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Maybe it's my deck not being refined enough, but I get a few wins at Rank 20, then someone comes along and just levels me (and I can't count how many times I've gotten a priest at that rank).

Honestly? If you're getting that many losses at Rank 20 then it's probably something wrong with the deck (and/or just really bad card quality, though I'd put card quality to matter closer to 15, not 20). Especially against Priests since they don't really have the greatest match-up with most their normal decks (and you have a 1-drop that straight deals with their most commonly misplayed 1-drop). Like, Priests are pretty weak right now :/
 
Argus and other adjacent buffers have been more bugged than usual this patch.

Normally before what would happen is that the minions would shuffle around when I played Argus but at least the ones I wanted would get buffed. Now only one of the minions I want gets buffed, the other one is a random one and sometimes it doesn't buff it at all if there are two.

Yeah, I just saw that there's a bug forum post on the official Hearthstone forums (that I posted into with what I did above). I'm not the only one that encountered this bug.

And I watched the video again so I can recall what the situation could've been. I would've been into turn 9 had the Infernal gotten the buff. Which meant, had Jaraxxis gotten drawn, the entire game would've changed (like I said before: played right, Jaraxxis can save your ass in all sorts of ways). My opponent had one card left in his hand, had only Illidan left that could attack that turn when he could ignore the minions I had entirely and land the killing blow, and the Infernal would've killed Illidan.

In short, the context of this makes this an evil bug that can lose the game for you if you encounter it at the worst time.
 
Well I can confirm the Argus acting extra dumb this patch, took it out of my deck as it messed up several times without ever properly working. I've run into a lot of control decks at rank 13, a koyuki paladin control, shaman control, 2 warrior one's but I beat those fairly easy, I can tell they really miss that free costing charge, I just wait for the giants and hex lol.
 
Using Jaraxxis early can leave you extremely vulnerable to your opponent at times though due to the fact your health is set at 15 when you use him.

I had my most success using him when the board had 1-2 minions on it and both my opponent and I are low on cards where I'm usually at 10 health or under.
 
...2 warrior one's but I beat those fairly easy, I can tell they really miss that free costing charge, I just wait for the giants and hex lol.

On that topic, we'll probably see more Grommash use to replace that combo in general. Not entirely sure if that'll be ultimately good enough but the control shell is still solid. And, well, can always cram a bunch of Legendaries and coast on that :x

The Sunfury/DoA/basic positioning bugs are pretty awkward in general right now :/

Edit: Jaraxxus is a pretty lousy comeback card. I mean, yes, the heal can buy you turns but you normally want to play him to seal games. He's a super slow card (Infernals delayed by two turns) so he doesn't impact the board really until the third turn.
 
Using Jaraxxis early can leave you extremely vulnerable to your opponent at times though due to the fact your health is set at 15 when you use him.

I had my most success using him when the board had 1-2 minions on it and both my opponent and I are low on cards where I'm usually at 10 health or under.

Yeah, as the next poster did point out, it's a comeback card, and I've been using it as such (I was at one health left when I pulled it out to just massacre the mage).

Here it is right now (hope this link works the way I want it to).
 
So is everything just broken tonight? Defender of Argus is only giving 1 minion Taunt plus boost, Dire Wolf Alpha only gives 1 creature a boost which stays with it no matter how far away it is on the battlefield. In multiple games! This Arena run is somehow still 3-0 despite all the fuck-ups on the computers part
 
Yeah, as the next poster did point out, it's a comeback card, and I've been using it as such (I was at one health left when I pulled it out to just massacre the mage).

Here it is right now (hope this link works the way I want it to).
No offense but that is an awful deck.

Remove the following cards immediately:

Shield Bearer
Frostwolf Grunt
Mana Addict
Pint Sized summoner
Succubus
Raging Worgen
Raid Leader
Tauren Warrior
Void Terror
 
Okay, some interesting things happened during my recent playing of the game that I was able to record. Hopefully I can show some people what happened.

1. I've been trying to get better with the Warlock. I think I'm understanding it more and more and I do hope I'm getting better at it. Thing is that the RNG utterly hate the very soil I walk on and keeps giving me the kinds of draws that makes me want to find the nearest kitten and punch its lights out! Seriously, giving me either nearly all spell cards that do jack shit in my situation, or no low cost cards which I do have in my deck. Maybe it's my deck not being refined enough, but I get a few wins at Rank 20, then someone comes along and just levels me (and I can't count how many times I've gotten a priest at that rank).

2. Lord Jaraxxis, if played right (when you have relative control of the board), can be a wrecker of a Legendary. Spawning 6/7 (I think I got that right) demons PER TURN starting on the next turn (unless you had a Summoning Portal and/or you managed to keep a Pint Sized Summoner alive long enough for Jaraxxis to benefit from it), constant 3-point attacks per turn, and it can save your ass if you get low on health and he suddenly shows up in your deck. I brought a mage down from nearly full health to nothing in a matter of a few turns with it.

3. Right now, there is a bug which is effing troublesome for a few classes especially. The minions have a tendency to "re-position" themselves when you use them. I'm not sure if it's intentional or not, but the end result is that it can wreck the plans of anyone that has a card that uses the "adjacent" mechanic. I used Argus, meaning to buff a Sea Giant with Taunt. Nope! In trying to position him to get the Giant and a Spellbreaker, in the process of the "putting card down" animation, the entire thing switched around and it got a Raid Leader and the Spellbreaker instead. Still two minions, but not the two minions I was trying to give the buff to, nor the two minions I was telling the game to give them to. I still won that game despite that (I was in control of the board at that point, anyway).

4. But unfortunately, the very next game is where I think I discovered a HUGE bug. Either that or Argus doesn't give Demons that buff. Maybe I didn't read far enough into the mechanics of this card, but either way, it effed me over. The only two cards on the board I had were a Sea Giant and a Dread Infernal. two card that would protect me a bit from someone who had a TON of control of the board thanks to Illidan Stormrage, three of it's additional minions, a Questing Adventurer, a Blood Imp, and a Shattered Sun Cleric. I put down Argus in between the Giant and Infernal. It buffs the Giant, BUT COMPLETELY IGNORED THE INFERNAL! The thing is that this was the only play I had at the time, and would it have gave the Infernal the buff, I might've survived to see another turn since he used nearly everything to rid of the Giant. Maybe it's not supposed to buff class minions or demons or something. I don't know. If it IS supposed to, though, then I got screwed royally because I lost that game, obviously.

Yeah, major bugs, assuming such is what I encountered!

You may want to re-evaluate pint sized summoner. I think he sucks balls and is too situational to ever have him survive a round. Raider leader also kinda sucks a bit since he is a 2/2 drop for 3cc. Granted he has some situations where you can get immediate benefit out of him.

I think 3 + 4 relate to each other. Minions seem to be not in the position that they appear on the board, at least on the client. The server sees it correctly and thinks you put the argus in a spot you didn't mean to put him.
 
No offense but that is an awful deck.

Remove the following cards immediately:

Shield Bearer
Frostwolf Grunt
Mana Addict
Pint Sized summoner
Succubus
Raging Worgen
Raid Leader
Tauren Warrior
Void Terror

Just so I know the reasoning and to see what the issues are with the cards, what do you think I should replace them with, and what's the issues with said cards you listed?

You may want to re-evaluate pint sized summoner. I think he sucks balls and is too situational to ever have him survive a round. Raider leader also kinda sucks a bit since he is a 2/2 drop for 3cc. Granted he has some situations where you can get immediate benefit out of him.

I think 3 + 4 relate to each other. Minions seem to be not in the position that they appear on the board, at least on the client. The server sees it correctly and thinks you put the argus in a spot you didn't mean to put him.

The bug, I think you might have a point there in which the positioning issue led it breaking Argus. I don't know if I proved that issue with the way my last two games I recorded went (going to have to redo the voiceover for them since I stupidly forgot to change Dxtory to record from my USB mic),

As for the PSS, unless I have a means to protect it (Rogues and Druids MIGHT, and I mean MIGHT, be able to use it more effectively if they can find a way to stealth and/or buff it to where it can't be killed easily), it probably more or less just a way to have someone use cards they wouldn't otherwise use to try to get rid of it. Many usually panic to get rid of it rather swiftly, I've seen (that and the Young Priestess, though YP can give someone a buff right on the turn she's played, making that a bit more valuable). Raid Leader...meheheeeeeh! That's a weird card when you think about it, huh? Can be beneficial for an early rush, but...again, that's a hard card to make a judgement call about if you can find a good way to use it.

EDIT: Ick, I'm kind of doing what I usually do when getting constructive criticism: say why I chose those cards and sounding like I'm not willing to take the advice. Don't worry, I'm actually listening. I just like to explain my reasoning behind my choices, whether or not they make sense or if they are good reasons, so you know what my thought process was in making my initial choices.
 
Yeah, as the next poster did point out, it's a comeback card, and I've been using it as such (I was at one health left when I pulled it out to just massacre the mage).

Perhaps we're just using "comeback" in a different way: Jaraxxus does nothing about to influence a board that is behind. If you're about to lose on-board, chances are you're going to still lose after Jaraxxus. The exceptions is if it's a relatively clear board and the Heal guarantees you the turn.

Just so I know the reasoning and to see what the issues are with the cards, what do you think I should replace them with, and what's the issues with said cards you listed?

Shield Bearer - Basically just a waste of a space as a card. A 0/4 Taunt doesn't really accomplish anything at all. if you want an early game Taunt, just stick to the Voidwalker. It at least has the upside of having the 1 attack and Demonfire can make it a 3/5.

Frostwolf Grunt - Likewise, this is a 2/2 Taunt that doesn't really do anything either. Most notably, it merely just dies to most 1-drops (since they're usually 2/1s) and basically every 2-drop kills him (since they're almost all 2/3 or 3/2s). Having 2 Health as a Taunt is just pretty bad.

Mana Addict - You're not running enough spells to make her really worth it so she's usually stuck as a 1/3. She's gimmicky and is just taking up a card slot that could be spent on better minions.

Pint Sized summoner - Likewise, she's a gimmicky minion that relies on you untapping with her still alive. And on top of that, you're sacrificing tempo by playing a 2/2 on Turn 2 in order to maybe gain a boost on the following turn (which you can't really guarantee to have in hand). On top of that, you don't even have high quality 4-drops to want to accelerate for turn 3.

Succubus - She causes you to straight lose a card and you get a minion that will most likely just trade with another 2-drop. So she doesn't trade for a card that cost more to cast and costs you a card to even get out. Sure, it's nice if she gets to live the dream and actually attack but getting +1/+1 over a normal 2-drop isn't really worth throwing away a card.

Raging Worgen - He's not necessarily bad but you don't really have much synergy with him. He's really just a 3/3 for 3 in this deck.

Raid Leader - If you really want a buffing minion, Dire Wolf Alpha accomplishes basically the same thing but at 2 mana. You'll rarely get to buff 3-4+ minions and Raid Leader just has awful stats for his mana cost.

Tauren Warrior - Ultimately, he just has bad stats for his mana cost to accomodate his Taunt and Enrage. But, again, most 2-drops are 3/2 so he'll typically trade with him so you have a 3-drop that just dies to your average 2-drop. The Enrage is neat on him if you get it off but it's just really not worth it.

Void Terror - He's just a gimmicky card. You can make him eat a minion that will die to Power Overwhelming and absorb some stats, sure, but then you're dedicating multiple cards to him, essentially, and it can be answered with a single Silence or hard removal effect.

Granted, you're most likely using most of these due to not having access to too many non-basics but these are pretty awful cards. On top of that, your deck doesn't really have any focus. It just has a random assortment of relatively low cost minions but almost all of them are low value ones that have bad stats for their cost. That's basically the general trend here for these cards: They don't influence the board when they come into play, are less efficient than other drops of the same (or even less) cost, and don't even do that much when you actually do get to use them. You're better off just running other minions that at least do something for you. For instance, you can look towards running Novice Engineer / Loot Hoarders for 2-drops to at least get you a card when they're done. Faerie Dragon is a really solid "defensive" 2-drop as well since it has immunity from removal spells as well as giving you a 3/2 body. Shattered Sun Cleric is a great 3 drop since you can buff your earlier drops with her so they get more value. Harvest Golem is basically the defacto best 3-drop since it gives you a 2/3 to trade with those 3/2 2-drops but then gives you a 2/1 body after to trade with another 3/2 (or you use the SSC buff on the 2/3 to make it a 3/4, etc.)

Also, I'd say that Summoning Portal is pretty bad for similar reasons to Pint Sized Summoner: A gimmicky card that has the whole "Needs to be protected, does nothing itself" aspect to it. You're not generating tempo or really influencing the game by playing one. Sense Demons doesn't really do much but I suppose you're running it so you can tutor up your Jaraxxus as needed. I'd say to just cut it and run an actual card you'd be happy to put into play when you draw it.

Edit: You also probably want some mid-game creatures of note. From the basic set, Chillwind Yeti is a really solid addition for a 4-drop since he gives you a 4/5 body that is hard to get rid of.
 
Just so I know the reasoning and to see what the issues are with the cards, what do you think I should replace them with, and what's the issues with said cards you listed?
I see what you are going with the deck (semi aggro with buffs on small minions). The problem is that you are using minions that are generally awful. I will go over individual cards to explain since you are new:

1) Shield Bearer - This is just a pure stall card. If you want a one mana stall card then you should get another Voidwalker. You can buff that up to 1/4 with the Blood Imp. Shield Bearer almost never trades up where as Voidwalker can trade with some 1 drops which is its function as a 1 drop along with staller.

2) Frostwolf Grunt - Sucks because it gets killed by pretty much every 2 drop and even some 1 drops. It's going to die without much capacity to trade up. Replace it with a good 3/2 like another Knight Juggler or even a Faerie Dragon. Taunts with low health are kinda worthless.

3) Mana Addict - The problem with this card is that the buff is temporary and you don't have THAT many spell cards to make use of her ability. Her stat distribution is bad and she rarely brings value to the table. Replace her with a better 3/2 2 drop.

4) Pint Sized Summoner - Another terrible stat 2 drop. The ability looks good but it rarely survives the turn to make use of the ability. Replace with a better 2 drop.

5) Succubus - It may look like the stats are amazing but they aren't even for the drawback of losing a card. At 4/3 Succubus still manages to trade down against a 3/2 2 drop and if that happens you are going one for two... a one card disadvantage. Replace with a solid 3 drop instead like Harvest Golem or Shattered Sun Cleric.

6) Raging Worgen - This card I would say is the least worst of the ones I listed because you actually have some combos with it.... IF you manage to enrage it. Right now I don't see many ways you can enrage it manually which is why it's not a good fit in a Warlock deck. If you manage to enrage it though then you can do Power Overwhelming and do massive damage to the face before dyng. I would replace this with a more solid 3 drop (Harvest Golem, Shattered Sun Cleric) or a 4 drop which are you lacking in (Defender of Argus, Dark Iron Dwarf, Yeti).

7) Raid Leader - Terrible stats for a 3 drop (hell those stats are terrible for a 2 drop!). It rarely survives to give your minions a boost. If you want a card that is like it but better... get Stormwind Champion which is more expensive but is tankier and gives a better boost (1/1 to all as opposed to just 1). Hell I would even get a Direwolf Alpha over it.

8) Tauren Warrior - Same problem as Raging Worgen only this card sucks way more than Raging Worgen. The stats are average for a 2 drop (yet its a 3 drop so you know its terrible) and you don't have ways to manually enrage it. Get a better 3 or 4 drop over it.

9) Void Terror - The card generally sucks because its just one giant target for a silence/hex etc. Like you are sacrificing minions to make this big creep and if it dies to a hex then you are down 3 cards for 1!!! That is potentially horrendous value. I would get a good 4 drop in its place.


Basically you want to replace the cards with these:


1x Defender of Argus (you have one but you need one more)
Acidic Swamp Ooze (to combat weapon classes)
Yeti
Stormwind Champion
Harvest Golem
Shattered Sun Cleric
Loot Hoarder (for the card draw)
Faerie Dragon
Dark Iron Dwarf
Knife Juggler (another one would be good on your deck)
Frostwolf Warlord (you can get great value from this card as you have a lot of cheap minions)
Silverhand Knight
Direwolf Alpha
 
I dont know if its because Im playing casual, actually got better by watching streams, or thinking it out more but I am winning actually now and the game is now fun lol.

Havent played in about a month because I kept losing and couldnt really get cards I needed because of all the times I would lose. Still missing so many key mage cards though :/ I want them all!
 
edit: wtf

Just so I know the reasoning and to see what the issues are with the cards, what do you think I should replace them with, and what's the issues with said cards you listed?

Don't know how new you are to the game and I don't know what cards you do/don't have so I'll give you a quick rundown on why those cards are bad.

Shield Bearer - Early game taunts are near worthless, why? Because there is almost nothing of worth to protect in the early game. The first 3-4 turns are almost exclusively about gaining board control, and a 0/4 for 1 mana isn't going to cut it. Replacing this x1 Shield Bearer with a 2nd Voidwalker (you should have 2 since they are part of the basic set) is much better. Why is a 1/3 better than a 0/4? The answer should be fairly clear, a 1/3 can actually do damage while a 0/4 can't.

Frostwolf Grunt - Similar deal. a 2/2 for 2 mana is terrible value. If you replace this with a Bloodfen Raptor I guarantee you'll have a better time.

Mana Addict - Not a terrible card, but it doesn't really work too well in your deck.

Pint Sized summoner - This card got nerfed pretty hard a couple of patches ago and it's hardly worth the cost anymore. You'd have to keep her alive for at least 2 turns to get decent value out of her and keeping her alive for 1 turn is hard enough.

Succubus - A half-decent card, since you put her in here I assume it was just because you wanted to fill your deck out with a mid-range minion. However you have to take into account the discard, which means that any trade you do with that minion would have to be a 2 for 1 to even just break even. You'd need a 3 for 1 for you to gain card advantage, which is pretty hard to do. I'd replace it with a Soulfire. Why is Soulfire better than Succubus, even though they are kind of the same thing? Soulfire is instant damage, and it's 0 mana, meaning you can play it in any scenario.

Raging Worgen - I think there are worse cards you could pick to be in your deck. Depending on what you have, Worgen could be a totally fine choice here.

Sense Demons - I don't know how Dahbomb missed this. This is a terrible card. You lose a huge amount of tempo by playing this, and you could even get really shitty draws like a Worthless Imp, depending on when you play this card.

Raid Leader - Not a great card, even though at first it might seem really good. The problem with Raid Leader is that he doesn't actually provide much strength by himself, compared to something like Stormwind Champion who, without his card text, is a 'ok' card. With the card text, he is a pretty good late game drop when you have board control.

Tauren Warrior - I really hate this card, because it's like a really shitty Amani. The whole point of enrage is that you'd want to protect the damaged minion so you can continue using the buff. Instead, you pay 1 mana FOR the taunt, just so people can hit it easier if it ever gets enraged.

Void Terror - This is a weird card. It's actually ok if you play it in a Sylvanas combo, but other than that it doesn't really work great. Mainly because you're destroying 1 or 2 minions for a bigger minion, but it doesn't really 'gain' any stats, if that makes sense. You're just combining three minions into one, really easily silencable/hex/poly target, instead of spreading the damage out.
 
Just so you know these are the base stats you want for a card in Hearthstone:

1cc: 2/1 with ability (like Abusive Sergeant) or 1/3 like Voidwalker (1/2 Footman sucks) or 1/1 with a godly ability (like Blood Imp pre-patch)

2cc: 3/2 with decent ability or 2/3 with a better ability. I would only pick a 2/2 2 drop if the ability is outrageously good

3cc: 3/3 with a good ability or better stats. Most 3 drops don't have that stat so you end up picking a Harvest Golem (which is a 2/3 with a 2/1 on death so you get a 4/4 value potentially) or Shattered Sun Cleric (3/2 with a 1/1 buff for a 4/3 value).

4cc: 4/4 with good ability like Dark Iron Dwarf or better stats. 4/5 Yeti is considered a top tier card along with Brewmaster (5/4) and Water Elemental (3/6). Shieldmaster at 3/5 with a Taunt is also really good. Defender of Argus is a 2/3 with a potential 2/2 and a taunt value (so 4/5 value and the extra utility of a double taunt). Twlight Drake has among the highest potential value for a 4 drop in the game.

5cc: 5/5 with ability like that stealth 5/5 Tiger or better stats. Silverhand Knight is a 4/4 + 2/2 for a potential 6/6 value on a 5 drop.

6cc: 6/6 with ability or better stats. Bolderfist is like a 6 drop Yeti so its a good pick if you want some late game. However at this point you want cards with absurd abilities like a Sylvanas which is a Legendary.


Sense Demons - I don't know how Dahbomb missed this. This is a terrible card. You lose a huge amount of tempo by playing this, and you could even get really shitty draws like a Worthless Imp, depending on when you play this card.
Yeah I agree... I didn't see it before but I wouldn't pick Sense Demons either.
 
A few questions about the suggestions:

1. Should I trust Argus right now knowing the bug exist? I actually thought about removing the first one until they get that fixed, but then again, it's at least giving SOMETHING Taunt, and two couldn't hurt in that respect. But should I still run with that even with it being buggy right now?

More to that point:

2. What are your opinions about the Goldshire Footman and the Sunfury Protector? I can see where the Footman wouldn't have as much value as a Voidwalker in a Warlock deck (Demon vs. Minion and all), but in other classes, what value would that one have if any?
 
I feel like everyone overlooked the Summoning Portal too.

1. Should I trust Argus right now knowing the bug exist? I actually thought about removing the first one until they get that fixed, but then again, it's at least giving SOMETHING Taunt, and two couldn't hurt in that respect. But should I still run with that even with it being buggy right now?

I mean, he's still a good card. Sure, it sucks when he fucks up but you'll still want to run him. I doubt it'll be this buggy for a long time.

...

Maybe.

2. What are your opinions about the Goldshire Footman and the Sunfury Protector? I can see where the Footman wouldn't have as much value as a Voidwalker in a Warlock deck (Demon vs. Minion and all), but in other classes, what value would that one have if any?

Goldshire Footman is one of the worst cards in the game since he only trades with 1-drops that are 2/1s. What makes Voidwalker stand out is that 1/3 is actually a relevant number to avoid dying for free to all the 2/1 1-drops.

Sunfury Protector is a good card as long as you have big things to give Taunt to.
 
I made the post assuming the bug would be fixed so theoretically you should be using that card. I can't comment on buggy game performances but if you aren't comfortable with the card bugging out on you then use something else. The same problem applies to Direwolf Alpha and Sunfury Protector so I would remove those cards too if the bug bothers you.


Goldshire Footman sucks ESPECIALLY for a Warlock. Why use a 1/2 when you have 2 1/3 basic cards that synergize with the class? In other classes I would still think it sucks as most 1 drops can kill it and every 2 drop kills it without trading (whether 2/2 or 3/2 or 2/3 doesn't matter). There's basically an in joke about Goldshire Footman:

C9XflEs.png


Sunfury Protector is alright... 2/3 for a 2 drop and a good ability. The ability is useful when you have really tanky minions which the Warlock doesn't have many of so the card might be out of place on your deck.


Edit: Damn Scy you so fast!
 
Edit: Damn Scy you so fast!

l33t alt-tab skills

Edit: Oh damn, I forgot about the image. I should've just used the image!

Just to add for Sunfury Protector, she's not a good fit for that deck in particular but she's a requirement for the Warlock Giants deck.
 
I mean, he's still a good card. Sure, it sucks when he fucks up but you'll still want to run him. I doubt it'll be this buggy for a long time.

...

Maybe.

This is Blizzard we're talking about. I don't think they've fixed the bug in the Zul'Farrak 5-man in WoW yet that prevents you from getting to that last boss, and that's been in the game for such a long time now!

Goldshire Footman is one of the worst cards in the game since he only trades with 1-drops that are 2/1s. What makes Voidwalker stand out is that 1/3 is actually a relevant number to avoid dying for free to all the 2/1 1-drops.

Sunfury Protector is a good card as long as you have big things to give Taunt to.

Yeah, I'm running with two Voidwalkers now in the Lock deck at the moment.

I used to have two Blood Imps and a Sunwalker in my deck. I'm not sure why I took the latter out. I know why I took the one Blood Imp out (to make room for Jaraxxis).
 
Just so you know these are the base stats you want for a card in Hearthstone:

1cc: 2/1 with ability (like Abusive Sergeant) or 1/3 like Voidwalker (1/2 Footman sucks) or 1/1 with a godly ability (like Blood Imp pre-patch)

2cc: 3/2 with decent ability or 2/3 with a better ability. I would only pick a 2/2 2 drop if the ability is outrageously good

3cc: 3/3 with a good ability or better stats. Most 3 drops don't have that stat so you end up picking a Harvest Golem (which is a 2/3 with a 2/1 on death so you get a 4/4 value potentially) or Shattered Sun Cleric (3/2 with a 1/1 buff for a 4/3 value).

4cc: 4/4 with good ability like Dark Iron Dwarf or better stats. 4/5 Yeti is considered a top tier card along with Brewmaster (5/4) and Water Elemental (3/6). Shieldmaster at 3/5 with a Taunt is also really good. Defender of Argus is a 2/3 with a potential 2/2 and a taunt value (so 4/5 value and the extra utility of a double taunt). Twlight Drake has among the highest potential value for a 4 drop in the game.

5cc: 5/5 with ability like that stealth 5/5 Tiger or better stats. Silverhand Knight is a 4/4 + 2/2 for a potential 6/6 value on a 5 drop.

6cc: 6/6 with ability or better stats. Bolderfist is like a 6 drop Yeti so its a good pick if you want some late game. However at this point you want cards with absurd abilities like a Sylvanas which is a Legendary.



Yeah I agree... I didn't see it before but I wouldn't pick Sense Demons either.

I like this post, do you have any suggestions for creatures 7mana+? Are they worth running with?
 
A few questions about the suggestions:

1. Should I trust Argus right now knowing the bug exist? I actually thought about removing the first one until they get that fixed, but then again, it's at least giving SOMETHING Taunt, and two couldn't hurt in that respect. But should I still run with that even with it being buggy right now?

More to that point:

2. What are your opinions about the Goldshire Footman and the Sunfury Protector? I can see where the Footman wouldn't have as much value as a Voidwalker in a Warlock deck (Demon vs. Minion and all), but in other classes, what value would that one have if any?

I've never had the bug happen with Argus. I'm not sure if waiting a few seconds before dropping it helps, but it hasn't hurt me.

The only decent taunts in the game are Voidwalker, Shieldmasta, Sunwalker, Fen Creeper, Ironbark, and the class specific legendaries. Everything else is pretty terrible. Sunfury Protector is good, but it helps if you're running big minions like Molten/Mountain giants. They key to constructed decks is developing synergy so even your lowest quality cards should work well with the other cards in your deck.
 
This is Blizzard we're talking about. I don't think they've fixed the bug in the Zul'Farrak 5-man in WoW yet that prevents you from getting to that last boss, and that's been in the game for such a long time now!

Almost all the positioning bugs were scheduled to be fixed in the next patch. With positioning being extra screwed, it might be moved up into a hotfix.

Or people just need to play even slower. I dunno.

I used to have two Blood Imps and a Sunwalker in my deck. I'm not sure why I took the latter out. I know why I took the one Blood Imp out (to make room for Jaraxxis).

I'd still keep the Blood Imp and have removed something else. You also have way too many 1-ofs in general. Not sure why.

I like this post, do you have any suggestions for creatures 7mana+? Are they worth running with?

7/7 if you want to follow the stat-curve but like ... at that point, they should all be cards that do something (e.g., the Druid Ancients) and not just some random derpy minion.

Edit: You can use Trump's Arena tier list just to sort of have an idea about what makes a minion good. It doesn't really apply to constructed but at least it lets you see the logic behind minion evaluation.

I've never had the bug happen with Argus. I'm not sure if waiting a few seconds before dropping it helps, but it hasn't hurt me.

I had it happen to me fairly rarely pre-patch due to this as well. That said, people are reporting it's a lot more common now even without the board doing it's strange dancing thing.
 
I like this post, do you have any suggestions for creatures 7mana+? Are they worth running with?
7 mana cards and above I purposely left out because they are so unique that most of them usually have decks built around them.

Like the Giants require a specific board control/delay type deck (like the Freeze Giant Mage decks). The other 7 and up cards are Legendaries which probably don't' have great stats for their cost but have absurd abilities.

It's probably better to just list all the good 7 and up cards. War Golem and Core Hound are the only "generic" 7 and above card but I consider those cards to be average. You really want high cost cards to have some absurd ability.
 
7 mana cards and above I purposely left out because they are so unique that most of them usually have decks built around them.

Like the Giants require a specific board control/delay type deck (like the Freeze Giant Mage decks). The other 7 and up cards are Legendaries which probably don't' have great stats for their cost but have absurd abilities.

It's probably better to just list all the good 7 and up cards.

I do have a few legendaries that I could consider to be good if played correctly: Nozdormu, Ysera, Ragnaros. I have Malygos, too, but I don't have the cards that benefit from him.
 
Nozdormu isn't that good, unfortunately. The ability is neat, sure, but just not really as relevant as the others of the same cost.
 
I do have a few legendaries that I could consider to be good if played correctly: Nozdormu, Ysera, Ragnaros. I have Malygos, too, but I don't have the cards that benefit from him.
The bolded are two of the top Legendaries of the game.

Honestly you should be playing a more control Warlock type deck or hell better yet you can switch to something like Druid to make great use of those cards.
 
I had it happen to me fairly rarely pre-patch due to this as well. That said, people are reporting it's a lot more common now even without the board doing it's strange dancing thing.

That's true, haven't played any constructed today. Hopefully Blizzard fixes this and the other bugs soon. I've had the card overlapping bug happen a few times.
 
I've never had the bug happen with Argus. I'm not sure if waiting a few seconds before dropping it helps, but it hasn't hurt me.

The only decent taunts in the game are Voidwalker, Shieldmasta, Sunwalker, Fen Creeper, and the class specific legendaries. Everything else is pretty terrible. Sunfury Protector is good, but it helps if you're running big minions like Molten/Mountain giants. They key to constructed decks is developing synergy so even your lowest quality cards should work well with the other cards in your deck.

I had Al'Akir for the Shaman, but I DEed it because I didn't like the high cost for how low damage input it had, even with having just about every positive buff you could have on it. That and I've already gotten two of them within the span of buying my card packs, so I figure I'll end up getting it again, anyway! Not sure how good of a decision it is, but I don't play too much on the Shaman, so whatever.

I'm wondering about the card I was saying I was originally going to nuke from my deck, the Shadowflame. I also fell in love with the Ravenholdt Assassin fairly quickly during me playing the Rogue.

The bolded are two of the top Legendaries of the game.

Honestly you should be playing a more control Warlock type deck or hell better yet you can switch to something like Druid to make great use of those cards.

I've have a Druid deck made, but it's just in its infancy. If I can figure out how to use those cards more efficiently in a deck like that, I bet a Druid could wreck a game with a few good turns.
 
Shadowflame is alright but I wouldn't have more than one in my deck. You can do a 3 card enemy board wipe by doing Power Overwhelming on a minion then using Shadowflame on it. Warlock generally lacks AoE damage and control so you end up needing Shadowflame by default because the other AoE removal the class has is a Yu Gi Oh Dark Hole (ie. kills all minions on the board including yours).


Also this is on the aside but Al Akir has potential if you use two Rockbiters on it. You would do 18 damage out of no where! If you summon it next to a Flametongue you can do 22 damage! Dat Shaman OTK!
 
I had Al'Akir for the Shaman, but I DEed it because I didn't like the high cost for how low damage input it had, even with having just about every positive buff you could have on it. That and I've already gotten two of them within the span of buying my card packs, so I figure I'll end up getting it again, anyway! Not sure how good of a decision it is, but I don't play too much on the Shaman, so whatever.

I'm wondering about the card I was saying I was originally going to nuke from my deck, the Shadowflame. I also fell in love with the Ravenholdt Assassin fairly quickly during me playing the Rogue.



I've have a Druid deck made, but it's just in its infancy. If I can figure out how to use those cards more efficiently in a deck like that, I bet a Druid could wreck a game with a few good turns.

Yeah I think most people are pretty undecided on Al'Akir and he seems to be pretty situational. He can either win you the game or be a dud. I can see him being pretty good in a tempo deck with bloodlust.

I forgot to mention that all the Druid taunts are pretty great as well. Control Druid definitely seems like the most powerful class right now, along with Warlock Giants (and maybe aggro Hunter?)
 
Well, with the nerf of aggro and Mages, Shaman do have this weird spot of being able to go control with the super burn finish with Lightning Bolt, Rockbiters, and Lava Burst. Can just go a mid-range control-y deck for the shell around it with Nat Pagle and/or Mana Tides for the draw. Al'Akir can work well here for doubling the effect of each Rockbiter.

...though, how often will you need that? Meh. I'll probably give some experimenting later this week.
 
Hunter in Arena is so stupid now, the guy just did buzzard + unleash + unleash for 5 cards, and then later, I got board control, and he does unleash for 6 minions and then explosive shot. That card is ridiculous when you can get like 4 of them.
 
I think al'akir is definitely worth having in your deck if you already have it. If I get 6-8 damage out of my van cleef, that is about as much as I can hope for. You might think, well that is a 3cc. But for 3cc you only get a 2/2. I usually spend around 6 mana to get him to 6/6. Its usually a 3 or 2 drop with a 0cc like backstab or a 1cc like deadly poison to get him to 6/6.

Also, you'd think a 4/4 on turn 2 would be something nice... its really just a weaker beast companion that happens to roll bear without the taunt. Vs shaman it does often draw a hex. Mages it usually dies to frostbolt + firebolt.


edit:
My god paladins are being annoying tonight... I am just so tired of equality consecrate...

I wish I could just finish the match quicker but between the 3 healers etc... soo annoying.
 
The combo should read: extend the match by 6 rounds tbh.

Its also just like a better flamestrike and people complain to no end about flamestrike being too good.

It's 2 cards for the effect of flamestrike which is one card. Difference being it kills off any non-divine shield minions.

The bigger concern should be how easy it is to pull off with pyromancer and equality as well. Equality really should cost more mana IMO.
 
It's 2 cards for the effect of flamestrike which is one card. Difference being it kills off any non-divine shield minions.

The bigger concern should be how easy it is to pull off with pyromancer and equality as well. Equality really should cost more mana IMO.

Equality wild pyro... equality consecrate... both are incredibly retarded.

For having 2 cards and costing less than flamestrike it certainly does seem to excell at being a better flamestrike tenfold. At least you can play around flamestrike. With equality consecrate I have to include worse cards just to have them survive at 1hp max.

Also after just beating 3 paladins in a row I lost to one cause I accidentally miscounted equalities... its all blurring together... the match lasted like 20 minutes... wasted time.
 
Can a new solo player enjoy the meta? 8/9 of my classes are level 1 and everyday I get further behind. It seems like you need to be a streamer to enjoy the game to it's fullest. I could play for the next 5 hours... or play my 3DS/PS3/PC?
 
Equality wild pyro... equality consecrate... both are incredibly retarded.

For having 2 cards and costing less than flamestrike it certainly does seem to excell at being a better flamestrike tenfold. At least you can play around flamestrike. With equality consecrate I have to include worse cards just to have them survive at 1hp max.

Also after just beating 3 paladins in a row I lost to one cause I accidentally miscounted equalities... its all blurring together... the match lasted like 20 minutes... wasted time.

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Just got into the beta today, and I have a question about overload. Does the overload effect persist/accumulate if you play overload cards on back-to-back turns? I think I just lost a game because of that, but there's a lot about the game I don't really understand yet.
 
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