Okay, can anyone tell me how murlocs even vaguely work? Double Honcho early gives you a few 2/7s or so that die to most boards of high attack scaling. Poison is so late that you're either top4 or dead by the time it's happening, and that's assuming SI:Sefin doesn't die early since no murlocs have taunt. Swole is about the only minion that can compete in terms of raw stats, and even that gets outscaled by most good builds by the time you're TT3.
Murlocs, menagerie, and pirates all feel like an automatic minus 80-100 rating, and it's not rare to get only offered heroes that are hyoperfocussed to those tribes. And when multiple 3rds get wiped out by one 6th, the entire mode feels abysmal to play.
Murlocs do work when you have the hero for them. The best by far is obviously flurgl when elementals and beasts are in, and this is important because you want to resell these tokens to get more murlocs. Swabby also kind of works without losing too much gold. Anything that gives you two sells is good.
The idea is to get at least a couple warleaders before moving on to tier 3 so you have enough attack to win some battles. Then you try to get poisonous but your murlocs are so strong by now that they barely even die, so you really need find argus or some token generation. Demons and plain replicating menace are good for it. They also can pop shields. Keep two flex slots for the end, you will need 1 for triple selfless and 1 for buffing or for brann if you're lucky, or baron for the last battle. Selfless also helps you get poison. Try to get two resells from tokens. Getting poisonous is hard without argus tho.
If someone highrolls mechs or dragons early you will be obliterated, there's no way around it. Murlocs might also work with Gallywix but I haven't had good success with it, I'd rather try playing elementals with him if possible. With the Brann hero I also haven't had good luck with murlocs, but whenever I get offered Flurgl and there are at least two tribes with early double sells it should be a very, very easy top 4 if not win.
The problem might also be your higher rating, I can only play 20-30 games per week now so I'm still around 6.3k and this strategy still works.
Honestly I stopped caring about rating, I insta concede if I get a pool of bad heroes rather then waste one of the 3-4 games I can play every day. I play to have fun after 10 hours of work, not to get angry because my best pick was Toki. I'd rather take the -80 or whatever than spend 15 minutes getting frustrated.
Hmm, thanks, I'll have to try that. So sticking at 2 for longer to get more warleaders and honchos, focussing on the tokens, basically?
I'm certainly not higher rating - bouncing between 5.6 and 5.9k at the moment. I get going and then a few 6ths and I'm 200 rating down :)
Okay, can anyone tell me how murlocs even vaguely work? Double Honcho early gives you a few 2/7s or so that die to most boards of high attack scaling. Poison is so late that you're either top4 or dead by the time it's happening, and that's assuming SI:Sefin doesn't die early since no murlocs have taunt. Swole is about the only minion that can compete in terms of raw stats, and even that gets outscaled by most good builds by the time you're TT3.
Murlocs, menagerie, and pirates all feel like an automatic minus 80-100 rating, and it's not rare to get only offered heroes that are hyoperfocussed to those tribes. And when multiple 3rds get wiped out by one 6th, the entire mode feels abysmal to play.
I'd add pirates to the bottom tier with menagerie, honestly. The idea with peggy, bootleggers and similar is nice, but just... doesn't scale fast enough in my experience. It's better now that the lord is back, but still just... weak when compared to demons, elementals, dragons, or similar, and such a weak midgame is fatal.
Also, I laugh at the idea that Grease bot is anything other than a prized T4 pick. Everyone goes for them if they see them.
Weaver and demons is still #1, I find; you have a weaker midgame but other than that demons are still strong early and strong late. Other than that the tribes are decently balanced, IMO.
You must be 6 months back in time. All you see is the same Beast or Demons crap from every. single. player. There's more Demon/Beast comps than Quest Warlocks ROFL ROFL
This meta is absolutely trash and it has been deteriorating consistently the last 6 months. Soon it will be unplayable and time to find a different game.
There is a patch coming tomorrow that will remove leapfrog problem and infinite demons resources from turn 4 problem. It will be much more playable . Standard is just dead until quests rotate
Demons will still scale faster than most stuff, I think. Tomorrow's patch, assuming those leaked changes are true, will help a lot, though, with the meta.
Still think Macaw should be removed, honestly, and replaced with something else for beasts. Not convinced it's good for the mode, and effectively depreciates later deathrattling beasts due to lowering chance of hitting the right deathrattle plus full boards. This parrot nerf is a good start, though. Still think demons are too strong relative to other tribes after those leaked changes, if they're true.
Vol'jin is just useful, I find. Swapping stats to a DS early, then back to something useful when you want to sell the DS, lettting you get good stats on a doomsayer or nomi, switching the doubling attack dragon with a windfury or cleave, or even just minor buffs with smuggler or Karath-immune demon. All-round solid - as someone without the pass I'll happily pick mediocre heroes as most of the time the other is bad.
Mechs feel dependant on grease across multiple turns into buster, and even then, I doubt they can handle demons. Demons are my go-to, honestly - I'll happily take a 1-minion T3 to get a weaver, for example. Early, crazy scaling.
Pirates need smoethnig good, but I don't see how you can really get them to be decent, even with patches.
Parrot isn't good for the mode, IMO, but without it, what happens to beasts?
If you have 2 Chromowings (the Tier 1 Dragon that attack grows) + a Whelp Smuggler ...
If you use your hero power to switch stats between the 2 Chromowings, 1 of them gets health buffed by Whelp Smuggler.
So if every turn you swap stats between 2 Chromowings with different attack, you can make their health huge.
Then I bought a Hydra and swapped stats with the Chromowing, having a 70/70 Hydra.
I did similar - although without the hydra. Ended up with my massive Chromawing swapped onto an amalgam with windfury which was similar, though. Vol'jin has some better synergies than I expected there! Most of the time I was upgrading other stuff rather than going for a smidgen of extra health, but it's a nice little bonus for when your other stuff can't be upgraded :)
So far I'm having fun. My biggest success so far it's Elementals, they can get bonkers thanks to the avenge elemental. Master of Realities is a huge improvement over Lieutenant Garr.
Hmm. Are you using realities with a couple of the TT2 HP gain cards and cycling? Still feels like it's basically a worse Rag. Mabye if you can cycle the +1/+1 to all elementals, but that seems unreliable. Garr was great for providing a huge wall, and if you canget some attack buffs it was really effective.
Even with the avenge elemental, they get giong too slow for keeping pace with demons, and dragons can usually outsize, I find. Not my preferred choice.
Mechs feel weak, since the +2/+1 on DS pop is slow scaling.
I dunno; Omega Buster seems like one of the strongest cards in the whole format. Granted it's (fairly) T6, unlike the frog, but the ability to give massive buffs to a board of DS minions is awfully nice. And it may seem unconventional to throw a beast in the mix, but Macaw (plus Baron, obviously) really puts it over the top. Just gotta be careful and avoid Replicating Menace so you're not whiffing on the trigger. I think this'll shine a little more once Leapfrogger is put into the proper tier.
Omega Buster is really strong - no doubt about that. Not tried it with the Parrot, that could be interesting when you can get a parrot through the competition. Still feels like it'd lose out to the heavy scaling of demons, though a double mecherel and lots of DSes could work well.
Got to say, Demons start outscaling everything else quickly (with the exception of leapfrogger). Suspect that's partly due to the immune one being dropped to T4 - earlier and more likely immune means that you can go ham on Weavers and be pretty sure you'll hit immune. The other big culprit here, of course, is doomsayer, which is absurd with how token-y demons are earlygame, before they shift to massive stats (Ur'zul/bigfernal/weaver) focus. I do find it interesting that people seem to hang onto doomsayers too long - after a point you don't really get much value, if any, from them, and they take up space that could be a bigger demon. You do need to know when to kick them out, but until then they're absurd value. The felbat is surprisingly weak for a TT6 board buffer - partly because you do want to be cycling, partly because ur'zhul competes for the food, partly because you sometimes want non-demons (weaver, DS), and partly because you have more minions than there are edibles.
Mechs feel weak, since the +2/+1 on DS pop is slow scaling. Murlocs struggle to get to TT5 with enough HP to be able to SI:Sefin, I find. Smuggler is still good after the nerf to razorgore, but dragons are reliant on Maly shenanigans or Tarecgosa with prized (and getting to maly without tarec/prized can be tough and relies on hitting the weaker boards). There's not too many combat buffs for dragons other than that and DS, which is a one time thing. Pirates are bottom tier, below menagerie which also feels weak. Boards being huge mean that the mech that deals 6 that looks strong on paper is weak.
I'm still rising in rating, though down to 100 for a win so no bonuses. Certainly not the best - I'll almost always avoid beasts even if they're in, because so many people are in them that you're rarely getting the trebles you need, for example. Let them fight over it, I'll gobble up weavers.
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Hmm, thanks, I'll have to try that. So sticking at 2 for longer to get more warleaders and honchos, focussing on the tokens, basically?
I'm certainly not higher rating - bouncing between 5.6 and 5.9k at the moment. I get going and then a few 6ths and I'm 200 rating down :)
Okay, can anyone tell me how murlocs even vaguely work? Double Honcho early gives you a few 2/7s or so that die to most boards of high attack scaling. Poison is so late that you're either top4 or dead by the time it's happening, and that's assuming SI:Sefin doesn't die early since no murlocs have taunt. Swole is about the only minion that can compete in terms of raw stats, and even that gets outscaled by most good builds by the time you're TT3.
Murlocs, menagerie, and pirates all feel like an automatic minus 80-100 rating, and it's not rare to get only offered heroes that are hyoperfocussed to those tribes. And when multiple 3rds get wiped out by one 6th, the entire mode feels abysmal to play.
I'd add pirates to the bottom tier with menagerie, honestly. The idea with peggy, bootleggers and similar is nice, but just... doesn't scale fast enough in my experience. It's better now that the lord is back, but still just... weak when compared to demons, elementals, dragons, or similar, and such a weak midgame is fatal.
Also, I laugh at the idea that Grease bot is anything other than a prized T4 pick. Everyone goes for them if they see them.
Weaver and demons is still #1, I find; you have a weaker midgame but other than that demons are still strong early and strong late. Other than that the tribes are decently balanced, IMO.
Demons will still scale faster than most stuff, I think. Tomorrow's patch, assuming those leaked changes are true, will help a lot, though, with the meta.
Still think Macaw should be removed, honestly, and replaced with something else for beasts. Not convinced it's good for the mode, and effectively depreciates later deathrattling beasts due to lowering chance of hitting the right deathrattle plus full boards. This parrot nerf is a good start, though. Still think demons are too strong relative to other tribes after those leaked changes, if they're true.
Vol'jin is just useful, I find. Swapping stats to a DS early, then back to something useful when you want to sell the DS, lettting you get good stats on a doomsayer or nomi, switching the doubling attack dragon with a windfury or cleave, or even just minor buffs with smuggler or Karath-immune demon. All-round solid - as someone without the pass I'll happily pick mediocre heroes as most of the time the other is bad.
Mechs feel dependant on grease across multiple turns into buster, and even then, I doubt they can handle demons. Demons are my go-to, honestly - I'll happily take a 1-minion T3 to get a weaver, for example. Early, crazy scaling.
Pirates need smoethnig good, but I don't see how you can really get them to be decent, even with patches.
Parrot isn't good for the mode, IMO, but without it, what happens to beasts?
I did similar - although without the hydra. Ended up with my massive Chromawing swapped onto an amalgam with windfury which was similar, though. Vol'jin has some better synergies than I expected there! Most of the time I was upgrading other stuff rather than going for a smidgen of extra health, but it's a nice little bonus for when your other stuff can't be upgraded :)
Hmm. Are you using realities with a couple of the TT2 HP gain cards and cycling? Still feels like it's basically a worse Rag. Mabye if you can cycle the +1/+1 to all elementals, but that seems unreliable. Garr was great for providing a huge wall, and if you canget some attack buffs it was really effective.
Even with the avenge elemental, they get giong too slow for keeping pace with demons, and dragons can usually outsize, I find. Not my preferred choice.
How do you mean tier? There's previously been no rank floors above 6k if that's what you mean.
Omega Buster is really strong - no doubt about that. Not tried it with the Parrot, that could be interesting when you can get a parrot through the competition. Still feels like it'd lose out to the heavy scaling of demons, though a double mecherel and lots of DSes could work well.
Got to say, Demons start outscaling everything else quickly (with the exception of leapfrogger). Suspect that's partly due to the immune one being dropped to T4 - earlier and more likely immune means that you can go ham on Weavers and be pretty sure you'll hit immune. The other big culprit here, of course, is doomsayer, which is absurd with how token-y demons are earlygame, before they shift to massive stats (Ur'zul/bigfernal/weaver) focus. I do find it interesting that people seem to hang onto doomsayers too long - after a point you don't really get much value, if any, from them, and they take up space that could be a bigger demon. You do need to know when to kick them out, but until then they're absurd value. The felbat is surprisingly weak for a TT6 board buffer - partly because you do want to be cycling, partly because ur'zhul competes for the food, partly because you sometimes want non-demons (weaver, DS), and partly because you have more minions than there are edibles.
Mechs feel weak, since the +2/+1 on DS pop is slow scaling. Murlocs struggle to get to TT5 with enough HP to be able to SI:Sefin, I find. Smuggler is still good after the nerf to razorgore, but dragons are reliant on Maly shenanigans or Tarecgosa with prized (and getting to maly without tarec/prized can be tough and relies on hitting the weaker boards). There's not too many combat buffs for dragons other than that and DS, which is a one time thing. Pirates are bottom tier, below menagerie which also feels weak. Boards being huge mean that the mech that deals 6 that looks strong on paper is weak.
I'm still rising in rating, though down to 100 for a win so no bonuses. Certainly not the best - I'll almost always avoid beasts even if they're in, because so many people are in them that you're rarely getting the trebles you need, for example. Let them fight over it, I'll gobble up weavers.