Inspired by a play a friend of mine did wherein he took out an taunter using an Unstable Ghoul buffed with a pair of Bananas, Power Word Shield, Divine Spirit and Inner Fire.
Original source of the quote taken from Scott Steiner's epic math rant, seen here and here.
"Normally if you go one-on-one with another minion you have a fifty-fifty chance of winning. But I'm a genetic freak, and I'm not normal. You've got a 25%, at best, of beating me. And then you add in Shattered Sun Cleric to the mix, your chances of winning drastically go down. See, the three-way, at Innkeeper's Invitational, you have a 33 and 1/3 chance of winning, but I got a 66 and 2/3 chance of winning, cause Zoolock knows he can't beat me, and he's not even gonna try. So Control Pally, you take your 33 and 1/3 chance, minus my 25% chance, and you've got an 8 and 1/3 chance of winning at Innkeeper's. But then you take my 75% chance of winning, if we was to go one-on-one, and then add 66 and 2/3 percent, I have 141 and 2/3 percent chance of winning at Sacrifice. You see Pally, the numbers don't lie, and they spell disaster for you at I.I."
this is very easy: All Classes: Argent Squire, Lepra Gnome, worgen infiltrator
why
squire --> pala bubble 2x removal needed
Lepra gnome --> deals 2 dmg when dead and if not destroyed it can value down another minions of 2 mana cost or use up 1 of there weapon durabilities dmging them and doing an extra 2
worgen infiltrator--> cant be touched so it can kill an mob of equal health as his att and value up
knowing as what u wrote as reasons and picks on the classes you cant be playing much constructed or atleast not on a level of play that matters since all of ur reasons are beyond bad =/ No offense but not very well thought out
No problem - that's why I'm asking.
I never claimed to be some kind of 'expert' at this game or even at ccg's in general, so kindly take that into account before people start busting out their epeen. If I didn't need advice, I wouldn't be asking.
Some classes have obvious openers, many of them class specific. Others don't even have class specific one drops at all. I'd like to ask what your ideas are on the best 1-drops for each class, and what makes them work for that class.
To start it off, the usual suspects -
Priest - Northshire Cleric Warlock - Blood Imp Mage - Mana Wyrm Paladin - Argent Squire is annoying in general, possibly lethal for Blood Knight builds. Warrior - Shieldbearer Has Inner Rage written all over it. Shaman - Shieldbearer again as a cheap way to start building your totem army behind it. Rogue - Worgen Infiltrator just because it's basically minion control that you can keep on board for a while. Druid - Elven Archer; no idea to be honest, but at least it can poke. Hunter - Young Dragonhawk, IF you can keep it alive till turn 2. And it beats tossing out the Timber Wolf on turn 1 and getting it killed.
Had an odd thought that hasn't happened to me yet - if you Shadowstep or Youthful Brewmaster a minion that's been hit with Polymorph or Hex, do you get back the original minion, or the transformed one?
This is an updated version of my previous combo deck - it's changed so much that I'm loath to use the word variant. =P I know that I still need a Leeroy Jenkins but I still haven't gotten one. This version plays completely different - it's highly aggressive and deals a lot in the way of burst. I keep getting close matches with it - losing within a margin of 5 life or so - so I'm not sure if it's the card mix or the way I play the deck that needs changing.
As the title says - I got this daily today, which got me to thinking about decks that rely heavily on Spells rather than minions.
Do you know or play any decks with heavy (15 spells+) reliance on abilities rather than creatures? They don't have to be 3 Star Masters arena-clearing killer builds, just something interesting, fun, and viable for casual play.
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Inspired by a play a friend of mine did wherein he took out an taunter using an Unstable Ghoul buffed with a pair of Bananas, Power Word Shield, Divine Spirit and Inner Fire.
Original source of the quote taken from Scott Steiner's epic math rant, seen here and here.
"Normally if you go one-on-one with another minion you have a fifty-fifty chance of winning. But I'm a genetic freak, and I'm not normal. You've got a 25%, at best, of beating me. And then you add in Shattered Sun Cleric to the mix, your chances of winning drastically go down. See, the three-way, at Innkeeper's Invitational, you have a 33 and 1/3 chance of winning, but I got a 66 and 2/3 chance of winning, cause Zoolock knows he can't beat me, and he's not even gonna try. So Control Pally, you take your 33 and 1/3 chance, minus my 25% chance, and you've got an 8 and 1/3 chance of winning at Innkeeper's. But then you take my 75% chance of winning, if we was to go one-on-one, and then add 66 and 2/3 percent, I have 141 and 2/3 percent chance of winning at Sacrifice. You see Pally, the numbers don't lie, and they spell disaster for you at I.I."
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Dropped one today, debating on dusting him for some needed commons and rares, or keeping him for an aggro deck of some sort.
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Okay, that makes more sense.
But otherwise, there's no real reason to play anything on turn one.
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I'm not seeing it, what with everyone saying how crappy one drops are.
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So, the basic gist of all this is that going second is better.
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For example, is a 7-3 arena run equal in reward to a 7-0 (retired) streak? I'm curious because I don't see the point of the retire button otherwise.
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No problem - that's why I'm asking.
I never claimed to be some kind of 'expert' at this game or even at ccg's in general, so kindly take that into account before people start busting out their epeen. If I didn't need advice, I wouldn't be asking.
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Some classes have obvious openers, many of them class specific. Others don't even have class specific one drops at all. I'd like to ask what your ideas are on the best 1-drops for each class, and what makes them work for that class.
To start it off, the usual suspects -
Priest - Northshire Cleric
Warlock - Blood Imp
Mage - Mana Wyrm
Paladin - Argent Squire is annoying in general, possibly lethal for Blood Knight builds.
Warrior - Shieldbearer Has Inner Rage written all over it.
Shaman - Shieldbearer again as a cheap way to start building your totem army behind it.
Rogue - Worgen Infiltrator just because it's basically minion control that you can keep on board for a while.
Druid - Elven Archer; no idea to be honest, but at least it can poke.
Hunter - Young Dragonhawk, IF you can keep it alive till turn 2. And it beats tossing out the Timber Wolf on turn 1 and getting it killed.
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Ouch, that kinda sucks - means I can't use Shadowstep, Vanish, or Youthful Brewmaster to restore my minions then.
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Had an odd thought that hasn't happened to me yet - if you Shadowstep or Youthful Brewmaster a minion that's been hit with Polymorph or Hex, do you get back the original minion, or the transformed one?
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A little off topic, but what would you consider to be viable classes for basic/no budget?
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Any less pricey substitutions for the Ysera?
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Fan of Knives vs. Blade Flurry vs. Betrayal
Which of these cards do you prefer to use against minion swarms, and why?
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This is an updated version of my previous combo deck - it's changed so much that I'm loath to use the word variant. =P I know that I still need a Leeroy Jenkins but I still haven't gotten one. This version plays completely different - it's highly aggressive and deals a lot in the way of burst. I keep getting close matches with it - losing within a margin of 5 life or so - so I'm not sure if it's the card mix or the way I play the deck that needs changing.
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As the title says - I got this daily today, which got me to thinking about decks that rely heavily on Spells rather than minions.
Do you know or play any decks with heavy (15 spells+) reliance on abilities rather than creatures? They don't have to be 3 Star Masters arena-clearing killer builds, just something interesting, fun, and viable for casual play.