I had to get some tasks done first with Murky and Nefarian to give them better abilities. The other Murlocs aren't good enough for this fight and I also wasn't very successful with the Fire squad so I ended up with Nefarian, Sinestra, Yu'lon, Cookie, the Cook, Murky, and Old Murk-Eye. Started the fight with the dragons. They all went down eventually, but the murlocs are way sturdier than I initially thought. It was a close call still, but if you'd ask me these challenges and events are what make this mode fun.
I now have 24 mercenary packs waiting to be opened on June 1st when a bunch of new mercenaries will be released. I bet some of them are going to be remarkably fun and unique.
Great guide! I'll just add my suggestions here for anyone that wants more options. I think this is the hardest special event task yet. No matter how strong your squad is and how smart you play, you're not beating this one without some major luck: that means picking up the best treasures along the route, and probably winning some speed ties in the final battle. There are several strategies that aim to drop Popsicooler by turn 2, and if you can pull that off, you'll almost certainly win. It's a high-risk/high-reward play, as focusing on Popsicooler without killing it will probably cost you the match. Some folks use an Orc comp and aim to pick up Windfury for Samuro, which is very likely to succeed. The downside there is splitting with Murlocs, which are required. I decided to go more heavy on Murlocs for better synergy, and bring a couple dragons for navigating the map. Here's my winning squad:
Murky (equip: plus attack when hitting taunt), Old Murk-Eye (equip: attack boost and divine shield), Mutanus (equip: extra damage reduction), Cookie (equip: appetizers), Brightwing (equip: extra healing) and Alexstrasza (equip: Gambit healing).
The goal is simple: Murky taunts up Popsicooler on turn 1, then everyone swings in for maximum damage. Turn 2, Murky bubbles in order to protect Murk-Eye from Popsicooler massive damage. Then you just have to duke it out to the bitter end.
it's great that you provide us, the users with daily information and give us the opportunity to exchange with others on games that we otherwise would not have the ways to discuss about.
For the future I would wish that the MTG portion of the forum becomes more relevant.
After the mtg arena forum closed (delayed because wotc can't even be bothered to close Websites in time) there isn't that much in exchange and I would like to see a replacement in ooc.
There's a difference: Tip the Scales wants you to play Murlocs, which are relatively cheap; Front Lines, on the other hand, works better with big and expensive units, making your early game almost nonexistent.
I´m at lvl 95, hoping to hit lvl 100 at the end of this week. My XP achievement count is at 80% done, didn´t really work on it, since I was focusing on Mercenaries these days. Still missing Deathwing (350/500), but it´s the only one I don´t own by now. Another two are maxed out, so it puts me at number 13 total. As for the N´Zoth event, I´m forever stuck at Murlocs in the Valley. I can get all the way up to the Rotimer no problem, only to get one shooted in the boss battle. I´m thinking about giving up, tho I really like the Diamond N'Zoth. Just like I gave up with the Chi-Ji event, can´t have them all I guess :P
Again, thanks all for contributing to this thread :) Good luck!
My packs didn't have anything great. At least another garbage UR to dismantle along the fourth imperm. So 20 UR CP, yay!
I'm still confused that they updated the shop just for this Bundle. Makes me think there might not be something new once the older selection packs leave in 10 days... though that probably lines up with when the next event will be announced.
Thanks to having 20 mana, lots of card draw and Kazakusan, that druid deck made removal more futile than most decks with mid-to-large minions. You could deal with the whole deck fine until they blew you up with 4 treasures in 1 turn. So I'm not surprised priests didn't bother teching against it much.
I agree we'd need a surprisingly low population of aggro decks to run 2 copies of Drown, but control priests never really play for tempo, so it costing 4 mana can easily be compensated for by it not triggering deathrattles or having the 5+ attack limitation. So I don't think it gets squeezed out of decks just because SW:Death is cheaper.
I still doubt it. Even in the earlier much maligned druid meta where we see regular big dudes at every turn Shadow Word: Ruin and death were still one card each in priest decks.
Im not saying that the card is useless, but its the sort of thing I much rather be discovering rather than actually having it in the deck. And the reasoning is obvious; for every ramp druid there's always murlocks or naga dhunters creeping about where a 4 mana removal option is simply too slow to do anything. Even 2x SWdeath in a deck is fairly rare nowadays. Most of the time its 1 copy. We have to go back to the days of 4 mana Mountain Giants to justify 2x SWdeath let alone 2x death + 2x drown being thrown into a list.
Entomb was used alongside a 3-mana SW:Death, so there's no reason to think that comparison will hold Drown back much. More likely it just depends on whether there are enough big minions in the meta to want that effect at all.
My guess is that it is a shorthand justification for priest doing something decidedly cruel, while also handing control decks something else when they require shadow spells. If it was in any other class I doubt it would have a spell school, though shaman might give it nature since that's usually what their water spells are classified as.
I must say, Flux has come far as a content and site creator since Hearthpwn and I personally think Out of cards has become the best Hearthstone news site to date. Keep up all the site updates, they're definitely noticed and appreciated and looking forward to Out of Games! Can't forget the rest of the OoC staff though! Hope you guys had lots of cake and party fun
Its just a bad removal option. How long has it been since we've seen Assassinate being played? And with Shadow Word: Death or Shadow Word: Ruin being superior options, the only niche this card has is that it prevents rez shenanigans.
Even as a silence option, Shard of the Naaru has proven itself time and again to be a core staple to the class, so this card doesn't serve that requirement efficiently.
Unless there happens to be a minion from another class that completely breaks the priest class, I wouldn't be surprised if this card is never included deliberately into any priest deck. Wonderful discover option, lousy topdeck.
Its just a terrible card in my opinion. Consistency issues aside, why would priest even play a 4/4 for 4 that neither removes threats nor blocks attacks?
You'll just as easily screw your opponent or be screwed yourself. Imagine granting a mana reduction because all three choices are over 6 mana. That's like dropping tacks on your own chair.
Choosing what your opponent draws next turn is one thing, but Id much rather just play cards that win me games.
Im really on the fence with this one. On one hand, healing for 6 should never be ignored, and on the other questions whether you even need a 3 mana heal for 6 that comes with conditions attached.
Its nearly never in naga priest because there's simply better nagas available. At best you drop treasure guard for this, and then you'll face the problem of conditions; most holy spells are reactive. And naga priest doesn't even play that many spells to begin with.
At most its a good highlander option, or a card for control priest, but Im underwhelmed. Priest has better options than a spidertank that heals for 6.
In most cases I think it'll reach 0 mana around turn 5-6, which is respectable. But its basically like Devout Pupil, in that its true strength lies in being able to play a 0 mana 5/5 on intervals of clears to swing board.
Too bad it doesn't have divine shield or it'll be absolutely auto include into all pally decks. As it stands right now, its probably mostly useful in both handbuff and control, as either a companion for varian or a board swing after an equality turn.
I would be greatly surprised if this card ceases to see competitive play at any point in the next two years.
The only reason why Im not rating this below 1 is because of Barbaric Sorceress in standard and alura in wild.
Its funny, but I suspect that its more dangerous as a mega dirty rat than actually drawing good minions from your deck. Get a pyro out with this and youre 2 mana away from wiping potentially 7 minions from your opponent's deck. That's just crazy
Equally as crazy as playing this card as a 9 cost spell. Basically if you play this on 9, and you dont have rush or taunt minions in the way, you're just granting your opponent 7 charge minions. And it gets better. If you put up 7 minions from your deck and your opponent board clears it, where do you go from there?
One last niche; Mr. Smite OTK. Yes, it would necessitate smite being in the deck when you play this, but that's not to say it cannot be done. So there's that I suppose.
Its easy to underestimate what this card can potentially do for paladin. Basically maki roll has now three functions with this card, whereas with only two previously I was seriously wondering if 2x copies is the way to go. This clears it up immediately.
So not only do you have a draw engine, you have a card that's impossible to ignore, good vanilla stats on 3, and solves the age old problem of draws for paladin. I can't imagine this not seeing play. It'll take quite a lot to dislodge this from most if not all paladin decks
How to Complete N'Zoth Mercenaries Event Task 9 "Murlocs on Ice" - Tips & Parties Inside
I had to get some tasks done first with Murky and Nefarian to give them better abilities. The other Murlocs aren't good enough for this fight and I also wasn't very successful with the Fire squad so I ended up with Nefarian, Sinestra, Yu'lon, Cookie, the Cook, Murky, and Old Murk-Eye. Started the fight with the dragons. They all went down eventually, but the murlocs are way sturdier than I initially thought. It was a close call still, but if you'd ask me these challenges and events are what make this mode fun.
I now have 24 mercenary packs waiting to be opened on June 1st when a bunch of new mercenaries will be released. I bet some of them are going to be remarkably fun and unique.
How to Complete N'Zoth Mercenaries Event Task 9 "Murlocs on Ice" - Tips & Parties Inside
Great guide! I'll just add my suggestions here for anyone that wants more options. I think this is the hardest special event task yet. No matter how strong your squad is and how smart you play, you're not beating this one without some major luck: that means picking up the best treasures along the route, and probably winning some speed ties in the final battle. There are several strategies that aim to drop Popsicooler by turn 2, and if you can pull that off, you'll almost certainly win. It's a high-risk/high-reward play, as focusing on Popsicooler without killing it will probably cost you the match. Some folks use an Orc comp and aim to pick up Windfury for Samuro, which is very likely to succeed. The downside there is splitting with Murlocs, which are required. I decided to go more heavy on Murlocs for better synergy, and bring a couple dragons for navigating the map. Here's my winning squad:
Murky (equip: plus attack when hitting taunt), Old Murk-Eye (equip: attack boost and divine shield), Mutanus (equip: extra damage reduction), Cookie (equip: appetizers), Brightwing (equip: extra healing) and Alexstrasza (equip: Gambit healing).
The goal is simple: Murky taunts up Popsicooler on turn 1, then everyone swings in for maximum damage. Turn 2, Murky bubbles in order to protect Murk-Eye from Popsicooler massive damage. Then you just have to duke it out to the bitter end.
Good luck everyone!
No quests
When it comes to the new champions there are only 2 regions that the new champions come from:
Noxus with Annie
Bilgewater with Illaoi
Jhin and Bard are regionless (therefore there won't be new levels for them)
Happy 3rd Birthday Out of Cards
Happy birthday out of cards!
it's great that you provide us, the users with daily information and give us the opportunity to exchange with others on games that we otherwise would not have the ways to discuss about.
For the future I would wish that the MTG portion of the forum becomes more relevant.
After the mtg arena forum closed (delayed because wotc can't even be bothered to close Websites in time) there isn't that much in exchange and I would like to see a replacement in ooc.
81% Winrate New Sunken Token Druid Is Fun! A Metabreaker! Voyage to the Sunken City | Hearthstone
Well, no.
It is what it says, but it depends who plays it and how.
Good luck, friend!
Three New Paladin Cards Revealed For Hearthstone's Throne of the Tides Mini-Set
There's a difference: Tip the Scales wants you to play Murlocs, which are relatively cheap; Front Lines, on the other hand, works better with big and expensive units, making your early game almost nonexistent.
Rewards Track: Current progress 5.0
A dedicated guide is coming!
Spoiler: I hope you have Balinda
Three New Paladin Cards Revealed For Hearthstone's Throne of the Tides Mini-Set
But so does Tip the Scales.
Yu-Gi-Oh Master Duel Adds 10-Pack Infinite Impermanence Bundle to the Shop
My packs didn't have anything great. At least another garbage UR to dismantle along the fourth imperm. So 20 UR CP, yay!
I'm still confused that they updated the shop just for this Bundle. Makes me think there might not be something new once the older selection packs leave in 10 days... though that probably lines up with when the next event will be announced.
Three New Priest Cards Revealed For Hearthstone's Throne of the Tides Mini-Set + Watch Roffle & Crew's Live Review
Thanks to having 20 mana, lots of card draw and Kazakusan, that druid deck made removal more futile than most decks with mid-to-large minions. You could deal with the whole deck fine until they blew you up with 4 treasures in 1 turn. So I'm not surprised priests didn't bother teching against it much.
I agree we'd need a surprisingly low population of aggro decks to run 2 copies of Drown, but control priests never really play for tempo, so it costing 4 mana can easily be compensated for by it not triggering deathrattles or having the 5+ attack limitation. So I don't think it gets squeezed out of decks just because SW:Death is cheaper.
Happy 3rd Birthday Out of Cards
Let's go for another bunch of years more to come!! :)
Yu-Gi-Oh Master Duel Adds 10-Pack Infinite Impermanence Bundle to the Shop
Will open these later today, hope to get some goodies :)
this is a pure bargain, 10 packs + Impermanence for 750 Gems is wow!
Three New Priest Cards Revealed For Hearthstone's Throne of the Tides Mini-Set + Watch Roffle & Crew's Live Review
I still doubt it. Even in the earlier much maligned druid meta where we see regular big dudes at every turn Shadow Word: Ruin and death were still one card each in priest decks.
Im not saying that the card is useless, but its the sort of thing I much rather be discovering rather than actually having it in the deck. And the reasoning is obvious; for every ramp druid there's always murlocks or naga dhunters creeping about where a 4 mana removal option is simply too slow to do anything. Even 2x SWdeath in a deck is fairly rare nowadays. Most of the time its 1 copy. We have to go back to the days of 4 mana Mountain Giants to justify 2x SWdeath let alone 2x death + 2x drown being thrown into a list.
Three New Priest Cards Revealed For Hearthstone's Throne of the Tides Mini-Set + Watch Roffle & Crew's Live Review
Great point!
Three New Priest Cards Revealed For Hearthstone's Throne of the Tides Mini-Set + Watch Roffle & Crew's Live Review
Entomb was used alongside a 3-mana SW:Death, so there's no reason to think that comparison will hold Drown back much. More likely it just depends on whether there are enough big minions in the meta to want that effect at all.
Three New Priest Cards Revealed For Hearthstone's Throne of the Tides Mini-Set + Watch Roffle & Crew's Live Review
My guess is that it is a shorthand justification for priest doing something decidedly cruel, while also handing control decks something else when they require shadow spells. If it was in any other class I doubt it would have a spell school, though shaman might give it nature since that's usually what their water spells are classified as.
Happy 3rd Birthday Out of Cards
I must say, Flux has come far as a content and site creator since Hearthpwn and I personally think Out of cards has become the best Hearthstone news site to date. Keep up all the site updates, they're definitely noticed and appreciated and looking forward to Out of Games! Can't forget the rest of the OoC staff though! Hope you guys had lots of cake and party fun
🎂🎂🎂🍰🍰🍰🥳🥳🥳🎉🎉🎉
Happy 3rd Birthday Out of Cards
Happy Birthday! :O)
Happy 3rd Birthday Out of Cards
Thanks for running a nice website these past years and I hope there will be many more to come.
New Priest Spell - Drown
Its just a bad removal option. How long has it been since we've seen Assassinate being played? And with Shadow Word: Death or Shadow Word: Ruin being superior options, the only niche this card has is that it prevents rez shenanigans.
Even as a silence option, Shard of the Naaru has proven itself time and again to be a core staple to the class, so this card doesn't serve that requirement efficiently.
Unless there happens to be a minion from another class that completely breaks the priest class, I wouldn't be surprised if this card is never included deliberately into any priest deck. Wonderful discover option, lousy topdeck.
New Priest Minion - Disarming Elemental
Its just a terrible card in my opinion. Consistency issues aside, why would priest even play a 4/4 for 4 that neither removes threats nor blocks attacks?
You'll just as easily screw your opponent or be screwed yourself. Imagine granting a mana reduction because all three choices are over 6 mana. That's like dropping tacks on your own chair.
Choosing what your opponent draws next turn is one thing, but Id much rather just play cards that win me games.
New Priest Minion - Herald of Light
Im really on the fence with this one. On one hand, healing for 6 should never be ignored, and on the other questions whether you even need a 3 mana heal for 6 that comes with conditions attached.
Its nearly never in naga priest because there's simply better nagas available. At best you drop treasure guard for this, and then you'll face the problem of conditions; most holy spells are reactive. And naga priest doesn't even play that many spells to begin with.
At most its a good highlander option, or a card for control priest, but Im underwhelmed. Priest has better options than a spidertank that heals for 6.
New Paladin Minion - Lightray
In most cases I think it'll reach 0 mana around turn 5-6, which is respectable. But its basically like Devout Pupil, in that its true strength lies in being able to play a 0 mana 5/5 on intervals of clears to swing board.
Too bad it doesn't have divine shield or it'll be absolutely auto include into all pally decks. As it stands right now, its probably mostly useful in both handbuff and control, as either a companion for varian or a board swing after an equality turn.
I would be greatly surprised if this card ceases to see competitive play at any point in the next two years.
New Paladin Spell - Front Lines
The only reason why Im not rating this below 1 is because of Barbaric Sorceress in standard and alura in wild.
Its funny, but I suspect that its more dangerous as a mega dirty rat than actually drawing good minions from your deck. Get a pyro out with this and youre 2 mana away from wiping potentially 7 minions from your opponent's deck. That's just crazy
Equally as crazy as playing this card as a 9 cost spell. Basically if you play this on 9, and you dont have rush or taunt minions in the way, you're just granting your opponent 7 charge minions. And it gets better. If you put up 7 minions from your deck and your opponent board clears it, where do you go from there?
One last niche; Mr. Smite OTK. Yes, it would necessitate smite being in the deck when you play this, but that's not to say it cannot be done. So there's that I suppose.
New Paladin Minion - Myrmidon
Its easy to underestimate what this card can potentially do for paladin. Basically maki roll has now three functions with this card, whereas with only two previously I was seriously wondering if 2x copies is the way to go. This clears it up immediately.
So not only do you have a draw engine, you have a card that's impossible to ignore, good vanilla stats on 3, and solves the age old problem of draws for paladin. I can't imagine this not seeing play. It'll take quite a lot to dislodge this from most if not all paladin decks