It is kind of neat because if you happen to have 2 rezs in your hand in the beginning and lose maybe a 4 mana minion, you can summon 2 of them for 4 mana and get some near emperor mana savings before turn 6.
Yawn.. Trying out a new deck in ranked and come across deck archetypes: Aggro hunter 3x, all running the exact same deck, after which i decide to switch to zoo to actually ladder. As soon as i do i run across the same archetypes: Mech mage, tempo mage, aggro hunter, grim patron.. The patron even started out with 2 armor smiths and 2 frothing berserkers. All lose to the zoo deck i was playing.
At some point, you gotta stop blaming the people playing all these typical decks and start looking at the devs. The same broken decks over and over, now flooding into the lower ranks as well, making ranking up a much bigger investment of time then it ever has been in the past. This is not fun anymore. TGT has introduced minimally competitive cards and in the overall scope of the meta, not much has changed.
The only remotely interesting deck to come out of TGT so far is secret paladin and dragon priest, as well as the CW variation which is essentially the same deck, bar maybe 2-3 new mechanics. CW is more fun for sure, but to actually rank with it is a silly amount of time invested.
I feel bad for the people that bought like 200 TGT packs or however many. You can craft the cards you need and save yourself some money and the only exciting neutral worth crafting this time around is justicar. That same thrill you normally get from opening packs is completely lost on me in TGT and i haven't even got a legendary out of a pack yet, choosing to craft what i want out of the set instead. Normally i would drop at least 100 on new packs just to get those cards to enjoy them, this time around it is completely lack luster.. Not even spending 2 dollars on this content.
Inspire can bring about big value done correctly. Jousting is used to punish decks filled with low mana minions and will probably be seen in the lower ranks to combat aggro, but has no place in control at all and most of them once you begin ranking can be switched out for an inspire mechanic as you see less and less aggro.
I think once the next expansion comes out, all of the ideas from dragons and TGT and even some GvG cards will come into full fruition, but until then, they are not going to play a major role. Inspire will in certain contexts.
If I come out on top, the early pressure is enough to secure the win. If not, the game is decided around turns 6-10, where I try to burst down or scoop >.<
I run leeroy+faceless for this reason, if you can save a charge of eaglehorn for your turn 10 and happen to draw this combo, its a whopping 15 damage which is usually a winmore condition, but will occasionally burst out a win for you if they are healing lots. The presence of this combo allows you to focus more on mid board control.
Faceless is also good utility.
Hybrid hunter has become a lot of different things to a lot of different people. IMO if you are running knife jugglers in any deck, that is far from hybrid. That is just my opinion. They are effective to be sure, but do not get lost in what you are trying to do. If you plan to go into late game, freeze trap would be a better pick over those and if you end up removing them, it looks like you may want to consider a minion overhaul; consistently top decking 2-3 mana minions in a control match is not going to end well and at rank 5, you will see a lot more of it.
I like your deck though and if your having success, why change it.
I like your cards. Make more. Introduce a new mechanic. Hell, introduce a new branch of minions like instead of neutral, call them "Enrage" minions that can only be played when your health resource is at 50% or something like this. <---Terrible example, but you get what i am saying.
The thing is that the forced discard right now will really throw a wrench into the control combo type decks and those are really the only ones truly combating the heavy zoo/aggro right now.
Hey, i thought this was a really cool youtube series, so i thought i would share it! Check it out, it explores some stuff you have probably always wondered and is surprisingly entertaining. Sorry if this is a duped thread.
A lot of people don't even understand how the boom bots work in the first place; once you realize how they ACTUALLY work, you realize that their effect is pretty far from random and can be easily manipulated accordingly.
Then please enlighten us. I realize it is possible to somewhat control where the damage goes if there are less or even no eligible targets. You can do the same trick with Ragnaros. And even at that, the damage amount from the boom bots is still random and can't be buffed. Ragnaros does 8 damage every time so you know what you are getting and it hits pretty hard. With the boom bots, you could attack for 1 damage but the deathrattle damage it still random in ever way. Furthermore, you generally have to wait a turn for this to happen unless you have a charge combo. So your opponent has a turn to either completely counter it or at least soft counter it by triggering the damage early.
What i am talking about has to do with what minions they are going to target, not their damage out put. Enlighten yourself.
A lot of people don't even understand how the boom bots work in the first place; once you realize how they ACTUALLY work, you realize that their effect is pretty far from random and can be easily manipulated accordingly.
0
It is kind of neat because if you happen to have 2 rezs in your hand in the beginning and lose maybe a 4 mana minion, you can summon 2 of them for 4 mana and get some near emperor mana savings before turn 6.
0
Yawn.. Trying out a new deck in ranked and come across deck archetypes: Aggro hunter 3x, all running the exact same deck, after which i decide to switch to zoo to actually ladder. As soon as i do i run across the same archetypes: Mech mage, tempo mage, aggro hunter, grim patron.. The patron even started out with 2 armor smiths and 2 frothing berserkers. All lose to the zoo deck i was playing.
At some point, you gotta stop blaming the people playing all these typical decks and start looking at the devs. The same broken decks over and over, now flooding into the lower ranks as well, making ranking up a much bigger investment of time then it ever has been in the past. This is not fun anymore. TGT has introduced minimally competitive cards and in the overall scope of the meta, not much has changed.
The only remotely interesting deck to come out of TGT so far is secret paladin and dragon priest, as well as the CW variation which is essentially the same deck, bar maybe 2-3 new mechanics. CW is more fun for sure, but to actually rank with it is a silly amount of time invested.
I feel bad for the people that bought like 200 TGT packs or however many. You can craft the cards you need and save yourself some money and the only exciting neutral worth crafting this time around is justicar. That same thrill you normally get from opening packs is completely lost on me in TGT and i haven't even got a legendary out of a pack yet, choosing to craft what i want out of the set instead. Normally i would drop at least 100 on new packs just to get those cards to enjoy them, this time around it is completely lack luster.. Not even spending 2 dollars on this content.
What the fuck blizzard.
0
Inspire can bring about big value done correctly. Jousting is used to punish decks filled with low mana minions and will probably be seen in the lower ranks to combat aggro, but has no place in control at all and most of them once you begin ranking can be switched out for an inspire mechanic as you see less and less aggro.
I think once the next expansion comes out, all of the ideas from dragons and TGT and even some GvG cards will come into full fruition, but until then, they are not going to play a major role. Inspire will in certain contexts.
1
I run leeroy+faceless for this reason, if you can save a charge of eaglehorn for your turn 10 and happen to draw this combo, its a whopping 15 damage which is usually a winmore condition, but will occasionally burst out a win for you if they are healing lots. The presence of this combo allows you to focus more on mid board control.
Faceless is also good utility.
Hybrid hunter has become a lot of different things to a lot of different people. IMO if you are running knife jugglers in any deck, that is far from hybrid. That is just my opinion. They are effective to be sure, but do not get lost in what you are trying to do. If you plan to go into late game, freeze trap would be a better pick over those and if you end up removing them, it looks like you may want to consider a minion overhaul; consistently top decking 2-3 mana minions in a control match is not going to end well and at rank 5, you will see a lot more of it.
I like your deck though and if your having success, why change it.
0
People would not shut the fuck up about aggro, so they finally introduce a mechanic to combat it, jousting, and now people complain about it. -_-
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I barely get to play anymore but ill be on tonight
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I like your cards. Make more. Introduce a new mechanic. Hell, introduce a new branch of minions like instead of neutral, call them "Enrage" minions that can only be played when your health resource is at 50% or something like this. <---Terrible example, but you get what i am saying.
0
The thing is that the forced discard right now will really throw a wrench into the control combo type decks and those are really the only ones truly combating the heavy zoo/aggro right now.
0
Hey, i thought this was a really cool youtube series, so i thought i would share it! Check it out, it explores some stuff you have probably always wondered and is surprisingly entertaining. Sorry if this is a duped thread.
https://youtu.be/VVfwI-e7kkI
0
What i am talking about has to do with what minions they are going to target, not their damage out put. Enlighten yourself.
0
I am not saying it is boom value or anything. Like most cards, its usefulness is limited and that is a good thing.
0
A lot of people don't even understand how the boom bots work in the first place; once you realize how they ACTUALLY work, you realize that their effect is pretty far from random and can be easily manipulated accordingly.
0
Nothing.
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Nourish might be the slowest card in the game.
0
Try running spellbender with troggs and counterspell, most epic troll deck ever.