Now that all the cards have been released, what do you thinks got a power up so to speak, and which decks will get crippled?
I haven't had the time to really think it over that much but based off comments from other threads, zoo is getting a big boost, but so is control. And then Miracle is getting crippled
I think the biggest change to the meta, will be seeing more priests, and having them a pretty solid class! I really can't wait to see some top priest decks soon
I think the whole meta gets warped here. They added good cards against everything going on right now, new cards that are going to bring out alot of new decks. So old decks will still be good, because you can't play all the counter cards against everything but you can play what you want to play as well as you can. I think this will be awesome for the game and I don't think any one deck will just fall off or disappear, because you just can't counter everything, that is already true, but this will bring out alot more variety.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The meta isn't a static thing though. And I think this will bring out new decks, drop down on some old ones but it doesn't directly kill anything. No deck got nerfed, and none of the anti-cards are so strong and good against every matchup that you could justify playing them and totally killing an old deck. I think classic zoo is mostly dead, just because of the efficiency of Deathrattle, but even then there will be some value to classic zoo and I think it will still see play because its more stable. The reason I say the meta gets warped is because of what cards will be good on what days. The meta won't be quite as easy to predict, and I think that decks will come in and out of favor with much more frequency.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Any thoughts on how naxx will affect mid-range and/or ramp druid? Sorry it's my favorite class I gotta ask lol
Well, there are a lot more T1 and T2 options for rush now, so you're going to have to be even more careful in the early game. That said, the general strategy for Ramp should still be sound - you just have more options to play around with.
Even so, I would probably run silence-heavy for a little while, at least until you get a feel for which deathrattles and effects are really a threat. I'd probably run Spellbreaker as well as Keeper of the Grove.
Swipe will likely remain the MVP board wipe, since you'll be able to pick and chose which minions to kill more easily than other classes.
Also, if you do have trouble with rush (and more specifically zoo), consider Nerub'ar Weblord. It will at least slow down the stat-boost minions.
I think aggro decks are strongly favored by naxx. We will definitely see a rise in aggro, and I think that usually means less control
To a point, but there are also some strong aggro-counters (like Zombie Chow).
I wouldn't want to use Zombie Chow vs any warlock rush ..
My usual approach to stop rush is care about the board for the first few turns and try to stabilise it before throwing damage to their face. I know the chow helps the lock to tap more, but once we're out of the first turns with minimal damage to my hero, late decks tend to have enough damage to not care about the extra healing.
I think aggro decks are strongly favored by naxx. We will definitely see a rise in aggro, and I think that usually means less control
To a point, but there are also some strong aggro-counters (like Zombie Chow).
I wouldn't want to use Zombie Chow vs any warlock rush ..
My usual approach to stop rush is care about the board for the first few turns and try to stabilise it before throwing damage to their face. I know the chow helps the lock to tap more, but once we're out of the first turns with minimal damage to my hero, late decks tend to have enough damage to not care about the extra healing.
Especially if you are hitting the enemy's minions rather than their face. Every turn that Zoo taps to draw a card rather than just playing it to the board is a turn that they're not gaining board dominance. If you're a Zoolock and you don't have board control by T4, you've got problems.
Zombie Chow is an incredible early card, but later on it is so terrible its not even playable under most normal circumstances. So unless your deck can absorb a card like that by having enough draw....
I'm thinking that Zombie Chow's deathrattle will deal damage instead. Couple that with Rivendare and I think that's a potential gimmicky 10 damage. It'll be hilarious.
Zombie Chow is an incredible early card, but later on it is so terrible its not even playable under most normal circumstances. So unless your deck can absorb a card like that by having enough draw....
I agree. I don't think I could bring myself to add it to a deck, simply because it will be such a dead card if you don't draw it early (notwithstanding any Auchenai Soulpriest shenanigans)
Now that all the cards have been released, what do you thinks got a power up so to speak, and which decks will get crippled?
I haven't had the time to really think it over that much but based off comments from other threads, zoo is getting a big boost, but so is control. And then Miracle is getting crippled
I think aggro decks are strongly favored by naxx. We will definitely see a rise in aggro, and I think that usually means less control
I think druids and pallys will become really powerful considering they can buff the minions that already have strong synergy with buffs
I think the biggest change to the meta, will be seeing more priests, and having them a pretty solid class! I really can't wait to see some top priest decks soon
Signature
To a point, but there are also some strong aggro-counters (like Zombie Chow).
I think the whole meta gets warped here. They added good cards against everything going on right now, new cards that are going to bring out alot of new decks. So old decks will still be good, because you can't play all the counter cards against everything but you can play what you want to play as well as you can. I think this will be awesome for the game and I don't think any one deck will just fall off or disappear, because you just can't counter everything, that is already true, but this will bring out alot more variety.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The meta isn't a static thing though. And I think this will bring out new decks, drop down on some old ones but it doesn't directly kill anything. No deck got nerfed, and none of the anti-cards are so strong and good against every matchup that you could justify playing them and totally killing an old deck. I think classic zoo is mostly dead, just because of the efficiency of Deathrattle, but even then there will be some value to classic zoo and I think it will still see play because its more stable. The reason I say the meta gets warped is because of what cards will be good on what days. The meta won't be quite as easy to predict, and I think that decks will come in and out of favor with much more frequency.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Any thoughts on how naxx will affect mid-range and/or ramp druid? Sorry it's my favorite class I gotta ask lol
The rise of Priests and Druids and the rise of more Silences in decks.
I think the key will be tweaking current meta decks with enough new cards to take advantage without overblowing it
If you like Hearthstone you'll enjoy this web series!
Well, there are a lot more T1 and T2 options for rush now, so you're going to have to be even more careful in the early game. That said, the general strategy for Ramp should still be sound - you just have more options to play around with.
Even so, I would probably run silence-heavy for a little while, at least until you get a feel for which deathrattles and effects are really a threat. I'd probably run Spellbreaker as well as Keeper of the Grove.
Swipe will likely remain the MVP board wipe, since you'll be able to pick and chose which minions to kill more easily than other classes.
Also, if you do have trouble with rush (and more specifically zoo), consider Nerub'ar Weblord. It will at least slow down the stat-boost minions.
My usual approach to stop rush is care about the board for the first few turns and try to stabilise it before throwing damage to their face. I know the chow helps the lock to tap more, but once we're out of the first turns with minimal damage to my hero, late decks tend to have enough damage to not care about the extra healing.
Especially if you are hitting the enemy's minions rather than their face. Every turn that Zoo taps to draw a card rather than just playing it to the board is a turn that they're not gaining board dominance. If you're a Zoolock and you don't have board control by T4, you've got problems.
This is the deck I want to run. Give me your thoughts.
Zombie Chow is an incredible early card, but later on it is so terrible its not even playable under most normal circumstances. So unless your deck can absorb a card like that by having enough draw....
Hmmm... How does Zombie chow interact with Auchenai Soulpriest?
I'm thinking that Zombie Chow's deathrattle will deal damage instead. Couple that with Rivendare and I think that's a potential gimmicky 10 damage. It'll be hilarious.
It seems very strong against rush decks, I'd be curious to hear how it does against everyone else.
I agree. I don't think I could bring myself to add it to a deck, simply because it will be such a dead card if you don't draw it early (notwithstanding any Auchenai Soulpriest shenanigans)
I for one will be playing a lot of Priest, there's already many new fancy combos to play with.
For example, turn 10 or 9 if you save the coin. You can play Auchenai Soulpriest + Baron Rivendare + Zombie Chowx2 + Circle of Healing
For 20 dmg in one turn.
That seems like so much just for 1 combo lol