I'm struggling to understand what they had in mind when Team 5 came up with this one. What strategy is it suppose to support? Tried everything and nothing works.
Spells casted by other cards (Clumsy Courier, Iceblood Tower etc) wont be copied by it, you must hard cast the spells yourself, so it doesnt rly fit in a Big Spell deck.
Wildfire is recasted before the new hero power is in place (not a bug, thats how battlecries work), so it doesnt support ping mage either.
It obviously doesnt support mage decks that run many low mana spells either, as it doesnt generate enough value.
WTF is this piece of shit supposed to do then? Was there ever a more pointless hero card than this one? Srsly asking..
- its not good i agree, very deck build limit / anti synergy. - best spell to abuse is mask of cthun - best fit is minion tempo deck + mask as a finish burst, - obviously not suitable for long games, - maybe meta will change or it will get a new good spell to abuse in future mini-set
I thought this was busted, but, you pay 2 mana for it. In hunter, a Turn 2: Do Nothing is absolutely terrible.
And then you only get delayed benefit from it. Only next turn can you play a Secret for 1 mana, which means you paid 3 mana to play a secret 1 turn later that usual. Only after the second turn do you end up Mana neutral and only at the 3rd turn (which means you are now on Turn 5 probably) do you get any actual mana cheat benefit from this card.
So, this might be good, but I don't think it's a slam dunk. Value oriented Hunter decks have a checkered past at best.
also you need to play this before you draw your secrets, and if you include 2 copies for consistency second copy seems like a dead card ? or it will double the effect and draw 2 each turn?
This bug is pretty impressive. Seems selective, works for some not for others.
my guess (conspirator..) is that its by purpose, since there are less players now in ranked queue because of mercenaries release (and the usual gradual decline in popularity of the game overall)
- You need some intelligence regarding current meta, so check last 3-7 days meta stats with hsreplay.net
- check meta deck popularity and win% vs the other popular archetypes (the archetypes win% table) and you need to try and understand why each decks is favor against the other type, to verify that you can test yourself by being able to "guess" quiet accurate the win rates of each main archetype against the other types
- Focus on the meta ranks that are relevant to you, so don't look at high legend or very low ranks, Diamond 5 to Legend is good. - If the meta is balanced and many different archetypes are played it will be hard to create a favorite counter (meta "solved"), sometime you have above 50% aggro arch-types so you can counter with a Control deck. In most cases, When you design a competitive deck the first thing you need to think about is if it will be good vs Aggro, because Aggro is in general very popular in HS (especially if not in legend) Even if you have cool idea about special synergy or nice combo you need to consider that vs. aggro it wont work well for you, and aggro is the main enemy.
Aggro decks are "resolved/optimized" first, so dont try to design the best aggro deck in the game, its probably already in Play and well known. Regarding card quality you need to check the stats and pick the best performing.
main problem is the animation time when opponent plays "miracle/apm" turns its queuing into very long turn time as opponent overrides your turn or you need to watch few minute of animation until realize you already dead.
0
well played!
1
- its not good i agree, very deck build limit / anti synergy.
- best spell to abuse is mask of cthun
- best fit is minion tempo deck + mask as a finish burst,
- obviously not suitable for long games,
- maybe meta will change or it will get a new good spell to abuse in future mini-set
0
well played!
got Golden legendary?
0
also you need to play this before you draw your secrets, and if you include 2 copies for consistency second copy seems like a dead card ?
or it will double the effect and draw 2 each turn?
4
"
1
maybe can use glide to shuffle back the Dormant minion if in hand (or to try find the Proving Grounds card .. )
1
+ ----->>>>>>
0
good control card but bad synergy with hand buff
maybe useful in "giants meta"
1
Congrats! well done.
Wild is great,
I highly recommend to try "double legend" standard + Wild after the miniset (or new expansion) release.
Also classic format is great too (miracle Rogue!)
0
my guess (conspirator..) is that its by purpose,
since there are less players now in ranked queue because of mercenaries release (and the usual gradual decline in popularity of the game overall)
0
- You need some intelligence regarding current meta, so check last 3-7 days meta stats with hsreplay.net
- check meta deck popularity and win% vs the other popular archetypes (the archetypes win% table) and you need to try and understand why each decks is favor against the other type, to verify that you can test yourself by being able to "guess" quiet accurate the win rates of each main archetype against the other types
- Focus on the meta ranks that are relevant to you, so don't look at high legend or very low ranks, Diamond 5 to Legend is good.
- If the meta is balanced and many different archetypes are played it will be hard to create a favorite counter (meta "solved"), sometime you have above 50% aggro arch-types so you can counter with a Control deck.
In most cases, When you design a competitive deck the first thing you need to think about is if it will be good vs Aggro, because Aggro is in general very popular in HS (especially if not in legend)
Even if you have cool idea about special synergy or nice combo you need to consider that vs. aggro it wont work well for you, and aggro is the main enemy.
Aggro decks are "resolved/optimized" first, so dont try to design the best aggro deck in the game, its probably already in Play and well known.
Regarding card quality you need to check the stats and pick the best performing.
1
I have seen at Twich Orange_hs plays Pirate warrior, you can check his stream history for some guidance,
The deck win rate is about 50/50 vs Quest Mage (at high ranks)
Orange_HS
0
good guide!
3
Wild is a great format,
I find myself play more wild and much less standard, there is variety.
1
main problem is the animation time when opponent plays "miracle/apm" turns
its queuing into very long turn time as opponent overrides your turn or you need to watch few minute of animation until realize you already dead.