It's a pity you missed the event! However, I am fairly confident that the next one won't be far away ;)
As for your question, here's an excerpt from Patch 23.4's notes.
Y’Shaarj and its Portraits will not initially be obtainable through packs or crafting. Y’Shaarj, its Portraits, and its Coins will all be obtainable through normal means in a patch after the event ends.
New version based on feedback. Since Nirast asked, the flavor is that your minions take some time to rest and become more invigorated as a result.
Now, some feedback:
Demonxz95
Deep Burn is my favorite, but I wonder if it's a bit weak. I made a similar card a while ago and gave it a draw to make it more worthwhile (my card only worked for the current turn, but still)
Besides that, since you have to redo the card, I'd recommend centering the artwork around the person being affected by the spell, even if that means cutting off the sorcerer entirely.
linkblade91
Both are cool (no pun intended), but Crashing Snowball is my favorite. I prefer the version with Taunt, but I'd suggest the wording "Destroy your Armor to summon an Elemental with stats equal to it, Taunt and Rush." Not sure if this is better or worse than the transform approach, though.
BasilAnguis
The safest bet is probably to convert Heating Up! to a Warlock card, since Mage cannot participate.
I like Buried in Ice too, but I struggle to find a class in which it would make sense thematically. If you manage to find it, just word it without the word Freeze, since it's forbidden for this comp.
AeroJulwin
Very cool card. The flavor is supperb, but I'd try to find a better artwork.
Nirast
Pretty good flavor here. I'd suggest making it a pure Warrior card, as it totally feels like one. Also, neither "spell" nor "weapon" should be written with caps.
Finally, between the two versions, I'd go with the one without the cost reduction, as it overcomplicates the card.
Guys, I'm so salty right now. I am only missing 3 Mercenaries (all legendaries, of course), so I decided to open up my 53 saved packs. Want to know what I got? TWO portraits for legendaries I already had (I do NOT care about cosmetics), a bunch of portraits for rares and epics, TONS of coins I cannot use for maxxed out Mercs, and yes, quite a few coins for Mercs I am still upgrading. I was hoping to net at LEAST one of the missing Mercs, hopefully two. I've clearly reached the point where my collection is so complete that packs are nearly worthless. This feels SO bad, man. I am eagerly awaiting news on what I will be able to use excess coins for. It better be good!
I like it. I think the flavor works well. I agree using a buff works better, although +2/+2 for 2 Mana is a little high on value. I advice increasing the cost (rather than reducing the buff) to set it apart from Daring Escape.
Demonxz95
I think Tame The Flame is a little boring. Flame Enchantment is a nice card, but seems like it can get pretty powerful at 1 Mana. I like Deep Burn's effect the best.
linkblade91
I like Crashing Snowball best. I think it works without Taunt, although the flavor isn't the most Druid-y. And don't forget the Token. Not sure about balance on Icicle Armor, but it'll probably also do well.
Nirast
Although dual-class cards are loved, they are always difficult to get right. I feel like this card fits Warrior better. It also doesn't specify the card pool, so you'd expect it to discover from your own class, but since Rogue doesn't have any armor cards it makes sense to discover from any class. That does give it a Rogue effect, but it should probably be made a little clearer. Personally, I would like it better as a Warrior card.
As far as versions go, I like Blacksmithing Classbest. The Epic might be more valuable, but the card's strength lies with its flexibility and the text gets a little crowded.
Been a while since I took part in a comp! Here's my first idea:
A way for Weapon Warrior to have better consistency and survivability, while also giving Rogue some 'healing'. There's a normal version a Studies version.
Feedback:
Show Spoiler
Wailor: Not 100% on the flavor. Is the campfire in your hand?
Demonxz95: Enchantment is pretty scary, Rogue can play a lot of cards in a turn. Tame the Flame and Deep Burn are interesting, I think I like the former better.
linkblade91: I think I like the Snowball better. Don't think it needs Taunt, since it has immediate impact with Rush as is. The wording on the first version is better either way.
BasilAnguis: I think I like Heating Up! the most out of the bunch. Makes cards like Fireball more control-centric instead of smorcers. Too bad it's forbidden, sorry.
Thanks for all your work on these guides. These events are the most enjoyable part of the game mode! Very rewarding to work towards a guaranteed legendary then a diamond portrait.
I finished the set of tasks this morning, thanks in no small part to Avalon's guides - thanks!
These events are fun, more fun with teamwork and commentary.
Thanks to both: knowing that there are people out there appreciating this kind of content makes me want to keep creating it!
Those guides take a remarkable amount of time and effort to write, especially since they all need to be published is such a short window of time, but I am okay with pushing them since the feedback I am receiving is very positive!
It's an achievement hunting deck: it's not supposed to win games, but just to complete the Rolling in Their Grave achievement from the Fractured in Alterac Valley expansion.
I completed the last task this weekend. Thanks for the guides, they were a great help on some of the tougher challenges.
I didn't complete the first two events. For the first I was too much behind on completing the storyline missions to even start on it. The Leeroy event I did play about halfway, but got stuck on a difficult task and either ran out of time or motivation (can't remember which).
Compared to the N'Zoth event, the difficulty on this one felt a bit more even: fewer very easy ones but also no overly hard tasks. Task 5 auto-completed itself for me though, not sure if that was a bug or some kind of deliberate hotfix. I didn't run into problems with my collection being too narrow, but I can imagine that people who haven't been playing Mercenaries consistently since launch would have problems with the very specific requirements of some of the tasks.
Thanks for all your work on these guides. These events are the most enjoyable part of the game mode! Very rewarding to work towards a guaranteed legendary then a diamond portrait.
Man, how I missed seeing those big fan expansions here with lots of extra content , the Doomclock mechanic is super creative and interesting, by seeing all this put together, you actually inspired me to go back to my old abondoned project, the Year of the Wolf. Congrats and thanks Kuba, can't wait to see the rest of it.
I might as well add this here. I've been playing Snap for 2 weeks now and I got to Collection Level 300. Most people think the progression is pretty bad, I think it's probably fine. It should be noted that I have not reached Pool 3 where I heard a lot more people complain about and that you should understand that getting cards become exponentially harder (literally). You could get the meta decks relatively easily even with bad luck compared to other games. The more fun decks though? Not so much. Deckbuilding feels restricted and luck plays a lot in higher collection pools.
Also, I understand that it's a beta. Nevertheless I'd say that the matchmaking system is pretty bad. They have a casual matchmaking system where the only mode is ranked. They have it where your cubes (rank) and collection level (card pool) don't matter and only your MMR matters. I think that you can easily see why this is bad but to illustrate it. I am rank 55 which is relatively in the middle, however I am facing people who have already reached the highest rank and I fight them regularly. I've faced too many people with a much higher collection pool as well with the upgraded versions of the meta decks. It gets pretty frustrating when you can't climb not because of your skill but because the game had been rigged against you before your draws. Meanwhile, streamers face bots on the regular because their MMR is literally too high to face real people. I'm curious if you guys had any similar/differing experiences.
a highly oppressive meta where nothing is "very good."
Pick one.
Also meta isn't solved imo. There are decks that are successful and they aren't mentioned in Mobalytics stats (proving deckbuilding is not dead by any means). Katarina Ziggs Annie and TF Nami Go Hard are examples of them and I really would not be surprised to see more.
Can you do a more or less thorough comparison between that game and HS regarding stuff like: amount of luck needed to win a game, prevalence of random things, prevalence of controlled randomness, swinginess of turns/plays, how much skill matters, whether the game provides enough room for player skill to flourish rather than cutting it down like in HS, how they plan to deal with cards clutter in the future, etc.
And most importantly, how far/close is it to a gacha game and others that like to pray on people's weakness and whales (see the diablo immortal videos of some people where everything they are doing is explained in detail). I.e. how much pay-to-win is/will the game be?
Thanks!
I haven't played Hearthstone in a long time, but I'll give it a try - to add onto what Cleef2 already said.
1. The game currently doesn't have any loot boxes at all. You get new cards by using in-game currency to upgrade your existing cards. This is too confusing to explain in detail. Just suffice to say - the way you get new cards is by upgrading your existing cards. Note - upgrading cards is purely cosmetic. It doesn't change the function at all. This is clearly very different from HS. However, there is also RNG as to exactly which card you get when you get a new one, so that part is pretty similar to HS.
2. As your collection level increases, you progress through certain pools of cards. Up to Collection level 214, you will slowly collect all of the cards from "Pool 1." This is sort of like a starter collection. Everyone gets the cards in a different order from each other, but everyone also has exactly the same collection when they hit level 214. So, the only "P2W" aspect there is how fast you get to the break points between card pools. After Pool 1, though, the progression slows down, and it gets harder to acquire specific cards. Currently, there is no crafting system, so you just have to keep playing until the RNG is on your side and you get the card(s) you want.
3. For gameplay, the games are TONS faster than HS games, and it's not possible to get trapped in a control match that lasts for 30 minutes. The longest game you will ever play in Snap is probably about 5 minutes.
4. In terms of RNG in the gameplay, there really isn't that much. As Cleef said, most of the RNG comes from which locations happen to spawn in for each game. Some will work well for your deck and others won't. If you play Discard, only one of the discards is targeted to a specific metric (it discards your highest cost card), so there is a lot of RNG in that deck - whether you get the correct discard or not. Otherwise, the game's RNG is mostly from the locations and not from the cards or the players.
5. Player skill - this matters for sure. I find myself thinking pretty hard sometimes about my best play in a specific situation. The fun part is that it usually comes down to trying to predict what my opponent is going to do. At bottom, Snap is largely a mind-game against your opponent - trying to figure out how they plan to win, and then trying to outmaneuver them.
6. Swingyness - This is hard to say exactly, as a comparison to HS. Sometimes, you just draw crap and your opponent draws like a god. However, in those cases, you can just "peace out," and have a minimal loss of ranking (usually just 1 "cube." I'll explain cubes below). That being said, the game is almost never decided until the cards flip on the last turn (turn 6). I've lost games I was expecting to win, and I've won games I was expecting to lose. So, yeah - a lot of games aren't decided until right at the end. I'm pretty sure that doesn't count as swingy, but I could be wrong.
7. Cubes - Each game starts with one cube at stake. If you win, you would gain 1 cube and if you lose, you lose 1. In reality, if the game goes to the end, you never gain or lose less than 2 cubes, because the "pot" doubles at the final turn. But if either player "Retreats" before the final turn ends, they will only lose 1 cube and their opponent will gain 1 cube. EXCEPT - if you are confident of winning the game, you can "snap" your opponent and the cubes will double when that turn ends (going from 1 to 2 or from 2 to 4). If both players snap and stay to the end, the game is worth 8 cubes. So, each game brings the possibility of gaining or losing either 1, 2, 4, or 8 cubes, depending if either or both players snap (or if one of them retreats before the end).
Not sure if Buried in Ice is allowed. It does freeze, but i'm certain it's not the kind of freezing the rules forbid.
Unfortunately neither of these cards are allowed. Heartpiercer is a Fire spell that destroys a minion (which is not allowed), and your other 2 cards are Mage cards (which is also not allowed).
Having every deck with the highest play rates of 10% and lower have 53% winrates down to 50% and below.
Has never been the case for as long as I've been playing LOR and recording these statistics.
Thats what I'm referring to.
Which could only possible happen in a highly oppressive meta where nothing is "very good."
Like literally the best deck with the highest playrate is spiders and youre correct its a pre-expansion deck that had an astounding 53% winrate because everything more interesting has been grounded into the statistical dirt.
You dont see a problem with that?
You realize when decks score high winrates and high playrates they oppress other decks right?
They ask the question can you beat x y and z? If you can't (and high winrate + high playrate decks only have niche counters) your deck gets "oppressed" by the meta deck.
If there is no meta deck to specifically tech against you just need to make sure your deck works within itself and is flexible which is a lot easier to do.
So won't you understand that diverse metas without clear topdogs (viego desserter is btw a pretty clear topdog) are a good thing unless you want to be one of those "jam deck x for easy master" players?
Heh, my recent expansion comes perfectly here. There are quite a few Fire spells for other classes, and ones that don't deal damage or destroy minions.
I've always wanted there to be extra Fire support for Warlock. Deep Burn is a dual-class card in the set with Mage, but I can make it a Warlock-only card for the competition. I just didn't feel like making a new card right away since I didn't think it was needed (work smarter, not harder).
Afk opponent is ideal otherwise you want to play your random discovery cards first then discover the specific classes you are missing. In wild you have some very specific cards like "discover" a mage spell or getting your opponents card.
On 10 index cards write each heros name and as you collect the card and then play it move the index card or flip it to keep track.
Try and discover taunt minions and or cards that specifically hit only enemy targets. Life steal cards are ideal if the player is not afk. You obv don't need your own class.
If your opponent is afk you want damage dealing cards to remove your minions as you need space.
Save all "return" cards for hench clan and or tess. If you choose good cards and actively fighting your opponent you can use your tess over and over and return it while trying to find all your class cards.
Neutral discover cards only discover neutral cards so they are useless.
Search words to consider looking for different card options in this deck include: "cop" (for copy or copies) "discover" "return" "shuffle" "deck" "random" "hand" "class"
Familiarize yourself with the colors of cards and the colossal cards classes. The colors are at the bottom on golden cards but the colors are not perfect so it's hard to tell which class some of the cards belong to
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
How to Complete Y'Shaarj Mercenaries Event Task 1 "Mountain Hikers" - Tips & Parties Inside
It's a pity you missed the event! However, I am fairly confident that the next one won't be far away ;)
As for your question, here's an excerpt from Patch 23.4's notes.
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
New version based on feedback. Since Nirast asked, the flavor is that your minions take some time to rest and become more invigorated as a result.
Now, some feedback:
Besides that, since you have to redo the card, I'd recommend centering the artwork around the person being affected by the spell, even if that means cutting off the sorcerer entirely.
I like Buried in Ice too, but I struggle to find a class in which it would make sense thematically. If you manage to find it, just word it without the word Freeze, since it's forbidden for this comp.
Finally, between the two versions, I'd go with the one without the cost reduction, as it overcomplicates the card.
Idea for Extra Merc Coins
Guys, I'm so salty right now. I am only missing 3 Mercenaries (all legendaries, of course), so I decided to open up my 53 saved packs. Want to know what I got? TWO portraits for legendaries I already had (I do NOT care about cosmetics), a bunch of portraits for rares and epics, TONS of coins I cannot use for maxxed out Mercs, and yes, quite a few coins for Mercs I am still upgrading. I was hoping to net at LEAST one of the missing Mercs, hopefully two. I've clearly reached the point where my collection is so complete that packs are nearly worthless. This feels SO bad, man. I am eagerly awaiting news on what I will be able to use excess coins for. It better be good!
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
As far as versions go, I like Blacksmithing Class best. The Epic might be more valuable, but the card's strength lies with its flexibility and the text gets a little crowded.
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
Been a while since I took part in a comp! Here's my first idea:
A way for Weapon Warrior to have better consistency and survivability, while also giving Rogue some 'healing'. There's a normal version a Studies version.
Feedback:
Wailor: Not 100% on the flavor. Is the campfire in your hand?
Demonxz95: Enchantment is pretty scary, Rogue can play a lot of cards in a turn. Tame the Flame and Deep Burn are interesting, I think I like the former better.
linkblade91: I think I like the Snowball better. Don't think it needs Taunt, since it has immediate impact with Rush as is. The wording on the first version is better either way.
BasilAnguis: I think I like Heating Up! the most out of the bunch. Makes cards like Fireball more control-centric instead of smorcers. Too bad it's forbidden, sorry.
AeroJulwin: Neat card, great flavor.
How to Complete Y'Shaarj Mercenaries Event Task 1 "Mountain Hikers" - Tips & Parties Inside
I missed the event. Is it possible to craft the Mercenary Y'Shaarji after a limited time? Because now i cant craft him
Special Y’Shaarj Event for Hearthstone Mercenaries Is Coming to an End - Last Chance To Complete Some Tasks!
Thanks to both: knowing that there are people out there appreciating this kind of content makes me want to keep creating it!
Those guides take a remarkable amount of time and effort to write, especially since they all need to be published is such a short window of time, but I am okay with pushing them since the feedback I am receiving is very positive!
Rolling In Their Grave - Rogue Alterac Achievement
It's an achievement hunting deck: it's not supposed to win games, but just to complete the Rolling in Their Grave achievement from the Fractured in Alterac Valley expansion.
Special Y’Shaarj Event for Hearthstone Mercenaries Is Coming to an End - Last Chance To Complete Some Tasks!
I completed the last task this weekend. Thanks for the guides, they were a great help on some of the tougher challenges.
I didn't complete the first two events. For the first I was too much behind on completing the storyline missions to even start on it. The Leeroy event I did play about halfway, but got stuck on a difficult task and either ran out of time or motivation (can't remember which).
Compared to the N'Zoth event, the difficulty on this one felt a bit more even: fewer very easy ones but also no overly hard tasks. Task 5 auto-completed itself for me though, not sure if that was a bug or some kind of deliberate hotfix. I didn't run into problems with my collection being too narrow, but I can imagine that people who haven't been playing Mercenaries consistently since launch would have problems with the very specific requirements of some of the tasks.
Rolling In Their Grave - Rogue Alterac Achievement
There's no death rattles in this lol. I've never seen a worse deck
Special Y’Shaarj Event for Hearthstone Mercenaries Is Coming to an End - Last Chance To Complete Some Tasks!
Thanks for all your work on these guides. These events are the most enjoyable part of the game mode! Very rewarding to work towards a guaranteed legendary then a diamond portrait.
New You - Card Design Competition Discussion Thread
Congrats to ChickyChick!
I'm a little sad to see people did not share the enthusiasm I felt for my card :/
KingKuba's "Bringers of Doom" Custom Set: Part 1 (Main Set) - Hearthstone Fan Community Spotlight
Man, how I missed seeing those big fan expansions here with lots of extra content , the Doomclock mechanic is super creative and interesting, by seeing all this put together, you actually inspired me to go back to my old abondoned project, the Year of the Wolf. Congrats and thanks Kuba, can't wait to see the rest of it.
I'm in the Open Beta - AMA
I might as well add this here. I've been playing Snap for 2 weeks now and I got to Collection Level 300. Most people think the progression is pretty bad, I think it's probably fine. It should be noted that I have not reached Pool 3 where I heard a lot more people complain about and that you should understand that getting cards become exponentially harder (literally). You could get the meta decks relatively easily even with bad luck compared to other games. The more fun decks though? Not so much. Deckbuilding feels restricted and luck plays a lot in higher collection pools.
Also, I understand that it's a beta. Nevertheless I'd say that the matchmaking system is pretty bad. They have a casual matchmaking system where the only mode is ranked. They have it where your cubes (rank) and collection level (card pool) don't matter and only your MMR matters. I think that you can easily see why this is bad but to illustrate it. I am rank 55 which is relatively in the middle, however I am facing people who have already reached the highest rank and I fight them regularly. I've faced too many people with a much higher collection pool as well with the upgraded versions of the meta decks. It gets pretty frustrating when you can't climb not because of your skill but because the game had been rigged against you before your draws. Meanwhile, streamers face bots on the regular because their MMR is literally too high to face real people. I'm curious if you guys had any similar/differing experiences.
Final Meta Stats - Decks Are Dead
Pick one.
Also meta isn't solved imo. There are decks that are successful and they aren't mentioned in Mobalytics stats (proving deckbuilding is not dead by any means). Katarina Ziggs Annie and TF Nami Go Hard are examples of them and I really would not be surprised to see more.
New Card - War Machine
This cannot be correct. Its stats, cost, and effect are all identical to Kazar, who already exists in game.
I'm in the Open Beta - AMA
I haven't played Hearthstone in a long time, but I'll give it a try - to add onto what Cleef2 already said.
1. The game currently doesn't have any loot boxes at all. You get new cards by using in-game currency to upgrade your existing cards. This is too confusing to explain in detail. Just suffice to say - the way you get new cards is by upgrading your existing cards. Note - upgrading cards is purely cosmetic. It doesn't change the function at all. This is clearly very different from HS. However, there is also RNG as to exactly which card you get when you get a new one, so that part is pretty similar to HS.
2. As your collection level increases, you progress through certain pools of cards. Up to Collection level 214, you will slowly collect all of the cards from "Pool 1." This is sort of like a starter collection. Everyone gets the cards in a different order from each other, but everyone also has exactly the same collection when they hit level 214. So, the only "P2W" aspect there is how fast you get to the break points between card pools. After Pool 1, though, the progression slows down, and it gets harder to acquire specific cards. Currently, there is no crafting system, so you just have to keep playing until the RNG is on your side and you get the card(s) you want.
3. For gameplay, the games are TONS faster than HS games, and it's not possible to get trapped in a control match that lasts for 30 minutes. The longest game you will ever play in Snap is probably about 5 minutes.
4. In terms of RNG in the gameplay, there really isn't that much. As Cleef said, most of the RNG comes from which locations happen to spawn in for each game. Some will work well for your deck and others won't. If you play Discard, only one of the discards is targeted to a specific metric (it discards your highest cost card), so there is a lot of RNG in that deck - whether you get the correct discard or not. Otherwise, the game's RNG is mostly from the locations and not from the cards or the players.
5. Player skill - this matters for sure. I find myself thinking pretty hard sometimes about my best play in a specific situation. The fun part is that it usually comes down to trying to predict what my opponent is going to do. At bottom, Snap is largely a mind-game against your opponent - trying to figure out how they plan to win, and then trying to outmaneuver them.
6. Swingyness - This is hard to say exactly, as a comparison to HS. Sometimes, you just draw crap and your opponent draws like a god. However, in those cases, you can just "peace out," and have a minimal loss of ranking (usually just 1 "cube." I'll explain cubes below). That being said, the game is almost never decided until the cards flip on the last turn (turn 6). I've lost games I was expecting to win, and I've won games I was expecting to lose. So, yeah - a lot of games aren't decided until right at the end. I'm pretty sure that doesn't count as swingy, but I could be wrong.
7. Cubes - Each game starts with one cube at stake. If you win, you would gain 1 cube and if you lose, you lose 1. In reality, if the game goes to the end, you never gain or lose less than 2 cubes, because the "pot" doubles at the final turn. But if either player "Retreats" before the final turn ends, they will only lose 1 cube and their opponent will gain 1 cube. EXCEPT - if you are confident of winning the game, you can "snap" your opponent and the cubes will double when that turn ends (going from 1 to 2 or from 2 to 4). If both players snap and stay to the end, the game is worth 8 cubes. So, each game brings the possibility of gaining or losing either 1, 2, 4, or 8 cubes, depending if either or both players snap (or if one of them retreats before the end).
*Edited to add points 6 and 7.
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
Unfortunately neither of these cards are allowed. Heartpiercer is a Fire spell that destroys a minion (which is not allowed), and your other 2 cards are Mage cards (which is also not allowed).
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
Not sure if Buried in Ice is allowed. It does freeze, but i'm certain it's not the kind of freezing the rules forbid.
Final Meta Stats - Decks Are Dead
You realize when decks score high winrates and high playrates they oppress other decks right?
They ask the question can you beat x y and z? If you can't (and high winrate + high playrate decks only have niche counters) your deck gets "oppressed" by the meta deck.
If there is no meta deck to specifically tech against you just need to make sure your deck works within itself and is flexible which is a lot easier to do.
So won't you understand that diverse metas without clear topdogs (viego desserter is btw a pretty clear topdog) are a good thing unless you want to be one of those "jam deck x for easy master" players?
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
I'm worried that Crashing Snowball needs the Taunt to make it appealing, 'cause otherwise you could be killing yourself.
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
Heh, my recent expansion comes perfectly here. There are quite a few Fire spells for other classes, and ones that don't deal damage or destroy minions.
I've always wanted there to be extra Fire support for Warlock. Deep Burn is a dual-class card in the set with Mage, but I can make it a Warlock-only card for the competition. I just didn't feel like making a new card right away since I didn't think it was needed (work smarter, not harder).
A TRUE CLASS ACT BUILD
STANDARD
### Custom Rogue
# Class: Rogue
# Format: Standard
# Year of the Hydra
#
# 2x (0) Shadowstep
# 2x (1) Blackwater Cutlass
# 2x (1) Gone Fishin'
# 1x (1) Sir Finley, Sea Guide
# 2x (1) Swashburglar
# 1x (2) Jackpot!
# 2x (2) Reconnaissance
# 2x (2) Tooth of Nefarian
# 2x (2) Wicked Stab (Rank 1)
# 2x (2) Youthful Brewmaster
# 1x (3) Nobleman
# 2x (3) Rustrot Viper
# 1x (3) Zola the Gorgon
# 1x (4) Ambassador Faelin
# 1x (4) Drek'Thar
# 2x (4) Hench-Clan Burglar
# 1x (5) Taelan Fordring
# 1x (6) Blood in the Water
# 1x (6) Cornelius Roame
# 1x (7) Tess Greymane
#
AAECAY7ABArS+QPY+QOoigS7igTlsASZtgSbyQSW1AT58QSLpAUKqusD0PkDvYAE9p8EnKAE7qAEuqQE+awEt7MEjKQFAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
WILD
### Custom Rogue
# Class: Rogue
# Format: Wild
#
# 2x (0) Shadowstep
# 2x (1) Blackwater Cutlass
# 1x (1) Daring Escape
# 2x (1) Togwaggle's Scheme
# 1x (1) Wand Thief
# 1x (2) Blade Flurry
# 1x (2) Eviscerate
# 2x (2) Reconnaissance
# 2x (2) Stolen Steel
# 2x (2) Tooth of Nefarian
# 2x (2) Youthful Brewmaster
# 1x (3) Zola the Gorgon
# 1x (4) Ambassador Faelin
# 1x (4) Drek'Thar
# 2x (4) Hench-Clan Burglar
# 2x (4) Vendetta
# 1x (5) Lotus Agents
# 1x (6) Emperor Thaurissan
# 2x (6) Vanish
# 1x (7) Tess Greymane
#
AAEBAY7ABAqIB6gI1hGmvgLHmwOk0QO7igSbyQSW1ASLpAUKxAG9jAOvkQP+mgO9gAT2nwScoAS6pAT5rASMpAUA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Afk opponent is ideal otherwise you want to play your random discovery cards first then discover the specific classes you are missing. In wild you have some very specific cards like "discover" a mage spell or getting your opponents card.
On 10 index cards write each heros name and as you collect the card and then play it move the index card or flip it to keep track.
Try and discover taunt minions and or cards that specifically hit only enemy targets. Life steal cards are ideal if the player is not afk. You obv don't need your own class.
If your opponent is afk you want damage dealing cards to remove your minions as you need space.
Save all "return" cards for hench clan and or tess. If you choose good cards and actively fighting your opponent you can use your tess over and over and return it while trying to find all your class cards.
Neutral discover cards only discover neutral cards so they are useless.
Search words to consider looking for different card options in this deck include: "cop" (for copy or copies) "discover" "return" "shuffle" "deck" "random" "hand" "class"
Familiarize yourself with the colors of cards and the colossal cards classes. The colors are at the bottom on golden cards but the colors are not perfect so it's hard to tell which class some of the cards belong to
Mage-light blue
Shaman-navy dark blue
Warlock-purple
Hunter-Dark forest green
Warrior -red
Priest-white
Paladin- yellowish gold
Rogue-Smoke grey (you don't need this class obv)
DH-Light green
Druid-Brown