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  • Miraculous Kazakusan

    Staff

    Fixed some card images and names not displaying properly, problem was the apostrophes, you need to "clear formatting" when copying text from googledoc etc., otherwise bbcode might not recognize the characters properly, or rather, it can bring hidden characters alongside it and that is then not recognized as the proper name.

  • Miraculous Kazakusan

    I can highly recommend this deck, it's become my favorite Demon Hunter archetype.

  • Updated: Special Limited-Time Chi-Ji Event for Hearthstone Mercenaries Begins - Experienced Players, Get Ready for a Challenge

    Pro

    How the hell do you kill the Anointed Blades with only casters? I've tried Shadow, Nature and Holy combos, get totally creamed every time. Xyrella even had Subjugation, didn't make a difference.

  • Achievement Hunting: Onyxia's Lair edition (fuck this one btw, I hate it)

    I did the Mi'da achievement utilizing a bit of psychology :D

    I let myself beaten down to Silver 10 in Wild, then waited for a fully inactive player (probably huntig their daily quest), then used a bunch of draws and cards with I can destroy the Mi'da directly:

    - Forbidden Words

    - Brittlebone Destroyer

    - Natalie Seline

    - Doomsayer

    - and Against All Odds + Magtheridon.

    In the end, it was pretty easy (only problem was un-clogg my hand until I drew Mi'da), however, I am pretty sure there is a bug: if you do the first step of the achievement (4th Mi'da), it won't count the progress toward the 7th, so you cannot get both steps in one game.

  • Is This the Beginning of the End of Blizzard's Battle.net Desktop Game Launcher?

    Staff Pro

    I love the design of the Battle.net launcher. The social features used to be cool but honestly, with Discord being the primary player in gaming communication now, I never really use anything chat on any other platform so the Battle.net launcher just became exactly that - a launcher.

    It has a great design though as I said and I'd love if they could make elements work on the Xbox app. Xbox app needs some serious love, and bug fixing. 

    Friends list would probably become Xbox friends, or maybe they keep Battle.net around for friends too, having a "you can use Xbox or Battle.net". I think the Call of Duty folks on the Activision side wouldn't care as much if they were to lose Battle.net friends, but I could see that being a pain point for the "Blizzard gamer" who has had the same friends list for over a decade.

  • Is This the Beginning of the End of Blizzard's Battle.net Desktop Game Launcher?

    I miss the days when you just installed a game and ran it, and didn't need launchers at all. Steam offered a good service to provide download pipes for small developers, but every mega-corp wanting to keep users in their own garden is obnoxious.

     

  • Is This the Beginning of the End of Blizzard's Battle.net Desktop Game Launcher?

    Staff

    Ohhh, Starcraft's old battle.net, that brings back memories. I was a kid not knowing English, not knowing what the hell it did, kinda afraid to click on it to not break something, to be honest :D But mashing random menu buttons got me to discover a custom game lobby where I could play different maps than those from the campaign and that opened up world of new possibilities :D Good times!

  • Is This the Beginning of the End of Blizzard's Battle.net Desktop Game Launcher?

    I actually like the Battle.net launcher. It's pretty clean, I have all of the Blizzard games I play in one place and represented with big Icons (and don't have to search their names in a library) and I like the ability to see news of other Blizzard games too.

    I'm also not sure what featues the Bethesda launcher has (other than being buggy as I heard), but all of the Blizzard games use the Battle.net account name and friendlist, which presumably would also not be transfer over to another launcher.

  • The slow but steady eroding of the red lines in HS

    I wanted to write a longer text but basically all I wanted to say was already mentioned above in a more eloquent manner. What I want to stress:  Most of the "red lines" you mentioned are in my mind not real digressions from basic game principles but a mere evolution. Imo the first real "red line" crossed was the introduction of Genn / Baku. These grant you a real big start of game advantage for a downside that is actually rather minor.

    Some speculation on future red lines crossed:

    • Spells that can be cast in your opponents turn
    • Graveyard mechanic

    The latter is probably more realistic. I could imagine them doing an undead themed expansion with some sort of graveyard mechanic

  • Pardal's Crossroads Priest - Undercity Qualifiers

    deck sucks almost as much as the fucking faggot that made it

  • Legends of Runeterra to Release Their 2022 Game Roadmap in Two Days

    Finally, I though they forget about it.

    - The first thing we will be getting is probably new adventures for Patch of the Champions, they said in a post that it's their most played mode so it make sense to updated it.

    - Some of the leaked keyword do suggest that in the next expansion we will be getting champions from

    Show Spoiler
    The Void

    - This is probably wishful thinking, but I do hope they drop the the 3 set expansion cycle.

  • The 10 Most Influential Bears of Magic the Gathering

    Hi there,

    many thanks for the list. Some other cards that come to my mind:

    • Robber of the Rich: Haste, reach and the ability to steal cards from your opponent; do I need to say more?
    • Containment Priest: Hate card able to shut down entire archetypes
    • Goblin Electromancer: Looking to chain cheap spells in Izzet? Look no further

    On a side note, I always found the non-bear two drops more influential overall. Just look at Thalia, Snapcaster Mage or Stoneforge Mystic

  • Mobalytics Stats & Why New Beaters Are Pointless

    Just an update Swim and Mogwai have both spoken out about the Bandle City problem.

    Or the obviously good beaters with insane play value problem as I would call it.

    https://youtu.be/E8Ii87Y26-A

    Because again saying the problem is limited to Gnar, and all the 2/ attack cycles is kinda dumb when the problem is not region locked.

    For those that don't know there are insanely strong Power ranger boy decks too. Because he just comes down and get immediate value and his support cards are just obviously good beaters for insane value.

    So instead Mogwai should be on Twitter getting flamed for buff control, buff spells, buff high synergy Champs like Jayce and yeah obviously nerf gar like duh.

    Step it up Riot, less Hearthstone more MTG please.

  • The slow but steady eroding of the red lines in HS

    +1 to a a lot of what AngryShuckie is saying. When discussing an MTG card that seemed to violate some rules, a friend of mine quipped that the text on each MTG card basically reads "here's how I break the rules." Creatures don't get to attack the turn they're summoned, except when their text includes Haste, for example. It's easy to point to new card designs and see them as breaking rules, but a lot of times the point of a card is to do something novel, and the fundamental rules aren't violated.

    I think a lot of the original red lines here aren't really red lines that the game has crossed, as they were in the original game:

    • Immune existed on Ice Block, Bestial Wrath, and Gladiator's Longbow in Classic Hearthstone
    • Felguard destroyed a mana crystal in Classic Hearthstone
    • The existence of armor made having a health total that exceeded 30 possible for multiple classes in Classic Hearthstone
    • Tech cards like Mana Wraith could impact the cost of key cards for your opponent in Classic Hearthstone. Not as strong as Loatheb by a mile, but it's still there
    • There were no rules that said you couldn't restrict your deck to singleton, or evens only, or only shadow spells, etc., in Hearthstone ever - they just didn't make sense without payoffs

    On a related note, there are some newer effects here that have reasonable precursors:

    • Sigils are similar to Secrets
    • Objectives are similar to end-of-turn triggers on minions
    • Dual class cards operate in some strange middle space between neutral and class cards, and focus on shared identity of those classes (i.e. we're not seeing massive card draw added to Priest via Mage/Priest class cards - there's more commonality than that)

    I think there are some real rule breaks here - like being able to gain up to 20 mana, or hold up to 12 cards, or having a card that always shows up in your opening hand - but mostly these are examples of effects which have been tuned up and down over the history of Hearthstone, not red lines that have been crossed.

    I think the most egregious examples of rule breaks are breaks to constants (e.g. your starting hand is random, you only have 90 seconds to take your turn). Rule breaks on varying systems (e.g. how many cards can you have, how much mana can you have) is generally much more manageable because those are resources that are designed to change over the course of the game, so there are already cards that interact with them, making balance easier to judge. This is why Guff works (there have been lots of mana cheat tools in Druid, so Blizzard has some sense of how OP that would be and took out Maly before releasing this), and Valdris was never interesting (12 cards isn't that many more than 10, and you want to play cards, so you'll rarely get there), but Quests and especially Open the Waygate have made very problematic metas (while the OG Nozdormu was a pain for randomly generated effects).

    Honestly, I don't think I'd want to see most of the other core rules of the game crossed. The balance on these things is just too hard. But I could imagine seeing more examples of Sigil-like or Objective-like spells added to the game, and maybe even secrets. One kind of wild thing I'd love to see would be a Core set with secrets for every class plus an expansion with secrets for every class released all at once at the start of a rotation. That would add enough secrets to make them work for any class, it would equalize that "I do stuff on your turn" feature that some classes have but other don't, and it would eventually rotate out so as not to become a permanent feature of the game.

  • Updated: Special Limited-Time Chi-Ji Event for Hearthstone Mercenaries Begins - Experienced Players, Get Ready for a Challenge

    I bet this is just the beginning.  Chi-Ji is just the first I'd imagine.  If you'd like to look at a current progression chart for Star Wars Galaxy of Heroes ( I game I invested both a ton of time into, as well as *thousands* of dollars.) Then look at this:

    Granted the game has been out for awhile now, but that's a fairly updated (as of end of last year) farming guide infographic.  And each "legendary" or equivalent character requires usually 2-3 new characters, in addition to 3 old characters.  Now Mercs is vastly different, and I suspect that the grind will not be as nearly bad as SWGOH is...

    ...but it does give you an idea/taste of what a farming progression path could possibly look like.

  • Элем шаман альтерак

    English or GTFO.

  • Happy Twosday! Celebrating Hearthstone's 10 Most Influential 2 Mana 2/2 Cards

    It was on this Patch 1.0.0.3890 (2013-10-02)

    • Scavenging Hyena – Now only eats your own Beasts. [Previously also triggered from enemy Beasts]
  • Snowpocalypse 2

    Why has there been almost no clue discussion compared to previous events?

    I'm stuck on You can never forget the classic yellow Christmas tree.

    Show Spoiler
    I tried various Winter themed hero skins and card backs, no luck.

  • The slow but steady eroding of the red lines in HS

    I like to think of it a bit differently and say there are basic rules established from the start of the game:

    • Turn order, starting hand size and who gets the coin.
    • Decks are shuffled with random card order (both before and after the mulligan).
    • Draw a card and gain a mana crystal each turn. (Start with 0 mana crystals before turn 1.)
    • Each turn lasts 90 seconds (plus minor modifications for turns 1 and 2, and going down to 15s if you're AFK).
    • Max hand size is 10 and mana cap is also 10.
    • You have a hero power that is refreshed each turn and an associated hero that starts at 30 health.
    • All cards and hero powers cost a specified amount of mana.
    • Card types do the following:
      • Spells are 1-time effects.
      • Weapons are hero attack modifiers on that player's turn.
      • Minions are... actually too much to bother explaining the rules for here.
      • Hero cards are glorified spells that always give you a new hero power and some armour.
        • I'm gonna be honest: half of why I wrote all these out was so I could justify calling hero cards glorified spells. I refuse to put them on a pedestal until they get something other than a battlecry/choose one/combo effect and they are no longer just complicated 1-time effects.
    • A bunch of rules for keywords that no one has time to go into fully. Secrets (and maybe quests) are the only ones that really need special rules, the rest are all just shorthand.

    I'm sure I missed some, but you get the point. That all defines 'Hearthstone'. Tavern Brawls, Duels and solo stuff can change some rules of course.

    What's important is that nowhere does it say what card and hero power effects can and cannot do, including changing the original rules. In a sense there are no rules for card effects, there are only limitations on what the code is equipped to handle, at which point we can debate whether any red lines even exist to be eroded.

    To speculate which basic rules change next, I don't actually see much that hasn't been messed with already. Even the distinction between card types has been blurred (albeit lightly) with Felsteel Executioner. Pretty much all that remains sacred so far is that weapons don't provide attack on your opponent's turn and secrets don't trigger on your own (but even that was different back in beta). I could believe they will one day print a weapon that's active on your opponent's turn, so long as it loses durability. The question is, is that actually useful enough to be worth making a card for it?

  • The slow but steady eroding of the red lines in HS

    Next I want the physical barrier between players removed so I can punch my opponent in the face when he pulls some RNG bullshit.

  • Happy Twosday! Celebrating Hearthstone's 10 Most Influential 2 Mana 2/2 Cards

    Quote From Ran

    Hyena WAS nerfed. It used to count all beasts, no just friendly ones.

    When was that? It's only counted friendly beasts for as long as I've played, and I've been around since just after Naxx.

  • Updated: Special Limited-Time Chi-Ji Event for Hearthstone Mercenaries Begins - Experienced Players, Get Ready for a Challenge

    Staff

    Yeah, i most likely wont. I might not do any, since i would first have to finish BRM, which i dont really want to :/

  • The slow but steady eroding of the red lines in HS

    Pro

    Thanks for the additions! I was just giving examples, no claim for totality ;-)

  • Happy Twosday! Celebrating Hearthstone's 10 Most Influential 2 Mana 2/2 Cards

    Hyena WAS nerfed. It used to count all beasts, no just friendly ones.

  • Other

    ### Reno Chaoslock
    # Class: Warlock
    # Format: Wild
    #
    # 1x (1) Armor Vendor
    # 1x (2) Defile
    # 1x (2) Dirty Rat
    # 1x (2) Plot Twist
    # 1x (2) Zephrys the Great
    # 1x (3) Brann Bronzebeard
    # 1x (3) Dark Skies
    # 1x (3) Zola the Gorgon
    # 1x (4) Hullbreaker
    # 1x (4) Kazakus
    # 1x (4) Voidcaller
    # 1x (5) Deck of Chaos
    # 1x (5) Envoy Rustwix
    # 1x (5) Skull of the Man'ari
    # 1x (5) Zilliax
    # 1x (6) Entitled Customer
    # 1x (6) Keli'dan the Breaker
    # 1x (6) Reno Jackson
    # 1x (7) Enslaved Fel Lord
    # 1x (7) Lord Godfrey
    # 1x (7) Mutanus the Devourer
    # 1x (8) Archwitch Willow
    # 1x (8) Enhanced Dreadlord
    # 1x (8) Fel Lord Betrug
    # 1x (8) Mo'arg Forgefiend
    # 1x (9) Krul the Unshackled
    # 1x (9) Mal'Ganis
    # 1x (9) Voidlord
    # 1x (10) Bloodreaver Gul'dan
    # 1x (10) N'Zoth, the Corruptor
    #
    AAEBAa35Ax6ODsIPwxaFF+CsAti7Atm8At/EAufLApfTAujnAtvpAsPqApz4AqCAA9qbA4mdA/yjA+usA8S5A+6/A/TOA73jA/bjA5LkA6bvA8z5A4L7A8aABNOFBAAA
    #
    # To use this deck, copy it to your clipboard and create a new deck in Hearthstone