10 Matches at rank 15 and not one Pirate to kill ><
- ChosenOne
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Member for 8 years and 13 days
Last active Fri, Apr, 26 2024 03:15:17 -
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max50202 posted a message on Best Midrange Hunter Un'GoroPosted in: Best Midrange Hunter Un'GoroIf you're trying to replace a common, you definitely shouldn't use an epic.
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Trilby posted a message on Best Midrange Hunter Un'GoroPosted in: Best Midrange Hunter Un'GoroPersonally, I would swap one of those cards out with either flare or eater of secrets. Killing a smug mage by destroying their iceblock is one of the best feelings in Hearthstone.
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user-100094393 posted a message on Best Midrange Hunter Un'GoroPosted in: Best Midrange Hunter Un'GoroIs there any Video-Tutorial for this deck?
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Meenero posted a message on Best Midrange Hunter Un'GoroPosted in: Best Midrange Hunter Un'Gorotry trade 1 huntermark and horn in two fireflies and two grandmothers in two ravassaur
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Meenero posted a message on Best Midrange Hunter Un'GoroPosted in: Best Midrange Hunter Un'Gorotry trade 1 huntermark and horn in two fireflies and two grandmothers in two ravassaur
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Zexus posted a message on Best Midrange Hunter Un'GoroPosted in: Best Midrange Hunter Un'GoroKindly grandmother replacement? also I only own one eaglehorn , gimme a good replacement for the second one unti I get enough dust to craft it.
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Chaouz posted a message on Best Midrange Hunter Un'GoroPosted in: Best Midrange Hunter Un'GoroYou can fit in a Call of the Wild or a Rat Pack , it s more expensive but these are the cards to make the deck more successful, especially vs control matchups.
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kolldun posted a message on Best Midrange Hunter Un'GoroPosted in: Best Midrange Hunter Un'GoroNice deck!
I've played for less than a week, I've bought starter pack, Karazhan and 20 un'goro packs, so I was able almost kraft the deck, I only need 280 dust more, anyways, I am already reached 15. rank!)
cool!)
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user-100089354 posted a message on Best Midrange Hunter Un'GoroPosted in: Best Midrange Hunter Un'GoroThank you guy, you most help me.
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Big Priest might have "suboptimal" win-rate but still needs to be teched against to beat it, and do you know why it doesnt have that high win rate? because even shaman (they 70% WR you just mentioned) is flooding the wild ladder and an easy devolve + hex = RIP priest rez pool.
So now if less shammys are queuing, big priest will come out and play. Barnes is a retarded high roll card that can win you the game as easy as turn 3 with a coin, I am not complaining about the archetype I am just saying it should be delayed just like the Avianna treatment, bumping her to 10 mana made a huge difference on wild ladder. And the same with naga seawitch
So final thoughts yes Barnes should be 6 mana, and while we are at it Eternal Servitude and Resurrect can also receive a slight mana bump too but its not that necessary.
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This guy gets it! As I said in the original nerf thread, I really hope Barnes to 6 mana and resurrect to 4 mana are the next nerfs! I am happy they think of wild too (like when naga seawitch was nerfed).
EDIT: to the people complaining about Genn and Baku, how would you nerf them? Genuine question
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I don't get how people are complaining about the nerfs. The only poor nerf is flametongue as shaman's only standard deck, but it is much needed for wild where even shaman is so oppressive (which is the same reason for odd rogue cold blood nerf).
All that is left for them is to nerf Barnes to 6 mana and resurrect to 4 mana, then wild will be a better place.
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They need to address the stupid Juicy Psychmelon, I have been playing wild this month and I finally saw what people are complaining about! Would rather lose to aggro or even shaman as at least you can get a board state and pressure them, while this is even worst and uninteractive that freeze mage! Basically aggro gets shutdown by armor and plague and control is gg! Literally I was on turn 6 when he was on turn 9 where he went Avianna > Innervate > Kun > Witching Piper > Braan > Medivh > Star Aligner > Star Aligner !
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pathetic
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ya its really not fun as it is with the mages, but why are the decks not at least refined or coded? I got 3 luna's pocket galaxy as my legendaries
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to all the peopl complaining, there is a solution for the 5 wins quest! queue against a friend both of you as uther and spam the hero power taking turns to end it asap!
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I wonder when will people understand that people might not enjoy playing aggro but are forced into it because of the meta + budget.
When you queue in constant quest rogues of course you want to smorc his face off for playing such retarded deck (yes I am entitled to say that when blizz themselves cant even balance the card with constant nerfs).
Not everyone can craft the super control lock or warrior with their dust.
Finally sometimes I don't want to spend a 10-20 min match, I want my quests done so I will queue with my "brainless no skill odd rogue" and either win within 5-7 min tops or lose, queue again and restart!
If you think it is easy to pilot then you have not played it before, not saying its on level with APM priest in terms of decisions. But the turns are easy to predict for a reason, its ODD, the cards used are limited to 50% and you can read his turn 1, 2 and 3.
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Hello everyone, I would like to share my experience in dungeon runs. I started today about 7 hours ago, but not playing continuously. So far I have cleared with 4 classes, I am doing a class at a time till I am done with it. Here are my observations, hints, etc...
There is no need to describe the first 7 bosses because they are quite random and fairly straightforward and you will eventually learn them and their decks. But be aware that you can literally even lose to the first easy boss with bad draw or even the second, looking at you crappy Shaman deck!
The end bosses that I faced are the following:
-Dragon: Cleared him easily on first attempt with my rogue run and I figured he is easy enough compared to the others, but I failed with my hunter as it was a small beasts deck and his breathe is just too much to handle. Do not pop more than 2 chests as a maximum because 3 dmg continuously is just too much if you ever want to have a board. His deck is a dragon priest deck.
-Darkness: Cleared him first attempt with my paladin through fatigue, smart decisions and good counter. Basically I had some aldors and humility to control the early darkness, lots of healing and the RECRUIT treasure. He is not an easy fight at all and it is all about board control and patience, not a race. His deck is mainly priest (pains, deaths, psychic scream, mind control, entomb).
-King Togwaggle: Another ridiculously hard encounter mainly based on RNG, he gets any good treasure early on and it is over for you. Failed to beat him on two attempts.
-Azari the Devourer: This is purely a dmg race and early board control, I beat him on the first attempt with a greedy shaman deck. I basically kept my high cost cards (which cost 5 due to treasure) and took control of the board at around turn 6 and never gave it up. His deck is made out of demons mainly.
-Xol the Unscathed: A discard warlock hero with a powerful hero power that either deals dmg to all your board, executes all dmged, mind control at random, shuffle back into your deck, assassinate, freeze, and probably many others. I beat her with my warrior on my first attempt which was an enrage warrior with whirlwind effects which made me discard lots of her hand by targetting her howlfiends (even got her to discard the quest portal), and evnetually with loads armor (and Justicar) out-valued her with Geosculptor Yip into fatigue.
Warrior Run:
-Success came from focusing on enrage loot and armor gain (Berserker, Everybody Hurts & Armor).
-Treasure Gathered: draw 2 extra cards on turn 1, boom bot box, play 3 random secrets on turn 1, adapt minion X times.
-Was easy to be consistent and reach the 6th or 7th boss (4-5 runs). Lost twice to king Togwaggle before going into a last boss fight with the Xol and got her from first attempt.
-MVP Cards: Reckless Fury, Geosculptor Yip
Shaman Run:
-Success came from focusing on elementals purely and battlecry
-Treasure Gathered: +5 cost minions cost 5, draw 2 extra cards on turn 1, double health, enemy minions cost 1 more.
-One of the hardest decks and I struggled with it even at low level fights but once you get going it becomes good (6-7 runs). Only one last boss fight which was Azari and got him from first try thanks to Kalimos.
-MVP Cards: Murmuring Elemental, Kalimos Primal Lord
Rogue Run:
-Success came from focusing on picking assassination spells and thieve cards (Assassin & Thief).
-Treasure Gathered: spell power +3, play 3 random secrets on turn 1, icewall, adapt minion X times
-Probably my easiest and fastest run without any struggle (1 run and done). Basically I had lots of spells that I can just burn the enemy with before they even react. At later stages a big Edwin or Questing Adventurer with conceal seals into adapt 6 times seals the deal. Last boss was the Dragon and I beat him with only killing 1 chest, getting the draw 3 cards that will cost 0 into a Questing Adventurer and it was over.
-MVP Cards: Edwin Vancleef, Questing Adventurer, Eviscerate, Backstab, Razorpetal, Sinister Strike
Paladin Run:
-Success came from focusing on healing and board control, later on switched to greed legendaries with Recruits 3 treasure (Healing, Legendary & Justice)
-Treasure Gathered: minions have +1/+1 (even silver hand recruits summoned!), draw 2 extra cards on turn 1, recruits 3 minions, Wish
-I was never at risk of dying through the loads of healing I have, early board control thanks to 2/2 silver hand recruits. Ending up with huge legendaries (Lich King, Curator, Tirion) to finish it off (1 run and done). Last boss fight was The Darkness, had to go all through to fatigue as I controlled his damage with healing, Humility and Aldor Peacekeepers.
-MVP Cards: benevolant djinn, wickerflame burnbristle, aldor peacekeeper, humility
Hunter Run:
-Success came from early aggressive cheap beats and late game deathrattle with N'zoth. DK Rexxar is actually not a very good pick until the last fight for value (Wee Beasts & Deathrattle).
-Treasure Gathered: double health, archmage staff, double health, silence and destroy all enemy minions.
-At first I thought I should be playing like the other classes and going for late game loot but as with ladder hunter sucks at control and hence I lost my first run, your aim is just to HUNT THEM DOWN. So building for the 2nd run I reached the last boss which was the Dragon but since I had all early game minions his breathe just went out of control and wiped my board, although I had 200 hp but I could not race him. Final and 3rd run I learned from my mistakes and built the deck as described above. Final boss fight was King Togwagle and he was fairly easy with me sitting at 200 hp and hitting him for 2 each round. I made him build a weak board of seven minions and I sat back, at the right time I silenced and wiped his board and switched to the DK for value and end game.
Druid Run:
-Success came from playing similar to a big druid thanks to the 5 mana cheat treasure (STOMP).
-Treasure Gathered: extra mana crystal on turn 1, 5+ cost minions 5, discover and equip a legendary weapon, double health
-Thanks to druid's ramp and the treasure you can literally STOMP the enemy before they react (1 run and done). The last boss was Xol and as always you try to make her complete the quest then force discard the portal and it is a fairly easy fight. On all discovers I always found the Paladin weapon which is insane on turn 1, note that Druids of the Claw do not benefit from the buff and go back to 4/4 charge or 4/6 taunt.
-MVP Cards: Y'Shaarj Rage Unbound, Ysera, Lich King
Warlock Run:
-Success came from striking a balance between late game demons (Malganis, Doomguard, Voidlord and early game swarm minions like knife juggler into implosion. Also there is no need to aggressively tap as with Ladder because you have a very small deck at the start (Swarm & Dire Demons).
-Treasure Gathered: play 3 random secrets on turn 1, spell damage +3 (insane with bolt and implosion), the candle, WISH
-Played pretty much like a zoo swarm deck until the last boss which was Azari which was fitting that I faced him as Gul'dan (1 run and done). I kept the Wish and DK in opening hands because they are my win condition. I survived his early board with hellfires and didn't tap unless I felt I had bad quality cards in hand. I only needed DK to finish him off.
-MVP Cards: Knife Juggler, Implosion, Bloodreaver Gul'dan, Mal'ganis.
Mage Run:
-Success came from going pure elemental build with Frostlich Jaina to grind out any boss no matter what.
-Treasure Gathered: double health, archmage staff, justicar ring, extra mana crystal on turn 1.
-I had success with Highlander (Unique loot) to get to the last boss 5 times but not enough sustain and power to finish the encounter. So on my 6th and final run I decided to change strategy and go with sustain and value, hence the Elemental loot.
-MVP Cards: Frostlich Jaina, Blizzard, Dragon's Fury
Priest Run:
-Success came from Unique loot (Highlander).
-Treasure Gathered: icewall, 3 secrets played on turn 1, justicar ring, bag of coins.
-Priest is another class in my opinion that struggles in early bosses because of weak base deck and minions. I have lost to Ixlid Fungal Lord because I had no early board although I hard mulligan but by turn 3 his poison one shot me. Dragon Priest decks are very clunky and slow to work. Eventually on my 4th and final run I had the chance to draft a Highlander deck, needless to say it works just like in ladder play.
-MVP Cards: Shadowreaper Anduin, Prophet Velen, Lyra, Kazakus, Raza the Unchained.
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