I don't think it's just Shaman decks. Cards that provide card advantage are important in all (non-rush) decks, and Nat Pagle is one of the best sources of card advantage.
As long as you're not turning the old deck into dust, it doesn't matter. Switch as often as you like, try different strategies until you find what works for you.
You can see all leveling rewards in Crafting Mode, just include soulbound cards and right click on one to see when it is rewarded. I'm going for druid first since the golden Novice Engineer is rewarded at 59. I think it's in nearly every deck I have.
That only shows you when you get the first one. Once you've got the first one, when you click on it in crafting mode it just shows you your card, it doesn't tell you when you'll get the second one.
Yesterday I played a couple of games where the Hero abilities didn't show up. The abilities still worked when you clicked in the place they would normally be, but the button/picture you click on wasn't there. At different times throughout the games I could see the 2 mana symbol on one or both of the hero abilities (mine and my opponent's) but at other times that disappeared too.
I really like the Marks, I've been getting a lot of good use out of them in my Druid Ramp deck. They're at their weakest against Rogue, because they can kill your minion with one card the easiest, and also Mage because of Polymorph. But if you keep track of the removal spells your opponent has already used, the Marks can still be very effective in all matchups.
I'm unsure which of the Marks is the best. I really like Mark of Nature for it's +4 health and Taunt, which I use much more often than the +4 power. But Mark of the Wild fits the tempo better. On turn 1 I can Coin + Nat Pagle, then on turn 2 I can buff Pagle with Mark of the Wild to keep him alive longer.
I think the risk of card disadvantage is offset by the potential for card advantage. Turning a moderately large minion into a larger minion with Taunt can mean that your opponent has to spend a few smaller minions getting rid of it.
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I don't think it's just Shaman decks. Cards that provide card advantage are important in all (non-rush) decks, and Nat Pagle is one of the best sources of card advantage.
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As long as you're not turning the old deck into dust, it doesn't matter. Switch as often as you like, try different strategies until you find what works for you.
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Thanks, done. :) http://us.battle.net/hearthstone/en/forum/topic/11914802031
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That only shows you when you get the first one. Once you've got the first one, when you click on it in crafting mode it just shows you your card, it doesn't tell you when you'll get the second one.
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Yesterday I played a couple of games where the Hero abilities didn't show up. The abilities still worked when you clicked in the place they would normally be, but the button/picture you click on wasn't there. At different times throughout the games I could see the 2 mana symbol on one or both of the hero abilities (mine and my opponent's) but at other times that disappeared too.
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I really like the Marks, I've been getting a lot of good use out of them in my Druid Ramp deck. They're at their weakest against Rogue, because they can kill your minion with one card the easiest, and also Mage because of Polymorph. But if you keep track of the removal spells your opponent has already used, the Marks can still be very effective in all matchups.
I'm unsure which of the Marks is the best. I really like Mark of Nature for it's +4 health and Taunt, which I use much more often than the +4 power. But Mark of the Wild fits the tempo better. On turn 1 I can Coin + Nat Pagle, then on turn 2 I can buff Pagle with Mark of the Wild to keep him alive longer.
I think the risk of card disadvantage is offset by the potential for card advantage. Turning a moderately large minion into a larger minion with Taunt can mean that your opponent has to spend a few smaller minions getting rid of it.