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 Hyena, Dire Frenzy
And in general the AOE removal/bord clear is much more a problem than before, since with the token decks you will need not one, not two but sometimes 3 or more bord clears, and in the mean time also build your own bord. And it's almost impossible to remove a board on turn 5 with 4 mountain giants on it. I think this is one of the reasons why we now have such an aggro heavy meta: the aggro decks do not have to be afraid of a lot of bad matchups, only a few can really challenge them.
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 turn 1 (no fun there). But what would the minimal turn be to have a crazy comeback/miracle/combo/insane-rng turn?
Turn 2? Turn 3? 4? 5?
I am not talking about aggro decks who try to kill you by turn 5 if you do not react by using cheap resources.
But we have some typical examples, like Khadgar's mountain giant army on turn 5 or a very big van Cleef very early, or a board full of pimped murlocs with bloodlust. Stuff like that.
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 always your own fault or strong play by the opponent in both cases you "deserve" to lose, and I realize perfectly, it would be no fun either if you win all the time, since winning can only be rewarding if you sometimes also lose. That's why with chess it is no fun playing against someone who is a lot weaker than you.
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.
What is the best way to cope with this emotions? Just play on and play as good as possible? Get more chocolate? Kick the door/dog/wall?
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 with Khadgar and you are looking at 4 8-8's on turn 5, my Book of specters destroying my Pocket galaxy for two games in a row...cmon! What are the odds.
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 was removed but we still had to play more turns since we both were low on cards in hand by now. In the end I managed to win but that was one crazy Giants vs big mech's game.
What can also help in your games is just freeze those big mechs (as mage) get some fireballs with Antonidas and shoot away.
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 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 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 see more future :). However I think the animation of the combo when it hits could use a little more show/impact/harder sound. The average blizzard/flamestrike makes more noise while this does a lot more damage, and cmon, the stars are falling on your head! That should make a lot more noise than some fire or ice.
Also can be triggered suddenly after you conjure call a 9 or 10 mana minion (like alex or kalec).
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 a divine shield attack and an extra minion on board for 3 mana, which is a lot of board on turn 3/4/5.
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:
And in general the AOE removal/bord clear is much more a problem than before, since with the token decks you will need not one, not two but sometimes 3 or more bord clears, and in the mean time also build your own bord. And it's almost impossible to remove a board on turn 5 with 4 mountain giants on it. I think this is one of the reasons why we now have such an aggro heavy meta: the aggro decks do not have to be afraid of a lot of bad matchups, only a few can really challenge them.
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 turn 1 (no fun there). But what would the minimal turn be to have a crazy comeback/miracle/combo/insane-rng turn?
Turn 2? Turn 3? 4? 5?
I am not talking about aggro decks who try to kill you by turn 5 if you do not react by using cheap resources.
But we have some typical examples, like Khadgar's mountain giant army on turn 5 or a very big van Cleef very early, or a board full of pimped murlocs with bloodlust. Stuff like that.
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 always your own fault or strong play by the opponent in both cases you "deserve" to lose, and I realize perfectly, it would be no fun either if you win all the time, since winning can only be rewarding if you sometimes also lose. That's why with chess it is no fun playing against someone who is a lot weaker than you.
Its just the "not fair" part that is frustrating.
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.
What is the best way to cope with this emotions? Just play on and play as good as possible? Get more chocolate? Kick the door/dog/wall?
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 with Khadgar and you are looking at 4 8-8's on turn 5, my Book of specters destroying my Pocket galaxy for two games in a row...cmon! What are the odds.
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 was removed but we still had to play more turns since we both were low on cards in hand by now. In the end I managed to win but that was one crazy Giants vs big mech's game.
What can also help in your games is just freeze those big mechs (as mage) get some fireballs with Antonidas and shoot away.
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 see more future :). However I think the animation of the combo when it hits could use a little more show/impact/harder sound. The average blizzard/flamestrike makes more noise while this does a lot more damage, and cmon, the stars are falling on your head! That should make a lot more noise than some fire or ice.
Also can be triggered suddenly after you conjure call a 9 or 10 mana minion (like alex or kalec).
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 a divine shield attack and an extra minion on board for 3 mana, which is a lot of board on turn 3/4/5.