Paladins exist, right? I haven't seen one in some time, probably because that is an expensive deck to build optimally (Finja, Burnbristle, Tarim at Legendary, along with Warleaders, Megasaurs, Vilefin at Epic). You got nine heros, and hundreds of cards, and you see the same five heros and same four themes again and again and again.Įvery game for me is just kill the weenies against Warrior, Hunter, Token Druids, and save the AoE clears for the Jades, and lose to Big Priests. That's a solid 70 to 75% of the decks, if not 90%+ once your ELO is decent. I could ust use Pirate Warrior or a decent Priest deck to advance, but the meta seems so stale, it's like no one is even trying anything new at this tier. I used Pirate Warrior to get to the Rank 15 plateau, and now I bounce against it as my ELO plummets until I am in the bottom of the barrel, and I run to 14.2 and then bounce back. It's like, what was all that for? Isn't playing The Lich King turn 8 better than playing this Quest in general? Hunter's Quest has an existential crisis. a cheap 8/8 and the ability to play more 1-drops. The gist is that you use Elemental synergies and Fire Flies to power the deck (and set the Quest off), but once you actually get the Quest, you get. I need one more recovery-I might move it to Wild and try Reno. SebastianBludd wrote: That Devolve was a backbreaker for me, and when I played my second Hallucinate to get Thing from Below, my other choices were Snowfury Giant (really?) and Lotus Agents. Also, Evolve is kind of the counter to Sherazin, since I can engage in the same behavior (performing wonky trades but then healing/improving my damage minions that made those trades by evolving them.) Rogue seems designed to not be capable of the long game, other than Mill, in the same way that Priest can't do aggro. But, as you say, you were also dumping your hand to make it work, which has been my concern with Rogue since the game started: Combo means card disadvantage, since you're often using twice the resources to get similar effects and have no sure draw ability other than the very expensive Sprint. I think most of the plays you made were perfectly fine and if I wasn't also involved in/able to play the long game, you probably would have worn me down. I only played Sherazin for a bit, so I don't really have a good grasp on the strategy, but I did focus on removing him a couple times, not because he was a huge threat, but because I know the focus of the deck is to keep returning the 5/3 to the board and that means that the player will often spend a fair amount of time figuring out how to do that, even if the plays involved may not be optimal. SebastianBludd wrote: That really slowed me down and after the second time Sherazin died I probably should have slowed down and played a tempo Auctioneer instead of rushing to resurrect Sherazin again, depleting my hand. I figured that I'd have a chance to use Avalanche to take out a totem or two since Shaman is always pulling totem/Flametongue shenanigans around Turns 3-5. Kalimos seemed way too slow (and no synergy, to boot), and I wasn't willing to bet on a future board state where I'd be able to use the totem to make one or two value trades to swing the board. SebastianBludd wrote: My other two choices were Flametongue Totem and Kalimos.
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