Unfortunately, this combines with the popularity of Quest Rogue to create a dilemma. Call to Arms means that packing decks with enough efficient AOE will mean you’ll always do well against Paladin. But many control decks have extremely favourable matchups against it. The stats reflect this Paladin, especially Even Paladin, has incredible results versus all kinds of tempo decks. While still powerful, it rarely leads to the kinds of board swings you need to succeed in tight games. But against decks that can run cards like Duskbreaker, Defile, Blood Razor or Dragon’s Fury, it’s a very different story. You get 6 mana and 3 cards of board development in one card. Against decks without the right kind of reliable AOE effects, it’s borderline busted. Call to AOE Some classes can deal with Call to Arms far more easily than othersĬall to Arms is a card that does essentially two things. The end result is even more polarisation than last year. Meanwhile, aggro has only got more refined. Priest lost its Dragonfire, and Warrior no longer has access to Sleep with the Fishes. And many classes lost board clears that could otherwise sweep up those 5/5s. Without Dirty Rat, it’s extremely hard for Control to prevent death by multiple volleys of 1 mana 5/5 charge minions. To make matters worse, previous tools for delaying Quest Rogue’s win condition no longer exist in Standard. It’s punished hard by any kind of aggressive or even midrange decks, while it stomps on Control decks. The problem with Quest Rogue, however, is its massive weakness to early aggression. With new tools like Sonya and Zola the Gorgon, it can almost be as scary as the pre-nerf version at times. Its Vanishes and massive charge damage is the perfect counter to boards of Voidlords. Though it has scarcely been seen since the nerf, it has risen from the ashes to counter Warlocks. One of the biggest offenders for the extreme nature of matchups is Quest Rogue. So how did we get here? The (re)rise of Quest Rogue Playing against Quest Rogue, you’re on a countdown before 6 of these hit you in the face But the gameplay that results from extremely one-sided games thanks to matchup RNG is discouraging. Of course, every healthy meta has unfavourable and favourable matchups it’s how it self-corrects to prevent any one deck taking over. And if you focus on Warlocks and Paladins with Priest, then Druids and Rogues will eat you for breakfast. If you punish Warlocks and Quest Rogues with Odd Face Hunter, you’ll be helpless against Paladins and Druids. If you try and counter Paladin with Control Warrior, you may as well concede against Quest Rogue or Taunt Warrior. The meta has thrown up a number of extremely polarizing matchups that create extremely rock-paper-scissors style situations. Thanks everyone who helped me to make it via comments on wowhead and in-game pre-quest tracking.Have you ever seen what deck your opponent is playing, realised you have no chance to win and had the urge to instantly concede? If so, you’re not alone. The Icecrown is done! Leave your comments/sugestions at my comment in Icecrown zone. | 2) A Short Fuse ġ)Unique zones_2)Icecrown Citadel_3)Valley of Lost Hope_4)Sindragosa's Fall_5)Icecrown Citadel(outside)_6)Weeping Quarry_7)Malykriss_8)Fleshwerks | 2) Securing the Perimeter(A) 2) Establishing Superiority(H) | 2) Exploiting an Opening(A) 2) Opportunity(H) | The Skybreaker(A)* | | Orgrim's Hammer(H)* Comentario de Whiterock CITADEL FOOTSTEPS Quest Tree From Whiterock
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