Zolnir wrote...
Rogue are almost all Miracles at the top, but it doesn't make it any simpler to deal with them because of their 1 turn 20+ damage potential.
I spent a bit of time researching Miracle rogues, and apparently rush does better than average against rogues-I'm not particularly fond of rush decks myself though. Probably the best idea is to play aggressively while treading around betrayal and bladeflurry. Killing the auctioneer initially seems like a good way to slow down the draw, naturally you'll have to bend over backwards and use things like avenging wrath or equality+pyromancers on just him but killing him significantly slows the draw...then again there are two of them. A detection unit in Hearthstone would be a nice addition, Flare is a means of revealing stealth but I feel like adding an early neutral that has True Sight would go a long way especially considering how strong Worgen infiltrator and Blood imp are.
sakabato24 wrote...
Hunter too stronk.
It's all about considering what minions to use to play around UtH, multi-shot, etc., if done right the hunter gets nailed hard because a loss in early game tempo usually means death. One of the biggest threats a hunter can pull is a Savannah Highmane, because it's solid stats and Hyenas guarantee a trade of two cards or more. Silence makes things fairer but the stats remain the same.
A huge mistake that people make is using builds as a template rather than a reference. Even though a constructed deck is certain to work in some situations it's just as likely to fail in others, especially considering the fact that the builds are online-it's practically giving away the cards in your deck and veterans will pick up on that. Crafting a deck that best suits the current meta and your preferred tempo is best imo.