Erodos
Lv.11Crossroads Historian
Comments
Yep, sadly we'll have to wait a long, long week until Blizzard nerfs it. The lineups for GM are also very funny: out of 48 players, 47 brought mage and 46 brought paladin. The only player to bring neither class is Fled.
Do you have some examples where I can find them?
I really like this idea! How do you feel about adding [card]Warmaul Challenger[/card]? Seems like she'd scale great with hand buffs. Also, which cards would you remove first for the budget and non-budget replacements?
Absolutely disgraceful that Zalae is allowed to compete without so much as an investigation.
I think that would be fine, I don't think Pen Flinger needs to be killed outright. Making it only target minions would block the lategame [card]Libram of Wisdom[/card] + [card]Pen Flinger[/card] infinite damage combo, and would make it so Rogue can only use it for tempo and not as a finisher. Making it 2 mana would kill the card completely, …
Yeah, this state of the game is absolutely unsustainable. A few days ago it was even more Mage, but people have realised that Paladin is even stronger. Last saturday over 80% of my games were against Mage (the rest being against Paladin), now it's about 60% mage 30% Paladin 10% other. Add to this the huge amount of bugs (friends …
I like the idea, but running secrets without playing [card]Sword of the Fallen[/card] seems like a very bad idea. That card (together with [card]Northwatch Commander[/card]) is the whole reason secrets are playable, because you don't want them actually polluting your draws, especially not in an aggressive board-centric deck like this one. Also, isn't [card]Invigorating Sermon[/card] just way too slow?
Shaman is in such desperate need of card draw. You see it so clearly in the actually good decks right now: Rogue, Mage, Paladin and to a lesser degree Warlock. Rogue can draw its entire deck in no-time with [card]Secret Passage[/card], [card]Swindle[/card] and [card]Field Contact[/card], Mage has free card draw in the form of [card]Refreshing Spring Water[/card] (that often even …
I'm glad both of your featured Druid lists run 2x [card]Savage Roar[/card] and 2x [card]Force of Nature[/card]. I can't understand how anybody ever thought that running only one copy of each would be the better choice. We have learned so much since 2014...
Nice overview! I remember giving [card]Death Speaker Blackthorn[/card] 5 stars, assuming they would print some good Deathrattles to support him. Adjusted it down to 2 stars after the full set got released lol.
That paladin deck certainly contains cards
The amount of burst is insane, and the RNG actually feels way worse than in Standard (lost 3 games in a row, first one due to Ragnaros RNG then two to Huffer RNG). Other than that it's some nice nostalgia.
In general, I like the deck idea. I feel like the [card]Pen Flinger[/card]/Secret package is pretty weak though. You don't really want to be drawing any secrets, as Paladin just has very weak draw. The only reason I'd put them in is to cheat them out with [card]Sword of the Fallen[/card], and to enable card draw off [card] Northwatch Commander[/card]. …
A thread without an OP? Strange. Anyway, it will depend on the legendaries I open (don't like crafting stuff Day 1). These are definitely the top 4 that I want to give a try though:
[deck]23040[/deck]
[deck]24372[/deck]
[deck]23482[/deck]
[deck]22974[/deck]
Sounds like you didn't try to watch Grandmasters during Rise of Shadows, back then Specialist was the format (1 class, three decks, two of which can only differ 5 cards from the primary list). You had plenty of [card]Archivist Elysiana[/card] [card]Dr. Boom, Mad Genius[/card] mirrors that went on for 45 minutes per game, which were usually purely decided by [card]Archivist …
Good catch! This leads to some interesting questions about the timeline. Barrens clearly takes place in the past, probably during the Burning Crusade, because it is filled with characters from classic WoW but also features Blood Elves and Draenei. This means that Journey to Un'Goro takes place quite a bit in the past, because there the mercenaries are still young. …
Quote From Harpomandrake Once I've put in some low cost minions you don't really need the 2 x [card]Minefield[/card] for removal and adding more rush can't hurt. Thank you, I'm going to amend it and give you a mention in the guide.
The beauty of all of this is we have still managed to keep 12 angry …
Quote From Harpomandrake Yes I think you might be right, I did think I might lose some of the high-roll value on [card]Overlord Saurfang[/card] but there's not point in having it if you can't get to that point in the game.
Warsong Envoy would be good or possibly [card]Bloodsail Deckhand[/card] as it would discount the weapons? I …
I like the deck. [card]Tinyfin's Caravan[/card] just seems extremely bad, I have very little hope it will even stick one turn. I know [card]Murloc Tinyfin[/card] seems bad, but it just synergises so much with so many cards (especially the ones that require a murloc on board). I'm also not a big fan of [card]Magicfin[/card], I'd replace it with [card]Cagematch Custodian[/card] …
I like the theme, but it feels like the lack of 1- and 2-drops makes you fall so far behind in the early game that you're stuck struggling for board the rest of the game. I know it clashes with [card]Overlord Saurfang[/card], but maybe it's worth including [card]Warsong Envoy[/card]?