Aggro has some other advantages (besides all written above) - its easier to play and severely punish control misplays,
it also "punish" non refined decks (like on expansion launch) and sometimes home-brew/ fun decks
I think this is spot-on. I may be wrong here but I think aggro decks usually become less frequent at higher ranks because there are less control misplays and players' increased ability to play more complex decks.
This is a serious bummer for homebrew/fun decks because
they are are typically played at lower ranks (lack of cards/time, casual play)
there is more aggro at lower ranks (faster climb)
So there isn't much fun in playing homebrew if you lose a lot on turn 4. So people start netdecking aggro themselves (or a deck to counter aggro... which they can't play/lack cards).
This results in a high% of net decking probably starting at rank 20 which I find digusting for new players to go through.
I queued my odd Steal-Priest with Archbishop Benedictus today and surprisingly queued into a Quest Priest with Archbishop Benedictus. So after 51 minutes at turn 45 (thats what hsreplays says) with about 50 cards in my deck our faces exploded - a DRAW...
Any idea what happened here? I'd appreciate any hints!
I appreciate the effort! The trouble is, that Gadgetzan Ferryman rotates and the bounce effects are key to complete the quest and finish off with chargers.
I've experimented with Cheat Death in Jade Rogue but I doubt it'll work unless you turn your little minions into treats that need to be removed. Valeera will buy you a turn if you survive this long but it's too late to finish the quest and live afterwards.
RNG is part of the game. Knowing your odds and playing accordingly is a skill. In ladder, knowing when to concede (=save time) or when to switch/adjust decks is a skill as well but essentially it boils down to handling RNG better aka improving the odds.
What bothers people is that even though you do everything right, you may just lose horribly.
How exactly does it work anyways? Is one card rng-picked from the deck and the others are selected from the whole (class?) set OR from the class set minus cards in the deck?
In other words: is it possible that more than one card originates in the deck? I've had quite a few where I was pretty sure that there were two correct choices (p.e. Storm and Hex ).
If it can be two from the deck, the (already low) risk of a wrong choice might be even lower.
Jade Idols are fine until very late in the game (certain draw percentage is reached) where they spiral out of control too quickly. Combined with card draw this neither balanced, nor suprising, nor evitable, nor fun imho. So a solution could be to slow them down a little in this phase.
Maybe add "If this card costs less than (9) increase the cost of Jade Idols by (2)" to the Jade Idol text.
1
I think this is spot-on. I may be wrong here but I think aggro decks usually become less frequent at higher ranks because there are less control misplays and players' increased ability to play more complex decks.
This is a serious bummer for homebrew/fun decks because
So there isn't much fun in playing homebrew if you lose a lot on turn 4. So people start netdecking aggro themselves (or a deck to counter aggro... which they can't play/lack cards).
This results in a high% of net decking probably starting at rank 20 which I find digusting for new players to go through.
0
Posted this before but this seems to be a recurring question.
Guide to fatigueing Jainas
Chose your removal targets carefully, and think twice after they played Jaina, e.g.
TL;DR:
Step 1: Think
Step 2:
Step 3: Fatigue win
2
Like the OP said, chose your removal targets carefully, and think twice after they played Jaina
You typically win by fatigue.
7
Isn't making the right decisions to optimize your winrate the skill? Starting from tech cards/Mulligan up to knowing when to concede (ladder)?
You could argue there is no talent in HS but even that seems wrong to me.
0
After googling again, I found this. There seems to be a 90 turn cap which forces a draw aka double defeat... wow!
0
Hi,
I queued my odd Steal-Priest with Archbishop Benedictus today and surprisingly queued into a Quest Priest with Archbishop Benedictus. So after 51 minutes at turn 45 (thats what hsreplays says) with about 50 cards in my deck our faces exploded - a DRAW...
Any idea what happened here? I'd appreciate any hints!
You can check the replay here.
5
I thought so too, but then I got THE combo
Barnes
Brann Bronzebeard
Mayor Noggenfogger
Kel'Thuzad
Just hilarious...
2
I appreciate the effort! The trouble is, that Gadgetzan Ferryman rotates and the bounce effects are key to complete the quest and finish off with chargers.
I've experimented with Cheat Death in Jade Rogue but I doubt it'll work unless you turn your little minions into treats that need to be removed. Valeera will buy you a turn if you survive this long but it's too late to finish the quest and live afterwards.
Add Fire Fly for sure, otherwise Igneous Elemental.
0
I was just reading the news and this gentleman (Brock Pierce) plans to found an utopian crypto community in Puerto Rico...
(source: https://www.heise.de/)
6
Tortollan Primalist! It's a turtle!
0
How am I going to explain my (non-english) kids that "Imincharge" is no longer "Imincharge"?
0
RNG is part of the game. Knowing your odds and playing accordingly is a skill. In ladder, knowing when to concede (=save time) or when to switch/adjust decks is a skill as well but essentially it boils down to handling RNG better aka improving the odds.What bothers people is that even though you do everything right, you may just lose horribly.
0
How exactly does it work anyways? Is one card rng-picked from the deck and the others are selected from the whole (class?) set OR from the class set minus cards in the deck?
In other words: is it possible that more than one card originates in the deck? I've had quite a few where I was pretty sure that there were two correct choices (p.e. Storm and Hex ).
If it can be two from the deck, the (already low) risk of a wrong choice might be even lower.
0
The chances of getting exactly Dart Trap 5 times out of 5 tries are insanely small.
5 Dart Trap out of 5 should be 1.048576e-9 or 1.04857 * 10^-9
To give you an idea: assumeing 64 class cards, getting exactly 3 Dart Trap out of 5 tries should be 0.004% (~1 out of 25000).
My math (Bernoulli chain correct?) may be off though, it's been a while. I'm not sure how to calculate the getting any card 5 times probability...
That being said, I've played renounce quite a bit and had a couple of 3s.
0
Jade Idols are fine until very late in the game (certain draw percentage is reached) where they spiral out of control too quickly. Combined with card draw this neither balanced, nor suprising, nor evitable, nor fun imho. So a solution could be to slow them down a little in this phase.
Maybe add "If this card costs less than (9) increase the cost of Jade Idols by (2)" to the Jade Idol text.
Or maybe add "Add 1-3 Weasel Tunnelers to your deck" ;)