Some classes have obvious openers, many of them class specific. Others don't even have class specific one drops at all. I'd like to ask what your ideas are on the best 1-drops for each class, and what makes them work for that class.
To start it off, the usual suspects -
Priest - Northshire Cleric Warlock - Blood Imp Mage - Mana Wyrm Paladin - Argent Squire is annoying in general, possibly lethal for Blood Knight builds. Warrior - Shieldbearer Has Inner Rage written all over it. Shaman - Shieldbearer again as a cheap way to start building your totem army behind it. Rogue - Worgen Infiltrator just because it's basically minion control that you can keep on board for a while. Druid - Elven Archer; no idea to be honest, but at least it can poke. Hunter - Young Dragonhawk, IF you can keep it alive till turn 2. And it beats tossing out the Timber Wolf on turn 1 and getting it killed.
I don't play priest but the only time I think you should play a cleric turn 1 is if you have a shadow word pain or plus health card in your hand otherwise it's nearly impossible to keep alive, would like some imput from priests but the cleric turn 1 drop never bothers me.
lol what rank are you Archmagelezard because Shieldbearer is so bad inner rage should be used on an Enrage Minion inf you even put them in your deck and Elven archer is the same should only be in an enrage deck really so how could this be the best one drop if there is no reason how could you build a totem army behind a Shieldbearer it has no attack so anything can attack it and live... I would kill it as soon as I can.
For warlock, flame imp is much more powerful turn 1 than blood imp, because it is a huge threat. Blood imp is just as powerful on the turn you play him as any other, so having it out on turn one doesn't help that much.
For warrior, spending two cards for a 2-3 isn't really worth it. Especially considering how deadweight one is without the other.
For shaman... no, just no. Wasting a card to help get totems is not worth it.
For everything else but mage and priest, it's a tie between Worgen infiltrator and Argent Squire. In my opinion, 1 drop minions are flat out bad at worst, and gimmicky at best. Nothing beats those 3-2 2 drops.
Also the Pandaran Brewmaster is a great backup - can swipe the cleric back out turn 2 if the other guy plays an ooze.
I like to play the cleric on turn 1 assuming I can back it up. It's not that I expect free cards, but it kind of freezes your opponent from playing 1 or 2 damage minions, giving you time to develop.
this is very easy: All Classes: Argent Squire, Lepra Gnome, worgen infiltrator
why
squire --> pala bubble 2x removal needed
Lepra gnome --> deals 2 dmg when dead and if not destroyed it can value down another minions of 2 mana cost or use up 1 of there weapon durabilities dmging them and doing an extra 2
worgen infiltrator--> cant be touched so it can kill an mob of equal health as his att and value up
knowing as what u wrote as reasons and picks on the classes you cant be playing much constructed or atleast not on a level of play that matters since all of ur reasons are beyond bad =/ No offense but not very well thought out
No problem - that's why I'm asking.
I never claimed to be some kind of 'expert' at this game or even at ccg's in general, so kindly take that into account before people start busting out their epeen. If I didn't need advice, I wouldn't be asking.
this is very easy: All Classes: Argent Squire, Lepra Gnome, worgen infiltrator
why
squire --> pala bubble 2x removal needed
Lepra gnome --> deals 2 dmg when dead and if not destroyed it can value down another minions of 2 mana cost or use up 1 of there weapon durabilities dmging them and doing an extra 2
worgen infiltrator--> cant be touched so it can kill an mob of equal health as his att and value up
knowing as what u wrote as reasons and picks on the classes you cant be playing much constructed or atleast not on a level of play that matters since all of ur reasons are beyond bad =/ No offense but not very well thought out
Mana worm is an incredible start for mage though, and cleric is pretty solid for priest as well. Young Dragon hawk can also be used to good effect on turn 1 in the right deck.
this is very easy: All Classes: Argent Squire, Lepra Gnome, worgen infiltrator
why
squire --> pala bubble 2x removal needed
Lepra gnome --> deals 2 dmg when dead and if not destroyed it can value down another minions of 2 mana cost or use up 1 of there weapon durabilities dmging them and doing an extra 2
worgen infiltrator--> cant be touched so it can kill an mob of equal health as his att and value up
knowing as what u wrote as reasons and picks on the classes you cant be playing much constructed or atleast not on a level of play that matters since all of ur reasons are beyond bad =/ No offense but not very well thought out
Mana worm is an incredible start for mage though, and cleric is pretty solid for priest as well. Young Dragon hawk can also be used to good effect on turn 1 in the right deck.
The only hunter decks running Young Dragonhawks are OTK decks and they surely won't play it on turn 1~~
Additionally, turn 1 Cleric w/o SW:P or PW:S or Manawyrm w/o Frostbolt or Mirror Image/Arcane Missiles is a bad play.
The only hunter decks running Young Dragonhawks are OTK decks and they surely won't play it on turn 1~~
Additionally, turn 1 Cleric w/o SW:P or PW:S or Manawyrm w/o Frostbolt or Mirror Image/Arcane Missiles is a bad play.
You COULD play a hunter and make good use of it on turn one. You don't because anything outside of OTK hunter doesn't work. NO one drop works on hunter turn one, but that's just because hunter is broken.
As for priest and mage, yeah... that's kinda the point of doing that... Even if you don't, the enemy will have to play as if you do. When I played mage, I noticed that if I play manaworm, they would usually burn a spell to kill it, assuming I had someway to buff it up and/or clear a minion they play.
As for leper gnome, that's only if you are running a rush deck.
So, the basic gist of all this is that going second is better.
According to official statistics from Blizzard (firstly from back in September, and more recently from a panel on Blizzcon) it is *slightly* better to go first.
I'm not seeing it, what with everyone saying how crappy one drops are.
Going first isn't about turn 1, it's about every consecutive turn. Not counting the coin, starting at turn 2, it goes like this.
Player 1: Plays a 2 mana creature Player 2: Responds with a 2 mana card Player 1: Responds with a 3 mana card Player 2: Responds with a 3 Mana card Player 1: Responds with a 4 Mana card etc. etc.
Basically, when player 2 does something, player 1 has more 1 more mana than player 2 did last turn, but when player 2 reacts, he has the same mana that player 1 did last turn.
Generally, leper gnome or argent squire or worgen infiltrator are the best turn 1 drops. Not much value to be had if played past turn 2. And I wouldnt put more than 1 or 2 one drop minions in any given deck aside from warlock who has some great variety as far as one drops go.
I play a lot of priest and I do get value out of northshire cleric turn 1 if I go first. Often it lives until my turn 2 or 3 and often it has prevented many a 1 drop from being played as the opponent wants to avoid me attacking into it with the cleric and healing for an extra card. As priest I tend to prioritize building my card advantage early on and generally playing as conservatively as possible in terms of card usage. Most of the time I do nothing turn 1 and even turn 2.
I agree that 3/2 minions for 2 generally yield the most value early on so fairy dragon or ooze are staple 2 drops. Although worgen infiltrator turn 1 can give insurance for those.
Speaking of 3/2s for 2 I am an advocate of mad bomber especially in warrior decks obviously for engrage procs and priest with cleric out. Or acolyte of pain in any deck. Especially mage.
Some classes have obvious openers, many of them class specific. Others don't even have class specific one drops at all. I'd like to ask what your ideas are on the best 1-drops for each class, and what makes them work for that class.
To start it off, the usual suspects -
Priest - Northshire Cleric
Warlock - Blood Imp
Mage - Mana Wyrm
Paladin - Argent Squire is annoying in general, possibly lethal for Blood Knight builds.
Warrior - Shieldbearer Has Inner Rage written all over it.
Shaman - Shieldbearer again as a cheap way to start building your totem army behind it.
Rogue - Worgen Infiltrator just because it's basically minion control that you can keep on board for a while.
Druid - Elven Archer; no idea to be honest, but at least it can poke.
Hunter - Young Dragonhawk, IF you can keep it alive till turn 2. And it beats tossing out the Timber Wolf on turn 1 and getting it killed.
I don't play priest but the only time I think you should play a cleric turn 1 is if you have a shadow word pain or plus health card in your hand otherwise it's nearly impossible to keep alive, would like some imput from priests but the cleric turn 1 drop never bothers me.
lol what rank are you Archmagelezard because Shieldbearer is so bad inner rage should be used on an Enrage Minion inf you even put them in your deck and Elven archer is the same should only be in an enrage deck really so how could this be the best one drop if there is no reason how could you build a totem army behind a Shieldbearer it has no attack so anything can attack it and live... I would kill it as soon as I can.
For warlock, flame imp is much more powerful turn 1 than blood imp, because it is a huge threat. Blood imp is just as powerful on the turn you play him as any other, so having it out on turn one doesn't help that much.
For warrior, spending two cards for a 2-3 isn't really worth it. Especially considering how deadweight one is without the other.
For shaman... no, just no. Wasting a card to help get totems is not worth it.
For everything else but mage and priest, it's a tie between Worgen infiltrator and Argent Squire. In my opinion, 1 drop minions are flat out bad at worst, and gimmicky at best. Nothing beats those 3-2 2 drops.
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Also the Pandaran Brewmaster is a great backup - can swipe the cleric back out turn 2 if the other guy plays an ooze.
I like to play the cleric on turn 1 assuming I can back it up. It's not that I expect free cards, but it kind of freezes your opponent from playing 1 or 2 damage minions, giving you time to develop.
No problem - that's why I'm asking.
I never claimed to be some kind of 'expert' at this game or even at ccg's in general, so kindly take that into account before people start busting out their epeen. If I didn't need advice, I wouldn't be asking.
Mana worm is an incredible start for mage though, and cleric is pretty solid for priest as well. Young Dragon hawk can also be used to good effect on turn 1 in the right deck.
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The only hunter decks running Young Dragonhawks are OTK decks and they surely won't play it on turn 1~~
Additionally, turn 1 Cleric w/o SW:P or PW:S or Manawyrm w/o Frostbolt or Mirror Image/Arcane Missiles is a bad play.
You COULD play a hunter and make good use of it on turn one. You don't because anything outside of OTK hunter doesn't work. NO one drop works on hunter turn one, but that's just because hunter is broken.
As for priest and mage, yeah... that's kinda the point of doing that... Even if you don't, the enemy will have to play as if you do. When I played mage, I noticed that if I play manaworm, they would usually burn a spell to kill it, assuming I had someway to buff it up and/or clear a minion they play.
As for leper gnome, that's only if you are running a rush deck.
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So, the basic gist of all this is that going second is better.
According to official statistics from Blizzard (firstly from back in September, and more recently from a panel on Blizzcon) it is *slightly* better to go first.
I'm not seeing it, what with everyone saying how crappy one drops are.
Going first isn't about turn 1, it's about every consecutive turn. Not counting the coin, starting at turn 2, it goes like this.
Player 1: Plays a 2 mana creature
Player 2: Responds with a 2 mana card
Player 1: Responds with a 3 mana card
Player 2: Responds with a 3 Mana card
Player 1: Responds with a 4 Mana card
etc. etc.
Basically, when player 2 does something, player 1 has more 1 more mana than player 2 did last turn, but when player 2 reacts, he has the same mana that player 1 did last turn.
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Okay, that makes more sense.
But otherwise, there's no real reason to play anything on turn one.
Generally, leper gnome or argent squire or worgen infiltrator are the best turn 1 drops. Not much value to be had if played past turn 2. And I wouldnt put more than 1 or 2 one drop minions in any given deck aside from warlock who has some great variety as far as one drops go.
I play a lot of priest and I do get value out of northshire cleric turn 1 if I go first. Often it lives until my turn 2 or 3 and often it has prevented many a 1 drop from being played as the opponent wants to avoid me attacking into it with the cleric and healing for an extra card. As priest I tend to prioritize building my card advantage early on and generally playing as conservatively as possible in terms of card usage. Most of the time I do nothing turn 1 and even turn 2.
I agree that 3/2 minions for 2 generally yield the most value early on so fairy dragon or ooze are staple 2 drops. Although worgen infiltrator turn 1 can give insurance for those.
Speaking of 3/2s for 2 I am an advocate of mad bomber especially in warrior decks obviously for engrage procs and priest with cleric out. Or acolyte of pain in any deck. Especially mage.