If you can use ANY card aside from gadgetzan (didn't understand if you can use duplicates but I would do the decks anyways), I would use a control n'zoth priest, secret paladin, patron warrior and probably for the fourth I would use a c'thun deck.
If Small-Time Buccaneer is broken, then cards like Southsea Deckhand (1 mana 2/1 charge) and Bloodmage Thalnos (spell damage + card draw + 1/1) are broken and they have been what they are for a long time while no one ever complained. Besides, weapon removal is a thing in this game, so it's easily countered and even then it has 2 health.
I don't think they nerf small ime buccaneer. They never had a Problem with Cogmaster and the Buccaneer is less reliable. There are less weapons in aggro decks than mechs in mech decks.
What you are not taking into account is that to remove a mech is easier than removing a weapon and weapons get to last for 2+ turns. Removing a mech requires any form of damage, be a minion, damage or a spell vs removing a weapon which requires an ooze (2 of in your deck) or harrison (too late in this case).
That being said, it is true cogmaste was never a huge problem in the game and it is true that there are less weapons than mechs (except for rogue). So yes, I don't think it will receive a nerf.
He is actually not that incorrect. Once you craft the deck you want, there's no need to disenchant cards since you will never know when will you use them in the future for other decks. Take my example, I de'd my only copy of faceless manipulator back in 2015 to craft an azure drake. Now that renolock is a thing, I needed one for reno decks
Also, I don't remember having a disenchant guide in the forums, but there is a crafting one in the general discussion.
Actually, that's not really how f2p works. See, Faceless is a good card. It's not great in all decks, but there are certainly places where it's essential. When a card is good, it makes sense not to DE. But when a card is bad, there's no place for it, it's safe to DE. That is what OP's asking for, a list of cards that are safe to DE.
I'd also argue that cards where the deck that can successfully utilize it hasn't been made yet, like Kabal Crystal Runner, or pre-Kara Fist of Juraxxus for example, are also safe to DE, because there's no guarantee that the card will be good. Faceless can always have a place, but a card that's never been good is a problem. The issue is that as F2P you have limited dust, and when there's a bad card to dust, go ahead and do it.
Good point. But what about a card like shadow rager. Statwise it IS bad, but probably there will be an archetype based on the card, strictly because the card will be around for one more year.
As far as disenchanting, I still keep the OP cards from naxxramas because of some wild deck I run. But I will be disenchanting soon bad cards from BrM, LoE and TGT since they will be rotating out. I wouldn't disenchant any 2016 cards yet until they rotate out due to possible future synergies at least until the last expansion of 2017's set. For classic card, I would not disenchant any.
He is actually not that incorrect. Once you craft the deck you want, there's no need to disenchant cards since you will never know when will you use them in the future for other decks. Take my example, I de'd my only copy of faceless manipulator back in 2015 to craft an azure drake. Now that renolock is a thing, I needed one for reno decks
Also, I don't remember having a disenchant guide in the forums, but there is a crafting one in the general discussion.
As far as the meta goes, it is more diverse than ever. It is splitted into: aggro pirate warrior/rogue, aggro pirate/jade shaman, dragon priest (tempo), jade druid (ramp druid with jade golems) and finally the reno control decks where renolock stands out. Don't remember if there was any other meta deck.
As far as OPness, savjz and reynad reached legend #1 with renolock and both claim it is the most powerful deck when played right. Can be a bit hard to learn though. Honorable mention from reynad in favor of aggro jade shaman since he used it to ladder from rank 15 to 4 in asia server in a matter of hours.
The combination is lethal when played right, but very easily countered when played incorrectly. I often elect to not summon any creatures and take some damage to the face, so my opponent fills up his board. Then cast Scaveging Hyena + Unleash The Hounds (+ sometimes Timber Wolf)
I never run this combo when opponent plays less than 3 creatures, 3 is the bare minimum in case you need it for a trade against a bigger creature. Generally I only use this combo when opponent has 4+ creatures out.
This post is from 2014, why did you revive the post?
To pull jade idols off from the Gadgetzan Auctioneer you need to have an empty deck and Jade Idol is made for fatigue. On the other hand, Miracle Rogue can win before turn 10 against control decks and even then miracle rogue will sh*t on "miracle druid" or whatever archetype they'll find for jade druid.
Actual healing for the class that's supposed to be all about healing! *heart attack*
I would still like to see a shadow priest meta. In WoW shadow priests are so awesome. And the mini-game they play with the shadow orbs is quite interesting too.
hex neede no nerf, because it gives a taunt for the opponent, it can be valueable for them in some instances
if you buff the dalaran mage the way you did, it will be overpowered(almost as good as bloodmage) but if you let it stay that way it is underpowered, it is a weird card let it stay that way :P
about the warsong i think you are right about the buff
The problem is that when you cast Hexyoudecide when to give a taunt to the opponent so you can play around it. It happened the same to dark cultist's deathrattle. You could kill everything before killing the cultist and it would never trigger his effect properly.
Going back to hex, as opposed to Polymorph, the frog has no attack. Even Target Dummy is an 0/2 in stats while Murloc Tinyfin is a 1/1. Therefore, Hex should cost 4 given it's the same effect, and gives even a weaker body in stats than polymorph. The cast is over the top for the effect and cost.
Polymorph effects are the best removals in the game by far, they actually don't kill the minion so deathrattles don't trigger. I'm not quite sure if Naturalize would be balanced, even if the opponent draws a card. In my opinion as a 3 mana destroy a minion, your opponent draws a card would be fine.
About nozdormu, what I would like to see is a DoT or anything-over-time effect rather than "at the end/at the start of your turn". Especially because he is the dragon aspect of time.
Blade Furry would be nice as 2 mana since it has too many requirements. It requires you a weapon, to buff it and then it destroys the weapon. The other possibility would be to leave as a 4 mana, same effect but instead of destroying the weapon, to remove one durability (or even not removing anything).
Speaking of classic cards, I would love to make kidnapper a 5 mana card, or even a 4 mana card. 6 mana 5/3 combo: sap is so overcosted.
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All hail Trump teachings! Personally that was how I learned basic concepts of the game.
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If you can use ANY card aside from gadgetzan (didn't understand if you can use duplicates but I would do the decks anyways), I would use a control n'zoth priest, secret paladin, patron warrior and probably for the fourth I would use a c'thun deck.
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If Small-Time Buccaneer is broken, then cards like Southsea Deckhand (1 mana 2/1 charge) and Bloodmage Thalnos (spell damage + card draw + 1/1) are broken and they have been what they are for a long time while no one ever complained. Besides, weapon removal is a thing in this game, so it's easily countered and even then it has 2 health.
What you are not taking into account is that to remove a mech is easier than removing a weapon and weapons get to last for 2+ turns. Removing a mech requires any form of damage, be a minion, damage or a spell vs removing a weapon which requires an ooze (2 of in your deck) or
harrison(too late in this case).That being said, it is true cogmaste was never a huge problem in the game and it is true that there are less weapons than mechs (except for rogue). So yes, I don't think it will receive a nerf.
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He is actually not that incorrect. Once you craft the deck you want, there's no need to disenchant cards since you will never know when will you use them in the future for other decks. Take my example, I de'd my only copy of faceless manipulator back in 2015 to craft an azure drake. Now that renolock is a thing, I needed one for reno decks
Also, I don't remember having a disenchant guide in the forums, but there is a crafting one in the general discussion.
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As far as the meta goes, it is more diverse than ever. It is splitted into: aggro pirate warrior/rogue, aggro pirate/jade shaman, dragon priest (tempo), jade druid (ramp druid with jade golems) and finally the reno control decks where renolock stands out. Don't remember if there was any other meta deck.
As far as OPness, savjz and reynad reached legend #1 with renolock and both claim it is the most powerful deck when played right. Can be a bit hard to learn though. Honorable mention from reynad in favor of aggro jade shaman since he used it to ladder from rank 15 to 4 in asia server in a matter of hours.
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same thought, just like they do with blizzard's devs.
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To pull jade idols off from the Gadgetzan Auctioneer you need to have an empty deck and Jade Idol is made for fatigue. On the other hand, Miracle Rogue can win before turn 10 against control decks and even then miracle rogue will sh*t on "miracle druid" or whatever archetype they'll find for jade druid.
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Rogue still has the best anti control deck in the game. Miracle rogue is a tier 2 as is. If the meta slows down, rogues will dominate anyways.
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Because Rogue shits on Priests anyways atm and even after the expansion. Miracle Rogue is the best anti-control/fatigue deck.
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Polymorph effects are the best removals in the game by far, they actually don't kill the minion so deathrattles don't trigger. I'm not quite sure if Naturalize would be balanced, even if the opponent draws a card. In my opinion as a 3 mana destroy a minion, your opponent draws a card would be fine.
About nozdormu, what I would like to see is a DoT or anything-over-time effect rather than "at the end/at the start of your turn". Especially because he is the dragon aspect of time.
Blade Furry would be nice as 2 mana since it has too many requirements. It requires you a weapon, to buff it and then it destroys the weapon. The other possibility would be to leave as a 4 mana, same effect but instead of destroying the weapon, to remove one durability (or even not removing anything).
Speaking of classic cards, I would love to make kidnapper a 5 mana card, or even a 4 mana card. 6 mana 5/3 combo: sap is so overcosted.