Most aggro decks can beat quest pally. Murloc shaman, tempo rogue, hunter, zoolock, and token druid are all favorable matchups. Control decks suffer in the late game because of the value pally gets from its hero power. If you play a control deck, the only hope is to tech in silences, but it's still not a favorable matchup.
If youve played Gwent, you know the best and most consistent decks have the least amount of cards. Adding more cards to a deck seems like a benefit on the surface, but it will make your deck less consistent. Also, control mirror games will last too long. Playing odd warrior is long enough with 30 cards.
Mostly chip damage with UI, arcane tyrant, malfurion, giggling inventor/branching paths. Hope they don't remove your minions and keep the armor low. Try not to play into brawl. Try to put them in a position where they need to decide whether to armor up or remove your minions every turn. Don't be too greedy. If you can burst them below 10 health with maly, it might be worth it instead of waiting for your last moonfire which could be near the bottom of your deck.
I've gotten there in a Benedictus mirror match. We kept copying each other's Ben. I actually never knew there was a 60 card limit for your deck before that game
Plenty of boomsday cards have found themselves into the meta. We even have a new mech odd warrior that's very popular. Not all archetypes can be competitively viable, and complaining that there isn't enough power creep in a set is a bit silly.
Adding different systems like banking time to use on different turns or having a game time counter seem too complicated. Hearthstone prides itself on being simple. Some people play this game on the toilet at work. The rope IS simple and effective at limiting turn time. Everything else is just silly.
Btw, the fact that it frustrates you means it works.
There doesn't need to be a solution for people who rope. The rope IS the solution for people who take too long on their turns. If I suspect someone is purposely roping me hoping I concede, I rope them back. After a couple turns they usually see I'm here to play and give up with the rope strategy. The fact is, the rope is there to stop people from drawing the game out, which it does effectively.
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Reno
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Most aggro decks can beat quest pally. Murloc shaman, tempo rogue, hunter, zoolock, and token druid are all favorable matchups. Control decks suffer in the late game because of the value pally gets from its hero power. If you play a control deck, the only hope is to tech in silences, but it's still not a favorable matchup.
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Odd mage is looking awesome! That rag on a stick seems like it will be my first craft if I don't open it.
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If youve played Gwent, you know the best and most consistent decks have the least amount of cards. Adding more cards to a deck seems like a benefit on the surface, but it will make your deck less consistent. Also, control mirror games will last too long. Playing odd warrior is long enough with 30 cards.
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If you run quest, you probably don't run doctor 7. I think the question could be rephrased "which is better, Dr 7 or quest"?
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Bittertide hydra
8/8 with passive
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The grass is always greener. People are just sick of facing druid and warlock every game
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All the times I've beaten odd warrior, alexstraza was used.
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Mostly chip damage with UI, arcane tyrant, malfurion, giggling inventor/branching paths. Hope they don't remove your minions and keep the armor low. Try not to play into brawl. Try to put them in a position where they need to decide whether to armor up or remove your minions every turn. Don't be too greedy. If you can burst them below 10 health with maly, it might be worth it instead of waiting for your last moonfire which could be near the bottom of your deck.
0
I've gotten there in a Benedictus mirror match. We kept copying each other's Ben. I actually never knew there was a 60 card limit for your deck before that game
1
Plenty of boomsday cards have found themselves into the meta. We even have a new mech odd warrior that's very popular. Not all archetypes can be competitively viable, and complaining that there isn't enough power creep in a set is a bit silly.
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Everyone was mulliganing for odd warrior. I had an idea to make a tempo dragon priest for the same reason, but haven't come up with a decent list yet
2
Adding different systems like banking time to use on different turns or having a game time counter seem too complicated. Hearthstone prides itself on being simple. Some people play this game on the toilet at work. The rope IS simple and effective at limiting turn time. Everything else is just silly.
Btw, the fact that it frustrates you means it works.
2
There doesn't need to be a solution for people who rope. The rope IS the solution for people who take too long on their turns. If I suspect someone is purposely roping me hoping I concede, I rope them back. After a couple turns they usually see I'm here to play and give up with the rope strategy. The fact is, the rope is there to stop people from drawing the game out, which it does effectively.
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If you play mechathun priest, most games will be over by turn 12 even if hemet is at the bottom.