hex lord malacrass is like Elise the trailblazer but better because you get the cards straight away but worse because it's 3 more mana, unplayable vs aggro and doesn't give you an edge on fatigue in matchups where that matters and only gives you 3/4 cards instead of 5.
hex lord malacrass is like Elise the trailblazer but better because you get the cards straight away but worse because it's 3 more mana, unplayable vs aggro and doesn't give you an edge on fatigue in matchups where that matters and only gives you 3/4 cards instead of 5.
Getting 4 mage cards (and cards you put in your deck nonetheless) are stronger than 5 random ungoro cards though
I think overkill is an interesting mechanic. It adds a new layer to figuring out the best way to clear various board states.
I think minion-centric games are the most interesting to play, and the healthiest for the game. Combo decks or things like Quest Rogue are much less fun to play against. I feel like in games that you lose, it doesn't really matter what you do, either they get it done or they don't.
I think overkill is an interesting mechanic. It adds a new layer to figuring out the best way to clear various board states.
I think minion-centric games are the most interesting to play, and the healthiest for the game. Combo decks or things like Quest Rogue are much less fun to play against. I feel like in games that you lose, it doesn't really matter what you do, either they get it done or they don't.
tech cards way too hit or miss in this game. played vs a very troll deck but he had every tech card, including 4 silence/tbk/ooze/so on. ****ty deck but he binked everything vs cube hunter. really frustrating knowing he gets **** on by 80% of decks but 20% he just highrolls everything
I disagree bigly about minion centric games. It encourages a high tempo, value oriented playstyle that requires very little skill (keep in mind my high legend runs have been with these type of decks, I am not just talking out my ass here, they're extremely easy to play). Honestly, the basics of making good trades and playing around clears is not that hard. You play the highest mana card you have in your hand every turn, decide whether to smorc or trade, then go.
A healthy meta will have a variety of medium strength control decks that vary in difficulty. Think somewhere in between old control warrior and raza priest (too busted).
There just aren't any fun control decks to play right now, very few actually good control cards for that matter, and I think that's why I hate this expansion so much. "Minion heavy" play is just way too mindless.
And don't you dare say frost lich jaina to me because I will choke to death on my own vomit before I ever play control mage again, still way too bitter about the freeze mage rotations.
If anyone is sick of Hearthstone and hasn't tried Gwent homecoming yet i'd definitely recommend giving it a go. They changed so much it's barely the same game as what you might have tried in beta, apart from the win 2 of 3 rounds bit it's basically completely different. It's also so f2p friendly i have no idea how they expect to make any money. Also the board art no longer sucks and the visuals are easily the best of any card game I've seen.
I disagree with minion focused decks being easy these days when evenlock, dr hunter and rogue have a lot of decisions to make on any given turn past turn 3 or 4. I think 2 of those decks can get a little high rolly, but playing against them with control hunter or midrange hunter there's definitely a lot of different ways to go about turns.
And the current state of combo decks is kinda degenerate.