I have 2600 Dust avaible, And as allways I am saving dust to craft the missed card for tier #1 decks. Q1 - Should I save the dust and wait more time till the new meta settle down ? Q2 - If there is an already good decks for the new meta, What is the best card I can craft ?
Here is a list of most important cards (Regarding to the previous Tier #1 decks) I am missing :
Neutral:
Y'Shaarj, Rage Unbound], ]Yogg-Saron, Hope's End], , ]Deathwing, Ysera, , Alexstrasza, The Lich King, 2x Primordial Drake, Aya Blackpaw, , Leeroy Jenkins, Harrison Jones,, Elise the Trailblazer, 1x Big Game Hunter, 2x Southsea Captain, 1x Gluttonous Ooze, 2x Dirty Rat, Patches the Pirate, 2x Bloodsail Corsair
Durid: *, Kun the Forgotten King, 1x Ancient of war, 1x Ultimate infestation,2x Druid of the Swarm, 1x Spreading Plague
Notes : *This is Standred decks related thread* *Generally I like Priest, Rouge, But I don`t mind playing any other class that makes me win more games in ladder* *I have Golden Prince Keleseth legendary card ready to be Disenchanted, in case there is a better choices*
Reading code:
Card: Forget about that card for the moment
Card: Normal priority, craft it if you need it in a deck or with a clear objective
Card: Good cards, good craft should no regret those card
Gard: Priority crafting, good cards and good craft not having them in a deck which is supposed to run them WILL reduce significantly your win rate
I have a lot of questions especially about the cost. Basically the card offer a 3 mana free spell in exchange of a conditional activation and a stat distribution very sensitive to removal. Without that stat distribution or with a taunt I think the card would be too powerful. Played with a doomsayer it create a dilemma in the opponent were even if they deal with the doomsayer they still leave an aggressive minion on board. Giving them more incentive to just let the doomsayer proc.
Support a Dragon deck with Sindragosa. Quite easy to combo with Doomsayer. The aggressive stats can either be used to get a really good trade next turn or set up a next turn lethal. Three health make it easily removable to compensate for the strength of the card.
Cost: Could only be a 4 mana cost. Cheaper was too strong effect but I did not want to be the card to be able to curve into Meteor, Blizzard then flamestrike.
Stat: Aggressively stated. I want the dragon to be easy to remove from hand. And it fit with my idea of a sentry who is here to block advance then sacrifice itself against the biggest threat.
I kinda like it actually, i dont think combo with Doomsayer is that OP, its basically 1 more mana over Frost Nova with a conditional trigger (tho u wouldnt rly Frost Nova + Doomsayer 2 minions, so that part is kinda irrelevant in fact) and u lose the minion if it procs. Its more of a problem if u already have the board and u play this, u go face with everything else and next turn your opponent cant do shit and on your turn u go face again and have an extra 5 dmg. Mby it should be 4/3 or 5/2, but i do kinda like the idea, im just not completely sure if it would be balance at all or not, since this can snowball the game quite hard. ... or it could freeze entire board, that might be an option how to balance it.
Duly noted. I actually think you could play the doomsayer into that, like some other control deck sometime play a big taunt and a doomsayer to try and make sure the doomsayer proc and have an empty board for whatever they need to play next turn. I tough about lowering the stat but if you cannot proc the effect playing an "5/3 do nothing" is already a big tempo loss. It can be removed by a two mana minion and most 3 mana damage spell and if you are in front class like rogue, priest or warrior who usually have small board you will probably never activate the effect.
Probably a min/max effect too important. Too strong when activated but too weak when not activated.
What I liked about the card is that if you are ahead of the board the card is a 5/3 do nothing and if you are losing the card may put back in the game.
I have a lot of questions especially about the cost. Basically the card offer a 3 mana free spell in exchange of a conditional activation and a stat distribution very sensitive to removal. Without that stat distribution or with a taunt I think the card would be too powerful. Played with a doomsayer it create a dilemma in the opponent were even if they deal with the doomsayer they still leave an aggressive minion on board. Giving them more incentive to just let the doomsayer proc.
Support a Dragon deck with Sindragosa. Quite easy to combo with Doomsayer. The aggressive stats can either be used to get a really good trade next turn or set up a next turn lethal. Three health make it easily removable to compensate for the strength of the card.
Cost: Could only be a 4 mana cost. Cheaper was too strong effect but I did not want to be the card to be able to curve into Meteor, Blizzard then flamestrike.
Stat: Aggressively stated. I want the dragon to be easy to remove from hand. And it fit with my idea of a sentry who is here to block advance then sacrifice itself against the biggest threat.
Support a Dragon deck with Sindragosa. Quite easy to combo with Doomsayer. The aggressive stats can either be used to get a really good trade next turn or set up a next turn lethal. Three health make it easily removable to compensate for the strength of the card.
Cost: Could only be a 4 mana cost. Cheaper was too strong effect but I did not want to be the card to be able to curve into Meteor, Blizzard then flamestrike.
Stat: Aggressively stated. I want the dragon to be easy to remove from hand. And it fit with my idea of a sentry who is here to block advance then sacrifice itself against the biggest threat.
Well Valeera the Hollow, clearly isn't doing whatever the heck Blizz pretended her to do, however she revitalized mill by herself and i want to craft her just because of this, (i think mill is as valid of a strategy as aggro or control is), however i wouldn't want to craft her, just to end up with a nerfed Dk that simply doesn't work otherwise.
Official stance is : Mill deck is not what hearthstone is about.
Now Mill deck is currently fashionnable because there is so many control deck. but even with so many control deck the win rate is not higher than 40% or something.
ex: Kyo (Taiwan or HK player) is playing only Mill rogue this month on stream. He is stuck rank 5 since that time, can't climb. And he is a professional gamer. Mill rogue is nice but current version is too weak to be a real threat.
Best deck to play a rank 15/10/5 for fun but Not a ladder climbing deck.
Don't think Rogue DK will ever be nerfed. As I understand she has a negative effect on win rate when in deck AND when played, same trash tier as warrior DK
Edit: If you count play Mill rogue in wild, go ahead that deck is good enough. but for standard unless you have extra dust to spare I would not recommend it
Prep would be king of sad as it is part of the rogue identity.
I'm not the one who came up with this suggestion. As far as I know, Mike Donais shared this opinion in a recent interview. Is it damaging a big part of the rogue identity in standard - yes. Warlock lost PO and where was that class in Un'goro (partly due to bad cards, but zoo was going to thrive with that spell). And since this change is going to happen in 8 months from now, I thought, that at that time the rogue quest could be unnerfed.
About the rest of the post: well, I think people have discussed it, that this could be a good change, but weak to dirty rat. I don't remember all those QR discussion threads.
Inb4 rogue players are also losing the bouncer (though there might be a chance to get another one).
Now that you speak about it, I think I remember about that interview. the question was about which cards were limiting card design mechanic and Mike told Boars/ prep/ innerv / Malygos.
Weak to dirty rat, like the priest /shaman/paladin/druid/hunter quest while spell rewards are weak to counter spell. From the top of my mind the only quest reward which has no counter blocking it from taking effect is the warrior reward, you can destroy the weapon but the hero power stays. (there is the new cards which block hero power usage but too easy to remove)
Losing the bouncer is not catastrophic, with the DK we already have a new way to play minion with the some name and with DK and Shadow caster we even have infinite 5/5
We will see later. The problem is now that the deck is too weak in it current form, it need to change to a more midrange form where answer are easier to come by for the opponent.
I don't think we will ever see a un-nerf happen or a cards buff. We may have more supporting cards for the archetype which seems to be Blizzard way of doing things
I feel jade druid should be an ok match with this deck. Like they have something like 15+ card draw available in their deck but It still feels like I am not favored in the matchup.
Any tip on how I should play this matchup ?
Against Jade Druid, the first rule of Mill Rogue is...you don't talk about Mill Rogue. The element of surprise is CRUCIAL, you need to refrain from playing card that hints your opponent you're a Mill until he plays Ultimate Infestation or Nourish Draw. Otherwise you won't mill anything from him, since Jade Druid spend card super quick and refills them even faster.
Skulking Geist is mandatory, you're likely to draw it due to the absurd amount of draws you have.
Aya is super annoying due to the Jade she left behind with her Deathrattle, kill her normally before vanish the board.
Use Shadowbladeas board control, if things go well, you will have 6-7 cards left in your deck when your opponent start fatiguing. You don't need the immune.
The rest I do, but the idea of using Shadowblade as board control instead of keeping it for combo is really good, You are right if every thing goes well I will start to mill them to death with a few card left in my deck.
My main problem is the damage they can do to my face. Hero power to the face and double swipe followed by infestation to the face is lethal nine time out of ten. Even DK hero power to the face every turn is kind of hard to beat.
Should I keep taunt / removal or the murloc in hand during mulligan ?
I feel jade druid should be an ok match with this deck. Like they have something like 15+ card draw available in their deck but It still feels like I am not favored in the matchup.
Im thinking about crafting DK hunter or King Mosh for enrage warrior ,is it worth to DE some cards mentioned above?
But the craft idea are quite terrible. DK hunter and King mosh are really subpar cards in ladder perspective, better than say Troggzor, miscaller and hogger but still. Would no dust anything to get those cards.
DK hunter and King mosh are : "Yeah I got them from packs lets have some fun with them" and not "Shit I did not get them from pack I need to craft them"
Unless you are a hunter fanatic I would not recommend that you Hunter DK and for enrage warrior King mosh is replaceble.
Thanks for the replies, everyone. As I anticipated, opinions have varied.
The gist I'm getting is that for someone like me who can only play for 1-2 hours per week, there's almost no point to going in half-cocked. Either sink in the bucks for expansion pre-orders (at minimum), or just roll with the $5.00 and suck up the excess losses, which won't be so bad as I earn good cards from packs over time.
Sniv
If you are a 100% casual player ie: 1-2 hours per week. It is very difficult to start playing standard. With the rotation every year and expansion every 4 months you will always be behind in terms of cards unless you are very focused and manage dust to get the most value.
Two directions:
Do the quests and play arena. You get play with all the cards, it is the best rapport for gold/reward. And when you get good enough to reach around 5/6 (or the mythical 7 win) average your collection will fill itself by herself. It may feel more complicated because you have to choose the cards by yourself not knowing what makes a good deck, but the learning curve is just different in ladder but still here. You can start with heartharena to give you some tips.
You really want to go into ranked. Focus on one class, slowly get the cards for that class until you have most the class important cards. then you can play ranked with one class. Most of the time a new archetype will use 80% of the same cards and add 20% of new cards which in manageable in F2P model, once one class is full you start to work on the second one.
Type of ranked:
Wild: Starting cost expensive but cards never rotate out. meaning you have a one working deck it will always work and new sets have less impact on the meta. Free to play people with an average collection who suddenly have a play time reduction often switch to wild: No need to keep up with the fashion, less expensive on the long term as long as you don't find boring to play always the same decks. Cheap deck exist too but most of the deck in wild tend to be slightly more expensive than a standard one
Standard: Starting cost cheaper but cards rotate out regularly, new set have an important impact on meta. Ex someone who spent all his dust getting a complete quest warrior is very sad because the deck is completely useless in the current meta.
Which ever you choose, as a free to play you will have to go through the arena case. The only question is wherever should you start ranked play.
I don't want to start a spicy discussion, but I would like to express my opinion about QR.
And, although many people hate it (including myself), I would like to see it again unnerfed. Why? If the two boars (patches and the original one) and prep are going to leave standard in 7 months, then we won't witness those cheesy turns we all hate, where we are being overrun by a huge board or OTK-ed. It will become slower in a healthy way and thus the deck will become fair. I see reasons for something to be nerfed, when it gets out of hand. Since in standard it will become weaker, why not make some players happy, when they can play their favourite deck again.
Patches rotating, fine boar rotation fine. Prep would be king of sad as it is part of the rogue identity.
Now if want we really want to avoid is prep the quest reward cheeze then we could just make the reward a 5 mana 5/5 taunt or something like that. If you can't play the prep the quest paying the full mana cost is enough tempo loss to allow most deck to have a fair chance (especially if we don't have chargers)
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Card: Forget about that card for the moment1
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First time doing a fan made card.
Any advice ?
I have a lot of questions especially about the cost. Basically the card offer a 3 mana free spell in exchange of a conditional activation and a stat distribution very sensitive to removal. Without that stat distribution or with a taunt I think the card would be too powerful. Played with a doomsayer it create a dilemma in the opponent were even if they deal with the doomsayer they still leave an aggressive minion on board. Giving them more incentive to just let the doomsayer proc.
Frostbrood Sentry
Support a Dragon deck with Sindragosa. Quite easy to combo with Doomsayer. The aggressive stats can either be used to get a really good trade next turn or set up a next turn lethal. Three health make it easily removable to compensate for the strength of the card.
Cost: Could only be a 4 mana cost. Cheaper was too strong effect but I did not want to be the card to be able to curve into Meteor, Blizzard then flamestrike.
Stat: Aggressively stated. I want the dragon to be easy to remove from hand. And it fit with my idea of a sentry who is here to block advance then sacrifice itself against the biggest threat.
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A simple card.
Support a Dragon deck with Sindragosa. Quite easy to combo with Doomsayer. The aggressive stats can either be used to get a really good trade next turn or set up a next turn lethal. Three health make it easily removable to compensate for the strength of the card.
Cost: Could only be a 4 mana cost. Cheaper was too strong effect but I did not want to be the card to be able to curve into Meteor, Blizzard then flamestrike.
Stat: Aggressively stated. I want the dragon to be easy to remove from hand. And it fit with my idea of a sentry who is here to block advance then sacrifice itself against the biggest threat.
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I have question
I feel jade druid should be an ok match with this deck. Like they have something like 15+ card draw available in their deck but It still feels like I am not favored in the matchup.
Any tip on how I should play this matchup ?
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Be careful. They first step to the darkside is using the darkside forbidden powers
Soon after you start to grow antlers and wild growth all over the body and a few days afterwards you start to do "coin Wild Growth into Jade Blossom into Fandral Staghelm+Innervatex2+Nourish into The Lich King
While emoting all the way
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I only see the card when a hunter plays it and fill the beard with 20 mana worth of minions.
Loved that hunter who got double higthmane, tundra rhino and infested wolf.
Feels good man. *go to cry in a corner*
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Which ever you choose, as a free to play you will have to go through the arena case. The only question is wherever should you start ranked play.
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