i signed up today for the beta actually b/c i've been wanting some kind of yugioh card game experience again without it being the same thing :< whenever i get one i'll let you know in da thread
I just got my beta key a week or so ago. Grinding cards is kinda annoying so I might just drop $20 for a bunch of packs or something lol. Game is already free so why not.
Stopped for now, Game decided I've had enough dailies and I'm getting about 1/week now. Will be back for new ranked system/open beta patch stuff. 3*Master play too easy, No reason to go past master (8) in arena. Games basically come down to a coin toss at this point between who goes first and who got the better opening hand. The only thing still interesting is silly Alarmo-bot/Summoning Portal Warlock/Legendary deck. Spending my time working on Might and Magic: Duel of Champions which seems like another good free online card game. Don't really want to drop money on either though, spend enough on cardgames with MTG over the last 10 years.
Mage: Super strong, tons of control. Hero power A++ 10/10 would bang. Great for finishing off chumps or upgrading trades. Current Pyroblast mage meta is very hard to counter. Can ping own creatures for super value on Enrages (also a good deck archtype)
Priest: Strong but overrated, cards like Yeti/Argent Commander give super value and are in the butter zone to avoid SW Pain/Death and are poor MC targets. (You'll notice many decks running both) Inner Fire/Divine Spirit is a noob trap, dump your hand on one creature and it dies to hard removal. Run the risk of having nothing to play them on and have a dead hand. Biggest threats are Injured (lol) Blademaster and Gurubashi Berserker, mad synergy with hero power.
Rogue: Underrated, still work great with Knife Thrower/Combo rush deck. Fell out of favor after the nerf of spellpower rogues. Hunters and mages do their job better/easier though.
Warrior: Love them in Arena because some OP cards can be taken multiple times (Frothing Berserker/Cruel Taskmaster/Warsong Commander and weapons), good removal and damage through weapons. Strong in constructed too though, Garrosh/Inner Rage for 12 damage turn 8 is hilarious. (Though Inner Rage is pretty meh overall, Cruel Taskmaster works too)
Druid: Good late game options and some ramp, but because of the nature of the game, the ramp leaves you card starved. Great hero power though.
Warlock: Card advantage is great, but hero power DOES NOT synergize well with warlock class cards, heals are generally over-costed. And in a good game you do more damage to yourself than the opponent does. Generally does well against mid-late game decks but is absolutely decimated by mages/rogues or rush decks like murlocs. One of the better classes to run murlocs with because you can hero power to feed the mrglgrgl death machine.
Hunter: I HATE HUNTER OTK, most boring match-up ever. With the nerf to buzzard incoming (1 health, will die to mages/druids/rogues/mortal coil/etc) the only way to make use of the insane free draw power (and usually free win) is playing OTK. But thankfully they are also nerfing Release the Hounds. Don't know about their future, but people underestimate the damage their hero power does over the course of a game. Very strong.
Paladin: Everyone says flavor of the month, but there is a reason. Tons of sources of Divine Shield which is free trades (2 for 1s all day) #1 weapon Truesilver Champion (so damn sexy golden) and some pretty spiffy options on class cards (Aldor Peacekeeper is amazing) Very strong, easy to reach high ranks with. Focus is all on the mid-game, you get board control by turn 5 (implying you didn't already have it) and never let it go. Love the match up VS priest because you can have tons of power on the board and nothing to mind control.
Shaman: hero power is the weakest IMO, the randomness makes it too unreliable to cast in a situation where it would make a difference. Allowing choice would make it the most broken one in the game. Generally shaman class combos can be pretty hard to pull off and easy to counter, its hard to balance Overload when the cards don't line up off the draw. You can pull off some pretty silly shenanigans with Windfury combos though. Easy wins if your opponent hasn't draw an answer yet. Not very strong overall.
Edit:
Some general tips:
1. Health is a resource, this is the golden rule. Don't be afraid to take damage when it puts you in a better position on the board.
2. Card advantage is key, Cards that draw replacements (Drakes/Inventor/etc) are really good to have as deck thinners/filler. Always think about how a card will trade with others when putting it into your deck, things like Execute are ok situationally, but generally you're spending 2 cards to deal with 1 which sets you behind.
3. Have a goal in mind before building a deck, choose cards that work well together and with your hero power. If you play rush, don't load your deck with 5+ costs, and if you want a good late game don't play with 15 2s.
4. Damage spells are for creatures, think of it this way: You spend a card to deal damage once and the card is gone, a creature sticks around until your opponent spends a card to deal with it. Frostbolt is 1 card + 2 mana for 3 damage, a 3/2 for 2 is 1 card for 3 damage every turn it stays alive. The exception here is when it will kill an opponent or force them to make unfavorable trades, mages can usually afford to spend a couple spells to put the opponent in Pyroblast range. (I also would classify weapons as spells in this category, you get more out of them attacking creatures even at the life cost)
5. Anything that has use the turn it is played is more valuable because it can't be reacted to, cards with Charge or battlecries can change the board state in your favor without any interference from an opponent. This is why cards like Ragnaros and Ysera are considered some of the best legendaries in the game. You get value from the card even if it doesn't live to your next turn to attack. Other good cards are Dark Iron Dwarf and Shattered Sun Cleric. (They can make a small creature trade up, or a big creature survive what was otherwise a 1 for 1.)
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