"In this world where time is your enemy, it is my greatest ally. This grand game of life that you think you play in fact plays you. To that I say... Let the games begin!" - Nefarian
Yeah if you don't draw divine favor or challangers on time, you get countered by counter matchups. That being said I still won quite a few games drawing no favor and no challangers, but against druids it's not realistic.
I'm not sure if "not drawing one of 4 cards in top 15 cards of your deck" satisfies definition of inconsistancy though...
As new more refined lists come out, it seems to be more and more streaky.
Overall, I just like running into mirror matches and seeing what they do differently and adapt what works.
I don't see why people say its inconsistent. The aggro variant got me to legend for the first time. Its pretty consistent cause you either need divine favor, or mysterious challenger drawn by turn 6. Since you have 4 cards you can draw, its most likely that you have them. Plus, you can still win without them
I don't see why people say its inconsistent. The aggro variant got me to legend for the first time. Its pretty consistent cause you either need divine favor, or mysterious challenger drawn by turn 6. Since you have 4 cards you can draw, its most likely that you have them. Plus, you can still win without them
It's inconsistent because you are running cards that you never want to actually draw. If you draw something like repentance and you don't have a secret keeper out, you lose a secret for later and have little to no board impact (unless you are playing against ramp druid or something). There are more consistent builds, but they don't give uther a crown.
But it doesn't actually matter when you divine favor. Trust me, even when i draw quite a lot of secrets, i never feel like i am screwed.
I never said you were screwed if you draw the secrets, it just makes the deck less consistent than a different version of aggro pally. The overall power of the deck itself is significantly lower when you draw secrets early.
But it doesn't actually matter when you divine favor. Trust me, even when i draw quite a lot of secrets, i never feel like i am screwed.
I never said you were screwed if you draw the secrets, it just makes the deck less consistent than a different version of aggro pally. The overall power of the deck itself is significantly lower when you draw secrets early.
That's not really true, I often keep repentance in opening hand against slow classes since it lets me easily trade with their mountain giants/zombie chows or other while stalling for favor/challanger.
While it is true that you never get a "perfect undercancer" sequence, that is not the point of the deck. The point is doing best you can from your current situation, even a 1 mana 2/3 or 1 mana 3/4 is fine. Lategame 1 mana 1/2 can still mitigate a lot of face damage.
There is nothing you really want to avoid drawing early, instead I would really want to draw at least 1 of the 4(divine favor or challanger) by half way of my deck, otherwise you are in trouble against heavy control decks.
That's not really true, I often keep repentance in opening hand against slow classes since it lets me easily trade with their mountain giants/zombie chows or other while stalling for favor/challanger.
While it is true that you never get a "perfect undercancer" sequence, that is not the point of the deck. The point is doing best you can from your current situation, even a 1 mana 2/3 or 1 mana 3/4 is fine. Lategame 1 mana 1/2 can still mitigate a lot of face damage.
There is nothing you really want to avoid drawing early, instead I would really want to draw at least 1 of the 4(divine favor or challanger) by half way of my deck, otherwise you are in trouble against heavy control decks.
But you aren't always going to be playing control decks and against say face hunter, it's just a 1 mana give your secret keeper +1/+1. All I'm trying to say is, that it's an aggro deck that uses cards that are otherwise suboptimal to activate combos and synergies. In this way, it's very similar to something like a mech deck (known for a lot of inconsistency especially in shaman lists).
Even if you do draw those pieces consistently, it still far from guarantees success. I've seen Mysterious Challenger grab 4+ secrets and it usually amounts to little more than a buffed mysterious challenger, a revived 2/1 and one of my minions becoming a 1 health guy (which I try to make sure is one I don't care about). That said I was playing against it with my Midrange Pali, so it was quite easy to use my silver hand recruits as fodder for noble sac, use equality etc.
Not that I'm saying don't run the deck or anything, I love secret decks. Just that its ace play seems pretty underwhelming. Perhaps it's better vs handlock or something idk (then again, any divine favor deck is good against handlock).
Let's just think about what you are saying for a second. Their six drop ONLY becomes a 10/9, summons a one drop taunt with death rattle summon a one drop, and plays a slightly suboptimal hunter's mark. Even though you beat the card with skillful play and a reasonable matchup, you have to admit that it's pretty impressive how much value you can get off of one card.
I mean it's totally unfair and broken but I'm enjoying it.
You have discovered secret paladin :^)
"In this world where time is your enemy, it is my greatest ally. This grand game of life that you think you play in fact plays you. To that I say... Let the games begin!" - Nefarian
Yeah if you don't draw divine favor or challangers on time, you get countered by counter matchups. That being said I still won quite a few games drawing no favor and no challangers, but against druids it's not realistic.
I'm not sure if "not drawing one of 4 cards in top 15 cards of your deck" satisfies definition of inconsistancy though...
As new more refined lists come out, it seems to be more and more streaky.
Overall, I just like running into mirror matches and seeing what they do differently and adapt what works.
I don't see why people say its inconsistent. The aggro variant got me to legend for the first time. Its pretty consistent cause you either need divine favor, or mysterious challenger drawn by turn 6. Since you have 4 cards you can draw, its most likely that you have them. Plus, you can still win without them
It's inconsistent because you are running cards that you never want to actually draw. If you draw something like repentance and you don't have a secret keeper out, you lose a secret for later and have little to no board impact (unless you are playing against ramp druid or something). There are more consistent builds, but they don't give uther a crown.
But it doesn't actually matter when you divine favor. Trust me, even when i draw quite a lot of secrets, i never feel like i am screwed.
I never said you were screwed if you draw the secrets, it just makes the deck less consistent than a different version of aggro pally. The overall power of the deck itself is significantly lower when you draw secrets early.
That's not really true, I often keep repentance in opening hand against slow classes since it lets me easily trade with their mountain giants/zombie chows or other while stalling for favor/challanger.
While it is true that you never get a "perfect undercancer" sequence, that is not the point of the deck. The point is doing best you can from your current situation, even a 1 mana 2/3 or 1 mana 3/4 is fine. Lategame 1 mana 1/2 can still mitigate a lot of face damage.
There is nothing you really want to avoid drawing early, instead I would really want to draw at least 1 of the 4(divine favor or challanger) by half way of my deck, otherwise you are in trouble against heavy control decks.
But you aren't always going to be playing control decks and against say face hunter, it's just a 1 mana give your secret keeper +1/+1. All I'm trying to say is, that it's an aggro deck that uses cards that are otherwise suboptimal to activate combos and synergies. In this way, it's very similar to something like a mech deck (known for a lot of inconsistency especially in shaman lists).
dont play that deck. just dont.
because you have never once played a deck you got off this site
Let's just think about what you are saying for a second. Their six drop ONLY becomes a 10/9, summons a one drop taunt with death rattle summon a one drop, and plays a slightly suboptimal hunter's mark. Even though you beat the card with skillful play and a reasonable matchup, you have to admit that it's pretty impressive how much value you can get off of one card.