That pressure plate is smart tech against priest I guess the problem is you don't win against iceblock/ time out decks.. Tbh think only bomb warrior can win vs time out zephyr paladin, and Mage loses to players that are smart enough to not attack and let the mage mill itself.
I often play meme and combo decks that are "frail" but effective to an extent, although I could easily lose on the spot due to a bad play on my part. Survivability is top priority but removal/AOE cards are limited (since my win-condition setup requires lots of cards and preparation) and must be saved for the most dire times.
So, planning accordingly is vital for my strategies, that's why I try minimizing the number of cards with "random" effects in my decks. All I need is to have as much control over any situations I might find myself into, rather than creating more of them due to bad RNG. And that's because RNG in Hearthstone is "unfair" (not to me specifically, but in it's concept and generation).
In order to create "fair" randomness, you must use a phenomenon that naturally occurs in nature to generate your results. Computers can't easily do that, but rather use algorithms to generate those results and gaming programs of this sort (CCG let's say) use a less complicated concept called Pseudo-RNG. Even that is absolutely fine, but what happens with Hearthstone's moments of randomness during gameplay?
Hearthstone seems to love huge comebacks and those 0.00001% moments who could end up in a YT video or on Reddit, that could motivate the community and keep the game "fresh" (the drive to recreate and experience similar plays is just one of the reasons the game is so addicting). Other times it feels like you "know" that the game favors you or not (depending on whether your win-rate needs to be adjusted accordingly) and that you could tell the result of a certain random play from either player, which seems to target the most impactful factor of the match at that time and could potentially turn the tables. I want to own my victory or defeat and not be rewarded for my bad plays if the game thinks that's fine at that instance. That being said, it feels like there is something more than just plain RNG and I personally don't like it, not due to the way it impacts my games but because it's biased and untrue to its random nature.
I don't mind many of the RNG effects in the game. Some can be partially relied/counted upon to give a somewhat decent outcome. But there are also some RNG effects that can be soul crushing if it works for your opponent.
Imagine if you're playing against a Hunter and you've got four small minions and one giant 8/8 on the board. Your opponent decides to play Deadly Shot and surprise, it hits the 8/8 in the face. Only a 20% chance and if it hit a small minion it would've seriously put the Hunter further behind but no, it worked out. The reason this can feel extremely frustrating as the other player is that you can't see the Hunter's hand. Maybe the Hunter had a backup plan in his hand in case the Deadly Shot didn't hit the right target. The Hunter just felt it was worth trying to save another more important card and hey, it happened to work out. The 8/8 was dead anyway but as the opponent you can't know that for sure. All you see is the Hunter seemingly going YOLO for 20% which is an otherwise desperate or terrible play and then getting away with it. Add a Threaten emote from the Hunter and the other player will feel like throwing their keyboard into orbit.
Another example would be Shaman just RNGing his Hero Power into a Spell Power totem, giving his Lightning Storm +1 and then highrolling 4 damage on everything, wiping your board. Shaman could've had other options in his hand like Hagatha's Scheme and decided to try and roll a Spell Power totem first but again, you can't know that for sure as the opponent. You only see the (seemingly entirely luck-based) outcome.
For me, stuff like Tess feels far better because you partly decide what Tess gets to do. I also approve of the Discover effect. It's RNG but it gives you some options. It takes away the feeling of pure luck/extremeness because Discover gives you 3 options to choose from.
Again though, some of the RNG cards can be painful to play against. I was happy to see Evolve (and Devolve even more) rotating to Wild for sure. It was so frustrating to see Shaman highroll their board and ending the game on turn 6 or 7. And there's isn't really any way to improve your play against it. There is little to learn, especially if the play occurs within 1 turn without any possibility of interaction from the opponent.
In the end, you just learn to accept it. I still dislike playing against Shamans going fully for all their RNG effects, even if their winrate isn't actually that great for it. I'll still get pissed off when I lose to an RNG effect, but I'll still play the next game anyway. One tends to have the unfortunate memory of remembering the games where the opponent's RNG destroyed you and not remembering the games where the opponent's RNG destroyed them instead.
As a mage player I am very happy. Both cards are extremely good, Babbling Book is the 1-drop mage was lacking for a viable tempo deck. Together with Flamewaker they can boost tempo and cyclone mage a lot. For reno decks this will not have a very big impact I think. I also like this is a buff for Dune Sculptor :)
So now it makes sense to put 4 one-mana cards in your deck to improve your chances on a 1-drop with Secretkeeper, which will give you a one drop chance of 60% (including mulligan) I think.
And with Emperor Thaurissan I am dreaming about 0-cost minions icm with galaxy spell...but might be good a lot earlier than turn 7 as well. This can for instance turn all spells in your hand to 0 mana, which is a good thing for mage, especially the hand variants.
I also see new possibilities for Mecha'thun combo's, for instance:
You empty deck until you have in your hand a reduced by one version of the following 3 cards: Mecha'thun, Ray of Frost and Snap Freeze, next turn you can play them all for 10 mana giving you the OTK. What is especially nice is that the opponent does not get a hint like Galvanizer.
So this basically means you only need to put 4 cards in your deck to always have this combo available when things go fatigue (yes I am looking at you, control warrior), and it can even be played in a reno deck! Holy Deathwing.
I opened him recently and in pretty much every game I get the chance to play him, I end up not doing it since there’s too much of a risk of being bursted down, it’d be better to just play the DK instead.
In wild there’s almost no reason to not just play the DK over him, since you get the 3 damage per turn from the weapon, as well as healing, in the hero power, and the big board of demons and keeping your health means you can actually survive
I'm new to this forum, but have been frequenting this site for a while. I decided to start creating contact on both Twitch and YouTube and wanted to share my first video on this site. The Video and Streams forum seems to be down so I hope I don't get banned for sharing my first video here.
Check out "Life In Between Turns" and like/subscribe on YouTube or Twitch
Also check out my Twitch Stream, I'll be streaming contact most nights:
You're asking me as if I've really put a lot of thought into this deck lately! :D
I quite literally found this deck list of mine on an old, no longer useful Hearthstone related site... *cough*... when the Fire Fest-E.V.I.L. came around this year and posted it here instead. Notice it includes nothing past K&C except a single Vivid Nightmare... it's not been updated/optimized in a while. The idea actually came from something I tried to build back in the Un'Goro days that used Herald Volazj and Mirage Caller to do basically the same thing but with a much MUCH lower win rate! Then during the Fire Festival 2018 I was like "Hey! I could do that thing I wanted to do, but using a Big Priest shell!" And so this deck was born to celebrate the Firelord in style!
Anyway, I suppose you could either swap that out for the Plague, or even make a few more changes, like remove both SW Horror, or one of them and Lightbomb to add in the Plague and a second Statue. The main reason I only have one Obsidian in this deck: I don't own a second copy. I'd love to see what list you come up with if you make some changes though.
Side Note: What ever happened to Freeze Shaman?!?!?! Print a few cards for the archetype and then never mention it again? Come on, Blizzard!!!
Was a meme, blizzard knew it was a meme, people hated shaman a lot when koft was in the planning phase so they gave the class the worst cards ever printed.
Actually, Deathseer Thrall was a really nice card that expansion! As soon as I opened that guy I built an Evolution Shaman deck and played that a LOT!!! Got over 100 of my first 500 Shaman wins with that deck alone in the first month or so. Then it suddenly fell off on win rate, around the time that Keleseth decks rose to prominence.
But meme or not, I would have loved to see more freeze support for Shaman. #MakeMoorabiGreatForOnce
One of the things that makes Big Priest possible in Wild is the amount of board clearing effects Priest gets year in and year out. This happens because they don't have a great one in Classic/Basic, so they print one every now and then. But with all they've got now in Wild they can mass clear and/or stall until they cheat our and then resurrect a ton of big dudes to win.
Frost Nova may very well limit their ability to print more mass freezes, but I'm honestly okay with that. Time Warp Mages in Wild are already pretty strong, imagine how much strong they'd get if they had more cheap mass freezes that also came with cool and helpful effects? If they were to do this, the card replacing Frost Nova in Classic woudl have to be the new mass freeze card so that they don't go printing a bunch year after year.
Uh, no. Big priest and quest mage are currently barely playable in wild. The reason big priest is strong is because Blizzard decided to implement a half-assed resurrection mechanic. Wild priest is at a point where the amount of removals it has are extremely bloated. So much so that insane board clears like Lightbomb and Dragonfire Potion see little to no play.
I never said either was played a lot, but that doesn't mean they both aren't still strong decks. Big Priest has dropped in favor because it loses often to the currently preferred Mage deck, Secret Mage. But both Big Priest and Time Warp Mage with Vargoth and Arcane Giants can still win games. When I play that deck I often win burning my opponent down before I even need to play the Vargoth, Giants, and Quest turn.
And yes, the Wild Priest cards are overloaded with board clears. That was exactly the point I was making and applying to the discussion of Frost Nova and printing more mass freeze cards.
To be clearer on my BP comment, yes, the rez mechanic is what technically allows it to be a thing since you can rez multilpe copies of a single dead minion. However, not every game plays out so perfectly and you can't always get early minions on board. In those cases you often need board clears to survive until you can use the busted rez mechanic to set up a big board that your opponent can't deal with. At least that has been my personal experience playing the deck in the past.
Aggro Warrior or Highlander Aggro Warrior are both super strong at the moment.
I piloted Highlander Aggro Warrior from Rank 10 up to Legend (my 1st Legend, yay!).
I have mixed feelings about this. I love Highlander Aggro Warrior deck, and with 23 Wild cards coming into the Standard meta (until the end of this expansion - mentioned by Blizzard CC) - the meta can change completely...
I like meta changes but... man it really is a "Feels Bad - moment" - when you just master your favourite deck, there would be 2 more months of the meta to enjoy it... but instead it is about to change, probably in a big way.
I wouldn't be too worried. I don't see Aggro Warrior getting any weaker. At worst N'zoth decks become popular and you're gonna lose games that you can't close out before turn 10, but that's just regular aggro problems anyways
Well... I am more worried about Flamewaker coming back into the meta. I think this card by itself - can change the meta.
Some Aggro and/or Tempo Mage can appear, and Flamewaker can help to push other aggressive decks out of the board...
We can't be sure, because they nerfed Mana Wyrm some time ago. But I still think Flamewaker can reshape - what aggressive decks are at the top.
Look at other classicegendaries. Are they seeing play? No. Will they in the future? Of course! They'll be around forever, this is why they mustn't be buffed. Keeping the classic/basic set balanced is important. Right now I think it's a little weak and makes classes over rely on good expansion cards, which is exactly why warlock is in a tight spot. He also hasn't seen many great cards cause of his top tier hero power, but that's beside the point.
A 1 Mana armor card might make jaraxxus quite good Perhaps a minion that gives armor when cards are played? Or maybe a zero cost spell that turns Mana spent into armor? Or if you summon a demon gain it's attack or health as armor. Any of this is possible in the future and turns Jaraxxus into basically a card as good as Dr. Boom. Sounds fun to me!
Jaraxxus hasn't been a playable card in years. That's not just some weird fluke of the meta that will resolve itself automatically, it's a sign that the card has been left in the dust by power creep. Compare him to the recently nerfed Dr. Boom: they both cost 9, but in one case you gain 7 armor and your life points are left alone, in the other case your max health is capped at 15 and you lose all of your armor.
The cost of entering Jaraxxus mode is not proportional to the reward you get from it. Printing weird cards specifically to shore up Jaraxxus' weaknesses is not only transparently bad design, it'd be an admission that Jaraxxus is underpowered, at which point why not try to address that directly? "Keeping the classic set balanced" would necessarily entail an intervention when cards are chronically over- or underpowered.
I agree with Lightspoon on this, in terms of armor. Giving him some armor upon play would bring him to the baseline of other Hero Cards in the game, and give him a little extra survival for that first adjustment turn.
If I recall correctly, heroes generally get 5 armor when they are played, which is alright given that they stick to the 30 health. However, for Jaraxxus I think the optimal buff to make him a bit more playable would be granting 9 armor, equal to his mana cost. Dr. Boom, pre-nerf, granted armor equal to his mana cost, so the "tech" is already there.
It would not raise his maximum health pool, but would provide a little protection, which is just what he needs. Jaraxxus would still eat any armor the player had prior to the transformation, so it wouldn't go into some intense armor stacking - which is not exactly the Warlock's signature move anyway.
Perhaps making him an actual Hero Card would also work? Sure, he'd be out of the "x a random demon" pool, but at least he wouldn't be able to be pulled from the hand.
I love it. It's just the amount of funkiness that I need from a deck. Curious though, would 2x Shadow Word: Horror be necessary in today's meta, or do you think replacing one with Plague of Death would be more effective?
Look at other classicegendaries. Are they seeing play? No. Will they in the future? Of course! They'll be around forever, this is why they mustn't be buffed. Keeping the classic/basic set balanced is important. Right now I think it's a little weak and makes classes over rely on good expansion cards, which is exactly why warlock is in a tight spot. He also hasn't seen many great cards cause of his top tier hero power, but that's beside the point.
A 1 Mana armor card might make jaraxxus quite good Perhaps a minion that gives armor when cards are played? Or maybe a zero cost spell that turns Mana spent into armor? Or if you summon a demon gain it's attack or health as armor. Any of this is possible in the future and turns Jaraxxus into basically a card as good as Dr. Boom. Sounds fun to me!
Really enjoying the Six-Shooter brawl
That pressure plate is smart tech against priest I guess the problem is you don't win against iceblock/ time out decks.. Tbh think only bomb warrior can win vs time out zephyr paladin, and Mage loses to players that are smart enough to not attack and let the mage mill itself.
Really enjoying the Six-Shooter brawl
Funny shooting.
Deck ID Not Found
Unexpected havoc... Only some of the pogo decks get problematic...
Honest Hearthstone Cards (Game)
Next:
Honest Hearthstone Cards (Game)
"HOW LONG CAN THIS GO ON ?" .. I guess we know now.. F my dude.
Next:
Hearthstone Hypothesis - Why is Randomosity So Prominent in Hearthstone?
I often play meme and combo decks that are "frail" but effective to an extent, although I could easily lose on the spot due to a bad play on my part. Survivability is top priority but removal/AOE cards are limited (since my win-condition setup requires lots of cards and preparation) and must be saved for the most dire times.
So, planning accordingly is vital for my strategies, that's why I try minimizing the number of cards with "random" effects in my decks. All I need is to have as much control over any situations I might find myself into, rather than creating more of them due to bad RNG. And that's because RNG in Hearthstone is "unfair" (not to me specifically, but in it's concept and generation).
In order to create "fair" randomness, you must use a phenomenon that naturally occurs in nature to generate your results. Computers can't easily do that, but rather use algorithms to generate those results and gaming programs of this sort (CCG let's say) use a less complicated concept called Pseudo-RNG. Even that is absolutely fine, but what happens with Hearthstone's moments of randomness during gameplay?
Hearthstone seems to love huge comebacks and those 0.00001% moments who could end up in a YT video or on Reddit, that could motivate the community and keep the game "fresh" (the drive to recreate and experience similar plays is just one of the reasons the game is so addicting). Other times it feels like you "know" that the game favors you or not (depending on whether your win-rate needs to be adjusted accordingly) and that you could tell the result of a certain random play from either player, which seems to target the most impactful factor of the match at that time and could potentially turn the tables. I want to own my victory or defeat and not be rewarded for my bad plays if the game thinks that's fine at that instance. That being said, it feels like there is something more than just plain RNG and I personally don't like it, not due to the way it impacts my games but because it's biased and untrue to its random nature.
Hearthstone Hypothesis - Why is Randomosity So Prominent in Hearthstone?
I don't mind many of the RNG effects in the game. Some can be partially relied/counted upon to give a somewhat decent outcome. But there are also some RNG effects that can be soul crushing if it works for your opponent.
Imagine if you're playing against a Hunter and you've got four small minions and one giant 8/8 on the board. Your opponent decides to play Deadly Shot and surprise, it hits the 8/8 in the face. Only a 20% chance and if it hit a small minion it would've seriously put the Hunter further behind but no, it worked out. The reason this can feel extremely frustrating as the other player is that you can't see the Hunter's hand. Maybe the Hunter had a backup plan in his hand in case the Deadly Shot didn't hit the right target. The Hunter just felt it was worth trying to save another more important card and hey, it happened to work out. The 8/8 was dead anyway but as the opponent you can't know that for sure. All you see is the Hunter seemingly going YOLO for 20% which is an otherwise desperate or terrible play and then getting away with it. Add a Threaten emote from the Hunter and the other player will feel like throwing their keyboard into orbit.
Another example would be Shaman just RNGing his Hero Power into a Spell Power totem, giving his Lightning Storm +1 and then highrolling 4 damage on everything, wiping your board. Shaman could've had other options in his hand like Hagatha's Scheme and decided to try and roll a Spell Power totem first but again, you can't know that for sure as the opponent. You only see the (seemingly entirely luck-based) outcome.
For me, stuff like Tess feels far better because you partly decide what Tess gets to do. I also approve of the Discover effect. It's RNG but it gives you some options. It takes away the feeling of pure luck/extremeness because Discover gives you 3 options to choose from.
Again though, some of the RNG cards can be painful to play against. I was happy to see Evolve (and Devolve even more) rotating to Wild for sure. It was so frustrating to see Shaman highroll their board and ending the game on turn 6 or 7. And there's isn't really any way to improve your play against it. There is little to learn, especially if the play occurs within 1 turn without any possibility of interaction from the opponent.
In the end, you just learn to accept it. I still dislike playing against Shamans going fully for all their RNG effects, even if their winrate isn't actually that great for it. I'll still get pissed off when I lose to an RNG effect, but I'll still play the next game anyway. One tends to have the unfortunate memory of remembering the games where the opponent's RNG destroyed you and not remembering the games where the opponent's RNG destroyed them instead.
Hearthstone Hypothesis - Why is Randomosity So Prominent in Hearthstone?
No mention of Deck of Wonders, best RNG card ever? Shuffle 60 Scroll of Wonder is fun.
https://www.youtube.com/watch?v=l65hiwxPEwg
Quest Trading - Play A Friend!
Battletag: Szafirmag#2937
Region: EU
Trade Only?: Yes
Analysis on the 23 wild cards added
As a mage player I am very happy. Both cards are extremely good, Babbling Book is the 1-drop mage was lacking for a viable tempo deck. Together with Flamewaker they can boost tempo and cyclone mage a lot. For reno decks this will not have a very big impact I think. I also like this is a buff for Dune Sculptor :)
So now it makes sense to put 4 one-mana cards in your deck to improve your chances on a 1-drop with Secretkeeper, which will give you a one drop chance of 60% (including mulligan) I think.
And with Emperor Thaurissan I am dreaming about 0-cost minions icm with galaxy spell...but might be good a lot earlier than turn 7 as well. This can for instance turn all spells in your hand to 0 mana, which is a good thing for mage, especially the hand variants.
I also see new possibilities for Mecha'thun combo's, for instance:
You empty deck until you have in your hand a reduced by one version of the following 3 cards: Mecha'thun, Ray of Frost and Snap Freeze, next turn you can play them all for 10 mana giving you the OTK. What is especially nice is that the opponent does not get a hint like Galvanizer.
So this basically means you only need to put 4 cards in your deck to always have this combo available when things go fatigue (yes I am looking at you, control warrior), and it can even be played in a reno deck! Holy Deathwing.
Here's some art, make a card! [Legacy Game]
Up next: let's give Warrior a Legendary Tol'vir, shall we?
Hearthstone Hypothesis - Why is Randomosity So Prominent in Hearthstone?
You can take advantage of the digital space without randomness. Look at the current iteration of GWENT for example.
Hearthstone Hypothesis - Why is Randomosity So Prominent in Hearthstone?
Ugh. HS has randomness because it's a DCCG. End of debate. These articles are getting dumber, Out of Cards.
Lord Jaraxxus is a dead card
I opened him recently and in pretty much every game I get the chance to play him, I end up not doing it since there’s too much of a risk of being bursted down, it’d be better to just play the DK instead.
In wild there’s almost no reason to not just play the DK over him, since you get the 3 damage per turn from the weapon, as well as healing, in the hero power, and the big board of demons and keeping your health means you can actually survive
Hearthstone Hypothesis - Why is Randomosity So Prominent in Hearthstone?
Hearthstone SUCKs without RNG!
Life In Between Turns - My September quest to Legend.
Hello guys,
I'm new to this forum, but have been frequenting this site for a while. I decided to start creating contact on both Twitch and YouTube and wanted to share my first video on this site. The Video and Streams forum seems to be down so I hope I don't get banned for sharing my first video here.
Check out "Life In Between Turns" and like/subscribe on YouTube or Twitch
Also check out my Twitch Stream, I'll be streaming contact most nights:
https://www.twitch.tv/kringletv
Meme of the Week - End of All Things
You're asking me as if I've really put a lot of thought into this deck lately! :D
I quite literally found this deck list of mine on an old, no longer useful Hearthstone related site... *cough*... when the Fire Fest-E.V.I.L. came around this year and posted it here instead. Notice it includes nothing past K&C except a single Vivid Nightmare... it's not been updated/optimized in a while. The idea actually came from something I tried to build back in the Un'Goro days that used Herald Volazj and Mirage Caller to do basically the same thing but with a much MUCH lower win rate! Then during the Fire Festival 2018 I was like "Hey! I could do that thing I wanted to do, but using a Big Priest shell!" And so this deck was born to celebrate the Firelord in style!
Anyway, I suppose you could either swap that out for the Plague, or even make a few more changes, like remove both SW Horror, or one of them and Lightbomb to add in the Plague and a second Statue. The main reason I only have one Obsidian in this deck: I don't own a second copy. I'd love to see what list you come up with if you make some changes though.
Frost Nova should be HoF'd
Actually, Deathseer Thrall was a really nice card that expansion! As soon as I opened that guy I built an Evolution Shaman deck and played that a LOT!!! Got over 100 of my first 500 Shaman wins with that deck alone in the first month or so. Then it suddenly fell off on win rate, around the time that Keleseth decks rose to prominence.
But meme or not, I would have loved to see more freeze support for Shaman. #MakeMoorabiGreatForOnce
Frost Nova should be HoF'd
I never said either was played a lot, but that doesn't mean they both aren't still strong decks. Big Priest has dropped in favor because it loses often to the currently preferred Mage deck, Secret Mage. But both Big Priest and Time Warp Mage with Vargoth and Arcane Giants can still win games. When I play that deck I often win burning my opponent down before I even need to play the Vargoth, Giants, and Quest turn.
And yes, the Wild Priest cards are overloaded with board clears. That was exactly the point I was making and applying to the discussion of Frost Nova and printing more mass freeze cards.
To be clearer on my BP comment, yes, the rez mechanic is what technically allows it to be a thing since you can rez multilpe copies of a single dead minion. However, not every game plays out so perfectly and you can't always get early minions on board. In those cases you often need board clears to survive until you can use the busted rez mechanic to set up a big board that your opponent can't deal with. At least that has been my personal experience playing the deck in the past.
Hearthstone Hypothesis - Why is Randomosity So Prominent in Hearthstone?
Short answer is that it's a digital card game, so they wanted to include some RNG effects to take advantage of the digital space.
VS Data Reaper Report
Well... I am more worried about Flamewaker coming back into the meta. I think this card by itself - can change the meta.
Some Aggro and/or Tempo Mage can appear, and Flamewaker can help to push other aggressive decks out of the board...
We can't be sure, because they nerfed Mana Wyrm some time ago. But I still think Flamewaker can reshape - what aggressive decks are at the top.
Lord Jaraxxus is a dead card
Jaraxxus hasn't been a playable card in years. That's not just some weird fluke of the meta that will resolve itself automatically, it's a sign that the card has been left in the dust by power creep. Compare him to the recently nerfed Dr. Boom: they both cost 9, but in one case you gain 7 armor and your life points are left alone, in the other case your max health is capped at 15 and you lose all of your armor.
The cost of entering Jaraxxus mode is not proportional to the reward you get from it. Printing weird cards specifically to shore up Jaraxxus' weaknesses is not only transparently bad design, it'd be an admission that Jaraxxus is underpowered, at which point why not try to address that directly? "Keeping the classic set balanced" would necessarily entail an intervention when cards are chronically over- or underpowered.
Lord Jaraxxus is a dead card
I agree with Lightspoon on this, in terms of armor. Giving him some armor upon play would bring him to the baseline of other Hero Cards in the game, and give him a little extra survival for that first adjustment turn.
If I recall correctly, heroes generally get 5 armor when they are played, which is alright given that they stick to the 30 health. However, for Jaraxxus I think the optimal buff to make him a bit more playable would be granting 9 armor, equal to his mana cost. Dr. Boom, pre-nerf, granted armor equal to his mana cost, so the "tech" is already there.
It would not raise his maximum health pool, but would provide a little protection, which is just what he needs. Jaraxxus would still eat any armor the player had prior to the transformation, so it wouldn't go into some intense armor stacking - which is not exactly the Warlock's signature move anyway.
Perhaps making him an actual Hero Card would also work? Sure, he'd be out of the "x a random demon" pool, but at least he wouldn't be able to be pulled from the hand.
Meme of the Week - End of All Things
I love it. It's just the amount of funkiness that I need from a deck. Curious though, would 2x Shadow Word: Horror be necessary in today's meta, or do you think replacing one with Plague of Death would be more effective?
Lord Jaraxxus is a dead card
Look at other classicegendaries. Are they seeing play? No. Will they in the future? Of course! They'll be around forever, this is why they mustn't be buffed. Keeping the classic/basic set balanced is important. Right now I think it's a little weak and makes classes over rely on good expansion cards, which is exactly why warlock is in a tight spot. He also hasn't seen many great cards cause of his top tier hero power, but that's beside the point.
A 1 Mana armor card might make jaraxxus quite good Perhaps a minion that gives armor when cards are played? Or maybe a zero cost spell that turns Mana spent into armor? Or if you summon a demon gain it's attack or health as armor. Any of this is possible in the future and turns Jaraxxus into basically a card as good as Dr. Boom. Sounds fun to me!
Aggro Token Shaman [Jambre #1 Legend]
Excellent deck. Strong starts, good synergy and fun to play. Appears only to be particularly weak to Highlander Hunter and Aggro Warrior.