I've tried numerous decks vs Mages but outright they seem too powerful.
They have Flamestrike, Polymorph, Arcane missiles, Arcane blast, Fireball: I've played 5 games in a row where I NEVER got to use a minion.
How are you guys countering this? Other classes who focus on spells worry about lack of creatures, or lack of cards: but with Arcane intellect, they almost always have a leg up on cards. Flame Strike, simply clears the board.
I've played around with the mage deck and I'm almost undefeated: only game I lost I simply never got Arcane blast or flamestrike and got overran by a hunter deck... bad luck can happen to any deck after all. :P I just see counters for literally everyone else in this deck, with only 1real draw back: needing to use Arcane intellect.
Keep in mind that the more removal cards they have, the fewer minions and win conditions they have, so that makes your own board control all that much more valuable.
From what I have seen, the best way to play against this is to have fewer stronger critters rather than a swarm of tiny ones. It seems like 3 health critters and above are good since the 2 health ones usually get taken out by hero power + arcane explosion, 1 arcane missile, etc.
Keep in mind that the more removal cards they have, the fewer minions and win conditions they have, so that makes your own board control all that much more valuable.
exactly. its pretty hard to win when every card you have is control. you can whittle them down using charge/battlecries/ your hero power,etc.
I was watching Krip's stream last night. His Mage deck is pretty well built and he plays it really well. But there was this one string of games where he lost like 4 games in a row to a druid playing a weenie deck with a bunch of murlocks. He would use arcane explosion to clear the board and the next turn the druid had 3-4 creatures out again to pressure him. You can try the same build on a shaman, because they have better minion pump-ups, or a warlock, because if you're dropping a lot of small cost minions you'll need the card advantage. Either way the key to beating the mage is to keep her on the defensive the entire game.
I think the rock paper scissors princple applys here. There might be heroes that are strong against certain others but weaker against the remaing heroes. With the beta having launched just recently I think it's way too early to call any class overpowered.
Sure a lot of theorycrafting is going on and cookie cutter decks are put up for evaluation but we'll have to see how it plays out and what tweaks the devs will apply to certain (class specific) abilities and cards.
I personally think that the direct damage abilities of some heroes are pretty strong!
One trick to learn is to not overextend. Hearthstone even lets you use a "free" hero power. Don't drop a 3rd minion out of your hand if you expect a flamestrike, let him flamestrike your 2 minions and play the 3rd next turn.
I've tried numerous decks vs Mages but outright they seem too powerful.
They have Flamestrike, Polymorph, Arcane missiles, Arcane blast, Fireball: I've played 5 games in a row where I NEVER got to use a minion.
How are you guys countering this? Other classes who focus on spells worry about lack of creatures, or lack of cards: but with Arcane intellect, they almost always have a leg up on cards. Flame Strike, simply clears the board.
I've played around with the mage deck and I'm almost undefeated: only game I lost I simply never got Arcane blast or flamestrike and got overran by a hunter deck... bad luck can happen to any deck after all. :P I just see counters for literally everyone else in this deck, with only 1real draw back: needing to use Arcane intellect.
get like 20 strong mininos, bait with the weak ones then apply pressure gg
Keep in mind that the more removal cards they have, the fewer minions and win conditions they have, so that makes your own board control all that much more valuable.
From what I have seen, the best way to play against this is to have fewer stronger critters rather than a swarm of tiny ones. It seems like 3 health critters and above are good since the 2 health ones usually get taken out by hero power + arcane explosion, 1 arcane missile, etc.
exactly. its pretty hard to win when every card you have is control. you can whittle them down using charge/battlecries/ your hero power,etc.
I was watching Krip's stream last night. His Mage deck is pretty well built and he plays it really well. But there was this one string of games where he lost like 4 games in a row to a druid playing a weenie deck with a bunch of murlocks. He would use arcane explosion to clear the board and the next turn the druid had 3-4 creatures out again to pressure him. You can try the same build on a shaman, because they have better minion pump-ups, or a warlock, because if you're dropping a lot of small cost minions you'll need the card advantage. Either way the key to beating the mage is to keep her on the defensive the entire game.
Hi,
I think the rock paper scissors princple applys here. There might be heroes that are strong against certain others but weaker against the remaing heroes. With the beta having launched just recently I think it's way too early to call any class overpowered.
Sure a lot of theorycrafting is going on and cookie cutter decks are put up for evaluation but we'll have to see how it plays out and what tweaks the devs will apply to certain (class specific) abilities and cards.
I personally think that the direct damage abilities of some heroes are pretty strong!
bye,
Darky
You need to get strong minions to counter a mage. They have a lot of utility to kill any low cost minions very quickly that you put out.
One trick to learn is to not overextend. Hearthstone even lets you use a "free" hero power. Don't drop a 3rd minion out of your hand if you expect a flamestrike, let him flamestrike your 2 minions and play the 3rd next turn.
For the most part I think the classes are pretty balanced, except those damn shammies! Grr! (j/k I actually think the balance is pretty good.