An odd Hunter draft resulted in a lot of beasts, but absolutely no beast synergy. I ended up having to rely on bows, traps, and - oddly enough - my pair of Abominations (those two probably won about 4-5 games pretty much all by themselves) to burn my opponent down. One of my most fun arenas in recent memory. ^_^
Twelve win Hunter! Gotta admit, the class is really growing on me (was one of my favorites back in beta, before the whole Unleash fiasco). Rewards were 460 gold and 2 packs, one of which contained Nat Pagle.
Not really, since I'm constantly rotating between classes and deck types within those classes. The decks that tend to find themselves on this rotation most often include: Control Priest, Midrange Priest, Tempo Priest, Ramp Druid, Midrange Druid, Token Druid, Tempo Shaman, Control Shaman, Freeze Mage, Midrange Mage, Control Hunter, Midrange Hunter, Aggro Rogue (one of the few aggro decks I actually have fun playing for some reason), Healadin, Handlock, and countless gimmick decks.
Really, the only class I don't play fairly regularly is Warrior, which can probably be attributed to the Grommash-shaped hole in my collection (although he's finally worked his way to the top of my crafting queue).
(In retrospect, I realize that I could have just made its effect activate at the end of the turn instead of forcing it to initiate its own deathrattle, but I'm too lazy to go back and redo that.)
My guess: It will be black and white with a skull where the Hearthstone insignia normally goes (perhaps with the signature swirl being placed inside of its eyes) and bones forming its border.
I tend to do #4 if it isn't completely obvious that I have the win, just so that my opponent doesn't think "Oh, if only I'd done X two turns ago, I could have won." I prefer to let them know how much of a hidden advantage I really had so that they can use that information to improve their play in the future.
Otherwise, if it's obvious that I have lethal, then I'll go for Kolento/Trump BM of bringing my opponent exactly to 0 if it's possible.
Slow roll BM is annoying as hell and I reserve the right to silence anyone who engages in emote-spamming.
Started this run 1-2 and considered just retiring. Decided to go ahead and play it out since I felt it was still good enough to maybe pull out a 7-2 if I was lucky... Ended up going 12. :P
Rewards were one pack and 500g, so I guess it's time I finally start saving for Naxx.
Been trying it out in the following deck recently, with... mediocre success (pretty good against slow decks, coin-flip or worse against the faster ones which flood the meta atm):
(Plan on adding in Dark Cultist once Naxx is released.)
Your mileage may vary, but I've been having fun with it; still nowhere near the consistency of Warlock Zoo, but a hell of a lot less boring with far more room for creative play. It seems very difficult to make Priest work as anything other than Midrange or Control - like trying to fit a square peg through a triangular gap - but that's not gonna stop me from trying. :P
As for the original question of the card's viability, Shadowform is generally too slow to be useful and messes up the Priest's natural synergy with healing. The only decks I can really see it working in are a fairly slow control deck so that you have time to get value out of it or something like I posted above, where it can help keep constant pressure on the opponent into the later stages of the game.
You have way to many 1 ofs for sure make the deck more consistent first
what do you mean, 2 clerics (certianly you wouldnt suggest dropping??) 2 squires (crazy with blood knight) and a smite?
maybe mind vision could go
When they said "1 of" they meant that you have a lot of cards which are only in the deck once (e.g.: 1 Abomination, 1 Stampeding Kodo, 1 Argent Commander, etc.). The main problem with this is that it makes the deck less reliable. It becomes significantly less likely you'll get to the cards you really want to make the deck work and will end up getting a bunch of cards which have little to no synergy more often than not. Hopefully all that makes sense. :)
I recently started playing on the EU servers and ran into a similar problem due to the way MMR apparently works. It's a bit awkward playing against Handlock and Miracle Rogue when you're still trying to unlock the basic set. :P
I always though expert AI was the place to unlock your basic cards, but if you're already an experienced player starting up on a new locale, that would be rather boring I guess.
You unlock basic cards by leveling up your characters so they can be unlocked in any mode (expert AI, regular AI, casual, ranked, arena)
Yes. What I'm saying is that normally if someone said "It's a bit awkward playing against Handlock and Miracle Rogue when you're still trying to unlock the basic set" I would tell them to go unlock their basic cards playing the AI. However, since ODCS is not a new player and is only unlocking basic cards because he just started on a new region, I imagine that this would be boring for him and that he would rather persevere against tough opposition than play the AI.
Yeah, fun as it is manipulating the rather underwhelming AI to make absolutely terrible trades and watching them play cards in entirely the wrong order, I felt I was getting worse at the game just watching them attempt to play. Really hoping Naxx comes with smarter artificial opponents, or that their cards are powerful enough that it can come close to making up for them being practically braindead. :P
1) "Huntard" is a derogatory term primarily used to describe the people who bandwagoned over to the class back when Unleash only cost 2 mana and allowed for practically brainless rush tactics. I suggest that in the future, if you legitimately want people's help, you don't start by insulting them. Moving on!
2) Cards I'd recommend removing: Timber Wolf is not a particularly good minion in a midrange deck. While it combos fine with Unleash the Hounds, outside of that, it's essentially Raid Leader, and there's a good reason why that minion doesn't see much play in constructed. Ironbeak Owl and Faerie Dragon are okay, but rarely will their effects be worth the slot they take up in your deck.
3) Cards I'd consider adding: River Crocolisk is a solid 2 drop which works very well with Houndmaster. Oasis Snapjaw is another card which goes quite nicely with +2/+2 and Taunt, and it's a pain for a lot of decks to remove even when it isn't buffed. Flare can single-handedly win games against Freeze Mage, and can make it much easier to deal with Miracle's stealthed Gadgetzans; at worst, it's 1 mana to draw a card, which still isn't bad.
4) Other potential considerations: It's possible you might find a second Eaglehorn Bow useful since you only have two traps, but one could also been enough. Scavenging Hyena is a card I'm not currently running due to how big of a target it often makes itself. Without it, the deck is practically immune to BGH and silence is only a minor nuisance; I'd personally want to replace it with something that is less conditional in its value, but it's really a matter of preference. A second Stranglethorn Tiger could have a lot of potential, as concealed Gadgetzan is usually a problem for most classes to deal with, and Strangelthorn has even more health, making it an almost guaranteed 5 damage; however, Stranglethorn is just 1 of the 3 5-drops you seriously want to consider in Midrange Hunter, the other two being Stampeding Kodo (which I see you already have in there) and Tundra Rhino, which combos amazingly well with Savannah Highmane (play the 6/5 with charge and if you need to trade it into something you get 2 2/2 minions with charge to follow it up, allowing for potentially 6 damage at the cost of just 6 mana and having a Rhino on the board) and also of course with all the other beasts in the deck. Which ones of the three you want in your deck and how many of each is up to you, and I'd recommend trying a few different variations to see which works best for you.
I recently started playing on the EU servers and ran into a similar problem due to the way MMR apparently works. It's a bit awkward playing against Handlock and Miracle Rogue when you're still trying to unlock the basic set. :P (Actually managed to beat one Miracle Rogue using a budget Warlock deck with Jaraxxus thrown in because he's the first/only legendary I've gotten on that server.)
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An odd Hunter draft resulted in a lot of beasts, but absolutely no beast synergy. I ended up having to rely on bows, traps, and - oddly enough - my pair of Abominations (those two probably won about 4-5 games pretty much all by themselves) to burn my opponent down. One of my most fun arenas in recent memory. ^_^
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OCRemix. Words cannot express how awesome it is to play for your twelfth win in arena with a metal remix of Dancing Mad playing in the background. :)
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Twelve win Hunter! Gotta admit, the class is really growing on me (was one of my favorites back in beta, before the whole Unleash fiasco). Rewards were 460 gold and 2 packs, one of which contained Nat Pagle.
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Not really, since I'm constantly rotating between classes and deck types within those classes. The decks that tend to find themselves on this rotation most often include: Control Priest, Midrange Priest, Tempo Priest, Ramp Druid, Midrange Druid, Token Druid, Tempo Shaman, Control Shaman, Freeze Mage, Midrange Mage, Control Hunter, Midrange Hunter, Aggro Rogue (one of the few aggro decks I actually have fun playing for some reason), Healadin, Handlock, and countless gimmick decks.
Really, the only class I don't play fairly regularly is Warrior, which can probably be attributed to the Grommash-shaped hole in my collection (although he's finally worked his way to the top of my crafting queue).
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*Boom!*
(In retrospect, I realize that I could have just made its effect activate at the end of the turn instead of forcing it to initiate its own deathrattle, but I'm too lazy to go back and redo that.)
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My guess: It will be black and white with a skull where the Hearthstone insignia normally goes (perhaps with the signature swirl being placed inside of its eyes) and bones forming its border.
0
I tend to do #4 if it isn't completely obvious that I have the win, just so that my opponent doesn't think "Oh, if only I'd done X two turns ago, I could have won." I prefer to let them know how much of a hidden advantage I really had so that they can use that information to improve their play in the future.
Otherwise, if it's obvious that I have lethal, then I'll go for Kolento/Trump BM of bringing my opponent exactly to 0 if it's possible.
Slow roll BM is annoying as hell and I reserve the right to silence anyone who engages in emote-spamming.
1
Done!
0
Started this run 1-2 and considered just retiring. Decided to go ahead and play it out since I felt it was still good enough to maybe pull out a 7-2 if I was lucky... Ended up going 12. :P
Rewards were one pack and 500g, so I guess it's time I finally start saving for Naxx.
0
Been trying it out in the following deck recently, with... mediocre success (pretty good against slow decks, coin-flip or worse against the faster ones which flood the meta atm):
(Plan on adding in Dark Cultist once Naxx is released.)
Your mileage may vary, but I've been having fun with it; still nowhere near the consistency of Warlock Zoo, but a hell of a lot less boring with far more room for creative play. It seems very difficult to make Priest work as anything other than Midrange or Control - like trying to fit a square peg through a triangular gap - but that's not gonna stop me from trying. :P
As for the original question of the card's viability, Shadowform is generally too slow to be useful and messes up the Priest's natural synergy with healing. The only decks I can really see it working in are a fairly slow control deck so that you have time to get value out of it or something like I posted above, where it can help keep constant pressure on the opponent into the later stages of the game.
0
When they said "1 of" they meant that you have a lot of cards which are only in the deck once (e.g.: 1 Abomination, 1 Stampeding Kodo, 1 Argent Commander, etc.). The main problem with this is that it makes the deck less reliable. It becomes significantly less likely you'll get to the cards you really want to make the deck work and will end up getting a bunch of cards which have little to no synergy more often than not. Hopefully all that makes sense. :)
Also, yeah, Mind Vision is probably safe to remove. Thoughtsteal is generally superior.
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2x Force of Nature and a Savage Roar combined with decent early game and a lot of powerful 5+ drops. Only loss was to a mage with Pyroblast.
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Yeah, fun as it is manipulating the rather underwhelming AI to make absolutely terrible trades and watching them play cards in entirely the wrong order, I felt I was getting worse at the game just watching them attempt to play. Really hoping Naxx comes with smarter artificial opponents, or that their cards are powerful enough that it can come close to making up for them being practically braindead. :P
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Here's my two cents:
1) "Huntard" is a derogatory term primarily used to describe the people who bandwagoned over to the class back when Unleash only cost 2 mana and allowed for practically brainless rush tactics. I suggest that in the future, if you legitimately want people's help, you don't start by insulting them. Moving on!
2) Cards I'd recommend removing: Timber Wolf is not a particularly good minion in a midrange deck. While it combos fine with Unleash the Hounds, outside of that, it's essentially Raid Leader, and there's a good reason why that minion doesn't see much play in constructed. Ironbeak Owl and Faerie Dragon are okay, but rarely will their effects be worth the slot they take up in your deck.
3) Cards I'd consider adding: River Crocolisk is a solid 2 drop which works very well with Houndmaster. Oasis Snapjaw is another card which goes quite nicely with +2/+2 and Taunt, and it's a pain for a lot of decks to remove even when it isn't buffed. Flare can single-handedly win games against Freeze Mage, and can make it much easier to deal with Miracle's stealthed Gadgetzans; at worst, it's 1 mana to draw a card, which still isn't bad.
4) Other potential considerations: It's possible you might find a second Eaglehorn Bow useful since you only have two traps, but one could also been enough. Scavenging Hyena is a card I'm not currently running due to how big of a target it often makes itself. Without it, the deck is practically immune to BGH and silence is only a minor nuisance; I'd personally want to replace it with something that is less conditional in its value, but it's really a matter of preference. A second Stranglethorn Tiger could have a lot of potential, as concealed Gadgetzan is usually a problem for most classes to deal with, and Strangelthorn has even more health, making it an almost guaranteed 5 damage; however, Stranglethorn is just 1 of the 3 5-drops you seriously want to consider in Midrange Hunter, the other two being Stampeding Kodo (which I see you already have in there) and Tundra Rhino, which combos amazingly well with Savannah Highmane (play the 6/5 with charge and if you need to trade it into something you get 2 2/2 minions with charge to follow it up, allowing for potentially 6 damage at the cost of just 6 mana and having a Rhino on the board) and also of course with all the other beasts in the deck. Which ones of the three you want in your deck and how many of each is up to you, and I'd recommend trying a few different variations to see which works best for you.
Happy hunting!
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I recently started playing on the EU servers and ran into a similar problem due to the way MMR apparently works. It's a bit awkward playing against Handlock and Miracle Rogue when you're still trying to unlock the basic set. :P (Actually managed to beat one Miracle Rogue using a budget Warlock deck with Jaraxxus thrown in because he's the first/only legendary I've gotten on that server.)