What do you guys think about putting a limit on the number of cards/actions per turn? This could be around 5 or 6, etc. cards per turn or can be based on the number of mana crystal you have. This would kind of fix all these miracle drawings that we see so often now. It will also add a different strategy to the game.
So much for "Descent of Dragons." The top deck doesn't even need to play a dragon. I guess Galakrond is a dragon, but he doesn't even have a Dragon tag and just a hero card. More like "Death of Dragons" to me. All these high flying dragons getting smacked left and right by the Lackeys and the Elementals.
Everything that related to Invokes with Shaman is way over power.
The only class with double invokes.
1 Mana Freeze spell that invoke and summon a 2_1 rush.
When Invoke was introduced, I thought those Invokes would have some kind of disadvantage. I didn't know that it also add a Galakrond hero power. This make it more like an advantage for Shaman.
Play the deck in my signature. Easy to do the ultimate combo against them, since they don't carry silence. Also, you can switch out Twilight Drakes/Shroom Brewers for Mountain Giants if you don't see a lot of aggro and tempo.
You don't have to use the 48 damage to win. You only use it against certain deck like Infinite Taunt Druid, where they don't have silence. I beat them most of the times even with bad draw with this deck. I usually save all combo pieces against them, because that is the only way to beat them. That deck can spawn waves of taunts which out-value any decks. Also, you have a lot of minions to bait out silence, etc. before the ultimate combo, which is when both players are almost of cards. Against aggro and tempo, don't even think about the ultimate combo. Yo want to get your Voidlord out and as many Voidlord as possible. That is how you beat them. Try to time it, so that you can Faceless the Voidlord when it comes out.
1) OK
2) There is a risk, but by that time you should already bait out silence, etc. The deck itself without the combo is already strong. The opponent will not sit on the silence, etc. until the end of the game.
3) Luck and knowledge
4) Are you telling me on turn 10, there is no minion on board to attack? They are not going to play anything on turn 10? Also, you don't need to attack if you still have a dark pact, but it's only 24 damage. just copy the Clockwork Automation with Prince or Faceless and you get 3 Clockwork Automation. If you want 100% sure, then you can put in Catalysm, but it will make the deck weaker.
The deck is strong by itself without using the ultimate combo. You can just use a 2 cards combo, Clockwork Automation and Prince Taldaram, after DKed for 12 damage/24 heal. I beat most other decks like that, especially against other Cube/Controllock.
I didn't use this deck to reach legend, but I went from 3000's legend to 1100's legend with it. I reached legend before the expansion and messed around until I made this deck. It has a fun combo, but also consistent. The only problem is against Odd Rogue. That deck is too powerful.
I see what you are saying and it does make sense, but do we need Blizzard to make it so we can curve out all all mana? I think it would be better to give us the choice then limit the decks because they think we should play all our mana. It should be up to the deck-builder to see if it's worth it. It might not be great decks, but they could be fun. We also gets card generated from Stonehill, etc. that could it be even or odd.
I think Blizzard kind of limit the decks we can build with the new Odd and Even Legendary, Baku and Genn. I think the better choices was to make them like below:
Baku the Mooneater: Start of Game - If your deck (excluding Genn) has only odd-Cost cards or only even-Cost cards, upgrade your Hero Power.
Genn Greymane (same stat as Baku: Start of Game - If your deck (excluding Baku) has only odd-Cost cards or only even-Cost cards, your starting Hero Power costs (1).
This way we can have more ways to build odd or even decks. Also, maybe add another restriction like keeping it in your starting hand like the Quest for it to activate. As you probably already know, these two Legendary are really OP on certain class. Making the additional restriction can help balance it a little. The mana and stats can be lowered to offset the additional restrictions. Maybe 5 mana and 5/5 stats.
Maybe they did some testing and found out that certain odd or even decks are OP with certain Legendary, but I think it would be great to have the choice. More decks varieties, especially this is the beginning of the rotation, when we have the least cards to play with.
New deck I just theorycraft. Noticeable combo is the Street Trickster and Defile. For 5 mana, we can clear the board up to 9 health by taking advantage of the spell damage and Trickster's high health. Defile will deal 2,4,6,8,9, etc., depending on the board. As a bonus, it's also a demon and can be used for spell damage or sacrifice if needed.
0
What do you guys think about putting a limit on the number of cards/actions per turn? This could be around 5 or 6, etc. cards per turn or can be based on the number of mana crystal you have. This would kind of fix all these miracle drawings that we see so often now. It will also add a different strategy to the game.
9
I call this the Quarter Mile Race Meta. The first one to finish the quest will mostly likely win.
1
Yes, keep it. This is the deck that I hit legend on day 4 with if you want to try.
https://www.hearthpwn.com/decks/1387267-legend-light-control-warlock
0
I don' know if it's normal or not, but I just battled someone with the same Legend Rank number. I attached the picture.
I just found it kind of funny and weird, so just want to share with the community.
0
So much for "Descent of Dragons." The top deck doesn't even need to play a dragon. I guess Galakrond is a dragon, but he doesn't even have a Dragon tag and just a hero card. More like "Death of Dragons" to me. All these high flying dragons getting smacked left and right by the Lackeys and the Elementals.
0
Everything that related to Invokes with Shaman is way over power.
The only class with double invokes.
1 Mana Freeze spell that invoke and summon a 2_1 rush.
When Invoke was introduced, I thought those Invokes would have some kind of disadvantage. I didn't know that it also add a Galakrond hero power. This make it more like an advantage for Shaman.
1
I was hoping we get a MechaGozilla with some cannon, laser, etc. power. I guess I'll try to make a feasible Mecha'Octopus deck.
0
I like this card. A lot of fun potential.
0
Play the deck in my signature. Easy to do the ultimate combo against them, since they don't carry silence. Also, you can switch out Twilight Drakes/Shroom Brewers for Mountain Giants if you don't see a lot of aggro and tempo.
0
You don't have to use the 48 damage to win. You only use it against certain deck like Infinite Taunt Druid, where they don't have silence. I beat them most of the times even with bad draw with this deck. I usually save all combo pieces against them, because that is the only way to beat them. That deck can spawn waves of taunts which out-value any decks. Also, you have a lot of minions to bait out silence, etc. before the ultimate combo, which is when both players are almost of cards. Against aggro and tempo, don't even think about the ultimate combo. Yo want to get your Voidlord out and as many Voidlord as possible. That is how you beat them. Try to time it, so that you can Faceless the Voidlord when it comes out.
1) OK
2) There is a risk, but by that time you should already bait out silence, etc. The deck itself without the combo is already strong. The opponent will not sit on the silence, etc. until the end of the game.
3) Luck and knowledge
4) Are you telling me on turn 10, there is no minion on board to attack? They are not going to play anything on turn 10? Also, you don't need to attack if you still have a dark pact, but it's only 24 damage. just copy the Clockwork Automation with Prince or Faceless and you get 3 Clockwork Automation. If you want 100% sure, then you can put in Catalysm, but it will make the deck weaker.
The deck is strong by itself without using the ultimate combo. You can just use a 2 cards combo, Clockwork Automation and Prince Taldaram, after DKed for 12 damage/24 heal. I beat most other decks like that, especially against other Cube/Controllock.
I didn't use this deck to reach legend, but I went from 3000's legend to 1100's legend with it. I reached legend before the expansion and messed around until I made this deck. It has a fun combo, but also consistent. The only problem is against Odd Rogue. That deck is too powerful.
0
I see what you are saying and it does make sense, but do we need Blizzard to make it so we can curve out all all mana? I think it would be better to give us the choice then limit the decks because they think we should play all our mana. It should be up to the deck-builder to see if it's worth it. It might not be great decks, but they could be fun. We also gets card generated from Stonehill, etc. that could it be even or odd.
2
I think Blizzard kind of limit the decks we can build with the new Odd and Even Legendary, Baku and Genn. I think the better choices was to make them like below:
Baku the Mooneater: Start of Game - If your deck (excluding Genn) has only odd-Cost cards or only even-Cost cards, upgrade your Hero Power.
Genn Greymane (same stat as Baku: Start of Game - If your deck (excluding Baku) has only odd-Cost cards or only even-Cost cards, your starting Hero Power costs (1).
This way we can have more ways to build odd or even decks. Also, maybe add another restriction like keeping it in your starting hand like the Quest for it to activate. As you probably already know, these two Legendary are really OP on certain class. Making the additional restriction can help balance it a little. The mana and stats can be lowered to offset the additional restrictions. Maybe 5 mana and 5/5 stats.
Maybe they did some testing and found out that certain odd or even decks are OP with certain Legendary, but I think it would be great to have the choice. More decks varieties, especially this is the beginning of the rotation, when we have the least cards to play with.
0
132 packs - 9 Legendary
Free Legendary - Lady in White
Splintergraft, Houndmaster Shaw, Emeriss, Shudderwock, golden Clinda Crowskin, Dollmaster Dorian, Genn Greymane, Baku the Mooneater.
Best pack:
0
Geist should also get rid of 10 mana spell!!!
0
New deck I just theorycraft. Noticeable combo is the Street Trickster and Defile. For 5 mana, we can clear the board up to 9 health by taking advantage of the spell damage and Trickster's high health. Defile will deal 2,4,6,8,9, etc., depending on the board. As a bonus, it's also a demon and can be used for spell damage or sacrifice if needed.
http://www.hearthpwn.com/decks/884295-dark-demon-summoner