Intereresting, though I don't really agree on the armorsmiths. If you only gain "2-3" armor with them, it sounds as though you use them fairly ineffectively?
Anyways, what warrior desperately needs is a strong and effective value card. If we get that, I think control warrior / fatigue warrior can be in a good spot. I don't think it will happen, I think Blizz will push tempo warrior.
Can shuffle any cards they want into their deck infinitely.*
*Needs a value card.
What?
Keyword is effective. DMH is very strong on value, but it's inefficient - requiring multiple rounds and planning to set up. CW builds right now are generally trapped between either having supbar value or being weak to back-to-back tempo plays. Not that having a weakness is unfair, but the weakness is generally so strong as to make the deck outright bad.
Something in the veins of shadow visions, glyph or stitched tracker would be wonderful. Something that can generate immediate value or an answer.
Intereresting, though I don't really agree on the armorsmiths. If you only gain "2-3" armor with them, it sounds as though you use them fairly ineffectively?
Anyways, what warrior desperately needs is a strong and effective value card. If we get that, I think control warrior / fatigue warrior can be in a good spot. I don't think it will happen, I think Blizz will push tempo warrior.
We've now learned that Blizzard doesn't like auto-include evergreens, silence effects or complex text effects on basic cards. This isn't necessarily my opinion (my personal opinion is in fact that the entire core set should be rotated). I'm just thinking out loud what would happen if we actually hold them to the reasoning given. I'm exempting staple class legendaries, which I feel Blizzard has been very restrictive about targeting.
So that gives a fairly easy metric for determining cards that should be changed.
Priest:
Staples:
Northshire
Power word, pain
Power word, death
Silence:
Silence
Mage:
Staples:
Frostbolt
Fireball
Arcane intellect
Silence:
None (poly in line with hex).
Shaman:
Staples:
Flametongue
Mana-tide
Hunter:
Staples:
Eaglehorn bow
Animal companion
Kill command
Paladin:
Staples:
Truesilver (debatable, since this meta has shown it can face replacements).
Rogue:
Staples:
Backstab
Eviscerate
Preparation
Warrior
Uncertain at this time, maybe new evergreens will crop up.
Druid:
Staples:
Swipe
Complex basic cards:
Wild growth (card draw effect not following their claimed standard).
I think HS has generally been fairly forgiving about power level compared to dust cost. There has always been powerful cheap decks and slamming expensive cards into a deck has rarely been the key to making it better. Sure, control decks often benefit from big powerful legendaries ("wallet decks"), but control decks have rarely (if ever) been oppressive.
There are many thing I complain about when it comes to HS designs, but in that regard I think they are on the money. I have friends who play the game on the side, and most of them can for little investment use powerful decks. They might miss out on a broad selection of competitive decks, but I think that's fair.
Your list is very greedy, most razakus lists run like one big threat at most. Secret mage is probably strongly favored in this as a result. It is very good against slow greedy decks relying on expensive boardclears.
I'd definitely lose eternal servitude, I don't think that belongs in this list at all. I don't think you need to run geist, it's not often you'll be able to clear all jades. Cairne seems very slow for this type of deck.
He had a killer start, whiffed a bit in the midgame... you had an average one and got a lucky extension by drawing well in the mid-game and a decent kazakus potion.
So, a specific class got nerfed, because it was almost exclusively an aggro one up until, I want to say, WotOG? And it didn't get nerfed because it was aggro, it got nerfed because it was oppressive so many times it was hard to NOT do something about it. Other aggro decks (shaman, and now kind of druid, because the Innervate nerf will punish aggro druid more than any other archetype) got weakened as well, but once again, not just because they were aggressive, but because they were/are insanely powerful. I believe that aggro decks have a place in the meta, however they should be closer to zoolock, which had to think about positioning and board control, and didn't really have any cheap burst. Meanwhile, you have PW which has insanely good early and mid game minions (Leeroy Jenkins and Kor'kron Elite for charge, and Bittertide Hydra for a huge body on turn 5 with essentially no downside, seeing as PW doesn't care about HP at all), combined with spell burst, weapon buffs, and of course weapons, which usually dish out the biggest amounts of damage. If they really wanted to nerf pirate warrior, they could've left war axe the way it is, but make it so weapons can't damage heroes the turn they are played. This way, they would still serve their role of controlling the board by making good trades, however they couldn't dish out 18 damage over the course of three turns that only specific tech cards can deal with. Right now, the only thing this nerf accomplishes is completely killing any chance of CW appearing any times soon, unless of course they print an epic 2 mana 3/2 weapon.
Well, that's my feel as well. I didn't ask for dragon warrior or PW, and feel that all they've done is to make golden warrior portrait something a bit rare to be proud of to just be "meh".
That said, war-axe is such an enormously good card that I understand the nerf. It just feels like a suckerpunch when they've shit on the value-aspect of warrior for 3 expansions in a row.
Has a very mature backstory for a children's comic, I like the development of flaws (slight, but there) and to introduce tragedy the main character of a comic line of this type is almost unheard of. There are many strictly better characters, but in franchises of this type I think it's in a league of its own.
4-5 decks usually. Only deck I really played exclusively was CW. You get a lot better when you focus on one deck, and it gets much easier to adjust it. B
ut it's also necessary to try out the competition (or something close to it) to get a feel for their weaknesses.
I get salty as hell, because I hate losing and I hate making mistakes. But at the end of the day, that's my issue. Spouting crap to some random stranger is just bizarre behavior. Being anonymous is not an excuse to be an asshole.
I'd prefer a timebank-system like you have on some poker-sites.
Meaning you have a time-bank with 2 minutes in it, and all extra time you use is drawn from that timebank. The timebank will regenerate a small bit per round played.
Im not trying to be salty, but I feel like Im losing way more than Im winning, and it seems to be that 85% of those losses are to things I cant control. I cant do anything about them top decking or high rolling, and I cant do anything about me drawing poorly or low rolling. The vast majority of the games Ive played recently felt like there was very little to no decision making. It all came down to RNG and who rolled better. Like I can sit and watch my opponent make an obvious mistake every few turns and still win because they never lost and RNG affect. Does anyone else feel this way? Maybe Im just super bad, but in that case I cant figure out what Im doing wrong. So how do I get better at being lucky?
RNG does decide its fair share of HS games. It is a game obviously designed to not allow very high differences in winrate. A new HS player with a good deck will have a decent chance against a seasoned one even if the matchup is fairly balanced, and obviously matchups are often very skewered making it even more likely that "bad" players will also win a fair bit.
Mostly HS is about doing your best to gain small advantages, which over time should be enough to allow for an above average winrate. In this respect it is far closer to poker than chess. A chess master will pretty much never lose to a beginner player, but in poker that happens a lot in given hands, it's the result over time that matter. Though the similarities really end there, because in poker the most advantageous play is often to lose a given hand (folding) - in HS you always play to win.
A good rule of thumb for what constitutes a good play is to consider what will make the toughest situation for your opponent to handle. When you do this, you should consider a) how many cards does he have in hand b) how deep is he in his deck c) what has he played so far d) what type of cards is likely in a deck like this e) has he played like he holds the card he needs to solve the problem you are setting up.
Some classes are typical for classes and those are the easiest to set up. Priest often struggles to deal even low damage, mages have trouble clearing a big board and a big minion at once, hunter can be run out of resources from hand, rogues struggle to regain HP, druids don't like to face big minions, non-control warriors can be swarmed, control warriors don't like 2 big threats at once... etc.
It's easy, just play an infinite amount of time and statistics say that everything will even out.^^
I know you are joking, but it should also be clarified that statistics does not say this, because infinity is not a number. It is a concept related to numbers, but you can't actually use it mathematically. If you do, arithmetic would break down.
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0
Intereresting, though I don't really agree on the armorsmiths. If you only gain "2-3" armor with them, it sounds as though you use them fairly ineffectively?
Anyways, what warrior desperately needs is a strong and effective value card. If we get that, I think control warrior / fatigue warrior can be in a good spot. I don't think it will happen, I think Blizz will push tempo warrior.
0
We've now learned that Blizzard doesn't like auto-include evergreens, silence effects or complex text effects on basic cards. This isn't necessarily my opinion (my personal opinion is in fact that the entire core set should be rotated). I'm just thinking out loud what would happen if we actually hold them to the reasoning given. I'm exempting staple class legendaries, which I feel Blizzard has been very restrictive about targeting.
So that gives a fairly easy metric for determining cards that should be changed.
Priest:
Staples:
Northshire
Power word, pain
Power word, death
Silence:
Silence
Mage:
Staples:
Frostbolt
Fireball
Arcane intellect
Silence:
None (poly in line with hex).
Shaman:
Staples:
Flametongue
Mana-tide
Hunter:
Staples:
Eaglehorn bow
Animal companion
Kill command
Paladin:
Staples:
Truesilver (debatable, since this meta has shown it can face replacements).
Rogue:
Staples:
Backstab
Eviscerate
Preparation
Warrior
Uncertain at this time, maybe new evergreens will crop up.
Druid:
Staples:
Swipe
Complex basic cards:
Wild growth (card draw effect not following their claimed standard).
Warlock:
None
0
Murloc pally is still strong. You have to play a bit more conservatively, but it's a fine deck.
But you don't take any risk from DEing, you do get full dust... so it doesn't really matter.
0
I think HS has generally been fairly forgiving about power level compared to dust cost. There has always been powerful cheap decks and slamming expensive cards into a deck has rarely been the key to making it better. Sure, control decks often benefit from big powerful legendaries ("wallet decks"), but control decks have rarely (if ever) been oppressive.
There are many thing I complain about when it comes to HS designs, but in that regard I think they are on the money. I have friends who play the game on the side, and most of them can for little investment use powerful decks. They might miss out on a broad selection of competitive decks, but I think that's fair.
0
A cheap mid-curved tempo-mage deck build with counterspell will do. I did a F2P recently and comfortably beat a lot of priests with that.
Full fledged secret mage is probably better though. But at least you can do it with relatively cheap mage decks.
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Your list is very greedy, most razakus lists run like one big threat at most. Secret mage is probably strongly favored in this as a result. It is very good against slow greedy decks relying on expensive boardclears.
I'd definitely lose eternal servitude, I don't think that belongs in this list at all. I don't think you need to run geist, it's not often you'll be able to clear all jades. Cairne seems very slow for this type of deck.
He had a killer start, whiffed a bit in the midgame... you had an average one and got a lucky extension by drawing well in the mid-game and a decent kazakus potion.
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2
Name: Ripley
Franchise: Alien
Believable and tough.
Name: Optimus Prime
Franchise: Transformers
Has a very mature backstory for a children's comic, I like the development of flaws (slight, but there) and to introduce tragedy the main character of a comic line of this type is almost unheard of. There are many strictly better characters, but in franchises of this type I think it's in a league of its own.
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0
4-5 decks usually. Only deck I really played exclusively was CW. You get a lot better when you focus on one deck, and it gets much easier to adjust it. B
ut it's also necessary to try out the competition (or something close to it) to get a feel for their weaknesses.
3
I get salty as hell, because I hate losing and I hate making mistakes. But at the end of the day, that's my issue. Spouting crap to some random stranger is just bizarre behavior. Being anonymous is not an excuse to be an asshole.
0
I'd prefer a timebank-system like you have on some poker-sites.
Meaning you have a time-bank with 2 minutes in it, and all extra time you use is drawn from that timebank. The timebank will regenerate a small bit per round played.
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0