Cool deck, feels super strong in a lot of matches. Quest Druid feels rough though. If they hold onto their resources they seem to have more board floods than I have clears, thanks to stuff like Phaoris, Nomi, Floop, discovering more copies of Cenarius etc. Any tips for navigating this matchup?
- Registered User
Member for 1 year, 8 months, and 1 day
Last active Fri, Oct, 18 2019 21:28:20
- 0 Followers
- 483 Total Posts
- 648 Thanks
Jun 1, 2019Whodatninja posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2Posted in: General Discussion
Opponent has 7 1/1 minions on the board thanks to cloning gallery, including 2 x Convincing Infiltrator. I have an Arcane Explosion in hand, and 2 Mountain Giants and a couple of other small minions on the board. Okay, so I throw out some mirror images and a couple of other small minions so there's 7 guys on my board. Surely at least one of my Giants will survive, right?
Boom. Cast Arcane explosion. Boom. Both my giants die as a result of the death rattles. 2 minions out of 7...
May 26, 2019Whodatninja posted a message on Teching for Murloc Shaman and then never see them!Posted in: General Discussion
I think because those cards you mentioned are the ones that counter various tribes. For example, Mossy counters all minions with damage <= 2, BGH counters such Big minions with different tribes, Harrison not only counters weapons of Warrior but also Paladin and Rogue.
However, Hungry Crab falls into another category as a "Murloc-eater", which counters only Murlocs. I think that this beast has a different algorithm implemented when matchmaking happens.
yah your prob right. that sux imo cuz that defeats the whole point of teching vs a deck. thx for thoughts.
And they would put in this algorithm... why? To slightly bump up the winrate of a deck that is <3% of the meta? To make the tiny, miniscule percentage of people who run Hungry Crab lose a little more often, and then run out and spend more money on packs or something??
To echo a poster above: Jesus Christ, the bullshit on this thread.
May 25, 2019Whodatninja posted a message on Teching for Murloc Shaman and then never see them!Posted in: General Discussion
May 23, 2019Posted in: General Discussion
Dusting neutrals.... is this real? Let me guess: you’re F2P and every spec of dust has got to be accounted for lmao!
In all seriousness, you keep neutral legendaries, always, no matter what, because you never know when they will be useful. You will see this advice 1000x in forums like this.
Bad advice AND a condescending attitude all rolled into one post. Amazing!
May 17, 2019Posted in: General Discussion
Generally speaking, the earlier you start saving the better. A lot of people round here do the following:
1) Spend whatever they're gonna spend in gold on day one, open all packs obviously.
2) Continue to buy and open packs (usually one at a time) until they hit one more legendary, and then
3) Start saving for the next expansion. This way, they have a nice healthy gold total when the next one rolls around. Dust is used to craft any extra needed cards.
This is a good method as it minimizes the diminishing returns you get from opening a shitload of packs, and it guarantees you a healthy sum of gold as you've usually saved for about three, three and a half months when the next expansion rolls around. Of course, this presupposes you have at least a decent collection already, and enough dust to craft a few extra cards. The tricky part is if you're a new player and you're trying to 'catch up' your collection as you need cards from more than one set. This is usually where people decide to either spend money or commit to the FTP/low budget play style.
May 15, 2019Whodatninja posted a message on The RoS adventure is far worse value than buying packsPosted in: Adventures
I'm a reward-oriented guy. Solo content is fun, but there needs to be a reward commensurate with what I spend, be it cash or gold. So no, I won't be buying any adventure content.
May 9, 2019Posted in: General Discussion
I gave it serious thought for a minute after running into a string of big mech decks. At the end of the day, though, I think Spellbreaker is just better. Most mechs are pretty unimpressive as a body alone, and silence has a lot more utility in other matches, whereas EMP guy is just a 5 mana 3/3 in a game without mechs. Also, some mechs have deathrattles you don't want to trigger, like the egg and Spider Bomb.
May 8, 2019Posted in: General Discussion
From around the time of Frozen Throne, Blizzard seemed to really want to push control as an archetype. I hadn't been playing all that long back then, but it was my perception that aggro/tempo decks had mostly ruled the meta up to that point, and a slower meta was welcomed by a lot of players.
Unfortunately, the control decks that came to the fore at that time weren't very much fun to play against. Jade Druid basically crushed other slow decks with infinite value, while Frost Lich Jaina just put the game out of reach for most faster decks if you couldn't kill her within a turn or two of being played. I think these infinite value decks are part of the reason for the anti-control feeling - if you queued into them with the wrong deck, it felt like there was nothing you could do to win the game. I think a lot of people were hoping the meta would look different after the rotation, but instead we got another very dominant control deck (Control Warrior), that is a very tough matchup for a lot of other decks. On top of that, aggressive decks (other than rogue), are in a pretty weak spot compared to decks of the past, with few powerful 1-drops, fewer chargers, and less ways of doing burst damage (with a couple of exceptions like rogue and some hunter decks).
In short, control has been a dominant archetype for a long time now - it took a brief hit when Rastakhan came out, but the combo decks that took its place often played a pretty controlly game in practice, with tons of heal and removal. And decks like these - OTK decks that go all in on a single win condition - aren't much fun to play against either. So basically, I think a lot of people are sick of playing against slow, grindy decks at this point.
I don't hate control decks in general, but I find that playing against fatigue-style decks, with no actual win condition other than running their opponents out of gas, gets old really fast. I also dislike playing against stall-and-cycle OTK decks that are all in on a single, game-winning combo. For me, a good control deck is one that tries to survive to the later turns and then starts dropping big threats, closing out the game quickly if you can't kill them first. I've played a lot of matches both with and against these sorts of decks, and I find them a lot of fun. These sorts of control decks are much healthier for the game in my opinion.
- To post a comment, please login or register a new account.