So far I've tried two legendaries, both druid ones.
Twig is good if you draw it early and isn't forced to play something t4. Basically, you invest t4 to get 18 mana turn8. I see no reason to play Medivh on top - it doesn't speed up the process (except you double innervate into it).
Ixilid is very good in quest druid. Got 0-mana stuff? Well, now you have twice of it :)
No joke, i've thrown down Azari, the Devourer at least 3 times today. While Rin, the First Disciple isn't the main win condition (or Rin Condition if you'd prefer) in my control Warlock, it is super gratifying when a giant fireball annihilates the opponents deck.
Aluneth is so good in a tempo-oriented mage deck! Keep it on mulligan, play it on turn 6, draw all your burn for the remaining turns... it's crazy. I didn't realize that it doesn't lose durability when the effect triggers. Infinite draw for a tempo mage is so good! The new mage secret Explosive Runes is also really strong to keep you moving towards a safe turn 6 Aluneth. Keeps the board clear or makes for an easy clear on your turn. Tempo mage gets its strength back!!
Ok this might be too few games to know for sure, but the new paladin weapon in handbuffadin is actually not too bad if you can stay on the board early and get to turn 6. Besides that, I've only seen the mage weapon perform AMAZINGLY in tempo mage and can say that's the safest craft or your dust back.
I've been hearing good things about the paladin weapon too myself. I also keep hearing people say the legends aren't very powerful this xpac, even though I want to craft some so bad I am holding off. . . Patience is such a hard thing to practice lol.
That is why I am making these forum threads though, to see what stays relevant throughout the next couple of weeks.
You know, I was bagging on my cousin saying I though Aluneth was going to be bad lol. I stand corrected though, my cousin was definitely right the card is fantastic from what I have seen.
When I was watching Dog play earlier he got the effect off like 4-5 times also! Maybe Rin isn't that bad afterall, then again it is the first day though.
Aluneth seems kinda sh*t to me actually.. every time I played it so far it has lost me the game basically. It is 6 mana: do NOTHING on the board, which is simply suicide in a lot of match-ups. and if you want to use it for card advantage in more control orriented match-ups it will most likely end up milling you. I had high hopes for this card when I saw it, as you stated: get all your burn cards asap. But in reallity it more often screwed me over than helped me out.
I don't think it is versatile in any other mage deck besides tempo because it does just fatigue you straight away- it is meant to be played to draw your finishers and win quickly. In a deck that has ice block for example, Ice block becomes effectively 3 dead mana because fatigue damage will just kill you lol.
In a tempo deck, it's a win more card because it is really dead in your hand if you are behind on board, i.e. vs control, or vs other tempo. If you are behind on board though playing a mage tempo deck, you lose anyway. It is very playable if you are ahead... in a secret mage, you can set up counterspell + board presence going into turn 6. The counterspell proc can leave the opponent with few enough mana to make your weapon up safe the following turn. Draw 4 total cards afterward and pour your hand to take board control and smorc and its GG!
I've been experimenting with Aluneth+Deck of Wonders and it's basically like paying 5 mana for a yogg deck. Pretty fun, maybe not ladder viable but it's been good against other tempo decks like rogue. Facing a lot of mages so far around rank 15-12.
Aluneth is so good in a tempo-oriented mage deck! Keep it on mulligan, play it on turn 6, draw all your burn for the remaining turns... it's crazy. I didn't realize that it doesn't lose durability when the effect triggers. Infinite draw for a tempo mage is so good! The new mage secret Explosive Runes is also really strong to keep you moving towards a safe turn 6 Aluneth. Keeps the board clear or makes for an easy clear on your turn. Tempo mage gets its strength back!!
Aluneth seems kinda sh*t to me actually.. every time I played it so far it has lost me the game basically. It is 6 mana: do NOTHING on the board,
On the board, no. But it is 6 mana, draw 3. And then rinse and repeat every turn. Forever.
Thanks in advance (:
Raza the Unchained, my god I swear I've seen this guy before, but he's killing it. KAPPA CLAUS
I eat Kingsbane rogues for breakfast.
LOL DUDE YOU HAVE MY DYING RN!
lmfao, it's the sad truth.
I eat Kingsbane rogues for breakfast.
Yeah I guess xD But in all honesty, from this set what seems good to you so far? Or playable at least?
So far I've tried two legendaries, both druid ones.
Twig is good if you draw it early and isn't forced to play something t4. Basically, you invest t4 to get 18 mana turn8. I see no reason to play Medivh on top - it doesn't speed up the process (except you double innervate into it).
Ixilid is very good in quest druid. Got 0-mana stuff? Well, now you have twice of it :)
And yeah, look at that poor guy's mana :c
Lol, Ixlid does seem pretty good haha
No joke, i've thrown down Azari, the Devourer at least 3 times today. While Rin, the First Disciple isn't the main win condition (or Rin Condition if you'd prefer) in my control Warlock, it is super gratifying when a giant fireball annihilates the opponents deck.
Geosculpter Yip is pretty good.
Aluneth is so good in a tempo-oriented mage deck! Keep it on mulligan, play it on turn 6, draw all your burn for the remaining turns... it's crazy. I didn't realize that it doesn't lose durability when the effect triggers. Infinite draw for a tempo mage is so good! The new mage secret Explosive Runes is also really strong to keep you moving towards a safe turn 6 Aluneth. Keeps the board clear or makes for an easy clear on your turn. Tempo mage gets its strength back!!
Ok this might be too few games to know for sure, but the new paladin weapon in handbuffadin is actually not too bad if you can stay on the board early and get to turn 6. Besides that, I've only seen the mage weapon perform AMAZINGLY in tempo mage and can say that's the safest craft or your dust back.
I eat Kingsbane rogues for breakfast.
I've been hearing good things about the paladin weapon too myself. I also keep hearing people say the legends aren't very powerful this xpac, even though I want to craft some so bad I am holding off. . . Patience is such a hard thing to practice lol.
That is why I am making these forum threads though, to see what stays relevant throughout the next couple of weeks.
You know, I was bagging on my cousin saying I though Aluneth was going to be bad lol. I stand corrected though, my cousin was definitely right the card is fantastic from what I have seen.
When I was watching Dog play earlier he got the effect off like 4-5 times also! Maybe Rin isn't that bad afterall, then again it is the first day though.
I created two decks - quest paladin - the new paladin legendary is VERY, VERY good.
An deathrattle hunter, first game was extremely fun.
Turn 5: Corpse Widow
Turn 6: Killed an opponents minion with Corpse Widow, it was 4/1. Carnivorous Cube (discounted to 3 mana) on Corpse Widow. Play Dead on Carnivorous Cube, got two Corpse Widows. Another Carnivorous Cube on the first Carnivorous Cube, got two more Corpse Widows. Savannah Highmane for free. Opponent concedes.
I was really lucky draw but still, extremely funny (for me at least).
And the second Carnivorous Cube contained two Carnivorous Cubes that each contained two Corpse Widows so board clear does not help here.
--Alfi--
And then rinse and repeat every turn. Forever.
I am having a blast with Lynessa Mech Pala in wild.
ive played two mages with this card that milled themselves to death lol