Stealth synergy: So far most of the minions with Stealth are bad. Rogue also has barely any cards that have Stealth synergy. I do think there is still a lot of unexplored opportunities for it, eg. Being able to give an allied/enemy minion Stealth (can double as a temporary Taunt bypasser), a minion that gives your Hero Stealth while in play, etc.
Totem synergy: We don't have enough Totem minions! The last Totem synergy card we had was Thing from Below.
Self-damage synergy: The only card with this mechanic is Floating Watcher. Would really love to see more Warlock cards with that mechanic (but performing something else other than granting raw stats).
Enrage: The only good Enrage minions currently are Bloodhoof Brave and Grommash Hellscream. Why can't we have Enrage effects that grant other effects besides attack (like Spiteful Smith, but doesn't suck)? Eg. Has Lifesteal, or generates/draws a card at the end of turn, etc.
<= 12 HP: The only cards with this mechanic are Mortal Strike and Revenge. Compare that to Shadowverse, the whole Bloodcraft class is built around this mechanic!
Expanding more on class-specific mechanics would also further solidify class identity and makes playing/playing against each class feel more unique.
If they had some more joust to heal cards then we could really see the meta slow doesn’t as it’s almost alway a win vs Agro unless they pull their bonemares ..
I tried Tuskarr Jouster in Control Pally, kept pulling Wild Pyromancer... Hoping RNG doesn't screw you over when losing the Joust = death is not fun
The only Wild cards are Webspinner and Feign Death. See the Card Substitution section for replacements. This deck is pretty weak against Priests, which is very popular this meta, so I don't think you could reach Legend with it, but it should still be able to get quite far if piloted well (haven't tried laddering with it myself).
I've tried to create themed decks (eg. Murloc, Mech, Hobgoblin, Dragon, Elemental, etc.) for every class, most don't work very well, but there are a few that turned out surprisingly well.
The craziest one I have is my Hobgoblin Combo Hunter deck:
I'm shocked you don't Run the 1/1 cat that summons a 1/1 cat or the jewled macaw in that deck
I did previously, but Timber Wolfs and Young Dragonhawk usually already overkills the opponent by a long shot, and the deck is already very consistent at drawing its combo pieces with Acolyte of Pain, Stitched Tracker, Tol'vir Warden (I typically have enough Combo pieces for lethal around turn 7-9).
Instead, running more anti-aggro cards to stall until you have enough Combo pieces is much more important.
Didn't even think of that lol. Truth be told I almost never play hunter. There's one deck I'd like to make with it but I lack a couple key cards, namely King Crush and it would be incredibly cheesy.
I've tried to create themed decks (eg. Murloc, Mech, Hobgoblin, Dragon, Elemental, etc.) for every class, most don't work very well, but there are a few that turned out surprisingly well.
The craziest one I have is my Hobgoblin Combo Hunter deck:
I'm shocked you don't Run the 1/1 cat that summons a 1/1 cat or the jewled macaw in that deck
I did previously, but Timber Wolfs and Young Dragonhawk usually already overkills the opponent by a long shot, and the deck is already very consistent at drawing its combo pieces with Acolyte of Pain, Stitched Tracker, Tol'vir Warden (I typically have enough Combo pieces for lethal around turn 7-9).
Instead, running more anti-aggro cards to stall until you have enough Combo pieces is much more important.
Legend cardbacks and golden heroes don't mean shit in Arena, the skills required for each format are wildly different.
But still, congratulations.
I also agree that this game mode is very fun. It also balances out the classes more (I actually went up against a pretty strong Taunt Warrior/Druid deck) and requires more drafting skill (for inter-class synergies that don't usually see much play in Arena, eg. Taunt, Beast, Jade, Burgle, Weapon, etc.
Even though it is extremely unlikely, I hope this becomes a permanent new game mode, or at least a reoccuring event (like Heroic Brawl).
The brawl itself was slightly underwhelming. I don't understand the point of making it easy enough for everyone to beat it if you get a pack for losing as well.
My main gripe is that you cannot mulligan after choosing a costume. That made fast-paced decks, especially Pirate, weaker because you automatically lose if you get a weak starting hand. Its made even worse by how unoptimized the decks are (with garbage filler cards).
The brawl aside, I really liked the Passive Hero Powers, especially Witch Costume's Witchcraft. It adds decision making to the game, and can actually be a drawback in certain situations (eg. Sap for 4 mana). I hope this is an experiment by Blizzard, and actually becomes a real effect in a future expansion.
I've tried to create themed decks (eg. Murloc, Mech, Hobgoblin, Dragon, Elemental, etc.) for every class, most don't work very well, but there are a few that turned out surprisingly well.
The craziest one I have is my Hobgoblin Combo Hunter deck:
Interesting, it shares some similar themes with my Keleseth Mistcaller Evolve Shaman (decklist isn't on Hearthpwn).
I think you're going a little too far to try and guarantee the Windfury for Corpsetaker, especially with weak cards like Young Dragonhawk that will die to most Hero Powers.
If you really want to keep the Windfury theme, what about running Stormwatcher instead? Its an Elemental to boot. I wouldn't recommend running more than 1 copy though.
Check out my Combo Hunter. Patron Warrior is child's play compared to this. Its extremely math intensive, and requires you to manage your resources extremely well to stall until you have enough combo pieces.
If you do want to try climbing the ladder with it though, I'd suggest you cut Gazlowe. He's clearly the weakest link in the deck, I'm just including him for fun.
I don't really enjoy ranked, and I don't really have the time for the grind as well, so I have not tried going very far with this.
I created this deck in Ungoro, and it was quite strong at lower ladder ranks then. Its a lot weaker now after Skulking Geist was introduced in Frozen Throne, and even more so after the Innervate nerf.
Check out my Combo Hunter. Patron Warrior is child's play compared to this. Its extremely math intensive, and requires you to manage your resources extremely well to stall until you have enough combo pieces.
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I feel like there are already many existing mechanics in the game that could've been expanded on, but have been neglected by Blizzard.
Heal synergy: Lightwarden, Shadowboxer, Holy Champion sucked. The only good heal synergy card is Northshire Cleric. Hoping we'll see more staple cards with heal synergy in the future.
Stealth synergy: So far most of the minions with Stealth are bad. Rogue also has barely any cards that have Stealth synergy. I do think there is still a lot of unexplored opportunities for it, eg. Being able to give an allied/enemy minion Stealth (can double as a temporary Taunt bypasser), a minion that gives your Hero Stealth while in play, etc.
Totem synergy: We don't have enough Totem minions! The last Totem synergy card we had was Thing from Below.
Self-damage synergy: The only card with this mechanic is Floating Watcher. Would really love to see more Warlock cards with that mechanic (but performing something else other than granting raw stats).
Enrage: The only good Enrage minions currently are Bloodhoof Brave and Grommash Hellscream. Why can't we have Enrage effects that grant other effects besides attack (like Spiteful Smith, but doesn't suck)? Eg. Has Lifesteal, or generates/draws a card at the end of turn, etc.
<= 12 HP: The only cards with this mechanic are Mortal Strike and Revenge. Compare that to Shadowverse, the whole Bloodcraft class is built around this mechanic!
Expanding more on class-specific mechanics would also further solidify class identity and makes playing/playing against each class feel more unique.
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The only Wild cards are Webspinner and Feign Death. See the Card Substitution section for replacements. This deck is pretty weak against Priests, which is very popular this meta, so I don't think you could reach Legend with it, but it should still be able to get quite far if piloted well (haven't tried laddering with it myself).
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Combo Hunter:
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Probably Dane's troll Warrior deck that runs Sideshow Spelleater, Explore Un'Goro, Dead Man's Hand, N'Zoth, the Corruptor, Elise Starseeker and Reno Jackson.
As he puts it, "Losing has never been so much fun":
https://youtu.be/ojk_-iI3tK0
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Legend cardbacks and golden heroes don't mean shit in Arena, the skills required for each format are wildly different.
But still, congratulations.
I also agree that this game mode is very fun. It also balances out the classes more (I actually went up against a pretty strong Taunt Warrior/Druid deck) and requires more drafting skill (for inter-class synergies that don't usually see much play in Arena, eg. Taunt, Beast, Jade, Burgle, Weapon, etc.
Even though it is extremely unlikely, I hope this becomes a permanent new game mode, or at least a reoccuring event (like Heroic Brawl).
2
The brawl itself was slightly underwhelming. I don't understand the point of making it easy enough for everyone to beat it if you get a pack for losing as well.
My main gripe is that you cannot mulligan after choosing a costume. That made fast-paced decks, especially Pirate, weaker because you automatically lose if you get a weak starting hand. Its made even worse by how unoptimized the decks are (with garbage filler cards).
The brawl aside, I really liked the Passive Hero Powers, especially Witch Costume's Witchcraft. It adds decision making to the game, and can actually be a drawback in certain situations (eg. Sap for 4 mana). I hope this is an experiment by Blizzard, and actually becomes a real effect in a future expansion.
0
I've tried to create themed decks (eg. Murloc, Mech, Hobgoblin, Dragon, Elemental, etc.) for every class, most don't work very well, but there are a few that turned out surprisingly well.
The craziest one I have is my Hobgoblin Combo Hunter deck:
0
Interesting, it shares some similar themes with my Keleseth Mistcaller Evolve Shaman (decklist isn't on Hearthpwn).
I think you're going a little too far to try and guarantee the Windfury for Corpsetaker, especially with weak cards like Young Dragonhawk that will die to most Hero Powers.
If you really want to keep the Windfury theme, what about running Stormwatcher instead? Its an Elemental to boot. I wouldn't recommend running more than 1 copy though.
Another card I would recommend for this deck is Doppelgangster. It has insane synergy with Evolve, Thrall, Deathseer and Prince Keleseth.
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If you do want to try climbing the ladder with it though, I'd suggest you cut Gazlowe. He's clearly the weakest link in the deck, I'm just including him for fun.
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I don't really enjoy ranked, and I don't really have the time for the grind as well, so I have not tried going very far with this.
I created this deck in Ungoro, and it was quite strong at lower ladder ranks then. Its a lot weaker now after Skulking Geist was introduced in Frozen Throne, and even more so after the Innervate nerf.
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Check out my Combo Hunter. Patron Warrior is child's play compared to this. Its extremely math intensive, and requires you to manage your resources extremely well to stall until you have enough combo pieces.