The Ring and the Weapon are mostly the choice to make, though the Horn could be good for the amount of stats they provide. Good top end for Naga decks, but I'm not sure if she's good enough to be required for them.
Feeling like Druid and Priest are the only ones that can feasibly use this giant, especially the former. Playing on Turn 6 at the earliest seems pretty slow for Giants to make an impact.
Thanks for this great overview. As one of the few who still plays raza priest in wild (some iterations I have is a dragon variant and a lyra variant) I will most certainly try to get one of them to work with Reno. Probably my first is a dragon Reno and second a Naga/Lyra Reno... No idea if it will work, but I'm certain I'm going to have fun trying to make it work!
One of the reasons why Murloc decks basically didn't exist during this past year is that they gassed out way too quickly. If Murlocs see any success, it's because of this jet fuel rocketing through their decks.
Should be perfectly fine as one of the top ends of Mech Mage and Paladin, just pray that you don't end up with double Explosive Sheep to nuke your own board.
Emergency Maneuvers says summon a copy, so I'm expecting you'll have two copies of The Rat King: one that wakes up next turn, and one that wakes up after five friendly minions die.
I am hoping the Abyssal Curses are more potent than everyone is predicting. If you're taking 5 or more damage from a curse, you'd better cast it instead which basically uses up 2 mana for nothing which can screw up your turn.
It's a nice idea, and makes me wonder why Classic decks are blocked from Naxx (and other Adventures). Presumably when the Standard-Wild split occurred they coded it to search for Wild decks and never changed it. Maybe the HS code doesn't actually have the means to simultaneously allow both Wild and Classic and it isn't as easy as it sounds to change it? It sounds silly, but I know from experience that you often code something that makes good sense at the time, then regret needing to change an awful lot just to generalise it a bit.
I know Classic saw a lot of nerfs over the years, but I wonder how much that really limits you in Heroic Naxx if you want to make a pseudo-Classic deck out of Legacy cards. From what I recall, the most useful cards were often janky things that weren't ever nerf targets. So you can still give it a go forcing that constraint on yourself, perhaps allowing Naxx cards too.
I don't known if I'm doin' things right (it's my first forum thread here), but just give a read to this.
Some days ago diamond Loatheb was added to the game, so I've think it was time to play old adventures for getting the set cards without crafting them and in the end that sweet diamond version.
But since this adventure is the first, i noticed is extra easy if played with deck made with all the pool of cards we have now, so i was looking to the internet if there were information about the actual card pool of that time, i wasn't able to find exactly the list of the cards, but it was clear were just basic and classic cards.
And this bring me to the question in the title of the thread: why we can't just play this adventure in the ol' fashioned way? I think it would be a cool and/or a challenging experience! Also 'cause it's hard to make a deck like those old times in wild because nerfs, buffs, replaced cards ecc...
I intend to do one as per usual, but I wanna wait until the expansion drops and I can make sure that all of them work as intended instead of writing up some crazy strategy that doesn't end up working due to a bug.
I intend to do one as per usual, but I wanna wait until the expansion drops and I can make sure that all of them work as intended instead of writing up some crazy strategy that doesn't end up working due to a bug.
Also, from the looks of it, most of the achievements this time are just very casual grind stuff. Nothing insane, but all of it very manageable and obvious.
Either way, should be getting on it within the first couple days of the expansion drop.
New Neutral Minion - Queen Azshara
The Ring and the Weapon are mostly the choice to make, though the Horn could be good for the amount of stats they provide. Good top end for Naga decks, but I'm not sure if she's good enough to be required for them.
New Neutral Minion - Naga Giant
Feeling like Druid and Priest are the only ones that can feasibly use this giant, especially the former. Playing on Turn 6 at the earliest seems pretty slow for Giants to make an impact.
New Neutral Minion - Slithering Deathscale
Way too slow to activate, way too much mana to play, way too little AoE for the cost, each of those reasons are why this doesn't see play at all.
How Will Priest Perform in the Year of the Hydra? Hearthstone Core Set & Sunken City Review
Thanks for this great overview. As one of the few who still plays raza priest in wild (some iterations I have is a dragon variant and a lyra variant) I will most certainly try to get one of them to work with Reno. Probably my first is a dragon Reno and second a Naga/Lyra Reno... No idea if it will work, but I'm certain I'm going to have fun trying to make it work!
New Neutral Minion - School Teacher
The Nagaling seems pretty useful for Naga Mage Miracle turns, but other than that, it seems a bit much for a limited discover pool.
New Neutral Minion - Gorloc Ravager
One of the reasons why Murloc decks basically didn't exist during this past year is that they gassed out way too quickly. If Murlocs see any success, it's because of this jet fuel rocketing through their decks.
New Neutral Minion - Mothership
Should be perfectly fine as one of the top ends of Mech Mage and Paladin, just pray that you don't end up with double Explosive Sheep to nuke your own board.
New Neutral Minion - Twin-fin Fin Twin
Seems okay as is, absolutely good with the Handbuffs in Warrior, Paladin, and Warlock.
New Neutral Minion - Helmet Hermit
I don't think this is the next Ancient Watcher. Would've preferred it as a 3/4 for Silence Priest for the health buffing.
New Neutral Minion - Barbaric Sorceress
Maybe Big Spell Mage turns this into a disruption tool? Otherwise, seems pretty bad.
How Will Hunter Perform in the Year of the Hydra? Hearthstone Core Set & Sunken City Review
Emergency Maneuvers says summon a copy, so I'm expecting you'll have two copies of The Rat King: one that wakes up next turn, and one that wakes up after five friendly minions die.
New Hunter Spell - Barbed Nets
Arcane Shot with an conditional upside? Of course it sees play!
Earn a Free Voyage to the Sunken City Card Pack Today in Hearthstone's Crab Rave on Twitch
Hope there's more of the trailer cinematic music
11 Budget Hearthstone Decks to Try Out When Voyage to the Sunken City Goes Live
Dragon Priest was one of the few Priest decks I liked to play in the past. :)
I would love to play Dragon Priest again - but this list... I can't see, what the point of playing Dragon Priest should be.
It is no aggro deck, it is no combo deck, it is no control deck, it is no "big minion" deck... what is the way this deck wants to win realistically?
If a deck wants to be good in Hearhtstone nowadays it must have "unfair elements". This decks looks "way to fair" for me for 2022.
How Will Warlock Perform in the Year of the Hydra? Hearthstone Core Set & Sunken City Review
I am hoping the Abyssal Curses are more potent than everyone is predicting. If you're taking 5 or more damage from a curse, you'd better cast it instead which basically uses up 2 mana for nothing which can screw up your turn.
Why don't let us fight in Naxx with classic decks?
It's a nice idea, and makes me wonder why Classic decks are blocked from Naxx (and other Adventures). Presumably when the Standard-Wild split occurred they coded it to search for Wild decks and never changed it. Maybe the HS code doesn't actually have the means to simultaneously allow both Wild and Classic and it isn't as easy as it sounds to change it? It sounds silly, but I know from experience that you often code something that makes good sense at the time, then regret needing to change an awful lot just to generalise it a bit.
I know Classic saw a lot of nerfs over the years, but I wonder how much that really limits you in Heroic Naxx if you want to make a pseudo-Classic deck out of Legacy cards. From what I recall, the most useful cards were often janky things that weren't ever nerf targets. So you can still give it a go forcing that constraint on yourself, perhaps allowing Naxx cards too.
Hearthstone Patch 23.0: All Known Issues and Fixes - Book of Mercenaries Pack Reward, Hero Cards, Friendly Challenges, Duels Treasures, & More
Oh! Okay i didn't get it, probably 'cause I'm not English
Why don't let us fight in Naxx with classic decks?
Hi to all!
I don't known if I'm doin' things right (it's my first forum thread here), but just give a read to this.
Some days ago diamond Loatheb was added to the game, so I've think it was time to play old adventures for getting the set cards without crafting them and in the end that sweet diamond version.
But since this adventure is the first, i noticed is extra easy if played with deck made with all the pool of cards we have now, so i was looking to the internet if there were information about the actual card pool of that time, i wasn't able to find exactly the list of the cards, but it was clear were just basic and classic cards.
And this bring me to the question in the title of the thread: why we can't just play this adventure in the ol' fashioned way? I think it would be a cool and/or a challenging experience! Also 'cause it's hard to make a deck like those old times in wild because nerfs, buffs, replaced cards ecc...
What do you think Out of Cards community?
(The best community imho)
How To Brew For Difficult Metas
Gonna talk about 3 decks that have risen in popularity and power and more specifically the connecting thread that binds them.
1. Viktor
High value unit that can gain massive tempo with the likes of ambush
2. Rumble
High value unit that can gain massive tempo with discard
3. Pantheon
High value unit that can gain massive tempo with buffs
---------------
We've had aggro metas, we've had midrange metas, we've had combo metas.
This is the tempo meta, playing hard to remove things that can swing for massive dmg essentially.
So how do you counter tempo or brew against it?
You have to provide counter tempo, plays that kill their stuff while representing threats of your own.
Shadow is too slow, Ezreal/Catlyn is great, personally I love my 80% winrate Jarvan list.
But I've seen overwhelm decks, and yes even Ekko for the meme kings out there doing well because of their massive counter tempo plays.
Requiring answers every turn of their own so the tempo decks never get rolling.
So happy brewing, the answers are easy, the games are fast, just don't suck and you'll never need to grind.
Earn a Free Voyage to the Sunken City Card Pack Today in Hearthstone's Crab Rave on Twitch
just challenge everything
This deck may be too strong.
Played 10 games and only lost 2.
1 I bricked till mana 5 with 20 spells there's a small chance that might happen
The other was just the hard counter with catlyn ezreal 3 mana kill your buffed units feels pretty bad.
But thats still an 80% winrate in Swim numbers.
Aka not sustainable or realistic in the slightest and more indicative of player skill, and deck placement in meta.
Achievement Hunting Thread for Voyage To The Sunken City
I take this as a personal attack for the Flamereaper/Professor Slate fiasco lol
Solve Our "Naga Under The Sea" Word Search Puzzle
Sunk that word search in no time! Now it's time to dredge up some card reviews!
Achievement Hunting Thread for Voyage To The Sunken City
I intend to do one as per usual, but I wanna wait until the expansion drops and I can make sure that all of them work as intended instead of writing up some crazy strategy that doesn't end up working due to a bug.
Also, from the looks of it, most of the achievements this time are just very casual grind stuff. Nothing insane, but all of it very manageable and obvious.
Either way, should be getting on it within the first couple days of the expansion drop.
Curse Mill Warlock [VSC]
How is it again we're playing 2x Za'qul?