So, patch came out yesterday.
New ranking matches are much better than the old, where 3 star masters was easy. Now once you hit a certain rank (20), you can lose rank and drop back down. This makes ranked mode much more intense. I’m still in the “fairly easy to win” rank at 17, but just started to encounter some decks where I might lose every so often. I think I bumped up past the just started, first time playing constructed, and the “I haven’t spent any money” yet. I bought like 30 packs, so I have an edge.
Mage is pretty dominant right now. I’d play one, but I don’t have the 2x Pyroblast 2x Blizzard necessary to do so. I’m playing my Paladin deck. I only have 1 sword of justice. I have enough dust to craft an epic… torn on if I should craft the second Sword of Justice for my paladin deck to grind ranks, or make my first Pyroblast to start off the mage deck. I feel like Pyroblast will be nerfed next patch to 10 mana, so maybe craft it now then DE it later when it gets changed for full mana.
Big changes to some of the staple cards, Shattered Sun Cleric dropped to a 3/2 but the +1/+1 bonus stayed the same, only this is now that the SSC can be cleared by some otherwise “Dead weight” cards, like 1 drop 2/1s and stuff like Gnomish Inventor, also board clears (holy nova, consecration blizzard). The bigger change is Argent Commander, dropped from 4/3 to 4/2, making him dead to the same aoe clears. He’s still really strong… but it may be time to look at some of the other 6 drop creatures to find something else playable. He’s not just a brain dead decision anymore.
Biggest change of all was unleash the hounds. Before: All your beats gain +1 attack and charge for 1 mana. Afterwards: 4 mana: Summon a 1/1 wolf with charge for each creature your opponent has. What does this mean? Well it still can combo with other staple hunter cards (buzzard lets your draw 1 card per wolf summoned, scavenging hyena lets you gain +2/+1 as you charge your wolves into your opponents enemies, timber wolf gives them +1 attack, etc). But stalling for the turn 7 one turn kill is not really possible anymore. Be careful flooding the board with creatures vs Hunter now. It can make for some fun combos, but I think it took the one real check mages had out of the game.
Some people are saying warrior and paladin are going to be the mage counters, we shall see. I wanted to toy with a warrior stall deck, full of weapons for direct damage + armor up abilities to survive (armorsmith, shield block), and just using charge setups (like 0 cost molten giant, panda, charger, etc) to close out the game right before the mage can win. Problem is it is probably weak versus everything else!