these 2 cards are the main reason pirate warrior can rush down players without a chance
Wrong. Nice try. Was aggro warrior ever good without the pirate package? I'll help you. No it wasn't. It's the early game aggro that allows for those other cards to pretend to be viable.
I haven't played HS for like 16 months, comes back, goes from rank 25 to 7 in like 4 days, and now in the past 3 days I've gone from rank 7 to 15, legit losing everything in the world. I've been legend every season I've played.
This one is basically have the best starting hand and a little bit of luck and you win. GG. Literally no skill in this game anymore with all the new cards
I went to the darkside a couple days ago. Broke down and decided to play pirate warrior. Wow, brainless deck I'd have to say. I'll be honest and say there were quite a few turns I misplayed badly and still managed to destroy my opponent with ease. This poll is to check the community's opinion on the situation. Do you think we can get the Hearthpwn community to run this deck like crazy today and so on to have the devs push a patch in order to cure this disease that is pirate warrior? Feel free to give you insight. Thanks Hearthpwn
You do that while I play control warrior. Thanks mate.
Pirate Warrior is so overrated. It is so easy to beat. Since the deck doesn't run silence or Execute, it just loses to good taunt minions. Against Dragon Priest it will lose 80% of games.
If we're being really reductive, every deck in every card game plays like this: play monsters/minions, kill opponent's monsters/minions, attack for the win. That's just CCGs. And it's basically what you're saying.
I built a mill Druid for casual and occasional ladder play.
Obviously Naturalize is a key card as well as Mulch. I put Raven Idols in my deck to get a second chance at those. I have used 50 Ravens and been offered 0 Naturalizes. With 31 spells and seeing 150 options NOT REPLACABLE you would think I would have seen 5 based on averages. I think Naturalize is hard coded out of Raven Idol.
At the very least this tells me cards are available on an unequal probability density function. I need to know that function if I am playing a card expecting evenly random outcomes.
I've gotten it and I've seen people get it in tournaments. it's just rough RNG.
I've been climbing in Wild with Reno Mage and I play Scientist, Belcher, and Healbot, which is about right for the amount of cards shared by Wild and Standard. And remember, just as many of the cards in Wild are awful as they are OP.
FWIW, the interplay between buffing and removal is a common issue in CCGs.
In terms of HS, the paladin goons come close because it's a group buff - but the buffing cards themselves don't provide any standalone value, which will always be it's downfall.
Hunter would have gotten it right if not for the random nature of the buffs. Trogg and Zip Gunner are eminently playable minions. But, since they're random buffs, they're completely useless.
I think they gave Warrior the weakest goons cards because they knew Pirate didn't need more help. But they obviously suck.
Do you know that powerful 1 drops are actually causing the meta to be aggressive? Wouldn't you like to have a meta without any kind of aggressive cards/decks at all? I mean Buccanneer is the only cancer now and without it the meta would have been way more balanced...
This isn't a question. It's phrased like a question...but it's just salt.
(1) Which card or mechanic introduced in MSoG, if any, has performed above your expectations? (2) Which card or mechanic introduced in MSoG, if any, has performed below your expectations?
I remember I could test new decks in Casual before. Today I have done 22-0 winstreak with my Jade Shaman deck in Casual without any considerable resistance. 20+ games agains newbies with Bloodfen Raptors and Chillwind Yetis. In Standard I am at rank 12.
How the hell the updated casual mode works? What about "opponent of equal skill"?
Can it be cause of I dust most of my Wild collection (and algorithm pairs me with "same" cardless players)?
Good job taking your meta deck into casual and railing off 22 wins. Here's your cookie.
Small Time Buccaneer for aggro and Brann Bronzebeard for control, IMO. While I wouldn't straight up call them "OP" I think that they are cornerstone cards for the success of particular decks.
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Ah - pirates forever.
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I'll play against Pirate Warrior every day if it means I don't see Shaman.
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If we're being really reductive, every deck in every card game plays like this: play monsters/minions, kill opponent's monsters/minions, attack for the win. That's just CCGs. And it's basically what you're saying.
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FWIW, the interplay between buffing and removal is a common issue in CCGs.
In terms of HS, the paladin goons come close because it's a group buff - but the buffing cards themselves don't provide any standalone value, which will always be it's downfall.
Hunter would have gotten it right if not for the random nature of the buffs. Trogg and Zip Gunner are eminently playable minions. But, since they're random buffs, they're completely useless.
I think they gave Warrior the weakest goons cards because they knew Pirate didn't need more help. But they obviously suck.
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(1) Which card or mechanic introduced in MSoG, if any, has performed above your expectations?
(2) Which card or mechanic introduced in MSoG, if any, has performed below your expectations?
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Small Time Buccaneer for aggro and Brann Bronzebeard for control, IMO. While I wouldn't straight up call them "OP" I think that they are cornerstone cards for the success of particular decks.