At least 'Last Warbands' section, now you can see every buff on every minon, I guess. (before: only golden / non-golden)
I didn't notice that anywhere, so maybe it's new to you too.
Anyone knows? Is it one-time thing or do you have to buy it multiple times with gold? To level up as previously?
I guess, pre-purchase fulfils this completely, but how does this work with gold?
Anyways, 4 heroes to choose are pretty awesome now
Menagerie is pretty good, I've just finished the worst 3rd place menagerie build ever, but good enough, crushed by murlocs though. Unfortunately I didn't see a single Hydra, so The Beast was the beast and other subpar zoo members made it through. GG
Double Cobalt + refresh doesn't work for you? :)
IDK, I'm "top4" type of player - always trying to survive instead of winning whole thing, also my late game decision sux :)
(Cobalts & Jugglers do this - 60% of the time, it works every time)
But I would recommend exclusive heroes like Deryl, Millhause or Deathwing... they have also key cards but their playstyle is very different and not so dependent on those cards you mentioned. I love TT3 Deryl or even TT4 Deryl, too bad they removed all cheap divine shield minions and Righteous Protector isn't enough, DS Deryl was my top strat :/
Cleave specialists are also fun - Edvin, Putricide... going for that big Hydra is always challenge
i think they should make it 3 mana but that card should return to your hand(battlecries)
What about this compromise: 4 gold but you can target tavern minions too?
3 years, 6 months, and 11 days - you know, as long as common control warrior mirror match... nothing new here
You should also consider that a lot of people miss opportunities to improve their comp even by a little, and most people do triples incorrectly. Often unless really behind the best thing to do with a triple is buy the second best thing in the bar, (or even multiple things besides the triple), wait until next turn, level, then buy the triple, even occasionally if far enough ahead. . Level and buy one thing (maybe even selling something to just upgrade one unit), next turn level again, sell 1 thing to upgrade a unit, then 3rd turn from then triple, now instead of getting a 4 drop you've gotten a 5 or 6 drop, and only did 1 extra level.
And that's just 1 example of how to improve play, and like others have said you don't need one of the "main" comps to get into the top 4. I often just but best available, tweak as I go, and land top 4. It's a balancing act.
Another thing to consider that's worked for me is getting better at reading the lobby. Sometimes depending on my comp I just stay at the 3 to 4 level and it's often good. Sure there may be that 1 lucky person that lucked into an early bran or baron, so I have a chance to come in second or third instead of 1st (though I still come in 1st sometimes. )
Also seconded on Deryl, I don't even think so "pros" play him that well. He is by far my most winingest hero.
Board control by board presence is still very essential in Arena. If you miss it, that's where you get it.
In Constructed, it depends on the deck you play and the matchup, of course, but it has become a bit unfashionable.
Controlling decks are usually built with using all the board clearing and minion killing effects that a class can use. Why wouldn't you do it?! If you don't use all these effects, you might find yourself in a situation, where you don't have the right answer. And when you don't have a sufficient amount of answers, you simply won't play that class that way.
Thanks to 3 expansions per year, and the design approach of Standard, there's rarely a shortage of these effects for the usual classes, to the point that people think the only way of playing a control-oriented deck is having 6+ board clears. The time when these decks used cards like Cairne Bloodhoof are over, because not only is Cairne usually way too slow, but you also have no need for such cards anymore, when you can have another board clear, or minions with Rush, or minions with minion-killing effects, etc.
With controlling decks being so good at neutralizing the board so frequently, the best way to beat them is to use very aggressive strategies that focus on cheap/high damage minions, direct damage effects, direct damage spells, weapons, etc, or, as you have pointed out, token strategies with loads of expendable minions.
In this kind of environment, cards that are good for minion trading like Water Elemental or Savannah Highmane have become obsolete, because it's rare enough to see a minion survive anyway, and actual aggressive decks are too fast that your efficient trading just can't keep up. And with aggressive decks usually getting more efficient, more explosive etc., you end up with a chicken/egg situation, that requires control-oriented decks to get more answers again.
I personally think that the community is partially to blame for this situation; starting with the old "Curvestone" argument. People started to dislike and complain about the importance of minion trading, because it became boring, and oftentimes meant that whoever has the better curve and thus better trades would end up winning. Also, there has always been the complaint that controlling decks needed more ways to respond to board states, or else they would be systematically disadvantaged against minion-focused decks: they had to draw one of their few answers, while the opponent had to draw just one of the many available, equally threatening minions. While these were fair criticisms, they pointed in a direction where minion combat would inevitable become less important. And nowadays, it isn't exactly helping when pretty much any minion-based strategy is labeled an "aggro" deck, because control-oriented decks oftentimes don't play many, if any minions before turn 6 or 7 that one could even interact with.
The "compromise" that most people theoretically agree with nowadays, is the holy triangle of balance: Control decks should beat aggressive decks but lose to Combo decks, while aggressive decks should beat Combo decks. I say theoretically, because in reaility, seemingly everyone hates Combo decks for being uninteractive, and everyone hates aggressive decks for being too simple and too fast, and control decks are the only true skilled way to play the game...
Anyway, that triangle of balance is pretty much what the designers settled for as well, providing tools for each of these three archetypes to a degree that minion trading is just not viable, or necessary, or even possible most of the time. You may see minion trading being important, if you play with one minion-based deck against another. There are not many, but you can still have that. Embiggen Druid, for example, consists almost entirely of minions, and while the decks win condition is usually to draw a few key cards in the first four or five turns and constantly put massive minions on the board, it is at least a deck that will put something on the board and needs to maintain board presence to win. HIghlander Hunter is also more of a mixed bag of everything than a pure control or aggressive deck, where minion combat can be important.
By the way, Lightfang Enforcer now hits dragons as well, I wonder why it wasn't stated in the patch notes.
Battlegrounds isn't for everyone and I don't take OP seriously. For me this new game mode is a breath of fresh air. New expansion comes out and HS is fun for a few weeks or months depending on the meta. After that I get bored at rank 5 and play just to grind quests. BG for me is always fun and when I lose it doesn't feel as bad. HS while I great card game just gets old after while even with new cards. BG feels different everytime I play it.
Maybe the Warlock should try not to play Jaraxxus when they know the opponent is a singleton deck? Just a thought.
Just because you have it in your deck doesn't mean you have to play it. It certainly doesn't mean you have an absolute god-given right to play it and win because you played it.
If you're dumb enough to play into this interaction, you deserve to lose.
I hate the fact that there is always a card that somehow forces Jaraxxus out of meta. For the last two years, poor Jaraxxus' slot in decks was overtaken by Bloodreaver Gul'dan, and now, when Death Knights finally rotated, they print Zephrys just to make Jaraxxus unplayable for the next two years. And I'd really like to see a deck with Jaraxxus in it which is meta-viable.
What you really need is a time machine, then. Jaraxxus was everywhere for the first couple of years of the game. People who played back then are understandably tired of seeing it.
If Jaraxxus were still playable and as popular as it was back then, people would be calling for it to be sent to the Hall of Fame.
Wrong. This kind of simplified statements and half-impressions are misleading, but spread very quickly, unfortunately. First of all, Standard isn't any better than Wild. This is one of the most common misconceptions. Pointing Wild is broken one doesn't want to see how many balance issues Standard has (prenerfs meta was worse than Wild ever was). The truth is, it's all same old sh**, erhm, Hearthstone. Each format balances itself. Wild has possibilities to have much more tools to react, while when Mage went over the top, or now - annoying Murloc Paladin you can't do much, but sit and watch.
Right now, Wild is extremly versatile, while Standard not so much, most decks look like Vanilla. The meta deck to beat in Wild is Secret Mage, but it's fully beatable, and not EVERYBODY plays it (because of boring mirrors). Even with that deck around, for the first time, players can play whatever shit they want to rank up (rank 5 guaranteed). My last 60 games - only 6% of Secret Mages (!), and no other deck goes over 7%! People play so many different stuff I often don't know how to play around anything and that's the beauty of Wild. There are decks that beat aggro, that beat control, that beat combo... Nobody is safe in WIld. Every turn is important, macro plans, as well. If opponent's swingy play is broken, yours is even more.
Big Priest is on the lowest, and it's beatable deck. If you run a deck which is bad against it, just lose those 1-2 games and move on. Most Wild decks have cards with transform and counter effects so contrary to popular believes, many slow decks beat Big Priest. And what's the problem with aggro. They're beautiful. I want more aggro when I play Odd Warrior. Pirate Warrior, Mech Hunter, Odd Paladin, Murloc Shaman, Odd Rogue are all fine Wild decks which don't seem broken at all for Wild standards (they're perfectly beatable; their higher winrate is mostly because of easy misplays and greedy plays). Slow decks like Cubelock, Renolock, Renomage, Jade decks... are there, too. Then we have: Taunt Warrior, Handbuff Paladin, Even Shaman, Quest Mage, Exodia Mage, Combo Priest, Malygos Priest, Mind Blast Priest, Treachery, Darkest Hour, Zoo, Mecha'thun, Even and SnipSnap Warlocks, Shudderwock, Aggro and Combo Druids, Aggro and Murloc Paladins, Burn Shaman, Reno Hunter, Reno Priest, Taunt Druid, Deathrattle Hunter, Midrange Hunter. And numerous more... Cards in those decks are fun and interesting; most of the decks don't feel vanilla.
This is actually the most valuable weapon I have ever seen in my life. I don't know how can people be so ignorant, so vulgar for calling it bad.
I got so happy, when I got him in one of my packs instead of those overrated Aluneth and Val'anyr weapons. This is so precious, that I don't allow anyone, including myself, to open the collector's packaging, to let the fresh air of a new legendary card to go out and then to lay their dirty hands on my shiny weapon. Just look at it - The Runespear! No, scratch that, you are not worthy to look at this precious!
From the start I didn't want to use it, just so I won't break it. I wanted to keep the durability of he weapon as much as possible. But I'm fearing, that someone will actually decide to play with it and to ruin the collector's value. So, as much as it hurts me doing so, as a gesture of sacrifice and of gratitude towards Blizzard for making such a well designed card as this one, I'm planning to return them the holy object, so that it will be safe and sound standing on a silk cushion. Blizzard understood and accepted the gift, but they wanted to compensate me for taking care of it as if it was my own child. At first I declined, because I would never consider exploiting and profiting from a holy object as this one, but they insisted. I only accepted a symbolical (humble) reward and they offered me 400 dust.
So now I'm planning to spend the dust on charity, so that I can help a poor Voidlord to finally find a home in my deck.
Pray for The Runespear. Thanks for giving me so much to live for.