I ran into a few Mysterious Challenger Paladins yesterday, so I switched over to Midrange Hunter with double Flares. I immediately queue into a Freeze Mage. I built up a board, and after he dropped Antonidas and hit me with the initial round of Fireballs thinking he's safe for two turns with his secrets up, I wiped his secrets with Flare and hit for lethal. All the secrets counters out right now and the Control Warriors with Justicar have to make Freeze Mage damn near unplayable right now.
It's a bit unbelievable to me that Shamans are still tier 4 class despite getting so many amazing cards this expansion. Hell even Priests are hovering in tier 2 status right now.
Maybe the right combination of cards hasn't been made for Shaman yet.
Think about this. If you are using a 2 mana Mage spell to kill a 1 mana creature then that means they got value out of their Zombie Chow as they traded up with it (1 mana card for a 2 mana card) on top of that if you used Frostbolt/Flamecannon to kill Chow on turn 2 then on their turn they have board advantage as they can play a 2 drop while you have nothing on the board and have to react to it.Oh alright. I guess I generally get lucky on the second turn and quickly kill it off with that mage spell (forgot the name).
Another question, if I have more than 2 of any card, should I just turn it into dust? There's no reason to have 3+ of a card is there?
It's a bit unbelievable to me that Shamans are still tier 4 class despite getting so many amazing cards this expansion. Hell even Priests are hovering in tier 2 status right now.
Maybe the right combination of cards hasn't been made for Shaman yet.
Shaman just has a crappy set of favorable matchups.
If the meta is ever dominated by Druids, control Warriors and Handlocks then maybe Shaman can be a factor again.
Being demolished by Paladin and Priest and Patron being favorable against Shaman doesn't help matters.
Yeah that's true and it's exactly what I was thinking after I posted. There's been several times when I've used a spell early on only to wish I had it later.Think about this. If you are using a 2 mana Mage spell to kill a 1 mana creature then that means they got value out of their Zombie Chow as they traded up with it (1 mana card for a 2 mana card) on top of that if you used Frostbolt/Flamecannon to kill Chow on turn 2 then on their turn they have board advantage as they can play a 2 drop while you have nothing on the board and have to react to it.
And yeah dust your spares.
Oh alright. I guess I generally get lucky on the second turn and quickly kill it off with that mage spell (forgot the name).
Another question, if I have more than 2 of any card, should I just turn it into dust? There's no reason to have 3+ of a card is there?
Not really but that's the point, it's a different class. Druid specializes in something called Ramp plays as well as choose mechanic. Ramp allows Druids to play cards earlier than normal. You have probably seen it already, they can play a 4 drop on turn 1 with Innervate which is extremely powerful. Wild Growth accelerates their mana curve allowing them to play big creatures earlier. The problem is that while they can gain huge tempo swing early on with their ramp plays, it's hard for them to regain lost tempo because their board clears aren't as good (they have Swipe, Starfall but nothing like Flamestrike) and their removals aren't great (Mulch is probably the best to be honest).Yeah that's true and it's exactly what I was thinking after I posted. There's been several times when I've used a spell early on only to wish I had it later.
I really like Mage but I wanna build a decent deck with every class and I'm having a shitload of trouble with Druid. I guess I've been spoiled by the "bail me out" cards that the Mage has (flamestrike and polymorph), that I'm struggling hard with the Druid. Does he have anything like that?
You forgot half assed Murloc Shaman. Biggest troll after that was to make a really strong Murloc, then it give it to Paladin, lol.
You forgot half assed Murloc Shaman. Biggest troll after that was to make a really strong Murloc, then it give it to Paladin, lol.
My first Golden Hero!
It's taken what, six months? Does this mean I'm officially not a noob any more?
You forgot half assed Murloc Shaman. Biggest troll after that was to make a really strong Murloc, then it give it to Paladin, lol.
Neptulon is now much stronger thanks to that super strong Paladin card
Oh Jesus I forgot Neptulon.
What a kick in the nuts that must've been for Shaman players.
Might as well rename it to Balanculon.Here's how they could make Neptulon worthwhile.
Neptulon
7
Battlecry: Put up to 4 Murlocs from your deck onto the battlefield.
Overload (3)
7/7
I think I really nailed the design of this card. Hire me, Blizzard.
Here's how they could make Neptulon worthwhile.
Neptulon
7
Battlecry: Put up to 4 Murlocs from your deck onto the battlefield.
Overload (3)
7/7
I think I really nailed the design of this card. Hire me, Blizzard.
Okay, I laughed.Tempo's more interesting, anyway.
That's much too strong, you should nerf the stats to a 6/7.Here's how they could make Neptulon worthwhile.
Neptulon
7
Battlecry: Put up to 4 Murlocs from your deck onto the battlefield.
Overload (3)
7/7
I think I really nailed the design of this card. Hire me, Blizzard.
It's a strong combo with Rockbiter.Since we are talking about Neptulon, what do people think about Al'Akir? I run him in my Totem deck but he just seems like a worse version of Grom. He also has taunt for seemingly no reason.
Since we are talking about Neptulon, what do people think about Al'Akir? I run him in my Totem deck but he just seems like a worse version of Grom. He also has taunt for seemingly no reason.
Since we are talking about Neptulon, what do people think about Al'Akir? I run him in my Totem deck but he just seems like a worse version of Grom. He also has taunt for seemingly no reason.
Oh ok cool. Didn't know that.Yeah, that's what the mass disenchant button is for, it disenchants all your third+ copies of your cards.
Yeah it was funny putting an Ironbark Protector out on like turn 4 or something...until I got polymorphed on their turnNot really but that's the point, it's a different class. Druid specializes in something called Ramp plays as well as choose mechanic. Ramp allows Druids to play cards earlier than normal. You have probably seen it already, they can play a 4 drop on turn 1 with Innervate which is extremely powerful. Wild Growth accelerates their mana curve allowing them to play big creatures earlier. The problem is that while they can gain huge tempo swing early on with their ramp plays, it's hard for them to regain lost tempo because their board clears aren't as good (they have Swipe, Starfall but nothing like Flamestrike) and their removals aren't great (Mulch is probably the best to be honest).
Choose mechanic gives Druids flexibility in their plays. Keeper of the Groves, Ancient of Lore, Druid of the Claw, Living Roots, Wrath etc. That's also something they have over Mages.
If by interesting you mean that it's filled to the brim with shitty RNG mechanics than yeah it's REALLY interesting.
That's pretty mild tbh, 4 mana play and you get to keep a sheepYeah it was funny putting an Ironbark Protector out on like turn 4 or something...until I got polymorphed on their turn
Then I'm like "oh, so that's how it feels..."
Since we are talking about Neptulon, what do people think about Al'Akir?
I'm a bit of a Heathstone noob, my only previous experience was the "3 wins for a Hearthsteed" cross promo thingy, but I've been dabbling a bit more with it recently as I've grown a bit bored with WoW.
Is it a game newcomers can get into with out feling like they're on a hiding to nothing? I've played mostly with the Paladin deck, and I've won a couple (lost far more, which I totally expect to happen as I pay my dues) but the last game I played I got ROFLstomped by a Rusian who after turn 4 was playing legendary card after legendary card.
I haven't got the gold to play Arena, and I don't fancy dropping real money on the game until I'm more familar with way it plays, so I'm stuck playing with people who have their own cards. Is it safe to assume everyone elses deck is the metaphorical footlong, while I'm stuck with a one-inch punch? Or can late comers still get into the game?
It's been fantastic so far, it has won me many games.So uh...
How's that Polymorph: Boar working out?
Fine I guess? Haven't seen any Tempo Mage lists lately. Still see that card online being used and it does work. Most pro players still prefer Freeze Mage if they want to play Mage in a tournament.So uh...
How's that Polymorph: Boar working out?
Fine I guess? Haven't seen any Tempo Mage lists lately. Still see that card online being used and it does work.
I'm a bit of a Heathstone noob, my only previous experience was the "3 wins for a Hearthsteed" cross promo thingy, but I've been dabbling a bit more with it recently as I've grown a bit bored with WoW.
Is it a game newcomers can get into with out feling like they're on a hiding to nothing? I've played mostly with the Paladin deck, and I've won a couple (lost far more, which I totally expect to happen as I pay my dues) but the last game I played I got ROFLstomped by a Rusian who after turn 4 was playing legendary card after legendary card.
I haven't got the gold to play Arena, and I don't fancy dropping real money on the game until I'm more familar with way it plays, so I'm stuck playing with people who have their own cards. Is it safe to assume everyone elses deck is the metaphorical footlong, while I'm stuck with a one-inch punch? Or can late comers still get into the game?