Soon as the servers come back up that is what I planned to play with a handlock on the heroics.If Alexstraza works in heroic mode, it may trivialize a lot of the encounters, setting heros health from 99 to 15...
The AI still makes some foolish mistakes, yeah. One glaring mistake I saw it make so far was having a nerubian egg out, then playing a crazed alchemist to switch my 3/3 minion instead of alching his 0/2 egg...I wish they had worked more on the AI, since I think that could make it more fun than just beefing up the hero abilities and could also be used for other adventures/modes/difficulty levels, but it's as horrid as ever it seems. Case in point, I used the druid poison seeds just to see it and we end with three treants each. On the AI's turn it drops a cult master (good start), but then attacks my hero with all three minions letting me just kill his cult master with a tree next turn...
Dont play those decks with the missile chick tho, just play zoo so you nullify her hero powerI'm planning on trying freeze mage against anub'rekhan, but handlock might be a good option too.
Mage and Priest both have some of the best basic cards and some really good common cards. Accordingly both classes do really well against similar skilled players with similar collections.Is there any hero that tends to start off easier than the rest, or does it really not matter?
I'd say shaman and druid gets the most mileage out of their basic (from reaching level ten) and common cards (the cheapest to craft and the ones you'll get in spades from packs). The cheapest effective deck to craft at the moment is probably warlock zoo, but that could change with the Naxx cards.Is there any hero that tends to start off easier than the rest, or does it really not matter?