I have been sitting on over a thousand dust for a while, I now have 2,000 + and I still don't know which legendary I want to craft.
I have seen Barista Lychen in a bunch of decks and she seems like a good legendary. I also have the shaman quest, and I have seen her in a lot of quest decks. do you think she would be worth crafting?
Maybe. She's not really a legendary I'd build a deck around, more that if a deck has a lot of cheap or powerful battlecries I'll slot her in. She's a utility legendary that isn't all that exciting to craft like Bloodmage Thalnos, Zola the Gorgon, and Zilliax although a bit more niche.
Would adding one copy of Coldarra Drake make the deck better? If it would survive a turn, wouldn't that make a 10 mana turn "deal 10 damage anywhere" or "2*8=16 damage anywhere" in combination with a Fallen Hero? I feel like Sylvanas Windrunner, Piloted Sky Golem and Goblin Blastmage could take one for the team. Another copy of Khartut Defender seems a bit more viable to me too.
I've thought about a second Khartut Defender, but didn't want to change anything too much. All of the other 6 drops are too important to remove and I feel like cutting a Goblin Blastmage for it would make the deck a little too top heavy, especially if you've already taken one out for a Coldarra Drake. Really wish I could just remove Genn Greymane from the deck :/
I don't think that's a very good idea. The deck is aggro/tempo-based, so it doesn't want to clear its own board with Warpath and Blood Warriors is essentially an expensive Battle Rage. I'd much rather have Frightened Flunky since it's not that bad to play in the early game and the fact that warrior has several large taunts to discover means it can scale into the mid and later game.
Is there really enough for the mech package to work?
I've found it to be consistent enough. You can also get Clockwork Giant by CCing a Mountain Giant sometimes as another way to trigger Blastmage.
After having taken out Missile Launcher, Goblin Blastmage is the only Mech synergy card in the deck. The Piloted mechs are in here more for CC and N'Zoth Synergy and Snowchugger is just a good 2 drop for Even Mage.
Question about resolving: when the opponent has Pressure Plate active, how are things supposed to be revolved?
I had a 5/13 taunt and a totem with quest shaman, played a Thunderhead and then Thunderbolt on his 5/5 dino. Then pressure plate resolved b4 i got my 2 1/1 elementals and thus killing my 5/13. Is this supposed to happen or is it a fluke? I'd like to know so that i won't make the same mistake twice next time as it lost me the game. Thanks!
Both Thunderhead and Pressure Plate resolve after a card has been played. When effects would trigger during the same phase, it usually gives priority based on play order. Since the Pressure Plate was played before the Thunderhead it makes sense that it would kill something before the 1/1 Sparks would spawn.
Indeed, I was thinking about something similar, but I was too scared of crafting Arugal exactly for this purpose (I was actually thinking about BOTH Archmage Arugaland Hex Lord Malacrass...).
Although I was more intrigued by a larger Elemental setup.
Anyway, how do you fare against meta decks, old and new? eg Secret Mage, Reno decks, various Shamans?
Archmage Arugal isn't super necessary, but he can be really good in the later stages of the game to refill your hand and make Mountain Giant cheap again. Drawing Giants or N'Zoth with Arugal can be pretty important against some control decks though. As for Hex Lord Malacrass, I can't really say since I don't own him either, but I feel like he might be too slow.
I've been doing alright against meta decks, though most of the games I've been playing in casual. Secret Mage can be a tricky matchup since Counterspell hurts a lot with so few spells in the deck. Most games I try to slow down their minions in the early to midgame as much as possible with Ice Walker. If they just throw all of their burn at your face it can be a problem since the only healing in the deck is Khartut Defender, but I've found they'll often use it to clear Giants instead.
Reno and Control decks could be a difficult matchup if they were efficient about using their clears and removal, but after adding N'Zoth I've had more success.
Even and Quest shamans have been a pretty easy matchup since Ice Walker can render their 7/7s and Jades useless when paired with Garrison Commander and Spirit of the Dragonhawk and they don't have any board clears that can deal with a board of giants except a huge Hagatha's Scheme.
It's nice for Even Mage to have a real win condition now that isn't just controlling the board with your Hero Power and Fallen Hero/Ice Walker/Spirit of the Dragonhawk, although these cards do a pretty good job of stalling till you can do a strong CC turn.
RIP 2 mana Extra Arms. You will sorely be missed by my Even Priest, Egg Priest, Aggro Priest, and Miracle Priest.
IMO these nerfs are too early since Combo Priest has existed as a powerful deck for all of 2 weeks. If they felt they need to do something about the deck, they should have Hall of Famed Divine Spirit since it has been a problem card in the past and limits design space. Extra Arms caused 0 issues after its buff until SoU came out and it feels like the card is being wrongly blamed here.
As a Wild Player I don't like any of these nerfs. Extra Arms and Pocket Galaxy are back to unplayable status. I'm especially upset about Extra Arms because it was so much fun at 2 mana and had a variety of uses ranging from Even to Egg to Miracle to Aggro Priest.
Dr. Boom is now complete garbage for Wild.
Conjurer's Calling was never really a problem in wild, but I'm sad to not be able to play it in Odd Mage with Corridor Creeper anymore. And from my understanding this doesn't really solve the issue in standard anyway since mage can still pay a giant on 3 and conjurers on 4.
And then there's Barnes...
Multiple years of complaints about Big Priest with no action whatsoever from Blizz and now all they do is bump Barnes up by 1 mana after printing enough support for Big Priest that losing Barnes barely hurts the deck at all... And now they'll probably never do anything else about Big Priest and act like they've completely solved the issue with Barnes.
Turn 1 Northshire Cleric into turn 2 Extra Arms is a really good start against any deck. Having a 3/5 on board on turn 2 is hard to kill for almost every deck in the meta. But I have to say that I liked Extra Arms as a viable card in a combo priest and I'd rather not nerf it.
Tech options do exist though. Ironbeak Owl and Spellbreaker can put a damper on any combo priests day.
Most decks just aren't built to deal with combo priest well since its a recent deck.
Maybe. She's not really a legendary I'd build a deck around, more that if a deck has a lot of cheap or powerful battlecries I'll slot her in. She's a utility legendary that isn't all that exciting to craft like Bloodmage Thalnos, Zola the Gorgon, and Zilliax although a bit more niche.
I've always heard it as "Clear the path!"
If anything were to be cut I'd go for Goblin Blastmage first. Sylvanas Windrunner and Piloted Sky Golem are more important for their N'Zoth, the Corruptor and Conjurer's Calling synergy. Admittedly I don't actually own a copy of Coldarra Drake whcich is the main reason it isn;t in the deck.
I've thought about a second Khartut Defender, but didn't want to change anything too much. All of the other 6 drops are too important to remove and I feel like cutting a Goblin Blastmage for it would make the deck a little too top heavy, especially if you've already taken one out for a Coldarra Drake. Really wish I could just remove Genn Greymane from the deck :/
I don't think that's a very good idea. The deck is aggro/tempo-based, so it doesn't want to clear its own board with Warpath and Blood Warriors is essentially an expensive Battle Rage. I'd much rather have Frightened Flunky since it's not that bad to play in the early game and the fact that warrior has several large taunts to discover means it can scale into the mid and later game.
Maybe try out Explosive Sheep if aggro is causing you trouble.
I've found it to be consistent enough. You can also get Clockwork Giant by CCing a Mountain Giant sometimes as another way to trigger Blastmage.
After having taken out Missile Launcher, Goblin Blastmage is the only Mech synergy card in the deck. The Piloted mechs are in here more for CC and N'Zoth Synergy and Snowchugger is just a good 2 drop for Even Mage.
Both Thunderhead and Pressure Plate resolve after a card has been played. When effects would trigger during the same phase, it usually gives priority based on play order. Since the Pressure Plate was played before the Thunderhead it makes sense that it would kill something before the 1/1 Sparks would spawn.
Archmage Arugal isn't super necessary, but he can be really good in the later stages of the game to refill your hand and make Mountain Giant cheap again. Drawing Giants or N'Zoth with Arugal can be pretty important against some control decks though. As for Hex Lord Malacrass, I can't really say since I don't own him either, but I feel like he might be too slow.
I've been doing alright against meta decks, though most of the games I've been playing in casual. Secret Mage can be a tricky matchup since Counterspell hurts a lot with so few spells in the deck. Most games I try to slow down their minions in the early to midgame as much as possible with Ice Walker. If they just throw all of their burn at your face it can be a problem since the only healing in the deck is Khartut Defender, but I've found they'll often use it to clear Giants instead.
Reno and Control decks could be a difficult matchup if they were efficient about using their clears and removal, but after adding N'Zoth I've had more success.
Even and Quest shamans have been a pretty easy matchup since Ice Walker can render their 7/7s and Jades useless when paired with Garrison Commander and Spirit of the Dragonhawk and they don't have any board clears that can deal with a board of giants except a huge Hagatha's Scheme.
Mountain Giant and Frost Giant can get quite cheap in Even Mage thanks to Archmage Arugal, Book of Specters, and Garrison Commander. Piloted Shredder, Piloted Sky Golem, and Khartut Defender are also pretty good with Conjurer's Calling, especially if you also use Khadgar! You can go from just having one Piloted Mech or Khartut to a full board of 6 or 4 drops and 4 or 2 drops!
It's nice for Even Mage to have a real win condition now that isn't just controlling the board with your Hero Power and Fallen Hero/Ice Walker/Spirit of the Dragonhawk, although these cards do a pretty good job of stalling till you can do a strong CC turn.
Ended up crafting a Piloted Sky Golem and Khadgar for Even Conjurer's Calling Mage!
Not sure what I'll do with the rest of the dust though.
When a Sludge Belcher and a Rotten Applebaum love eachother very much...
Some decks might still be willing to use it with Naga Sand Witch.
Can we get an F in chat for Big Mage?
RIP Odd Conjurer's Calling Mage with Corridor Creeper.
Hello Even Conjurer's Calling Mage with Mountain Giant and Frost Giant.
RIP 2 mana Extra Arms. You will sorely be missed by my Even Priest, Egg Priest, Aggro Priest, and Miracle Priest.
IMO these nerfs are too early since Combo Priest has existed as a powerful deck for all of 2 weeks. If they felt they need to do something about the deck, they should have Hall of Famed Divine Spirit since it has been a problem card in the past and limits design space. Extra Arms caused 0 issues after its buff until SoU came out and it feels like the card is being wrongly blamed here.
I assume this means More Arms! is back to 3 as well?
On the official Page its still 7
As a Wild Player I don't like any of these nerfs. Extra Arms and Pocket Galaxy are back to unplayable status. I'm especially upset about Extra Arms because it was so much fun at 2 mana and had a variety of uses ranging from Even to Egg to Miracle to Aggro Priest.
Dr. Boom is now complete garbage for Wild.
Conjurer's Calling was never really a problem in wild, but I'm sad to not be able to play it in Odd Mage with Corridor Creeper anymore. And from my understanding this doesn't really solve the issue in standard anyway since mage can still pay a giant on 3 and conjurers on 4.
And then there's Barnes...
Multiple years of complaints about Big Priest with no action whatsoever from Blizz and now all they do is bump Barnes up by 1 mana after printing enough support for Big Priest that losing Barnes barely hurts the deck at all... And now they'll probably never do anything else about Big Priest and act like they've completely solved the issue with Barnes.
What do you think about Seadevil Stinger as an additional way to cheat out large minions?
Tech options do exist though. Ironbeak Owl and Spellbreaker can put a damper on any combo priests day.
Most decks just aren't built to deal with combo priest well since its a recent deck.