Its not even the pity time, most likely, could be legiondaries were opened on pack 30, and 60, or something similar. It is on the low end of expected, but not even that bad, probably one pity timer. you could theoretically open 119 packs and get only 2 legiondaries, 2 at 80 sucks, but it could be much worse.
This players.... 95% of HS players cant build their own deck....lets netdeck 2 or 3 most op decks and even then you cant reach legend cause you actually dont know how to play with it....believe me its better for you guys to make your own deck, trying to replace cards with other cards to see what is working and what is not working...if you know how to build a 1, JUST 1, freaking deck and menage to get rank 5 or lower with it you are better player then 95% netdeckers......i was also netdecker... And i regret it...... Where is satisfaction when you play deck that is made by some proplayer even if you got legend with it.... Just think about it... You have around 2k cards in HS and all of you, mostly, play 40 same cards per class...
Take warlock, make cubelock with major changes :) cubelock is deck with cube in it...you dont need any other 28 cards, that are always used, for cubelock to work... If i can make cubelock (wild) without voidlordr, n'zoth, weapon, misstress, -one helfire and without -4×2 cards which are in all netdeck cubelocks (wont tell witch) and its working pretty fine than you can do the same...i reseted myself back to rank 10 from 6 (that were only tries to make new cubelock that is not boring with lots of loses in a row) but finally i made one and guess what...got rank 5 with deck that you wont find on this page.. GG... I didnt have to even go to this page to see decklist which everyone is using xD like i know every card from that deck how many ppl play it...and its sad..
When you see some deck and you like it really,really much take it and adapt it to yourself as much as possible. Why?
1. Your opponent will think that you will play,lets randomly say, hellfire.. But you play something that he never saw in cubelock...(then he wont be able to know your following few turns and cards you have in deck)
2. You will be more confident in yourself and your deck
3. You will actually get more and more experience in deckbuilding AND decision making in matches
4. You will be proud cause you made good deck by YOURSELF!!
Believe me what i said... I play ONLY warlock and have built more then 50-60 warlock decks (some of them were totally shitt, but i dont care because you cant know what is good and what is bad if you never try it) and with most of them got rank 7-3 :) just take your time and practice....
I hope you will, one day, make your own deck that will be a beast :D
Sorry for bad English :)
Why would you make this comment here? Seriously, so people can pat you on the back for playing warlock a lot?
Instead of helping a guy out with thoughts on play, you complain about net decks. You shouldn't apologize for bad English, you should apologize for your bad manners. Seriously, just keep this shit to yourself, or put it on another thread. These types of threads (the original one) are great for players trying to learn, and provides some nice perspective and discussions on what play are available and opinions on which are best. Your rant adds nothing.
I don't know about calling it an OTK deck, its more of an elemental mage, with an extra win condition. It will get some extra points for opponents mullinganing for secret mage instead, so that will help. Its really just a midrangy Elemental deck with some extra RNG thrown in. Not sure about the artificar, honestly, I think that another ice block could be helpful. getting to a point where you can start getting health back with Jaina is key, and a more consistent block can help out with that.
The biggest problem right now is that midrange decks don't quite cut it in the current meta. Maly does help you get over the top though, in a drawn out control lock matchup, but I don't think its enough. Cool deck, and this idea could be really good in the next meta, though.
it would have been cool to do a package, like the year of the Mammoth promotion, but with wild packs. And wild packs for the wild arena would have been cool, maybe one each from TGT, GVG, etc.
I think that due to the nature of MtG, it will always be clunky. There are a lot of interactions, or potential interactions, after every phase and decision, so the gameplay will be less smooth. In HS, for example, you don't do anything when it isn't your turn, and then act during your turn with little interruptions (secrets are the only ones, and you know when they are active). This just feels smoother than MtG where you have the opportunity to act or make decisions multiple time during your opponent's turn, as well as having to wait for you opponent to act or pass after nearly everything that you do during your turn. By nature, I think MtG will always have a tough time converting to a strong mobile model due to all of the interactions and action points without fundamentally changing the game.
meh, I think the Molten Giant nerf and move is pretty reasonable. It didn't see play in standard, but bringing it back to where it was would be a pretty good buff to current warlock decks. In wild, though, control lock and cube lock aren't that oppressive (everything in wild is broken, so nothing is broken). Its not much of a buff to giant decks (no effect to the Naga effect), but could revive a beloved archetype in wild (Handlock). So they brought back an old archetype in wild, and had no effect on standard. I think its pretty reasonable.
Was it needed? Not really, and I guess other cards could have had priority over this, so if the complaint is about opportunity cost (they were working on this instead of something more important), then I think there is an argument to be made. But the nerf/move in a vacuum is a pretty reasonable thing to have done.
2
Its not even the pity time, most likely, could be legiondaries were opened on pack 30, and 60, or something similar. It is on the low end of expected, but not even that bad, probably one pity timer. you could theoretically open 119 packs and get only 2 legiondaries, 2 at 80 sucks, but it could be much worse.
0
Whoa. Control hunter coming at ya.
1
1
Medivh's familiar?
0
probably replaces nether in control lock
7
So, when you had a mix that was favorable, you won, and then when the mix was unfavorable, you lost. What's your questions, again?
4
So, any South American soccer clickbait sights doing reveals this time?
0
9
0
I don't know about calling it an OTK deck, its more of an elemental mage, with an extra win condition. It will get some extra points for opponents mullinganing for secret mage instead, so that will help. Its really just a midrangy Elemental deck with some extra RNG thrown in. Not sure about the artificar, honestly, I think that another ice block could be helpful. getting to a point where you can start getting health back with Jaina is key, and a more consistent block can help out with that.
The biggest problem right now is that midrange decks don't quite cut it in the current meta. Maly does help you get over the top though, in a drawn out control lock matchup, but I don't think its enough. Cool deck, and this idea could be really good in the next meta, though.
5
I chose Kolento
1
it would have been cool to do a package, like the year of the Mammoth promotion, but with wild packs. And wild packs for the wild arena would have been cool, maybe one each from TGT, GVG, etc.
0
I think that due to the nature of MtG, it will always be clunky. There are a lot of interactions, or potential interactions, after every phase and decision, so the gameplay will be less smooth. In HS, for example, you don't do anything when it isn't your turn, and then act during your turn with little interruptions (secrets are the only ones, and you know when they are active). This just feels smoother than MtG where you have the opportunity to act or make decisions multiple time during your opponent's turn, as well as having to wait for you opponent to act or pass after nearly everything that you do during your turn. By nature, I think MtG will always have a tough time converting to a strong mobile model due to all of the interactions and action points without fundamentally changing the game.
3
meh, I think the Molten Giant nerf and move is pretty reasonable. It didn't see play in standard, but bringing it back to where it was would be a pretty good buff to current warlock decks. In wild, though, control lock and cube lock aren't that oppressive (everything in wild is broken, so nothing is broken). Its not much of a buff to giant decks (no effect to the Naga effect), but could revive a beloved archetype in wild (Handlock). So they brought back an old archetype in wild, and had no effect on standard. I think its pretty reasonable.
Was it needed? Not really, and I guess other cards could have had priority over this, so if the complaint is about opportunity cost (they were working on this instead of something more important), then I think there is an argument to be made. But the nerf/move in a vacuum is a pretty reasonable thing to have done.
0
just as an update, i logged in aobut 30 minutes ago in NA server, y rank and rewards were correct. Wonder if things are fixed on that front.