It all comes down to preference and luck in a draft to be fair. However; Paladin, Mage, Rogue still remain in the top tier from the looks of it. Shamans has become quite strong now due to the quality of cards released for the class in current expand. The power creep boost is not as noticeable in other classes as with Shaman. Still a bit early to tell seeing as only been a week+.
Druid: The ability to Shapeshift using their health as a resource for additional value.(See: Damage Synergy) Hunter: The ability to Steady Shot increasing death timer, used in conjunction with rush minions.(See: Rush Synergy) Mage: The ability to Fireblast, easily pinging certain minions to increase their value.(See: Enrage Synergy) Paladin: The ability to Reinforce creating a minion to strengthen board presence or other minions.(See: Board Synergy) Priest: The ability to Lesser Heal minions to extend and increase their normal value greatly.(See: Healing Synergy) Rogue: The ability to Dagger Mastery, giving certain minions additional value.(See: Weapon Synergy) Shaman: The ability to Totemic Call to create 4 individual totem minions for additional value.(See: Board Synergy) Warlock: The ability to Life Tap for additional value.(See: Card Synergy & Damage Synergy) Warrior: The Ability to Armor Up! giving a certain card additional value.(See: Shield Synergy)
This pertains to those classes who are more keen gaining card advantage over opponents than others, thus increasing the value of some cards. I.E.Mountain Giant & Twilight Drake
Damage Synergy
This pertains to those classes who are more keen to taking damage on purpose and using their health as a resource, thus making Molten Giant increasingly valuable to draft. I.E. Druids, Hunters, Paladins, Rogues, Shamans, Warlocks, & Warriors.
Deathrattle Synergy
This pertains to Undertaker & Baron Rivendare which in conjunction with other minions with the "Deathrattle Ability" such as Harvest Golem, Loot Hoarder, Toshley, and many more can give you massive amounts of potential value in various situations/circumstances.
Discover Synergy
This pertains to cards like Jeweled Scarab & Tomb Spider which allow you to pick from 1 of 3 choices similar mechanic in Arena. There is a +25% or higher chance to find "Class Cards/LoE Cards" when you choose to play these cards and since they have specific search parameters such as "3 Cost, Beast, Deathrattle, Minion, Spell" you can use that to add more versatility and flexibility tailored to your current situation.
Dragon Synergy
This pertains to the minion sub category dragon that although has been added with the Blackrock Mountain Expansion. Certain cards gain additional value if you happen to draft more dragons to "proc" their effects for increased value or tempo. I.E Blackwing Corruptor, Blackwing Technician, Twilight Whelp, Dragon Consort, Rend Blackhand
This pertains to card with the Joust effect (a.k.a Reveal a minion from each deck) in which if you "curve up" with many high cost minions you can use the Joust to gain some increase advantages. I.E.The Skeleton Knight, Master Jouster, Gadgetzan Jouster
Mech Synergy
This pertains to the new archetype added by GvG and some of the possible combos allowing for additional value. Some cards have increased value or strength if you happen to have drafted more mechs than usual during your draft. E.I. Cogmaster, Mechwarper, Tinkertown Technician
Rush Synergy
This pertains to the all classes, but even more so with the Hunter class. Allows to up the timetable towards defeat much quicker when using Hero Power in conjunction with many rush minions. I.E.Argent Commander, Bluegill Warrior, King Krush.
Secret Synergy
This pertains to those classes who use an abundance of secrets in their core gameplay, thus extending/increasing the value of certain cards if used in conjunction with their many secrets. I.E.Eaglehorn Bow, Ethereal Arcanist, Kirin Tor Mage, & Secretkeeper
Shield Synergy
This pertains to the Warrior class since their ability gives them +2 Armor, thus making Shield Slam very valuable especially when used with Shield Block as well.
Spell Synergy
This pertains to those classes with an overabundance of cheap spells, thus making a few cards exponentially more valuable in accordance to the amount of low-cost spells drafted. I.E.Gadgetzan Auctioneer, Violet Teacher, & Wild Pyromancer
I actually found Team 5 without trying on this site recently. I was looking into achievements within the site (hint: check info about people who have the achievement...) and you'll find your answer.
The other golden ones I have I found through inadvertently getting Perfectly Balanced just through organic use of the site. I think it tied for my first ever achievement. My biggest hint there would be if you are in a sharing mood and you play competitive decks you'll probably find it as it's a direct reference to something we all find perfectly balanced within the game. Once you find that one a lot of the other golden achievements become more obvious from their names and how to get them.
I just got Carrots and Mutton today and I have to say it was considerably less involved than some of the other things I tried (i.e. it's not some weird combination of Ram WranglerExplosive Sheep and/or Stablemaster as I thought....)
The hardest achievements to get on site are Great Comment and That's just Crazy! The ladder is easy to get just takes time, lots of it. And I'll 99% sure I'll get before I get the former achievement. That's just how hard that comment achievement is...
Convert and Confused should have been down ranked, and Kraken should have gone up 1 or 2 ranks on the system. From the looks of it, some of the card's updates didn't get saved on the tools properly. Happens when you update too many cards in 1 pass and it sometimes leaves some cards not ranked. I'll make 2 more passes by the TGT set later today and fix any stragglers that didn't get updated like they should have.
What happened is you didn't follow the First Rule of HS and as a result RNGeezuz decided to teach you a lesson you won't soon forget. Karma just decided to pop in for some added salt thats all.
The biggest mistake people make is insta que for a match as soon as you're done draft. Why don't you take the time to see what you actually drafted and what type of deck you have. Do you have high value minions meaning you're deck might be a control one? Do you tempo card and minions meaning you want to tempo on key turns to flip board or gain the advantage hard and win? Do you have a rushy lethal deck that has high value threats that will force your opponent to deal with those cards immediately on their following turn meaning you can go face and let him trade into you? Pros think about this and know what kinda of deck they have before the press the que button. The only difference is they know their deck as they draft it and take what 5-10 seconds to look at the deck before queuing. I wonder why they do that huh????? You might have to take longer, but its better to figure that out than to go in blind. E.G. I played a lock deck and went control lost my first 2 games. Decided at 0-2 to switch from control to tempo/rush depending on situation went 11-3 after that decision. Imagine if I would have taken time to analyze my deck before queuing might have easily gone 12-0.
Go to Hearthstone portion of Bnet site and post on the help forums, make sure to include that attachment as well. If that fails, you can always call Blizzard directly and let them know about the issue.
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Hero Class Synergy
Druid: The ability to Shapeshift using their health as a resource for additional value.(See: Damage Synergy)
Hunter: The ability to Steady Shot increasing death timer, used in conjunction with rush minions.(See: Rush Synergy)
Mage: The ability to Fireblast, easily pinging certain minions to increase their value.(See: Enrage Synergy)
Paladin: The ability to Reinforce creating a minion to strengthen board presence or other minions.(See: Board Synergy)
Priest: The ability to Lesser Heal minions to extend and increase their normal value greatly.(See: Healing Synergy)
Rogue: The ability to Dagger Mastery, giving certain minions additional value.(See: Weapon Synergy)
Shaman: The ability to Totemic Call to create 4 individual totem minions for additional value.(See: Board Synergy)
Warlock: The ability to Life Tap for additional value.(See: Card Synergy & Damage Synergy)
Warrior: The Ability to Armor Up! giving a certain card additional value.(See: Shield Synergy)
Beast Synergy
This pertains to the Hunter class who has an overabundance of cards that gain increased value with the more beasts you draft. I.E. Houndmaster, Kill Command, Scavenging Hyena, Starving Buzzard, Tundra Rhino
Board Synergy
This pertains to those classes who are more keen to flooding the board than others, thus increasing the value of certain cards greatly. I.E. Illidan Stormrage, Frostwolf Warlord, Sea Giant, & Void Terror
Card Synergy
This pertains to those classes who are more keen gaining card advantage over opponents than others, thus increasing the value of some cards. I.E. Mountain Giant & Twilight Drake
Damage Synergy
This pertains to those classes who are more keen to taking damage on purpose and using their health as a resource, thus making Molten Giant increasingly valuable to draft. I.E. Druids, Hunters, Paladins, Rogues, Shamans, Warlocks, & Warriors.
Deathrattle Synergy
This pertains to Undertaker & Baron Rivendare which in conjunction with other minions with the "Deathrattle Ability" such as Harvest Golem, Loot Hoarder, Toshley, and many more can give you massive amounts of potential value in various situations/circumstances.
Discover Synergy
This pertains to cards like Jeweled Scarab & Tomb Spider which allow you to pick from 1 of 3 choices similar mechanic in Arena. There is a +25% or higher chance to find "Class Cards/LoE Cards" when you choose to play these cards and since they have specific search parameters such as "3 Cost, Beast, Deathrattle, Minion, Spell" you can use that to add more versatility and flexibility tailored to your current situation.
Dragon Synergy
This pertains to the minion sub category dragon that although has been added with the Blackrock Mountain Expansion. Certain cards gain additional value if you happen to draft more dragons to "proc" their effects for increased value or tempo. I.E Blackwing Corruptor, Blackwing Technician, Twilight Whelp, Dragon Consort, Rend Blackhand
Enrage Synergy
This pertains to the Mage class initially as they have the greatest ease in being able to safely and cheaply enrage certain cards to increase their value exponentially. I.E. Amani Berserker, Gurubashi Berserker, Raging Worgen, & Tauren Warrior
Healing Synergy
This pertains to the Priest class specifically as they have the hero ability to constantly heal their minions for increased value. I.E. Imp Master, Injured Blademaster, Lightspawn, & Northshire Cleric
Inspire Synergy
This pertain to cards with the "Inspire" effect that when used properly can be used to gain strong tempo and advantages with certain card and classes. I.E. Confessor Paletress, Nexus-Champion Saraad, Recruiter, Kvaldir Raider, Mukla's Champion, Murloc Knight
Joust Synergy
This pertains to card with the Joust effect (a.k.a Reveal a minion from each deck) in which if you "curve up" with many high cost minions you can use the Joust to gain some increase advantages. I.E. The Skeleton Knight, Master Jouster, Gadgetzan Jouster
Mech Synergy
This pertains to the new archetype added by GvG and some of the possible combos allowing for additional value. Some cards have increased value or strength if you happen to have drafted more mechs than usual during your draft. E.I. Cogmaster, Mechwarper, Tinkertown Technician
Rush Synergy
This pertains to the all classes, but even more so with the Hunter class. Allows to up the timetable towards defeat much quicker when using Hero Power in conjunction with many rush minions. I.E. Argent Commander, Bluegill Warrior, King Krush.
Secret Synergy
This pertains to those classes who use an abundance of secrets in their core gameplay, thus extending/increasing the value of certain cards if used in conjunction with their many secrets. I.E. Eaglehorn Bow, Ethereal Arcanist, Kirin Tor Mage, & Secretkeeper
Shield Synergy
This pertains to the Warrior class since their ability gives them +2 Armor, thus making Shield Slam very valuable especially when used with Shield Block as well.
Spell Synergy
This pertains to those classes with an overabundance of cheap spells, thus making a few cards exponentially more valuable in accordance to the amount of low-cost spells drafted. I.E. Gadgetzan Auctioneer, Violet Teacher, & Wild Pyromancer
Spell Damage Synergy
This pertains to your individual ability to make use of certain monsters with +X Spell Damage ability in conjunction with your spells for increased value. I.E. Archmage, Azure Drake, Bloodmage Thalnos, Dalaran Mage, Kobold Geomancer, Malygos, & Ogre Magi
Weapon Synergy
This pertains to those classes who wield weapons/drafted a decent amount of them, thus increasing the value of certain cards well beyond their original ranked tiers. I.E. Captain Greenskin, Bloodsail Raider, Dread Corsair, Southsea Deckhand, & Spiteful Smith
1
The hardest achievements to get on site are Great Comment and That's just Crazy! The ladder is easy to get just takes time, lots of it. And I'll 99% sure I'll get before I get the former achievement. That's just how hard that comment achievement is...
1
Convert and Confused should have been down ranked, and Kraken should have gone up 1 or 2 ranks on the system. From the looks of it, some of the card's updates didn't get saved on the tools properly. Happens when you update too many cards in 1 pass and it sometimes leaves some cards not ranked. I'll make 2 more passes by the TGT set later today and fix any stragglers that didn't get updated like they should have.
Thanks for bringing it up to my attention.
1
Nozdormu not such a bad idea especially with some many "Mobile HS Players"! :D
1
What happened is you didn't follow the First Rule of HS and as a result RNGeezuz decided to teach you a lesson you won't soon forget. Karma just decided to pop in for some added salt thats all.
3
The biggest mistake people make is insta que for a match as soon as you're done draft. Why don't you take the time to see what you actually drafted and what type of deck you have. Do you have high value minions meaning you're deck might be a control one? Do you tempo card and minions meaning you want to tempo on key turns to flip board or gain the advantage hard and win? Do you have a rushy lethal deck that has high value threats that will force your opponent to deal with those cards immediately on their following turn meaning you can go face and let him trade into you?
Pros think about this and know what kinda of deck they have before the press the que button. The only difference is they know their deck as they draft it and take what 5-10 seconds to look at the deck before queuing. I wonder why they do that huh????? You might have to take longer, but its better to figure that out than to go in blind. E.G. I played a lock deck and went control lost my first 2 games. Decided at 0-2 to switch from control to tempo/rush depending on situation went 11-3 after that decision. Imagine if I would have taken time to analyze my deck before queuing might have easily gone 12-0.
1
Go to Hearthstone portion of Bnet site and post on the help forums, make sure to include that attachment as well. If that fails, you can always call Blizzard directly and let them know about the issue.