By default, the player with the most minions on the board goes first.
If both players have an equal amount of minions, it's a coin-flip. Simple as that.
Actually, Sherman, you are exactly the example people should be following.
You may piss people off sometimes, but you yourself almost never take things too personally.
If people would just stop being babies about dumb shit, others wouldn't have to walk on eggshells all the time.
There's a distinct difference between people having to walk on eggshells because you're intervening and seeking conflict for no reason, or walking on eggshells because the rest is over-sensitive. Sherman has made it clear in his original post that this isn't a one-off occurrence; he has received multiple reports to which the mods have reached out to him. And while I'm sure not all those occurrences warranted action from mods/visitors of this forum, you have to realize, at some point, it might just be your own behavior, instead of that of others.
In any environment, online or offline, you'll encounter people that think differently than yourself, and it's good to take that into consideration. I'm not saying you have to completely alter who you are, but again, actively seeking conflict or conflict simply happening while you're there are two vastly different things.
Be how thee will, but know it bears consequences. Sherman reached out because he doesn't like those consequences anymore.
As others have mentioned, don't dust or craft anything so close to a new expansion. If you're adamant on playing Mage only, try to collect dust for the upcoming expansion to craft the Mage cards you didn't receive in packs, and make a good deck then.
Also, and I'm sorry this may sound rough, but it's in my very best composure when I say that Unexpected Results is an extremely bad card, and not worth the 400 dust.
Looking at your history in previous posts you've placed in November alone, you seem to be drawn to conflict. There are very few replies that just answer questions or participate in any conversations alone; there's always an undertone of misconstrued grandeur towards someone or something.
Try to just help people, instead of stirring up ruckus everywhere you set foot. I'm nowhere near innocent of some of this myself, as I can get pretty agitated by the negativity portrayed on a forum such as Hearthpwn, but I at least try to balance it out a bit.
The internet is a digital place of freedom, but you're dealing with real people, and freedom of speech should not be confused with verbally bringing harm to other users.
I'll never understand why people ask these questions when the deck's creator actually took time to write this stuff down.
"chillmaw: removal and egg clearer. unreplaceable unless you get rid off the egg's". So yes, it's replaceable, but no, it's not recommended.
Even though we have seen little cards from Team 5 in the new expansion so far, the release of Nozdormu the Timeless alone, has stirred up a lot of theorycrafting-ideas in the community. On the one hand, the card is a 4-mana 8/8, which is insane (as we all remember how good Flamewreathed Faceless was). On the other hand, you get empty mana crystals, which means your opponent gets to use them first. Myself, my thoughts went immediately towards Control Paladin, in a build that focuses on Dragons, with cards such as Cathedral Gargoyle and the newly released Sand Breath.
Specifically, I always wanted Nozari to be a viable card, but alas, it's not. In this build however, one can hope to pull off the curve of Sir Finley of the Sands, into High Priest Thekal, into Nozdormu the Timeless, into Nozari, which nets you about 25 to 30 armor extra by turn 5. It's all speculation of course, but I'm very hyped for what's to come still, and to theorycraft with this deck archetype even more.
Normally, I'd list all the cards here, and why I chose them. But for theorycrafting, in an incomplete collection nonetheless, this doesn't seem wise. Instead, I wanted to discuss some of the doubtful picks I made, of which I am not sure yet. This would be on top of the discussion I want to have about the overall Archetype.
I went for a HL Dragon build, because I love HL decks, and I love Dragons ever more. However, the thought of it being more focused on healing, instead of purely on Dragons, has crossed my mind several times. In essence, I'm using the Hakkar the Soulflayer & Archivist Elysiana suite, on top of the standard Control-cards, such as Shrink Ray and Equality, coupled with Wild Pyromancer and Dragonmaw Scorcher.
You could instead go for a more healing-based decks, using cards such as Crystalsmith Kangor, Flash of Light and Zandalari Templar. You could exclude cards such as Hakkar and Elysiana, although the gameplan doesn't change that much; outgrind your opponent, as any Control deck does.
So, what are your plans with Nozdormu, or Paladin in general? I've seen several ideas around Big Paladin having a much needed extra impulse in our beloved timeless Dragon.
||Ability (8)||Weapon (1)|
A hero isn't automatically good just because you won once with said hero. There are a lot of factors than can influence a win or loss. Tier lists, made by streamers, are very often a summary of their experiences in Battlegrounds, having played many of the heroes multiple times. Your one example does not come close to their experience.
You say: "don't listen to tier lists, because here's my experience". They say: "listen to our tier lists, because here's our experience". No different than what you're doing yourself.
Hakkar is being used to counter specifically OTK decks and Druid, meaning even Control decks have a good answer for it. So no, I don't think there are any solid decks right now including Mecha'Thun.
Some say Nefarian's rage comes from the term "Dragon Breakfast".
I'd go for, in this order, Mean Streets of Gadgetzan, Goblins vs. Gnomes and Whisper of the Old Gods. As far as Legendaries go, these are the most common ones used.
Don't forget the adventures. Reno (LoE) for Highlander decks and Emperor (BM) for combo decks are pretty common in many decks.
If you have no wild cards, you probably want to open some KotFT packs too. Maybe you get a sweet hero card.
Why do you want to play this mode anyway although having barely any cards for it? Just curious.
Fair point, for some reason I always forget that KnC and KoFT are now wild. These are also very strong cards to collect. But as many have said before, go for the packs that contain the cards you need for the deck you want.
Dragon Tamer is a cool card, with a nice effect. I think it's a bit on the too-strong side, because it'll give you massive tempo advantage when played on curve. I would tweak the cost and stats a bit, to be more aligned with cards like Emperor Thaurissan. Drakecologist is far too weak. Yes, you create a potential highroll in the form of Kalecgos, but you could also low-roll tremendously. For 7 mana, with vanilla stats of 3/5, it's too much of a risk. I can see how you matched the stats against a card like Dragonhatcher, but the big difference is that you can influence what he pulls by building your deck. Also, he was barely played outside Taunt Druid, and only because he was pulled by Master Oakheart. I would suggest something along the line of 4 mana, 3/3, "If you control a Dragon, add a random Dragon to your hand.", as most Dragons have strong Battlecry effects but weaker A/H-stats. Rebel Yell is probably the strongest card, and I'd go for that one if you submit.
An okay-card, not much to say. Can be very weak, can be pretty strong.
I really like this card, well done. I like the flavor, effect, everything. Not much else to say.
First of all, very well-thought-out cards, with cool effects. However, Flame Sweep is very strong, if you met the condition. I just really want it to NOT be a Warrior card, as I can't stand the thought of Warrior having even more access to AoE than they do now... Draconic Portal is interesting, but I fear it's too weak right now. Many strong dragons are strong for their Battlecries, which you won't get when they're summoned. It looks like too big of an investment, and because of that, too much of a risk.
Very interesting card, cool effect. On curve, this will make any decent Control Dragon deck insanely powerful, so it might need to see a small bump in costs. Would be cool to build a deck with though. Nice job!
Essentially even more powerful than the original Warrior-quest, because after the quest is completed, it'll be hard for your opponent to ever gain control of the board again. Then again, Token decks will be a weakness for this Quest. Interesting, I wonder if you could just change it to "Play 6 Dragons", or whatever. Man, a real brain-breaker, this one.
I feel like Mechs are stronger in general, because Beasts really only get extremely powerful if you find the right cards, like Cave Hydra, Mama Bear and Goldrinn, as you mentioned. In my experience, if you don't find those, mechs will beat you any time.