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I'd rather see two smaller expansions than one large one a year. Keeps the meta-game fresher that way.

Minimum amount of cards per expansion should be ~40 though which averages out to a couple for each class and a smattering of neutrals.

When you start thinking about the numbers, having 9 classes really makes it seems like nothing different if they do mini expansions.

Let's say you play mainly 2 classes in constructed. If they had a 40 card expansion, that'd be like 3 new cards per class and 10 or so neutrals twice a year (maybe). Not really that exciting... MTG has what, 4 expansions a year at 200+ cards each or something?
 
Starting hand size really should be expanded to 5 for P1 and 6 to P2 to smooth out early curves and better mulligan results. 3 cards is simply way too random.
 
Starting hand size really should be expanded to 5 for P1 and 6 to P2 to smooth out early curves and better mulligan results. 3 cards is simply way too random.

It needs to be the same for both players (for mulligan purposes - this is how it is in MTG isn't it, both players get to draw the same amount of cards when deciding to mulligan), I'm fine with player two drawing 2 extra cards on their first turn or play one not drawing and player 2 just drawing 1.
 
My MtG-wired brain should have thought this way too, but for some reason I assumed it wouldn't work. Hearthstone does not hold the same sanctity for the owner of cards in play that Magic does. Heck, you can even bounce creature "tokens" and they are given a mana cost in your hand to be replayed.[/

mybrainisfulloffuck.jpg

Also, is it bad form to scoop when you are dead on board? It's not like there is any way you can interact with your opponet on their turn, but no one seems to do it. Are they just hopeful their opponent is an idiot and misclicks or punts?

It needs to be the same for both players (for mulligan purposes - this is how it is in MTG isn't it, both players get to draw the same amount of cards when deciding to mulligan), I'm fine with player two drawing 2 extra cards on their first turn or play one not drawing and player 2 just drawing 1.

There are no free Mulligans in Magic. You may choose to mulligan as often as you want before that game, but you must toss your entire hand and get 1 less card each time. Starting hand size is 7, so your first mulligan is to 6 cards, then 5 cards, and so on. You also decide on mulligans at the same time- if your opponent mulligans to 6 and you keep, you can't choose to mulligan down to 6 when they decide to mulligan down to 5.
 
Man they seriously need to increase the gold count for 3 wins in a row. 10 gold is just a slap in the face.

Also what is the point in even playing in ranked mode other than the cool little medal?

I hope mages get more secrets in expansions. I feel there are many good synergy cards and secrets can't quite be countered efficiently, so with a few more useful secrets it might become a viable playstyle.

I think a secrets deck is pretty viable right now. Granted I'm not a high level player but I run a secrets deck and I find myself doing very well.
 
There are no free Mulligans in Magic. You may choose to mulligan as often as you want before that game, but you must toss your entire hand and get 1 less card each time. Starting hand size is 7, so your first mulligan is to 6 cards, then 5 cards, and so on. You also decide on mulligans at the same time- if your opponent mulligans to 6 and you keep, you can't choose to mulligan down to 6 when they decide to mulligan down to 5.

Free or not, my point was the player going second in MTG doesn't get to have an extra card for deciding if they want to mulligan, and that's important I think. Even though the more cards you draw (7v8 vs 3v4) the less chances you have of not getting something playable, they still have equal mulligan choices for both players.
 
It's not that big a deal if you have healing cards, you should put 2-3 in each deck at a minimum. Druid's get a 3-mana 8-life heal, there's a handful of creatures that heal 2-5 health on summon, and you can bounce them if needed with those 3/2 guys.

Like good removal vs creatures, healing is cheaper than direct damage, I wonder if a lot of people ignore it though. Imagine if you had three healing cards, for a +20 life gain against their 3 unblockables... then their cards aren't looking so great, you still have 24 life.

well, still, if I have to sacrifice some cards on my perfectly viable decks (against every other class) just to counter 1 OP class, I feel like somethings wrong... I get your point though

Also Mages are a big problem in Arena IMO since you can't rely on building a "mage counter" deck, yet most of them seem to get at least 1 pyroblast, 1 fireball and 2 flamestrike which are good against pretty much everything

I play for fun anyway, I don't care all that much but it's irritating to not be in control of what's happening simply because I feel they have better cards overall
 
I'm talking about having a couple healing cards in your whole deck though, of course if you get every one in your starting hand it would suck, the same it would usually suck if you got every high cost card in your starting hand or a bunch of 1 cost cards with nothing else and your opponent had a cheap AoE that kills them all in one swoop.

That's why the role of deck building (or at least if you want to build a consistent deck) is to minimize such occurrences by not including situational cards.

But being consistent isn't the only way to play a game :P
 
Can someone critique my latest arena deck please?

I am 0-1 with atm.

Picture

Obviously without seeing how I drafted the deck critique is more limited, but a little bit of feedback would be nice.
 
That's why the role of deck building (or at least if you want to build a consistent deck) is to minimize such occurrences by not including situational cards.

But being consistent isn't the only way to play a game :P

How is a 3/3 healing minion any more situational than a 2/1 or 4/3 silencing minion? Or do you not use any cards that have abilities which are possible to not have a target. Even a Sunwalker and Defender of Argus are situational, no creatures on board, the ability does nothing.
 
Can someone critique my latest arena deck please?

I am 0-1 with atm.

Obviously without seeing how I drafted the deck critique is more limited, but a little bit of feedback would be nice.

woah, its come out much smaller than I expected. lol

looks like maybe you need a few more spells, or a more even mana curve? the minions look solid themselves, however. I'm really not one to critique though.
 
looks like maybe you need a few more spells, or a more even mana curve? the minions look solid themselves, however. I'm really not one to critique though.

I could definitely do with more card draw, I know that for sure, cause I have 0.

As for spells, some things came up like windfury and a windspeaker, but I'd prefer more minions.

Games seem very soft today in EU Arena. Was there a huge new Key-Wave?
Lot's of newbie mistakes I haven't seen in a while.

Lol, a warlock actually attacked with his blood imp turn 1. I loled, and daggered it immediately.
 
Can someone critique my latest arena deck please?

I am 0-1 with atm.

Picture

Obviously without seeing how I drafted the deck critique is more limited, but a little bit of feedback would be nice.

No hex or chain lightning hurts. Not really sure what else I'd say since we can't see the choices, as you said. If you give up board control it will probably be a hard fight to come back. Yetis and Fire Eles gotta do work.
 
Can someone critique my latest arena deck please?

I am 0-1 with atm.

Picture

Obviously without seeing how I drafted the deck critique is more limited, but a little bit of feedback would be nice.

First thing I noticed, no card draw. That is always rough.

Second, not a lot of removal, no aoe. Shaman arent' the best with that, so understandable.

Third, you never need two silencing owls, imo.

You have a bunch of good minions, though.

It'd be easier to give more pointed advice/comments if we knew what your options were each round.
 
Can someone critique my latest arena deck please?

I am 0-1 with atm.

Picture

Obviously without seeing how I drafted the deck critique is more limited, but a little bit of feedback would be nice.

I would have to see your choices but so far cards I would have chosen differently on are:

  • Big Game Hunter
  • Elven Archer
  • Rockbiter weapon
  • Blue Gill Warrior
  • Silverback Patriarch
  • Cult Master
  • Archmage

BGH, I dunno if you didn't have options but I would think you would have two better epics to choose from than a minion who will almost never see play. EA is always useless, always. Rockbiter is...ok but not very efficient like a regular weapon and there are better Shaman spells. Blue Gill Warrior belongs in Murloc rush and little else (if I remember his effect correctly). SP is also worthless for 3 mana and will be silenced/run over the next turn anyway. CM you have to build around and will likely die from a 1-2 mana spell. Archmage is too expensive and doesn't justify his cost.
 
How is a 3/3 healing minion any more situational than a 2/1 or 4/3 silencing minion? Or do you not use any cards that have abilities which are possible to not have a target. Even a Sunwalker and Defender of Argus are situational, no creatures on board, the ability does nothing.

You were talking about healing cards which I assume are healing spells (armor or direct healing). Not minions with additional healing abilities. Those minions you mentioned are totally fine played on their own, Sunwalker ability stays even if there's no minion on board, that's a really weak argument you have there. :P

While healing cards are more akin to stall cards, it's situational where a stall may let you win, in that situation a good beefy minion which is far less situational may also let you win.
 
You were talking about healing cards which I assume are healing spells (armor or direct healing). Not minions with additional healing abilities. Those minions you mentioned are totally fine played on their own, Sunwalker ability stays even if there's no minion on board, that's a really weak argument you have there. :P

While healing cards are more akin to stall cards, it's situational where a stall may let you win, in that situation a good beefy minion which is far less situational may also let you win.
Depends the situation and healing card. Lay on Hands, Healing touch, Holy Fire, Circle of Healing, etc. can all be used effectively with other cards/on their own to turn games around.

Not having any friends to play with you kind of sucks :(
 
Awwwwww yisssssssss, got my key.

Thank you based Bliz.
 
I would have to see your choices but so far cards I would have chosen differently on are:

I took the elven archer because it was up against a goldshire footman and ironforge rifleman. The EA does what the rifleman does for 1 cost cheaper, even if it is a bad minion. And I I took an SP to help smooth my curve out, as I was starving for 3 costs.

But I won't be taking the archmage or the cult if can avoid it in the future.

No hex or chain lightning hurts. Not really sure what else I'd say since we can't see the choices, as you said. If you give up board control it will probably be a hard fight to come back. Yetis and Fire Eles gotta do work.
They didn't even come up. At least I know I'm terrible. Next time I draft I'll record my choices.
 
Got a survey request from Blizzard all about Hearthstone. Asked normal stuff, but some of the more interesting parts were ranking the classes to how much fun they were to play AS (To the bottom you go, Hunter) and rank what I feel is more important (new card sets versus new art for the back of the cards, etc).

One of the questions even had me rank parts of the game, which are the most fun. Opening packs > Arena for me :).

Not too many interesting questions, but the few noteworthy ones were did I use a tablet and which one(s) if so, if I had played or currently played a BUNCH of games (Angry Birds, Candy Crush, Tiny something, a lot of mobile games on the list), and it also asked me to rate how if I felt the packs were worth the $$.

Seems a bit late to be asking some of these questions, honestly.
 
Depends the situation and healing card. Lay on Hands, Healing touch, Holy Fire, Circle of Healing, etc. can all be used effectively with other cards/on their own to turn games around.

Not having any friends to play with you kind of sucks :(

No doubt they can turn games around, but it's whether more consistent cards that are less situational should be played instead.

For example rather than getting to that stage where you need to have a heal spell that you had in your staring hand to save you, wouldn't you rather have a taunt minion that would have prevented that and also gave you more offense instead? If your opponent has a big minion attacking you, wouldn't you rather have a minion that could kill it or a spell to destroy it? These are just examples, and it is totally possible to design a deck that can utilize stall cards as necessary to winning such as decks without creatures so that the opponent has nothing to use their spells on.

I haven't evaluated minions that provide healing, but there's usually a lot of competing minions in their cost I'm sure. In draft they should be pretty good if they can heal minions as 2 for 1 tends to be.
 
To me it gets to a point where we talk about situational after situational scenario. They certainly have their place but may not be as good defensively as some other cards but offensively they can be devastating in the right hands.
 
The DID/SSC/DoA cards need to be seriously looked at because they heavily contribute to the snowball effect that's so problematic in the game. They reward you for having a winning gamestate and punish you for having a losing one.
 
I haven't evaluated minions that provide healing, but there's usually a lot of competing minions in their cost I'm sure. In draft they should be pretty good if they can heal minions as 2 for 1 tends to be.

In my rogue control deck, I use 2 Earthen Ring Farseers alongside a single Darkscale Healer(and a Brewmaster, Shadowstep, and Vanish). The Farseers are primarily to keep my health up versus UTH and mage decks, and the Darkscale Healer is a Yeti for 1 more that counters Blizzard.

I also run many high health minions, so the healing almost always is a pretty big deal, even in the matchups that I don't slot it for.
 
This game is weird. Its VERY RNG and less about skill. Just hope you get lucky. When I win it feels like it was only because I got the cards I needed and when I lose it feels like it was only because the opponent did. Like theres no grey area where players skill can decide the game rather than the cards.

Weird game, will make gangbusters though.
 
This game is weird. Its VERY RNG and less about skill. Just hope you get lucky. When I win it feels like it was only because I got the cards I needed and when I lose it feels like it was only because the opponent did. Like theres no grey area where players skill can decide the game rather than the cards.

Weird game, will make gangbusters though.

it's debatable but I also feel like RNG is real important in the current format/metagame/balance

I wouldn't say it's all RNG though
 
Can someone critique my latest arena deck please?

I am 0-1 with atm.

Picture

Obviously without seeing how I drafted the deck critique is more limited, but a little bit of feedback would be nice.

I strongly disagree with some of the comments on this so far. So, my two cents:

You have a Cult Master, which is the best card draw you can reasonably expect to get in a Shaman Arena deck - particularly since you also have two Flametongue Totems, which allow you to trade using your 0/2 totems. Of course AoE would be nice to have, but the only Shaman AoE is a rare, and more often than not you won't be offered one. Shamans usually win through effective trading, not card draw or AoE.

Your early game is bad, and that's probably going to hurt significantly in the long run. Getting good 1-drops is difficult, and sometimes you just won't be offered any. In your case you have Lightwarden and Elven Archer. Lightwarden is terrible for everyone except Priest; Elven Archer is decent for Shamans because they lack a reliable "ping," but can very rarely be played on turn 1. (Only when your opponent goes first and plays a 2/1.) As for your other 1 cost cards, Earth Shock and Forked Lightning are generally for the midgame - you want to save Earth Shock for the silence, and the Overload on Forked Lightning makes it expensive to use early. The Rockbiter Weapon is great; one of the few Shaman cards which can help claim early board control. You'd really like to have a Lightning Bolt, but can't always get one.

As I said, good 1-drops are hard to come by; many strong Shaman decks have none. Where your deck has problems is that your 2-drops are also weak. Acidic Swamp Ooze is amazing, but it's your only 3/2 and you'll want to save it against weapon classes. Sunfury Protector is also good, but in the current metagame 3/2s are generally favored over 2/3s. Bluegill Warrior works okay for removal, allowing you to trade with your opponent's 3/2 and avoid losing the board. Flametongue Totem is good, but not on turn 2. Ironbeak Owl is okay for the silence, but terrible when fighting for early board control. One thing you do have going for you is a Stormforged Axe, one of the best Shaman Arena cards available. You'll want that in your opening hand as often as possible.

You're light on 3-drops too. Raging Worgen is great, and you have Elven Archer to combo with it. Earthen Ring Farseer is solid, but situational. Big Game Hunter is good to have because you lack Hex, but a terrible turn 3 play. Silverback Patriarch is always bad. You'd really like to see a Hex or two in your draft, but can't always get what you want.

Midgame is where your deck shines. Absolutely fantastic 4-drops, and a Sen'jin Shieldmasta or Chillwind Yeti gives you a chance to come back from your weak early game. This is also where your Forked Lightnings have a chance to shine. I'd expect you to play games where you're behind going into turn 4, then come back to win.

Lategame you have a Bloodlust to seal the deal if you manage to establish board control. Some of the top players really disklike Bloodlust, but I think it's a solid card - sometimes it's a dead card, but other times it will single-handedly win a game that would otherwise be lost. The Archmage and Frost Elemental are decent, and you can never have enough Fire Elementals. Fire Elemental is amazing; probably the #1 Shaman pick. Two of those can bring you back from a game that looked hopeless.

So, to sum up: For early game, you have no good 1-drops and one good 1cc removal; two good 2-drops, one decent 2cc removal, and the fantastic Stormforged Axe; and two solid 3-drops. I like to see far, far more strong early drops than that in my Arena decks, particularly ones with no AoE. You have a strong midgame and lategame. The lack of Hex makes you vulnerable to legendaries, but Big Game Hunter and three silences help with that.
 
This game is weird. Its VERY RNG and less about skill. Just hope you get lucky. When I win it feels like it was only because I got the cards I needed and when I lose it feels like it was only because the opponent did. Like theres no grey area where players skill can decide the game rather than the cards.

Weird game, will make gangbusters though.

I hate when people say this. There's a reason some people consistently win 7+ in arena while others can't get more than 3. If you are relying on certain cards just to win, that just means your deck building skills need work, or you need to develop strategies to better use the cards you DO have. I'm not saying RNG has no impact on the game, but I think accounting for that RNG is just one of the skills that is needed to be successful in the game. I'm far from the best at this game, but it still amazes me how often people make misplays (even the streamers, which they readily admit).
 
3-0 so far with the weirdest Rogue draft ever. I have 2 1 drops, 3 2 drops and 11 3 drops xD rest is above of spells lmao.
 
I strongly disagree with some of the comments on this so far. So, my two cents:

You have a Cult Master, which is the best card draw you can reasonably expect to get in a Shaman Arena deck - particularly since you also have two Flametongue Totems, which allow you to trade using your 0/2 totems. Of course AoE would be nice to have, but the only Shaman AoE is a rare, and more often than not you won't be offered one. Shamans usually win through effective trading, not card draw or AoE.

If you have board control and cheap minions to trade, then sure, Cult Master can be good for card draw. But, as you pointed out, his early game is relatively weak so I don't see how he could expect to reliably use Cult Master for card draw until rounds 6+, by which point the game is probably decided. Otherwise, if Cult Master is played sooner, it gets removed or silenced too easily. Given the aggro-crazy style of the game's current meta, not having any other card draw is going to be a problem. Agree on the AOE, that's just not what Shamans do.
 
2x Arcanite Reaper, 1x Gorehowl, 1x Fiery Axe and 1x the minion that gives you a weapon.

FUCK YOU WARRIOR. How much draft AND draw luck can you have?

that's all.
 
Free or not, my point was the player going second in MTG doesn't get to have an extra card for deciding if they want to mulligan, and that's important I think. Even though the more cards you draw (7v8 vs 3v4) the less chances you have of not getting something playable, they still have equal mulligan choices for both players.

I'm just assuming this is the logic behind it, but I think the reason player 2 has more options to get a stronger starting hand is the following: Due to the way mana crystals work, the opponent who goes first will always be one crystal ahead of the other player (ignoring druids). In this sense, a player 1 going first and having a card he can play right away puts him in a favorable situation, which is harder for player 2 because once his turns end, his opponent will be able to counter anything he plays one mana higher. The coin is a way to give the player 2 a way around this mana problem, but it's merely temporary and until turn 10, the mana curve is favorable to the player 1, hence having a good hand for player 2 being more important.
 
There is just no getting used to shitty drafts.
My motivation with this deck I drafted right now is zero, even before the first match.

Edit: 0-2 so far. Soooo surprised. Hey, why not play 2 Shaman Mirrors. The only difference: Me having no Weapons, no Fire Eles, no Earth Eles, no nothing and the opponents having 2+ of every good card. Sounds like fun.
 
Just got a Nat Pagle. Worth keeping, or should I DE him for a second Pyroblast (or similar)?

Seems kinda iffy - he's one of the worse legendaries.
He's pretty awesome, especially if you have buffs or creatures that buff. I often have opponents spending 2-3 cards to kill him, or they let him go and you get decent card draw that can later be turned into a great taunter.

I use him in a lot of decks.
This game is weird. Its VERY RNG and less about skill. Just hope you get lucky. When I win it feels like it was only because I got the cards I needed and when I lose it feels like it was only because the opponent did. Like theres no grey area where players skill can decide the game rather than the cards.

Weird game, will make gangbusters though.
Arena is, definitely.

Constructed is much less so. Once you wrap your head around deck construction, you see that it's all about guaranteeing the ability to do something useful each turn. I mean, of course there's RNG, it's a deck game. I don't think the RNG is inherently any higher than other deck games though.
Man they seriously need to increase the gold count for 3 wins in a row. 10 gold is just a slap in the face.

Also what is the point in even playing in ranked mode other than the cool little medal?
Because it's balanced and the most fun?
There is just no getting used to shitty drafts.
My motivation with this deck I drafted right now is zero, even before the first match.
Yeah, I really dislike arena. Seems like it exists to grind card unlocks when you don't want to spend money.
 
I hate when people say this. There's a reason some people consistently win 7+ in arena while others can't get more than 3. If you are relying on certain cards just to win, that just means your deck building skills need work, or you need to develop strategies to better use the cards you DO have. I'm not saying RNG has no impact on the game, but I think accounting for that RNG is just one of the skills that is needed to be successful in the game. I'm far from the best at this game, but it still amazes me how often people make misplays (even the streamers, which they readily admit).

People do say this about every tcg, and yet in every tcg there's always the best players that consistently perform well above the rest. It should be obvious at this point that while, yes, tcgs involve rng, skill plays a pretty huge part in them too. Furthermore, it's just useless to complain about winning or losing to rng and far more useful to examine the aspects of the game you CAN influence.
 
Getting top decked out is really frustrating. 2x Shadow Form. No chance of winning with an arena deck against. 3 damage for 2 mana every round on minions AND hero along with other priest BS (like 3 holy nova...)... I hate you priest player, from the bottom of my soul.
 
I'm just assuming this is the logic behind it, but I think the reason player 2 has more options to get a stronger starting hand is the following: Due to the way mana crystals work, the opponent who goes first will always be one crystal ahead of the other player (ignoring druids). In this sense, a player 1 going first and having a card he can play right away puts him in a favorable situation, which is harder for player 2 because once his turns end, his opponent will be able to counter anything he plays one mana higher. The coin is a way to give the player 2 a way around this mana problem, but it's merely temporary and until turn 10, the mana curve is favorable to the player 1, hence having a good hand for player 2 being more important.

I think the explanation is fair, probably correct, but I can't help shake that the coin + the extra shots at combo worth cards results in openings that can be incredibly hard to come back from, like the double 0/2 taunt + 3/3 mana wyrm first turn play, etc.

I definitely agree going second is a disadvantage if all things were kept equal, but the question is how many things do you need to give the second play? They have the coin which counts as a spell (to trigger combos and cards that trigger off spells), two extra cards (for cards the give bonuses off cards in hand), they get 2 more chances at opening hand selection (just from the extra opening card + reshuffle), the coin of course gives them the ability to play a turn early and/or even out their hand, so if they had a two 3-drops they can play them back to back, while the first player cannot, and probably other benefits to going second as well. Clearly it's much superior for trying to get any sort of synergy going early on. While going first gets to lead each turn yes, if you are lucky enough to have cards to lead with each turn.
 
I think the explanation is fair, probably correct, but I can't help shake that the coin + the extra shots at combo worth cards results in openings that can be incredibly hard to come back from, like the double 0/2 taunt + 3/3 mana wyrm first turn play, etc.

I definitely agree going second is a disadvantage if all things were kept equal, but the question is how many things do you need to give the second play? They have the coin which counts as a spell (to trigger combos and cards that trigger off spells), two extra cards (for cards the give bonuses off cards in hand), they get 2 more chances at opening hand selection (just from the extra opening card + reshuffle), the coin of course gives them the ability to play a turn early and/or even out their hand, so if they had a two 3-drops they can play them back to back, while the first player cannot, and probably other benefits to going second as well. Clearly it's much superior for trying to get any sort of synergy going early on. While going first gets to lead each turn yes, if you are lucky enough to have cards to lead with each turn.

Playing second is a huge disadvantage that can cost you the win very early on, unless you can overcome the situation that you're behind. Having the first minion out is means you have the control whether to trade or not. You can also use cheap removals to get rid of their first monster.

Having the coin really helps to flatten that advantage out, since you can play a 2 drop on your first turn or 3 drop on your 2nd (often better imo, unless it's a knife juggler or fairy dragon vs a 1/x). You can also coin into cheap removal + one of your own minions to establish board control and basically switch the roles (with the exception that your opponent is still 1 mana ahead in comparison. e.g. 4 mana drop vs 5 mana pool).

Rogue shine with coin tho (Ringleader too stronk). Mages as well (Wyrm, Coin, Arcane Missle / Illusions = 3/3 turn 1 gg with an empty field (arcane missles) or 2x taunt wall).
 
If you have board control and cheap minions to trade, then sure, Cult Master can be good for card draw. But, as you pointed out, his early game is relatively weak so I don't see how he could expect to reliably use Cult Master for card draw until rounds 6+, by which point the game is probably decided. Otherwise, if Cult Master is played sooner, it gets removed or silenced too easily. Given the aggro-crazy style of the game's current meta, not having any other card draw is going to be a problem. Agree on the AOE, that's just not what Shamans do.

I'm going to assume by "card draw" you're actually referring to card cyclers like Gnomish Inventory/Novice Engineer/Loot Hoarder - because the only true card draw Shamans have available as commons are Cult Master and Acolyte of Pain. Cult Master is substantially better than Acolyte of Pain in a Shaman deck, particularly one with Flametongue Totems.

Playing second is a huge disadvantage that can cost you the win very early on, unless you can overcome the situation that you're behind. Having the first minion out is means you have the control whether to trade or not. You can also use cheap removals to get rid of their first monster.

Having the coin really helps to flatten that advantage out, since you can play a 2 drop on your first turn or 3 drop on your 2nd (often better imo, unless it's a knife juggler or fairy dragon vs a 1/x). You can also coin into cheap removal + one of your own minions to establish board control and basically switch the roles (with the exception that your opponent is still 1 mana ahead in comparison. e.g. 4 mana drop vs 5 mana pool).

Rogue shine with coin tho (Ringleader too stronk). Mages as well (Wyrm, Coin, Arcane Missle / Illusions = 3/3 turn 1 gg with an empty field (arcane missles) or 2x taunt wall).

Yeah, I'm going to give Blizzard the benefit of the doubt and believe them when they say the first player wins more often than the second. I know many players feel the second player has the advantage, but I think that's because the very strong early coin plays stick out more in people's minds than the consistent advantage of having one extra mana every non-coined turn. When I'm behind as the second player, quite often I find myself in midgame situations where I could retake board control if I only had one extra mana - but I already used the coin contesting the early game.

My issue with the coin as implemented is that it benefits some cards - and by extension, classes - substantially more than it does others. Ideally I'd like to see player one/two balanced for all classes, not some that gain an advantage by going first and others that gain an advantage going second. Easier said than done, of course.
 
A well timed call out the hounds is SO powerful. I just wiped out someone on turn 7 when he had 28 health left... all gone in one shot.

Hard to defend against.
 
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