Awful is in the eye of the beholder, and let's face it, ,there's a lot of cards that won't see play in constructed.
Best of the expensive cards?
Activate the Obelisk -- It's not the main course, it's the awesome sauce that goes with almost any priest deck, giving it much better late game potential. The new priest minions need to be tested vs. aggro, though.
King Phaoris -- Shaman, mages, priests and possibly warriors can get a full board when holding too many spells.
Siamat-- It might be a next year card, but it does feel like Zilliax's big brother.
Body Wrapper -- Maybe it works as insurance for OTK/Combo decks. We shall see.
Vulpera Scoundrel-- A lot of good possibilities never hurts. Budget Zephrys?
Longshot pick: Colossus of the Moon, for Big Shaman, Big Paladin, Recruit Warrior and Wild Big Priest.
Do I have to put Bad cards? I'm sorry to say but all of the League of Explorers blokes ... suck.
I'm still debating 50 or 80. I had very good luck with a 50-pack buy last time, and I was not happy with how Rise of Shadows was looking. If it wasn't for Bomb Warrior or Control Shaman looking viable (and they were), I would've passed buying RoS and quit Hearthstone.
But at the last minute, I did buy the RoS package, got a lot of legendaries, and most important of all, most of the projected RoS decks I despised failed (all murlocs should be brutally murdered and dusted, though).
The last few days finally brought the cards I like (I'm a player who likes going to the last card in a deck, I like WTF meme decks like Treachery and old Togwaggle too), but I'm still bitter about seeing more murlocs, more sticky garbage, more aggro paladin direction and an unclear view of what priest or control warlock decks could do (probably not much in the meta).
/Longshot bet on Big decks being the off-the-meta choice (shaman, warrior, paladin decks that cheat out the big minions) with Colossus of the Moon rising them
Chef Nomi was a card I would consider in a Wild Reno Mage.
Six elementals in Frost Lich Jaina mode, and your opponent may have already spent their board clears just panicking over any elemental you get on the table.
You won't see this often in Standard. Wild, another story.
Wild doesn't see Bomb Warrior (Big Priest, Quest Mage, Even and Control Shaman are all bad matchups for it, and those decks should remain to be the top of wild), so expect this funky wish card along with the Uldum-flavored Reno and Co. to be seen there where bombs can't screw up the deck.
Most tech cards in wild are to prevent OTKs or 1-cost spells, so at worst it might get yanked out of your hand or deck.
/Big Priest often isn't fast enough against Quest Mage and shaman can ruin its minions, so that deck may see less play. Jade Druid might be returning in its place in Wild though, and that doesn't help slow warrior decks.
Control Warlock can utilize some of the more aggressive cards (Tekahn in particular), but I have to agree, it's lacking something more than lackeys.
Portal Warlock didn't get anything other than more big targets to throw in the mix. Being able to generate more portal spells would help a lot for one of the more original decks we've seen.
Getting into a long game with a Control or Bomb Warrior or Control Shaman won't have the odds in your favor, Big Shaman (Colossus of the Moon could rise this fun and above average deck) and Uldum Quest Priest probably can outlast you as well (I don't see it as the main course card of priest decks, but one hell of a mid-to-late game threat), but you do have a chance against Conjurer's Mage with the removal and minion generations.
Another concern is the emphasis on sticky minions. If reborn stuff is viable, problem.
Save room for silences if Lucentbark Druid decks become viable.
Bet: Warlock probably remains a mainstay for wild in the Uldum meta with various deck options, but only shows aggro in standard.
Is Tekahn more of a fit for a control deck? Lackeys have their use here and there for Control Shaman, so I could see warlock decks trying their own way to utilize them for early and late game.
Seems like warlock has some cards that can go for both play styles. EVIL Recruiter (another Uldum card) seemed to me it could fit in both aggro and control, and perhaps Diseased Vulture, as hero power on turn 6+ would kick in the extra minion.
Maybe I'm just hoping so. Excluding mage's shenanigans (freeze until you conjurer's calling) only warrior and shaman seem to play the slow game well in the current standard meta, and Saviors of Uldum looks like it's pushing sticky minions and murloc floods.
/and count me in on the crowd that would like to see a working, winning dragon deck in THE YEAR OF THE DRAGON. Dragon Shaman is actually fun (and hey, a class not usually one with the dragons), but it's lacking a few cards to be consistent. I might try it with the shaman quest card if I land it.
First game: Rogue (me) vs. Mage, lost because of disconnect. Came in to see a board of elementals and my wide board gone. Mostly thieving rogue stuff and a mage with some elemental and unit copying synergies.
Second game: Mage vs. some sort of spell shaman. Dude gave up after Pocket Galaxy allowed me to put up several big minions.
The foundation of the deck came from Brian Kibler, who made an all-out anti-aggro priest deck that excelled against trash decks in Un'Goro era. As you may point out, this is before the rez stuff comes in Knights of the Frozen Throne and Kobolds and Catacombs, but the survival mechanics that carry the deck came here.
Plus, it was the only thing keeping me interested in Hearthstone as Evolve Shaman was a goddamn nuisance, and I find Silence Priest too reliant on the perfect mulligan and Inner Fire combos a crap way to win for Priest.
Big Priest is a very good deck, but it has limitations. Shaman, Quest Mage, Aggro Paladin, Mill Rogue are decks that do quite well against it IMO.
Treachery Warlock (which is my personal favorite deck) is a fun deck to go against it, but it's maybe slightly below 50% win rate. Still, nothing like having Howlfiend, Fel Reaver and Doomsayer resurrected by your opponent, and Big Priest can be slow to deal with a turn 5/6 Rin, the First Disciple.
Shaman decks also do well against Big Priest, and I imagine next month we won't see many Big/Rez Priests (and demon rez/cube warlock decks) because of the new Shaman card that turns everything into murlocs.
I'm hoping Kazakus decks get popular again with the return of Reno and company in the new expansion, though I expect murloc paladin and shaman to join in the fray with Quest Mage in wild.
It also looks like Hunter won't be going away either as they get a possible answer to Quest Mage with their class version of Dirty Rat.
Usually I have a Top 10 most wanted for legendaries and epics for the upcoming expansion. So far, nothing has made my list. :( The Big Four Heroes are pretty underwhelming.
This expansion has to bring back priest or slower warlock decks in standard, and I don't have my hopes up yet.
I almost didn't buy the last expansion -- I hate murlocs, I hate sticky aggro (treants, mechs), had a feeling Conjurer's Calling (yep) and paladin secrets (so far, nope) would be problems. Only Bomb Warrior and the control potential of shaman got my interest.
At the last minutes I took the $50 package and I managed to get almost everything I wanted (did have to spend a lot of dust for Big Shaman and Bomb Warrior). Been playing more wild than standard though.
I must admit, the single player stuff was pretty good for Rise of Shadows. That convinced me.
Favorite Deck (Standard): Big Shaman. (Wild): Fel Reaver Treachery Warlock
Deck I Want to See Succeed: Dragon decks (Dragon Shaman seems fun but is a few cards away), Portal Warlock, anything but Inner Fire Priests, and something for the golden High Inquisitor Whitemane I got from a brawl pack.
Deck I Want to See Less: Any Hunter, Trees or Murloc aggro.
Stop promoting aggro vomit decks. Makes the ladder boring. Aggro is the poison that kills fun, and hurts the game.
Here's some decks I've found fun:
A clone-the-Leeroy finisher Priest (no Inner Fire reliance either!) by Zetalot ... nor is it handcuffed to win via Leeroy with the tricks up the Priest's sleeves and deck's mana curve.
A control mage clown fiesta with conjurer's calling and giants package, but a lot of tech cards to spice up the game ...
HS Replay's Big Paladin version (bit different than the one listed here; 45.1 win % on Tweet it's listed on). Try both this one and the one listed here on OoC and see what works best for you.
For the Wild Ladder: From Tempo Storm, a Tier 3 Fel Reaver+Trechery warlock deck that turtles early (and often) and potentially discards the hell out of your opponent's deck when the combo appears (It's possible to get 9 OR MORE cards removed from the game in a turn). Worth trying to hunt down Reno Locks, Big Priests, Quest Mages and OTK decks. The lols I had this week made the 800 dust investment to craft WoW's iconic Fel Reaver worth it.
I had to start in wild when I returned to Hearthstone at the release of One Night in Karazhan.
I first played the game for a month or so when Naxx was released. All I had was the Naxx set and a few classic cards.
Didn't play standard till like four or five months later (Gadgetzan era).
It was ugly at times, but I had fun with janky budget control priest builds. For the most part I earned my gold priest before Shadowreaper Anduin changed things.
Wild sees less aggro (the few you do encounter are hyper-level) but you have to expect BS over-the-top combos or set-ups, or under the gun to beat an obvious OTK (btw, for all those crying about Big Priest, it's no longer the top dog of wild; Quest Cyclone Mage is the new big bad deck).
Wild currently has Odd Rogue back in vogue, and this helps it against Big Priest (which according to Tempo Storm, is no longer the big bad evil deck of wild anymore -- all hail our Quest Freeze Mage Cyclone and Even Shaman overlords).
Very few wild decks atm carrying weapon removal, in comparison to standard.
/It's also another tasty target for Skulking Geist, who lost some rogue card targets from the past year's nerfs
Awful is in the eye of the beholder, and let's face it, ,there's a lot of cards that won't see play in constructed.
Best of the expensive cards?
Activate the Obelisk -- It's not the main course, it's the awesome sauce that goes with almost any priest deck, giving it much better late game potential. The new priest minions need to be tested vs. aggro, though.
King Phaoris -- Shaman, mages, priests and possibly warriors can get a full board when holding too many spells.
Siamat-- It might be a next year card, but it does feel like Zilliax's big brother.
Body Wrapper -- Maybe it works as insurance for OTK/Combo decks. We shall see.
Vulpera Scoundrel-- A lot of good possibilities never hurts. Budget Zephrys?
Longshot pick: Colossus of the Moon, for Big Shaman, Big Paladin, Recruit Warrior and Wild Big Priest.
Do I have to put Bad cards? I'm sorry to say but all of the League of Explorers blokes ... suck.
I tend to think the Uldum quest for priest is a condiment to a deck, not what it is built around.
We shall see.
I'm still debating 50 or 80. I had very good luck with a 50-pack buy last time, and I was not happy with how Rise of Shadows was looking. If it wasn't for Bomb Warrior or Control Shaman looking viable (and they were), I would've passed buying RoS and quit Hearthstone.
But at the last minute, I did buy the RoS package, got a lot of legendaries, and most important of all, most of the projected RoS decks I despised failed (all murlocs should be brutally murdered and dusted, though).
The last few days finally brought the cards I like (I'm a player who likes going to the last card in a deck, I like WTF meme decks like Treachery and old Togwaggle too), but I'm still bitter about seeing more murlocs, more sticky garbage, more aggro paladin direction and an unclear view of what priest or control warlock decks could do (probably not much in the meta).
/Longshot bet on Big decks being the off-the-meta choice (shaman, warrior, paladin decks that cheat out the big minions) with Colossus of the Moon rising them
Need polls and more forum tools to booster up the discussions.
The page does load up faster here, give it that.
Chef Nomi was a card I would consider in a Wild Reno Mage.
Six elementals in Frost Lich Jaina mode, and your opponent may have already spent their board clears just panicking over any elemental you get on the table.
Good for a brawl, or a meme trolling deck.
This expansion in particular has brought out better yank-the-combo cards than this though.
/Seems Blizzard is concerned about wild -- Quest Mage is the big threat there. But this card would be a longshot vs. that deck.
You won't see this often in Standard. Wild, another story.
Wild doesn't see Bomb Warrior (Big Priest, Quest Mage, Even and Control Shaman are all bad matchups for it, and those decks should remain to be the top of wild), so expect this funky wish card along with the Uldum-flavored Reno and Co. to be seen there where bombs can't screw up the deck.
Most tech cards in wild are to prevent OTKs or 1-cost spells, so at worst it might get yanked out of your hand or deck.
/Big Priest often isn't fast enough against Quest Mage and shaman can ruin its minions, so that deck may see less play. Jade Druid might be returning in its place in Wild though, and that doesn't help slow warrior decks.
Control Warlock can utilize some of the more aggressive cards (Tekahn in particular), but I have to agree, it's lacking something more than lackeys.
Portal Warlock didn't get anything other than more big targets to throw in the mix. Being able to generate more portal spells would help a lot for one of the more original decks we've seen.
Getting into a long game with a Control or Bomb Warrior or Control Shaman won't have the odds in your favor, Big Shaman (Colossus of the Moon could rise this fun and above average deck) and Uldum Quest Priest probably can outlast you as well (I don't see it as the main course card of priest decks, but one hell of a mid-to-late game threat), but you do have a chance against Conjurer's Mage with the removal and minion generations.
Another concern is the emphasis on sticky minions. If reborn stuff is viable, problem.
Save room for silences if Lucentbark Druid decks become viable.
Bet: Warlock probably remains a mainstay for wild in the Uldum meta with various deck options, but only shows aggro in standard.
If Wild Bloodstinger becomes a thing, I wonder if Hakkar, the Soulflayer will find a place again in Hearthstone.
Thanks for starting the corrupted blood count early!
Is Tekahn more of a fit for a control deck? Lackeys have their use here and there for Control Shaman, so I could see warlock decks trying their own way to utilize them for early and late game.
Seems like warlock has some cards that can go for both play styles. EVIL Recruiter (another Uldum card) seemed to me it could fit in both aggro and control, and perhaps Diseased Vulture, as hero power on turn 6+ would kick in the extra minion.
Maybe I'm just hoping so. Excluding mage's shenanigans (freeze until you conjurer's calling) only warrior and shaman seem to play the slow game well in the current standard meta, and Saviors of Uldum looks like it's pushing sticky minions and murloc floods.
/and count me in on the crowd that would like to see a working, winning dragon deck in THE YEAR OF THE DRAGON. Dragon Shaman is actually fun (and hey, a class not usually one with the dragons), but it's lacking a few cards to be consistent. I might try it with the shaman quest card if I land it.
Grandmummy.
For the artwork. Having had to take care of a dying parent (Hearthstone on the quiet breaks), it's a reminder of happier times.
Sad, yeah. C'est la vie.
First game: Rogue (me) vs. Mage, lost because of disconnect. Came in to see a board of elementals and my wide board gone. Mostly thieving rogue stuff and a mage with some elemental and unit copying synergies.
Second game: Mage vs. some sort of spell shaman. Dude gave up after Pocket Galaxy allowed me to put up several big minions.
Don't think I'll continue.
/we could use more single player or co-op brawls
Nice to get a body out of this, and it's a better one than the last turtle.
Situations I can see it:
1. I'm desperate for AOE spell.
2. This is the only big minion so far (maybe one or two others slipped by) and I could use my discount from Pocket Galaxy.
3. One big minion, one Pyroblast (dice roll).
4. All I got is a Pyroblast buried under what's left of the deck, and we're at lethal here (dice roll).
I've followed Big Priest for a while.
The foundation of the deck came from Brian Kibler, who made an all-out anti-aggro priest deck that excelled against trash decks in Un'Goro era. As you may point out, this is before the rez stuff comes in Knights of the Frozen Throne and Kobolds and Catacombs, but the survival mechanics that carry the deck came here.
Plus, it was the only thing keeping me interested in Hearthstone as Evolve Shaman was a goddamn nuisance, and I find Silence Priest too reliant on the perfect mulligan and Inner Fire combos a crap way to win for Priest.
Big Priest is a very good deck, but it has limitations. Shaman, Quest Mage, Aggro Paladin, Mill Rogue are decks that do quite well against it IMO.
Treachery Warlock (which is my personal favorite deck) is a fun deck to go against it, but it's maybe slightly below 50% win rate. Still, nothing like having Howlfiend, Fel Reaver and Doomsayer resurrected by your opponent, and Big Priest can be slow to deal with a turn 5/6 Rin, the First Disciple.
Shaman decks also do well against Big Priest, and I imagine next month we won't see many Big/Rez Priests (and demon rez/cube warlock decks) because of the new Shaman card that turns everything into murlocs.
I'm hoping Kazakus decks get popular again with the return of Reno and company in the new expansion, though I expect murloc paladin and shaman to join in the fray with Quest Mage in wild.
It also looks like Hunter won't be going away either as they get a possible answer to Quest Mage with their class version of Dirty Rat.
For those afraid to leave Standard because of Big Priest being the scary deck of wild, mill decks wreck them.
Quest Mage is becoming a bigger threat now than Big Priest btw.
Usually I have a Top 10 most wanted for legendaries and epics for the upcoming expansion. So far, nothing has made my list. :( The Big Four Heroes are pretty underwhelming.
This expansion has to bring back priest or slower warlock decks in standard, and I don't have my hopes up yet.
I almost didn't buy the last expansion -- I hate murlocs, I hate sticky aggro (treants, mechs), had a feeling Conjurer's Calling (yep) and paladin secrets (so far, nope) would be problems. Only Bomb Warrior and the control potential of shaman got my interest.
At the last minutes I took the $50 package and I managed to get almost everything I wanted (did have to spend a lot of dust for Big Shaman and Bomb Warrior). Been playing more wild than standard though.
I must admit, the single player stuff was pretty good for Rise of Shadows. That convinced me.
Favorite Deck (Standard): Big Shaman. (Wild): Fel Reaver Treachery Warlock
Deck I Want to See Succeed: Dragon decks (Dragon Shaman seems fun but is a few cards away), Portal Warlock, anything but Inner Fire Priests, and something for the golden High Inquisitor Whitemane I got from a brawl pack.
Deck I Want to See Less: Any Hunter, Trees or Murloc aggro.
Stop promoting aggro vomit decks. Makes the ladder boring. Aggro is the poison that kills fun, and hurts the game.
Here's some decks I've found fun:
A clone-the-Leeroy finisher Priest (no Inner Fire reliance either!) by Zetalot ... nor is it handcuffed to win via Leeroy with the tricks up the Priest's sleeves and deck's mana curve.
A control mage clown fiesta with conjurer's calling and giants package, but a lot of tech cards to spice up the game ...
HS Replay's Big Paladin version (bit different than the one listed here; 45.1 win % on Tweet it's listed on). Try both this one and the one listed here on OoC and see what works best for you.
For the Wild Ladder: From Tempo Storm, a Tier 3 Fel Reaver+Trechery warlock deck that turtles early (and often) and potentially discards the hell out of your opponent's deck when the combo appears (It's possible to get 9 OR MORE cards removed from the game in a turn). Worth trying to hunt down Reno Locks, Big Priests, Quest Mages and OTK decks. The lols I had this week made the 800 dust investment to craft WoW's iconic Fel Reaver worth it.
I had to start in wild when I returned to Hearthstone at the release of One Night in Karazhan.
I first played the game for a month or so when Naxx was released. All I had was the Naxx set and a few classic cards.
Didn't play standard till like four or five months later (Gadgetzan era).
It was ugly at times, but I had fun with janky budget control priest builds. For the most part I earned my gold priest before Shadowreaper Anduin changed things.
Wild sees less aggro (the few you do encounter are hyper-level) but you have to expect BS over-the-top combos or set-ups, or under the gun to beat an obvious OTK (btw, for all those crying about Big Priest, it's no longer the top dog of wild; Quest Cyclone Mage is the new big bad deck).
Standard ... gets boring. Aggro, aggro, aggro, hunter, hunter, hunter, conjurer's calling mage ...
Wild currently has Odd Rogue back in vogue, and this helps it against Big Priest (which according to Tempo Storm, is no longer the big bad evil deck of wild anymore -- all hail our Quest Freeze Mage Cyclone and Even Shaman overlords).
Very few wild decks atm carrying weapon removal, in comparison to standard.
/It's also another tasty target for Skulking Geist, who lost some rogue card targets from the past year's nerfs