They didn’t throw the concept away, and there’s nothing wrong with using design space for other cards rather than having a hero card every xpac to follow a trend
the death knight variants were overwhelmingly good over time when new pieces were added and old removed, same as dr. Boom who is now thriving in this early mech meta.
More will come, there’s literally nothing to complain about here. If you want “flavor” you can just use them in wild, that’s the whole point of the format.
self imposed limitations you’re putting on yourself by playing jank or less reliable decks doesn’t need to be rewarded. It’s your choice to go out of line with the flow, you’re not taking a harder path you’re just putting on extra weight for no reason
coming up with a successful anti-meta deck is already rewarding in itself, instead of pushing bad play try paving the new trend.
Been playing this exclusively for the past few days because of my initial climb, I hit Rank 1 then tumbled all the way down to 3.
Odd rogue and tempo mages aggressively destroy this if I don’t pull the god hand. It’s still fun, but it’s incredibly difficult to complete the quest and play barnabus before it’s too late and I can’t rebound back
DKs will rotate out soon, but you do bring up a great concept
we might even be able to go further with this by making a heavily costed card that alters an opponents hero power into something incredibley weak or even make it mutually beneficial to you and the opponent should they use it
mainly banks on Druid just being a powerhouse, aggro is also a big problem without a good opening hand
its miserable when you’ve got a stack of dead cards that you’d have rather stayed in the deck to be recruited out
i put in a naturalize for some more consistentcy
What did you replace with the naturalize?
Do you find yourself often with many dead cards? For me it usually ranges around 3-4 cards I'd love to have reduced cost but I can still manage to get value of them with the duplicators.
Just one spell stone so I’d have a reliable way to kill my hadronox for one last bang if necessary
Unfortunately against aggro a lot of cards feel dead in hand, before the quest is complete I’m generally feeling helpless even with armor boosts because my recruits offer no defensive potential and by turn 4-5 im being threatened for lethal if I didn’t have a swipe in hand
It’s a fun deck and I’m net positive winrate so far, I’m just having some rotten games with aggressive matchups
0
They didn’t throw the concept away, and there’s nothing wrong with using design space for other cards rather than having a hero card every xpac to follow a trend
the death knight variants were overwhelmingly good over time when new pieces were added and old removed, same as dr. Boom who is now thriving in this early mech meta.
More will come, there’s literally nothing to complain about here. If you want “flavor” you can just use them in wild, that’s the whole point of the format.
0
this is the initial meta that showed the most consistent win rates out of the theorycrafting portion
Next comes counter-meta builds, then we hit the Rock Paper Scissors area before a new set is added
it happens every time
0
It’s just another burst combo deck, if you like one you like them all
it works, and it’s in no fear of rotation so have at it
0
This is why I always try to grumble Zola or even use Zola to grumble twice. Anything to guarantee the results happen
1
This type of thing exists through themed quests,
self imposed limitations you’re putting on yourself by playing jank or less reliable decks doesn’t need to be rewarded. It’s your choice to go out of line with the flow, you’re not taking a harder path you’re just putting on extra weight for no reason
coming up with a successful anti-meta deck is already rewarding in itself, instead of pushing bad play try paving the new trend.
0
It’s garbage because it was a one and done
there was never a reason to play it a second time, and the reward for its completion was just a handout
3
Yikes.
0
Unfortunately there’s combos that use that many pieces to just outright win the game that turn
youre asking a steep price for your opponent not to be able to answer your board, despite it being very large
though it is pretty cool to make an explosive play like this
1
My avg is around 6k or so, it fluctuates depending on my free time and if blizzard does a promo event for double gold etc.
also extremely short Rock Paper Scissors brawls get me my 30 win gold cap when they come around
1
I don’t really hate any decks, bad matchups are kind of frustrating though.
0
Been playing this exclusively for the past few days because of my initial climb, I hit Rank 1 then tumbled all the way down to 3.
Odd rogue and tempo mages aggressively destroy this if I don’t pull the god hand. It’s still fun, but it’s incredibly difficult to complete the quest and play barnabus before it’s too late and I can’t rebound back
1
DKs will rotate out soon, but you do bring up a great concept
we might even be able to go further with this by making a heavily costed card that alters an opponents hero power into something incredibley weak or even make it mutually beneficial to you and the opponent should they use it
3
It will still transform a minion in their hand, yes
0
Just one spell stone so I’d have a reliable way to kill my hadronox for one last bang if necessary
Unfortunately against aggro a lot of cards feel dead in hand, before the quest is complete I’m generally feeling helpless even with armor boosts because my recruits offer no defensive potential and by turn 4-5 im being threatened for lethal if I didn’t have a swipe in hand
It’s a fun deck and I’m net positive winrate so far, I’m just having some rotten games with aggressive matchups
0
Tried it out, it’s nice
mainly banks on Druid just being a powerhouse, aggro is also a big problem without a good opening hand
its miserable when you’ve got a stack of dead cards that you’d have rather stayed in the deck to be recruited out
i put in a naturalize for some more consistentcy