There's a large skill gap in the 5-Legend range. Once you get to the lower(or is it upper, lol) ranks the decks change quite a bit. The masses playing rush decks start to drop out and your left with stronger more skill based decks. Not saying you don't see them, but its a lot less.
So in a way, it does have to do with your skill. But more or less, its probably your decks that need a little tweaking. As said by others Miracle does well, can can handle some faster decks while also giving you enough to take out control decks. Deathrattle Priest is also consistent and is what I used to break into Legend. If you can't play those well, Zoo is still easy and holds up better than hunter.
When I first started playing, I though it was odd that there was no real way to 'un-silence' a creature. But after having been playing for quite a while... It really makes sense why its like this.
If we had a way to circumvent every counter, there would be nothing to 'play around'. What I mean is that if I can just cancel all the alignments you cause to my board, there's no real reason for you to play it in the first place and people would stop using these cards. As it is now, if your going to play your big minion, you have to worried about a silence, so you play your second best to 'check' first. Which adds so much more complexity than if I could just add some 'counter-silences' to my deck and drop whatever I want.
On the other hand as Angry Chicken stated, it's very situational, having to make space in an already crammed 30 card deck, for something that may or may not get silenced, I don't see many people wanting to use it. Of course the META does change, maybe in this GvG people start running 4-6 silences and that could be very useful.
None the less, its a good idea that could end up being very useful, I just don't see it being currently.
I do like the idea of adding new abilities, making the game deeper and a little more complex. But simplicity is something this game prides itself on. The designers have stated that they don't want it to become like magic where there is a large learning curve and it scares people away.
There's merits to both keeping it simple, and adding more complexity. Myself, I would like to see 1-2 new effects. And the 'Immune' idea kinda do like, maybe if it was something like a mages Ice Block instead.
+1 Its a pretty solid deck. Card draw can be a small issue, but not usually insurmountable. I made one change -1Holy Light / -1 Leper Gnome : +2 Haunted Creepers for better Knife Juggles. Popping those with your Juggler out is 2 extra hits. Just a suggestion you might look into.
It is very possible/likely a re-use. But that also sounds like the kind of card they would throw in the GvG X-pac, like whats his name Nozdormu... A 15 second turn, lol.
If you stop and look at the 12 second mark. The invention it shows is the EXACT same as this card that was cut out in original Alpha Builds... The Worldflipper X-50. You can see the card and what it originally did at: http://hearthstone.gamepedia.com/Worldflipper_X-50
They could just be re-using the same old image, but that sure is quite an old image to just re-use. The effect of the card is "Flip your opponents screen upside down".
If they are adding in some old Alpha cards, I would love to see the Auto-Pecker 4000 make a come back, linked here: http://hearthstone.gamepedia.com/Auto-Pecker_4000 With the effect being, if you hover over this minion, take one damage >.<
None the less, just an observation I made, could be true, could be completely false.
Any time you have 10 cards in your hand, any that are returned or drawn are destroyed. In this build you do everything you can to make them draw (mill) through their cards quickly. Fatigue damage stacks up VERY fast. Make them draw 5 times with no cards left and that's 15 damage.
0
There's a large skill gap in the 5-Legend range. Once you get to the lower(or is it upper, lol) ranks the decks change quite a bit. The masses playing rush decks start to drop out and your left with stronger more skill based decks. Not saying you don't see them, but its a lot less.
So in a way, it does have to do with your skill. But more or less, its probably your decks that need a little tweaking. As said by others Miracle does well, can can handle some faster decks while also giving you enough to take out control decks. Deathrattle Priest is also consistent and is what I used to break into Legend. If you can't play those well, Zoo is still easy and holds up better than hunter.
0
When I first started playing, I though it was odd that there was no real way to 'un-silence' a creature. But after having been playing for quite a while... It really makes sense why its like this.
If we had a way to circumvent every counter, there would be nothing to 'play around'. What I mean is that if I can just cancel all the alignments you cause to my board, there's no real reason for you to play it in the first place and people would stop using these cards. As it is now, if your going to play your big minion, you have to worried about a silence, so you play your second best to 'check' first. Which adds so much more complexity than if I could just add some 'counter-silences' to my deck and drop whatever I want.
On the other hand as Angry Chicken stated, it's very situational, having to make space in an already crammed 30 card deck, for something that may or may not get silenced, I don't see many people wanting to use it. Of course the META does change, maybe in this GvG people start running 4-6 silences and that could be very useful.
None the less, its a good idea that could end up being very useful, I just don't see it being currently.
1
I do like the idea of adding new abilities, making the game deeper and a little more complex. But simplicity is something this game prides itself on. The designers have stated that they don't want it to become like magic where there is a large learning curve and it scares people away.
There's merits to both keeping it simple, and adding more complexity. Myself, I would like to see 1-2 new effects. And the 'Immune' idea kinda do like, maybe if it was something like a mages Ice Block instead.
2
Destroyer of Worlds
2
+1 Its a pretty solid deck. Card draw can be a small issue, but not usually insurmountable. I made one change -1Holy Light / -1 Leper Gnome : +2 Haunted Creepers for better Knife Juggles. Popping those with your Juggler out is 2 extra hits. Just a suggestion you might look into.
1
Then throw in some long RNG animation times, I see a Rope-Burn Troll deck in the future.
0
It is very possible/likely a re-use. But that also sounds like the kind of card they would throw in the GvG X-pac, like whats his name Nozdormu... A 15 second turn, lol.
1
While watching the new GvG Cinematic as seen here on the official battle.net youtube: https://www.youtube.com/watch?v=ijyMZPIsj5E
If you stop and look at the 12 second mark. The invention it shows is the EXACT same as this card that was cut out in original Alpha Builds... The Worldflipper X-50. You can see the card and what it originally did at: http://hearthstone.gamepedia.com/Worldflipper_X-50
They could just be re-using the same old image, but that sure is quite an old image to just re-use. The effect of the card is "Flip your opponents screen upside down".
If they are adding in some old Alpha cards, I would love to see the Auto-Pecker 4000 make a come back, linked here: http://hearthstone.gamepedia.com/Auto-Pecker_4000 With the effect being, if you hover over this minion, take one damage >.<
None the less, just an observation I made, could be true, could be completely false.
-5
I pretty sure it would be limited to just the class legendary/s in your class, if not, prepare for pure chaos.
2
Sad, its ok for priest, but unless GvG has some other synergy cards, this doesn't look too useful or only situational at best.
3
This could be a great turn 10 with Shaman Reincarnate...
-12
Mis-read -2 not +2. Definitly has some appeal, none the less.
4
A 5 damage Auchenai + CoH, with your Auchenai still having 4 hp... yes please =) 5/4...
0
Any time you have 10 cards in your hand, any that are returned or drawn are destroyed. In this build you do everything you can to make them draw (mill) through their cards quickly. Fatigue damage stacks up VERY fast. Make them draw 5 times with no cards left and that's 15 damage.