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On July 11 2014 07:50 Hier wrote: How come Murloc decks completely died out?
Still run across Murloc decks, but they can be countered by a good Hunter deck with the requisite traps. That and it is one of the most obvious decks to give its tell. Now some decks mix things up with fewer Murlocs, but they are still Murloc decks.
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On July 11 2014 21:18 nwstehle wrote:Still run across Murloc decks, but they can be countered by a good Hunter deck with the requisite traps. That and it is one of the most obvious decks to give its tell. Now some decks mix things up with fewer Murlocs, but they are still Murloc decks.
Yeah I run a Murloc deck for the days when I don't want to think too hard and just want to have a bit of aggro fun
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I attacked a water elemental with my chillwind yeti, then healed it when an earthen ring farseer. It's my opponents turn now and I just noticed my yeti isn't frozen.
Is this supposed to happen?
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On July 12 2014 01:17 Jerom wrote: I attacked a water elemental with my chillwind yeti, then healed it when an earthen ring farseer. It's my opponents turn now and I just noticed my yeti isn't frozen.
Is this supposed to happen?
Its suppose to be frozen even through your next turn after attacking.
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On July 12 2014 02:00 Excludos wrote:Show nested quote +On July 12 2014 01:17 Jerom wrote: I attacked a water elemental with my chillwind yeti, then healed it when an earthen ring farseer. It's my opponents turn now and I just noticed my yeti isn't frozen.
Is this supposed to happen? Its suppose to be frozen even through your next turn after attacking.
That's what I thought aswell. But I'm 100% sure I attacked the water elemental and that it wasn't frozen. Does it have something to do with healing it with the earthen ring farseer?
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On July 12 2014 02:03 Jerom wrote:Show nested quote +On July 12 2014 02:00 Excludos wrote:On July 12 2014 01:17 Jerom wrote: I attacked a water elemental with my chillwind yeti, then healed it when an earthen ring farseer. It's my opponents turn now and I just noticed my yeti isn't frozen.
Is this supposed to happen? Its suppose to be frozen even through your next turn after attacking. That's what I thought aswell. But I'm 100% sure I attacked the water elemental and that it wasn't frozen. Does it have something to do with healing it with the earthen ring farseer?
No. Either bug, or as in most cases, you missed something.
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On July 12 2014 03:07 Excludos wrote:Show nested quote +On July 12 2014 02:03 Jerom wrote:On July 12 2014 02:00 Excludos wrote:On July 12 2014 01:17 Jerom wrote: I attacked a water elemental with my chillwind yeti, then healed it when an earthen ring farseer. It's my opponents turn now and I just noticed my yeti isn't frozen.
Is this supposed to happen? Its suppose to be frozen even through your next turn after attacking. That's what I thought aswell. But I'm 100% sure I attacked the water elemental and that it wasn't frozen. Does it have something to do with healing it with the earthen ring farseer? No. Either bug, or as in most cases, you missed something. well... I guess so. Wish I had taken a screenshot as I'm pretty sure I didn't miss anything.
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On July 10 2014 05:05 Excludos wrote: The amount of zoo in ranked now is beyond belief, and my handlock (which I've spent every gold and dust I've gathered on) just can not win against them, they're simply too fast. Any ideas?
Allow me to finally answer my own question after seemingly having a bit more luck lately. Maybe it will help someone else 
As well as changing my deck (removing one owl and shadow bolt for Shieldmasta and an extra Sunwalker) I also found a fault in my playstyle. When facing rush/zoo decks, what I would want to do is try to get out minions as fast as possible, best case being ancient with Owl or Sunfury on turn 2 if coin)..this is apparently shit against zoo. You only end up delaying the damage you'll take while your big minions now either wont come out or come out weak.
Just Life tapping to round 3/4 and get a Twilight Drake or Mountain Giant out seems to work out much better. Yeah, if your opponent gets a good start you might end up taking so much damage you either outright die or get too low to recover, but that is the nature of Zoo and Rush, if they have perfect hand, nothing can stop it. Most of the time though, you'll end up somewhere between 10 and 15 health before getting up your first taunted giant on round 4 or 5..and now you have a taunted giant on round 4 or 5, that he will have huge trouble dealing with. Even if he gets through it after suiciding most or all of his minions, he's now low on minions and you've gotten to a point where you can stabilize with more taunts, healing, removal, etc.
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Can you earn the new cards through packs? because i've been saving packs until naxx but i dont know if I should be hehe someone help me out ^^"
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On July 13 2014 09:57 iMrising wrote: Can you earn the new cards through packs? because i've been saving packs until naxx but i dont know if I should be hehe someone help me out ^^"
No. Go ahead and open your packs, but start saving your gold. New cards can only be earned by defeating bosses
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On July 12 2014 07:25 Excludos wrote:Show nested quote +On July 10 2014 05:05 Excludos wrote: The amount of zoo in ranked now is beyond belief, and my handlock (which I've spent every gold and dust I've gathered on) just can not win against them, they're simply too fast. Any ideas? Allow me to finally answer my own question after seemingly having a bit more luck lately. Maybe it will help someone else  As well as changing my deck (removing one owl and shadow bolt for Shieldmasta and an extra Sunwalker) I also found a fault in my playstyle. When facing rush/zoo decks, what I would want to do is try to get out minions as fast as possible, best case being ancient with Owl or Sunfury on turn 2 if coin)..this is apparently shit against zoo. You only end up delaying the damage you'll take while your big minions now either wont come out or come out weak. Just Life tapping to round 3/4 and get a Twilight Drake or Mountain Giant out seems to work out much better. Yeah, if your opponent gets a good start you might end up taking so much damage you either outright die or get too low to recover, but that is the nature of Zoo and Rush, if they have perfect hand, nothing can stop it. Most of the time though, you'll end up somewhere between 10 and 15 health before getting up your first taunted giant on round 4 or 5..and now you have a taunted giant on round 4 or 5, that he will have huge trouble dealing with. Even if he gets through it after suiciding most or all of his minions, he's now low on minions and you've gotten to a point where you can stabilize with more taunts, healing, removal, etc. You shouldn't keep Mountain Giants at all vs Zoo. The only time tapping for a Mountain Giant turn 4 play is valid is when your opponent has a terrible start with Zoo. Drakes are arguable but better since you can still play them, just with less health.
Mulligans should strictly be for Watchers, Sunfuries, Molten Giants and Hellfire.
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On July 13 2014 14:30 S_SienZ wrote:Show nested quote +On July 12 2014 07:25 Excludos wrote:On July 10 2014 05:05 Excludos wrote: The amount of zoo in ranked now is beyond belief, and my handlock (which I've spent every gold and dust I've gathered on) just can not win against them, they're simply too fast. Any ideas? Allow me to finally answer my own question after seemingly having a bit more luck lately. Maybe it will help someone else  As well as changing my deck (removing one owl and shadow bolt for Shieldmasta and an extra Sunwalker) I also found a fault in my playstyle. When facing rush/zoo decks, what I would want to do is try to get out minions as fast as possible, best case being ancient with Owl or Sunfury on turn 2 if coin)..this is apparently shit against zoo. You only end up delaying the damage you'll take while your big minions now either wont come out or come out weak. Just Life tapping to round 3/4 and get a Twilight Drake or Mountain Giant out seems to work out much better. Yeah, if your opponent gets a good start you might end up taking so much damage you either outright die or get too low to recover, but that is the nature of Zoo and Rush, if they have perfect hand, nothing can stop it. Most of the time though, you'll end up somewhere between 10 and 15 health before getting up your first taunted giant on round 4 or 5..and now you have a taunted giant on round 4 or 5, that he will have huge trouble dealing with. Even if he gets through it after suiciding most or all of his minions, he's now low on minions and you've gotten to a point where you can stabilize with more taunts, healing, removal, etc. You shouldn't keep Mountain Giants at all vs Zoo. The only time tapping for a Mountain Giant turn 4 play is valid is when your opponent has a terrible start with Zoo. Drakes are arguable but better since you can still play them, just with less health. Mulligans should strictly be for Watchers, Sunfuries, Molten Giants and Hellfire.
Thats what I had been doing when I had a 100% loss ratio vs zoo. I'm telling you it doesn't work. Molten giants are amazing and always 100% keep, but throwing out weaklings that does nothing but delay your own big minions is not the way to go. Zoo doesn't have any trouble dealing with your 4 and 5 health minions while pushing out more. The real problem starts when you get your 8 and 9 health minions with taunt out. Even if they driver 3 or 4 of their own to clear it, you're at a point where you can get another one up the turn after.
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Can anyone give me a quick definition of deck type? I get Aggro, Combo, and Control, but I don't know the difference between Midrange vs Tempo.
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Let me try: A midrange deck is simply trying to end the game somewhere in the middle of the game, I'd say somewhere around turn 10. So it's something between aggro and control. Sunshine Hunter is a good example. A tempo deck has a lot of tempo cards, which are, basically, cards that get the advantage back to your side. Backstab is the prime example, as it kills most 2 mana minions for free while you can immediately play your own 2 mana minion, reversing board control. Rogue in general has a ton of tempo cards. The idea of a tempo deck is to have the advantage in the game at all times, thus determining the tempo of the game.
Anyone, feel free to correct me if I'm wrong.
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any one with good face/ggro warrior deck? I like fast games to finish quest and save up gold. I've pretty much only see control warrior played
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why is dog not yet featured? he was #1 US some time ago and tl even asked him for the power ranks. + Show Spoiler +and what is the right place to ask this sort of questions? 
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I started playing this game recently and I'm really enjoying it but coming here for the first time tonight and reading some threads I'm a little confused by all the jargon. I have so many questions I don't really know where to begin. Is there somewhere basic info is compiled in an ordered fashion?
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On July 16 2014 11:43 Reason wrote: I started playing this game recently and I'm really enjoying it but coming here for the first time tonight and reading some threads I'm a little confused by all the jargon. I have so many questions I don't really know where to begin. Is there somewhere basic info is compiled in an ordered fashion? just ask all your questions here , preferrably with numbers so its easier to answer
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Fine. Question number one. Why all the hatred for a 1 mana cost taunt? Two. Wtf is Naxx? Thanks, should have said I was talking about footman. What you said makes sense.
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On July 16 2014 19:20 Reason wrote: Fine. Question number one. Why all the hatred for a 1 mana cost taunt? Gold Shire footman : Its not hated because of its taunt, but because of its stats 1/2 1/2 trades equally but loses to 2 drops in value , meaning any 2 drop 3/2 or 2/3 can take it out and still stay alive. 1 mana cost drops with 2/1 stats like worgen are preferred as they can trade with 3/2 or put more pressure on the board (leper gnome ex if you want to rush) Its actually not that bad for zoo decks: i.e. decks with a lot of low cost minions. Problem: Void walker is strictly better.
Shield bearer: It cant attack and doesnt damage the minions it attacks (unlike a taunted ancient watcher). You basically throw away a card for slightly delaying your opponent. This could be usefull in some decks, for example freeze mage. Proble: Freeze mage has mirror image which is better in most cases (tanks 2 attacks, is a spell; allthough it is worse against board clear) It is used in Zoo decks (decks with a lot of low cost creatures that are hard to remove and buff each other, trying to get board control quickly). Here it can get buffed by dire wolf alpha / shattered sun cleric / abusive seargent / defender of argus so its able to attack. Thus it can make use of its 4 stats for 1 mana.
void Walker / Mirror images : No hate , those are being used successfully
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