as I have been trying lots of stuff out with the Priest class, I also came to the point that there is the possibility to build a (not too competitive) Convert/Inner Fire deck.
But besides consistency, there is another big problem - having a suitable minion on the board to have a buff target in order to finish the game.
That made me raise up a general question regarding minions in Hearthstone:
Which minions are the stickiest in Standard?
If you need to think of a minion which will surely stick on the board until your next turn, which ones come to your mind?
I want to hear your take on this question, your Top 5 and why and under which criteria you chose those certain cards.
Keep in mind, there are lots of factors you can't forget, as there are the plain stats, the "protection" (Divine Shield, Stealth), Deathrattles and many more!
My Top 5 consists of:
1. Silent Knight: Probably not what you understand under "stickiness", but if I need to play a minion and need it to stay on the board, the Silent Knight does his job excellently. Now we just need to figure out, why we'd want that...
2. Imp Gang Boss: Here, I looked at a minion which would be surely described as sticky in the common sense. The Imp Gang Boss is like that lemon-flavoured chewing gun, which got stuck in your hair or your carpet, you desperately try to remove without leaving leftovers. It won't work - and it surely won't work quickly. Unless you're cutting it all off at once - or play a massive AoE Twisting Nether in terms of HS. And the worst thing is, you actually hate lemon.
3. Argent Squire - If you play her on turn 1, she will make it to turn 2, simple as that. Her Divine Shield unfortunately won't. One could argue that the probability of Magma Rager surviving is higher than the Divine Shield making it to the 2nd turn...
4. Twilight Summoner: Unless your opponent has a very big board advantage or some pesky removal like Entomb or Cabal, this minion will absolutely stay on the board until your next turn. After that it won't anymore - not because it got removed by your opponent, but because you traded it into something.
5. Deathwing, Dragonlord: The ultimate beatstick, very greedy and no less sticky. Dealing with a 12/12 is already hard enough, but getting more dragons to fight against you as a reward for slaying the mighty dragon, is just cruel.
One could name other stealthed minions, the Warlock 1/1, Highmane or even Sylvanas, but Am'gam is da real SH**!
Every time you play it, your opponent will burst out in laughter and, more importantly, not take it too serious. Then you can proceed to double Divine Spirit/Inner Fire him.
Hello guys,
as I have been trying lots of stuff out with the Priest class, I also came to the point that there is the possibility to build a (not too competitive) Convert/Inner Fire deck.
But besides consistency, there is another big problem - having a suitable minion on the board to have a buff target in order to finish the game.
That made me raise up a general question regarding minions in Hearthstone:
Which minions are the stickiest in Standard?
If you need to think of a minion which will surely stick on the board until your next turn, which ones come to your mind?
I want to hear your take on this question, your Top 5 and why and under which criteria you chose those certain cards.
Keep in mind, there are lots of factors you can't forget, as there are the plain stats, the "protection" (Divine Shield, Stealth), Deathrattles and many more!
My Top 5 consists of:
1. Silent Knight: Probably not what you understand under "stickiness", but if I need to play a minion and need it to stay on the board, the Silent Knight does his job excellently. Now we just need to figure out, why we'd want that...
2. Imp Gang Boss: Here, I looked at a minion which would be surely described as sticky in the common sense. The Imp Gang Boss is like that lemon-flavoured chewing gun, which got stuck in your hair or your carpet, you desperately try to remove without leaving leftovers. It won't work - and it surely won't work quickly. Unless you're cutting it all off at once - or play a massive AoE Twisting Nether in terms of HS. And the worst thing is, you actually hate lemon.
3. Argent Squire - If you play her on turn 1, she will make it to turn 2, simple as that. Her Divine Shield unfortunately won't. One could argue that the probability of Magma Rager surviving is higher than the Divine Shield making it to the 2nd turn...
4. Twilight Summoner: Unless your opponent has a very big board advantage or some pesky removal like Entomb or Cabal, this minion will absolutely stay on the board until your next turn. After that it won't anymore - not because it got removed by your opponent, but because you traded it into something.
5. Deathwing, Dragonlord: The ultimate beatstick, very greedy and no less sticky. Dealing with a 12/12 is already hard enough, but getting more dragons to fight against you as a reward for slaying the mighty dragon, is just cruel.
(Not too serious) Honorable mention: Am'gam Rager
One could name other stealthed minions, the Warlock 1/1, Highmane or even Sylvanas, but Am'gam is da real SH**!
Every time you play it, your opponent will burst out in laughter and, more importantly, not take it too serious. Then you can proceed to double Divine Spirit/Inner Fire him.
Yeah, I should have included Highmane in my list, but I can't say I was 100% serious while writing that list ;)
-let´s negotiate: you concede and I let you live...
Granted, I phrased it wrong. I wanted to say that I didn't put in too much thinking into my choices in order to try to making them being "right".
I don't claim that I have made the perfect list and there are surely better choices.
1. Possessed Villager
2. Argent Squire
3. Silent Knight
4. Doomsayer
5. Ancient Watcher
Those are all assuming they're played as early as possible.
Ooze is definitely the stickiest. You can't even touch it without slime getting all over your minions. Its really messy.
The new Deathwing isnt stick at all. When he goes to the board you usually dont have more dragons in hand.
Anyway, in my opinion, the most stick minion in standart is Highmane.
The question was what survives until your next turn, Doomsayer dies on your turn so it undoubtedly counts.
lame, absolutely no good answers, as usual.
This topic should have been left dead or started in a new thread again. Closing here.
CLOSED.
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