do golden cards offer anything except being golden?
I have three of the same with one being golden, can I just swap it for dust without any downside?
do golden cards offer anything except being golden?
I have three of the same with one being golden, can I just swap it for dust without any downside?
do golden cards offer anything except being golden?
I have three of the same with one being golden, can I just swap it for dust without any downside?
This right here. Have never dusted a golden. Will never dust a golden. Too friggin cool.You're losing swag by dusting it.
You're losing swag by dusting it.
The most annoying combo in game is equality+pyro.
Especially if you just got ahead of the paladin and then BAAM all your units are dead in one turn
I can live through having double poly or double hex. But what I really think is the most bullshit thing ever is when I see buzzard / hyena + UTH twice in the first 11 cards. You get a good starts to force them to do it early with only 4 mana (no possibility for timber) only to see it right away the next turn.I get frustrated more broadly; when someone has 2x the card they need within the first, say, 15 cards of the game.
You play a big minion, it gets polymorphed. But you planned for this, because you're 11 cards in, it seemed likely. So the next turn you play your other big creature, and then he has another polymorph. Or, alternatively, you have a nice board against a paladin, but he equality/pyros it. But you had a contingency, and play 3 more creatures the next turn, only to have him equality/consecrate you.
I can play around some cards, but I can't play around you having every card you need within the first 13 cards.
But goldens give of more dust don't they?
I can trade swag for better cards
I'd say just look at why you think you lost those matches and start tweaking your decks with the other cards you have to try and counter those threats. I was originally doing a fairly cheap warrior deck I found online and I would get the same results. Absolutely destroy some matches and get destroyed the others. That gets boring after a while. The matches are either really no challenge or nearly impossible. I went back and started swapping out cards and iterating on the deck I had. Now I feel like I have a decent chance against any deck, but all my matches are a lot closer. I tend to have few blowouts, but I think it's more interesting that way. Close games are more dramatic and nail-biting. Usually when I lose, it's only by a turn. I typically could have done fatal on the next. To me that's more fun and challenging. I am surprised you're able to do that well with the starter decks. I only used them through the tutorial and assumed they'd be somewhat poor in online match-ups.
O he added you but not me. Boo.
Yeah, a LOT more dust, that's all the practical use they have really.
Make an aggro deck. Zoo (variationf of warlock aggro) or Hunter decks are great budget decks, along with Rogue. The problem is people try to make control decks when they don't have any of the good control cards, though you could probably make a budget control priest too. I think Warrior/Pally/Druid suffer the most from not having the right cards (in a control deck). You can make a great budget mid-range deck with Mage, a budget control with Priest, or great aggro with warrior/hunter/warlock.
Make an aggro deck. Zoo (variationf of warlock aggro) or Hunter decks are great budget decks, along with Rogue. The problem is people try to make control decks when they don't have any of the good control cards, though you could probably make a budget control priest too. I think Warrior/Pally/Druid suffer the most from not having the right cards (in a control deck). You can make a great budget mid-range deck with Mage, a budget control with Priest, or great aggro with warrior/hunter/warlock.
Which legendary is the most deck friendly for all classes? Is it Leeroy Jenkins?
Druid Taunt decks do pretty well, whole bunch of big huge creatures (don't even bother at all with 1,2, or 3 cost creatures), 3/5 taunt, 4/6 taunt, 8/8 taunt, 5/10 taunt, etc. Throw in 1 or 2 of the 8-life heals, all the damage spells you have, a bunch of the wild growth/gain 2 mana cystals or draw 3 cards, and a few end game legendaries (rag, ysera, etc), and you should almost never lose to hunter UTH.
Yeah, I think the key thing here is heal. Most of my decks run some taunts already, but it's that in combination with healing that makes it work. I hope they add more neutral Hero-only healing because it's really needed in this meta (other player is basically only paying super inefficient cards, with it only being effective because there's only 30 active heath). I wonder why Priestess of Elune is so crap for it's cost though.Druid Taunt decks do pretty well, whole bunch of big huge creatures (don't even bother at all with 1,2, or 3 cost creatures), 3/5 taunt, 4/6 taunt, 8/8 taunt, 5/10 taunt, etc. Throw in 1 or 2 of the 8-life heals, all the damage spells you have, a bunch of the wild growth/gain 2 mana cystals or draw 3 cards, and a few end game legendaries (rag, ysera, etc), and you should almost never lose to hunter UTH.
How early? This is what I don't get. Super early then you have 2/1 drops and stuff like that, which suck because you'll just get UTH'd. 3/2 trade inefficiently vs 2/1 and 3/1 chargers. Yeti then? But that's not early.. and a perfect Deadly Shot / Hunter's mark target. And still inefficient with trading because you're still getting damage.Sounds a bit like standard druid control
Although I feel like early board presence beats hunters the most. You need to play around a few cards like multishot as best as possible though. Then only drop beefier minions that cannot be cleared by UTH/wolf combo easily.
Warrior's ability is a straight counter to the Hunter's one. That's not actually a tactic, it's just one of the classes. The other 7 classes doesn't have it so easy.Multishot? I honestly have no idea what Hunter decks you guys must be facing then :x
My experience with them as Control Warrior is basically Charge-heavy Hunters which you just play card negative / Health positive against (e.g., Slam to kill a random charger for no draw, Hero Power + Shield Slam to kill a Leper Gnome) or the Trap heavy Hunter where I stall out and net as much card advantage as I can with a limited board (e.g., suicide stuff into Explosive Trap procs to remove a minion but have Armorsmith / Acolyte played to gain +2 HP / +1 card, keep my board to 1 minion as often as possible). A lot of the former comes down to how much Health I can keep up before I force them to an empty hand while the latter is can I sneak damage in early enough to rely on Ragnaros / Grommash to pull the win out in 2-3 turns late game.
Of course, I'm playing what's probably the most expensive deck in the format (+3200 Dust if I added Sylvanas and Geddon to it) so pay2win scrub I guess.
Multishot? I honestly have no idea what Hunter decks you guys must be facing then :x
My experience with them as Control Warrior is basically Charge-heavy Hunters which you just play card negative / Health positive against (e.g., Slam to kill a random charger for no draw, Hero Power + Shield Slam to kill a Leper Gnome) or the Trap heavy Hunter where I stall out and net as much card advantage as I can with a limited board (e.g., suicide stuff into Explosive Trap procs to remove a minion but have Armorsmith / Acolyte played to gain +2 HP / +1 card, keep my board to 1 minion as often as possible). A lot of the former comes down to how much Health I can keep up before I force them to an empty hand while the latter is can I sneak damage in early enough to rely on Ragnaros / Grommash to pull the win out in 2-3 turns late game.
Of course, I'm playing what's probably the most expensive deck in the format (+3200 Dust if I added Sylvanas and Geddon to it) so pay2win scrub I guess.
How early? This is what I don't get. Super early then you have 2/1 drops and stuff like that, which suck because you'll just get UTH'd. 3/2 trade inefficiently vs 2/1 and 3/1 chargers. Yeti then? But that's not early.. and a perfect Deadly Shot / Hunter's mark target. And still inefficient with trading because you're still getting damage.
If you play taunts, the Hunter can answer that with an owl, hunter's mark, kill command or explosive shot (last one is somewhat rare).
As for dropping beefier minions that cannot be cleared: hahaha. Like the Hunter is gonna bother clearing... -_- face face face all day.
If I don't spend any money, the only way to get gold is to complete quests, is that right?
Warrior's ability is a straight counter to the Hunter's one. That's not actually a tactic, it's just one of the classes. The other 7 classes doesn't have it so easy.
Well if you're facing a face rush hunter, then you probably don't have to worry about multishot
But if it is a more midrange deck, multishot can pretty much win the game if it takes out 2 minions.
I've seen more midrange decks than face rush decks pretty much ever since UTH got buffed. So I worry about a high value multishot on turn 4 but then almost forget about it a turn or two after.
If I don't spend any money, the only way to get gold is to complete quests, is that right?
I don't even think there's all that many pure rush-to-the-face Hunter variants around anymore. They're more a Combo Aggro deck that seeks to end the game in the middle turns when they can get their full combo online. Really, if anything, it's a lot like Miracle Rogue except with earlier drops to make up for their lower damage combo.
But ... even the actual midrange or anti-Control Hunters I've seen don't use Multishot. Granted, I rarely give Multishot opportunities but I don't think I've seen it a single time.
So I went back to my druid deck. destorying people. I tweeked it a little
But goldens give of more dust don't they?
I can trade swag for better cards
That feel of turning around a match.
Me : 1 hp Sunfury Protector (3/4) out. and Sword of Justice equipped.
Rogue: 25 hp, Cobra, Jungle Panther, and perdition's blade.
Remember rogue's don't burn all your spells on early trash!