Those are verrrrrrrry slow cards and if you slow Tempo Mage down it's - well, it's not Tempo anymore, but also you get slower than Jade Druid, which is a mistake
The thing Tempo Mage has going for it right now is that it has enough ping and spell effects to potentially manage Pirate Warrior, while coming in fast enough that Jade Druid has to clench and play proactively
Ok I did finally lose to a Pirate warrior, so I think it pulls my ration down to something around 13:1. If the pirate deck has both arcanite reapers, both beserkers, both weapon upgrades, and both Korkron Elites in their top 13 cards, and you only draw 1 taunt and 1 heal, you can lose.
+1
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I had a game of my jade midrange shaman I think sensational was watching in which I healed for EIGHTEEN by turn SIX (waterspeaker, brann waterspeaker) and the pirate warrior still had me at 10 life on turn 7 (he had a turn to draw the other reaper and kill me over two turns). That was silly.
0
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I still have yet to lose to pirate warrior. I feel like if you mulligan correctly and understand how to use your life as a resource that deck just kinda falls over to taunts + any disruption. (From Jade Druid's perspective)
This has been my experience as well, though not with Druid. Unless they kill you by turn 5 or 6, you can easily regain control of the game. Beyond those early minions the deck has nothing to carry its aggression beyond the midgame. Sometimes they draw the nuts and there's nothing you can do, but usually a solid mulligan gets me where I need to be to win the game.
Can somebody explain to me the design philosophy behind a 5/6 for 5 with a tribal tag and a discover for the same tribal tag? It's kinda of a head scratcher for me.
Those are verrrrrrrry slow cards and if you slow Tempo Mage down it's - well, it's not Tempo anymore, but also you get slower than Jade Druid, which is a mistake
The thing Tempo Mage has going for it right now is that it has enough ping and spell effects to potentially manage Pirate Warrior, while coming in fast enough that Jade Druid has to clench and play proactively
I agree with this - tempo mage is always a threat to druid when you can apply pressure and then burn them out the moment they stabilize. If you play slower cards it gives the Druid more time to recover and find taunts/heals. All the druid wants is to hit turn 9/10. Once it reaches those turns, it can burn through 90% of it's deck to find the necessary defensive cards. The mage wants to be winning the game on or before those turns.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Can somebody explain to me the design philosophy behind a 5/6 for 5 with a tribal tag and a discover for the same tribal tag? It's kinda of a head scratcher for me.
it's a way to push the archetype, same as twilight guardian being both a dragon and benefiting from dragons
note that twilight guardian was the card that made dragon decks viable
Can somebody explain to me the design philosophy behind a 5/6 for 5 with a tribal tag and a discover for the same tribal tag? It's kinda of a head scratcher for me.
The design philosophy is "priest was shitty for a long time and people got mad, so here you go priests!"
Why is the class dead? I haven't played one in over 30 matches. What the hell? Is the pirate matchup really that bad?
I don't keep stats, but it doesn't feel that bad to me, although your opening hand 100% decides the game, and it's obviously good against the jerking off Rogue and Druid decks. I think people just dont want to play it because their new cards are annoyingly conditional.
I feel like shaky zipgunner is fucking great, but all their other buff cards are garbo. I have had a small amount of success in a few games with nzoth, but that's mostly because savanna highmane is still the best minion in hearthstone.
My friend is working on a roguelike game you can play if you want to. (It has free demo)
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Man, it's going to suck when your Tracking includes both Barnes and Y'Shaarj.
I feel like shaky zipgunner is fucking great, but all their other buff cards are garbo. I have had a small amount of success in a few games with nzoth, but that's mostly because savanna highmane is still the best minion in hearthstone.
shaky zipgunner is indeed a good card theoretically, but playing understatted minions throughout the early game as hunter has been pushed to with it and kindly grandmother just does not jive at all with the rest of the hunter toolkit
paladin has good ways to come back when behind on board and then swing it into their favor with cheap buffed dudes (also they have 3 cards with the full-hand-buff mechanic which is imo by far the best variant on it)
+1
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
It seems like freezing trap isn't all that great either because there are so many tokens or minion-generating minions. Which seems like a huge problem because that's a big part of Hunter holding the board.
Man, it's going to suck when your Tracking includes both Barnes and Y'Shaarj.
Doesn't really matter right now. So many unrefined decks going around that you can bow/trap hero power your way to victory (and you could do that when this deck was originally created too, but without as much success)
Oh, and the more observant of you may have noticed that Call of the Wild is still 8 cost in that screenshot, it doesn't seem to matter at all.
so has anyone else faced utterly ridiculous dopplegangsters? the two times they were deployed against me they were at 14/14 and 12/12. that's, like... i don't think there's anything for it but to concede.
edit: i guess my question is just, can paladin do that reliabily or was i just unlucky?
bsjezz on
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
so has anyone else faced utterly ridiculous dopplegangsters? the two times they were deployed against me they were at 14/14 and 12/12. that's, like... i don't think there's anything for it but to concede.
my control pally can deal with them but the issue is if both the gangsters get big they basically require both equalities or an equality and all my humility effects and then I'm left with nothing to deal with the rest of their stuff
mostly just gotta hope they only get one super huge on and the other can be dealt with by like, pyro + consecrate or something
You can play a hunter deck where dispatch kodo is the only beast to guarantee it catches the beast only hand buffs. All your other synergy comes from spells that summon beasts. I haven't gotten it to work a single time, but you can certainly try it.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
You can play a hunter deck where dispatch kodo is the only beast to guarantee it catches the beast only hand buffs. All your other synergy comes from spells that summon beasts. I haven't gotten it to work a single time, but you can certainly try it.
I appreciate the idea, but that's just a deck with way too many dead cards to survive.
You can play a hunter deck where dispatch kodo is the only beast to guarantee it catches the beast only hand buffs. All your other synergy comes from spells that summon beasts. I haven't gotten it to work a single time, but you can certainly try it.
I appreciate the idea, but that's just a deck with way too many dead cards to survive.
There's no dead cards. It's just a bad deck compared to other hand buff decks. Hunter got the shaft in this expansion. They hand buff 1 minion at a time and still have no draw, meanwhile paladin can blow its entire hand up and still pull cards.
+1
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
You can play a hunter deck where dispatch kodo is the only beast to guarantee it catches the beast only hand buffs. All your other synergy comes from spells that summon beasts. I haven't gotten it to work a single time, but you can certainly try it.
I appreciate the idea, but that's just a deck with way too many dead cards to survive.
There's no dead cards. It's just a bad deck compared to other hand buff decks. Hunter got the shaft in this expansion. They hand buff 1 minion at a time and still have no draw, meanwhile paladin can blow its entire hand up and still pull cards.
if dispatch kodo is your only beast and you haven't drawn one yet the buff a beast cards are pretty explicitly dead cards
Ok, on vacation and I don't feel like being experimental with deck building. You folks want to give me some lists for the following:
Pirate warrior
Reno priest
Reno Mage
Jade Druid
Dragon priest
Hand paladin
Murloc paladin
Shadowform priest
Thanks!
Pirate Warrior
This is the 26 card core. You'll want an Ooze for right now atleast. Choices for the last 3 are Hobart, 2nd Frothing, Heroic Strikes, and Argent Horseriders. I like Frothing and Heroic Strikes.
so has anyone else faced utterly ridiculous dopplegangsters? the two times they were deployed against me they were at 14/14 and 12/12. that's, like... i don't think there's anything for it but to concede.
edit: i guess my question is just, can paladin do that reliabily or was i just unlucky?
Shit, I just faced 3 of them at 5/5 and it was basically impossible to answer.
You can play a hunter deck where dispatch kodo is the only beast to guarantee it catches the beast only hand buffs. All your other synergy comes from spells that summon beasts. I haven't gotten it to work a single time, but you can certainly try it.
I appreciate the idea, but that's just a deck with way too many dead cards to survive.
There's no dead cards. It's just a bad deck compared to other hand buff decks. Hunter got the shaft in this expansion. They hand buff 1 minion at a time and still have no draw, meanwhile paladin can blow its entire hand up and still pull cards.
if dispatch kodo is your only beast and you haven't drawn one yet the buff a beast cards are pretty explicitly dead cards
Beastrager isn't dead, it's sub optimal. Smugglers crate is the only dead draw, but I mulligan aggressively for kodo and have never had it sitting in my hands waiting. The problem is you just don't do anything better than other deck. Even with tons of beasts, paladin just does hands buff better.
I think both Greater Arcane Missles and Red Spell Worm would be good additions to Tempo Mage if you wanted to swap out for newer cards.
At 7 mana, you want your removal spell to be, yknow, consistent. Not decided by the whims of RNG. It's entirely possible that you play out Greater Arcane Missiles and whoops they all go face!
Arcane Missiles is fine, because it's 1 mana. It's very cheap, you use it in conjunction with your Hero Power and/or Flamewaker to soften up the board or straight up kill something. If you miss, it sucks, but it was only one mana.
I just think that at 7 mana it's an unplayable spell. It's simply too large a gamble.
Undercity Huckster giving me Varian Wrynn, who I play on Turn 9 courtesy of Thaurissan, who then proceeds to summon Sea Giant and Anub'Arak the turn before I play N'zoth is probably the win I least deserved in Hearthstone
Posts
Those are verrrrrrrry slow cards and if you slow Tempo Mage down it's - well, it's not Tempo anymore, but also you get slower than Jade Druid, which is a mistake
The thing Tempo Mage has going for it right now is that it has enough ping and spell effects to potentially manage Pirate Warrior, while coming in fast enough that Jade Druid has to clench and play proactively
This has been my experience as well, though not with Druid. Unless they kill you by turn 5 or 6, you can easily regain control of the game. Beyond those early minions the deck has nothing to carry its aggression beyond the midgame. Sometimes they draw the nuts and there's nothing you can do, but usually a solid mulligan gets me where I need to be to win the game.
PSN: Threeve703
I agree with this - tempo mage is always a threat to druid when you can apply pressure and then burn them out the moment they stabilize. If you play slower cards it gives the Druid more time to recover and find taunts/heals. All the druid wants is to hit turn 9/10. Once it reaches those turns, it can burn through 90% of it's deck to find the necessary defensive cards. The mage wants to be winning the game on or before those turns.
it's a way to push the archetype, same as twilight guardian being both a dragon and benefiting from dragons
note that twilight guardian was the card that made dragon decks viable
The design philosophy is "priest was shitty for a long time and people got mad, so here you go priests!"
Why is the class dead? I haven't played one in over 30 matches. What the hell? Is the pirate matchup really that bad?
their buff cards are fucking awful which means their entire mechanic doesn't work
other than whapping stuff with their kodo but the support cards aren't there to make it really worthwhile
Thanks!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
6 traps and no cloaked huntress?
the deck includes barnes and yshaarj, think about that a little longer
The point is to only have Barnes and Y'Shaarj so dropping barns guarentees Y'Shaarj.
Origin: KafkaAU B-Net: Kafka#1778
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Current Jade Druid List
shaky zipgunner is indeed a good card theoretically, but playing understatted minions throughout the early game as hunter has been pushed to with it and kindly grandmother just does not jive at all with the rest of the hunter toolkit
paladin has good ways to come back when behind on board and then swing it into their favor with cheap buffed dudes (also they have 3 cards with the full-hand-buff mechanic which is imo by far the best variant on it)
PSN: Threeve703
Doesn't really matter right now. So many unrefined decks going around that you can bow/trap hero power your way to victory (and you could do that when this deck was originally created too, but without as much success)
Oh, and the more observant of you may have noticed that Call of the Wild is still 8 cost in that screenshot, it doesn't seem to matter at all.
edit: i guess my question is just, can paladin do that reliabily or was i just unlucky?
my control pally can deal with them but the issue is if both the gangsters get big they basically require both equalities or an equality and all my humility effects and then I'm left with nothing to deal with the rest of their stuff
mostly just gotta hope they only get one super huge on and the other can be dealt with by like, pyro + consecrate or something
(shit, do I need to run two enter the coliseum?)
:P
Alright, I will try it as is, but I think there may be a place for cloaked huntress to give you an extra dimension.
I appreciate the idea, but that's just a deck with way too many dead cards to survive.
There's no dead cards. It's just a bad deck compared to other hand buff decks. Hunter got the shaft in this expansion. They hand buff 1 minion at a time and still have no draw, meanwhile paladin can blow its entire hand up and still pull cards.
if dispatch kodo is your only beast and you haven't drawn one yet the buff a beast cards are pretty explicitly dead cards
Pirate Warrior
Savjz' Reno Dragon Priest
Shit, I just faced 3 of them at 5/5 and it was basically impossible to answer.
PSN: Threeve703
Beastrager isn't dead, it's sub optimal. Smugglers crate is the only dead draw, but I mulligan aggressively for kodo and have never had it sitting in my hands waiting. The problem is you just don't do anything better than other deck. Even with tons of beasts, paladin just does hands buff better.
At 7 mana, you want your removal spell to be, yknow, consistent. Not decided by the whims of RNG. It's entirely possible that you play out Greater Arcane Missiles and whoops they all go face!
Arcane Missiles is fine, because it's 1 mana. It's very cheap, you use it in conjunction with your Hero Power and/or Flamewaker to soften up the board or straight up kill something. If you miss, it sucks, but it was only one mana.
I just think that at 7 mana it's an unplayable spell. It's simply too large a gamble.
Battle.net Tag: Dibby#1582