Rogue is struggling more than I expected. I kind of figured keeping its combo intact means we may be able to race the miracle before Warlock or aggro goes off, but face is too much the place and warlock really just got stronger. Mage seems to be the only healthy nerf so far. However the Mage nerf gave Warlock less counters. Paladin still does fine as long as the weapon is played early enough. I rarely see situations where they can’t stick at least one minion and pop 15+ to finish the opponent. Both Rogue and Paladin are performing slightly worse against warlock. The extra health “nerf” to darkglare put it out of range of rogue until turn 5 or too heavy commitment by damage. The giant nerf seemingly did nothing. It’s still possible to stick a giant turn 4 and I wonder why the nerf wasn’t to 10 to avoid that just about outright. Overall, I’d suggest probably Paladin, Hunter, and Warlock to climb.
I am having a blast with Quest Rogue today 14-5 so far versus a very diverse pool of opponents (pretty much everything except Warriors), the deck feels powerful enough
I actually climbed from dia10 to legend with Libram pally. Comeback potential was awesome with City Tax + Libram of Justice and warlocks seem to have trouble dealing with 8-8 divine shields. The healing is also welcome against all popukar decks atm.
Although it might be harder to climb with it now. I absolutely wrecked every face hunter. It gave me a lot of free wins before the nerfs but it's less popular now..
I think pally is still fine but now you really rely on getting at least one bannerman on curve and go full tempo every turn or you fall behind and it's straight up harder to come back. I haven't played much rogue but it seems like it's mostly the same. You beat warlock still unless they nut you with stealer in which case you probably lose hard (everything does at that point tbh) and your finisher is still just scabbs + stealth into battlemaster next turn so that doesn't make a huge difference anyways.
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How those deck preforming after the nerfs?
My handbuff is doing pretty ok
Rogue is struggling more than I expected. I kind of figured keeping its combo intact means we may be able to race the miracle before Warlock or aggro goes off, but face is too much the place and warlock really just got stronger. Mage seems to be the only healthy nerf so far. However the Mage nerf gave Warlock less counters. Paladin still does fine as long as the weapon is played early enough. I rarely see situations where they can’t stick at least one minion and pop 15+ to finish the opponent. Both Rogue and Paladin are performing slightly worse against warlock. The extra health “nerf” to darkglare put it out of range of rogue until turn 5 or too heavy commitment by damage. The giant nerf seemingly did nothing. It’s still possible to stick a giant turn 4 and I wonder why the nerf wasn’t to 10 to avoid that just about outright. Overall, I’d suggest probably Paladin, Hunter, and Warlock to climb.
Thanks,then i will probably craft paladin and a hunter,warlock is also on my mind... but more nerfs are expected i guess
I am having a blast with Quest Rogue today 14-5 so far versus a very diverse pool of opponents (pretty much everything except Warriors), the deck feels powerful enough
I actually climbed from dia10 to legend with Libram pally. Comeback potential was awesome with City Tax + Libram of Justice and warlocks seem to have trouble dealing with 8-8 divine shields. The healing is also welcome against all popukar decks atm.
Although it might be harder to climb with it now. I absolutely wrecked every face hunter. It gave me a lot of free wins before the nerfs but it's less popular now..
I think pally is still fine but now you really rely on getting at least one bannerman on curve and go full tempo every turn or you fall behind and it's straight up harder to come back. I haven't played much rogue but it seems like it's mostly the same. You beat warlock still unless they nut you with stealer in which case you probably lose hard (everything does at that point tbh) and your finisher is still just scabbs + stealth into battlemaster next turn so that doesn't make a huge difference anyways.