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I'm pretty sure I lose 9 times out of 10 to that deck but good draws and good timing let me eke it out. I love trying to figure out the timing in this game; it's not only knowing when to play cards, it's also knowing when to take damage as well as when to threaten attack and what to threaten with. My gaming group is composed of old-school MTG players that still enjoy the occasional casual game and, as a Magic noob, the one thing I've picked up from them is that a lot of the time it's worth it to take some damage to further one's strategy rather than wasting resources to squash some weenie. And nothing makes me happier than my opponent wasting minions and attacks to take out one of my cheap Charge minions just because it popped him on the nose for 1-3 damage.
SebastianBludd wrote: Anyway, I've been doing OK but tonight I ran into a Priest running all sorts of shit I didn't recognize (which isn't saying much), but I'd never seen 90% of it: a spell that copies one of my random cards (he copied my Polymorph twice?!), some 0/6 douche whose attack is always equal to his health, a card that swaps the health and attack of a minion, some shadow ability that lets his Priest do 2 damage, etc.
Priests have a few copying spells: Mind Vision, 1 mana, Put a copy of a random card in your opponent's hand into your hand.
Thoughtsteal, 3 mana, Copy 2 cards from your opponent's deck and put them into your hand (Note the language. If your one copy of a legendary is in your hand or if you've already played both copies of card, Thoughtsteal can't take it.)
Mindgames, 4 mana, Put a copy of a random creature from your opponent's deck into the battlefield. (Mindgames has the same exclusions as Thoughtsteal.)
The douche is Lightspawn. It's a 0/5, actually.
Priest has a couple ways to do the Shadow thing. The most frequently seen is Auchenai Soulpriest, 4 mana 3/5, which causes all healing effects to instead do an equivalent amount of damage. That means the Priest can't heal, but if his Zombie Chow dies while the Auchenai is on the board, for example, it will do 5 damage to you, rather than heal you.
The other way is Shadowform, 3 mana, Your Hero Power becomes "Deal 2 damage"; If already in Shadowform, 3 damage. Cards will still heal, but the Hero Power is permanently Mind Spike/Mind Shatter. Keep in mind that the Hero Power resets every time it changes, so they can use Lesser Heal, cast Shadowform, and then use Mind Spike or use Mind Spike, cast Shadowform, and then use Mind Shatter. If you're interested, here's the Shadow Priest deck I was using pre-Blackrock: www.hearthpwn.com/decks/206592-shadow I had some solid success with it. Vol'jin and Sylvanus aren't essential, but you're obviously going to need at least two epics (Shadowform) and I'd be hesitant to play Priest these days without at least one LIghtbomb and Cabal Shadow Priest (She just mind controls stuff, despite the name.)
Are the higher Gold/reward Quests super rare? All I get are 40 Gold Quests, even if I try and switch them out.
Quest 40g 60g 100g/pack % 80 15 5
You also should know there's a "queue" of quests behind the scenes that's six quests deep. You can get up to three quests per day if your queue is full and your menu is empty. Let me explain this.
- It's Monday. You have a single 40g quest in your menu, you re-reroll it for 60g and earn it. You head off to Vegas.
- It's Tuesday, no play.
- It's Wednesday, no play.
- It's Thursday, you sign in, and see three new quests. You earn only one of them. Back to Vegas.
- A week passes. There was some liquor involved. It's bat country.
- It's Friday, you sign in and have three quests, two you remember from the previous Thursday and a new one. No re-rolls, you get to work and get all three.
- It's Saturday, you get three quests. You finish these.
- It's Sunday, you get two quests. You finish these.
- It's Monday, you get one quest.
The catch is, if you re-roll a quest, you wipe out your hidden queue. So, if you have been away for a few days, don't re-reroll a quest on your menu until you are sure your queue is emptied.
Laddering with a Dragon Priest deck and on a savage win streak. Going from 19 to 16.3 and still chugging. Beating Face Hunters, Beast Hunters, some kind of Druid, Zoo, &c.
All that said, I still re-roll any quest that looks annoying to me. If I don't have a current deck for it, I'll dump it. "Druid/Warrior 60g"? Gone before it can finish the animation.
Honestly, I don't like the 60g quests, as I feel the reward for them isn't there unless I play more than I really want to. I only keep those for classes I play pretty regularly or have a current Arena deck for.
Jackwraith - thanks for the help
I want to keep working on my Rogue. I like that class. I have some ideas.
I really think I need more cards. I'm going to probably buy one of the adventure packs to get them. Which should I buy first?
I plan on buying that one as well as starting Arena runs to get cards that way, too.
Naxx is the way to go, IMO. With cards like Zombie Chow, Nerubian Egg, Unstable Ghoul, Mad Scientist, Shade of Naxxramas, Sludge Belcher, Loatheb, and even KT, you're playing with a lot of cards that are in regular rotation. Plus there's Dark Cultist for Priest, Voidcaller for Warlock, and Death's Bite for Warrior. That will give you a big leg up toward competitive decks. Plus, the bosses and class challenges are a lot of fun and they teach you to adapt at a somewhat slower pace, since the computer plays very nice on normal mode. If you feel like more of a challenge, you can always try the heroics, too.
Naxx is the one to get first. Has more impact cards, I think, and the good stuff is either awesome (e.g., Loatheb, Sludge Belcher) or hilarious (e.g., Kel'Thuzad, Stalagg & Feugen).
stormseeker75 wrote: I really think I need more cards. I'm going to probably buy one of the adventure packs to get them. Which should I buy first?
Unless you hate it, spending gold on Arena runs is the way to go. It lets you play with cards you don't have, it will clue you in quickly on the concept of value (when you look at the board on turn 5 and all your stuff is gone and they have three guys? They have figured out value,) and getting just barely good enough (3 wins on average) gets you the 50+ net gold to have made it a smarter play than just buying a pack of GvG. Those little nets add up into Classic packs eventually.