The Mage cards are fantastic. They synergize very well. I just pinged six time in a turn. I don't know how this deck could be against powerful ones, but it sure is fun.
The way they made the Hunter deck heavier than the other made joust feel pretty good, much more than Inspire.
Over all Hunter has the better deck this time.
Yeeeah no I have to very much disagree. Joust is "ok" if you win every joust. If you blank on one or two though Mage just rolls over the hunter and there lack of silence.
Control hunter is designed to be so cool, even Acidmaw had use (I was doubtful about this card). But Lock and Load is honestly such a fun card, as well as Ram Wrangler.
Inspire is way too slow to be effective. If it sucks in this, it's unusable in constructed.
Jousting could be okay if you build a deck around it, but doing so leaves you vulnerable to rush decks.
I have yet to see the hunter deck lose. It just plays better than the mage.
Its odd that the opinion on this is so split. I am destroying with the Mage. My one game lost was on hunter. I think people are trying to play inspire wrong. Well it doesn't feel particularly good to play inspire on curve you are basically telling your opponent, you HAVE to deal with this if you don't the returns on it will be too big to handle. If you just hold till you can play + hero power then yeah, way to slow. But since most of them have big bodies, they aren't all that easy to deal with most times.
Inspire worked out really well for me. I managed to coin out a fallen hero turn 1 and get a garrison commander down a little bit later and keep total board control. That transitioned into some more inspire minions and even when I lost them I was able to keep the inspire train going.
Inspire feels like it will be weak if you lose your board but as long as you have board control it's surprisingly effective - I wasn't expecting much from inspire but it has surprised me.
Getting to use a minion same turn that has a battlecry or something by summoning it then poly:boaring it was fun too. Additionally, flame lance proved really effective to kill off the multiple 9hp minions that hunter deck has but I don't see it being quite as useful in real play.
Inspire worked out really well for me. I managed to coin out a fallen hero turn 1 and get a garrison commander down a little bit later and keep total board control. That transitioned into some more inspire minions and even when I lost them I was able to keep the inspire train going.
Inspire feels like it will be weak if you lose your board but as long as you have board control it's surprisingly effective - I wasn't expecting much from inspire but it has surprised me.
This is mostly my experience too. Though to be entirely honest, if I wasn't playing this crap hunter deck I don't know how well things would have worked out. Oh and Frost giant felt really good. On average he was 6 mana when I cast him and that felt great.
I understand that these decks were designed to make the opponent's deck feel strong. But inspire felt really strong to me, I haven't yet lost a single mage game (won 4-5), inspire cards snowball very fast, many cards are insta-win if not immediately removed, and you have some many of those in the deck that it is very easy to get one through.
I agree that Inspire is pretty damn good. You play it on curve and it has to be dealt with, or it gets out of hand. Hearthstone is all about gaining incremental advantages. Inspire does just that on decent bodies. They are decent bodies that turn into out of control bodies even with one use of your hero power. The hunter deck is pretty difficult to win with in my opinion. I am 4-0 as Mage and 0-4 as Hunter. But some highlights from the hunter deck are Lock and Load, Acidmaw, Bear Trap and Ram Wrangler.
Won all games i got mage, won 1 out of 5 or so games with hunter. Not only is the hunter deck way too slow, it is not even fun to play with all those garbage arena cards and shit like cobra shot. Still, lock and load is alot of fun. The hunter game i won was really close, the mage wins were super easy, wether alleria won jousts or not.
That's why they made them. People thought they were going to be too slow. Turns out if they aren't dealt with quickly they go out of control. Can't wait to use Justicar!
I'm having so much fun with these decks. Its nice to play a control hunter for a change that works (flawless with Alleria) and the mage one is super snowbally which is always fun when it works.
Jousting is actually a huge swing when you pull it off. That renewable 7/4 isn't bad when you get it back in the ring again even only once. Granted outside of this vaccum The Skeleton Knight will be really bad but the things that jousting does for you can be/are huge swings. Its great. Also the thing people underestimate about it is the information it gives you. The first few games I hadn't seen the decklists and now knew what was coming from my opponent. I believe a jousting themed deck could actually be viable
I mostly came to see if others were experiencing the same thing I was, in a little more than half a dozen games so far, the hunter deck has not won once, and the mage deck has not even come close to losing. I don't know if everyone is just playing the hunter deck wrong or something but it just appears the mage deck has the better, more useful cards in it. Most of the games I've played the hunter is just too low on health too quickly before the joust cards even become useful. =/
I won many games as Hunter, all looks balanced to me. Inspire is as powerful as I thought - no troll, just a slighty more optimistic mind than all the doomsayers in here. I had much fun, and look forward to the expansion!
What I feel about the new inspire and joust mechanics:
1. If you managed to get your inspire minions survive, it generates INSANE value, and usually may even snowball out of control. Even a Lowly Squire may grow into something like 6/2 with other cards that buff hero powers. If you run into top deck mode and you get a Kvaldir Raider, it probably wins you the game.
2. However, if you only have inspire minions and they get removed each turn, you will get snowballed into turn 6 and turn 7 probably losing hard on the board. The only thing that can get you back to the game is AOE.
3. The dream combo for mage hero power never comes true, but it is the minor combo that makes this playstyle SOMEHOW works. It gets so insane when you already have inspire minions on the board, but it doesn't work that well if you have no minion on the board and what you are playing is constantly getting removed.
4. The risk of running Joust cards is just too high because you always need reliable solution in certain turns. It feels SO BAD when you play Master Jouster not for its value but for the taunt to survive and it actually loses the joust. Now I feel that card is so bad and I will always stick to Sunwalker or Sludge Belcher for stickyness and taunt.
5. I feel that these two decks both have very slow early game. You may get easily overran by aggro and swarm decks. These decks need heavy early game spell control to avoid losing Joust and survive early game. But anyways, these two Blizzard decks SUCK.
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The Mage cards are fantastic. They synergize very well. I just pinged six time in a turn. I don't know how this deck could be against powerful ones, but it sure is fun.
Lost all my games for 1 hour due mainly to RNG bullsh*t like spellslinger into iceblock...
Finally win one, due to Joust randomess too... Got my pack. This Brawl sucks. Very poor way to showcase TGT.
Yeeeah no I have to very much disagree. Joust is "ok" if you win every joust. If you blank on one or two though Mage just rolls over the hunter and there lack of silence.
Inspire is way too slow to be effective. If it sucks in this, it's unusable in constructed.
Jousting could be okay if you build a deck around it, but doing so leaves you vulnerable to rush decks.
I have yet to see the hunter deck lose. It just plays better than the mage.
I think both play styles are super fun.
Control hunter is designed to be so cool, even Acidmaw had use (I was doubtful about this card). But Lock and Load is honestly such a fun card, as well as Ram Wrangler.
Inspire mage is also really, really cool. It's all about board control with Fallen Hero and Boneguard Lieutenant, and even the Kodorider got insane sometimes.
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my oppenent won 8 of 8 jousts ..... and still lost.
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''I am Malganis. I am a TURTLE!''
Best card: Malygos
So far the Hunter deck has been garbage and I thought Joust would have better potential.
How many people have Dennis'd an Arcane Shot?
Its odd that the opinion on this is so split. I am destroying with the Mage. My one game lost was on hunter. I think people are trying to play inspire wrong. Well it doesn't feel particularly good to play inspire on curve you are basically telling your opponent, you HAVE to deal with this if you don't the returns on it will be too big to handle. If you just hold till you can play + hero power then yeah, way to slow. But since most of them have big bodies, they aren't all that easy to deal with most times.
Inspire worked out really well for me. I managed to coin out a fallen hero turn 1 and get a garrison commander down a little bit later and keep total board control. That transitioned into some more inspire minions and even when I lost them I was able to keep the inspire train going.
Inspire feels like it will be weak if you lose your board but as long as you have board control it's surprisingly effective - I wasn't expecting much from inspire but it has surprised me.
Getting to use a minion same turn that has a battlecry or something by summoning it then poly:boaring it was fun too. Additionally, flame lance proved really effective to kill off the multiple 9hp minions that hunter deck has but I don't see it being quite as useful in real play.
This is mostly my experience too. Though to be entirely honest, if I wasn't playing this crap hunter deck I don't know how well things would have worked out. Oh and Frost giant felt really good. On average he was 6 mana when I cast him and that felt great.
I understand that these decks were designed to make the opponent's deck feel strong. But inspire felt really strong to me, I haven't yet lost a single mage game (won 4-5), inspire cards snowball very fast, many cards are insta-win if not immediately removed, and you have some many of those in the deck that it is very easy to get one through.
I agree that Inspire is pretty damn good. You play it on curve and it has to be dealt with, or it gets out of hand. Hearthstone is all about gaining incremental advantages. Inspire does just that on decent bodies. They are decent bodies that turn into out of control bodies even with one use of your hero power. The hunter deck is pretty difficult to win with in my opinion. I am 4-0 as Mage and 0-4 as Hunter. But some highlights from the hunter deck are Lock and Load, Acidmaw, Bear Trap and Ram Wrangler.
Won all games i got mage, won 1 out of 5 or so games with hunter. Not only is the hunter deck way too slow, it is not even fun to play with all those garbage arena cards and shit like cobra shot. Still, lock and load is alot of fun. The hunter game i won was really close, the mage wins were super easy, wether alleria won jousts or not.
That's why they made them. People thought they were going to be too slow. Turns out if they aren't dealt with quickly they go out of control. Can't wait to use Justicar!
I'm having so much fun with these decks. Its nice to play a control hunter for a change that works (flawless with Alleria) and the mage one is super snowbally which is always fun when it works.
Jousting is actually a huge swing when you pull it off. That renewable 7/4 isn't bad when you get it back in the ring again even only once. Granted outside of this vaccum The Skeleton Knight will be really bad but the things that jousting does for you can be/are huge swings. Its great. Also the thing people underestimate about it is the information it gives you. The first few games I hadn't seen the decklists and now knew what was coming from my opponent. I believe a jousting themed deck could actually be viable
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I mostly came to see if others were experiencing the same thing I was, in a little more than half a dozen games so far, the hunter deck has not won once, and the mage deck has not even come close to losing. I don't know if everyone is just playing the hunter deck wrong or something but it just appears the mage deck has the better, more useful cards in it. Most of the games I've played the hunter is just too low on health too quickly before the joust cards even become useful. =/
I actually won all my games with Hunter so I don't get the hate.
I won many games as Hunter, all looks balanced to me. Inspire is as powerful as I thought - no troll, just a slighty more optimistic mind than all the doomsayers in here. I had much fun, and look forward to the expansion!
Hello.
What I feel about the new inspire and joust mechanics:
1. If you managed to get your inspire minions survive, it generates INSANE value, and usually may even snowball out of control. Even a Lowly Squire may grow into something like 6/2 with other cards that buff hero powers. If you run into top deck mode and you get a Kvaldir Raider, it probably wins you the game.
2. However, if you only have inspire minions and they get removed each turn, you will get snowballed into turn 6 and turn 7 probably losing hard on the board. The only thing that can get you back to the game is AOE.
3. The dream combo for mage hero power never comes true, but it is the minor combo that makes this playstyle SOMEHOW works. It gets so insane when you already have inspire minions on the board, but it doesn't work that well if you have no minion on the board and what you are playing is constantly getting removed.
4. The risk of running Joust cards is just too high because you always need reliable solution in certain turns. It feels SO BAD when you play Master Jouster not for its value but for the taunt to survive and it actually loses the joust. Now I feel that card is so bad and I will always stick to Sunwalker or Sludge Belcher for stickyness and taunt.
5. I feel that these two decks both have very slow early game. You may get easily overran by aggro and swarm decks. These decks need heavy early game spell control to avoid losing Joust and survive early game. But anyways, these two Blizzard decks SUCK.