Gral, the Shark, doo doo doo doo doo,
But on topic: although I'm confident that some Legendaries will definitely be worth it in the long run, such as Mojomaster Zihi, I won't craft any Legendaries on day 1. I'll play for a week or two with what I'll get from my first packs and then see how the meta will evolve before crafting anything (F2P casual player, so only have enough dust to craft 1-2 Legendaries).
5
I don't understand why Inner Fire is not more hated around these parts. Just faced a priest who puts down a turn 4 twilight drake (4/8). Turn 5 was Coin, Power Word Shield, Divine Spirit, Divine Spirit, Inner Fire. 44 damage to the face in a single swoop on turn 5!
2
Nope, back up from maintenance in Americas server and no packs or nerfs
6
2
Certainly it still is a concern to drop 8 mana on a weapon that may get crushed by a tech card next turn. But I've quelled my own suspicions that the weapon wouldn't give you solid value even if you expend all charges (because of lousy RNG), with the following chart that identifies cards that basically guarantee at least some value in certain circumstances:
Your opponent has minions
Your opponent doesn’t have minions
You have minions
Lesser Sapphire Spellstone
Bloodlust
Far Sight
Feral Spirit
Lightning Storm
Spirit Echo
Devolve
Maelstrom Portal
Rockbiter weapon
Evolve
Finders Keepers
Forked Lightning
Frost Shock
13/30
Lesser Sapphire Spellstone
Bloodlust
Far Sight
Feral Spirit
Spirit Echo
Ancestral Spirit
Rockbiter Weapon
Windfury
Evolve
Finders Keepers
Ancestral healing
11/30
You don’t have minions
Volcano
Avalanche
Call in the Finishers
Hex
Tidal Surge
Far Sight
Feral Spirit
Lightning Storm
Devolve
Maelstrom Portal
Stormcrack
Earth Shock
Finders keepers
Forked Lightning
Frost Shock
15/30
Call in the Finishers
Tidal Surge
Far Sight
Feral Spirit
Finders Keepers
5/30
The safest type to expend a charge is when your opponent has minions, but you do not. However, given 3 cards to choose from, on average you'll get at least one spell that guarantees a positive outcome in your situation except for the empty board scenario (so don't swing this weapon then). Some effects are less beneficial than others, but when you hit on a volcano or bloodlust, that alone can complete the value on this card.
3
Also just wanted to add that Unbound Elemental has never been so boss as in this deck! The abundance of overload cards that are useful in the early stages snowballed him fast. The hard removal comes out fast when he's sizing up so quickly!
3
Might I recommend swapping the Windfurys for Windspeakers? In my limited play testing, i felt like I was constantly holding 1-2 Windfurys with no valid targets while my opponent was controlling the board. While he is not optimized for it, at least the speaker's 3/3 body provides something in those situations. There's no spell synergy to worry about messing up and the 2 extra mana is probably never an issue when it comes to actually applying the buff to a giant since you'll probably be doing that the turn after you put him on board anyway.
3
If you buy an arena run before the expiration on the 24th, you'll get one free ticket (plus the rewards for your unfinished run) for that and another free ticket that everyone gets for a total of 2 arena tickets when you log in next.
2
I've found that learning 2 cards you know are definitely not part of the deck can be a wonderful bonus for the card! Went up against a mage today when glimmeroot gave me Counterspell as one of the INCORRECT choices. I knew I could cast spells with impunity the rest of the game.
1
Cool deck, but really just 3 cards different than the "Guarding the Shard" deck recipe from Blizzard. Goes to show they might actually know what they're doing with those lists.