Umm, I don't think Angry Chicken is viable in the current meta
Have you seen how many Hemet Nesingwarys there are running around? It's too dangerous!
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Umm, I don't think Angry Chicken is viable in the current meta
Have you seen how many Hemet Nesingwarys there are running around? It's too dangerous!
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Jesus christ give it a rest, I guarantee you every class has hit legend without swapping. Just shut up already, my god you're like a child. Why would anyone want to play the exact same deck for 400+ games in a row on the way to legend, especially in a card game that innately has a 'meta'. CAN you do it? of course, only an idiot would claim otherwise, as long as your ratio is higher than 50% you will inevitably hit legend, and a 50%+ rate is doable with every single class. Will the speed vary on your way to legend? Of course, why wouldn't it.
The game is working as intended, not every class needs to be able to do everything.
Please just let this thread die, pretty please with sugar on top.
1
Some ranks are just saturated with certain classes and/or deck types. It's likely that wherever you are getting stuck, that is the time to switch to your second favorite class until you move up to another rank that has a different meta. The only alternative is to wait until the meta shifts at your rank; you may even be able to play at a different time of day and you'll find a whole different group of decks are suddenly appearing. That will require more patience. To each their own; I personally enjoy playing a variety of decks when laddering to keep it fresh and it helps me better understand the full breadth of the game.
Oh, and one more thing; you'll get more help if you tone down the attitude and the "it can't possibly be me" mind-frame. I almost didn't respond, but figured my response might help someone else who is struggling with the same problem.
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I love playing against rogue its one of the easiest classes to destroy with my priest deck...secret is they have no mid game that is not centered around their spell power synergy....Lightbomb auch combo and bit of luck and I tend to beat this deck about 66% of the time. Don't get me wrong the synergy of miracle is there, but its no where near as good. When I pointed this out I was trolled hard...So I am in the process of recording some videos where I take my basic ladder priest and just crush the oil rogues out right....btw here is a clue Loatheb stops oil very nicely. And if you can heal back what they dish out early on you have a pretty good chance...Btw this deck works wonders.
http://www.hearthpwn.com/decks/188604-s11-anti-meta-control-priest
Just sub one shadow madness for a Loatheb and you should be fine.
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Quote from flacidturtur »Quote from flacidturtur »Updated from 1/1 to 2/1
I originally came up with this card a Death Knight class specific 1 drop, but seeing no new classes anytime soon, I may as well modify it for neutral.
Orginally the effect for the DK spec 1 drop was: At the end of your turn, add a copy of this minion to your hand.
As a class card, it's would be okay compared to other class 1 drops.You reinvented paladin hero power, only about 200% better. Every turn for 1 mana you get a 2/1, compared to a 1/1 for 2 mana. Pretty sure that's a bit too powerful.
This can't be compared to the paladin hero power. The paladin hero power costs you 2 mana but in exchange you can cast it every turn, while you can only play this card once and it fills a card slot in your deck which you could fill with much better current cards. Even if it was a 1/2 (the 2/1 just totally sucks) I don't really see it being played much. On turn 2-3-4 your plan is to play very good drops and this card would interfere with your mana curve. Even with Hobgoblin this isn't as good as echoing ooze or haunted creeper. Expect it to be killed the turn it is played, but unlike clockwork gnome which gives you an important spare part, this card doesn't achieve anything. Maybe you can drop it once more in the game to fill your curve, that's all, but doesn't help with early board control.
Actually now that I'm thinking about it, something stronger with the same effect may be more viable.
Had second thoughts since Spider Tank is a 3/3/4 but realized he has Mech as race for synergy. This also costs mana to keep playing.
Now this card I like. It's on curve with the most powerful 3 drop minions and gives your opponent a chance to answer it before you start getting more for free. Whether it's too powerful or not is hard to say but I definitely like the idea.
2
Quote from flacidturtur »Updated from 1/1 to 2/1
I originally came up with this card a Death Knight class specific 1 drop, but seeing no new classes anytime soon, I may as well modify it for neutral.
Orginally the effect for the DK spec 1 drop was: At the end of your turn, add a copy of this minion to your hand.
As a class card, it's would be okay compared to other class 1 drops.You reinvented paladin hero power, only about 200% better. Every turn for 1 mana you get a 2/1, compared to a 1/1 for 2 mana. Pretty sure that's a bit too powerful.
This can't be compared to the paladin hero power. The paladin hero power costs you 2 mana but in exchange you can cast it every turn, while you can only play this card once and it fills a card slot in your deck which you could fill with much better current cards. Even if it was a 1/2 (the 2/1 just totally sucks) I don't really see it being played much. On turn 2-3-4 your plan is to play very good drops and this card would interfere with your mana curve. Even with Hobgoblin this isn't as good as echoing ooze or haunted creeper. Expect it to be killed the turn it is played, but unlike clockwork gnome which gives you an important spare part, this card doesn't achieve anything. Maybe you can drop it once more in the game to fill your curve, that's all, but doesn't help with early board control.
Actually now that I'm thinking about it, something stronger with the same effect may be more viable.
Had second thoughts since Spider Tank is a 3/3/4 but realized he has Mech as race for synergy. This also costs mana to keep playing.
1
I have no idea how any of these cards address mech mage.
The deck plays: Clockwork Gnome, Cogmaster, Mechwarper, Snowchugger, Spider Tank, Tinkertown Technician, Piloted Shredder, Mechanical Yeti, and Goblin Blastmage, answers/reach with Frostbolt and Fireball, and a Dr. Boom/ Archmage Antonidas endgame.
What are the common themes here? 3 or 4 toughness on minions, and direct damage. I count three deathrattle minions, but only one of them actually dies to Scarlet Purifier's ability, so you're still trading cards to get rid of them. The odds of seeing more than one deathrattle on the board also mean Lil' Exorcist will at best be a 3/3/4 taunt that you have to play on turn 4, in response to their 4-drop, which still doesn't trade favorably.
Deathlord also fails the utility test by only having 2 attack. The only thing in the deck Deathlord will actually deal fatal damage to are the 1-drops - everything else can charge in and survive to torment you next round. This is not to mention how suicidal it is to play him in a control matchup.
Steamwheedle Sniper has already been dissected by other posters here, but again the real lesson is that 2 damage is not an effective amount to slow down the mage.
Mana Wraith, I'll at least grant, is an intriguing option for a spell-slinging deck that can work around it. It still dies to every minion mech mage plays, though, so the ability may as well be blank on anything short of an empty board.
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Stranglethorn Tiger is amazing, not crummy :). And it has Stripes!
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tbh I would like to punch everybody who plays this deck >.< most infuriating deck in the game
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Craft Rag, don't craft the second sniper (can use a BGH or any tech card), use Sneed's Old instead of Dr. Boom for the moment you'll do pretty fine but yes Dr. Boom is insanely strong ^^
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How important is nefarian? can switch for alex?
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Not sure you entirely understand what facetious means... I haven't seen any posts on here treating you with ill-willed/inappropriate humor (i.e. facetious). There are a few posts, including my own, suggesting you might not be as strong a player as you think you are - and following that up with advice on how to be a better player. That's not facetious, though. A little humility goes a long way, man. And sometimes if you want to get better, you have to recognize your weaknesses.
I'm assuming you're going to ignore this, however, and continue blaming the game instead, given the attitude you've consistently expressed in this thread.
1
Not sure they'd feel a need to keep the multiple of 3. WoW didn't. They could easily make up a third one, though, if they wanted to. It would be a bit tricky to balance the new classes and obviously they would need to do some testing, but I it's certainly possible and would be incredibly exciting. I'll put it this way, Hearthstone is far less complex than WoW on the dev side and if they can introduce new heros there, they can certainly do it for HS. They would have to do it right, but on that front, I trust Blizzard, they're pretty damn good at what they do. On that note, the more cards introduced to the game, the harder it will be to balance newly introduced heroes. I still don't think the next one will be hero expansion, but I do hope it's sooner than later (mostly because I'd love to play them).
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I play a Sneed in my control paladin deck and a few others, but I don't really understand why you'd want to replace Jaraxxus with Sneed in a handlock deck. Honestly seems like a very weak choice. Sneed definitely a fun card, but I actually don't think it's worth crafting, especially with the legendary list you have. So with your collection I'd go for Harrison (or Tirion, because I like playing paladin - recently crafted this one myself).
You definitely don't need two Piloted Sky Golems, one is enough, and even then it doesn't make it into most of my decks. Echo of Medivh is a great card, I personally hate playing mage so I'd never craft it, but Giants mage is kinda fun and that makes it much stronger. Coghammer looks great but is honestly a little disappointing, I wouldn't put it in a deck unless you want to do tempo/aggro paladin, and in that case you're good with just 1. Quartermaster is also not as strong as it looks because it's very slow and people have learned to play around it, usually ends up sitting in your hand a long time. I wouldn't put more than one in a deck - my strongest Pally deck doesn't use (do use Muster, though, even without QM to buff, Muster still a strong card, for a number of reasons). Overall, if you're crafting for pally, I would say 1 Tirion is a much stronger choice than those 4 epics.
Do you have recombobulators? Could think about this if you want to craft some epics. I don't have any, so not speaking from experience, but some people have had great success with this in handlock (guaranteed giant replacement). Personally I think I prefer keeping earthen ring farseer instead, but I'd give it a try if I opened one in a pack. Also you should think about maybe a Troggzor as a legendary option. Especially if you play much priest, he's a strong choice instead of Boom in any deck that doesn't have other BGH targets.
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I'd been playing around with control hunter this season and found the biggest difficulty not having the healing/armor generator that priests and warriors have (which also makes hitting enemy minions with weapons slightly more painful). Gladiator's Longbow I found really helpful, since I could take out enemy threats without any damage to myself or losing minions, and working in an antique healbot helped a HUGE amount. It's not a lot of healing, but usually that additional 8 health was enough to give me that round or two I needed to finish them off instead of perishing right before lethal.
0
Nice Deck :) I used almost exact same build at the beginning of this season when I was facing nothing but aggro - only difference was I left out the hunters mark in favor of an arcane golem for some extra burst at the end if needed. Worked well, though. Got me from 16 to 10 in an hour or two.
1
It's funny when people say things like "Blizzard needs to remove RNG from the game and not to add more in the future.". You realize this is impossible? Your card draw is RNG-based. Unless you're proposing they let you chose your card draw order, too? But that sounds like a great way to really kill the game.
2
If the added RNG lowered consistent win rates, then I actually think that's a good thing. I don't know how much the added RNG did really affect winrates though, and more importantly, you can always make a deck without the RNG in it. Oh wait, you can't, because without RNG the game wouldn't exist.
More importantly, RNG makes the game more fun. If RNG ruins the game for you, as far as I'm concerned, it just means you're taking it too seriously - and perhaps it would be better to take up something like archery instead.
So sometimes someone gets a great drop from a shredder, perfect hit from a boom bot, or a solid legendary from an unstable portal. Good on them. Still, not a big deal. Dr. Boom isn't a problem either - everyone has tools to deal with him because everyone plays him. And if you don't happen to have your tools to deal with him in hand? Well, sucks to be you, move on to the next game.
Point being, I like GvG. Maybe it's a tiny bit harder to be "competitive", but the game is more fun, and I think that matters a lot more.
1
Troggzor is a good legendary. I would definitely keep if I had. I recently crafted a Dr. Boom, but I was very tempted to craft Troggzor instead. I chose Boom in the end because I do think it's stronger, and if it does get nerfed I get my dust back. But if I had pulled a Trogg out of packs I wouldn't have bothered crafting Boom.
There's a few reasons he may even be more playable in the current meta, depending on your deck, than Boom is. First, as mentioned before, he can't be hit by BGH. Boom is nice in a deck with Rag because you can pull out the BGH with Boom and play Rag more safely after he's gone. Also, he's not nearly as common right now and so people aren't as prepared for him. Everyone runs Boom, so everyone has an answer for Boom. You almost never see Trogg, which makes him much harder to have an answer for. You don't even necessarily have to have board control to make Trogg a strong play. If they don't have 6 damage on the board, it's definitely strong. But even if they do, it forces them to run their minions into him (in most cases that will kill off 2-3 of their guys, and trading 1 card for 2-3 is not bad at all).
I've only had Trogg played against me twice, and in both cases the opponent was behind and he created win condition for them. Can't say the same for Boom - I've had Boom played against me countless times, and almost every time I have an answer.
The biggest problem with Trogg is that he competes for the 6 mana slot, which there are already a lot of solid options for (sylvanas, sky golem, etc.), while Boom fills an otherwise very underwhelming 7 slot. I don't see this as a serious problem though, because we all lived without good 7 slots pre-GvG and it was fine, too.
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Great trade, IMO. Two mediocre legendaries for the two best legendaries in the game. I mean, I guess you could "find" a way to play both mekgineer and deathwing, but what you traded them for are much better and much more useful. I haven't been lucky enough to get a golden legendary yet, despite opening 500+ packs, but I would do it in a heartbeat unless it was a really legit legendary that I didn't already have. But those two are worth every bit of dust, wouldn't even consider it a sacrifice.