Mind posting your decklist? I haven't gotten to the point of crafting the last few cards I need for my Shamurloc deck but once I get through a few Arena runs I plan to. Figure I'll see what I pull from my Arena packs first in the next day or two before I craft anything.
Well I'm all set. Here goes nothing.
Tides lost against a pirate deck on stream 8 hours ago. He immediately deleted the deck he was playing.
I was going to live stream last night.... GG blizzard. Sadly the only chance I'll have to open them before tomorrow now is at work on my iPad which there's no way to stream. Not totally a no, but I'm pretty sure I just won't have a chance.Livestream that business
Thanks ObamaOh, great.
It will roll out "in the next 24 hours if nothing goes wrong".
I originally thought coghammer, while a good card, would be too clunky to fit into paladin because you have the weapon from muster for battle and you have truesilver. And it just doesn't curve well into truesilver.
But after last night I am prepared to declare coghammer > truesilver
I have actually found the weapon for muster to be invaluable. Light's justice isn't played because the weapon is absolutely worth a mana but not worth a card.The weapon from muster for battle is garbage. It's not new. It's free so that makes it good, but there's a reason almost no one used it before GvG.
Coghammer is nice, but Truesilver has its value as well. I wouldn't say one is totally better than another, unless you can guarantee the divine shield lands on your Boulderfist Ogre or whatnot.
It's more like a Warrior/Rogue situation now, where Paladin has a good choice of weapons, all of which are useful in different ways.
I have actually found the weapon for muster to be invaluable. Light's justice isn't played because the weapon is absolutely worth a mana but not worth a card.
And coghammer doesn't haven't to hit an ogre at all. Even if it hits a recruit a 1/1 divine shield taunt is super annoying to deal with. But more typically I hit a 4 attack minion with it and create my own sunwalker.
One of my powerhouse openings for my current deck is nerubian egg + blessing of might + cog hammer.
Turn 2 egg
Turn 3 blessing of might on the egg, kill their guy, and coin cog hammer
On turn 3 I lightning bolted their guy, equipped a storm forged axe, and played a sunwalker. No one has been able to come back from that.
I was comparing what I ended up with in synergy with paladin cards vs other cards in the game. so like blessing might + egg + coghammer kills their 3 health guy, equips a 2/3 weapon, and puts a 4/4 divine shield taunt into play. Which would be like if you were able to bolt + axe + sunwalker all on turn 3 (which would normally be impossible)huh? are you talking about two different games here?
The problem is muster + cog + truesilver is just too many weapons for a class that doesn't have warrior's hero power. I was getting really clunky weapon hands and decided I absolutely had to cut a weapon. I chose to a cut a truesilver and found my deck played much more smoothly afterward. Hence my current opinion that cog hammer > truesilver.As far as deck building, you would want to carry both, just as Warriors and Rogues carry multiple multiple weapons.
Why don't EU players get an hourly update. They seem to have removed the announcement in the launcher and no further information beyond the 24 hour status.
The problem is muster + cog + truesilver is just too many weapons for a class that doesn't have warrior's hero power. I was getting really clunky weapon hands and decided I absolutely had to cut a weapon. I chose to a cut a truesilver and found my deck played much more smoothly afterward. Hence my current opinion that cog hammer > truesilver.
So we're talking about facetanking, if comparing to Warrior with shielding.
And with Coghammer you're talking 3 hits for a total of 6 damage output.
With Truesilver you're talking 2 hits for a total of 8 damage output and 4 healing.
Seems like Truesilver is more efficient and minimizes hero health loss, if you ask me. Or you can run some healing cards, like Healbot, Guardian, and Lay on Hands.
As far as running too many weapons, that happens. It happens to Warriors and they lose games because of it. I'd say that 2-3 weapons in a Paladin deck is not at all risky. The odds of drawing all 3 too early is minimal, as risky as drawing nothing but late game cards in the opening hand and turns 1-2-3. There is minimized risk as well, as both Coghammer and Truesilver are playable early game and effective against early game minions.
Probably best pack I've opened.
If you are looking at only the weapon vacuum then sure truesilver is more efficient but cog hammer averages more like 10 damage + 3-4 healing in practice + more tempo + better against aggro. But I understand the doubt because like I said originally when I was only looking at card text I was lukewarm on it. It was 4 hours of playing the thing that created my current opinion.So we're talking about facetanking, if comparing to Warrior with shielding.
And with Coghammer you're talking 3 hits for a total of 6 damage output.
With Truesilver you're talking 2 hits for a total of 8 damage output and 4 healing.
Seems like Truesilver is more efficient and minimizes hero health loss, if you ask me. Or you can run some healing cards, like Healbot, Guardian, and Lay on Hands.
As far as running too many weapons, that happens. It happens to Warriors and they lose games because of it. I'd say that 2-3 weapons in a Paladin deck is not at all risky. The odds of drawing all 3 too early is minimal, as risky as drawing nothing but late game cards in the opening hand and turns 1-2-3. There is minimized risk as well, as both Coghammer and Truesilver are playable early game and effective against early game minions.
Okay I'm convinced I have a 20% winrate tonight. Fuck. this. game. Glad I've resisted paying a cent to it.
And 3 weapons is fine. But 6 (2 muster, 2 cog, 2 truesilver) created clunky hands quite often. I wouldn't ever run that many weapons in warrior. I'm running 5 currently (2 muster, 2 cog, 1 truesilver) and things are smoother but I can still get awkward weapon hands that lose games.
When you say 2-3 weapons do you mean 2-3 weapon cards or 2-3 weapons at two cards each?
It's because you having paid it that you're losing so badly.
Just got doctor boom off like my 5th pack from arena
English
Just one minor point. You seem to not be counting light's justice and pretending like its only 1 way. As if you are happy to overwrite it with whatever. But it works both ways. If you have truesilver already equipped without a good target, and you draw muster, you can't play it without trashing your truesilver. So muster absolutely adds to 'weapon clunkiness' in hand.I don't think you count Light's Justice from Muster. It doesn't take up a card slot. The main benefit is the Recruits themselves, to combo with Quartermaster.
Just one minor point. You seem to not be counting light's justice and pretending like its only 1 way. As if you are happy to overwrite it with whatever. But it works both ways. If you have truesilver already equipped without a good target, and you draw muster, you can't play it without trashing your truesilver. So muster absolutely adds to 'weapon clunkiness' in hand.
Not yet.Is this not still up on EU?
Anyone have any good decks with new cards in them yet? For any class? Opened about 10 packs last night but not sure how to blend with the older cards
first time Ive gotten two legend in a single pack
The Battle.net client lets you choose what servers to log in to, so if i log in to the us servers,can I buy GvG packs for my account?
Made this deck last night I have a fairly high winrate with it.
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I'm trying to remember, health buffs aren't permanent if they're an aura, right? Just had a situation where a 1/2 Murloc was at one health, they played a Warleader, so it went to x/2. I killed the Warleader, and instead of going back to one health, it went back up to a x/2. I didn't think it was supposed to happen like that, but I could be wrong. Just want to make sure I know for sure in future plays.
For reference, I thought the same thing happened to Blood Imp before it was changed/nerf'd.
Give and have are different keywords.
Alright, thanks. Not sure why I haven't seen it happen before.Health buffs are not symmetrical. Health buffs increase max health AND heal while removing health buffs only decreases max health.