Windspeaker is slightly above average mob, but I meant (I think) that he won me a game. Late game, I had presence, but opponent laid down a lot of damage worth of mobs. I did not have lethal, and he had faux control by threatening lethal, so it seemed I'd have to hit his minions for defense. Windfury fire elemental to his face and that was that.
But I still find him above average so far, a windfury minion is a priority target, makes enemy perhaps spend extra/excess resources (breaking through a taunt, spell, prime removal) getting rid of it.
I dunno - it's not a terrible card but it's hard to overstate how bad it is that it immediately dies to many one mana spells and two mana minions while rarely providing any trading up power for the board.
edit: I think it'd be a pretty decent Arena card if it had a 3/4 body.
I am using a hunter rush deck. I am now rank 8 using it and it is working well.
Deck is:
2 x arcane shot
2 x tracking
2 x abusive sergeant
2 x leper gnome
2 x timber wolf
1 x worgen infiltrator
2 x explosive trap
2 x misdirection
2 x unleash the hounds
2 x bluegill warrior
2 x ironbeak owl
2 x eaglehorn bow
2 x kill command
2 x arcane golem
2 x wolfrider
1 x leeroy
I tried a few different cards swapped but this is best for me at current rank. At lower ranks, unleash the hounds won most of my games, but at higher it's not as useful because people do not play as many minions for fear of it. Leeroy, the golems and kill command can usually finish the job then.
(January 23rd, 2014, 07:01)Kuro Wrote: Ever since I cancelled my first quest, the first one I got, I haven't been able to cancel any more quests. I've just been dealing with it so far, but anyone know why this might be? Did I just forget how to cancel quests or something?
Th ability to cancel quests has been temporarily disabled since the last patch introduced various issues (i.e. cancelling a quest wouldn't give you a new one).
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.
I'm using a Rogue rush deck, similar to the Hunter one. Results have been good so far, since most of the opponents don't seem to be expecting such a deck from a rogue. I think I'll craft Leeroy (I'll have to disenchant 2 of my 3 legendaries to do so, the class specific from Shaman and Mage, which I don't play) and some other cards to try to improve it (like headcrack, which I want to test).
(January 24th, 2014, 06:56)Ichabod Wrote: I think I'll craft Leeroy (I'll have to disenchant 2 of my 3 legendaries to do so, the class specific from Shaman and Mage, which I don't play) and some other cards to try to improve it (like headcrack, which I want to test).
Again, I would think very carefully before disenchanting legendaries. Maybe in a few months you want to pick up a Shaman deck and the new expansion adds a card that causes Al'Akir to become the new FOTM and suddenly you have lost on a lot of dust.
Of course it depends on how long you are planning to play Hearthstone, but in the long term keeping your cards may prove to be the superior choice. In the beginning I myself disenchanted cards which I thought were useless, only to have to craft them later (Ancient Watcher ) losing dust in the process.
Yahoo. First 12.
Shaman deck - doomhammer and two lightning storms, two hexes, two fire elementals. But very weak on 2-drops, I had to pick up 3[!] dire wolf alphas just to have anything. Also a young brewmaster and a loot hoarder. But I had good 3-drops.
I found that dire wolf alphas were pretty good this run - seems noone uses 2/3 2-mana creatures (all guides hail the 3/2 as the way to go). And my foes would always trade in their 3/2s for my wolf so it served it's purpose of making round 2 a draw. Some times I'd even get to use it like intended, strategically buffing neighbours for a bit more reach.
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I will probably not disenchant anything other than golden cards until I get extras, even if it's the worst card in the world. Both for my collection and because I never know.
I made a UTH Hunter deck without UTH at first, then I got two UTH...somehow, I'm doing worse with them in my Deck. Probably just bad luck, but it amuses me a lot.