"m thinking "I'll play card A now, then card B next turn" that I'm a bit blind to other options after the draw. I tend to rush into things. This game will teach me patience!
For the wolf on turn 2, it mainly depends on the following :
1) Did you play something on turn 1 ?
2) Do you still have at least 1 minion on board ?
3) Can your opponent easily kill your wolf during his next turn ?
If the answer is yes-yes-no, definitely play dire wolf on turn 2. If the answer is no-no-yes, probably not a good idea to play wolf.
A few examples :
1) You play turn 1 argent squire. Opponent (playing the same deck) plays lost in the jungle, coin, righteous protector. You you play your wolf, it is definitely going to die, especially if opponent plays wolf at his turn, so it's not worth it. Especially since you cannot even take advantage of the 2-attack squire since he has a divine shield taunt...
2) You play turn 1 argent quire. Opponent (aggro druid) plays turn 1 enchanted raven (1 mana 2/2). Turn 2, definitely play wolf and kill his raven with your squire.
3) You play turn 1 argent squire. Opponent kills it (for example a lucky arcane missiles). You should probably play it turn 2, because opponent has no minion to kill it right away, and you might have/topdeck a taunt to protect your wolf next turn.
As for the footman, I think there are better 1-drops, as I said earlier : "1-mana minion you could include : 2nd righteous protector (best choice, but you would need to craft it, so you might want to try something else first), young priestess, or wax elemental (both do a similar job of "protecting your other minions", young priestess being more agressive and wax elemental more defensive)"
And yes, I do think was elemental is better than the footman, though less agressive. A Tarim or wolf can make it attack, and it's sometimes important to protect your kinfe jugglers and wolfs. Young priestess is a nice agressive card that triggers its effect after a call to arms, which could be really nice, potentially (if you're lucky...) saving a kinfe juggler.
I've been doing pretty well with this deck thanks to your advice. I was about to finally get to rank 17, but I lost a game. Taking a little break now, but the momentum would suggest that I may get to 17 before months end. Perhaps even 16!
I ended up drawing a Crystal Lion today. Wondering if I should put it in... if it had taunt I would for sure, but I don't want to mess with a good thing.
One thing that totally sucks, if on the mulligan you just don't get anything you can play and you even have to use your power on turn 2. If I don't have call to arms at that point, I'm pretty sure I'll lose. One game I was playing against a shaman I was totally about to lose and he conceded, and said well played! I wonder why he quit. If he had seen my hand, he wouldn't have!
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I traded out a Loot Hoarder for a Goldshire Footman, a nice base 1 with taunt.
What do you think about playing Dire Wolf Alpha on turn 2, if there's nothing else and you can get an extra point of damage? Better to do hero power, then try to split a couple minions? I can't decide really - if there's nothing on the board that can kill it, he's still prone to surprises.
I definitely want to save some dust for the new expansion. My hope is to be able to craft up to 5 epics, or a legendary and some rares, just depending. Who knows what will be strong in the new expansion, but I could use a good Shaman deck - he's fun to play, but I need more cards for him.
Interesting about turn 2 on the dire wolf. I've been preferring hero power, waiting to split a couple of minions but if the opponent doesn't have a visible way to hurt him, it's a good gamble I suppose.
I am on the fence about crafting a crystal lion. I have about 1950 dust, and it's only 100... but, if I get to 2000 dust then after expansion, I can get a bunch of epics, or a legendary and some rares perhaps. Can't wait to see what's up and coming.
This morning I fared pretty well on the deck. I played about 10 games, and won over half of them. Got me off my losing streak for a little bit. I'm happy winning just over half for a slow progression, especially as playing hones my game a little bit.
I will say that one very frustrating thing, is that this kind of deck gets people to legendary yet I lose on Rank 19 quite a bit. Perhaps it's just a long haul, that I can expect to lose almost as much as I win and I'm being unreasonable. Don't get me wrong, I don't want to win every game. I want to learn from losses, and having only played for a few months, I know I won't grind the ranks very quickly. Live and learn, I suppose. I do believe I'll be more competitive after the 3 expansions cycle out, since i don't have many cards from them (like 30, maybe?, when I started and bought them without realizing they'd be cycled out). So I'm hoping for a win rate jump after expansion. We'll see.
Funny thing is I came up against a dude paladin while I was playing my druid on casual, and he kicked me to the curb, lol. It was fun to see the different cards this guy had, some I had never seen (and don't remember). This game has so much strategy and variability in decks, it makes it really fun to keep on playin'
Great breakdown, it makes a lot of sense. I need to allow for more variance in my plan, because sometimes I"m thinking "I'll play card A now, then card B next turn" that I'm a bit blind to other options after the draw. I tend to rush into things. This game will teach me patience!
For the wolf on turn 2, it mainly depends on the following :
1) Did you play something on turn 1 ?
2) Do you still have at least 1 minion on board ?
3) Can your opponent easily kill your wolf during his next turn ?
If the answer is yes-yes-no, definitely play dire wolf on turn 2. If the answer is no-no-yes, probably not a good idea to play wolf.
A few examples :
1) You play turn 1 argent squire. Opponent (playing the same deck) plays lost in the jungle, coin, righteous protector. You you play your wolf, it is definitely going to die, especially if opponent plays wolf at his turn, so it's not worth it. Especially since you cannot even take advantage of the 2-attack squire since he has a divine shield taunt...
2) You play turn 1 argent quire. Opponent (aggro druid) plays turn 1 enchanted raven (1 mana 2/2). Turn 2, definitely play wolf and kill his raven with your squire.
3) You play turn 1 argent squire. Opponent kills it (for example a lucky arcane missiles). You should probably play it turn 2, because opponent has no minion to kill it right away, and you might have/topdeck a taunt to protect your wolf next turn.
As for the footman, I think there are better 1-drops, as I said earlier :
"1-mana minion you could include : 2nd righteous protector (best choice, but you would need to craft it, so you might want to try something else first), young priestess, or wax elemental (both do a similar job of "protecting your other minions", young priestess being more agressive and wax elemental more defensive)"
And yes, I do think was elemental is better than the footman, though less agressive. A Tarim or wolf can make it attack, and it's sometimes important to protect your kinfe jugglers and wolfs. Young priestess is a nice agressive card that triggers its effect after a call to arms, which could be really nice, potentially (if you're lucky...) saving a kinfe juggler.
I've been doing pretty well with this deck thanks to your advice. I was about to finally get to rank 17, but I lost a game. Taking a little break now, but the momentum would suggest that I may get to 17 before months end. Perhaps even 16!
I ended up drawing a Crystal Lion today. Wondering if I should put it in... if it had taunt I would for sure, but I don't want to mess with a good thing.
One thing that totally sucks, if on the mulligan you just don't get anything you can play and you even have to use your power on turn 2. If I don't have call to arms at that point, I'm pretty sure I'll lose. One game I was playing against a shaman I was totally about to lose and he conceded, and said well played! I wonder why he quit. If he had seen my hand, he wouldn't have!