I don't think there is a need for more Silence minions. We already have quite a few, and Silence is a powerful mechanic that should not be abused. Silence is usually better as a targeted effect, as to avoid feel bads. For targeted stuff, they would probably do something similar to Tinkmaster Overspark.
Cleansing silence from an enemy minion seems overly complicated, but will eventually be done.
Just wondering. I remember loving the deck, but it disappeared as soon as they nerfed Battle Rage. Could it still be possible, or is the card disadvantage to great?
I'd say keep Tirion. Even if you don't plan on playing Paladin, you never know how the meta shifts. Plus, he's legendary: not many chances of getting that easily.
Your draft is pretty solid. The only questionable pick i can see is Mark of Nature, which has its stats distributed awkwardly, and lacks any advantage over its better cousin Mark of the Wild. I would have picked a second Snapjaw in its place.
In terms of strategies, everytime I start a draft, my first 10 picks are always based on power level. When your this early into your draft, you don't care so much about your mana curve, so you can pick the best possible card. After that, I start looking at my mana curve and try to fill in spots if they are too empty. To know which cards are the best, you can reference this listing (http://www.liquidhearth.com/guides/arena-tier-list).
In terms of synergies, this is what I look for:
Mage: Most common Mage cards are pretty powerful, so you're well covered in terms of good cards at common. Fireball, Frostbolt, Polymorph, Flamestrike, and Water Elemental are all cards you pick whenever you have the chance regardless of your curve: they are simply too good. In terms of synergies, Enrage minions or Acolyte of Pain increase in value. Depending on the number of spells in your deck (the threshold is usually around 5) stuff like Gadgetzan Auctioneer and Wild Pyromancer become more solid picks.
Druid: Removal, removal, removal. That's what the Druid says to me. They have some of the most flexible removal in the game, and you should take advantage of that. Wrath, Swipe, and Starfire are all common and fairly efficient at what they do. Druid does not have too many synergies, though.
I wouldn't remove the Earth Shocks. Removal is very important, and you can't always count on drawing a Hex. Maybe add in the Leeroy Jenkins + Windfury combo, and/or Lava Burst? That would give you quite a bit of burst potential to finish your opponent out of nowhere.
I would replace Bloodlust with another Feral Spirit, since I personally don't feel Bloodlust is consistent enough. Otherwise, it's a pretty solid deck. Also, I usually play my 3-mana Overload cards on turn 4, since you can play a 3-drop on turn 5 and not fall to far behind. This is usually best, as you want turn 6 clear for your Fire Elementals.
This card is so awesome. It has a solid body for the cost, a sweet name, and is a perfect example of something you couldn't do outside of the digital space.
I believe that both one drops are justified. Northshire Cleric has high toughness, will draw in early removal, and will give you great value by drawing an average of two cards. Power Word: Shield is a very cheap cantrip that can help your minions survive, or allow trades you wouldn't otherwise be able to do.
In addition, Shadow Word: Pain is a lot more useful than Shadow Word: Death, as early removal is much more important for the Priest, and many people already avoid playing large minions due to other cards like Big Game Hunter.
I think people need to man up a bit regarding some of these cards that are being complained about...
Imagine the wailing and gnashing of teeth if they were MtG players when one-cost cards like Fog are played - on their own turn, just as they thought they had the game in the bag!
Fog doesn't stop your guys from attacking next turn. Fog doesn't wipe your board. Also, you can respond to Fog with instants (Fling, Cancel, etc.).
Flame Imp is only good early on. Top decking one late game can be loose you the game. Also the two damage is already putting you down in health, which can matter against aggresive decks.
I am surprised by how little this card sees play, considering that it is essentially two cards for one mana in most Rogue decks. This sounds like great fuel to keep the combo rolling. Anyone care to explain why? Is it because it fills up slots that could be used for something better? Is Shiv just better?
0
I don't think there is a need for more Silence minions. We already have quite a few, and Silence is a powerful mechanic that should not be abused. Silence is usually better as a targeted effect, as to avoid feel bads. For targeted stuff, they would probably do something similar to Tinkmaster Overspark.
Cleansing silence from an enemy minion seems overly complicated, but will eventually be done.
0
So you are going to waste your own time rather than just conceding and going into another game? Plus, you could be playing against Handlock.
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How is it that you "create a signature" for the Sign Here Please achievement?
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Just wondering. I remember loving the deck, but it disappeared as soon as they nerfed Battle Rage. Could it still be possible, or is the card disadvantage to great?
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With all the spells, maybe you should replace Loot Hoarder with Wild Pyromancer so you get extra gas from your removal.
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I'd say keep Tirion. Even if you don't plan on playing Paladin, you never know how the meta shifts. Plus, he's legendary: not many chances of getting that easily.
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Your draft is pretty solid. The only questionable pick i can see is Mark of Nature, which has its stats distributed awkwardly, and lacks any advantage over its better cousin Mark of the Wild. I would have picked a second Snapjaw in its place.
In terms of strategies, everytime I start a draft, my first 10 picks are always based on power level. When your this early into your draft, you don't care so much about your mana curve, so you can pick the best possible card. After that, I start looking at my mana curve and try to fill in spots if they are too empty. To know which cards are the best, you can reference this listing (http://www.liquidhearth.com/guides/arena-tier-list).
In terms of synergies, this is what I look for:
Mage: Most common Mage cards are pretty powerful, so you're well covered in terms of good cards at common. Fireball, Frostbolt, Polymorph, Flamestrike, and Water Elemental are all cards you pick whenever you have the chance regardless of your curve: they are simply too good. In terms of synergies, Enrage minions or Acolyte of Pain increase in value. Depending on the number of spells in your deck (the threshold is usually around 5) stuff like Gadgetzan Auctioneer and Wild Pyromancer become more solid picks.
Paladin: One of the key things with Paladin is don't overload with neutral four drops early, since most powerful commons for Pally are at the 4 spot ( Truesilver Champion, Consecration, Hammer of Wrath, Blessing of Kings). Also, since Pally can put out lots of guys fairly quickly, stuff like Frostwulf Warlord or Cult Master are pretty solid picks.
Druid: Removal, removal, removal. That's what the Druid says to me. They have some of the most flexible removal in the game, and you should take advantage of that. Wrath, Swipe, and Starfire are all common and fairly efficient at what they do. Druid does not have too many synergies, though.
Shaman: Shaman also has lots of powerful cards at common. Lightning Bolt, Rockbiter Weapon, Hex, Flametongue Totem, and Fire Elemental are all must picks. Also, since Shaman can put out lots of guys fairly quickly, stuff like Frostwulf Warlord or Cult Master are pretty solid picks.
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I wouldn't remove the Earth Shocks. Removal is very important, and you can't always count on drawing a Hex. Maybe add in the Leeroy Jenkins + Windfury combo, and/or Lava Burst? That would give you quite a bit of burst potential to finish your opponent out of nowhere.
0
I would replace Bloodlust with another Feral Spirit, since I personally don't feel Bloodlust is consistent enough. Otherwise, it's a pretty solid deck. Also, I usually play my 3-mana Overload cards on turn 4, since you can play a 3-drop on turn 5 and not fall to far behind. This is usually best, as you want turn 6 clear for your Fire Elementals.
5
This card is so awesome. It has a solid body for the cost, a sweet name, and is a perfect example of something you couldn't do outside of the digital space.
0
I believe that both one drops are justified. Northshire Cleric has high toughness, will draw in early removal, and will give you great value by drawing an average of two cards. Power Word: Shield is a very cheap cantrip that can help your minions survive, or allow trades you wouldn't otherwise be able to do.
In addition, Shadow Word: Pain is a lot more useful than Shadow Word: Death, as early removal is much more important for the Priest, and many people already avoid playing large minions due to other cards like Big Game Hunter.
0
Fog doesn't stop your guys from attacking next turn. Fog doesn't wipe your board. Also, you can respond to Fog with instants (Fling, Cancel, etc.).
0
Flame Imp is only good early on. Top decking one late game can be loose you the game. Also the two damage is already putting you down in health, which can matter against aggresive decks.
0
I am surprised by how little this card sees play, considering that it is essentially two cards for one mana in most Rogue decks. This sounds like great fuel to keep the combo rolling. Anyone care to explain why? Is it because it fills up slots that could be used for something better? Is Shiv just better?