Ironically (to my last comment), I just faced 4 Priests in a row, all Deathrattles. I assume that these were N'zoth priests, but again, they never managed to actually get N'Zoth online. Quest Shaman pretty much ran them into the ground before they could get going. The key is to basically hold off attacking in the early game, so the priest doesn't get cheap healing to advance the quest.
I feel like quest may not be the way forward for Priest. It can be a struggle to make quest progress against anything that doesn't rely on dealing incremental chip damage in the early game, and even though there are a couple of little tricks you can use to advance the quest in a slow game, ultimately you are at the mercy of the opponent's decision to interact with you if you want to complete the quest in good time. I could be wrong however - completing the quest quickly in a slow matchup is likely of very minimal importance, as you're relying more on setting up a good N'Zoth pool and winning in the late game resource battle than giving some taunt minions a small stat boost and some extra stickiness.
Oh I mean as quest priest I ussualy complete my quest around turn 8. After you can start dropping the big boys enemy must start trading. Imagine dropping a 2/6. Enemy must contest it, then you ressurect it, and it ussualy is not possible not to leave any damage undone.
In control matchups it's even harder to complete quest. Quest priest Vs quest warrior though key is your hero power. If you get quest complete, warrior ussualy runs 4 so how target removals. You accept that, after seeing all 4 of them, if any minnion sticks you boost it up to levels where warrior must brawl to remove it. Eventually you win. If he brawls too early you mass ressurect or nzoth. When it goes to fatigue you seanse his elyssiana and win fatigue too. Priest wins Vs warrior perfectly. Unless off he gets Dr boom very very early while you don't develop your hero power.
I love mage but often feel the love for Hunter by Blizzard makes it a better Mage than Mage.
The secrets are better and are more difficult to play around. It has spells that deal damage and discover spells. It can summon good stat minions in the midgame, all while constantly pressuring you with hero power. It has arguably better tempo spells and better draw. Beast Call and Hunters Pack are incredible plays.
Why would you dig this up. This is April's months post :/
Just browsing and saw this. Am I wrong?
It is wrong meta you are quoting, zbit not exactly wrong yourself. Btw mage never healed tons( except for DK jainas time).
Mage prevents damage with freeze effect's and secrets. It does not need as much healing as paladin or warlocks do.
Mage is actually fine in freeze spell department. It is not fine in regard that most of mage minnions suck for board control now.
And since board control is lacking they obviously lack ways to finish games. Maybe going back to alextraza might help.
Zeprhys played winrate in murloc paladin is 48%. Hardly overpowered.
The only meta deck in the game currently, where Zeprhys has above average winrate is a highlander hunter and mage.
Statistics can be deceiving if read wrongly. Have you thought that the reason could be that people just play Zephrys when they are in a bad situation? I mean, in Murlock Paladin your main plan is to beat your opponent with the 7 murlock in turn 5, not to play Zephrys. Normally, when you play it is that your Murlocks have been eliminated so if he can takes some wins out of there, it already does his job.
I fully agree here. Murloc paladin plays duplicates, if he is playing zephyrs, he either:
1. Is flat out of options as his main game plan already failed.
2. Looking for a finisher, as his board does not have enough power to end game. If zephyr brings him a win, it is a lost game won.
Highlander aggro decks in wild are perfectly viable. He's even used in non-highlander aggro decks in standard, that's just how good he is.
''Aggro decks rely on the consistency of getting on the board early and maintaining control of the board''
That's exactly why Zephrys is just as good in aggro decks. Allowing you to polymorph a huge taunt, aoe in aggro mirrors or pulling off bloodlust.
How exactly does a non-highlander Aggro deck manage to draw all it's duplicates early enough in the game to use Zephrys?
Genuinely curious, because that sounds absurd. The more duplicates the deck includes the smaller and smaller the probabilities that Zephrys can activate become. If you have a deck of 14 duplicates and 2 unique cards, that requires the Aggro player to somehow draw 15 cards (Zephrys being the 15ths) before the effect can take place. Aggro decks aren't particularly good at drawing outside of turn start, meaning that is generally by turn 12 or later in the game.
By this point in the game, assuming they were lucky enough to draw exactly a copy of each duplicate in these turns, it is not that likely you are in a bad position, you survived 12 or more turns against the Aggro deck.
Unless you are talking about Standard Highlander Aggro decks that can consistently activate Zephrys because they are Highlander, the likelihood of Zephrys activating is always really slim in Aggro, it requires the opponent to be lucky enough to draw all his duplicates really early.
Tip the scale paladin and aggro rogue with Myra's.
... I was fallowing this argument but, I kinda got to ask here... What? You just named 2 below average decks as proof that they got good draw, and yes they do but it does not make these decks good and most don't include zephyr.
Honestly, not really unfair but just unlucky on my part.
Murloc plague boss.
I have him at 21 hp. Mine is 47. And a single taunt.
He plays card to summon 5 murlocks. Summons murloc oracle 3 old murk eyes and warleader, Adds murlock warleader and another murkeye minnion. OTKs past 47 hp and taunt. Considering I had full board of murlocks except 3/7 taunt, felt damn unfair.
From all those cards, I am only sad about seeing priest and warlock cards. Current meta does not allow either of those to be viable in that regard. I guess quest wall priest I play might slot in lightbomb, but I honestly came to like mass hysteria.
In current environment these mid - late game cards do not function as one might expect. Though I guess I'll try ress priest into Ragnaros, and copying him, then mass ress 3+ Ragnaros.
Another zephyr is bad post and yet its just op misplaying as per usual. Only game 2 is weird and im pretty sure some info is wrong there. Zephyr dumb? Oh someone is dumb alrightCard Name
He is kind of dumb. I mean in a cases where old cards are involved in wild expecially. I was playing highlander priest, with my 0 mana spells and Hero power I had taken enemy to 4 hp with 3 mana left.
I played zephyr having 1 mana left for HP, hoping to see shaman 0 mana spell for 2 damage with overload fallowed by HP. He offered me cards which couldn't secure a kill this turn. I did win with his offered card yes, but it was next turn and I could see lethal right this turn.
Or playing this week's tavern brawl. Enemy is Xmas tree mage with 4 secrets. It offers me card that destroys 1 secret, even if there exists a card that can destroy them all or at least steal one for myself.
Did it give me a good option, yes. The best one possible? No not really.
I think 0 mana Shaman you are talking about is Zap! and secret stealing card is Kezan Mystic, both of which are NOT in classic or basic and so Zeprys will never ever offer those cards.
Another case of players not understanding and then blaming the card.
I was playing wild as you would know from DK anduin. And zephyr does offer cards from classic and basic sets. Which would still have options, for lethal in such case, such as cold blood , and giving minnion windfury.
He is not coded perfectly btw, as you know he can't see your hand and/ minnion effects, such as exact deathrattle, which would allow lethal, my example might have been half wrong. But the problem is- zephyr does not see your cards in hand. If you need an early combo piece he might not offer you one.
I love mage but often feel the love for Hunter by Blizzard makes it a better Mage than Mage.
The secrets are better and are more difficult to play around. It has spells that deal damage and discover spells. It can summon good stat minions in the midgame, all while constantly pressuring you with hero power. It has arguably better tempo spells and better draw. Beast Call and Hunters Pack are incredible plays.
Why would you dig this up. This is April's months post :/
Healing rain in priest. Pop down a northshire and watch you draw a full hand easily if you have like 5-6 hp worth of damage. Same for lightwarden beeing super buffed from it.
The new priest golem in mage. Mage could just play spell specific deck and have big boys for mid/late game. Might not be great but at least better than in priest.
Another zephyr is bad post and yet its just op misplaying as per usual. Only game 2 is weird and im pretty sure some info is wrong there. Zephyr dumb? Oh someone is dumb alrightCard Name
He is kind of dumb. I mean in a cases where old cards are involved in wild expecially. I was playing highlander priest, with my 0 mana spells and Hero power I had taken enemy to 4 hp with 3 mana left.
I played zephyr having 1 mana left for HP, hoping to see shaman 0 mana spell for 2 damage with overload fallowed by HP. He offered me cards which couldn't secure a kill this turn. I did win with his offered card yes, but it was next turn and I could see lethal right this turn.
Or playing this week's tavern brawl. Enemy is Xmas tree mage with 4 secrets. It offers me card that destroys 1 secret, even if there exists a card that can destroy them all or at least steal one for myself.
Did it give me a good option, yes. The best one possible? No not really.
You are kinda of correct. Though 8 mana pool is not as great as it used to be, many lower stated minnions, exist.
Honestly, priests combo and druids after quest completion have turns just as broken. I do not find that a problem, you are taking extreme cases.
My only problem Vs shaman is card draw/discovery. With so many discover effects it is rather easy to fish for some combo, or find a card your deck couldn't include. Finding bloodlust to end games, finding silence, etc.
Evolve pool is wide and won't activate battlecries, making general 8 mana minnion worth around 5-7 mana of stats.
Spells are innately harder to deal with. Enemy decides when and how to most effectively use it. And their effects are generally more varied.
Enemy getting hagathas scheme t2, holding it in, until you win board and destroying it is harder to stomach than enemy getting tirion to be destroyed by your 1-2 mana minnion and fireball( or other removal), and keeping 5/3 weapon,
Bomb warrior is slightly better if you can manage to establish a good board. But you will probably still lose, because reborn paladin has massive heals as well
Bomb warrior is slightly better if you can manage to establish a good board. But you will probably still lose, because reborn paladin has massive heals as well
What massive heals, he runs 3 healing cards ussualy, And possibly only copying zilleax for heals. Of you win early board, warriors removal does not need to trade minnions and ussualy wouldnt struggle to remove minnions with spells only not allowing heals.
Though problem with warrior with bomb package is different. Paladin might draw bombs too late or never draw them at all if he gets board advantage and just ends game early.
saying HS is pure luck is always the excuse of the looser
if you play enough games you will realize this game has a lot of skill involved
us good players recognize this every month when we go back to rank4, when terrible players are all over the place, you can notice their poor plays and decisions every game. Actually is not until top200 legend when you can see flawless play.
“Loser”
Anyway, the only skill involved is basic math and reading. So please pat yourself on the back for having such things.
By your logic only skill in chess is reading (the rules), that's why no one, not even supercomputer and top AIs can play chess perfectly every time even when there are only 8 pieces left on the board.
By my logic I don’t compare a pile of RNG bullshit to chess because Im not stupid.
No, just full of venom. You poor frustrated loser.
It is not at chess levels, however it is like chess puzzles when in-game,n you are given your position and oponents and gotta play around it.
Honestly skills in hearthstone are planning ahead, adding tech cards ahead of time, making trades thinking ahead, and decision making whether to attack face, kill minnions or trade 1 of your own.
Are these skills hard? Not exactly but for a person to remember most decks and possible enemy plays he has to have memorized most of the game too.
Baiting enemy into your own plays is a skill too.
These are all individually easy skills, however combining them all, it is not as easy as it seems.
Otherwise Pro players would not exist. It is just that maximum potential in hearthstone could be reached after a few months, rather than years in chess.
0
Oh I mean as quest priest I ussualy complete my quest around turn 8. After you can start dropping the big boys enemy must start trading. Imagine dropping a 2/6. Enemy must contest it, then you ressurect it, and it ussualy is not possible not to leave any damage undone.
In control matchups it's even harder to complete quest. Quest priest Vs quest warrior though key is your hero power. If you get quest complete, warrior ussualy runs 4 so how target removals. You accept that, after seeing all 4 of them, if any minnion sticks you boost it up to levels where warrior must brawl to remove it. Eventually you win. If he brawls too early you mass ressurect or nzoth. When it goes to fatigue you seanse his elyssiana and win fatigue too. Priest wins Vs warrior perfectly. Unless off he gets Dr boom very very early while you don't develop your hero power.
0
It is wrong meta you are quoting, zbit not exactly wrong yourself. Btw mage never healed tons( except for DK jainas time).
Mage prevents damage with freeze effect's and secrets. It does not need as much healing as paladin or warlocks do.
Mage is actually fine in freeze spell department. It is not fine in regard that most of mage minnions suck for board control now.
And since board control is lacking they obviously lack ways to finish games. Maybe going back to alextraza might help.
0
I fully agree here. Murloc paladin plays duplicates, if he is playing zephyrs, he either:
1. Is flat out of options as his main game plan already failed.
2. Looking for a finisher, as his board does not have enough power to end game. If zephyr brings him a win, it is a lost game won.
0
... I was fallowing this argument but, I kinda got to ask here... What? You just named 2 below average decks as proof that they got good draw, and yes they do but it does not make these decks good and most don't include zephyr.
Murloc paladin normally wouldn't include zephyr.
1
Honestly, not really unfair but just unlucky on my part.
Murloc plague boss.
I have him at 21 hp. Mine is 47. And a single taunt.
He plays card to summon 5 murlocks. Summons murloc oracle 3 old murk eyes and warleader, Adds murlock warleader and another murkeye minnion. OTKs past 47 hp and taunt. Considering I had full board of murlocks except 3/7 taunt, felt damn unfair.
0
From all those cards, I am only sad about seeing priest and warlock cards. Current meta does not allow either of those to be viable in that regard. I guess quest wall priest I play might slot in lightbomb, but I honestly came to like mass hysteria.
In current environment these mid - late game cards do not function as one might expect. Though I guess I'll try ress priest into Ragnaros, and copying him, then mass ress 3+ Ragnaros.
0
I was playing wild as you would know from DK anduin. And zephyr does offer cards from classic and basic sets. Which would still have options, for lethal in such case, such as cold blood , and giving minnion windfury.
He is not coded perfectly btw, as you know he can't see your hand and/ minnion effects, such as exact deathrattle, which would allow lethal, my example might have been half wrong. But the problem is- zephyr does not see your cards in hand. If you need an early combo piece he might not offer you one.
1
Why would you dig this up. This is April's months post :/
0
Healing rain in priest. Pop down a northshire and watch you draw a full hand easily if you have like 5-6 hp worth of damage. Same for lightwarden beeing super buffed from it.
The new priest golem in mage. Mage could just play spell specific deck and have big boys for mid/late game. Might not be great but at least better than in priest.
0
He is kind of dumb. I mean in a cases where old cards are involved in wild expecially. I was playing highlander priest, with my 0 mana spells and Hero power I had taken enemy to 4 hp with 3 mana left.
I played zephyr having 1 mana left for HP, hoping to see shaman 0 mana spell for 2 damage with overload fallowed by HP. He offered me cards which couldn't secure a kill this turn. I did win with his offered card yes, but it was next turn and I could see lethal right this turn.
Or playing this week's tavern brawl. Enemy is Xmas tree mage with 4 secrets. It offers me card that destroys 1 secret, even if there exists a card that can destroy them all or at least steal one for myself.
Did it give me a good option, yes. The best one possible? No not really.
0
You are kinda of correct. Though 8 mana pool is not as great as it used to be, many lower stated minnions, exist.
Honestly, priests combo and druids after quest completion have turns just as broken. I do not find that a problem, you are taking extreme cases.
My only problem Vs shaman is card draw/discovery. With so many discover effects it is rather easy to fish for some combo, or find a card your deck couldn't include. Finding bloodlust to end games, finding silence, etc.
Evolve pool is wide and won't activate battlecries, making general 8 mana minnion worth around 5-7 mana of stats.
Spells are innately harder to deal with. Enemy decides when and how to most effectively use it. And their effects are generally more varied.
Enemy getting hagathas scheme t2, holding it in, until you win board and destroying it is harder to stomach than enemy getting tirion to be destroyed by your 1-2 mana minnion and fireball( or other removal), and keeping 5/3 weapon,
0
What massive heals, he runs 3 healing cards ussualy, And possibly only copying zilleax for heals. Of you win early board, warriors removal does not need to trade minnions and ussualy wouldnt struggle to remove minnions with spells only not allowing heals.
Though problem with warrior with bomb package is different. Paladin might draw bombs too late or never draw them at all if he gets board advantage and just ends game early.
0
Bomb package is just 6-8 cars for 30-40 damage.
It will not make deck likely to win Vs reborn Pala. It will make it able to contend Vs him to I'd say at least 30% winrate instead of 0.
0
It is not at chess levels, however it is like chess puzzles when in-game,n you are given your position and oponents and gotta play around it.
Honestly skills in hearthstone are planning ahead, adding tech cards ahead of time, making trades thinking ahead, and decision making whether to attack face, kill minnions or trade 1 of your own.
Are these skills hard? Not exactly but for a person to remember most decks and possible enemy plays he has to have memorized most of the game too.
Baiting enemy into your own plays is a skill too.
These are all individually easy skills, however combining them all, it is not as easy as it seems.
Otherwise Pro players would not exist. It is just that maximum potential in hearthstone could be reached after a few months, rather than years in chess.
0
Paladin has no healing in that deck mostly. Bomb package and just delaying game as much as possible can win it.
Otherwise swap your deck.