That was posted 9/26/2013Full patch notes for everyone's convenience:
-Removed patch notes, for I think I got the ones from an older patch.
Also, very important: looks like all accounts will wiped, which means you go back to being a new player, in terms of cards (http://us.battle.net/hearthstone/en/blog/11100276)
I signed up for the beta, but just looking at some gameplay videos it honestly just seems like an extremely simplified version of MtG, with some carrot on the stick mechanics thrown in to keep people playing for a long time. Am I wrong?
In my opinion no one that played magic, would compare it to HS and say HS is better, not in a single way. Its like comparing dwarf fortress with farmvile. And saying HS is more refined than magic, when cards/heroes need to be balanced every patch with a card number bastly inferior. Yes its easy to pick up and play, yes anyone can build a half-decent deck and yes the game its good. I still think its a little bit way too simple and shallow to even compare to magic, play a few dozen matches and you will probably be already bored, at least that was my case.
In my opinion no one that played magic, would compare it to HS and say HS is better, not in a single way. Its like comparing dwarf fortress with farmvile. And saying HS is more refined than magic, when cards/heroes need to be balanced every patch with a card number bastly inferior. Yes its easy to pick up and play, yes anyone can build a half-decent deck and yes the game its good. I still think its a little bit way too simple and shallow to even compare to magic, play a few dozen matches and you will probably be already bored, at least that was my case.
finally got my beta key!!
should i be spending gold on packs? or saving them for something else?
So I went 6-3 in my first arena run, mostly thanks to having King Krush and three Kill Commands. Gotta say, I'm having a lot of fun, especially when I throw 7/7 taunt tigers at people on turn 6 and it takes them a moment to register just how nutty that is.Apparently, this was a lucky draft indeed. Next 2 Hunter Arena runs went 2-3 and 3-3 - the first one was due to horrible drafting (grabbed Ancient Watcher and Angry Chicken like a dumbass), the second was due to the RNG never giving me my fuckin' beasts. What? All you want is a 2-mana crocolisk, of which you have several to match your 3 Houndmasters? Fuck you, have a Loot Hoarder. And when that loot hoarder dies, fuck you again and have that acidic slime thing.
Anyways, I've not got enough gold to run Arena again, so it looks like it's back to constructed. Yay, maybe I can fill my deck with enough beasts that it's literally impossible for the RNG to not give me one. >_>The saga of RNG-fuckery continues. This time, I managed to daily-quest my way up to enough gold for another Arena run, and drafted a nasty Priest deck. Three Northshire Clerics, two Mind Controls, silence, removal and taunts out the ass. I only managed 4-3 with it because I kept getting Shadow Word Death, Cairn Bloodhoof and those Mind Controls in my starting hand instead of one of my dozen 1-mana cards. Or heck, even one of the many 2-mana cards would have worked, but no. No, that would make too much sense, and not expose me to the nature of the fickle-ass RNG.
So i've been playing a couple arenas... i understand the pain of RNGFor some reason I don't think there's any way I could have won this, (http://imgur.com/2HzEAfy) and it's just aggravating as fuck to know that's even possible.
but the worst pain is realizing you could have had the win but you wiffed it.
I want to like this game so much but the rate free players get cards at seems glacial. Does it improve later?
Have a way of one-card killing stuff like that, you're gonna see it again.See, I was about to ask what the fuck kind of cards Druid's supposed to have for 1-shotting that stuff, then I remembered that I refused to draft a Naturalize and slapped myself. Guess my strategy just needs work.
I want to like this game so much but the rate free players get cards at seems glacial. Does it improve later?
The rate its not that bad imo, it just depends on how eager you are (the more the worse) i usually just play to do daily quests and arenas when posible. If you want to grind not doing quests then it is painfully slow.
Once you get to the point where you can reliable get seven wins in the Arena, it isn't nearly so bad, because then you will win enough gold to take another shot. I haven't payed any real money at all and I'm working through the collection at a pretty good pace. For arena, I would again really recommend looking at this (http://ihearthu.com/vivafringes-guide-to-arena/) guide and this (http://ihearthu.com/trumps-arena-card-rankings/). and maybe watching some streams. I think trying to "play along" with the streams really helps you figure out what kind of plays you need to do. vivafringe's (http://www.twitch.tv/vivafringe/profile) streams are really good for that.
Anybody else tried using ancient mages + stealth minions with a removal heavy deck?
When you manage to get two worgen infiltrators with spell power and a hand full of druid removal you are going to have a fun time.
That is so annoying... I guess not much use to stealth a knife juggler either then.Yeah, I tried that just now with a Master of Disguise. It gives him the stealth for a fraction of a second, then he unstealths himself immediately by throwing a knife. Too bad.
All the good synergies don't real.
you only have the one card you are drawing with which to do things
As a huge negative to the game, where the hell does it tell you how much gold you have? I'm running in 1280x800, but regardless, that should be front-and-centre at the shop. That's my biggest beef with the game so far. Gold not told. Free, played for, gold.
So what does everyone think the current noob-stick is? I'm thinking preists or mages, but I'm also thinking shamans for absolutely horrible(ie:awesome) board control. Overload is a lie and you should never touch it. Priests are still unbelievably reliable though. No damage, just destroy "x" minion. It's just wrong.Last I checked, cheese-of-the-month is a Hunter rush deck. Unleash the Hounds got buffed so you can play it with a couple Timberwolves and just clear out your enemy's everything, or throw in a Buzzard and get like... four or five cards. Hunter's also the only class with selective card draw in the form of Tracking, too, so setting up combos like this becomes surprisingly easy.
Questions about Arena:There is no time-limit on Arena you can spend days/weeks picking the card you want and playing out the games and yeah they totally count towards quests. You don't deny other players cards while drafting.
- Are there any sort of time limits to Arena? Like a timer on card selection?
- Is it a true draft, where by selecting Card X you are denying other players that Card X?
- can you spread your Arena games across several days or must they all be played in a certain timeframe?
- does Arena play satisfy quest requirements (like 'do 100 pts of damage to heroes')?
And an important question - are there any more resets planned? If you spent money to buy packs, how did they handle that with the resets?
First time i played this type of games, and I somewhat like it. But i really dont like that for a pure PvP game it has a pay to win element in itYep, it does. You can get around the P2W elements if you're successful in the Arena, which is strictly non-P2W and gives a lot of rewards if you get plenty of wins. You can also craft specific cards, so the P2W elements aren't as random as they look.
My arenas so far have been underwhelming - in four attempts I've managed 3, 3, 2 and 0 wins5th attempt at Arena just netted me 9 wins - a Warrior deck with strong early board control. My three losses were against 1) a mage deck that used flamestrikes in two consecutive turns late game to clear my board (just like how it happens in ranked!) 2) a priest that could handle all my threats whilst keeping himself healthy until late game, when he played Onyxia then Prophet Valen 3) a druid deck I reduced to 10 life, before he was able to turn things around mid-to-late with a succession of big creatures. I pinged and executed the sea giant, traded off his ironbark protector, but finally had nothing left to stop his archmage and venture co. mercenary.
But ultimately, I'm still a new player. And as soon as I hit rank ~15 and started facing pure-gold decks with multiple legendaries, I realized I had zero chance of improvement unless I spent a few weeks grinding the arena, or spent real money on extra packs. >:(There's at least one guy who reached Legendary rank (166) with a cheapo warlock deck, using no legendaries, no epic, and I don't even remember seeing rares.
1/1 Windfury Dragonhawk ; 3/3 Raging Wargen; 1/7 Mog. Warden if you pick the 3/3 Wargon every-time it comes up think if it was the best card in that situation eventually you find one that is the best overall for your style of play. That 1/1 Dragonhawk is amazing with Pally Buffs. That 1/7 Mog Warden can be good in a priest deck.Easy choice.
I sort of thought that shamans were known for health buffs. Behind priests and pallys sure, but running at a reasonable 3rd. Healing totems, ancestoral healing, young priestesses and even witch doctors all work very well in the deck, even if two of those are neutrals. One of the best things about the AoP is that it is the perfect thing to remove a hexed minion, even without buffs. You might not get the card draw, but at least your stompy hitters and taunt walls can do what they do best. I'm keeping it, and may sub out the totem for another.I'd highly recommend Silver Hand Knights and Frostwolf Warlords since you are likely rocking bloodlust and the warlord works well with split minions as well.
Just hanging out for a stone elemental. My g.berserkers are stand-ins and they know it. Although, they're going suprisingly well for a weak card. Any other good 5 drops for a taunt and buff heavy deck until I get the elementals?
But that's it. P2W? Not really. Your rank has very little to do with your skill. It's just a card bracket.
I think I pinpointed why I hate Mages/Priests, and spells for that matter. The (arguably only) thing that's really fun about Hearthstone is managing the minions, using their attack/health combinations and varied traits to efficiently gain control and options. Completely goes out the window for a Mage, who can spend the whole game with their finger in their butt reacting to whatever their opponent plays, coming out with a card advantage. Playing a minion means thinking about how that minion will trade with enemy minions, ways the opponent can react, and building towards some kind of a plan that synergizes with what's in the hand/deck. A spell just ignores all existing minion mechanics, and instantly reacts to the current situation, rarely with any need to care about the next turn or the overall strategy for the match.My take is that perhaps the "blow up the enemy side of the board" cards are a little undercosted, and the mage gets too many of them: arcane explosion, blizzard, cone of cold, flamestrike etc. The shadow word cards for priest are very cost effective, but as a priest player I hate the way it leaves you vulnerable to the four attack creatures, it just seems like a pretty cheesy bit of game "balance": I would prefer a more expensive shadow word death that kills anything four attack and up.
Stonetusk boar is 1 mana + 1 card to do one damage. Not really worth it. I guess as a hunter it can be justified with buzzards, hyenas and buffs, but even then it is questionable. Still, you did have a few of those cards, so it may have been a strong choice. Just a shame you didn't have any "Release the hounds"If this is interesting to anyone, I've got a bunch more arena run write-ups I can deposit here.Spoiler (click to show/hide)
I stand by stonetusk boar. It's effectively one direct damage, a beast, and a one drop - this is enough to justify a slot in a hunter arena deck - I feel that 3 or 4 one drop creatures seems to be about the right amount (I had 4). I suspect the alternative choices were murlocs.Stonetusk boar is 1 mana + 1 card to do one damage. Not really worth it. I guess as a hunter it can be justified with buzzards, hyenas and buffs, but even then it is questionable. Still, you did have a few of those cards, so it may have been a strong choice. Just a shame you didn't have any "Release the hounds"If this is interesting to anyone, I've got a bunch more arena run write-ups I can deposit here.Spoiler (click to show/hide)
Explosive trap is deal 2 damage to all enemies, similar in scale to holy nova, but much cheaper. The problem is that as soon as you play a trap as a hunter people expect it, so they are careful about their health totals, and also they control when it is triggered. Any good player will play around it. I wouldn't get more than two of them.I also had one copy of the Snipe secret (deal 4 damage to a newly summoned minion) to keep them guessing. Area damage seems quite valuable, but explosive trap is perhaps not the best form of it, but perhaps the best a hunter can manage. My opponents did indeed work around it for the most part, and it usually only managed a 1 for 1 trade.
War Golem isn't amazing. It isn't bad, but don't get sucked in by the 7,7. Nothing wrong with having one of them, but there is a good chance you had a better choice and didn't realize.I stand by these choices - war golem in particular seems like a decent arena card for a late game slot. I genuinely wasn't offered anything better. Alarm-o-bot's relative value goes up when you have a bunch of big creatures, so if I'm going to play it at all, this was the just the deck for it. It's definitely a "fun" card, and the first time I've tried it out - there's nothing like testing a card in the field to get a sense of how it works, and how opponents react to it. However, one of the main things I discovered was that it has terrible synergy with faceless manipulator and ironbeak owl, cards that want to sit in your hand until just the right moment.
Core hound is too top heavy and too easy to deal 5 damage. It would be a decent card if they lowered mana cost and attack by one, but such it life. Not bad, but also look at your other options.
Alarm-o-bot, what are you doing buddy? You don't belong in an arena deck!
Question:why in the world did you take an arcane golem?! a 4/2(which can die to many one/two cost creatures) is NOT worth giving your opponent a free mana crystal. Chances are, he'd use that extra crystal to play something that makes the golem irrelevant, charge or no chargeGreat question! The choice in that case was between mana addict, arcane golem and mana wraith:
Well, I did it - I made a screenshot of every card selection I got in a draft, I'll get around to transcribing them later - lots of controversial choices to argue over! I chose Druid from the selection as I haven't played them much in arena (Mage and Warrior were the other options). For now, here's the deck - very importantly, there's also 2 innervate (0 cost, gain two mana crystals this turn only) in the deck, cut off from the top of the list:So I narrowed down the six most difficult picks I had in the draft (I'll probably post the full list later). See what you make of these, first spoiler gives you the choice I had, second spoiler explains my decision:Any predictions on how I will fare? I haven't played any games with it yet. Since I went to this trouble, I fully expect to fall flat on my face and post a 0/3.Spoiler (click to show/hide)
Yes, the Crusader is a higher variance play, but I think the rewards are greater than the risks, especially when for a lot of classes, 1 damage twice in a turn is actually not that common.Very simply, the value assessments reflect this statement. IF you build a deck and/or encounter situations where the risk/reward trade of Crusader over Golem is worthwhile, it's a better card. IF you take all possible situations into account and assume nothing, the Golem has an edge.
- Innervate has to do something significant to justify its inclusion... Playing a first turn 3/3 doesn't cut it when you're in an environment with a lot of cheap 3 damage removal cards
So I play this too, now, apparently. Though not very well.First mistake every new player makes: This is not a 'who ever has more health is winning' game, this is a 'who ever has more cards in hand/minions on the board/unused key cards' is winning game. Go from there... Or watch Trump play, I do.
I think Pint Sized Summoner was a good pick. MCT can be great, but most of the time I find it to just end up being 3/3. The Summoner has two nice things going for her: One, she meshes well with your creature-heavy deck. If she lives past the first turn, she's probably going to be quite helpful. Second, she's a cheap target. People put a LOT of emphasis on killing creatures like her, and I've seen people waste removal cards on her when I had much more dangerous things out. Her advantage, more often than not, is psychological as much as it is mechanical.
But I've only had MCT actually be really useful once when I played him
Ok, so best deck ever has been invented. Behold, truly a deck worthy of the gods! (http://www.youtube.com/watch?v=9jR8FLwLMV0)This is how I build decks :)
Ok, so best deck ever has been invented. Behold, truly a deck worthy of the gods! (http://www.youtube.com/watch?v=9jR8FLwLMV0)
Ok, so best deck ever has been invented. Behold, truly a deck worthy of the gods! (http://www.youtube.com/watch?v=9jR8FLwLMV0)Well looks like someone made the 'alchohol abuse' deck idea I had before I did... Never thought to kick up the shenanigans using rogue though.
That actually looks like a very solid deck! There were a few choices that I thought were a little off, until I remembered that you are a hunter and beasts are worth more. Good work, tell me how it works out!Spoiler (click to show/hide)
Well looks like someone made the 'alchohol abuse' deck idea I had before I did... Never thought to kick up the shenanigans using rogue though.You know if the concept was done by somebody who was a better player than Day[9] it might actually work. Against rush decks you try to weather the storm until turn 6, and then you vanish their entire field, leaving their land too full and they start burning cards. Throw out a solid taunt and they are going to have a bad day. Against control decks you save your draw back cards for the Coldlights and force them to burn their entire deck. The problem with what was constructed was too many elven archers and shit like that...
Pretty awesome stuff.
So I drafted another hunter arena deck, here are the choices I got, my picks bolded:What I ended up with (arcane shot and hunter's mark are also in there):Spoiler (click to show/hide)In theory beasts should be worth a bit more to a hunter - that might explain some of my picks.Spoiler (click to show/hide)
When I questioned that, he stated that he had achieved board control and a veteran player would recognize that and concede. Ooooookay. Any game where you're undamaged and your opponent keeps whittling themselves down to less than half-health and yet *your* situation is hopeless? That's not a good game.It sounds like a good game to me, otherwise the whole thing would be focused around rush decks.
Hate stuff like that being possible. Thank god for the range and quantity of quasi-removal in the game, even with basic cards. I've hexed a few mega-buffs (or silenced them) over the time I've played. Priests are still a bit broken imho.
When I questioned that, he stated that he had achieved board control and a veteran player would recognize that and concede. Ooooookay. Any game where you're undamaged and your opponent keeps whittling themselves down to less than half-health and yet *your* situation is hopeless? That's not a good game.
DP, but I've got to wonder. Why has Blizzard let it go to full release with that "floating permanent card" bug still not fixed?
The game is already turning into LoL insofar as there are "orthodox" ways to play
QuoteThe game is already turning into LoL insofar as there are "orthodox" ways to play
NOTHING kills a card game faster IMO then this. It is why I cannot play Yu-Gi-Oh anymore.
Or, one can just play for fun.
QuoteThe game is already turning into LoL insofar as there are "orthodox" ways to play
NOTHING kills a card game faster IMO then this. It is why I cannot play Yu-Gi-Oh anymore.
Isn't a preset right way to do thing. Uh. Every competitive multiplayer game at the higher levels? Like. Literally every one? Maybe you just don't like competitive multiplayer games?
I don't see why you would even have a issue with there being a meta
If that's not your issue then I don't understand what your issue actually is. Because actually literally having to make a deck a certain way isn't a issue in Hearthstone. And it isn't a issue in Yogioh. As far as I'm aware that's not actually a thing that any card game in existence has.
Or, one can just play for fun.
AKA the murlock method.
HRAGALGLGGLGLRLAGL
I don't see how LoL suffers from that either. I mean, there's more "you can't go tank yi mid what are you doing," but the same concept applies.If that's not your issue then I don't understand what your issue actually is. Because actually literally having to make a deck a certain way isn't a issue in Hearthstone. And it isn't a issue in Yogioh. As far as I'm aware that's not actually a thing that any card game in existence has.
Ohh, I have no issue with Hearthstone, I was just saying it is the fastest way to kill a card game for me and I'd dread if it went the full LoL route of total optimization lockdown.
Wow, so that's fair. Full-health Priest vs 13 health Paladin with a Stormwind Champion on the field. Who do you think wins?I can one-up that. As a Priest, I killed a Warrior with a Lightwell. Only attack I made the whole game.Spoiler: Hint (click to show/hide)Spoiler: Answer (click to show/hide)
I'm so bad at beating Warlocks.
Can we talk about how the iOS client is a terrible unoptimized pile of crap? I feel like it should never have been released in this state.
edit: apparently casual has ELO. That's pretty shitty, I'm assuming my one good deck boosted my ELO super high and now I'm not allowed to play anything else without going through hell and losing/lowering my ELO for 50 games. Cool, cool, dat game design etc.This really is unfortunate. Most of my decks are roughly equally garbage, so it doesn't matter too much in my case, but I wonder what's going to happen as I start improving some decks and not really others.
edit: apparently casual has ELO. That's pretty shitty, I'm assuming my one good deck boosted my ELO super high and now I'm not allowed to play anything else without going through hell and losing/lowering my ELO for 50 games. Cool, cool, dat game design etc.
but that's an issue that should sort itself out in time as you eventually get the appropriate class cards you need.Eventually yeah, assuming your decks all improve at the same rate/the worse ones catch up quicker. It'd still be nice if there was some way to play at different levels with different decks, though. I don't see what it being a common problem has to do with anything.
You can't really single out HS for having this issue as it's inherent to CCGs.
Well, obviously having more cards enables you to make better decks.Getting floored by Legendaries is one of the few things that pisses me off about this game, though. With most other stuff it's like okay, they have a "good" card or a good combo or they got lucky or whatever. With Legendaries... they just don't seem on the same level as most other cards, so it looks a lot more like I just got straight overpowered by better stuff in a game that's not supposed to be about better stuff, or at least not to that degree.
There are a lot of steamers who have recorded their progress from rank 25 to legend on a fresh account without using real money though.
Little bit of a revive, kinda hating myself for reinstalling hearthstone. Everyone is so goddamn good, legendaries and perfect tourney-quality decks all over the place. What happened to casual being filled with newbies and bad decks? To get 5 wins in my worst classes, it can take me upwards of 4 hours. And then I'll make my 100g and get my 4 commons/1 rare that I have to dust every day for a week.
I played for a long time casually, my rank ratcheted up over time, then I started playing it off and on, but my rank never regressed. The rank I got to was just too competitive for my tastes (and loaded with douchebags), and frustrating to play at when I was rusty. I figure Ranked Hearthstone would be similar (minus the douchebags), so I never tried it.
edit: I feel your rage though. There's nothing worse than facing a Mage with Mana Wyrm, Coin, Mirror Image.
That's not just RNG though. That's good deckbuilding with a lucky opening hand.
Most notably combining a hardy and cheap unit with buffs, and combining cheap units in general with Divine Favour.
Fairly common deck to combat decks that keep a lot of cards in hand.
edit: I feel your rage though. There's nothing worse than facing a Mage with Mana Wyrm, Coin, Mirror Image.
My point is that you don't need to pray very hard if you have a good deck, meaning your deck building decided the game and not the RNG.That's not just RNG though. That's good deckbuilding with a lucky opening hand.
Most notably combining a hardy and cheap unit with buffs, and combining cheap units in general with Divine Favour.
Fairly common deck to combat decks that keep a lot of cards in hand.
edit: I feel your rage though. There's nothing worse than facing a Mage with Mana Wyrm, Coin, Mirror Image.
That's... that's RNG. Anyone can make a deck like that, praising RNGesus hard enough to get all the cards right is what decides the game.
I got back into hearthstone a few weeks ago, and have been playing it almost every day since then (although not a lot, I'd say that, including quests, I average about 50-60 gold a day). Thus far I've managed to get enough gold to unlock all the nax wings except the last (which I don't really plan on doing unless I wanta make druid or something).
Bit sad that the arena gives only GVG packs, I played this game when it first came out, and I never played any constructed, just arena, but now that doesn't really give me a shot at the cards I want.
So I've been spending today trying to level up Shaman to the point where I have all the basic cards. Now it might very well be because I play on casual, but a lot of people don't seem to expect to be isntagibbed while on 20+ health. I think I topped at 24 with my best run.
Once I get basics of play in my head I'll probably waste my gold on the arena, seems like it'd be the more fun way to earn some cards.
The new single player adventure is out! It's Blackrock Depths.Second wing is out now, too! I'm struggling with the final boss, but that's because I'm terrible.
Well, only the first wing is out. But it's fun! They made some pretty cool bosses.
Anybody still play?Meeeeeeeeeeeeeeee
Sure, I'm Skyrunner#1440 on NA.
edit: I'm on right now but it seems you are not...
I see priests are still bullshit. Every time I'm about to hit my win streak for rank climbing some dude fucking steals all the cards out of my deck and then mind controls my dudes.stop putting good cards in your deck
I see priests are still bullshit. Every time I'm about to hit my win streak for rank climbing some dude fucking steals all the cards out of my deck and then mind controls my dudes.stop putting good cards in your deck
I see priests are still bullshit. Every time I'm about to hit my win streak for rank climbing some dude fucking steals all the cards out of my deck and then mind controls my dudes.stop putting good cards in your deck
Or just have better synergy between your cards.
BRD on the other hand I might get for gold when I have extra. Only Thaurissan really stands out and he's in the very first section. The rest I don't really care about, Nefarian especially seems pretty underwhelming. Class cards are restricted for a reason, more likely than not you're gonna get shit that doesn't help your strategy.Quick Shot's in the first section too. It's pretty ridiculous for Face Hunter - if you have a hand where you don't really need to hang on to anything for synergy's sake (like Kill Command), you can just dump it all and Quick Shot the face for 3 damage and a draw.
Please tell me you aren't running totemic might. That is one of the 5 worst cards in the game, and a very close contended for single worst card.
Please tell me you aren't running totemic might. That is one of the 5 worst cards in the game, and a very close contended for single worst card.Now I'm curious. What are these worst cards in the game?
The only cards I can find that are even remotely close to as bad are (...) Silence (...)Silence was totally playable for a while, and might still be, simply because most Priest lists run 2 Pyromancers. Cheap spells are just very good combined with that card, and Silence IS a very powerful effect, even if you get it without a 2/1 or 4/3 creature.
four thaddiusesStick a void terror between Stalagg and Feugen for an optimal quantity of OHFUCKs from the opposition.
I think you're really not acknowledging how significant some hero powers are to the playstyle of most decks.
I gota majorly disagree on the quality of the deck thing. Flame imp shining out as the one bit of trash, but everything else I've pulled from rag is pretty much pure gold, and all basically exactly what he needs to fight Nef. Not that it's probably enough with a 4 mana lead, but it's certainly geared to help. Nefs deck feels a lot more random and weak overall.Nah, Rag's deck is pretty much shit. I played 13 times as Rag vs a friend Nef (dunno why I was getting only Rag), and I just won 2 times. These 2 times are when he doesn't get Vael turn 2 or 3.
Nef certainly does have some instant win hands though.
Nah, Rag's deck is pretty much shit. I played 13 times as Rag vs a friend Nef (dunno why I was getting only Rag), and I just won 2 times. These 2 times are when he doesn't get Vael turn 2 or 3.Rag has two very good early minions - the 6/6 taunt for 2 and the 6/3 fireball for 3. Those both fight Nefarion's minions well, and you should be looking for them in your mulligans (as well as Living Bomb). Moira is pretty good as well and may sometimes be keepable, she'll trade for at least one thing and an early Thaurissian effect really helps.
Seriously, Rag needs to survive the first 6 turns, and after that he has the upper hand. But he has shit cards to do this, because they all costs too much or are ineffective.
The only few are Living Bomb and the one that puts corruption on every minions.
Flamestrike is useless (only crea with 4hp is the one that does 3 damage with a dragon and 7 mana), thaurissan and his wife are useless, the first hero power is useless, armor + draw is useless, Baron Geddon is useless (too late and small effect). In comparison to Nef's cards, Rag's costs way too much, especially the ones that are from classes decks (I think the worse ones are the Shaman's with overload).
In a normal deck, Rag's card would be awesome, but most of Nef's minions are 6/6 or 7/7.
Coren is only useful if the Nefarian puts the Golem which reduces spells costs by 3, allowing you to play Coren + Brawl for 6.By the way I'm pretty sure you should never play Electron unless you plan to immediately sacrifice it to Shadowflame. It helps Ragnaros a lot and does close to nothing for you.
It is honestly getting harder and harder to play this game if your a new player because all the players have been playing for a while and starting decks SUUUUCK!
I am actually stuck with my current missions because it requires me to play two decks that I havn't touched.
Great idea for game design I tell you... "Go play these things you can't play!"
Copying good decks is a fundamental part of every even remotely competitive TCG.
Once you properly understand the game you can start tweaking the traditionally good decks to better fight the decks you are facing, and after that you can try brewing your own decks from start.
Baby steps, Neonivek :)
I need to go online... read a guide... follow a SPECIFIC set of instructions and copy someone elses deck?Is a weird or bad thing at all.
I'm just saying I don't think this:QuoteI need to go online... read a guide... follow a SPECIFIC set of instructions and copy someone elses deck?Is a weird or bad thing at all.
I want to sort of get my hands dirty and build my own decks and make it on my own.
It is why the PC magic the gathering games felt like a cheap imitation of MTG. Because they are all prebuilt.
@Neonivek,
Firstly, you can reroll a quest once per day. Look for a "x" button on the upper right. This way you can avoid doing quests you don't like. If you don't like the new result either, wait another day and reroll again. That's what I do.
Secondly, start playing arena. This is the format where everyone has equal chance to build a good deck and everything depends on your skills. This way you will hone your skill AND gather enough boosters to perform better in ranked. When you become a good enough Arena player and can consistently make it to at least 7 wins, you will stop having trouble with gold.
Hey much cheaper 1/4 taunt character who also has chargeBut that card is literally unplayable D:
It seems to quite handily made a large percent of the basic deck now completely obsolete (Hey much cheaper 1/4 taunt character who also has charge!)Silverback Patriarch is, and always has been, insanely bad. I don't think it has ever been a good option for any deck at any point in the game's lifetime, even for people with no cards outside the basic set. Even the version with Charge isn't good. Heck, I think it could cost 2 mana and it still wouldn't be very good.
I wouldn't say power creep is too bad in HS.
GvG did introduce some cards that are strictly better than bad/bad'ish cards from basic set. But good cards from basic set are still good. My main deck (cleric) has like 2 or 3 cards from GvG.
Have you tried that 4/7 for 3 that deals 4 damage to itself as a battlecry in Priest? It's not a Class card but it might as well be, it's insane in Priest.
Might as well run that free AoE heal at that point.
Heh. I've seen it so much I swore it was a basic.
I assume you're saving up your dust for Auchenais? Those things are absolute beasts <3
raid leader is bad
That's not really power creep though, that's just decks inevitably getting better with more options. Power creep refers more to cards just being more powerful in each expansion, rendering old cards obsolete immediately.
If that's your definition than power creep is not a bad or even an avoidable thing. What, are you expecting them to release nothing but unplayable garbage in each update?
Foe Reaper 4000 is a fun car, but it's glacially slow. If you want, toss it into a deck. I wouldn't dust it for Thalnos specifically though. Thalnos has the dubious honor of being the legendary with the single closest common proxy in Kobold Geomancer. Thalnos is massively better because it can also cycle in matchups where that's needed, but I wouldn't dust a card which you like for it.I wouldn't put Geomancer in a deck. Thalnos is probably replacable, but the cantrip is really essential to making him good. You rarely want to spend a card on spell damage, so just put a good card in for him rather than a bad one that looks similar.
Re: Sylvanas. Slyvanas and Tharissan serve massively different purposes. Sylvanas is the queen of incredibly awkward plays that swing the game wildly in your favor. Tharissan forces your opponent to have an answer, but if they have board control then they can usually kill it. That's entirely opposite what Sylvanas' purpose is.
Novice Engineer was an auto-include when it was a 1/2. Now it's 1/1 and it's only played in decks that really need the draw.Or, more specifically, decks that need the cheap draw but also benefit from having a small body on board over the lack of a body from spells like Arcane Intellect. I ran it for a while in Soul of the Forest Token Druid before Patron Warrior became a thing and destroyed all my wonderful trees ;-;
Not really, I find Gnomish Engineer's body relevant in most aggro matchups, and I tend to play it out before I'm looking to combo off anyway. It can eat almost all the creatures that stuff like aggro paladin, face hunter and zoo put out.I agree. Plus, there's already the Acolyte of Pain. A 1/2 wouldn't be half as efficient (knife juggler, dire wolf, etc).
You've got no card draw. Acolyte is a terrible engine for zoo shaman. You have no way to force proc it and it's too slow to be of use to you. Swap it for Cult Master or Mana Tide totem, depending on how lucky you feel. Also 2x Chow is very questionable.To be fair Shaman's card draw is gonna be abysmal no matter what you do.
That combo isn't reliable at all though - it relies on you drawing a 1/30 card in your deck along with a 2/30, and then also on you sticking a big minion without it dying, and without your opponent playing a taunt to block it (you have no way to get around taunts either). Windfury can also absolutely be dead if you don't have any creatures that can attack this turn.
I'm incredibly annoyed that facehunter and tempo mage are causing everyone to run Kezan Mystic. It's a mild inconvenience to the aforementioend two, but it basically cripples freeze mage if ice block gets stolen.Heh, really ? I've rarely seen Kezan Mystic. In arena, they are everywhere, but in ladder, they're quite rare.
Kezan is a rare so it doesn't show up that much in Arena, but it's fairly popular because the top two arena classes (Mage and Paladin) both use secrets, and usually have 1-2 in their decks. It's always a huge beating if it works (since it's an on-board 3-for-1), but freeze mage is certainly hit hardest.This. In my current arena, I had 2 Kezan offered to me (took only one), it seems to be fairly frequent (in both cases I had Kezan and MCT, and they're quite frequent in arena). And I used it already twice in 4 games (got a duplicate which duplicated my kezan :p). In fact, it can even be good as a backup in case the opponent plays a Kezan on your secret (admittedly I only did that once).
Nozdormu's real power is messing with people on mobile devices.Also Grim Patron combos. Too bad he arrives too late to do that effectively.
He wasted his opponent's entire turn with the brewmaster animations and forced them to skip it.That is also fantastic.
https://www.youtube.com/watch?v=oew91YkG7iUWat.
Huh. I learned something new. I thought that dead bodies prevented new spawns until they cleared. In fact, in my experience with grim patron, I know they do. So I guess I didn't learn actually something so much as learn there is a exception to a rule, but I still don't know how it works.That's true now, but when this video was recorded (pre-GvG) that wasn't the case.
Er. Anyone else have any thoughts on it?It's crap, but banana brawl was worse.
They also announced the new Argent Tournament expansion (http://us.battle.net/hearthstone/en/expansions-adventures/the-grand-tournament/) today.Hero Power centered, that's interesting.
It's bit lot worse of course, since you get random Hunter jank, instead of stuff you actually put in your deck :PIt was actually an interesting thought as they were playing the matches, Hunters actually have very little "jank" as compared with other classes. Of the 36 cards LnL could pull, only Cobra Shot and Timber Wolf are actually still bad, along with Bestial Wrath if you don't have any beasts or pull any from LnL which is rather improbable. Everything else "bad" is in the "Well, I didn't actively want this but since it was free it's not terrible".
Re: Saraad. He has the same capacity to just outright win the game as EPORTS portal, which is huge.It's nothing like Unstable Portal though, that can do ridiculous things because when it hits a high cost creature you get to slam it 3 turns early. This doesn't modify the cost. Occasionally you'll get a super good offclass card, but that's way less frequent and also is unlikely to win you the game singlehandedly.
If you read it as a 5 mana cantrip that's just delayed a couple turns, it turns out to be roughly an azure drake with +1 health and Super Taunt, which is pretty decent.Not really, being forced to run out something two turns later is a huge drawback. I don't think many decks want to be making a marginal value play (Azure Drake with one more health!) on turn 7 rather than trying to kill the opponent or playing Dr Boom. And I dunno if it's really "super taunt", if your opponent doesn't deal with it you just get to draw one more card at the cost of using your hero power again, that's not game-winning.
There's 190 spells or so (probably will go up to 210ish with TGT), and there's enough of them that its more than good enough to be equivalent to an average draw. Plus, again, X/186 chance to just outright win the game with any given hero power.This is bad logic. Having a lot of spells does not increase their average quality - they still range from good to bad. The cards in your deck should all be good, therefore drawing out of it is better than drawing from a random selection of cards that could be good or bad, even if that selection includes a tiny number of good off-class cards that won't even always win you the game.
A win condition that's going to rely on accruing value over many turns? That doesn't seem like it's going to be a thing in hearthstone, at least not this expansion.
I love the idea of totem synergy. Tuskarr totemic makes me a bit unhappy, since I think that means that the totem tribe are doomed in perpetuity to be quite small minions, and thus probably an aggressive tribe, and probably is going to somewhat lock shaman into that area as well... Maybe totem support cards can make up for it. But I somewhat doubt it.
Poor shaman. Being pulled every which way.
I'm very interested in Lock and Load.It's actually a trap. In reality it's a bad card, it will not see play.
A win condition that's going to rely on accruing value over many turns? That doesn't seem like it's going to be a thing in hearthstone, at least not this expansion.
I love the idea of totem synergy. Tuskarr totemic makes me a bit unhappy, since I think that means that the totem tribe are doomed in perpetuity to be quite small minions, and thus probably an aggressive tribe, and probably is going to somewhat lock shaman into that area as well... Maybe totem support cards can make up for it. But I somewhat doubt it.
Poor shaman. Being pulled every which way.
Or they might just be additions as Quartermaster and Muster for arms were. Rather then making an entire tribe out of it they'll be support that is additional to helping you.
A win condition that's going to rely on accruing value over many turns? That doesn't seem like it's going to be a thing in hearthstone, at least not this expansion.
Has Ysera stopped being good?
I don't think it will be too hard to proc it a lot (3-4 times). Once you put in your Hunter's Mark, Tracking, Quick Shot, 3 secrets, Lock and Load, Kill Command, Unleash the Hounds and Animal Companion that's already over half your deck, and you could easily add in something like Flare or even Call Pet if you want more consistency (since 2 mana cyclers are fairly playable in combo decks anyway).Putting in useless cards like Flare or Call Pet just to proc a bad card so it does not suck too much? Good idea.
Putting in useless cards like Flare or Call Pet just to proc a bad card so it does not suck too much? Good idea.You know what other card is useless at first glance? Preperation. It's completely useless on it's own yet completely bonkers if you're trying to do broken things. (unlike something like Innervate which is just broken by itself, no matter what deck you put it in).
LaL may not actually be a deck but the card itself is so powerful that I wouldn't be surprised if it finds one eventually.Why? LaL does not win you games. Even in ideal situation it just draws you a bunch of potentially useless cards.
Ball of spiders isn't actually as bad of a card as a lot of people make it out to be. It's ungodly bad for tempo, but in terms of value it's excellent. 3 mana is the cost of 3 individual webspinners, and 3 mana is +1 card advantage, and it's +2 card advantage, granted the cards can be relatively poor value, but when you're out of gas, anything to spend mana crystals on is good. The issue is that if you play it you're spending 6 mana for 3/3 of stats in a horrifically bad stat distribution.
Some cards I feel get a bad reputation because I feel like there is a good deck for them.What?
Some cards seem just flat out "Generally bad" but I feel like in the right deck they go from bad to ok or good.Well, yeah. If you design a deck around a generally bad card, then the card is of course going to perform less badly.
Some cards seem just flat out "Generally bad" but I feel like in the right deck they go from bad to ok or good.Well, yeah. If you design a deck around a generally bad card, then the card is of course going to perform less badly.
The issue then is that you've designed a deck around a generally bad card.
It's the same logic that says Young Dragonhawk isn't bad because you can combo it with Tundra Rhino and Bestial Wrath.
Seems a lot worse than Shieldmaiden in control warrior. Not sure who else could use this, maybe insanely slow paladins.
Well, yeah. If you design a deck around a generally bad card, then the card is of course going to perform less badly.Grim Patron would be a good example of a card that's very powerful if you build around it.
The issue then is that you've designed a deck around a generally bad card.
It's the same logic that says Young Dragonhawk isn't bad because you can combo it with Tundra Rhino and Bestial Wrath.
Now all we need are legendaries that let you use your hero power multiple times, make the hero power cot 0, and negate the damage from using it.
I guess ten free cards per turn is acceptable, then.
Interesting. A few more cards have been announced, but the one that's most intriguing to me is a 9 mana 9/7 Deal 4 damage. It's like a bigger, shittier fire elemental, and that's pretty cool. It's also common, so it'll be the first common big drop that actually does something when you play it. Fun.
Arena is the format where you generally rely the most on your hero power though, since your curve tends to be really wonky.
It's also the format where his stats are actually relevant, so we'll see how good/useless he turns out.
New brawl. It's the portal brawl we all knew was coming eventually.The only strategy about it is picking the class due to the spells. Priest is handy for all the removal, I've found. The spells tend to be the same for the deck no matter the match.
Thoughts so far... I think I might have liked the spider one more. Although it's not awful, it's pretty coin flippy, and if there's a strategy other then to hope for ether lots of little things or a lucky curve I've not found it yet.
Also Donald "I'm starting to wonder myself whether he was born in this country" Trump revealed a new card on his stream.This extension might not be working entirely as planned.
edit: oh my god I got my first win in the new Tavern brawl because a Warlock used his hero power with Prophet Velen out and took 4 damage. He put himself at lethal.
Priests get Mind Games and the hero power is unreliable. I think Mage probably just has the best selection of spells, but there's not much in it.
Considering a deck which is not built, I'm pretty sure Mage has the best spells. That's why it's the best class in Arena.Priests get Mind Games and the hero power is unreliable. I think Mage probably just has the best selection of spells, but there's not much in it.
Well I wouldn't say the Mage has the best selection of spells.
Though certainly so when it comes to just dealing lots of raw damage.
"Best" Implies the mage has the best spells for all situations.Name one situation a mage spell (or two) couldn't solve.
Release the Ants + Enter the Infinite got ousted by Dig Through Time sadly.You still run one in the board so you can Cunning Wish for Firemind's Foresight which finds Brainstorm, Impulse and Cunning Wish which help find and put Emrakul on top so you can Cunning Wish for Release the Ants to kill them.
What kind of ungodly draw effects do you have in your deck that you play this and still have a hand full of fatties :P?Ancients of Lore.
Wait they rage-added you after winning?
Why are handlocks always the saltiest?It's a thing with people who main control. My friend play mostly druid control, mage tempo, etc, and he gets pissed off every time there's a aggro against him, and say they're unskilled.
Generally, the formula for an ideal is attack + health = manacost x2 +1. There are some outliers, generally with downsides or high manacosts where you're playing them for the text.
There just seems to be flat out no heads or tales.I have no idea what this is supposed to mean
Weak pathetic monster = 4/4 :PNothing wrong with a 4/4. The important thing there is cost - a 4/4 for 4 is shit, but give it Charge and suddenly it's a good card.
A 4/4 is great against priests because suddenly their removal is useless. Further, I doubt a shaman or mage would be willing to use hex/polymorph to get rid of it. Of course, there are better options than a 4/4 for 4. The yeti is a 4/5 for 4, if you want an example.There just seems to be flat out no heads or tales.I have no idea what this is supposed to meanWeak pathetic monster = 4/4 :PNothing wrong with a 4/4. The important thing there is cost - a 4/4 for 4 is shit, but give it Charge and suddenly it's a good card.
I mean linking the summon to its power :PThere's a reason mana cost was a part of that formula. a 2 mana 4/4 is fantastic, which is why Millhouse Manastorm has a game losing downside. A 5 mana 4/4 is unplayable without an huge upside, like charge or +2 health and taunt.
Weak pathetic monster = 4/4 :P
What about those of us who can't get to rank 15?You can get to at least rank 10 with a dirt cheap face hunter deck.
Yeah, but that requires effort.What about those of us who can't get to rank 15?You can get to at least rank 10 with a dirt cheap face hunter deck.
Another cheap option is mech mage. Although it does have expensive cards in most builds, it works surprisingly well without.
Yeah. It's canon in warcraft lore as a cardgame that's played at inns and taverns. So basically we, the players, are warcraft characters who are resting at an inn for whatever reason and play the game to kill time.
I am starting to wonder if Hearthstone is canonical to Warcraft...
I know Gul'Dan is dead in Warcraft but not Hearthstone. I think it exists outside the timeline, where they can pull concepts they want from any part of WoW lore.
I know Gul'Dan is dead in Warcraft but not Hearthstone. I think it exists outside the timeline, where they can pull concepts they want from any part of WoW lore.
He's actually alive again due to that whole timeline thing thanks to the Bronze dragonflight.
Warcraft canon
World of Warcraft
QuoteWarcraft canonQuoteWorld of Warcraft
choose one
The heroes you're playing aren't actually necessarily alive for Hearthstone. They're all abstractions for the card game. It's not the heroes themselves, it's whatever random Warcraft character who's playing the card game, who build a deck with a given class and then each class has a representative character that would be known to everybody inhabiting the Warcraft world.
An imposing, broad-shouldered figure lingered at the door. Patrons squinted, their eyes adjusting to the light as they tried to make out the newcomer. Hesitation brought with it a mild tension as for a brief moment, no one moved or spoke.
The innkeeper’s warm, hearty laugh echoed throughout the common room as he gestured the newcomer inside, breaking the sudden silence. The patrons laughed along with his infectious guffaw. Mugs were hefted high, and cries of challenge were shouted, clamoring to be heard.
How is it not considered canon? It's the biggest game in the series.Not the same canon as the Warcraft games, I thought. Although I might just be talking out of my arse.
I know Warcraft has a separate canon that includes the books. It wouldn't surprise me if there were a couple other canons, it seems convoluted enough to warrant it.
Huh, I forgot about those. So they portray the game one way in images and another way in writing? We may already have two separate Hearthstone canons.
It's not separate so much as inconsistent. Stuff happens differently in the RTSs vs the books vs WoW vs Hearthstone. Probably just that Blizzard doesn't really care/is trolling us, all things considered.
You say the book canon isn't separate, but whenever I look at WoW lore I see book-reliant information stuck in its own section with a little disclaimer so you know to take it less seriously.
To me it looks pretty similar to Star Trek or Magic the Gathering or any other franchise big enough to have mediocre books based on it - there isn't an official separation, but you have to take anything the books say with a grain of salt because the creators frequently ignore/contradict all but the biggest plot elements. That contributes to most people ignoring the books and two very different perceptions of canon forming. But I'll admit this might not be the case with WoW lore and I could just be misinterpreting how Blizzard and the fans handle it.
And the "two Hearthstone canons" comment was not serious.
MTG does keep it's books canon actually, they just don't tend to matter because of the medium too much
Yeah I have a strong suspicion WotC don't care very much about the books that no-one reads. EG apparently Nissa was like the Elf equivalent of Hitler before they brought her onto the good guy team.
I can play on my Samsung just fine.Is it just me or did that just sound dickish. Kinda sounded dickish to me...
Have you tried not encountering any problems with it?
Pretty sure he was joking.I can play on my Samsung just fine.Is it just me or did that just sound dickish. Kinda sounded dickish to me...
Have you tried not encountering any problems with it?
Just had a game against someone playing a murlock paladin. He had two murlock knights and a warleader on the board. Used his hero power and summoned two Old Murk Eyes. I just. Hnnng.Murlockadin is a force to be reckoned with.
It's evil. I want one.Just had a game against someone playing a murlock paladin. He had two murlock knights and a warleader on the board. Used his hero power and summoned two Old Murk Eyes. I just. Hnnng.Murlockadin is a force to be reckoned with.
The only reason I can think for it being so bad is that they've decided that A: It needs to still have something to do with charge. and B: Charge needs to be bad from now on so a deck like this can't happen again. Thus, anything to do with charge from now on needs to be awful. Even then this goes a bit far...The card has never been used for anything other than one-turn kills, and they've already had to nerf it massively once. In an interview Brode also said it limited what they could do with future cards (eg apparently Dreadsteed was originally intended to be a neutral card in Naxxramas).
The card has never been used for anything other than one-turn kills, and they've already had to nerf it massively once. In an interview Brode also said it limited what they could do with future cards (eg apparently Dreadsteed was originally intended to be a neutral card in Naxxramas).
It's a 2/3 for 3 with "your charge minions have +1 attack".What no
The card has never been used for anything other than (eg apparently Dreadsteed was originally intended to be a neutral card in Naxxramas).Aw man, that would have been hilarious.
Yes, the first three cards may prevent other cards from seeing competitive constructed play, but it doesn't limit the potential design space of cards that Blizzard can release. I also think that BGH is completely necessary in a game where almost every class doesn't have access to good large removal spells, it prevents big guys from being excessively good.
Thaurissan is maybe a problem, but ultimately he's just one card so it's very hard to make a deck based around a combo that depends entirely on him. Patron worked because it was a critical mass combo that just got stronger with Thaurissan. He was important in some matchups but not all of them.
The fact that War Golem is in the game is a bit confusing, although I guess you can have two copies. What I don't understand is why Evil Heckler is literally a better version of Booty Bay Bodyguard. Why not just change BBB's cost? ???Or Ice Rager being Magma Rager with +1 Health, instead of just giving Magma Rager +1 Health. I can only assume they wanted an excuse to add more cards.
Sounds like they want people to craft cards instead of buy them for some reason.also what
Sounds like they want people to craft cards instead of buy them for some reason.also what
If you want any cards you missed out on for Wild play or just to fill out your collection, you’ll be able to craft them using Arcane Dust—even cards from Adventures that were previously un-craftable.Assuming people don't just play standard instead and all the old cards don't get power creeped to death, there eventually will be more cards you have to craft to have in Wild than there will be available to buy.
Standard format was inevitable.This, yes. What is baffling is the retiring of the older adventures. What if people wanted to do the fights?
For once their standard excuse of "Newbies will be confused" is actually valid. Nothing would suck more than buying a pack only to see that you can't actually use the cards in it.It also adds an interesting dimension to rotation. Rather than making you feel bad about eg having bought Naxx when it rotates and becomes much less valuable you instead get to feel good because you were able to get all those cards for Wild at a discount, and even if you're not interested in Wild you get a whole pile of discounted dust. Similarly the rotation of a large set could be seen as "last chance to pick up these cards for cheap".
To be honest this whole thing seems like a poor workaround to disguise the fact that they can't balance long-term for shit, but they seem to be getting away with it so meh.
To be honest this whole thing seems like a poor workaround to disguise the fact that they can't balance long-term for shit, but they seem to be getting away with it so meh.But you can still play with that deck in Wild. This way Secret Paladin will leave the standard meta in spring when it loses half its cards, but people who own the deck can still play it if they want to. It seems like a better solution than just killing people's decks.
Funny though, that some of their old arguments against nerfing were basically 'We don't want some guy who played ten months ago to come back and find out he has to change his favourite deck slightly because we nerfed a card', but now they seem okay with this whole 'Half your cards aren't allowed in Standard now son' thing.
It's impossible for power to not creep in a card game without sets rotating out. Given a growing card pool, any time a new card is "good enough" to make the cut in a competetive deck, it just replaced a worse card, and the power of the deck grew. Rotating formats force good cards in decks to be dropped.
Yeah but Hearthstone is a digital game, not physical.Which means people will complain even faster if they actually edit cards instead of following everyone else and just make new cards instead.
Yogg'Saron mage might be the most entertaining deck I've seen in a long time. Get it before it gets stale as hell and "oh wow, Yogg just fatigued his user again. shocking"
Ayyyyy!
Anyone still playing this thing? I just picked it up and wouldn't mind spectating people who know more what they're doing. Please?
Darkmere#1718 if you wish to add me.
Although I would say I'm not particularly good ether, although hey I did just hit legendary. So eyyy maybe.
I just found this video: https://www.youtube.com/watch?v=J9popqd6zPQ
Agreed. He's like the Danny2462 of Hearthstone.I just found this video: https://www.youtube.com/watch?v=J9popqd6zPQ
disguised toast is one of the best HS youtubers.
1) League of explorers: Worth buying? The cards look very useful and I'm really curious about the challenge modes. I have no problem tossing Blizzard some cash as a sort of one-time "purchase fee".Wings 1 and 2 are a must. 3 and 4 are optional.
2)How much warning do we get before new content? I've heard since Old Gods was the last one, an adventure is next and those release in wings. How soon should I start gold hoarding?Normally it was a month or so. But with the Old Gods they gave out a warning like a few months prior. We'll see if that's a policy change they'll stick to.
3) How common are those deck tracker things? I use an add-on to keep track of my collection, but using the assists during a match seems shady (so my assumption is everyone is doing it). No intention of using the gameplay overlays, just curious.Completely up to you, it is not considered cheating.
I've heard that Renolock is actually okay... Not seen it much thoughCheck some recent tournaments. Renolock is actually among the strongest competitive decks right now.
I've heard that Renolock is actually okay... Not seen it much thoughCheck some recent tournaments. Renolock is actually among the strongest competitive decks right now.
But I personally love playing Reno in a rogue deck on ladder. I guess I am just a spiteful person because I love watching opponents melt down when I play Reno five times in one game. Everyone's playing zoolocks and faceshamans anyway, feels good humiliating the buggers.
I figured the dude at rank 19 wasn't asking if the cards were good for his tournament decks.
It's worth it to buy the first branch of BRM at some point in the next few months since I believe we still have most of a year with it still being in rotation. As long as you own one branch of an adventure, you can still buy the rest at your leisure even after it rotates out.
Trying to play budget Freeze Mage seems like a very bad idea. The deck is hugely worse without Alex or Emperor and basically unplayable without Doomsayer and Ice Block.
Yeah, Freeze Mage isn't Wallet Warrior or Pay2Win Paladin, but it's not super cheap and you can't really skimp. Tempo Mage, on the other hand, is a crazy cheap deck. There are versions of it that don't run anything more than rares, and you can basically cobble together a decent deck with whatever cards you happen to pull.
Yeah, Freeze Mage isn't Wallet Warrior or Pay2Win Paladin, but it's not super cheap and you can't really skimp. Tempo Mage, on the other hand, is a crazy cheap deck. There are versions of it that don't run anything more than rares, and you can basically cobble together a decent deck with whatever cards you happen to pull.It absolutely requires the 4th wing of Blackrock to be worth playing at all though.
I can't find the list you're referring to. In a midrange deck you can mostly just cut the legendaries and accept that you will get a slight power reduction each time you play their worse replacement. But Freeze Mage is a combo deck, which means there are games where you end up drawing cards waiting for Alex or Emperor to come. And if they're not in your deck your gameplan just falls apart and you lose.
Flamewanker is incredibly strong, but you could still relatively easily hit rank 10 without them. Turns out a lot of mage cards are really good in a vacuum, and a lot of players are really bad. You're basically playing a really good arena run. Pretend you bottomdeck both of them every time if you want, like when I play Control Warrior or Priest and bottomdeck Justicar and N'zoth.Yeah, Freeze Mage isn't Wallet Warrior or Pay2Win Paladin, but it's not super cheap and you can't really skimp. Tempo Mage, on the other hand, is a crazy cheap deck. There are versions of it that don't run anything more than rares, and you can basically cobble together a decent deck with whatever cards you happen to pull.It absolutely requires the 4th wing of Blackrock to be worth playing at all though.
Tempo decks are all about playing early, spending all the mana they can, and having efficient answers to everything.True. But wrong emphasis. Tempo decks are rather about threats than answers.
Cards that are expensive, or don't do anything when you play them are the opposite of what you'd expect to find in a tempo deck.Not true.
You give up other advantages (mostly card advantage) for that board position or tempo.Not necessarily. Mech mage was a very strong tempo deck and you just played cards on curve. Mostly minions. Who mostly did not immediately do something.
Cards that give up in other categories in exchange for tempo are what I'd call tempo cards.Simply incorrect. Which category did piloted shredder or Dr. Boom gave up in?
C'thun cards are the opposite of that, they give up current board position (you know, relative to another playable card of the same mana) in exchange for a benefit in the future. Flamewalker is a key tempo card because it lets you play a lot of very low cost spells to establish a strong tempo position.Many C'thun cards have decent tempo because either of good statline or special effects.
FF is an exception though because of its incredible statline.It's not an exception. Getting most bang for you buck is the definition of tempo.
Many C'thun cards have decent tempo because either of good statline or special effects.
Serious Question:Sylvanas is the best choice hands down.
Non-serious question:Play OTK decks obviously.
Serious Question:
So I recently got a golden Captain Greenskin. I want to put it towards something that's less complete garbage. I don't have enough dust to really make a superproleetuberpwnooblol deck for any class, so what's my options for generic legendaries that will be useful to more than 1 deck?
People say Sylvanas all the time, but I have never, ever seen her ability get used. death trade or hard removal erryday.
At this point I'm mostly just infuriated from losing 70% of the time at the "shit easy omglol" rank 19-20 with decks that "should be able to climb to 15" because my opponents have a library of legendaries. Like, 4+ every game, and not adventure ones.Mate, you seriously overestimate legendaries when it comes to deck building. You can reach legendary rank with decks that contain no legendaries whatsoever. Zoolock, face shaman, midrange hunter, divine aggro paladin are all dirt cheap and pretty consistent decks. And those are just off the top of my head.
I have no problem crafting what I want immeditely, because if I keep this up I'm most certainly going to get sick of 7-loss streaks long, LONG before I magically draw everything ever that I need in 2 years or so.
Most of the time those decks fall within the "sorta shitty midrange" that I was talking about. And even a 1000 dust deck (low cost for even zoo there) is still a month or two of play for a ftp player who can't make arena profitable. Edit: assuming they are willing to dust lots of the cards that they pull, damaging their value in the long term
...
It's sorta an understandable feeling though, to a new player just starting out the only deck they have access to is more or less the "sorta shitty midrangy deck". Which is incredibly frustrating to play against expensive control decks, since you don't really have the ability to rush them down most of the time so you just get slowrolled as their legendary out value your free to play cards. I mean, dirt cheap is... Unless you're doing arena, still surprisingly expensive. Telling someone that they'll be able to make a competitive deck that stomps these overly heavy legendary decks in a few months of play is a cold comfort in the now.It's worth reiterating that even if your opponents aren't actually winning more than you, it's just incredibly unsatisfying to lose via legendary when you don't have any. When an opponent narrowly combos you down a turn before you'd have the board presence to finish him off, it tends to feel like you got beaten fairly in a close match. When an opponent drops Ragnaros and you draw a yeti in response, it tends to feel like this game is bullshit.
It's worth reiterating that even if your opponents aren't actually winning more than you, it's just incredibly unsatisfying to lose via legendary when you don't have any. When an opponent narrowly combos you down a turn before you'd have the board presence to finish him off, it tends to feel like you got beaten fairly in a close match. When an opponent drops Ragnaros and you draw a yeti in response, it tends to feel like this game is bullshit.Seriously, dude. You lose not because you lack legendaries but because you do not yet understand how to build decks and play them. You shouldn't even play yetis in your decks unless you're like on your second month in the game. Watch some streams, look up some cheap netdecks. I can help you build something reasonable if you want.
I've never seen an aggro shaman list that doesn't use Finley.
You do need Finley, the Shaman hero power is awful and getting him is a huge game-changer.
That can be said of any card tho. You can just toss the flamewreath faceless, if you don't draw it, it's useless, same for rockbiter, oh and doomhammer too. Hell, toss half the deck since you probably won't survive to draw it all anyways :V
No, but that's probably because I don't talk to people.
And again, every card has an impact that can win or lose the game, even if it's a few points of damage, getting an early body and a ping or something can easily win you the board early on, propelling you into winning the rest of the game.
You do need Finley, the Shaman hero power is awful and getting him is a huge game-changer.
Is anyone kind enough to offer feedback? I think I'm learning, at least a little.I don't like Magma Burst here. Swap it for Lightning Storm.
the deck lacks any real way to win past curving out well....which is how midrange decks are supposed to win?
Basic Shaman is not actually that bad, you have powerful cards like Hex, Fire Elemental and Rockbiter available from the get-go. But the lack of class identity was a problem until WotOG came in and gave Shaman a card that made the Hero Power worth a damn (Thing From Below).
You can technically cut any card from a non-combo deck but Finley decides a lot of games single-handedly by pulling the Hunter or Warlock hero power. It's effect is comparable to Justicar Trueheart except it costs 1 mana.
Well that was fun. I have pretty shit cards but finally earned the 700 gold to unlock the first wing of the explorer adventure. Neat encounters, very cool bosses. Now working on the class challenges.
In another week I should have the 700 to unlock the second wing. Will have to work out if I should fold the new cards into my decks.
Well that was fun. I have pretty shit cards but finally earned the 700 gold to unlock the first wing of the explorer adventure. Neat encounters, very cool bosses. Now working on the class challenges.
In another week I should have the 700 to unlock the second wing. Will have to work out if I should fold the new cards into my decks.
It took quite a long time to do using only basic cards. I ranked up to 20 in the current season and have been mostly just doing tavern brawl and occasional nonranked standard games to complete my daily questsWell that was fun. I have pretty shit cards but finally earned the 700 gold to unlock the first wing of the explorer adventure. Neat encounters, very cool bosses. Now working on the class challenges.
In another week I should have the 700 to unlock the second wing. Will have to work out if I should fold the new cards into my decks.
Nice, nice. I'm about eight games away from unlocking the first one myself.
Well that was fun. I have pretty shit cards but finally earned the 700 gold to unlock the first wing of the explorer adventure. Neat encounters, very cool bosses. Now working on the class challenges.
In another week I should have the 700 to unlock the second wing. Will have to work out if I should fold the new cards into my decks.
I guess I can't unlock the Naxxramas adventure any more, either with gold or cash? Seems odd that they'd lock it off like that.
Hm, alright. I'll unlock blackrock wing 1 next time I get enough gold.
The good news is that Naxx is the least creative adventure. They did it to see if the format would work at all, and then BRM and LoE started to try new things.
In other news, Trump just started another F2P series, this one is shaping up to be Cthun druid.
It probably ends the game at turn 50 like normal ones do.
Do you mean horseshit in a good way or a bad way? Because I quite enjoyed the minecart ride. Actually quite funnily, my thoughts on completing the wing was basically "The chess game was pretty okay. Not as fun as the minecart ride, but okay."
Blizzard recently said they were considering reducing the occurance rate of "Win X times" quests. I think they may have goofed and totally nuked them on accident instead of making them less common.
The class challenges usually aren't that bad, but the priest one being scripted to suicide itself helped out some.
Card Text: You play your opponent's turns for them.new brawl when
the self silence card was pretty good. I used it to remove bad abilities from my creatures such as the ones who can't attack unless they're the only minionThe class challenges usually aren't that bad, but the priest one being scripted to suicide itself helped out some.
Self silence priest confirmed, just look how bad the AI does it against it. OP. Ben Brode confirmed for basically Jesus+Nostradamus combined with priest being his... Priests.
the self silence card was pretty good. I used it to remove bad abilities from my creatures such as the ones who can't attack unless they're the only minionThe class challenges usually aren't that bad, but the priest one being scripted to suicide itself helped out some.
Self silence priest confirmed, just look how bad the AI does it against it. OP. Ben Brode confirmed for basically Jesus+Nostradamus combined with priest being his... Priests.
Yeah, that is a pretty powerful card. A four mana 7/7 that you pay two mana for the next turn, all it takes is a two card combo using cards that are absolutely useless outside of the combo? Clearly priest is top tier, what other deck could possibly top that level of power?I was talking about within the confines of the class challenge. I know it's a shitty card in general. You can shove the sarcasm.
New tavern brawl is out, it's the co-op vs nefarian one. It's decently fun so far, I'm not sure if it's harder then the previous co-op brawls, it seems like it might be a bit. The trick seems to be for the priest to buff the shamans minions, especially the one that gets +1/1 when any card is played. At least, that's how I won.Your board gets wiped if Nefarian doesn't have a slot to go to, so if you have 7 critters he will wipe your whole side. On the other hand, if you have 6 creatures + nefarian he can't summon an explosive rune for your side but he WILL summon one for the other side and then proceed to wipe their shit when the turn ends if that rune has then filled up the other side so your best bet is to have no more than 5 creatures.
Edit: Word of warning, your board gets wiped if you fill it up I guess. That feels like sorta a middle finger that fucked me at just the wrong time. I guess live and learn.
Thijs has been playing a discard warlock to pretty decent effect. It's not actually particularly bad. I mean, it's not brokenly good either, but that's not really a problem.
Why do you think it's awful/bad-out-of-the-gate?
We also don't have the best card for it yet. The class challenge version is probably misbuilt.
Uh. I think it's just generally middle of the line rng brawl, which I sorta like because doing quests in brawls like this are pretty easy. This is the first time I've played this specific one because I managed to miss the previous two times we had this one, but it doesn't seem to special ether way to me to be honest despite that.Ahh ok. I've never played this before.
My first brawl match this week was okay, but after that it starts to feel like a looooooooooooooooooooooooong coin toss.
I managed to get one win so far. in 10 games.I got a win my second game, only because I happened to get an early light well that kept healing all my shit which infuriated my opponent into quitting.
Zoo with extra discard cards seems like the best way to build the deck, you don't want to be adding random bad cards like Succubus probably.
The problem with that plan is that you've now paid 2 mana for 2/2 of stats, on a single body, with no real upside. All three of those are negatives in zoo's eyes. With board clears being garbage, and not coming out that early regardless, you're heavily incentivized to spread out the stats as much as possible, part of the reason forbidden ritual is good. On top of that, 2/2 is pretty below the curve if there's not some big upside to it, like getting a 3rd PO.
Maybe demonfire will get a reprint with "draw a card" on it to bring it in line with mark of y'shaarj and purify. Then that might be more worth considering.
I wonder if blizzard will ever print board clears which don't suck cocks. The only non-classic boardclear that wasn't horrible was lightbomb and that's gone now.
Maelstrom Portal is good in aggro shaman.
Meh, I just started playing this game and in real games i've literally done nothing but lose. Not having a ton of fun.
Are you playing in casual or ranked? You should probably be able to get to rank 20 in ranked mode fairly easily, as you can't loose ranks until you get there so there's not really any competition (everyone in rank 25 to 21 is going to be ether very new, very casual, or very bad). Once you do get there though, yeah, it can be hard for a new player, as is perhaps the way of games like this it typically just becomes harder and harder over time to be a new player (although standard years helps a bit). This weeks tavern brawl opens in an hour, most tavern brawls are mostly aimed towards more casual random fun and you don't need a collection (although not every brawl is like that). For some stupendously stupid reason you need to be at least level 20 in one of your classes in order to enter the brawl though, which you may or may not have (I'd suggest finding a class you like and focusing on it to get to said level 20... Honestly some weeks I don't play anything but the tavern brawl, but I still do all my quests and such, so it might be worth getting at least that far and seeing if you like playing the brawls.)I can't do Tavern Brawls yet. and I didnt realise the starter decks were so bad.
For some reason the card game has oceans in it, so my main accounts in NA, although I do have an EU account past the tutorial if you wanta add me. (Criptfeind#1207) I'd pretty much never be on though.
In the process of checking that I did in fact have an EU account I opened a pack I've had sitting in my EU account for like, 8 months or something and gotatwo legendaries. Whereas in my main account my last 60 packs have had no legendaries at all. Thanks blizzard. Really rubbing it in.
Edit: Incidentally, this weeks tavern brawl is pick three cards and you get 10 of each in your deck.
After that, it's only incredibly annoying because the whole thing is heavily RNG influenced so it's likely you'll get your ass handed to you unless you were offered mage and all the good mage cards.
Top arena players generally have much higher winrates than top constructed players, I'd say it's less luck based.
Arena's just a tempo game with a random shit deck, where as you go along the odds of fighting something closely resembling a constructed deck rise substantially.
I'm not saying there isn't skill involved, but the last run I drafted a deck with something like 6 4-drops and had a draw that locked me out of playing anything til turn 3. I lost to someone who played, turn for turn, constructed aggro shaman. This isn't something that makes me want to play it more.
Blindly using a tierlist will give you a weaker deck than a skilled drafter, simply because the tierlist doesn't take deck synergies or composition into account. Frankly, you are not as good at drafting as adwcta or merps.
Current meta too fast to craft Firelord Rag?
This brawl is bad but it is a good way for new players to get their quests done.I guess I should put some more effort into grinding my hunter to 20, then, despite all of my quests being shit.
The god of death ?
Another handy legendary is Thalnos, but I probably wouldn't craft it. You're lucky you got it from a pack.
Assuming that's Yogg'Saron (his entry quote). I'm torn on that one just because it's a bonus "maybe I'll win anyway" hail mary as opposed to sylvanas which comes earlier and has a bit more general use.Yogg is actually a lot more than that, and it's critical to the new tier 1 spell based Druid decks. Basically if you think about it almost every spell in the game is:
Yogg can also pyroblast you in the face and lose the game for you.This is only if you consider a single game. The effect it has on most games is positive enough to outweigh the few ones where it's bad (especially considering it's mostly used as a comeback mechanic).
vS uses data from lots of games, not exactly sure how they gather it. That means stuff like new players who have no idea what they're doing are included which could skew the data for harder decks. Tempostorm uses experts who evaluate matchups based on their experience, to my understanding. So there could be bias involved.Yeah both methods have their downsides. VS will always be heavily biased towards easy to play midrange decks because most people won't know how to play decks like Spell Druid properly. Tempostorm could be (and quite often is) just incorrect.
Rockbiter goes to 2 mana, combo too strong for the discount I guess. I think this is a fair nerf and it'll still sorta be playable. It's normally not THAT hard to hold off for another turn before you do the combo, but of course it'll knock a few close wins out.
Tuskarr Totemic can only summon basic totems, fair enough, Tuskarr was always sorta the poster boy for the bad side of rng. I'm not sure if it'll still be played in the aggro decks (which might weaken the 0 mana 5/5 if it's not) but probably playable in totem combo decks.... Maybe?
Call of the wild is 9 mana. Good.
Execute is 2 mana. Good.
Charge is removed from the game. (not literally but it's a 1 mana adds charge, no extra damage, can't attack face) Fits with how they don't want charge to be a thing. Thinking about it, after they decided they didn't like charge as a mechanic, it really was only a matter of time until the card with the literal name of what they hate was on the chopping block.
Abusive Sargent is loosing an attack. A nerf that they missed during the first round. I think this isn't as bad for it as it was for the gnome, still feels playable maybe.
Yogg-Saron now overloads and if it's removed from the board it's effect stops. Big old nerf. I'm not going to try to call if it's still playable.
Rockbiter goes to 2 mana, combo too strong for the discount I guess. I think this is a fair nerf and it'll still sorta be playable. It's normally not THAT hard to hold off for another turn before you do the combo, but of course it'll knock a few close wins out.
I... guess? I'm not sold on this. Divine Strength is 1 mana, permanent, and as a trade-off doesn't target heroes. Shaman has a lot more windfury though, I guess.
Divine Strength
Not entirely sure what this is fixing, since it's not like Midrange Hunter has been even close to oppressive, but sure. It's decent.
Rockbiter nerf was garbage and I have no idea what blizzard was thinking. They even specifically called out their reasoning which was exactly backwards from what it should be. They nerfed Rockbiter over Totem Golem or Trogg because they wanted to nerf evergreen shaman, which makes zero sense because shaman's evergreen set is honestly horseshit.
will go back to being bad as soon as the current expansions rotate.
No tears shed for CotW. It's still undercosted for what it does.
I haven't been playing too long, but I know about the whole patron warrior dealie that got charge nerfed. What else have they done to mess with it in the past?
Mind blast, win by turn 4. Fun and interactive.Only against an opponent who hurts themselves? I've found it's too slow vs a lot of decks (eg Timber Wolf, Murloc Tidecaller, Living Roots).
What an absolute fucking terrible idea.^^
Literally just play arena then? This is just ladder with arena rewards?
what. the. fuck
I think you guys are being unreasonably upset about this. Blizzard's trying a new thing, and it doesn't really come at any cost, except you get 1 fewer free packs for a week and a quest that's obnoxious because you can't do it. You need a 63% win rate for it to pay off, which is definitely reasonably because this is the entire player pool, not just legend skilled players.
I think you guys are being unreasonably upset about this. Blizzard's trying a new thing, and it doesn't really come at any cost, except you get 1 fewer free packs for a week and a quest that's obnoxious because you can't do it. You need a 63% win rate for it to pay off, which is definitely reasonably because this is the entire player pool, not just legend skilled players.
I think you guys are being unreasonably upset about this. Blizzard's trying a new thing, and it doesn't really come at any cost, except you get 1 fewer free packs for a week and a quest that's obnoxious because you can't do it. You need a 63% win rate for it to pay off, which is definitely reasonably because this is the entire player pool, not just legend skilled players.It's not the entire player pool, it's just the players who can afford to bet 1000 gold on terrible odds (you lose about 300 gold per run on average - compare to arena where you gain gold every run and are risking a lot less). Which I'd imagine is actually an extremely experienced set of players.
I haven't been motivated to play since they put the new quests in. Fill a deck with 30 2-cost cards or less, then lose as slowly as possible. Just feels like an unpleasant waste.
I haven't been motivated to play since they put the new quests in. Fill a deck with 30 2-cost cards or less, then lose as slowly as possible. Just feels like an unpleasant waste.
I've not played in two weeks for one reason or another, so maybe I'm missing something. But if you're referring to the play only two or lower cost minion quests I'm fairly sure that quest has been in the game... Uh. Forever.
It's good at stopping fatigue but extremely bad otherwise (unless there's a lot of Jade Golem support). You don't want to be topdecking 1 mana spells.
Join the Goons - Win 3 games as a Hunter, Paladin, or Warrior.It's possible you'll only be allowed to "join" one faction, but it looks like we're getting at least two free packs.
Rewards 2 Mean Streets of Gadgetzan Packs
Join the Jade Lotus - Win 3 games as a Druid, Rogue, or Shaman.
Rewards 2 Mean Streets of Gadgetzan Packs
Join the Kabal - Win 3 games as a Mage, Priest, or Warlock.
Rewards 2 Mean Streets of Gadgetzan Packs
Off to a great start. 23 packs, opened Wrathion which I'm guaranteed to never be able to use. Can't wait for the shitfest legendary I get next!Wrathion seems decent even if he doesn't hit any dragons. Value + a taunt to keep you alive while you use that value is cool.
As a warning the packs seem to have a drastically increased chance of giving you triclass cards right now. Maybe hold off on opening your packs for a bit unless you want a dozen Grimestreet Informants.Off to a great start. 23 packs, opened Wrathion which I'm guaranteed to never be able to use. Can't wait for the shitfest legendary I get next!Wrathion seems decent even if he doesn't hit any dragons. Value + a taunt to keep you alive while you use that value is cool.
He's terribly understatted/overcost for both taunt and cycle, assuming you only draw one card (which I would). Almost anything else would be better for either purpose. I'm holding on to him though, the only thing I'm missing is the last 4 wings of BRM, so hopefully the next expansion brings in more dragon support (by a lot) when that rotates out.Not really. It pays a similar stat cost to cards like Gnomish Apprentice/Inventor which are decent.
Patches is almost certainly the best card in the set so that seems like a fine decision.He's terribly understatted/overcost for both taunt and cycle, assuming you only draw one card (which I would). Almost anything else would be better for either purpose. I'm holding on to him though, the only thing I'm missing is the last 4 wings of BRM, so hopefully the next expansion brings in more dragon support (by a lot) when that rotates out.Not really. It pays a similar stat cost to cards like Gnomish Apprentice/Inventor which are decent.
e: and do you really not have Azure Drake?
Looks like if you are on the NA servers and you opened packs before 2:30pm PST you will be getting free packs because they messed up the drop rates.
I'm not sure if you can really call a card that doesn't (afaik) actually see any play playable (novice engineer) but yeah, I agree. 1 draw is okay, 2 draw is insanely good (compare to ancient of lore, 7 mana 5/5 draw 2 was too powerful)
I don't remember seeing Engineer in the mage/druid/shaman decks for ladder play... ever? Did I miss something?
I'm not sure if you can really call a card that doesn't (afaik) actually see any play playable (novice engineer) but yeah, I agree. 1 draw is okay, 2 draw is insanely good (compare to ancient of lore, 7 mana 5/5 draw 2 was too powerful)
Novice Engineer typically sees plays in combo decks. For example you often see it in Freeze Mage.
1, pick should probaby have been Blademaster. You're not guaranteed value out of golems, and 2 attack doesn't remove a lot of two drops.I can't disagree more here. Weapons are very strong in arena. It is both tempo AND reach. It is not about jade golems train. 2\2 weapon plus 1\1 minion is OK for 3 mana, more so if it is overload.
Welp. Just took a machete to most of my golden cards and a few epics (bye, weasels) to craft sylvanas and rag. Free is free.
Looks like I'll need the dust since we no longer get adventures...
RedWarrior, does your spreadsheet factor in mulliganing? I think it's pretty safe to say of your starting 2 non-quest cards, one will be a buff, so you only really need to draw 5 more.No; it's assuming you don't mulligan anything, and considers the opening hand (other than your quest) to be draws as well. So the sixth draw will be turn four on the play (2 cards in hand plus one each on turns 1, 2, 3, and 4), or turn three with coin.
It's hard for me to imagine that there's not some incredibly broken things you can do with an extra turn, even if it does cost 5 mana.What it says is effectively "Your minions gain charge/can attack again. Draw a card. Refill your mana crystals. Activate all start/end of turn effects".
Alexstrasza cancels 40 health just as well as 30. Still lacks that exodia style though ;)Oh, for sure, and 40 points of burn is still possible with Thaurissan. Which is why I said "more easily beats" and not "is able to beat"
From what I can tell, the warlock quest is trash. Often as not I've had to play discards for tempo and discarded a 2-disco card, which tanks the quest most of the time, even with Malch's Imp. Even after all that, two 3/2's a turn are easy to clear AND the portal blocks you from getting good direwolf alpha trades. If you can win with the quest complete, you'd have completely stomped them without playing the quest at all. Am disappoint.
Freeze Mage actually still might be more powerful than Quest Mage. Freeze was a deck before Thaurissan, and ice lance wasn't a key component of Classic Freeze like it was for the spell power/Thaurissan version. With Reno gone, you can safely burn out decks over 2-3 turns or use Alexstrasza/pyroblast or Antonidas. And Primordial Glyph is incredibly good in the deck.According to Vicious Syndicate's stats Freeze Mage has the highest winrate of any deck right now (55%) while Quest Mage has the lowest for any commonly played deck (35%).
I wouldn't craft Mana Geode, Golakka Crawler is probably better anyway. The control priest decks don't seem great, they have a lot of value but can't really win the game most of the time.
Elemental Shaman is fine. It's good against aggro and Hunter but struggles in midrange mirrors (and against Mage, I think).
speaking of priests, what's the name for those that deck on purify? im getting a lot of people that spams "can't attack" minions and then silence them with purify. very smart move.
I don't think you should rely on those stats very much, Darkmere. You have to control for the fact that cheaper decks will be played more by very casual players and noobs and thus their win rates will appear much lower than the deck quality actually suggests.
Hearhstone is a competitive gahahahahahahahahhaa... (https://www.youtube.com/watch?v=Xv3fcUzYPz8)I don't see what the problem with game 2 is supposed to be. Shoop put answers to Savannah Highmane in his deck and he used them to avoid getting run over in the midgame. Both of his Glyphs were absolutely awful (7 mana to kill a 5 mana minion that already drew his opponent cards and 3 mana to kill a 1/1 respectively) but he was still able to win the game due to playing correctly. I think it was a good game all around.
Nope, can't do it. First game was kinda ok even. But the second and third, holy fuck, the pain train went full speed over Trump, and then backed up over him a few times for good measure. When you get three consecutive turns of big minion removal, two of which were entirely RNG based asspull cards, while at the same time shitting out damn good Atiesh minions you can't really do much but just concede and run away.
Competitive games shouldn't have so much RNG variance, wasn't the whole point of nerfing Yogg to reduce that? But two expansions later it's even worse. On the one hand, I like the random bullshit, it makes for entertaining watching and salt, plus really really cool moments when the stars align. But you can't go and push the very same system as a competitive thing done for money.
You're seeing someone play igneous elemental and get the quest reward immediately without playing other minion? That seems like a hella bug. Does this happen a lot?
You're saying they can, for example, on turn two coin out the elemental and then get their quest done on that turn? That's an extremely common card in an extremely common deck that apparently has a completely game breaking bug (that'd have to be. Server side right? Getting the quest card?) Honestly that's a pretty extra ordinary claim. I feel like I might be misunderstanding what you mean though, since such a big seems practically impossible.
The number on the quest lists the highest number of any monster played. If they haven't played anything, the highest is 0 copies of one card. If they've played several cards 1 time, the highest any card has is 1. If they play one of them again, it's now 2. If they go back and bounce a different monster twice, the highest is 3. They could then play the one that was 2 before 2 more times and finish the quest, regardless of any other minions played.
Decks get more powerful as combos and power cards become available and less powerful as those combos and cards get rotated out. It's pretty unfair to directly compare a basics only deck to a standard deck
The fact that the basic deck is meant to be "viable, decent but not spectacular deck"
The fact that the basic deck is meant to be "viable, decent but not spectacular deck"
The devs might be worse at Hearthstone than I thought. Don't some of those decks have Silverback Patriarch in them?
Finally, a good Brawl. I played SEVERAL hunter/Patches games before I switched to a counter-strategy.
If you have 40 dust to spare, you can farm all the Patches folks with a priest and Power Word: Glory. It's awesome, I actually hit the 100 gold win cap for the first time since I started playing.
Finally, a good Brawl. I played SEVERAL hunter/Patches games before I switched to a counter-strategy.
If you have 40 dust to spare, you can farm all the Patches folks with a priest and Power Word: Glory. It's awesome, I actually hit the 100 gold win cap for the first time since I started playing.
I did exactly that, anticipating Patches decks. Instead I ran into two Mind Blast priests in a row. =/
Part of the issue with quest rogue was that it was a solitaire deck that was just unreasonably binary. The nature of it means you can get flooded way too hard with bounces or bounce targets and just brick and do nothing for 8 turns, or you just go off and there's nothing the opponent could have done. Unlike other solitaire decks of the past, quest rogue hinged on turn 3 instead of turn 30, so not only was it a deck type that blizzard hates to begin with, but it was an especially unhealthy variant of it.
I predict a heroic brawl in the near future, probably next week.Speaking of tavern brawls, this week's one is kinda meh in my opinion. Maybe its just that its wild and I don't have any wild cards except Azure Drake so I get people using real strong wild stuff against me, but I think that a boss-style tavern brawl where both players try and defeat rag would have been better.
well turns out it was just a free arena ticket. meh, i was expecting free arena play taking in account that its practically impossible to get wins there. i dont get how's there people that plays that only.
in other TCGs that people would never call P2W like Magic.
My personal measure of whether a game isn't Pay to Win even if it allows you to buy an edge or outright power... Is whether the grind is reasonable and if the game presents any sort of speed bumps that outright inhibit people who don't pay.
To me, pay to win is simple. Do situations arise where the person who paid money has an advantage and an easier time winning then the person who didn't? IE: Can you actually pay to win?I think that definition is a bit too broad. Paying in HS makes you progress a bit faster, i.e. buy more packs earlier thus catching up card collection-wise with established players sooner if you're just starting out. It doesn't suddenly make you win games though.
For hearthstone the answer to that is: Yes.
It doesn't suddenly make you win games though.
As an aside, do you think my definition is too broad because it doesn't make sense, pay to win means you can pay to increase your win rate, or because it makes a game that doesn't feel like it's pay to win in a bad way into a game that's pay to win and that has negative connotations?I just feel like there's some sort of a contradiction here. You said that you wouldn't consider a game p2w even if it was nigh impossible to progress in without paying money. And in HS progress without paying is not even difficult. It just takes time. Speeding it up is classic pay to progress and it is only really relevant at all when you first start playing.
As a double aside, Frost Lich Jaina got "leaked". I say "leaked" because it might not be real, and if it is real it might not be an actual leak but rather a marketing stunt, and either way the hero power didn't get leaked so we still don't know that much about the card except that it's clearly pushing elemental synergy in mage. That could be interesting. Also it would mean blizzard is actually supporting previous expansion mechanics (which when I actually write that out makes me less likely to think it's actually real.)
Tribe support has happened constantly, though. Mechs, dragons, pirates, murlocs have all gotten piecemeal support over multiple sets, as well as deathrattle, "stealth rogue" (lol) and other stuff. I basically assumed they'd do stuff to push the utter flops, like they did for silence priest before, just because they have a weird boner for discardlock and the perpetual inability to make control hunter a thing.
This is all my experience, of course. Take it for what you will.
The group I've seen with the biggest beef against Jades are fatigue decks, like the old Justicar warrior who just cleared the board and tanked up every turn until they other guy decked and fatigue took over. This edges out freeze mage as my personal most hated deck of the game, BARELY.
So what I get from the massive jade idol hatejerk is that people who wanted it gone were the ones who wanted nothing but 30-minute games where they armored up, played removal, and passed. The counter-argument that I ran into on places like /r/competitiveHS was... if Jade druids bugger your control deck that badly then add a little speed to the control deck if you're facing so many.
This was usually followed by "nuh uh fatigue should always be a valid win condition". It crops up every time the argument comes up, with the idea of teching a deck to match the meta getting shouted down every time.
The "pushing aggro" thing is an extrapolated guess. So far the hero cards and lifesteal mechanics seem to be pushing greedy late-game decks - the kind that would run Crabgeist. Those are also unreliable for... most? classes. Shaman has enough board clear to just grind most things into dust until they draw a bloodlust so they might not care. The rest looks like nonfunctional junk (evolve shaman) or too late/slow to matter (mage, hunter, depending on the rest of their cards).
But those are the new toys, so people are going to try those ultra-greedfests that aggro eats for breakfast, tossing in the Crabgeist out of spite and banking on it to finally topple the jade druid whatever... and then since the best counter to greed is pirate warrior you're going to get a lot of really fast decks killing off the hero cards with people pissy about it, just like the quests in JUG were mostly unplayable.
hunter needs a buff, but it seems this expansion wont be the one to bring it. ugh, at least there's the bearshark, i think.
hunter needs a buff, but it seems this expansion wont be the one to bring it. ugh, at least there's the bearshark, i think.
Yeah. It's tough. Mike Donais was on a steam today where he dropped a bit of a bomb, saying that at the lower ranks hunter has the highest win rate of any class. So, even though that's basically just because there's actually this very large silent majority of people who are absolutely awful at the game in the very low ranks, they are a bit hesitant to just buff hunter otherwise it'd just totally over run the awful players. He basically said outright to not expect hunter or warlock to be good in the next expansion, saying that increasing their power carefully will take more then a single expansion to achieve.
loosing because the other just got a deck choke full on them is unbalanced.
You should consider the notion that decks you face in wild mode are potentially much more powerful than standard decks. Because most of them run broken legacy cards and combos.
While your own deck only contains two wild cards which are not really deck-defining. Ditch the drake and healbot and start playing standard. You will find it gets much easier.
AAEBAZ8FBq8H+g6eEMkWucECiMcCDKcF9Q3qD+wP7Q/ZrgL/rwKzwQK4xwLZxwLjywKmzgIA
I would start with this list:Code: [Select]AAEBAZ8FBq8H+g6eEMkWucECiMcCDKcF9Q3qD+wP7Q/ZrgL/rwKzwQK4xwLZxwLjywKmzgIA
Lightfused stegodon can feel really underwhelming, it basically exists for the sole purpose of mustard - stego. You may want to drop a steg for tirion or a second keeper. Also divine favor vs solemn vigil is basically a "How am I feeling today" call. You've definitely got options for teching differently.
I would start with this list:This is a quite aggresive version of dude paladin and I see little reason to go for hydrologists over knife jugglers.Code: [Select]AAEBAZ8FBq8H+g6eEMkWucECiMcCDKcF9Q3qD+wP7Q/ZrgL/rwKzwQK4xwLZxwLjywKmzgIA
Lightfused stegodon can feel really underwhelming, it basically exists for the sole purpose of mustard - stego. You may want to drop a steg for tirion or a second keeper. Also divine favor vs solemn vigil is basically a "How am I feeling today" call. You've definitely got options for teching differently.
We learned that lesson when MC came out. It turns out paladin secrets are actually pretty decent when you don't have to worry about drawing them, and being able to select which secret you want for the situation is worth the 1 stat point under curve that knife juggler is. Minibot is a stupid card, and I don't think anyone is contesting that, and then there's just not enough room to fit KJ in.I agree that hydrologist is a good card but... I still think that it is not the deck for it. We have no murloc synergy, we have no stonehill defenders, we have no tirion, there are even anti-synergy with divine favour. It value drops.
Shredder is definitely a contender for the card slot, but the deck doesn't really benefit much from the sticky-ness, so it's basically a 3 mana body that spawns a 1 mana body, and the deck would rather take its 3 mana body with 1 bonus mana now. The best case for shredder is a 3 mana body, whereas the blowout for stego is it gives 3 dudes poison or something which is worth much more. Shredder is a good card, but pally 4 mana slot is the single most competitive mana costed card in any curvestone deck.What? The deck benefits a lot from stickiness, it has 4 different buffs that need a body on the board to do anything useful.
It has 4 different cards that give you dudes AND heropower that gives you a dude. Stegodon have more synergy.Shredder is definitely a contender for the card slot, but the deck doesn't really benefit much from the sticky-ness, so it's basically a 3 mana body that spawns a 1 mana body, and the deck would rather take its 3 mana body with 1 bonus mana now. The best case for shredder is a 3 mana body, whereas the blowout for stego is it gives 3 dudes poison or something which is worth much more. Shredder is a good card, but pally 4 mana slot is the single most competitive mana costed card in any curvestone deck.What? The deck benefits a lot from stickiness, it has 4 different buffs that need a body on the board to do anything useful.
anyone has had luck taking down the Lich King as a druid?
it has been a headache just trying to get past the second stage. and even then i barely have dented him. blizzard made him too much broken, cant put cheap stuff, cant put big minions, cant jade, and the guy gets the board full in a few turns. its almost impossible to clear.
EDIT:
nvm, this guy is impossible it seems. think im gonna get the hero cards from packs instead. what a waste of time.
anyone has had luck taking down the Lich King as a druid?
it has been a headache just trying to get past the second stage. and even then i barely have dented him. blizzard made him too much broken, cant put cheap stuff, cant put big minions, cant jade, and the guy gets the board full in a few turns. its almost impossible to clear.
EDIT:
nvm, this guy is impossible it seems. think im gonna get the hero cards from packs instead. what a waste of time.
Ultimate Infestation is around 15 mana worth of effects and it usually gets played on turn 8. That one card is grotesque, and it's the only reason the mana ramp cards are worth playing in such high numbers.UI is absrud but it is not the only problem.
But yeah, I can see Blizzard gutting the entire rest of the class that's never been a real problem before just to avoid admitting what a terrible decision UI was.
The rogue cycle: give it weird cards that are mostly bad, the diamonds in the rough are found and make a super op deck, nerf rogue.You don't mean quest rogue here, right? It was a good deck, not OP. Rogues weren't tier one for a long time.
You don't mean quest rogue here, right? It was a good deck, not OP. Rogues weren't tier one for a long time.
Hunter will always have a certain tendency to crush low ranked players, because aggression is almost always very effective against poor players of any game. It's not great, but I'm not sure it's a reason to kill Hunter.
Zoo got a bit heavy with Skelemancer and Bonemare but it actually shows great results on low to mid ranks.
Aggro Hunter is alright too. Much less consistent but still fun.
Well, it's certainly not a great situation all round, but I think making it bad is an understandable reaction. Most players of the game are those at lower ranks, and their experience in the game matters as well. When hunter becomes just so good against lower ranked people but trash at high ranks, you sorta have to choose to let the minority of high ranked players have a single bad class that'll be mostly ignored in the meta in exchange for balancing lower rank play, or let the majority of low ranked players have a single super powered class that crushes their meta just so that high ranked players can have one more t3 or 2 deck in their meta. Ż\_(ツ)_/Ż
I don't think there's an easy answer there, but I think it's at least understandable why they went this way.
Quest rogue would be a bit of an exception to this, since it was a clearly strong deck from day 1, although it was certainly refined a lot over time. I mean the more aggro and miracle style rogues that pop up over time, sometimes it's arcane giants and edwin, sometimes coldbloods and leeroy jenkins, sometimes malagos. Sometimes murlocks. Sometimes just pirates beating in the face. The nerf rogue quip was about how it's gotten some of the biggest nerfs, loosing Blade Flurry, Conceal, small time buccaner, Leeroy Jenkins and auctioneer price increase, backstab nerf, even their hero powerWell, I am rogue player with ~40% of my wins achieved by this class. I started to play in OG meta, so I never witnessed the golden times of miracle and existence of oil rogue but I know what you are talking about.
It seems to me like they completely obliterated Druid. The entire class is balanced around the fact that they have innervate. A change like this would be akin to removing prep from rogue, or tirion from paladin.I don't think druids are going anywhere. Innervate is a very good card but it is not a central piece of modern druid decks. Also, preparation is not that essential for rogue. Backstab and Evisicrate are the cards you'll see in each and every rogue deck. Prep is needed either for miracle or to do fancy stuff like 3 mana vanish in mill rogue or 2 mana guest reward in the quest rogue.
Glad to see that firey win axe is getting nerfed. The way I look at it, it's now a worse version of rallying blade.In other words you are glad that warriors will become a #9 class (IMO). What are warriors supposed to do on turn 2 against aggro decks? Doomsayer is not enough.This change is an obvious attempt to screw pirate warriors but I think control decks will be hit harder.
swapping it into the hall of fame instead.There are people who enjoy wild. Don't treat it as a graveyard for the broken cards.
In other words you are glad that warriors will become a #9 class (IMO). What are warriors supposed to do on turn 2 against aggro decks? Doomsayer is not enough.This change is an obvious attempt to screw pirate warriors but I think control decks will be hit harder.
I think the FWA nerf is waaaaay worse for pirate warrior than control. Obviously it will hurt CW a lot, but despite what you say Doomsayer is still a perfectly fine turn 2. On the other hand, what does pirate warrior do on turn 2 now? Play a river croc? Cause that's about all it has left in the 2 slot without FWA.It is hard to say how the next iteration of aggro-warrior will look like. Lists will be different. Turn 2 is not a huge problem, there are decent options to place there. Turn 3 is. Pirate warrior has extremely powerful turn 3 plays: FWA+1 mana Dread corsair, Bloodsail cultist with pirate on board and FWA equipped, Frothing berserker with FWA equipped, FWA + southsea deckhand and many others. Yet I still expect tier 3 aggro warrior deck.
Not to mention that aggro decks are hurt a lot more by missing turn 2 than control.
The Innervate nerf is huge, Innervate is currently the strongest card in the game and it's about the become OK but not great.Innervate is a strong card but effect is minor. Sure, Druid will lose some ridiculous turns but replacing two innervates isn't a huge problem. I expect jade druids be even stronger in the next meta because murloc paladin(main counter) is nerfed harder
Quoteswapping it into the hall of fame instead.There are people who enjoy wild. Don't treat it as a graveyard for the broken cards.
The Innervate nerf is huge, Innervate is currently the strongest card in the game and it's about the become OK but not great.Innervate is a strong card but effect is minor. Sure, Druid will lose some ridiculous turns but replacing two innervates isn't a huge problem. I expect jade druids be even stronger in the next meta because murloc paladin(main counter) is nerfed harder
Innervate isn't broken on it's own, it just permanently warps the game around itself and limits what other cards can be printed. Which is exactly the sorta card that wild is for. Such cards (like reno is a good example) are fine existing, just not forever.I have to disagree. Innervate is a card that is a long standing problem in wild. With innervate merely moved there, any new 3\4\5 mana card may break wild. I understand that wild isn't intended to be properly balanced but wild need help to deal with such nonsense. For example FWA nerf is good for wild because pirate warrior is very deadly there and it will become better with new weapons printed. (For standard it is awful. I think control warrior is not a deck anymore)
I have no idea what makes you think murloc paladin is the main counter to jade druid. Much more consistent counters are obviously OTK decks (quest exodia mage and DK exodia paladin mainly). Aggro relies too much on draw RNG and will cause a lot of ragequits. Spare your nervous system.Exodia needs to draw all their pieces and survive many waves of jades. Exodia is a control killer but jade druid is not a control deck.
Exodia needs to draw all their pieces and survive many waves of jades. Exodia is a control killer but jade druid is not a control deck.Not exactly. Exodia is good against decks that are not aggro or combo. Jade druids just lump big creatures on the table and in that regards are no different from big druids. You stall and draw, then they die.
What makes me think that murloc paladin is the best way to kill jade druid? Understanding that jade druid has hard time deal with a board full of murlocs, personal experience, watching tournaments and good old metastats.net.Aggro works, but murlocs are not even the best aggro deck right now. I still don't get what's so special about them. Pirate warrior or aggro druid are much scarier for jades.
Not exactly. Exodia is good against decks that are not aggro or combo. Jade druids just lump big creatures on the table and in that regards are no different from big druids. You stall and draw, then they die.Jade druid is an OK (50\50) match up for exodia.
Aggro works, but murlocs are not even the best aggro deck right now. I still don't get what's so special about them. Pirate warrior or aggro druid are much scarier.Murlocs are not the best aggro deck because once you your opponent removes your first wave of murlocs > you are in a bad shape. This especially true against pirate warrior who use weapons to kill all murlocs
What makes me think that murloc paladin is the best way to kill jade druid? Understanding that jade druid has hard time deal with a board full of murlocs, personal experience, watching tournaments and good old metastats.net.Aggro works, but murlocs are not even the best aggro deck right now. I still don't get what's so special about them. Pirate warrior or aggro druid are much scarier for jades.
Murloc Paladin is actually midrange as much as aggroMurloc paladin is a very vague definition. There are slower midrange versions with Stonehill defenders, Lich king and Tirion, there are fast versions with eight one drops and divine favor. When I say murloc paladin I usually mean something close to the later.
But jade druid have serious problems removing waves. Spreading plague is the only hope but even it doesn't delay wave of murloc + megasaur or warleader for a long time like it does with aggro druid waves.Right. But isn't aggro druid stronger for the same reason? He has a very tough board and fares against other decks better.
According to TempoStorm, which may or may not be accurate, Pirate Warrior has something like a 13% lower winrate against Jade than Murloc Paladin.
I have to disagree. Innervate is a card that is a long standing problem in wild. With innervate merely moved there, any new 3\4\5 mana card may break wild. I understand that wild isn't intended to be properly balanced but wild need help to deal with such nonsense. For example FWA nerf is good for wild because pirate warrior is very deadly there and it will become better with new weapons printed. (For standard it is awful. I think control warrior is not a deck anymore)
Well, you jump to conclusions there. First of all midrange paladin is not the same as murloc paladin under metastats (and my) definition.Well, I actually checked what they call "midrange paladin" (http://metastats.net/archetypedecks/Midrange-Paladin/last4/) in current meta and it looks like mostly midrange murloc decks.
This is literally why wild exists though. Because eventually piling up old cards on top of each other causes such issues and produces broken combos. I think it's perfectly fine for such conflicts (like fledgling and innervate) to exist together in wild, that's sorta the point, yeah?Fair point.
I think you're reading the tables wrong, it says that pirate warrior is much better against jade, and murlock paladin is an almost even match up. The deck each square is talking about is the one to the left.What tables at tempostorm? Here is their jade druid page (https://tempostorm.com/hearthstone/decks/jade-druid-standard-meta-snapshot-sep-3-2017) and you can see that tempostorm consides midrange murloc paladin the best high tier deck to counter druid.
This is literally why wild exists though.I disagree. Wild exist to a) prevent staleness of the standard meta. b) Make game more accessible for new players. It is not c)Place with no balance at all meant to be a graveyard for the decks of the past.
Well, I actually checked what they call "midrange paladin" in current meta and it looks like mostly midrange murloc decks.OK. Lets call it a midrange version of a murloc deck. It will be a more accurate name. I think the faster paladin deck is the higher chance to win it has. Something like this (http://metastats.net/deck/ff43fd12-6ad5-49a1-84f3-87a80138da4d/last7/) is one of my choices to go for jade druid hunting but with warleader nerf this kind of deck will lose a huge chunk of snowballing potential.
I disagree. Wild exist to a) prevent staleness of the standard meta.
b) Make game more accessible for new players.
It is not c)Place with no balance at all meant to be a graveyard for the decks of the past.
Oh, lol whoops. Sorry, for some reason I read tempostorm as vicioussyndicate. So many different metatracking sites.
Yes, wild exists to prevent staleness of the standard meta by being the graveyard for the decks of the past. I'm not sure where you get making the game more accessible for new players. You need cards from packs you can't even buy in game to play in wild. It's not a new player zone.I mean that wild makes it easier to have standard decks. Official blizzard's idea that brand new player won't have to buy shitload of packs from the old expansion and can focus their attention on the most recent(5 to 8) ones.
This is what I expect. They thumped druid on the nose and kicked their main rivals in the junk. It seems like the net result is a buff for druid. The problem was there wasn't really a downside for going all ramp cards, UI just refilled your hand and you went on playing at a 4-mana advantage. Now you just have to suffer playing with a 3-mana advantage instead.I've seen people trying to make this comparison but it seems very wrong to me. With the Shaman nerfs the best Shaman deck received no meaningful nerfs at all (Midrange never played Rockbiter Weapon and a lot of builds cut Tuskarr Totemic anyway) while all its competitors took crippling nerfs to their best cards. In this case the Innervate nerf is very meaningful as it's the best card in Druid and indeed the game. And Spreading Plague was a key way to shore up Jade Druid's glaring weakness to board flood strategies.
It's been compared to karazhan nerfs where they nerfed shaman's competitors more than they nerfed shaman... which ended up just buffing shaman.
I could be wrong, it may slow druids up just enough that highroll priests can move in, and instead of man -> bigger man -> even bigger man every game is a diceroll where the bad outcome for you is facing endless 4/8's that autokill your board.
Well. I just faced a control paladin in wild casual, twice. I was playing Dudes.Did you summon an even larger man? (http://www.summonanevenlargerman.com/)
The guy got so pissed off he roped me every single turn for both games. Literally just finished a 45 minute game where he was so mad at a children's card game he just stewed in rage for most of an hour.
I think this is the highlight of my week. Seriously.
I am still confused about the balance changes. FWA's nerf did not decrease pirate warrior's win rates. Jade druids are still at the top too. Hex nerf changed literally nothing. Murlocks nerf might be actually significant but it's not immediately obvious now as I play them.
My guess is the changes were aimed at future expansion more than at fixing the current meta.
At that point blizz hadn't entirely discarded the idea of preserving the new player experience, so they justified it as for the sake of new players.
none that literally made the deck function like quests or death knights do.
For a long time, I've just been playing Tavern Brawl (and Arena when I get free passes), and slowly working my way through Karazhan.
So I figured, "Hey, I've got a pretty decent collection now, let's try ranked".
Oh dear god. Even at rank 24, I'm running into people with half a dozen Legendaries who seem to have perfect hands, no matter the situation.
Fuck this game right in its gold-plated shitter.
There really ought to be a restriction, like X number of Legendaries per deck, X number of epics, etc. Otherwise you can literally stuff your deck with legendaries and epics and trololo your way to victory.
The previous year top decks were indeed cheap and absoltely retarded. I'm happy to see higher tier decks of today becoming more expensive and requiring more skill to play effectively.
I'd be interested to know about this tempo rogue without legendarys, since the tempo rogue that I know gets its main power from a bunch of legendary and epic cards (and bonemare) and is probably the most expensive aggro deck that there's ever been in hearthstone.Something like...
everyone too busy playing dungeon runs to talk about new expansion eh
Alright, have a stupid expensive meme deck I came up with.Spoiler (click to show/hide)
The goal is to abuse copies of twig of the world tree or Atiesh to make big board swings. No one expects silly shit like this in druid, so they'll spend most of the game trying to figure out wtf you're even doing while you drop ixlid and golden zola clones and reforge weapons like a champ. Everything is surprisingly flexible... spreading plague into +2 attack from branching paths for some burst, clone a 4/4 charger with zola and use your weapon copies to pay for two turns in a row to play it.
man that new 2/1 elemental that repeats battlecries is really neat. i never had Brann Bronzebeard so couldnt properly pull some stuff with my Jade Shaman, just having one is more than enough to up the guys to 7/7 or beyond.
of course you need 6 mana to pull it out but its good when you really need to start pumping those golems. i wish there were more jade options for Shaman tho :/
man that new 2/1 elemental that repeats battlecries is really neat. i never had Brann Bronzebeard so couldnt properly pull some stuff with my Jade Shaman, just having one is more than enough to up the guys to 7/7 or beyond.
of course you need 6 mana to pull it out but its good when you really need to start pumping those golems. i wish there were more jade options for Shaman tho :/
jade is a cancer that never should have been in the game
next expansion is called The Witchwood or something like that. it brings 3 new mechanics:
-Echo: cards with echo produce a ghostly copy on your hand that you can re use, but they only last that turn and consume extra mana.
-Impulse: like Charge but the card cannot focus heroes on the same turn
It sounds like the gimmicky first set of an expansion and most of that sounds unplayable. K&C ruined the game for me and it sounds like they're just leaving it to fester, so I don't see myself coming back I suppose.
let's not forget what's rotating out at the same time. the game is guaranteed to change if only because of that.
let's not forget what's rotating out at the same time. the game is guaranteed to change if only because of that.
I don't play standard because I'm not going to throw away half of my cards every year.
I wanted to play wild because that's supposed to be the place where you get to play with your old cards and get to see all the wacky stuff, but every "this is going to be good for a long time" deck I made lasted less than three months.
i just wish they nerfed aggro+deathrattle cards on top of aggro spam decks, mill decks and priest in general.Looks like someone likes to play greedy decks. Aggro kills greed, Mill counters attempts to win by fatigue and priest... well it is extremely hard to outgreed priest.
more than greed is frustration since those decks usually rely on spamming aggro that returns with a simple N'zoth throw on top of healing or getting extra armorYou have a weird definition of aggro here. Decks that play N'zoth aren't aggro at all, in fact only hunter has anywhere decent deathrattles that can be called aggro.
We'll have to see, shudder shaman is a combo deck after all, traditionally the weakest decks at the start of an expansion. It might sputter out to aggro and eventually let other decks get refined and eventually a balanced meta be shaped, but making such a big splash on day 1 probably isn't a good sign. People are citing the currently totally inadequate stats on it's win rate to show it's not that good, but lists are still super in flux right now and I've certainly seen some streams of it with sickening win rates even against aggro when you've got the super defensive lists. If it's lists and play style can be refined to be good against aggro it'll be super bad and need a nerf for sure, and even if it's good enough to turn the meta into aggro+shaman that's not really a good thing either.
Personally I'm hoping shudderwock gets nerfed just cuz I managed to open it in a pack. :P
Hey, so, from someone who doesn't actually play HS (and thus doesn't know the cards)... Do converted minions go to your graveyard or the graveyard of the player who originally drew the card?
Because if it's the former, it seems to an untrained eye that you could convert Grumble with, like, a pot of madness, get him killed on your turn controlling him and then basically neuter the Shudderwock. Sure, you still have to survive the initial drawing and then clear the board of a bunch of 6/6s, but that at least is possible. Whereas them getting however many 1-mana Shudderwocks placed back into their hand is considerably less manageable.
I hope they'll nerf doomguards into rush making cubelocks much more manageable by other control decks.
Why not? Blizzard loves to nerf classic cards and doomguard is a very powerful card. It is a better leeroy for any kind of aggro warlock deck and now it is also good in slow warlocks.
Blizzard likes removing classic cards that will destroy entire decks. Doomguard isn't on the same level as ice block or warleader.
It's working now. Looks like the same issues as dungeon run had, i.e. you can't actually prepare for anything and it's RNG whether or not you get that one boss who auto-fucks you and basically negates your whole deck.
EDIT: Apparently the servers keep getting taken down for hotfixes. If you play as Tess you can auto-win vs a boss on turn 1 or 2 by getting infinite moonfires. I dream of a wild future where they actually have a QA team for this kind of shit.
the card also gives mana to the oponent tho. i would say its pretty balanced compared to the stuff that has been released in past expansions like Spreading Plague, Ultimate Infestation and Jade Idol or the large amount of taunt minions and the armor stacking.Sure it does give mana to the opponent. But druids opponent don't build their deck around having more mana, especially aggro decks. Your odd hunter will run out of cards very fast if your opponent gives you 2 mana on turn 1, while he'll get access to his taunts and healing much earlier
I remember everyone pissed their pants over some random card in early reveals when the real game-ruiner was some completely ignored card in the final dump.Sure, many cards were ignored. Many cards were overvalued. But this one is like patches or ultimate infestation. It is immediately oblivious that it is very powerful. It easily fits in existing druid decks.