The problem with that logic is that people can and do make mistakes, even when they are showing lethal on board. Its not the fault of a player if he chooses to wait until the game is clinched and the winning move has been executed.
Some cards rise and decline in popularity for no real reason. Look at mind control tech. That card was always good, but we didn't start seeing it in the meta until now. In fact, you'd have to imagine the card is less effective now that players are consciously playing around it, not wanting to drop that 4th minion on the board. I don't believe that Carine's usefulness has ever really declined. Though it did become apparent that Sylvanas, even at 6 mana, is a bit too strong so always gets the nod over Carine. Using Carine like massakre is sounds like a great idea.
No real reason. He's a great minion. Now that decks are running less silences due to less Nax deathrattle minions, you could certainly put him back in the lineup.
OP, many individuals on the site are not yet familiar with the new paladin deck archetype that you are referring to. It's favored against aggro decks. The new archetype is strong at the beginning, middle and end of the game. You've got zombie chows, sheilded minibots and weapons followed by quartermaster buffed dudes followed by Tirion the king of butt munches. It's pretty crazy. Duranoa's response made sense though as far as needing an ultrafast (facehunter) or ultraslow (priest) deck to counter it.
If you are trying to play traditional archetype decks like handlock, those are all vanilla cards. If you really want molten giant and jaraxxus you'd have to be getting those core set packs. It wouldn't really be feasible to craft all of those cards from leftover dust. There's nothing to say you can't make the next great deck archetype with the cards you get in GVG though.
Great question. I think you have made the correct choice here. One coil is likely optimal. It can be very useful however sometimes it doesn't have enough targets.
It doesn't do too much in constructed. It's not bad, but you usually have better options if you have the cards. It's really good in arena though. You could try making a warrior deck with armorsmith and frothing bezerker. That might provide some good synergy until you can get better cards.
To answer your question, no, I don't think there will be. I remember reading that it was a design objective to make the dragons unique and powerful but they do not have synergy with other dragons.
I am not sure where your math is coming from, but barring frequent fairly low win streaks, if you only had a win % of 40% you'd probably be somewhere between 15 - 20 (and likely closer to 20).
I guess that's probably right for 40%. But let's say a player wins 50% of games. Given a long enough timeline, the player would eventually reach rank 5 as long as they hit some win streaks. At this point rank 5 becomes average. Its hard to measure since before rank 5 its determined by skill + time spent playing, after rank 5 only skill.
I'm wondering if anyone knows what percentage of players are legendary. Right now I'm rank 4, which is where I normally am at this point in the season. I'm guessing this is about the average rank? I'm basing this off the fact that you only need to win about 40% of your games to reach rank 5 if you play enough games (consider win streaks before level 5 give you extra rank). If you are average you'd probably get a little past rank 5 would be my guess.
It's a well designed card. Astute points made that it's intended to provide a counter to miracle rouge without actually changing the mechanics of miracle rogue. Now what I'm really excited to see is if they come up with something for zoo. No specific zoo minions need to be nerfed but maybe they can do something about that twisted Warlock card draw mechanic without hurting other warlock decks.
I see why this is confusing to new players but I fail to see why anyone who has played for more than a week really cares? If you know how it will play out and the AI takes care of it, who really cares? It increases the skill advantage for people who are familiar with the mechanics. Doesn't seem like a big deal compared to what I've seen in other CCG where it's nearly impossible to figure out what the result should be and even then you don't really know if the judge got it "right". The AI takes care of everything and is consistent so you know what to expect after you see the scenario come up, doesn't seem like a big deal to me.
True, its not a big deal its nitpicking. You can hover over the card to see what happens to it when its silenced.
0
The problem with that logic is that people can and do make mistakes, even when they are showing lethal on board. Its not the fault of a player if he chooses to wait until the game is clinched and the winning move has been executed.
2
I'm glad. If you buffed it just one time it became a zombie chow without the whole give 5 health to your opponent penalty. A good move to be sure.
0
Some cards rise and decline in popularity for no real reason. Look at mind control tech. That card was always good, but we didn't start seeing it in the meta until now. In fact, you'd have to imagine the card is less effective now that players are consciously playing around it, not wanting to drop that 4th minion on the board. I don't believe that Carine's usefulness has ever really declined. Though it did become apparent that Sylvanas, even at 6 mana, is a bit too strong so always gets the nod over Carine. Using Carine like massakre is sounds like a great idea.
0
No real reason. He's a great minion. Now that decks are running less silences due to less Nax deathrattle minions, you could certainly put him back in the lineup.
0
OP, many individuals on the site are not yet familiar with the new paladin deck archetype that you are referring to. It's favored against aggro decks. The new archetype is strong at the beginning, middle and end of the game. You've got zombie chows, sheilded minibots and weapons followed by quartermaster buffed dudes followed by Tirion the king of butt munches. It's pretty crazy. Duranoa's response made sense though as far as needing an ultrafast (facehunter) or ultraslow (priest) deck to counter it.
0
Mister Smith is spot on in his analysis
0
If you are trying to play traditional archetype decks like handlock, those are all vanilla cards. If you really want molten giant and jaraxxus you'd have to be getting those core set packs. It wouldn't really be feasible to craft all of those cards from leftover dust. There's nothing to say you can't make the next great deck archetype with the cards you get in GVG though.
0
Great question. I think you have made the correct choice here. One coil is likely optimal. It can be very useful however sometimes it doesn't have enough targets.
0
Right now I'd mulligan for zoo. A couple days ago hand lock was all you would see. Now its zoo again.
0
It doesn't do too much in constructed. It's not bad, but you usually have better options if you have the cards. It's really good in arena though. You could try making a warrior deck with armorsmith and frothing bezerker. That might provide some good synergy until you can get better cards.
0
To answer your question, no, I don't think there will be. I remember reading that it was a design objective to make the dragons unique and powerful but they do not have synergy with other dragons.
0
I guess that's probably right for 40%. But let's say a player wins 50% of games. Given a long enough timeline, the player would eventually reach rank 5 as long as they hit some win streaks. At this point rank 5 becomes average. Its hard to measure since before rank 5 its determined by skill + time spent playing, after rank 5 only skill.
0
I'm wondering if anyone knows what percentage of players are legendary. Right now I'm rank 4, which is where I normally am at this point in the season. I'm guessing this is about the average rank? I'm basing this off the fact that you only need to win about 40% of your games to reach rank 5 if you play enough games (consider win streaks before level 5 give you extra rank). If you are average you'd probably get a little past rank 5 would be my guess.
0
It's a well designed card. Astute points made that it's intended to provide a counter to miracle rouge without actually changing the mechanics of miracle rogue. Now what I'm really excited to see is if they come up with something for zoo. No specific zoo minions need to be nerfed but maybe they can do something about that twisted Warlock card draw mechanic without hurting other warlock decks.
0
True, its not a big deal its nitpicking. You can hover over the card to see what happens to it when its silenced.