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    posted a message on Old Guardian's Silence Priest *updated with buffed Extra Arms*

    I disagree (not trying to be snide here, legit, and I did try hard-mulliganing and had one game where I had a solid attacked before turn 5):

    1 - (20 ^ 6 / 30 ^ 6) ~ 11/12. Seems good, but we're including Northshire Cleric as an early body, which in my experience, is a desperate move as Priest, particularly if you have nothing else. So...

    ~ 6/7

    But now we're assuming that playing Librarian on its own as a crappy cousin to River Crokolisk, or Magma Rag....excuse me, Faceless Rager, on its own, isn't essentially a concession...

    And so on, and the odds get BAD if you want to trade well before turn 5. The problem with "Mulligan for your early drops, and do the math", is that your early drops SUCK. 1 is a 1/3 without any useful abilities if you play it turn one, 1 is a 2/3 for 2, vanilla if you play it before turn 4, and even then, you NEED another card, 1 is a vanilla 5/1 before turn 4, and again, you NEED another card, and 2 are worthless without another card, because you have no way to taunt them up. You need, minimum, 2 of your early drops to have a hand with any board presence, and even then, you simply can't attack until turn 4.

    The other popular Priest deck (rez) has the same problem, but it swaps those useless minions for removal, which I think may be the way to go. Honestly, though, I think Priest is just in a crazy bad spot right now. Again, not calling you out. I have plenty of deck building experience myself, and couldn't come up with better, until I took in the meta at my Rank, and even that wasn't good. There is just no synergy or value, beyond individual cards (like Muerte), except you need explosiveness if you're 15 life behind. I feel like you need good matchups and lots of luck to get anywhere with Priest right now.



     

    Posted in: Old Guardian's Silence Priest *updated with buffed Extra Arms*
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    posted a message on Old Guardian's Silence Priest *updated with buffed Extra Arms*

    How are you supposed to play aggressively with a deck that has 2 2-cost and s 3-cost threats? What are you supposed to play before turn 4 if you don't get a good draw (which you won't most of the time)?

    Posted in: Old Guardian's Silence Priest *updated with buffed Extra Arms*
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    posted a message on NO IT"S NOT SUMMON ALL MINIONS FROM VOID

     

    Double health is solid, but not good enough to swing Heroic runs. Even if you don't have Vile Potion, it often triggers the AI into making bad plays it normally wouldn't, , and being able to ignore 10+ damage for a couple of turns can straight-up win lots of late-run Normal battles.''

     This is not true. I got the passive that halves the cost of all your cards and filled my entire deck with high cost legendaries. Despite being a huge powerhouse of a deck, if you get overwhelmed by some bosses insane RNG-filled 4 mana starts, they can kill you before you get the big boys down. With double health, it gives you a nice buffer to get your deck rolling when you get crazy combos like that. Before that run I had no belief in double health but now I can see some of the value.

    <Sorry, forgot to Quote this properly>


    I think we agree. When I said that it is a solid power, I meant that it is always useful, and far more so than the "Start the game with 3..." powers. But it's not good enough to win a Heroic run ON ITS OWN.

    As for your run, I don't think you would have won with double health alone, not even close, in my experience. Surviving is pointless if you can't use it to both sweep the board and establish a tremendous board presence. You had Robes of Gaudiness, which are frequently recognized as the most OP power. They're the big reason your deck was good, but as you said, they're not enough on their own: you sometimes need another solid factor, either good AoE, balance, or in your case, the ability to survive until your Robes snowball into insurmountable board presence.

     

    Posted in: Adventures
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    posted a message on NO IT"S NOT SUMMON ALL MINIONS FROM VOID

    Double health is solid, but not good enough to swing Heroic runs. Even if you don't have Vile Potion, it often triggers the AI into making bad plays it normally wouldn't, , and being able to ignore 10+ damage for a couple of turns can straight-up win lots of late-run Normal battles.''

    Posted in: Adventures
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    posted a message on Dalaran Heist: Captain Hannigan

    Oh, also something I see people miss again and again: the strongest power of the Bar is removing cards from your deck. Try to keep in mind: Unless a card you keep/add is better than your average draw on any turn, it makes your deck worse, and decreases your likelihood of drawing your Treasures.

    Posted in: Adventures
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    posted a message on Dalaran Heist: Captain Hannigan

    Board presence, early. Along with a good curve (in context), lots of powers will help you with this: Captured Flag, your minions have Stealth/Rush, the .stupidly broken 1/2 cost robes, the far less so but still broken Violet Goggles. Also, any good treasures that cost <=5..

    Posted in: Adventures
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    posted a message on Violet Hold Heroic - Rogue Help Needed

    Also, once you have that broken start, STRONGLY consider tossing and ignoring cards at the Bar. I've seen run after run end, because my friends were too eager to take the "Take all enemy minions. Give them +1/+1" because of the Tempo boost. That early game tempo is great against earlier bosses, but as CWSmith said: You're looking for outliers for the later bosses. You're not gonna win by dropping a Spider Tank every turn. You've got to combo out or drop like 4 Lich Kings ASAP and go for the throat.

    Posted in: Adventures
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    posted a message on Violet Hold Heroic - Rogue Help Needed

    Before I grew tired of it, re-rolling for the "Your cards cost half" robes, taking giant monsters, and praying I don't run into carouself gryphon or Gallywix, were how I clawed through about 10 crowns in Heroic. I assume that's an option with Rogue?

    Posted in: Adventures
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    posted a message on What your opinion on the Dalaran Heist?

    Dungeon Run was far from perfect, but I still go back and play it every once in a while, and Monster Hunt. I can't see doing that with this adventure.

    Posted in: General Discussion
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    posted a message on What your opinion on the Dalaran Heist?

    I'm not a fan. The normal runs were fun for a bit, but don't pose a challenge and having lots of ways to go infinite gets boring pretty quickly. The Heroic runs...I mean, I know the fanboys gonna jump all over me here, but they're just not fair, and now we're supposed to do this 45 times? Like, I challenge anybody who says it's fun and beatable to stream 10 consecutive runs with a winning record. And I've played Zayle once, and am done.

    To be clear: I'm not saying folks shouldn't enjoy any of this (also, if you're struggling on normal, that's cool, and keep at it, or don't, if you're unhappy). I just don't get it, and don't have fun when the "challenge" is "hit reset until you have a good deck". I seriously wonder whether Blizzard playtests some of these things *cough* Zuramat *cough*. And I wonder whether designers who cared could come up with something with a better balance of knowledge/exp v. win %. Blizzard has kind of committed to the First Church of RNJeebuz, and I'm okay with that (getting hit in the face by 35/36 of Madder Bomber's dynamite due to what I can only assume was a bug was...infuriating at the time, but hilarious in retrospect). But making bosses literally unbeatable if you didn't know they were coming and what they would draw, games in advance, seriously seems like lazy game design.

    Posted in: General Discussion
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