Warlock and shaman still have spells that deal direct damage.
Paladin and warrior still have weapons and semi-charge with magnetize.
And of course there's still the best top deck of all: Zephrys the Great
People are acting like the whole game has changed now that a single 5 mana deal 6 card has disappeared from standard. Which is pretty negligible considering how many direct damage cards we still have to act as finishers.
So I installed the game last night. I do see some underlying issues with the mechanics but it does seem fun, and it brings back some memories of the fun I had in League of Legends with some classic champions.
Given that, what are some good cards I should craft with my wildcard tokens I've earned?
Also, someone mentioned mechanics that conflict with each other.
Also, what are expeditions? Is that like the equivalent of Hearthstone's Arena mode?
I'm still trying to understand how certain things resolve. (spells, attacks, etc).
For example the tutorial mission where you use overwhelm to kill the nexus with specific cards, it wasn't very intuitive on the attack order, I just naturally assumed units attacked left from right, but it didn't clarify that anywhere, so I felt like I was just randomly using the order of cards until I completed the tutorial "mission" so Draven leveled up and killed the nexus.
Don't craft cards, craft decks.
If you're looking for a good, relatively cheap, start deck I'd recommend spider aggro. It's kind of Runeterra's zoolock, if you will. A board-centric aggro deck that helps beginning players to learn the basics of the game.
Expeditions are indeed like arenas in Hearthstone. If you get your weekly vault to level 10 you will get a token for a free expedition run. Expeditions award a single random champion and dust based on the amount of wins you got.
Regarding how intuitive the game and its mechanics are, there are indeed a few confusing aspects within the game, still, which also aren't explained very clearly in the tutorials, if at all. Seeing how the game is still in beta this is kind of expected in my opinion and will most likely improve going forward.
Man I forgot how much of a shitshow lower ranks in wild are. Guess I need to play some aggro decks to plow through this shitshow and get back to rank 5+ to face all the fun secret mages again.
While I do agree that he's a little overtuned as is, making it so that he only summons a single rider makes it near impossible for him to level up.
Pretty sure that's not the idea of champion cards. Hell, I've never even seen an upgraded Hecarim in his current form. Let alone when he only summons a single rider per attack.
Man, people must think Wild is a really broken place if they're calling for a Raza unnerf. Razakus Priest was the worst thing to happen to Wild until Naga Sea Witch came around to take that spot for itself. If they unnerf it, I guess I'm going to live in Battlegrounds until they come to their senses.
You're not very aware of how much that deck has been power crept if you think it would be a top-tier deck right now. Even with Zephrys the Great and unnerfed Raza the Chained the deck will still get obliterated by (reno) quest mage and secret mage.
We also have odd warrior that can just outlast their combo.
I'm not even sure razakus priest can assemble their combo faster than warlock and druid can cycle through nearly their entire deck at this point.
Most decks have gotten much faster (both combo and aggro) or sturdier (insane armor gain for druid and warrior) whereas razakus priest has basically stayed put.
And even if, even if it somehow becomes a top tier deck, it can easily be countered with reno-hate in the form of bombs and albatrosses.
Unnerfing Raza the Chained would be a nice boost for priest in wild as that class is struggling pretty hard and would add an additional good warlock counter.
Dragon hunter and mech paladin (the top two aggro decks) didn't go anywhere.
I don't really understand. People are acting like Leeroy Jenkins is the only top-deckable burst card that aggro decks have? Uhm, hello?
Mage has Fireball, Frostbolt and even Pyroblast...
Rogue has Eviscerate and a near-endless amount of shoot lackeys...
Hunter still has his hero power, Kill Command, Corrosive Breath
Warlock and shaman still have spells that deal direct damage.
Paladin and warrior still have weapons and semi-charge with magnetize.
And of course there's still the best top deck of all: Zephrys the Great
People are acting like the whole game has changed now that a single 5 mana deal 6 card has disappeared from standard. Which is pretty negligible considering how many direct damage cards we still have to act as finishers.
Freljords are already struggling hard enough as is and you want to make them suffer even more?
I can't remember the last time I saw an Ashe deck on ladder.
Odd makes it a 2 mana gain +2 attack this turn. Even does nothing.
If I recall correctly.
Yeah, neither of these cards see a stellar amount of play in wild.
As Lightspoon said, Prophet Velen really only sees play in some specific Razakus priest builds.
As for Malygos, either go Shaman or Druid. Shaman is less consistent but more explosive. Druid is consistent but a little slower.
OHHH so I wasn't misremembering how the card works. I was wondering why it summoned far less units than usual.
Good to know!
Raiding Party will go back to 3 mana
It already is super popular.
Additionally, cube warlock can just double-down on the Bad Luck Albatross build and make it so priest's hero power never gets discounted to 0.
Don't craft cards, craft decks.
If you're looking for a good, relatively cheap, start deck I'd recommend spider aggro. It's kind of Runeterra's zoolock, if you will. A board-centric aggro deck that helps beginning players to learn the basics of the game.
Expeditions are indeed like arenas in Hearthstone. If you get your weekly vault to level 10 you will get a token for a free expedition run. Expeditions award a single random champion and dust based on the amount of wins you got.
Regarding how intuitive the game and its mechanics are, there are indeed a few confusing aspects within the game, still, which also aren't explained very clearly in the tutorials, if at all. Seeing how the game is still in beta this is kind of expected in my opinion and will most likely improve going forward.
It's nice to see a non-cancerous Priest archetype get a buff. Now I probably won't near-instant concede the second I face one on ladder.
Kingsbane Rogue becoming more viable is also a nice addition as Rogue wasn't seeing a whole lot of play.
The other changes most likely won't affect ladder much, if at all.
If you don't want to be spoiled, and you know that an announcement will be up within a day, why are you checking a card game site for news, exactly?
Dragonmaw Poacher
Dragon related card that's not a dragon
Game 1: mill rogue
Game 2: big priest
Game 3: big priest
Game 4: darkest hour warlock
Man I forgot how much of a shitshow lower ranks in wild are. Guess I need to play some aggro decks to plow through this shitshow and get back to rank 5+ to face all the fun secret mages again.
And the point of this thread is... what, exactly?
While I do agree that he's a little overtuned as is, making it so that he only summons a single rider makes it near impossible for him to level up.
Pretty sure that's not the idea of champion cards. Hell, I've never even seen an upgraded Hecarim in his current form. Let alone when he only summons a single rider per attack.
Highlander mage is in a peculiar spot where it's fantastic against all classes except for hunter. Which is by far the most popular class.
Hunters kill the mages before they can come online and mages need all the survivability they can get.
Wasting one of your mulligan options to look for said survivability for a win condition that you won't ever need anyway is therefore a big no-no.
You're not very aware of how much that deck has been power crept if you think it would be a top-tier deck right now. Even with Zephrys the Great and unnerfed Raza the Chained the deck will still get obliterated by (reno) quest mage and secret mage.
We also have odd warrior that can just outlast their combo.
I'm not even sure razakus priest can assemble their combo faster than warlock and druid can cycle through nearly their entire deck at this point.
Most decks have gotten much faster (both combo and aggro) or sturdier (insane armor gain for druid and warrior) whereas razakus priest has basically stayed put.
And even if, even if it somehow becomes a top tier deck, it can easily be countered with reno-hate in the form of bombs and albatrosses.
Unnerfing Raza the Chained would be a nice boost for priest in wild as that class is struggling pretty hard and would add an additional good warlock counter.
0 chance that Faceless Corruptor is getting unnerfed.
You also missed every single card from the latest balance patch, among many more...
Just got all of them to 8. Not sure if I should now get all of them to 12 or just get them to 20 in one go.