My usual tempo deck had been doing quite well up until these past few days. Shielded Minibot, Lil Exorcist, Muster, and a few other great new additions were staples in that deck. Even the once-prevalent Control Priest is no longer seen past rank 7, so it's frustrating that I have to plan for the two extreme ends of the archetype spectrum.
Didn't Shield Slam used to also destroy the user's shield?
Is anyone else facing this problem? I've been hovering around rank 5 for the past week and there are no more matches against mid-range, tempo, or other niche decks aside from Aggro or Control. All day today I haven't met a single Rogue, Shaman, or Mage, almost entirely Warlock and Warrior.
The minute I face a ton of Aggro I switch to a more anti-Aggro deck, only to face a ton of Control, and vice-versa.
I once did a similar thing, essentially killing a charge of my Ashbringer.
Opponent has a 6/7 and 5/5 on board, my Tirion is weak so may as well be used to kill the 6/7. I've already got a Light's Justice equipped.
My intention was to hit it with my LJ followed by Tirion, but I accidentally hit with Tirion first and then wasted an Ashbringer charge to deal 1 damage.
Robo Cub is a cool card and serves a good purpose when needed, but Wrath is a stronger card card imo.
It's Mortal Coil AND Darkbomb in 1 single card depending on the circumstance. Very valuable, very good for early removal or even late-game damage (only on minions).
As someone above posted, I'd look into Zombie Chow more than Robo Cub for a Druid deck.
Welcome to the Hearthstone community, Galen! When I start a deck, I first get a focus as to what the STYLE of the deck is.
Is it Aggro (crazy fast, go for the face all the time), Tempo (play on curve with efficient cards), Mid-Range (build up a strong "army" around turns 5-8), Control (take it slow, take advantage of your opponents' moves), or some combination of those things? Once you have that, find cards that fit your theme.
After your first prototype of the deck is built, take it to the Casual play area and try it out for a few games. Take note of where the deck fails and where it's strong while still realizing that no deck will win EVERY match.
Here are some general mechanics/ideas that are pretty important in Hearthstone in 90% of decks you'll build, along with neutrals that facilitate that mechanic:
Look at those cards and see which ones may find a good home in your deck. Don't be discouraged by other decks loaded with Legendaries either! Yours will come in time :)
I play tempo Paladin, so control warrior usually wastes me, in all honesty. Whirlwind kills my dudes, weapons kill my mid-range stuff, and usually Alex will come in and wreck me. My not-Taunt-heavy deck fares well against every other deck archetype (currently rank 5).
I've heard good things about Sneed's Old Shredder. Haven't used it myself yet.
If you're looking to try new classes and haven't done Warlock recently, the new cards are very fun. I used to never play Warlock or Rogue but now I really enjoy them with the gvg cards.
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I looked it up, I'm thinking of the old card Death Wish that was replaced by Shield Slam.
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My usual tempo deck had been doing quite well up until these past few days. Shielded Minibot, Lil Exorcist, Muster, and a few other great new additions were staples in that deck. Even the once-prevalent Control Priest is no longer seen past rank 7, so it's frustrating that I have to plan for the two extreme ends of the archetype spectrum.
Didn't Shield Slam used to also destroy the user's shield?
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Is anyone else facing this problem? I've been hovering around rank 5 for the past week and there are no more matches against mid-range, tempo, or other niche decks aside from Aggro or Control. All day today I haven't met a single Rogue, Shaman, or Mage, almost entirely Warlock and Warrior.
The minute I face a ton of Aggro I switch to a more anti-Aggro deck, only to face a ton of Control, and vice-versa.
I can't be the only one, can I?
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Yes, since your Sylvanas could only have been summoned AFTER the one it copied.
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Deathrattles trigger in the order the minions were played. If yours was played first, then you'd steal nothing and he'd steal your other guy.
If you played your Sylvy second, he'd steal your other dude and then you'd steal it right back.
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I once did a similar thing, essentially killing a charge of my Ashbringer.
Opponent has a 6/7 and 5/5 on board, my Tirion is weak so may as well be used to kill the 6/7. I've already got a Light's Justice equipped.
My intention was to hit it with my LJ followed by Tirion, but I accidentally hit with Tirion first and then wasted an Ashbringer charge to deal 1 damage.
1
Robo Cub is a cool card and serves a good purpose when needed, but Wrath is a stronger card card imo.
It's Mortal Coil AND Darkbomb in 1 single card depending on the circumstance. Very valuable, very good for early removal or even late-game damage (only on minions).
As someone above posted, I'd look into Zombie Chow more than Robo Cub for a Druid deck.
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I'm in a similar boat. Hovering right around 5 right now and meeting some good opposition trying to reach 4 and beyond.
Stick with your one ladder deck and make small adjustments as needed. Best of luck to you!
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Welcome to the Hearthstone community, Galen! When I start a deck, I first get a focus as to what the STYLE of the deck is.
Is it Aggro (crazy fast, go for the face all the time), Tempo (play on curve with efficient cards), Mid-Range (build up a strong "army" around turns 5-8), Control (take it slow, take advantage of your opponents' moves), or some combination of those things? Once you have that, find cards that fit your theme.
After your first prototype of the deck is built, take it to the Casual play area and try it out for a few games. Take note of where the deck fails and where it's strong while still realizing that no deck will win EVERY match.
Here are some general mechanics/ideas that are pretty important in Hearthstone in 90% of decks you'll build, along with neutrals that facilitate that mechanic:
Card Draw Engine- Have a way to draw more cards than your turn usually allows. Loot Hoarder, Gnomish Inventor, Acolyte of Pain, Cult Master.
Sticky Minions- Minions that, even when killed, still have a presence on the board via their Deathrattles or similar means. Harvest Golem, Piloted Shredder, Sludge Belcher, Nerubian Egg, Imp Master.
Silencers- Having a way to deal with minions that have very strong abilities or deathrattles. Ironbeak Owl, Spellbreaker.
Hard Removal- Cards that can instantly get rid of other minions via their Battlecry or similar methods. Big Game Hunter, The Black Knight, Stampeding Kodo, Hemet Nesingwary.
Cards that Last- This is similar to Sticky Minions, but refers to cards that will normally last 2 or 3 turns and do some big damage. A very good source of cards for most new players with limited resources. Boulderfist Ogre, Chillwind Yeti, River Crocolisk, Silvermoon Guardian, Sunwalker.
Advantage- Cards that give an instant edge to your side of the board, usually in the form of improving other minions already out. Defender of Argus, Shattered Sun Cleric, Sunfury Protector, Enhance-o Mechano, Hobgoblin.
Look at those cards and see which ones may find a good home in your deck. Don't be discouraged by other decks loaded with Legendaries either! Yours will come in time :)
-Cygnus
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I play tempo Paladin, so control warrior usually wastes me, in all honesty. Whirlwind kills my dudes, weapons kill my mid-range stuff, and usually Alex will come in and wreck me. My not-Taunt-heavy deck fares well against every other deck archetype (currently rank 5).
Nice to see Shieldmaiden is a viable card though!
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I've heard good things about Sneed's Old Shredder. Haven't used it myself yet.
If you're looking to try new classes and haven't done Warlock recently, the new cards are very fun. I used to never play Warlock or Rogue but now I really enjoy them with the gvg cards.