Heh my priest opponent just killed themselves with their own Amara, Warden of Hope. That was pretty fun.
Yeah, there are a lot of people upset about this. Myself included. Hey, here’s this cool new mechanic that dominates the good deck archetypes of at least four classes (Rogue, Hunter, Shaman, Priest), and probably a few others if you want to play something other than decks that were viable last month too. 1600 dust a pop, please. That’s… kinda bullshit.
On a side note, Vicious Fledgeling is the kind of single-card snowball you don’t get very often. Swing face with him once, and if you get Windfury, it gets downright gross. I swung with mine, got Windfury into Stealth. Then next turn, +3 attack into stealth. I did more than 20 damage with a fucking 3-drop, and there was basically nothing my opponent could do after it got to swing once.
This card is kinda disgusting. And in another game, my opponent had to play catch-up for exactly the same reason. If you see this card, kill it. If you have it, protect it carefully, it will win games like a stealthed Kvaldir Raider.
So what are the best quests so far? Warrior seems like it’d be really good and they finally found a way to force people to play taunt minions. I actually kinda want to play a taunt deck with some of the taunt synergies, so I may go that way.
Priest quest seems good in theory but I beat it almost every time. But I don’t know why a deathrattle/nzoth deck wouldn’t be good.
Rogue kicks my ass all the time, but I’ve mostly just been playing jade druid. If I played something super aggro I guess rogue wouldn’t have time to complete, but people keep pulling it off by turn 6 and it’s really hard to do anything about it.
You don’t really have to play super aggro. Midrange is fine as long as you’re pressuring the rogue health.
By turn 6, a 2 attack minion played on turn 1 would have done 12 damage. A 2 attack minion played on turn 2 would have done 10 damage. A 3 attack minion played on turn 3 would have done 9 damage.
The main problem with decks now is that they’re way to greedy. Quest Rogue rarely has the ability to contest the board, what with all the bouncing and drawing, and even if they get the quest complete on turn 6, if they’re staring down a board of 3 minions of 3 4 5 attack and at 10 health, it’s hard for them to close out.
I expect this deck to be tier 2 or lower once decks get more refined - decks are just way too greedy now.
What are the best and worse arena classes now?
I remember seeing some preliminary data that had Rogue, Mage, Paladin above 50 percent and Warrior way down.
Here’s the article - Druid also lagging though not nearly as bad as warrior; everything else actually pretty competitive so far:
Huh. Mage, rogue, paladin good in arena. Warrior and shaman good in standard. That meta really got shaken up.
Thinking of crafting the warrior quest, seems like it’s hard to go wrong with that one. I bet there will be multiple viable decks with it.
The warrior taunt deck does seem like a viable control archetype. Though I’m also still seeing a lot of decks very similar to what we saw pre-xpac (namely, pirate face Warrior cancer is still a thing as is mid-range jade Shaman).
And actually, looking at Tom Scud’s link, it looks like cancer Warrior is indeed still the #1 winningest deck in the standard meta. I think wild is actually a lot more fun right now (although there are still face warriors there too, and they have Ship’s Cannons). So much for fun and interactive.
What does cancer warrior refer to now?
Pyrates.
Aggro/face. Deck hasn’t really changed at all since xpac.
It’s actually been surprising to me that even with the massive hate of Golakka Crawler, Taunt Warrior, Tar Creeper, Elemental Shaman, Pirate Warrior is still a thing. Really amazing.
Plus the STB nerf that happened a while back, that hurt it but didn’t really slow it down.
I’m thinking one of the options for Adapt should have been “remove your opponent’s weapon”.
There’s also a heavily aggro-oriented token Druid type deck that I see popping up a bit, using stuff like the new Living Mana and the card that lets them adapt all their minions at once.
Aggro’s gonna be very prevalent this year.
Looks like after the first few days of experimenting with all the legendary quests, they’re mostly getting abandoned with the exception of the Rogue quest. These are the most popular decks now. I think it’s interesting that even the Discolock, which is still a popular archetype, doesn’t use the discard-based quest. I guess it’s just not very synergistic with its overall purpose.
So I found murloc quest shaman to feel bad - spending turn 1 playing something that can’t swing at the face feels bad in a murloc deck - so I cut out all the murlocs except Finja, 2 x Warleader, 2x Bluegill, plus 2 totems and 2 call in the finishers, and filled in with early board-presence/dominance cards like weapons, the 2/4 taunt/heal, the 3/5 taunt, lightning storm, maelstrom portal, and a mini jade package (lightning and weapon). Feels bad against quest rogue but quite fun against other things.
I decided to drop hearthstone with this expansion. I saved up enough gold to open about 25 packs and got a crap load of duplicates, no quests, and nothing approaching the ability to create a playable deck. Knowing I would probably just get competitive again when the next expansion is released, coupled with the realization that Blizzard isn’t really interested in fixing things but instead just releasing new broken combos to replace the old ones, I decided this isn’t for me.
I am a lot more productive now =)