there are a number of legendaries that Im looking to craft and wondering what to throw my dust at. I have enough dust to make 2/3 of these, so what are your top 3 cards from this list? mostly trying to think of the current meta, and also cards that may be useful even once the meta changes
alexstrasza black knight tinkmaster overspark leeroy jenkins tirion fordring cenarius
legendaries that are not on the list I either have or dont want.
I mostly play mid game and late game control decks, sometimes play aggro but it is not my preferred style of play
i will occasionally play defender of argus on a blood imp. the taunt effect is negated by its stealth, but the +1 health from argus can in some situations prevent the imp from dying to some aoe (although usually this is only worth it if its double buffed incidentally)
Now I don't have beta key yet but I've watched a lot of stream so I would say I am at the level of someone who has finished the tutorial. Even though I have that infinite knowledge I would just like to ask something. The reason ysera and rag are amazing is because you get value from them the turn they come into play, hence why ysera is in a lot of competitive decks. But wouldn't cards like illidan and hogger do the same thing? And they are never played. Please inform this newb who does not have the game :)
ontop of what RealStarke mentioned, there are a few other reasons rag and ysera are better choices overall. ysera, for example, has a lot of lasting power for 2 reasons: 12hp means she tends to go 2/3/4 for 1, and because of her 4 attack she cannot be shadow word: pain/death, big game hunter etc.
ysera and rag are also not as prone to silence. rag for obvious reasons, but ysera because of her 12hp and her ability to still trade very efficiently
illidan on the other hand, while you get the same turn benefit, he is susceptible to all of the things I just mentioned. once he is silenced he only has 6hp
i do like hogger though. i would rank him pretty highly, although not as highly as ysera and rag. he himself does not trade very well for a 6drop. his benefit is taunt which can be enough to bring you back if you're losing the board but this is somewhat situational. he is a good way to get free minions out even if they are comparatively weak for the turn that you get to play them
ive always wanted to play a super heavy control deck with 1 or 2 win conditions and I put this together and wanted to get your thoughts on how to improve it (first deck that ive actually tried to build):
it relies heavily on spells to prevent damage. they can play as many creatures as they want, but between novas, frostbolts, blizzards etc they have a board of minions but will never be able to attack. do anything possible to prevent them from doing damage to you.
the goal is to have a lot of card draw (thalnos, auctioneers, drake) to pull at least one of my win conditions which would be ysera or rag, supported by board wipes through flamestrike and any incidental damage I did earlier with blizzards, cone of cold etc
spell damage (thalnos, drake, ancient mage) is in there just to maximize the damage that I do through the spells, even though damage is secondary to the control I get from them
a few problems that I would like your input on:
1) susceptible to decks with charge or really early aggro (maybe throw a barrier in there or taunts?) 2) given that I rely on pulling rag or ysera, there have been games where they just havent come up or I havent been able to maximize the utility of the auctioneers. Im thinking of maybe replacing an auctioneer with a mid game creature like yeti or cairne just to buy me a few more turns? 3) again the few win conditions relies on rag and ysera being able to do their thing. given that Im not ever playing big creatures before super late game, chances are high that the other player has silence/poly/hex etc. maybe throw a counterspell in there and play it the turn before the big guys?
im sure there are many decks that play like this, and they work better in a game like Magic where you can protect your few big cards on the enemies turn, but trying to get something like that working in this game
anyway, this is a really rough deck right now so any advice would be great!
i struggle against mages when im playing any class, although my most recent experience has been playing against them as priest (in both arena and constructed)
whats the general strategy when trying to beat a mage? as long as they have flamestrike they will have the board. i can try playing higher hp minions but i cant get a to position where I can do that because my low hp minions die before that can happen, and even if i play something with high hp they can kill it with all the creatures they have...
1. I have 2/3 legendaries that id like to disenchant: lorewalker cho, nat pagle, and van cleef. Is there any good reason to keep those cards? I dont see too much use for them - maybe van cleef but still probably not
2. im thinking of crafting a useful legendary. maybe ysera or ragnaros. alternatively i could use that same dust to craft rares/epics that i dont have like spellbreaker, knife juggler, argent commander, azure drake. the question is: does one legendary have equal value to the rares/epics i listed? which option should be pursued?
im currently sitting at 1sPlat and slowly moving up and starting to see more and more decks that have some/all of the cards above and its a bit of a struggle at times. i typically play a control priest or a divine paladin deck but i also like to mess around with other decks from time to time if that makes a difference to the above questions
0
would you still use a leeroy in a control deck?
0
there are a number of legendaries that Im looking to craft and wondering what to throw my dust at. I have enough dust to make 2/3 of these, so what are your top 3 cards from this list? mostly trying to think of the current meta, and also cards that may be useful even once the meta changes
alexstrasza
black knight
tinkmaster overspark
leeroy jenkins
tirion fordring
cenarius
legendaries that are not on the list I either have or dont want.
I mostly play mid game and late game control decks, sometimes play aggro but it is not my preferred style of play
0
i will occasionally play defender of argus on a blood imp. the taunt effect is negated by its stealth, but the +1 health from argus can in some situations prevent the imp from dying to some aoe (although usually this is only worth it if its double buffed incidentally)
0
this is a cool deck
how do you typically win against aggro decks that swarm the board? divine paladin is a good example here
and also what do you do against priests who try to push it into late game?
0
ontop of what RealStarke mentioned, there are a few other reasons rag and ysera are better choices overall. ysera, for example, has a lot of lasting power for 2 reasons: 12hp means she tends to go 2/3/4 for 1, and because of her 4 attack she cannot be shadow word: pain/death, big game hunter etc.
ysera and rag are also not as prone to silence. rag for obvious reasons, but ysera because of her 12hp and her ability to still trade very efficiently
illidan on the other hand, while you get the same turn benefit, he is susceptible to all of the things I just mentioned. once he is silenced he only has 6hp
i do like hogger though. i would rank him pretty highly, although not as highly as ysera and rag. he himself does not trade very well for a 6drop. his benefit is taunt which can be enough to bring you back if you're losing the board but this is somewhat situational. he is a good way to get free minions out even if they are comparatively weak for the turn that you get to play them
0
ive always wanted to play a super heavy control deck with 1 or 2 win conditions and I put this together and wanted to get your thoughts on how to improve it (first deck that ive actually tried to build):
it relies heavily on spells to prevent damage. they can play as many creatures as they want, but between novas, frostbolts, blizzards etc they have a board of minions but will never be able to attack. do anything possible to prevent them from doing damage to you.
the goal is to have a lot of card draw (thalnos, auctioneers, drake) to pull at least one of my win conditions which would be ysera or rag, supported by board wipes through flamestrike and any incidental damage I did earlier with blizzards, cone of cold etc
spell damage (thalnos, drake, ancient mage) is in there just to maximize the damage that I do through the spells, even though damage is secondary to the control I get from them
a few problems that I would like your input on:
1) susceptible to decks with charge or really early aggro (maybe throw a barrier in there or taunts?)
2) given that I rely on pulling rag or ysera, there have been games where they just havent come up or I havent been able to maximize the utility of the auctioneers. Im thinking of maybe replacing an auctioneer with a mid game creature like yeti or cairne just to buy me a few more turns?
3) again the few win conditions relies on rag and ysera being able to do their thing. given that Im not ever playing big creatures before super late game, chances are high that the other player has silence/poly/hex etc. maybe throw a counterspell in there and play it the turn before the big guys?
im sure there are many decks that play like this, and they work better in a game like Magic where you can protect your few big cards on the enemies turn, but trying to get something like that working in this game
anyway, this is a really rough deck right now so any advice would be great!
0
How do you feel about replacing the pit lords with yeti? arguably same board presence but 1 turn earlier?
edit: thought pit lord was 5 mana. but still, most things that can trade with yeti will also kill pit lord, so why take the extra 5 damage?
0
i struggle against mages when im playing any class, although my most recent experience has been playing against them as priest (in both arena and constructed)
whats the general strategy when trying to beat a mage? as long as they have flamestrike they will have the board. i can try playing higher hp minions but i cant get a to position where I can do that because my low hp minions die before that can happen, and even if i play something with high hp they can kill it with all the creatures they have...
0
Hey all
2 part question:
1. I have 2/3 legendaries that id like to disenchant: lorewalker cho, nat pagle, and van cleef. Is there any good reason to keep those cards? I dont see too much use for them - maybe van cleef but still probably not
2. im thinking of crafting a useful legendary. maybe ysera or ragnaros. alternatively i could use that same dust to craft rares/epics that i dont have like spellbreaker, knife juggler, argent commander, azure drake. the question is: does one legendary have equal value to the rares/epics i listed? which option should be pursued?
im currently sitting at 1sPlat and slowly moving up and starting to see more and more decks that have some/all of the cards above and its a bit of a struggle at times. i typically play a control priest or a divine paladin deck but i also like to mess around with other decks from time to time if that makes a difference to the above questions
thanks!