How is this deck uncounterable? Playing Dirty Rat late in the game has a very high chance to make the game unwinnable for the mage. Quest mage appliess no pressure, so if they lose the possibility to chain infinite fireballs, they can win pretty much only vs warlocks that lower their HP themselves.
Quest mage has to draw their entire deck, while trying to make room for Cabalist's Tome cards, then rely on rng spells to complete the quest, which often cost too much or aren't easy to play (duplicate secrets, Shatter), not get pressured too much, not get screwed by Dirty Rat, Coldlight Oracle, Vanish, Sap. It's pretty hard to win with the deck, I've had more success with quest druid lately.
It's a fun deck to play. But it went from almost 100% win rate the first week to sub 50% later on for me.
Transformed and silenced minions being still 5/5 is overkill. The deck has lots of bounce effects to make these effects less useful, while also producing lots of 5/5 charge minions for minimal cost. There's no need to make minions immune to them. On the other hand Vancleef exceeding 5/5 stats is just inconsistent at this point.
The last expansion was so stale I now long for almost all the decks to leave. I'm even fed up with Reno at this point. Emperor Thaurissan and Brann Bronzebeard are great cards, but I've had enough of greedy plays. Justicar Trueheart won't be missed too, although jade rotated it prematurely.
Do the devs think that Gadgetzan was a bit too extreme? Pirates dominated the expansion, making many decks obsolete, Jade mechanic invalidated most control decks, the meta was rock-paper-scissors, where rock had to draw Reno to win against scissors. Going into the future Gadgetzan looks bad too. Un'Goro has to have a lot of powercreep to match Jade. Generic hand buffs of Grimy Goons can still work here and there, yet the Kabal are screwed with Reno rotating out.
They didn't show the actual interactions with the new Elemental tribe. I wonder how are they going to not make the set extremely favored for Shaman. Most of the elemental minions are Shaman cards. I guess some classes like Druid and Hunter will be more Adapt-centric with dinosaurs, but still - Elementals are almost Shaman-exclusive.
It's fine, everyone can play elemental but mage and shaman will have the most synergy with the tag that's it. It's the same with dragons, pirates and mechs, some classes are favored.
They didn't show the actual interactions with the new Elemental tribe. I wonder how are they going to not make the set extremely favored for Shaman. Most of the elemental minions are Shaman cards. I guess some classes like Druid and Hunter will be more Adapt-centric with dinosaurs, but still - Elementals are almost Shaman-exclusive.
Voidwalkers and Voidcallers are not elementals. They are Void creatures, which I guess count as demons in-game, but technically aren't . The Void Lords are the true enemy of the Burning Legion and creators of the Old Gods. You see the Void Lords corrupt titan souls, such as Azeroth and when Sargeras found an almost corrupt Titan Soul, he killed it. After the other titans wouldn't really listen to why he did this, he created the Burning Legion to kill any Titan Soul he could find in order to prevent the Void Lords from corrupting one and using it to take control. At least that's how I remember it going, may be off on a few things.
Mana Wyrm and Red Mana Wyrm are definitely not Elementals, they are living beings. All the demonic creatures aren't Elementals, their generic shape has nothing to do with being Elementals and the armlets just show they are being bound to the will of the summoner or maybe to the current realm. Not sure if there would be Arcane or Shadow Elementals as the elements are usually just Fire/Water/Earth/Wind.
Lol whoops on the Mana Wyrms i'll remove.
But for the void cards I'm going based on the gamepedia page
Not gonna say if it's right or wrong but that's what I saw
Well, you do have a point - in WoW there are Void elementals. And also there are shadow and life motes and stuff in WoW. In Un'Goro setting I see only basic 4 elemets being used for Elemental tribe, but they could just make older cards Arcane/Shadow/Holy and maybe Life elementals.
Hopefully this list helps (and is somewhat accurate) at least as a starting point. It will be interesting to see what other elementals are released in Un'Goro. I'm looking forward to the continued reveals on the 17th.
Mana Wyrm and Red Mana Wyrm are definitely not Elementals, they are living beings. All the demonic creatures aren't Elementals, their generic shape has nothing to do with being Elementals and the armlets just show they are being bound to the will of the summoner or maybe to the current realm. Not sure if there would be Arcane or Shadow Elementals as the elements are usually just Fire/Water/Earth/Wind. Un'Goro is all about primal forces - basic elements and primordial life forms. Can't imagine the devs using Arcane, Shadow and Holy Elementals in that setting.
8
To hell with this emote crap! HS team is so stubborn it's unbelievable. Autosquelch should've been implemented years ago.
2
Don't know about meta-breaking, but I really like the deck. It's exactly what I was looking for. Thanks!
0
How is this deck uncounterable? Playing Dirty Rat late in the game has a very high chance to make the game unwinnable for the mage. Quest mage appliess no pressure, so if they lose the possibility to chain infinite fireballs, they can win pretty much only vs warlocks that lower their HP themselves.
Quest mage has to draw their entire deck, while trying to make room for Cabalist's Tome cards, then rely on rng spells to complete the quest, which often cost too much or aren't easy to play (duplicate secrets, Shatter), not get pressured too much, not get screwed by Dirty Rat, Coldlight Oracle, Vanish, Sap. It's pretty hard to win with the deck, I've had more success with quest druid lately.
It's a fun deck to play. But it went from almost 100% win rate the first week to sub 50% later on for me.
1
Transformed and silenced minions being still 5/5 is overkill. The deck has lots of bounce effects to make these effects less useful, while also producing lots of 5/5 charge minions for minimal cost. There's no need to make minions immune to them. On the other hand Vancleef exceeding 5/5 stats is just inconsistent at this point.
2
Will casting a spell not from your deck on this minion count as 2 spells for Open the Waygate?
0
The last expansion was so stale I now long for almost all the decks to leave. I'm even fed up with Reno at this point. Emperor Thaurissan and Brann Bronzebeard are great cards, but I've had enough of greedy plays. Justicar Trueheart won't be missed too, although jade rotated it prematurely.
I'm worried about Reno classes though - they were hit the most. Mage is pretty much non-existant at this point. Tempo Mage loses Flamewaker, Arcane Blast, Forgotten Torch. Reno Mage without Reno Jackson looks pointless. Frost Mage loses Ice Lance, Forgotten Torch and Emperor Thaurissan.
Same with Priest. Dragons and Reno are leaving, maybe pseudo-reno legendary Priest quest makes a new viable deathrattle deck.
1
I wish there was a good-statted mage minion with battlecry "discover a mage secret".
6
Do the devs think that Gadgetzan was a bit too extreme? Pirates dominated the expansion, making many decks obsolete, Jade mechanic invalidated most control decks, the meta was rock-paper-scissors, where rock had to draw Reno to win against scissors. Going into the future Gadgetzan looks bad too. Un'Goro has to have a lot of powercreep to match Jade. Generic hand buffs of Grimy Goons can still work here and there, yet the Kabal are screwed with Reno rotating out.
0
0
1
They didn't show the actual interactions with the new Elemental tribe. I wonder how are they going to not make the set extremely favored for Shaman. Most of the elemental minions are Shaman cards. I guess some classes like Druid and Hunter will be more Adapt-centric with dinosaurs, but still - Elementals are almost Shaman-exclusive.
0
0
Mana Wyrm and Red Mana Wyrm are definitely not Elementals, they are living beings. All the demonic creatures aren't Elementals, their generic shape has nothing to do with being Elementals and the armlets just show they are being bound to the will of the summoner or maybe to the current realm. Not sure if there would be Arcane or Shadow Elementals as the elements are usually just Fire/Water/Earth/Wind. Un'Goro is all about primal forces - basic elements and primordial life forms. Can't imagine the devs using Arcane, Shadow and Holy Elementals in that setting.
0
It probably was the fist card I crafted back in beta. Still like Azure Drake, sad to see it go.
1
You should have more C'Thun buffing cards to make him useful. Just 2 beckoners are not enough. You need at least 2 Disciple of C'Thun and 2 C'Thun's Chosen, maybe Cult Sorcerer.
Arcane Missiles and Mirror Image doesn't do much for you - they only buff Mana Wyrm and you don't want to waste cards as Mage doesn't have much draw. You take cheap spells to synergize with Archmage Antonidas or Flamewaker - otherwise they aren't impactful enough. 2 Acolyte of Pain are very slow - I'd swap them for 2 Loot Hoarders.
Looks like you don't have many cards yet, so I suggest you pick more minions:
Remove C'Thun, 2 Beckoner of Evil, 2 Acolyte of Pain, 1 Arcane Missiles, 2 Mirror Image, 1 Polymorph
Add 1 Arcane Explosion, 2 Loot Hoarder, 2 Acidic Swamp Ooze, 2 Raging Worgen, 2 Boulderfist Ogre.
Also consider picking Babbling Book, Amani Berserker, Gurubashi Berserker (you can hero power them for damage buffs), Cult Sorcerer (even with no C'Thun in deck - just for spellpower), Ethereal Conjurer, Faceless Summoner, North Sea Kraken when you get them.