Quote from absolutecrazy »I like the idea putting Druid of the Claw/Fang/Flame all in the deck. The 7/7 Fang is like a 5-drop giant that puts a real threat on the board. Because Mister Boom is almost mandatory, one 7/7 is gonna get BGH so others are not.
It takes at least 8 additional Beast for Druid of the Fang to work, where 3-drop Beasts are really scarce. 1-drop: Stonetusk Boar. 2-drop: owl or Haunted Creeper. 4-drop: 5/4 strider, although lost against the shredder. 5-drop: Druid of the Claw already, and the mighty kodo. Not much point using a high level Beast because you need 5 to play Druid of the Fang anyway so it's 5+5.
i dont find that entirely true to have to use those sub-par other beasts like boar, panther, strider .. , i ran a ramp combo beast druid that was a hell of a ton of fun to play and fairly effective on ladder.. my skill with building decks isnt amazing but it had gotten me to rank 9.. only beasts i used were 2x haunted creepers , 1 owl, 2x druid of claw, 2x druid of fang, 1 stranglethorn tiger, 2x power of wild (3/2 panther is a beast) ... other than that i filled the deck with sticky minions - chow, belchers, shredders, 2x lore, 1x war, bgh, dr boom and cenarius.. stealthed 5/5 tiger on board waiting for combo is amazing.. also POW +1+1 to your minions (creepers work especially well after they pop, which youll usually have on the board, otherwise try and use the 3/2 panther to set up or combo with druid of the fang.. creepers/owl/PoW cheap beasts to ensure u can atleast have a 7/7 + x beast on turn 7, which in most case is actually between turn 4-6 for your opponent because of wildgrowth/innervate early game..
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That's the Divine Favor Paladin from the Asian servers. If the construction of Patron deck is careless, such aggro pally can go fast enough to win. Typically it came in because handlock is an easy counter for Patron Warrior, and Divine Favor deck is hard counter for handlock. Players on Asian servers aren't smart enough to pick the right counter for Patron Warrior, that's how things happened.
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Quite effective in some encounters of the adventure mode that require heavy minions.
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On EU it has to be Kolento. This guy has maximum luck and always topdecks, which is the only thing that matters in pro games. Remember that Hearthstone is ultimately a game of chance and gamble on the highest level.
I don't know who is the best NA. I mean obviously those architects all have relatively low luck that severely hinders their performance in tournaments. Being a good gambler is much more important, and no one so far is focusing on pure RNG. Well, back when Amaz is the top 1 player, it is his Ragnaros that defines him. Reynad and Strifecro are doomed to be forgotten because they're but architects and not RNG guys.
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I already experienced Avenge on the Harvest Golem. If the minion were played first, the Avenge should apply. Also, weirder things happen when a lot of minions get wiped while one Mad Scientist pulls out Avenge. It's all about the order of the card coming into play.
2
Although its effect seems slow and nonaggressive, this card is good when your game is about to stalemate and neither sides are scoring a killing blow very soon. You opponent can't BGH it, and are very prone to leave it be for a couple of turns, because it's only 6 attack for 8 mana, presenting slightly less combat threat than most other heavy legendary minions.
Besides, this might be the cheapest legendary Dragon card a player can get, and an 8-drop Dragon. That makes everybody like it.
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Druid of the Flame is similar to Harvest Golem, which nobody runs now. If not for all the cancer aggro, the shade is always better.
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Neither of them, unless you are going to play some college tournaments.
Jones was good when Rogue was popular, which clearly is not the case now. The Black Knight is even a more tournament-specific card, which is statistically useless in the ladder.
I suggest Sylvanas if you haven't got one. It's a boload of resolve to craft either of those if you're just playing for the meta.
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Depends on the deck you use. For decks that have very little random effect, the ratio of luck is doomed very low. This explains the reason everyone plays cancer Mage, face Hunter and combo Druid, as there are only 2 to 4 cards that work heavily on RNG in 30 cards, and playing such decks maximize the skill ratio.
For other decks there's little skill, even 5% is an overstatement. When it comes to the whole picture, hearthstone is all about the gift of luck. Some players are born with more luck, and their ingame benefit from this gifted luck cannot be prevailed over by any form of skill.
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Inner Rage is viable as long as you employ proper minions rather than corsairs. Usual version runs Azure Drake, so this version is a lil weak in drawing, especially what was rightfully drawn is reduced by Battle Rage.
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Double Sea Giant is bad. Ridiculous or stupid even so. It's the worst case possible if you mulligan away one Sea Giant and get another in. Sea Giant is a card that has been largely misunderstood. In a perfect world, at least one of the copies should be replaced by Loatheb.