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Hearthstone

Hit rank 10 today with my rogue deck! I can't figure out how many people are at each rank so I'm not sure whether that's impressive or not - but it's a nice round number! smile I am still terrible at this game and don't have any legendaries so hopefully I can keep climbing as I fix both of those problems.
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I actually saw a poll about that yesterday. In that one, 17% of the players who answered the poll were rank 9 or less.
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Ahh, I finally remembered to check the numbers after my name. My tag is Merovech#1817
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Krill#2698
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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How do you guys treat weapon removal cards when building a deck? Many tournament decks omit cards like Acidic Swamp Ooze and Harrison Jones in the main deck but feature them in a sideboard.

Now since there is no sideboard for ranked at the moment, what's the best way to deal with the fact that only 2/3 of the classes can have weapon cards? After some painful losses to Warriors & Rogues, I have started to stick 2 default Oozes in almost every deck, but against a Mage or Warlock there would be more attractive options...
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More taunt ... works against characters with weapons as well

anyhows ... i count 5 classes that semiregularily can get weapons ... Warrior, Rogue, Paladin, Shaman and Hunter can all get it (later two more rarely than the others but they still can)
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Sian#2690
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I run two acidic swamp oozes in my shaman deck (which is the only deck with which I play ranked). They're efficent enough (3/2 for 2) even against non-weapon using classes to warrant their inclusion. I would not run Harrison Jones if I had him. (5/4 for 5)

My deck is pretty heavy on 2-drop minions, however. I run five 2-drop minions, though (the oozes plus two knife jugglers and a sunfury protector), plus the shaman's totem call hero power.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(December 27th, 2013, 17:03)Sian Wrote: anyhows ... i count 5 classes that semiregularily can get weapons ... Warrior, Rogue, Paladin, Shaman and Hunter can all get it (later two more rarely than the others but they still can)

Warlock has the option of getting Blood Fury once he summons Jaraxxus.

I admit it's rather theoretical. nod
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and Priest can pick weapons when using Mindvision or thoughtsteal or whatever the third is called
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