im in rank 14 and see so many hunters and warrior , im playing priest , wanna get a golden heroes with this class so i dont wanna change :( , thank you guys for advice , sorry for my bad english
Play at Rank 20, win a game, instantly concede the next one. If you have a semi-decent deck, you're gonna with 9/10 games. Happy farming.
No, Zoo is even stronger with the new card additions. Miracle only got a "slight" counter with that Legendary card, but that's 1 card for 1 turn. Pretty much bullshit.
I've cleared Heroics without even having the game installed, only used Wisps and Wild Growth in my deck.
People are too filled with bullshit and the Blizzard-fanboy community is on pair with immature Call of Duty or League of Legends community on how much they are complaining about certain things. Pretty soon someone will complain about how their asses hurt while they are playing and demand Blizzard to make a downloadable hardware that can soften their asses.
People have gone too soft and every idiot think its voice should be heard and taken into consideration. Fucking bullshit.
Some players, when they decide to take on the ladder, they go and practice in casual mode, especially if they are going to stick to one deck. So they can see what they lose to and make adjustments to their deck before losing stars in ranked play, or they are just trying to learn their deck.
They are probably doing it because they know about how much hate rogue is getting because of how well put together their decks are, I could certainly be wrong. In casual I usually see priests BMing, which I assume they do it because everyone hates that they steel our minions and use them against us. so they spam sorries and the such as they use our cards against us, and take their time. I have no hate against it because most of the time I end up defeating them. Though I don't play rank often, but I understand your point.
Apologizing for top-decking or having a perfect card to counter something that you are obviously reliant on is not BM... actually, quite the opposite.
The game itself forces the legendaries with multiple uses to be placed in the decks, alas, Gruul is not one of them. Most, if not all, legendaries that are commonly used give an effect at the turn they are played at (Ragnaros, Leeroy Jenkins, Ysera, The Black Knight, Grommash etc) and some legendaries that have far too much utility to be passed on as well as their deathrattles (Bloodmage Thalnos, Sylvanas, Edwin in conjuction with Conceal etc).
Gruul is just a beefy legendary, that gets beefier as time goes on, but in most cases, it will be a dead card in your hand if you are relying on it. When I used to play it, I usually play it to bait out a removal so I can drop something that will actually inflict damage.
I would say keep it until you need the dust, make some shenanigans with him, but Gruul being a good legendary card? No.
Blizzard loves RNG and they would need to do a major revamp within the game system to make it more strategic rather than RNG, but oh well, Blizzard has shifted from a good gaming company to money-milking company, I wouldn't expect them to do anything off the charts.
exactly. miracle rouge has solid matchups against slower control. that said wut needs to happen is speed up your deck. there is nothing wrong with a OTK unless you are the one getting OTK'd lol. If you couldnt kill the rouge before turn 10 or apply enough board prescence/pressure to make the rouge respond then you need to change your deck. and how the hell should LEEROY get nerfed?? he is a 6/2. if he gets nerfed then y would he be legendary? i saw someone say leeroy needs to cost 5 mana. that is the dumbest thing ive ever heard and by far the stupidest post on this thread. he would b no different from reckless rocketeer if his mana cost went up. actually rocketeer wud b better cuz it gives no whelps. dont hate on cards you do not play with or do not own. ill bet VALZF doesnt even have leeroy or the preps for miracle. is that y he is hating on miracle rouge this much?? i been playing miracle rouge off and on for almost 3 months and i dont like it. it is very dependent on one card and very dependant on the RNG of what you topdeck while abusing the auctioneer. ive lost way more with my miracle rouge than i have won with it. Ill take my Tempo rouge everytime over Miracle. its a crying shame everytime a good deck hits the ladder it HAS TO B NERFED. if all the good cards get nerfed then wut do you have?? go back to playing pokemon or YU gi OH. stop crying and go play war or go fish.
I can't read this post, honestly, because it's written in whatever this is.
I am pretty new to this so I have no idea what those are lol. Ah Hate feeling so ignorant, I don't suppose you would know of a good guide to explain some of the more tactical and strategic parts of the game?
There is quite a lot of guides going around the internet and even these forums. Take your time and browse around, make sure you WANT to play that type of deck before investing in it. Play a lot of games and see with what cards do other players beat you, maybe you like that style of deck, maybe not, recognize the deck and ask for advice.
Don't just rush to craft a legendary card just because you can, make sure you want it first, and get some knowledge of game via experience or numerous guides, youtube videos, decks on this website and whatnot.
However, epics are sometimes better than legendaries. And the Zoolock deck (Warlock, hence the "lock" in the name) doesn't even use a single legendary card and it considered one of the most, if not the strongest deck, in Hearthstone currently.
Comparing miracle rogue to warrior OTK is completely wrong. The reason for that is that warrior OTK is a strong control warrior deck where you just add 2 xCharge. Miracle rogue on the other hand needs you to build completely around spells and play a bunch of individually weak and situational cards (cold blood, conceal, leeroy, fan of knives, preparation etc.)
Miracle rogue is fairly strong, it might even be the strongest deck in the meta, but if every time a strong deck is found blizzard just steps in and nerfs it (which has happened until now) players will never learn to adapt. I stand by my initial position on the subject: What this game really need is more ways than taunts and secrets to interact with your opponent during his turn. Minions that prevent stealth, card draw, make spells cost more etc.
Not to make a long quote post, I'll just quote this one, since I have to add something here as well.
I never said to remove the burst from the game. I am saying that burst should be good, but not lethal and decks shouldn't be based around it. Also, if the Rogue gets 2 Auctioneers, or one lives for 2 turns, one can safely assume that they have the needed cards. Since most of the time, they have around 4-5 cards left in their deck, while I'm sitting on 13-17. That is why no one is complaining about Priest drawing mechanics, they can draw a full hand in one turn. However, their OTK is easy to spot and easy to prevent.
The argument I was going for is how easy it is to remove taunts, not just for Rogues. And Backstab > Eviscerate costs only 2 mana, or even 4 mana without the backstab but Bloodmage being played that turn, however, he gives a card in return.
I do agree that the game needs more cards that prevent other things. With that, possibly a larger card pool in the deck and more HP (currently, for each card, you get 1 HP). I would LOVE to see several combos in larger decks that ultimately lead to your victory, or play straight on a "boring" game, as you described, with shitton of strong minions and hope to overcome your opponent with that. Have way more abilities to prevent your opponent from doing stuff that you cannot influence. Not just secrets and taunts, add some new content and new mechanics. I think we would all die to see a "Faerie Dragon-type" taunt. Yes, the one that you either have to silence or get rid off with pure damage. Or even possibly a spell/buff that makes your minions Ethereal (since, that's what Faerie Dragons are in essence). Yes, Ancients of War could possibly be a bit too strong, but at least the person spending almost his entire turn on a big beefy minion will be safe for another turn or two, instead of just getting that minion easily removed by whatever.
Also, I agree on the perfect draws from the Druids with Innervate. They can be extremely dumb and win the game outright. However, that is not consistent, rather a gimmick cheese that "might" work sometimes. And considering the amount of removal spells and abilities in the game, they are not a problem (unless it is a turn 3 Ragnaros, however, turn 4 for your opponent means Polymorph while eating 8 damage randomly).
And yes, as a Handlock (unless they are rush-type of deck), I even leave every card for combo in my hand. I will not mulligan that, as that's my finishing blow, I want to have it in disposal, and due to Warlock draw mechanic, I am willing to suffer 5 or so damage that could've been prevented if I mulliganed, just so I have that combo in hand.
Also, regarding Miracle deck in general, I am not pissed about it, quite frankly, I am more pissed about rush decks. And all of the zoolocks I've met kept saying "you need to make smart trades". Nonsense, unless it is a mid-game deck you're facing, you only need to make "smart trades" if there is a taunt in the way. I have yet to see a zoolock (as gloriously said, I was rank 2 and hovered around it for a while, then I decided to waste 40 minutes of my life conceding every game so I could farm gold, and I believe, you, as a player, are probably a bit better than me, let's say you're challenger and I'm diamond 1, or you're high platinum, I'm low platinum, whichever you prefer) that goes for those smart trades at any point (unless it is a game-changing card like Ragnaros, Ysera or whatever). I am more pissed about the fact that combos are lethal, they are not powerful, they outright kill you. If you played WoW arena, you know how goddamn annoying it is to have that Warrior press Recklessness and Bladestorm and kill someone. Same shit is going on here. When I wanted to play Rogue, I was pissed how shitty the class was, I always felt so fucking squishy, I never looked at it. I was contemplating on the fact that maybe if the Rogue has his Hero Power weapons in his hand, whenever you attack the face, you get damaged back (like during Misdirection), without losing the durability. I'd love that, you have a weapon, for christ's sake.
Also, you don't only get damage from Leeroy+Shadowstep+Cold Blood combo. Assassin's Blade+Deadly Poison deals 20 damage in 4 turns, SI: Agents, Eviscerates etc. Even though those abilities and spells are usually used to control the board, they can also be used to screw you over.
Have several taunts on the board and/or kill rogue before turn 10 and/or playing a class with tons of armor and/or having iceblock.
Blizzard is absolutely fine with ridiculous combos, they just don't like low amount of card combos which OTK (like old Charge+Alex with Gorehowl in play).
Then, shouldn't they be worried about the OTK combo from Control Warrior as well? I mean
I dislike the nature of obscure combos that can straight out kill your opponent in a game where drawing the right cards matters the most. The problem is that the meta, and the entire game currently, is all focused on combos. Now, I would be all up for combos if they could be prevented or counter-played or just did a huge amount of damage, but the opposing player had to invest a lot in it. Your advice is either playing a Wall Druid (and still, it relies heavily on drawing cards, especially the Taunts, which a Druid deck has plenty of, but I've had a fair share of my 500+ Druid games in ranked to know you don't always have a Taunt for every turn) or the Control Warrior (which can exceed the total amount of health due to the Armor mechanic). That leaves Priests, Paladins, Shamans or any other control deck in the gutter, because they simply can't deal with those combos. The mentality of the game is set down to who can draw their LETHAL combo first or if you can outrush the opponent before they have the combo. Which leaves the ladder in a particularly boring and frustrating state.
You could open up 30 different topics with that "wait for naxx", "wait for another expansion", "there are not enough cards in the game", "join them or die to them", etc etc.
The deck-making is rather plain, make a combo>have a card draw engine (Warlock's Life Tap, Gadgetzan Auctioneer, Acolyte of Pain with the possibility to get a full or almost full value out of it via Cruel Taskmaster, Whirlwind etc etc)>have cards to survive>win with the combo.
Maybe I'm just a retarded player who likes to play every game in a "macro" way, but you can't deny the fact that Hearthstone ladder experience is more frustrating and plain than it is versatile and fun. Maybe I expected more of this game, oh well.
1
Play at Rank 20, win a game, instantly concede the next one. If you have a semi-decent deck, you're gonna with 9/10 games. Happy farming.
0
Shouldn't a Priest be Druid's worst nightmare?
However, this is a lol-combo-can't-do-anything-about-it other than rush decks game so yeah.
0
No, Zoo is even stronger with the new card additions. Miracle only got a "slight" counter with that Legendary card, but that's 1 card for 1 turn. Pretty much bullshit.
0
I've cleared Heroics without even having the game installed, only used Wisps and Wild Growth in my deck.
People are too filled with bullshit and the Blizzard-fanboy community is on pair with immature Call of Duty or League of Legends community on how much they are complaining about certain things. Pretty soon someone will complain about how their asses hurt while they are playing and demand Blizzard to make a downloadable hardware that can soften their asses.
People have gone too soft and every idiot think its voice should be heard and taken into consideration. Fucking bullshit.
0
Some players, when they decide to take on the ladder, they go and practice in casual mode, especially if they are going to stick to one deck. So they can see what they lose to and make adjustments to their deck before losing stars in ranked play, or they are just trying to learn their deck.
0
Apologizing for top-decking or having a perfect card to counter something that you are obviously reliant on is not BM... actually, quite the opposite.
0
Don't DE Baron.
1
The game itself forces the legendaries with multiple uses to be placed in the decks, alas, Gruul is not one of them. Most, if not all, legendaries that are commonly used give an effect at the turn they are played at (Ragnaros, Leeroy Jenkins, Ysera, The Black Knight, Grommash etc) and some legendaries that have far too much utility to be passed on as well as their deathrattles (Bloodmage Thalnos, Sylvanas, Edwin in conjuction with Conceal etc).
Gruul is just a beefy legendary, that gets beefier as time goes on, but in most cases, it will be a dead card in your hand if you are relying on it. When I used to play it, I usually play it to bait out a removal so I can drop something that will actually inflict damage.
I would say keep it until you need the dust, make some shenanigans with him, but Gruul being a good legendary card? No.
1
A zoo with a better draw.
0
Blizzard loves RNG and they would need to do a major revamp within the game system to make it more strategic rather than RNG, but oh well, Blizzard has shifted from a good gaming company to money-milking company, I wouldn't expect them to do anything off the charts.
1
I can't read this post, honestly, because it's written in whatever this is.
1
There is quite a lot of guides going around the internet and even these forums. Take your time and browse around, make sure you WANT to play that type of deck before investing in it. Play a lot of games and see with what cards do other players beat you, maybe you like that style of deck, maybe not, recognize the deck and ask for advice.
Don't just rush to craft a legendary card just because you can, make sure you want it first, and get some knowledge of game via experience or numerous guides, youtube videos, decks on this website and whatnot.
If you absolutely WANT to craft a legendary, craft the ones that can be used in almost any deck, like Bloodmage Thalnos, Leeroy Jenkins and Ragnaros the Firelord.
However, epics are sometimes better than legendaries. And the Zoolock deck (Warlock, hence the "lock" in the name) doesn't even use a single legendary card and it considered one of the most, if not the strongest deck, in Hearthstone currently.
1
What are your aims? Control deck, mid-range deck, Priest deck, rush deck?
Control needs quite a hefty amount of legendaries, class dependent of course: Bloodmage Thalnos, Ragnaros the Firelord, Cairne Bloodhoof, Sylvanas Windrunner, The Black Knight, Ysera, Baron Geddon and any class-specific legendaries like Lord Jaraxxus
Mid range decks usually have: Bloodmage Thalnos, The Black Knight, Cairne Bloodhoof, Leeroy Jenkins
Rush decks usually run a low amount of legendaries, namely: Leeroy Jenkins, The Black Knight
It really comes down to what you want to play.
0
Not to make a long quote post, I'll just quote this one, since I have to add something here as well.
I never said to remove the burst from the game. I am saying that burst should be good, but not lethal and decks shouldn't be based around it. Also, if the Rogue gets 2 Auctioneers, or one lives for 2 turns, one can safely assume that they have the needed cards. Since most of the time, they have around 4-5 cards left in their deck, while I'm sitting on 13-17. That is why no one is complaining about Priest drawing mechanics, they can draw a full hand in one turn. However, their OTK is easy to spot and easy to prevent.
The argument I was going for is how easy it is to remove taunts, not just for Rogues. And Backstab > Eviscerate costs only 2 mana, or even 4 mana without the backstab but Bloodmage being played that turn, however, he gives a card in return.
I do agree that the game needs more cards that prevent other things. With that, possibly a larger card pool in the deck and more HP (currently, for each card, you get 1 HP). I would LOVE to see several combos in larger decks that ultimately lead to your victory, or play straight on a "boring" game, as you described, with shitton of strong minions and hope to overcome your opponent with that. Have way more abilities to prevent your opponent from doing stuff that you cannot influence. Not just secrets and taunts, add some new content and new mechanics. I think we would all die to see a "Faerie Dragon-type" taunt. Yes, the one that you either have to silence or get rid off with pure damage. Or even possibly a spell/buff that makes your minions Ethereal (since, that's what Faerie Dragons are in essence). Yes, Ancients of War could possibly be a bit too strong, but at least the person spending almost his entire turn on a big beefy minion will be safe for another turn or two, instead of just getting that minion easily removed by whatever.
Also, I agree on the perfect draws from the Druids with Innervate. They can be extremely dumb and win the game outright. However, that is not consistent, rather a gimmick cheese that "might" work sometimes. And considering the amount of removal spells and abilities in the game, they are not a problem (unless it is a turn 3 Ragnaros, however, turn 4 for your opponent means Polymorph while eating 8 damage randomly).
And yes, as a Handlock (unless they are rush-type of deck), I even leave every card for combo in my hand. I will not mulligan that, as that's my finishing blow, I want to have it in disposal, and due to Warlock draw mechanic, I am willing to suffer 5 or so damage that could've been prevented if I mulliganed, just so I have that combo in hand.
Also, regarding Miracle deck in general, I am not pissed about it, quite frankly, I am more pissed about rush decks. And all of the zoolocks I've met kept saying "you need to make smart trades". Nonsense, unless it is a mid-game deck you're facing, you only need to make "smart trades" if there is a taunt in the way. I have yet to see a zoolock (as gloriously said, I was rank 2 and hovered around it for a while, then I decided to waste 40 minutes of my life conceding every game so I could farm gold, and I believe, you, as a player, are probably a bit better than me, let's say you're challenger and I'm diamond 1, or you're high platinum, I'm low platinum, whichever you prefer) that goes for those smart trades at any point (unless it is a game-changing card like Ragnaros, Ysera or whatever). I am more pissed about the fact that combos are lethal, they are not powerful, they outright kill you. If you played WoW arena, you know how goddamn annoying it is to have that Warrior press Recklessness and Bladestorm and kill someone. Same shit is going on here. When I wanted to play Rogue, I was pissed how shitty the class was, I always felt so fucking squishy, I never looked at it. I was contemplating on the fact that maybe if the Rogue has his Hero Power weapons in his hand, whenever you attack the face, you get damaged back (like during Misdirection), without losing the durability. I'd love that, you have a weapon, for christ's sake.
Also, you don't only get damage from Leeroy+Shadowstep+Cold Blood combo. Assassin's Blade+Deadly Poison deals 20 damage in 4 turns, SI: Agents, Eviscerates etc. Even though those abilities and spells are usually used to control the board, they can also be used to screw you over.
Well, enough of my banter.
0
Then, shouldn't they be worried about the OTK combo from Control Warrior as well? I mean
Gorehowl > Alexstrasza > Grommash Hellscream+Cruel Taskmaster/Whirlwind/Inner Rage combo? It takes 2 turns to set up that combo and it's a definite kill, even if you don't have 7 damage on the Gorehowl, and especially if Alexstrasza lives the turn she's played on.
Or the Leeroy Handlock combo, that does Leeroy Jenkins>Power Overwhelming>Faceless Manipulator for 20 damage, disregarding the Soulfires or if you play Alexstrasza a turn before.
I dislike the nature of obscure combos that can straight out kill your opponent in a game where drawing the right cards matters the most. The problem is that the meta, and the entire game currently, is all focused on combos. Now, I would be all up for combos if they could be prevented or counter-played or just did a huge amount of damage, but the opposing player had to invest a lot in it. Your advice is either playing a Wall Druid (and still, it relies heavily on drawing cards, especially the Taunts, which a Druid deck has plenty of, but I've had a fair share of my 500+ Druid games in ranked to know you don't always have a Taunt for every turn) or the Control Warrior (which can exceed the total amount of health due to the Armor mechanic). That leaves Priests, Paladins, Shamans or any other control deck in the gutter, because they simply can't deal with those combos. The mentality of the game is set down to who can draw their LETHAL combo first or if you can outrush the opponent before they have the combo. Which leaves the ladder in a particularly boring and frustrating state.
You could open up 30 different topics with that "wait for naxx", "wait for another expansion", "there are not enough cards in the game", "join them or die to them", etc etc.
The deck-making is rather plain, make a combo>have a card draw engine (Warlock's Life Tap, Gadgetzan Auctioneer, Acolyte of Pain with the possibility to get a full or almost full value out of it via Cruel Taskmaster, Whirlwind etc etc)>have cards to survive>win with the combo.
Maybe I'm just a retarded player who likes to play every game in a "macro" way, but you can't deny the fact that Hearthstone ladder experience is more frustrating and plain than it is versatile and fun. Maybe I expected more of this game, oh well.