@Schattenlord92; I agree it's kind of sad to look at lists I want to try and see how many are attached to legendaries (I pulled 3 in something like 115 packs, so I got pretty unlucky), but I don't think you'd absolutely have to have them for testing a lot of lists. As you mentioned, Goon decks also work pretty well without Don so maybe that's our version of C'thun this expansion; I actually don't think Twin Emps even impacted winrate by as much as 5-10%, just running cultists and C'thun alone was pretty effective itself. Kabal and Jade Lotus are a little more reliant on their leader, but even then you could pretty feasibly run the archetypes without them and they're not a bad craft if you really truly enjoy the respective archetype.
I do wish that there was a little protection for duplicate legendaries in packs, but at the end of the day this is still one of the cheapest card games you're going to find and things like Murlocs got a lot of support without really requiring anything expensive to make. Dragon Priest is also pretty amazing, and all of the old lists could probably use some tweaks but they're still good by nature of already being refined and ready to tech. Overall I'd say for players on a tighter budget it'll probably be felt more with the next expansion when rotation happens.
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Big fan of the way the game keeps evolving, Old Gods changed the game drastically opening up late game win conditions for all classes, where Warrior used to win by default. These tri-class cards took each of the classes, picked a way they don't currently synergize, and made a viable strategy. I can honestly say I expected power creep, but instead it has just made different ways to play each class, which is very well done and I can assume very difficult to do. The game has become exceptionally well rounded and is shifting towards rewarding players who enjoy different strategies, wherein the prior Midrange Shaman meta made me want to scream. My only dislike is the Druid Jade Golem layout, as its tools seem to snowball too quickly, and the 1/2 pirate that boosts when weapons are added, I feel patches already brought enough to pirate archetype.
The three gangs becoming three new archetypes for the classes was very interesting, the class and gang specific legendaries were all pretty solid and viable in decks, and the various other cards that we were given show a good level of cuteness, creativity and power. Right now my only complaint is that I got 4 legendaries of of about 120 packs (granted one of them was golden Knuckles so maybe that balances itself out) and that since Grand Tournament and Blackrock are still in play, combining multiple seasons of cards feels... a bit strange and ranges from viable to pointless.
Kazakus is the most fun I've had in this game in a loooong time.
Even if Jade decks are really good against the Control decks I've been playing, it's still possible to eke out a few wins and try to pressure them the entire game.
From the way I see it, it's a real rock-paper-scissors meta with Jade Golems punishing Kabal control, Pirate Aggro punishing Jade Golems, and Kabal Control punishing Pirate aggro. Now each deck can beat what they're weak to with the right draw (and luck from opponent), and any lizard/Spock deck won't get immediately crushed necessarily either.
This is my favorite time to play Hearthstone right now.
I completely agree with all the points made here except for the last sentence. I think the "best" (and likely impossible) outcome for a meta is NOT a rock/paper/scissors meta, because then it becomes a guessing game of what is used the most competitively (on ladder). What would better for the game is if there were more than a few deck styles that could at least stand a chance against say, both an aggro deck and a control deck.
This is why I don't mind playing against mid range decks because you always feel like you have at least a chance to win. Now of course it's never fun to see the SAME mid range class 14 of 15 games (shamans...) but it's also not fun to have a deck that ALWAYS loses certain match ups. It's not. If you don't believe me, ask a freeze mage player if they enjoy playing control warriors 5 out of 10 ten games...
Basically, all I'm saying is I'd rather have a chance to win every game I play than having a match up that is an easy win or an easy concede with no middle ground.
Imo this rock/paper scissors model is so bad. Whenever i pick Reno Deck and i queue into Druid I want to insta concede. Ofc i took few lucky wins thanks to Kazakus but this is sth like 85-15 match up..
Imo this rock/paper scissors model is so bad. Whenever i pick Reno Deck and i queue into Druid I want to insta concede. Ofc i took few lucky wins thanks to Kazakus but this is sth like 85-15 match up..
I just have to agree...
Going to try and have some fun with HS today!
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@Schattenlord92; I agree it's kind of sad to look at lists I want to try and see how many are attached to legendaries (I pulled 3 in something like 115 packs, so I got pretty unlucky), but I don't think you'd absolutely have to have them for testing a lot of lists. As you mentioned, Goon decks also work pretty well without Don so maybe that's our version of C'thun this expansion; I actually don't think Twin Emps even impacted winrate by as much as 5-10%, just running cultists and C'thun alone was pretty effective itself. Kabal and Jade Lotus are a little more reliant on their leader, but even then you could pretty feasibly run the archetypes without them and they're not a bad craft if you really truly enjoy the respective archetype.
I do wish that there was a little protection for duplicate legendaries in packs, but at the end of the day this is still one of the cheapest card games you're going to find and things like Murlocs got a lot of support without really requiring anything expensive to make. Dragon Priest is also pretty amazing, and all of the old lists could probably use some tweaks but they're still good by nature of already being refined and ready to tech. Overall I'd say for players on a tighter budget it'll probably be felt more with the next expansion when rotation happens.
Articles I suggest every player reads to improve at the game;
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Who's the Beatdown?
Big fan of the way the game keeps evolving, Old Gods changed the game drastically opening up late game win conditions for all classes, where Warrior used to win by default. These tri-class cards took each of the classes, picked a way they don't currently synergize, and made a viable strategy. I can honestly say I expected power creep, but instead it has just made different ways to play each class, which is very well done and I can assume very difficult to do. The game has become exceptionally well rounded and is shifting towards rewarding players who enjoy different strategies, wherein the prior Midrange Shaman meta made me want to scream. My only dislike is the Druid Jade Golem layout, as its tools seem to snowball too quickly, and the 1/2 pirate that boosts when weapons are added, I feel patches already brought enough to pirate archetype.
The three gangs becoming three new archetypes for the classes was very interesting, the class and gang specific legendaries were all pretty solid and viable in decks, and the various other cards that we were given show a good level of cuteness, creativity and power. Right now my only complaint is that I got 4 legendaries of of about 120 packs (granted one of them was golden Knuckles so maybe that balances itself out) and that since Grand Tournament and Blackrock are still in play, combining multiple seasons of cards feels... a bit strange and ranges from viable to pointless.
For the moment, everything is good.
Still not sure if I hate Hearthstone...or love it.
Imo this rock/paper scissors model is so bad. Whenever i pick Reno Deck and i queue into Druid I want to insta concede. Ofc i took few lucky wins thanks to Kazakus but this is sth like 85-15 match up..