Literally no downside since the first two turn all you get is a weak minion and a tavern upgrade
After two turn, you get to discover cards that will shape the entire game (You know the build you will play immediately with a Junkbot or Soul Juggler)
Very good curve also if you upgrade tavern one turn late because it will let you upgrade tavern twice in a row
This is not a +1/+1 for all mech but actually +3/+3. This is why this hero is OP. A free hero power that give all golden Mech +3/+3
Mech is also very easy to build because there are a lot of good Mech.
This is how a field full of Murlocs become 30/30 with Divine Shield, Taunt, Poisonous.
You do not have to follow a beast strategy. If after buying a few beast you don't get any good beast, switch to a different strategies with better minions offered.
Banana is good, but do not put them on minions that you wont keep. This mean do not put them on your Alleycat or Dire Wolf Alpha
Put banana on minions that you will turn golden and want alive. Hoard a lot of banana in your hand until you get Murloc Warleader, or Soul Juggler, or Junkbot, or Khadgar
With her, you don't have to upgrade to Tier 6 until the very late game and can still get generic and power (very easily golden) Tier 6 minions like Foe Reaper 4000 and Zapp Slywick
Cheaper + More powerful minions in early game. Very easily allow you to get high tier fast without losing too much health.
Just overall give you high stats. Use hero power every time the shop have 2 minions that you want. Do not spend them on your last 3 gold if you need a minion. Can spend on last 4 gold to buy and sell if you don't get what you want.
Tier 3 (Amalgam and Amalgam-like)
From Best to Worst
More Stats............................MORE STATS
Tier 4 (Highrollers)
From Best to Worst
You get to reach higher stage much faster than other people and get that early Lightfang Enforcer.
You must be careful with this hero. Sometime, it is better to get good minions than to upgrade, but make sure that you are the first or second to get Tier 5 to get that Lightfang Enforcer or Tier 6 to get stuffs for your tribe.
For Lich, use the gold to upgrade tier fast to Tier 5. You should tap your hero 3 times and upgrade tavern. Then you should spend an entire turn and all the coin you have in hand to just buy high stats minions for one turn. Then tap 1-2 more time to go to T5. The reason why many people think Lich is bad is because they do not buy minions at the right time and die before they can get good units.
Tier 5 (If it come down to this or garbage...)
From Best to Worst
Tier 6 (Bad. Bad. Bad.) You can still win though. Don't just surrender if you have to pick these
Curator is the one of the best because it starts with baby version of the best minion in the game. You should play more with Curator, you are HIGHLY underestimating its power.
Rat King can high role into crazy good early game and Patchwork can often get to at least top four simply because he has 50% more health. Patchwork can also strategize by taking damage in the mid game in order to get those 5 and 6 star cards before everyone else.
AFK has a huge downside in that she takes longer than everyone else to upgrade the tavern. I really like playing AFK but starting at around 6 less health and being behind on tavern upgrades shouldn't be dismissed as irrelevant downsides.
Rat King can high role into crazy good early game and Patchwork can often get to at least top four simply because he has 50% more health. Patchwork can also strategize by taking damage in the mid game in order to get those 5 and 6 star cards before everyone else.
AFK has a huge downside in that she takes longer than everyone else to upgrade the tavern. I really like playing AFK but starting at around 6 less health and being behind on tavern upgrades shouldn't be dismissed as irrelevant downsides.
Nah, AFK ain't really behind. T3 upgrade/reroll, T4 grab two, T5 trade in token or worst thing you got from the last turn for upgrade + purchase, and you've caught up.
With that said, the metagame has now shifted heavily. Brann's push towards strong earlygame and still good late, paired with the severe lack of junkbots, means things change. It's much harder to stabilize and transition from 'random junk' into actual synergies for everyone, and beasts are heavily overpicked - not without reason, their good stuff can be picked up earlier, but you often end up with half a deck. Often it's a rush to 5 and hope to get <key piece> and not be dead by then. I'm frequently struggling now, due to the popularity of beasts and the slowness of decks to coalesce from jank - as an example, I just had a run where I got knocked out the turn before getting junkbot and rover for 8th place. Still climbing, but slowly, will probably top out at only 5kish, I think, for now, until I get more used to the meta. Demons are good, but really dependant on 5-drops (voidlord/Mal'ganis). Crowd favourite is underrated ATM; best in a mixed shell, but certainly good in most tribes due to buying/selling buffers. Doesn't work with beasts.
Would like to try Sindy, but not been offered - seems good, though. Brann seems good. Not convinced on the look of Finley, but not tried. Elise is crippled by the 3 mana cost of the map.
Took a quick look, saw Nefarian on tier5, didn't read the rest.
Destroying every divine shield for 1 gold is godly in the late game. Often Nefarian is simply unbeatable even with a stronger board than him because of his hero power.
Took a quick look, saw Nefarian on tier5, didn't read the rest.
Destroying every divine shield for 1 gold is godly in the late game. Often Nefarian is simply unbeatable even with a stronger board than him because of his hero power.
Nef is either great or mediocre, depending on your matchups, I find. he's dropped slightly with the mech nerf, IMO - does less against beasts/demons/menagerie, which are more common. Still strong, though - wrecks unprepared cobalts (though they should see it coming), as well as magnetized annoyances. He's certainly not T5 - T3, I'd say, generally, though more like T2 in this odd list, depends how big each tier is. A lot to disagree with on this list, though.
Now I'm playing with him, Brann doesn't feel that great. HP becomes bad a lot of the time, unless you can get a crowd favourite build going midgame, as you need to transition away from jank (unless you go murlocs, and I honestly can't understand how people survive until T6 for the adapt, because it's all fragile as flip), and that means losing all your buffs. Do others see similar experiences?
Took a quick look, saw Nefarian on tier5, didn't read the rest.
Destroying every divine shield for 1 gold is godly in the late game. Often Nefarian is simply unbeatable even with a stronger board than him because of his hero power.
Nef is either great or mediocre, depending on your matchups, I find. he's dropped slightly with the mech nerf, IMO - does less against beasts/demons/menagerie, which are more common. Still strong, though - wrecks unprepared cobalts (though they should see it coming), as well as magnetized annoyances. He's certainly not T5 - T3, I'd say, generally, though more like T2 in this odd list, depends how big each tier is. A lot to disagree with on this list, though.
Now I'm playing with him, Brann doesn't feel that great. HP becomes bad a lot of the time, unless you can get a crowd favourite build going midgame, as you need to transition away from jank (unless you go murlocs, and I honestly can't understand how people survive until T6 for the adapt, because it's all fragile as flip), and that means losing all your buffs. Do others see similar experiences?
Murlocs are great as long as you don't go full murloc - have like 3 + 1 amalgam - works pretty well. You don't need 6 if you are lucky enough to get a triple and discover Megasaur.
Now I'm playing with him, Brann doesn't feel that great. HP becomes bad a lot of the time, unless you can get a crowd favourite build going midgame, as you need to transition away from jank (unless you go murlocs, and I honestly can't understand how people survive until T6 for the adapt, because it's all fragile as flip), and that means losing all your buffs. Do others see similar experiences?
Murlocs are great as long as you don't go full murloc - have like 3 + 1 amalgam - works pretty well. You don't need 6 if you are lucky enough to get a triple and discover Megasaur.
Cool, makes sense, thanks. Probably going too heavily into it when I'm trying it, then; the other stuff would probably end up protecting enough to get a treble and five. That's probably my least used archetype, tbh. Was frequently beasts pre-nech nerf.
How do we feel about A.F.K. after the Junkbot nerf? There are certainly other good options there, but that offered some nice highroll potential at tier 4.
How do we feel about A.F.K. after the Junkbot nerf? There are certainly other good options there, but that offered some nice highroll potential at tier 4.
Still excellent, IMO. T4 still has annoy-o-magnet, for example, and the 3 seems to have a high chance of cobalts, which are what really gets mechs going these days. Can also slide into a crowd favourite with a good 3, or a juggler/pack leader from the three, with the four having Bolvar (sweet with a cobalt, and solid enough otherwise), hydra, iron sensei, and rover as main targets, other than annoy. Still enough build-defining cards that you can get, though can never get enough stuff for beasts these days. It's not like AFK loses much; 5-6ish health, then hits tavern 3 at the same time as everyone else not heavily pushing. Still top-tier for me.
How do we feel about A.F.K. after the Junkbot nerf? There are certainly other good options there, but that offered some nice highroll potential at tier 4.
Still excellent, IMO. T4 still has annoy-o-magnet, for example, and the 3 seems to have a high chance of cobalts, which are what really gets mechs going these days. Can also slide into a crowd favourite with a good 3, or a juggler/pack leader from the three, with the four having Bolvar (sweet with a cobalt, and solid enough otherwise), hydra, iron sensei, and rover as main targets, other than annoy. Still enough build-defining cards that you can get, though can never get enough stuff for beasts these days. It's not like AFK loses much; 5-6ish health, then hits tavern 3 at the same time as everyone else not heavily pushing. Still top-tier for me.
Annoy-o-module gives me a bit of anxiety in that spot. You don't really want to taunt a Cobalt, right? So do you just hold it hoping to roll something else to magnetize it to the next turn? That can be a pretty hard hit to your life total if your opponent is off to a hot start.
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Tier 1 (Pick This Always)
From Best to Worst
Tier 2 (Pure Power)
From Best to Worst
Tier 3 (Amalgam and Amalgam-like)
From Best to Worst
Tier 4 (Highrollers)
From Best to Worst
Tier 5 (If it come down to this or garbage...)
From Best to Worst
Tier 6 (Bad. Bad. Bad.) You can still win though. Don't just surrender if you have to pick these
From Best to Worst
Vote for my Card Design Submission! I love this one!
Funny, I'm just watching the Ike Omnislash VOD on this. His list is quite different.
I've seen some pretty shitty lists but this one so far takes the cake
Shudderwock is so bad - Bran is much better.
Curator is the one of the best because it starts with baby version of the best minion in the game. You should play more with Curator, you are HIGHLY underestimating its power.
Jaraxxus high tier 2, ok.jpg
worst tier list i've seen so far
Nefarian is a god if you can survive the early game. Removing all divine shields while you stack big minions is game changing.
Nefarian tier 5.... he is the best late game hero. If you survive, you have a huge advantage over everyone
This is the worst tier list I ever saw, nefariam on bad and shudderwork on tier 1 omg this list is so bad
Favorite Cards: 1. Lord Jaraxxus | 2. Malygos| 3. Edwin VanCleef | 4. Zephrys the Great| 5. Deathwing
To add to the complaints about this list:
Rat King and Patchwork are also pretty good.
Rat King can high role into crazy good early game and Patchwork can often get to at least top four simply because he has 50% more health. Patchwork can also strategize by taking damage in the mid game in order to get those 5 and 6 star cards before everyone else.
AFK has a huge downside in that she takes longer than everyone else to upgrade the tavern. I really like playing AFK but starting at around 6 less health and being behind on tavern upgrades shouldn't be dismissed as irrelevant downsides.
It was going well until I see patchwork a in bad tier.
This list is pure garbage!
Stop spreading misinformation like this, someone will eventually come along and believe this.
Its so wrong.
Nah, AFK ain't really behind. T3 upgrade/reroll, T4 grab two, T5 trade in token or worst thing you got from the last turn for upgrade + purchase, and you've caught up.
With that said, the metagame has now shifted heavily. Brann's push towards strong earlygame and still good late, paired with the severe lack of junkbots, means things change. It's much harder to stabilize and transition from 'random junk' into actual synergies for everyone, and beasts are heavily overpicked - not without reason, their good stuff can be picked up earlier, but you often end up with half a deck. Often it's a rush to 5 and hope to get <key piece> and not be dead by then. I'm frequently struggling now, due to the popularity of beasts and the slowness of decks to coalesce from jank - as an example, I just had a run where I got knocked out the turn before getting junkbot and rover for 8th place. Still climbing, but slowly, will probably top out at only 5kish, I think, for now, until I get more used to the meta. Demons are good, but really dependant on 5-drops (voidlord/Mal'ganis). Crowd favourite is underrated ATM; best in a mixed shell, but certainly good in most tribes due to buying/selling buffers. Doesn't work with beasts.
Would like to try Sindy, but not been offered - seems good, though. Brann seems good. Not convinced on the look of Finley, but not tried. Elise is crippled by the 3 mana cost of the map.
Took a quick look, saw Nefarian on tier5, didn't read the rest.
Destroying every divine shield for 1 gold is godly in the late game. Often Nefarian is simply unbeatable even with a stronger board than him because of his hero power.
Nef is either great or mediocre, depending on your matchups, I find. he's dropped slightly with the mech nerf, IMO - does less against beasts/demons/menagerie, which are more common. Still strong, though - wrecks unprepared cobalts (though they should see it coming), as well as magnetized annoyances. He's certainly not T5 - T3, I'd say, generally, though more like T2 in this odd list, depends how big each tier is. A lot to disagree with on this list, though.
Now I'm playing with him, Brann doesn't feel that great. HP becomes bad a lot of the time, unless you can get a crowd favourite build going midgame, as you need to transition away from jank (unless you go murlocs, and I honestly can't understand how people survive until T6 for the adapt, because it's all fragile as flip), and that means losing all your buffs. Do others see similar experiences?
Murlocs are great as long as you don't go full murloc - have like 3 + 1 amalgam - works pretty well. You don't need 6 if you are lucky enough to get a triple and discover Megasaur.
Cool, makes sense, thanks. Probably going too heavily into it when I'm trying it, then; the other stuff would probably end up protecting enough to get a treble and five. That's probably my least used archetype, tbh. Was frequently beasts pre-nech nerf.
How do we feel about A.F.K. after the Junkbot nerf? There are certainly other good options there, but that offered some nice highroll potential at tier 4.
Still excellent, IMO. T4 still has annoy-o-magnet, for example, and the 3 seems to have a high chance of cobalts, which are what really gets mechs going these days. Can also slide into a crowd favourite with a good 3, or a juggler/pack leader from the three, with the four having Bolvar (sweet with a cobalt, and solid enough otherwise), hydra, iron sensei, and rover as main targets, other than annoy. Still enough build-defining cards that you can get, though can never get enough stuff for beasts these days. It's not like AFK loses much; 5-6ish health, then hits tavern 3 at the same time as everyone else not heavily pushing. Still top-tier for me.
Annoy-o-module gives me a bit of anxiety in that spot. You don't really want to taunt a Cobalt, right? So do you just hold it hoping to roll something else to magnetize it to the next turn? That can be a pretty hard hit to your life total if your opponent is off to a hot start.