PhillipCostigan
Member
Nope. Not even the bloodlust can save the Shaman. I had several and I still got smoked.
My 12 win Shaman deck with no Bloodlusts says hi:
Nope. Not even the bloodlust can save the Shaman. I had several and I still got smoked.
This 4-0 arena run has since turned into a 4-1 run
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Nope. Not even the bloodlust can save the Shaman. I had several and I still got smoked.
Bloodlust isn't even that good. No one lets shaman build up board presence because they know blood lust exists.
I double boosted my Knight to kill the damaged tree and dropped Vaporize. He plays Wolfrider (blows my Vaporize) and kills me
Bloodlust isn't even that good. No one lets shaman build up board presence because they know blood lust exists.
So word must be getting around about these hunters... Played 2 games in a row against them, both times just got destroyed by turn 7 or 8. Just full on charge all the way, and unleash really adds to that deck now. Can't say it needs to be nerfed, as taunts should really mess it up. But wow, I can totally see Blizz nerfing it, since they nerfed the warrior's charge.
Secrets, I believe, are a huge huge problem with this game at the moment, having something with 0 counterplay, outside of 2 class specific cards I can think of (Counter spell and the secret reveal card) is rediculous.
Secrets need to be worth playing before they warrant "counterplays".
You're supposed to learn what secrets each class has and then pick away at them. Play a cheap minion if you think it's Mirror Entity or Snipe. Throw away a cheap attacker if you think it's Noble Sacrifice or Vaporize. Plan for it if you think (it will be obvious) that Mage is playing Ice Block.
I don't think secrets are the greatest, but they aren't that bad.
Bloodlust is better the worse your deck is. Sounds very strange I know.
Not a huge fan of playing vs secrets, most of the time it wastes a turn while I try to get weak cards to trip them.
Is there any guides on advice on how to build a deck? The priest deck I made feels a bit too luck based, and I think I put to many spells in it (I think there was 11 when I last counted)
Secrets, I believe, are a huge huge problem with this game at the moment, having something with 0 counterplay, outside of 2 class specific cards I can think of (Counter spell and the secret reveal card) is rediculous.
Was hunter always this broken when it comes to card synergy? Ever since the patch. I feel like hunters are freaking unstoppable. The hyena combined with those hounds or that snake trap is just ridiculous. The buzzard synergy as well feels crazy good for the cost.
Most secrets have lots of counter play. The paladin redirect attack secret you just attack with a X/3 you don't care about first or a 1/1. The mage spell counter you just cast something cheap you don't care about first. Copy minion, cast something like novice engineer, they get no draw out of it. etc Seldom I see a secret get any huge value to it these days.
Was hunter always this broken when it comes to card synergy? Ever since the patch. I feel like hunters are freaking unstoppable. The hyena combined with those hounds or that snake trap is just ridiculous. The buzzard synergy as well feels crazy good for the cost.
Was hunter always this broken when it comes to card synergy? Ever since the patch. I feel like hunters are freaking unstoppable. The hyena combined with those hounds or that snake trap is just ridiculous. The buzzard synergy as well feels crazy good for the cost.
I think the main concern is that you can know what the secret is but still have to trigger it. I don't think they matter for the most part (sans Ice Block, honestly), though, but that's usually where the argument comes from.
Most secrets aren't that powerful, but there should be counters nonetheless. Flare and Counterspell just aren't enough. For example, give Warlocks a Felhunter minion that has Battlecry: Destroy an Enemy Secret, Gain +X/X or +X/Y. Like a Mudcrab for secrets. Or Purge for Shamans, etc. The card pool just isn't big enough to handle them properly right now, particularly noticeable when not all classes have them.
I like Flare.
It does more than just reveal secrets AND it draws you a card. That's the type of card I like to see. I honestly would never pick a card that only counters secrets.
3 of my last 4 Arena runs I've gotten double legendaries. Did they up the rate which they appear?
I used Defender of Argus and again it bugged out in giving taunt! Its like 6th time in the row.
They only have so many. They're also a very clunky class and have difficulty applying pressure while clearing your half of the board.Someone please tell me how I am supposed to deal with these combos:
wild pyro + avenging wrath
equality + wild pyro
equality + consecrate?
3 amazing board clears coming from one class.
I thought a hunter misdirect was supposed to cause the opponent attacking to be misdirected into their own minions, not misdirected from my attacking face to another of my minions.
It can do that.
I thought a hunter misdirect was supposed to cause the opponent attacking to be misdirected into their own minions, not misdirected from my attacking face to another of my minions.[/IMG]
Though those are really the only two I can think of that kind of suck to deal with even if you know (well, besides Ice Block).
So, here is what I have been able to put together so far with a bit of crafting for the Alchemists. Any thoughts on this deck:
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There are a few ideas. One is to try and buff the lightspawn to high hell and go for a 1 hit KO if I can get it out with a Temple Enforcer. The other is to in general just give a minion a ton of HP, then swap the HP and Attack, or just to have a really tanky taunts and chip away with a bunch of cards. Got a decent number of cards to try and deal with what the enemies tries to play (Shadow Words, the Shadow Menace, Mind Control, Holy Nova) to try and buy time until I can get a hand I need.
Does this kind of deck have any obvious flaws to it? Or is the overall idea just weak maybe?