The comment achievements don't seem to have proper titles yet.
Yeah, a lot of new achievements got added last night and they haven't had a chance to be named yet. I'd say about half of the available achievements have names right now; named achievements are still subject to change, of course.
I'll be trying to get at least the easier achievements named today, so nobody is seeing anything too crazy =P
Let me begin by saying, that this card is a CUSTOM CARD, not an Officially Printed Hearthstone card! I want to make that clear because currently we are in the Saviors of Uldum Card Reveal Season and I don't want people to get angry because they thought this was a real card.
Now that I got that out of the way, GREETINGS My name is CovenantKevlar, (You can call me Kev) I'm a real big fan of Hearthstone and I've been playing since Curse of Naxxramus, I've always wanted to make very own Custom card but never had the courage to do so until now. Currently we are in the middle of the card reveal Season for Saviors of Uldum and I had an idea for what could be (or could've been) a card for the set. One of my favorite classes is Warlock and currently there has not been a Warlock Lackey Generator revealed. (especially when Dark Pharaoh Tekahn just revealed a few days ago) So I theorized one!
I wanted the Lackey Generation for warlock to come with a cost similar to how EVIL Genius makes Lackeys, a price for Power! I choose to focus on the Discarding mechanic because currently in the Standard rotation discard warlock is in a weak position, It always sucks to discard cards you wanted to play so I wanted to make a card that generated you value whenever you discarded cards. In terms of mechanics it would work exactly like Malchezaar's Imp This is my First Custom card submission so let me know what you think of it! If you think that the card is too strong or too weak I want to know, Your opinion will help shape other Custom cards I might make in the future.
Do y'all think Hearthstone should have a Creative mode in which players could create their own game modes (with certain sets, some card bans, and maybe some Tavern Brawl rules), similar to how it's done in other games such as Overwatch? It could allow people to test out their crazy ideas, it would be tons of fun to play, and it might give the developers some ideas for the game! It could even go a step further and the creator could choose certain cards to buff or nerf (just in stats, like the Boomsday buffs). This would allow for players who want a huge diversity of experience to have a lot of fun during the in-between months while not harming the new player experience! I think this could even feasibly happen, since I don't think it would hurt Blizzard's bottom line and it would actually motivate people to craft more cards to try out more cool decks!
First off, let's call it "Custom Games" because that is a more realistic, and more importantly, an ACHIEVABLE approach. The idea of buffing and nerfing cards in client is honestly asking for trouble even if it's a Custom Game between friends, so scrap that as an idea because it simply can't happen.
That's one thing that's always bugged me about HS is that we can't make our own rules in client without have to DM our friends to set it up. Or have a mode, like I don't know, BRAWL BLOCK, that changes monthly and could put these rules in. Like, how would have KFT looked without DK's?
Plague of Flames is going to be a killer card in Wild. Combo decks don't care about what happens to their Kobold Librarians and Voidwalkers. Blow them up!
The number of epics and legendaries have not really increased with recent expansions and just because a card is epic or legendary doesn't mean it will be used in any working consistent deck that compels someone to craft it for a smooth ladder climb.
Even the bundles, which actually have increased in price, does not automatically equate to you having to buy them due to the content not being gated behind the paywall.
Wild getting new cards in no wise means it isn't fairly static. Both MtG and Yu-Gi-Oh had new cards added to their non-banned list formats as well but the developers didn't try micro managing popular decks in most cases for the sake of changing things that weren't broken in order make said involved formats a mirrored copy of the banned list formats.
You're moving the goalposts from "static" to "fairly static" and you're ignoring the substantive differences I've already pointed out between paper and digital card games: magic or Yu-gi-oh can't just nerf a card so their only options are banlists and multiple formats. Hearthstone has a different design philosophy, a key element of which is keeping things simple and fairly casual, something that pretty much excludes the possibility of 14 different formats with varying card pools and restrictions. Simply pointing out that other games do it that way is a poor argument for why it ought to be that way in HS, and I think that by and large that argument is refuted by the dev team's decisions over the years.
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I'm sorry but "a large number of players" hating something means absolutely nothing. Care to provide actual statistics or percentages to tell us what that is objectively supposed to mean? I'll wait while you pull those up. The thing is that I could just as easily do a survey of a random 1,000 HS players and find hundreds of players who hate control decks (even they're just tier 1 or 2) and say the exact same thing that you're saying (that a "large number of players" hate control decks). That doesn't mean it is anywhere near a majority of players.
Preposterous argument. I'm sorry, but do *you* have a list of names of all the players who think G&B are perfectly fine and shouldn't have been rotated out of standard early? Do you have a list of their hair colour and favourite pop songs?
Incomplete information is still information, and the G&B nerf gives us quite a bit of circumstantial evidence to work with. Just because I cannot present you with a quantity or proportion of players who hate G&B doesn't mean you can dismiss the argument. Try again. If you had a survey of 1000 random players you'd have more information and a better argument than you do now. Incomplete information is still better than no information.
Quote From No Author Specified
You also have to consider the actual regular wild audience more than the standard format audience. We don't go around balancing standard around the wild players, so in the end it is the wild players' feeling towards the cards in the wild format that matter much more than the standard players. Also note that the devs HoFed them because they were a problem in STANDARD, and not as big of an issue in wild. Hell, standard players b*tched and moaned about Odd Mage, of all things, for a period of time. Yet the deck was a vastly inferior version of Reno Mage in wild. Even the Even Lock deck saw considerably less play in wild than it did in standard. Please don't try to say that Genn & Baku were considered as big of a problem in wild as they were in standard considering fewer of the decks saw play in wild AND in wild it's much easier to stabalize against the aggression with some classes (one glaring example being Voidcaller into Void Lord). It's interesting you criticize my assumptions and then try to assert your own baseless assumptions instead, especially when they are picked apart as easily.
I'm well aware that wild has different standards for balancing and a distinct pool of players. I didn't argue that every card that is a problem in standard must be nerfed in wild as well, I said that if a card is so problematic that it has to be HoFed/nerfed in standard it's reasonable to assume that the same logic applies to that card in wild, if not necessarily to the same extent. If Genn and Baku make games extremely predictable and repetitive in standard then it stands to reason the same is true for wild, even if the cards might not be as strong there.
Quote From No Author Specified
Are you actually going to answer where the evidence is for T5 deciding to nerf Genn/Baku in wild or are you intentionally trying to throw the conversation in a different direction? You can't just say that cards are randomly nerfed at times as a strong indicator that Genn/Baku could be nerfed. It is still out of thin air guesswork with no concrete foundation to stand on.
Your demand for evidence is disingenuous and a non-argument. We haven't had prior warning for previous changes so you can't hold my lack of evidence now as evidence to the contrary. How are you so bad at this? I'm not arguing that we know these cards are going to be nerfed, you're the one insisting that they definitely aren't because "card game experience" and "no evidence" or whatever.
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Point out to me how I mocked any person here and I'll gladly apologize.
"Despite your call to ax every thing you find irritating to play with, even when said aggressive decks actually under perform with win rates from more consistent older aggro decks (ie Pre nerf Pirate Warrior), that doesn't mean your personal preference has any meaningful say in what gets removed from the game."
Quote From No Author Specified
However, I know I did not. I'm all for "mocking" (breaking apart) weak arguments or biased rationales to nerf something when the ideas are deserving of it. If you say a non-tier 0 deck should be nerfed, and all the reasons you provide for that argument is that you find the match-up boring then you should expect that I will provide counter arguments that point out your bias and why it shouldn't be nerfed for the reasons that person provided. I am well aware of the difference between mocking/flaming a person and opposing emotionless ideas and arguments.
Clearly you're not as aware of that difference as you believe. And if your "counter-argument" to a subjective opinion is that that opinion doesn't matter (but yours somehow does?) then you're being a hypocrite and I will call you on it. Tough titties.
The number of HS formats is not that confusing though. It's two primary formats. Yes, the developers want to keep things simple so that they aren't confusing, but constantly nerfing cards in counter intuitive of that goal. Take WoW for example, there were complaints from returning players who had taken a break and then found that their favorite class(es) were ability pruned or had talents/default abilities changed drastically to the point that they no longer recognized their class. Now of course an MMORPG is much different than a CCG, but the general idea still stands that if you change too much of want returning players enjoyed or were familiar with then they are more likely to be turned off. Having to have returning players return and find any one of the 18 odd/even decks working completely different than they used to before taking a break is likely to risk turning those players off. I think it is safe to say that most players like to be able to pop a game back in and not have to relearn everything again.
Neither of us having evidence means that neither point is proven or disproven. Your stance is no more valid than mine unless concrete evidence is provided so I fail to see why you're debating this point of the topic. Genn/Baku were HoFed because they would have had to have made substantial changes to the cards to provide any form of nerf in standard. Combine that with strong tools like Defile getting rotated out that previously combated Odd Pally and to a lesser extent Even Shaman the cards were HoFed. I've seen no blue posts that have stated that they currently plan to nerf or look at the decks in wild. Suggesting that they do plan to do this with less evidence than this is no more than wishful thinking for ex-standard players wanting to mold their wild experience for everyone else.
Again I can point out multiple cards that make a variety of match-ups/plays predictable. Going against any form of slow control or combo warlock? Prepare to have an answer for a massive board in the late game (including saving a transform effect for Mal'Ganis as mage or shaman so that you don't instantly lose to 30+ stats on the board when Mal'Ganis is used). Going against any form of aggressive paladin list? Try to dump your hand as best as you are able from the get go so you don't give your opponent insane refill value and renewed steam to smorc your face. Going against pretty much any kind of wild mage as an OTK player? Be prepared to pop their 1+ number of Ice Blocks before using your combo or attempt to find an alternate win condition. Obviously there's plenty of more examples, but the classes are extremely scripted with how games turn out nowadays. Genn/Baku having their effects active from turn 1 doesn't really make them that much more predictable than pretty much any other deck. The reason it seems like they are more predictable is because most of the complained about decks are aggressive decks that do not end the game in the late game while the few classes I mentioned above have their predictable plays happening in the late game (which isn't seen as often as the early game due to the existence of aggro). If aggro was incredibly weak and you saw games extend late most of the time you would see how predictable the many control decks are as well).
I'm arguing that in the current moment we have no evidence that they are going to be nerfed. It's pointless to argue that any card can technically be nerfed out of the blue because a couple cards have in the past. If I cared enough I could make the argument that any card could be nerfed then and we wouldn't be able to anticipate it.
The following are taken from Urban Dictionary and Dictionary.com
Flaming: " To engage in an online argument usually involving unfounded personal attacks by one or more parties."
Debate: "a discussion, as of a publicquestion in an assembly,involvingopposingviewpoints"
The one thing I will concede to is that the person I quoted earlier didn't directly say that they found Genn/Baku decks irritating, but it was certainly implied. So my calling out of their wish to kill a deck that they found irritating wasn't completely unfounded. I feel you are reaching to call me a flamer however, considering that in nowise have I called any person a name of personal insult, hate, etc nor have I cast aside the viewpoints of my argument to instead deride a person on topics completely personal and unrelated to Genn & Baku nerfs.
Dark Pharaoh Tekahn, because he is the best Wingman a lackey could ever wish for. Also, beside the card itself, the artwork is legen...wait for it...dary.
First of all, It's a perspective,an interpenetration not an argument. Now let me dissect your points.
"1. Less legendary cards is less content."
- Not necessarily. The change in rarity doesn't translate to less content when it's quite apparent that other rarity of cards of remained same. The total number of legendarily haven't been decreased. They have just been distributed among the classes while in the past they would have confined to neutral pool.
Now there's an argument can be represented in favour of more class legendaries that they provide more ways to play & sometimes they bring a total different archetype into the table. Neutral legendaries, no matter how unique they are, lack the flavour that a class legendary usually possesses.
2. You don‘t consider the meta whatsoever. Most players craft the cards, they want to use and the number of „usable“ legendarys is not allways relatet to the total amount of legendarys.
Dust is a very valuable thing in the game which is very hard to acquire for F2P players (unless they are infinite arena players, but the reality is very few are). For a F2P player when you invest your dust into a card you have to make that decision very wisely while thinking about long term. It's very hard for a F2P player to craft a legendary in a whim.sometimes meta changes all of a sudden making great cards bad over night. For a F2P players it is very hard to keep up the momentum if they go into this cycle of crafting & disenchanting. It's not a viable option cause return from disenchantment is only 1/4th. You are losing a major chunk of your hard earned dust with very little return. Sometimes you just don't know what kind of obscure legendary will sudden become viable (e.G: Black Knight at the very beginning of KFT launch) . SO you always have to keep that in mind that any card have the potential to be viable in any meta. Also there is this case of wild where you need a huge pool of cards in your repository. So anyone with an intent of playing wild have to keep that in mind that crafting all of your cards should be the ultimate goal. Obviously you have to priorities which card you will craft first. But for a F2P player especially if you have started just now, you priority should be a long goal.
Of course you can climb legend with a meta deck at the very first month you have started playing, but if you want to maintain that consistency so that you can achieve at least rank 5 in every season then you have to think about the long goal.
3. You artificially limit your access to multiple decks and playstyles by sticking to one class and wasting your dust on random neutral cards that may not even synergise with your class.
Confining yourself to a single class can be both limited & flexible strategy simultaneously.
Drawback is that you won't be playing any other classes & the archetypes they have to offer. But on the other side it gives you the flexibility of playing both Wild & Standard format to a very deep length. You are facing problem in standard meta then shift to wild for laddering. Wild is appearing too hard then go back to the standard ladder. Building you collection for some specific decks will never give you that flexibility. Also it gives you the option of experimenting, trying your own decks. That deck can be both competitive but also fun. Also playing meta decks can become grinding & monotonous in a very quick succession.
At the end of the day a F2P Player has only two choices
1. Either invest into competitive meta decks for multiple classes which will hinder your deck experimentation, trying multiple formats in the long term.
or
2. Invest into a single class where you can taste almost everything this game has to offer to some extent. A huge problem is that the class you have selected can face a slump & then you will be in slump too & it can happen quite often.
But no matter how much you try you will be a few step behind to able to access everything this game has to offer without spending anything. It's not impossible but quite a daunting task. So pick your poison.
Love those "Exodia" type cards! I really want to get 2 copies of those and experiment with it. Don't know exactly with class will be the best to use it, but for now, im thinking of:
Make a deck with a lot of draw/removal (like a pogo deck) and at some point, use an upgraded Togwaggle's Scheme on Mogu Cultist and keep playing normaly. At some point, you will draw the seven pieces of exodia Mogu Cultists, you play it, and win.
Warlock:
Make a normal control warlock (with giants, heals, taunts and stuff) but with one copy of Glinda Crowskin and a Mogu Cultist. . When you feel like your oponent spend all of their removals, just play Glinda and if it survives, then you play 6 Mogu's then, sacrifice the Glinda with a Warlock spell or attacking an oponent minion and play the 7º Mogu.
BONUS:
If you are lucky to hit Glinda or Tak with Jepetto Joybuzz to make it cost 1, you could make the combo directly from hand!
That's all I can think now, but probably there are more ways to make it work, with the new Elise or the cards they didn't reveal yet.
My favourite Saviors of Uldum card so far is Desert Obelisk. Nobody likes it but it's EPIC! Literally... It has a purple gem. So tecnically it's epic. I hope everybody gets a golden version from rank 5 end of month reward.
Winter Veil Wreath
Smells like a secret achievement
Saviors of Uldum - 5 Pack Bundles Giveaway
Hello and thank you for this opportunity!
My favourite card is Untapped Potential because I love the combo possibility’s and that it makes druid attractive for me again.
Best regards :)
Saviors of Uldum - 5 Pack Bundles Giveaway
High Priest Amet, I hope it will enable new archetype of reborn controlpriest
Saviors of Uldum - 5 Pack Bundles Giveaway
Plague of murlocs[Hearthstone Card (CardID or Name) Not Found] looks like fun.
Saviors of Uldum - 5 Pack Bundles Giveaway
Raid the Sky Temple
Random spells are awesome.
Oh hey, site achievements are up
Yeah, a lot of new achievements got added last night and they haven't had a chance to be named yet. I'd say about half of the available achievements have names right now; named achievements are still subject to change, of course.
I'll be trying to get at least the easier achievements named today, so nobody is seeing anything too crazy =P
Saviors of Uldum - 5 Pack Bundles Giveaway
Grandmummy
The Artwork is adorable and i‘m looking forward building an aggro priest deck.
Saviors of Uldum - 5 Pack Bundles Giveaway
Psychopomp, hope it will enable interesting early plays for priest.
CUSTOM CARD: EVIL Scavenger
(Dated 7/28/19: Last Revealed card was Dark Pharaoh Tekahn)
Let me begin by saying, that this card is a CUSTOM CARD, not an Officially Printed Hearthstone card! I want to make that clear because currently we are in the Saviors of Uldum Card Reveal Season and I don't want people to get angry because they thought this was a real card.
Now that I got that out of the way, GREETINGS My name is CovenantKevlar, (You can call me Kev) I'm a real big fan of Hearthstone and I've been playing since Curse of Naxxramus, I've always wanted to make very own Custom card but never had the courage to do so until now. Currently we are in the middle of the card reveal Season for Saviors of Uldum and I had an idea for what could be (or could've been) a card for the set. One of my favorite classes is Warlock and currently there has not been a Warlock Lackey Generator revealed. (especially when Dark Pharaoh Tekahn just revealed a few days ago) So I theorized one!
I wanted the Lackey Generation for warlock to come with a cost similar to how EVIL Genius makes Lackeys, a price for Power! I choose to focus on the Discarding mechanic because currently in the Standard rotation discard warlock is in a weak position, It always sucks to discard cards you wanted to play so I wanted to make a card that generated you value whenever you discarded cards. In terms of mechanics it would work exactly like Malchezaar's Imp This is my First Custom card submission so let me know what you think of it! If you think that the card is too strong or too weak I want to know, Your opinion will help shape other Custom cards I might make in the future.
Thanks
Should Hearthstone have Creative Mode
First off, let's call it "Custom Games" because that is a more realistic, and more importantly, an ACHIEVABLE approach. The idea of buffing and nerfing cards in client is honestly asking for trouble even if it's a Custom Game between friends, so scrap that as an idea because it simply can't happen.
That's one thing that's always bugged me about HS is that we can't make our own rules in client without have to DM our friends to set it up. Or have a mode, like I don't know, BRAWL BLOCK, that changes monthly and could put these rules in. Like, how would have KFT looked without DK's?
Nefarian
This has got to be my favorite card back of all time... It took me hours to beat Heroic Chromaggus, but it was well worth it!
Saviors of Uldum - 5 Pack Bundles Giveaway
Plague of Flames is going to be a killer card in Wild. Combo decks don't care about what happens to their Kobold Librarians and Voidwalkers. Blow them up!
I have made mogu otk versions for all classes. You can look them here https://outof.cards/members/techwood/decks
Saviors of Uldum - 5 Pack Bundles Giveaway
Corrupt the Waters
Pandaria
I still wish I had done a few ranked games back in the day to get this card back. Jumped into ranked one season too late.
According to gen concious, Hearthstone has become pricer to play? is it true( A F2P player's perspective) Dust wise breakdown.
The number of epics and legendaries have not really increased with recent expansions and just because a card is epic or legendary doesn't mean it will be used in any working consistent deck that compels someone to craft it for a smooth ladder climb.
Even the bundles, which actually have increased in price, does not automatically equate to you having to buy them due to the content not being gated behind the paywall.
Idea for Genn and Baku Nerfs
The number of HS formats is not that confusing though. It's two primary formats. Yes, the developers want to keep things simple so that they aren't confusing, but constantly nerfing cards in counter intuitive of that goal. Take WoW for example, there were complaints from returning players who had taken a break and then found that their favorite class(es) were ability pruned or had talents/default abilities changed drastically to the point that they no longer recognized their class. Now of course an MMORPG is much different than a CCG, but the general idea still stands that if you change too much of want returning players enjoyed or were familiar with then they are more likely to be turned off. Having to have returning players return and find any one of the 18 odd/even decks working completely different than they used to before taking a break is likely to risk turning those players off. I think it is safe to say that most players like to be able to pop a game back in and not have to relearn everything again.
Neither of us having evidence means that neither point is proven or disproven. Your stance is no more valid than mine unless concrete evidence is provided so I fail to see why you're debating this point of the topic. Genn/Baku were HoFed because they would have had to have made substantial changes to the cards to provide any form of nerf in standard. Combine that with strong tools like Defile getting rotated out that previously combated Odd Pally and to a lesser extent Even Shaman the cards were HoFed. I've seen no blue posts that have stated that they currently plan to nerf or look at the decks in wild. Suggesting that they do plan to do this with less evidence than this is no more than wishful thinking for ex-standard players wanting to mold their wild experience for everyone else.
Again I can point out multiple cards that make a variety of match-ups/plays predictable. Going against any form of slow control or combo warlock? Prepare to have an answer for a massive board in the late game (including saving a transform effect for Mal'Ganis as mage or shaman so that you don't instantly lose to 30+ stats on the board when Mal'Ganis is used). Going against any form of aggressive paladin list? Try to dump your hand as best as you are able from the get go so you don't give your opponent insane refill value and renewed steam to smorc your face. Going against pretty much any kind of wild mage as an OTK player? Be prepared to pop their 1+ number of Ice Blocks before using your combo or attempt to find an alternate win condition. Obviously there's plenty of more examples, but the classes are extremely scripted with how games turn out nowadays. Genn/Baku having their effects active from turn 1 doesn't really make them that much more predictable than pretty much any other deck. The reason it seems like they are more predictable is because most of the complained about decks are aggressive decks that do not end the game in the late game while the few classes I mentioned above have their predictable plays happening in the late game (which isn't seen as often as the early game due to the existence of aggro). If aggro was incredibly weak and you saw games extend late most of the time you would see how predictable the many control decks are as well).
I'm arguing that in the current moment we have no evidence that they are going to be nerfed. It's pointless to argue that any card can technically be nerfed out of the blue because a couple cards have in the past. If I cared enough I could make the argument that any card could be nerfed then and we wouldn't be able to anticipate it.
The following are taken from Urban Dictionary and Dictionary.com
Flaming: " To engage in an online argument usually involving unfounded personal attacks by one or more parties."
Debate: "a discussion, as of a public question in an assembly, involving opposing viewpoints"
The one thing I will concede to is that the person I quoted earlier didn't directly say that they found Genn/Baku decks irritating, but it was certainly implied. So my calling out of their wish to kill a deck that they found irritating wasn't completely unfounded. I feel you are reaching to call me a flamer however, considering that in nowise have I called any person a name of personal insult, hate, etc nor have I cast aside the viewpoints of my argument to instead deride a person on topics completely personal and unrelated to Genn & Baku nerfs.
Saviors of Uldum - 5 Pack Bundles Giveaway
Mogu Cultist so many combos to try. Love cards with so many possibilities.
Saviors of Uldum - 5 Pack Bundles Giveaway
Dark Pharaoh Tekahn, because he is the best Wingman a lackey could ever wish for. Also, beside the card itself, the artwork is legen...wait for it...dary.
According to gen concious, Hearthstone has become pricer to play? is it true( A F2P player's perspective) Dust wise breakdown.
First of all, It's a perspective,an interpenetration not an argument. Now let me dissect your points.
"1. Less legendary cards is less content."
- Not necessarily. The change in rarity doesn't translate to less content when it's quite apparent that other rarity of cards of remained same. The total number of legendarily haven't been decreased. They have just been distributed among the classes while in the past they would have confined to neutral pool.
Now there's an argument can be represented in favour of more class legendaries that they provide more ways to play & sometimes they bring a total different archetype into the table. Neutral legendaries, no matter how unique they are, lack the flavour that a class legendary usually possesses.
2. You don‘t consider the meta whatsoever. Most players craft the cards, they want to use and the number of „usable“ legendarys is not allways relatet to the total amount of legendarys.
Dust is a very valuable thing in the game which is very hard to acquire for F2P players (unless they are infinite arena players, but the reality is very few are). For a F2P player when you invest your dust into a card you have to make that decision very wisely while thinking about long term. It's very hard for a F2P player to craft a legendary in a whim.sometimes meta changes all of a sudden making great cards bad over night. For a F2P players it is very hard to keep up the momentum if they go into this cycle of crafting & disenchanting. It's not a viable option cause return from disenchantment is only 1/4th. You are losing a major chunk of your hard earned dust with very little return. Sometimes you just don't know what kind of obscure legendary will sudden become viable (e.G: Black Knight at the very beginning of KFT launch) . SO you always have to keep that in mind that any card have the potential to be viable in any meta. Also there is this case of wild where you need a huge pool of cards in your repository. So anyone with an intent of playing wild have to keep that in mind that crafting all of your cards should be the ultimate goal. Obviously you have to priorities which card you will craft first. But for a F2P player especially if you have started just now, you priority should be a long goal.
Of course you can climb legend with a meta deck at the very first month you have started playing, but if you want to maintain that consistency so that you can achieve at least rank 5 in every season then you have to think about the long goal.
3. You artificially limit your access to multiple decks and playstyles by sticking to one class and wasting your dust on random neutral cards that may not even synergise with your class.
Confining yourself to a single class can be both limited & flexible strategy simultaneously.
Drawback is that you won't be playing any other classes & the archetypes they have to offer. But on the other side it gives you the flexibility of playing both Wild & Standard format to a very deep length. You are facing problem in standard meta then shift to wild for laddering. Wild is appearing too hard then go back to the standard ladder. Building you collection for some specific decks will never give you that flexibility. Also it gives you the option of experimenting, trying your own decks. That deck can be both competitive but also fun. Also playing meta decks can become grinding & monotonous in a very quick succession.
At the end of the day a F2P Player has only two choices
1. Either invest into competitive meta decks for multiple classes which will hinder your deck experimentation, trying multiple formats in the long term.
or
2. Invest into a single class where you can taste almost everything this game has to offer to some extent. A huge problem is that the class you have selected can face a slump & then you will be in slump too & it can happen quite often.
But no matter how much you try you will be a few step behind to able to access everything this game has to offer without spending anything. It's not impossible but quite a daunting task. So pick your poison.
Saviors of Uldum - 5 Pack Bundles Giveaway
Mogu Cultist of course. Would be interesting to try a deck with Togwaggle's Scheme, Myra's Unstable Element and Chef Nomi as alternate win condition. Could be really competitive if you pull the battlecry off and you Togwaggle the Exodia mogu
Saviors of Uldum - 5 Pack Bundles Giveaway
Mogu Cultist for sure!
Love those "Exodia" type cards! I really want to get 2 copies of those and experiment with it. Don't know exactly with class will be the best to use it, but for now, im thinking of:
Rogue:
Warlock:
BONUS:
That's all I can think now, but probably there are more ways to make it work, with the new Elise or the cards they didn't reveal yet.
Legend Wackey Lackey Handlock
Nice Deck, thanks!
Saviors of Uldum - 5 Pack Bundles Giveaway
Armagedillo - great name and great artwork!
Saviors of Uldum - 5 Pack Bundles Giveaway
My favourite Saviors of Uldum card so far is Desert Obelisk. Nobody likes it but it's EPIC! Literally... It has a purple gem. So tecnically it's epic. I hope everybody gets a golden version from rank 5 end of month reward.