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So basically, if you do not have a big board going by turn 6/7 you are screwed :)
Lately, I see a number of decks that try to "cheat" the big minions early:
- mountain giants icm cost reduction mechanics
- magnetic stuff icm cost reduction cards (Paladin, Hunter, Priest? every class atm)
- Van Cleef
- Scavenging …
Ok. So you start your game of HS. Both are at 1 mana, nothing too crazy can happen. Then, all of a sudden, a couple of turns later, some really crazy stuff happens and you (or your opponent :)) is dead or completely done for on board.
So I think we all agree this should not be possible at …
What I indeed do sometime is something else, like making coffee, clean up something, just a short break and try to forget and then retry with a fresh mind in my next game.
I never feel the same frustration rage when playing that other game I play a lot, which is chess (2200 elo). Since in chess it is …
Sometimes your opponent just has the best possible cards. Say a perfect curve, the exact right response for your board, having lethal just in time, or exactly the right removal (yes Warrior I look at you). I can't help feel a little desparate and sometimes just concede far too early since I do not believe I can come back.
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Quote From RandomGuy I have yet to play a warrior that didn't open Rover on 1, Weapon on 4, Dyno on 5.
And Dr. boom on 7.
Well last night I lost almost every game I played, did not matter what deck I chose. Opponents were out-mechanizing me, top-farting shenanigans like Leeroy's, destroying my 6 mountain-giant board with a huntard top-decked poisonous-hit-all-for-one-dmg combo, doing 23 dmg at the last possible moment with only Myra in hand and some insane rogue combo's and luck, getting the 5-mana combo …
Had a crazy win when my opponent froze my giants and did one damage to them, giving me 2 7-health minions on board. Would have liked to see his face when I played my star-aligner...and another one the turn after. Made my day!
Had a crazy game where I had an army of mountain giants (4) as mage and he had this huge buffed taunt mechs...but no way to remove my board. I discovered another conjuring spell but man I really had to sacrifice 3(!) mountain giants on one resurrected buffed mech having more than 20 health.
Finally all his buffed craziness …
Quote From Starscream Bloody Missile Launcher plus Venomizer is such OP nonsense. I am winning the whole game and this combo wrecks me and if you can't remove it, it's game over. Just stupid and infuriating.
I save a Wargear + Zilliax for that one
I already ran a deck with pocket galaxy which has now become even better, also fooling around with jepetto and galaxy spell is now more fun. Also tried out sn1p in a mech hunter a bit, seems to improve it a bit but not a lot in my opinion, that deck already has sufficient annoying magnetics.
I would add Malygos as well. If it's 1 mana OTK's are not far away.
Wild now.
I suspect Giants produce much more shit than Azerite Elementals.
I like all galaxy decks :) I play one including jepetto as well to give me the 1-1 draw.
Where can it go
This is wild now.
I play a mage deck to get this combo using galaxy spell, using a lot of 7-mana dudes but also some 8-mana giants (which can be pinged/conjured calling'ed/attack) to get more 7-health dudes in play and can also get a lot cheaper without the spell. Fun deck to play, struggles against aggro though but with this cheaper galaxy spell I …
How does this fare against aggro? What are your results against mech/bomb hunter/token druid/tempo-pogo rogue/murloc shaman/secret pally?
This is wild, not standard.
I have a theory about the conjurers calling spell. The more aggro the opponent, the lower mana minions you can effectively use this spell. Since against aggro its all about the early turns to get that board control, casting the conjurers calling early on a say 2 or 3 mana minion can be game changing since you get in effect …