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  • Reminder: Full Dust Refunds for Hearthstone's August 2021 Card Nerfs End Soon!

    I often search my collection by "extra" or "new" but "refund", that's a new one to me - thanks !

  • Weekend of Wild Decks - Highlander Elemental Shaman, Dinomancy Questline Hunter, Handbuff Paladin, & More

    "Game-breaking," maybe not. But I can understand why it feels broken. I lost a game to this deck before I read about it. 

    I had no idea why the MechAthun death rattle animation was playing. The person piloting the deck might see the card get destroyed by Myra, but the opponent doesn't see that. Calling it a bug is a fair assessment. 

  • New Patch Is fun but...

    Yeah I wasn't picking on Lux in particular I probably made one of the more viable lux lists and I consider her....fine. Entrapment or whatever is a pretty good card.

    But I was just commenting on the threads subject on why the new Champs might feel op when compared to the vanilla lineup especially for new players.

  • [Game] Card Treasure Hunt (Hearthstone Riddles)

    Right class, wrong mechanic.

  • [Game] Card Treasure Hunt (Hearthstone Riddles)

  • Looking Back at the Qualifiers for Masters Tour Silvermoon - Worthwhile Stories, Players, and Their Trusted Decks

    Thank you (as always)! And hah, yeah - it's such a weird sensation trying to recall the metagame as it was over a specific time period, and then see what stood out on top of that. I keep hoping they come up with a better schedule for the next year, for a better overlap between Qualifiers and their corresponding Masters Tours. Would make it easier for that handful of us who care. 

  • Freijord In A Bit Of Trouble

    Not surprising, Freljord and Targon are both oriented toward Midrange and Control play style and tend to struggle in aggro dominated meta. But Ionia? Ionia is one the strongest region right now and decks like Lulu/Zed elusive and Azir/Irelia is one of the main reason why those two region struggle so much in the first place, the other one being Sivir decks.

  • New Patch Is fun but...

    I we are starting with the debate why certain champions can't be viable at a time then I doubt we come to constructive conclusion. 

    I mean of cause Lux is a bad champion because her design and stats make no sense at all:

    she doesn't have a great statline to fight, yet she has barrier

    she is a 6 mana champion that can't level in deck and has a requirement that can be served very poorly in her region. 

    No matter how you turn it: Lux sucks and there is no hope in her Archetype making sense other than reworking her theme from the ground or add a ton of viable spells to demacia. 

    My suggestions would be: change the mageseeker requirement to: you have spent 6 spellmana this game instead of  casted a 6 mana spell and Lux level up as you spent 8 spell mana. 

    She also should be a 5 mana 4/4 barrier with: "whenever I attack or block spend all spellmana to give me +1/+1 this round for each spellmana spent" 

  • Reminder: Full Dust Refunds for Hearthstone's August 2021 Card Nerfs End Soon!

    You can always check if you extra of mentioned cards by typing "refund" in your collection manager. 

  • Freijord In A Bit Of Trouble

    Its no secret that regions that appear "off set" ie. Not featured as part of the initial champion release in the first part of the expansion can end up feeling a little weak.

    But never before had this felt so clearly the case as with Bandlewood. There are arguments to be made that Ionia and Targon aren't seeing a lot of play right now, however these regions do have strong arguments for deck inclusion. 

    Ionia has Lee Sin, it has counters, it has token generation, and stuns/recalls. Targon has invoke and hush, and daybreak, but what about Frejord?

    Ramp strategies are unviable, landmark decks are better in other regions, midrange identity is playable but not great, and control is definately one of the worst choices right now.

    Don't believe me? Graplr just posted a video poking fun at how Freijord is the most underrepresented region at the moment.

    https://youtu.be/DoEZF7vsXT0

  • New Patch Is fun but...

    Its less that new Champs > old Champs and more that there is a wider gulph opening between what Champs and decks are viable.

    For example Sivir is basically a 60% winrate champ Lux is probably closer to 40%. So that range of 20% is the difference between can climb easily and can't climb at all.

  • New Patch Is fun but...

    So could you make clear what you mean by "fix the game"?

    This phrase is about as vague as it gets and if anything you should make give a picture what you want for the game. 

    Do you think the balance is so bad? Do you think we have too many effects too many cards that are breakable? 

    Do you think certain regions are not fair? 

    Do you think the game is too stale? 

    I mean I am quite certain that the game won't return to it's glory days from beta/release.

    Imo that is because LoR lacks novelty and deckbuilding becomes less and less a creativity task when there is an increasing amount of clearly best in slot cards for certain archetypes. 

    And it is kinda necessary to print cards with certain archetypes in mind because an universal card like Will of Ionia is super difficult to balance in an environment with evergrowing possibilities.

    You will have to make every flexible card weak, making the archetype specific cards stronger if you don't want every ionia deck to run 2-3 copies of the flexible cards but this limits on the other hand deckbuilding options a lot. But ultimately the increasing powerlevel is what keeps so many strategies and playstyles dead on arrival. 

    If you take the latest versions of elusive decks it is quite obvious that your deck needs a strong elusive defence or a lot of removal ready to stop this strategy which excludes many lists that otherwise could be viable right now. 

  • Weekend of Wild Decks - Highlander Elemental Shaman, Dinomancy Questline Hunter, Handbuff Paladin, & More

    The MarkMcKz Mechathun Blade Rogue deck is really fun, not game.breaking and suspectible to aggro but with good draw can end the game turn 6-7 surprising the opponent. And beats res priest consistently!

  • Quest Trading - Play A Friend!

    Battletag: Masteredd#21282

    Region: EU

    Trade Only?: Yes

    Done

  • Runeterra Beyond the Bandlewood Event Quests

    Staff

    Since I've done similar threads for numerous events (like last expansion's Shurima event) I'm just gonna continue the tradition. Hopefully someone will find this useful.

    List of regular Runeterra daily quests can be found here.

    Repeatable Quest (3 Acorns)

    • Explore the Bandlewood
      • Win a matchmade or AI game (matchmade counts double) (0/6)

    Event Questline (3 or 4 Acorns)

    1. Bandlewood Adventures
      • Slay enemy units while exploring the Bandlewood (0/30)
    2. Aggressive Whimsy
      • Go on the offensive by dealing damage with created cards (0/30)  OR
      • Attack or block with units that have 6 or more power (0/20)
    3. Bandlewood Blessings
      • Spread joy through the Bandlewood by playing Yordles (0/25)  OR
      • Deal non-combat damage (0/35)
    4. Magicify!
      • Feeling frisky? Play 2+ spells in the same round (0/10)
    5. Guerilla Tactics
      • Start attacks 5 times in a round in a matchmade game (0/1)  OR
      • Deal damage with units (0/240)
    6. Out on a Limb
      • Lighten your load by discarding cards (0/20)  OR
      • Draw cards (0/65)
    7. Whimsical Experiments
      • Play Labs for some lighthearted fun (0/10)
    8. Bandle City Pranksters
      • Plant mushrooms or flashbomb traps in the enemy deck (0/125)  OR
      • Summon units (0/60)
    9. Rollicking Rascals
      • Slip past the enemy's defenses to deal Nexus damage (0/80)
    10. Marvelous Mana-festations (4 Acorns)
      • Spend 20+ mana in a round in a matchmade game (0/1)  OR
      • Overkill enemy units (0/210)

    Second Event Questline (3 or 4 Acorns)

    Possibly unlocked by Acorn progress.

    1. Surprise Antics
      • Surprise your opponents by playing cards from Beyond the Bandlewood (0/50)
    2. Devilish Tomfoolery
      • Use your wits to slay enemies with Bandle City units (0/15)  OR
      • Deal damage with spells (0/90)
    3. Magical Discovery
      • Manifest cards to unlock hidden magic (0/25)  OR
      • Win games vs AI (0/9)
    4. Rompin' & Stompin'
      • Go bonkers! Strike enemy units (0/50)
    5. Bandle Builders
      • Summon or destroy 15+ landmarks in a single matchmade game (0/1)  OR
      • Play 3 or more cards in a round (0/15)
    6. Highjinks & Horseplay
      • Attack with 4 or more units at once (0/15)
    7. A Curious Magic
      • Keep the magic alive by spending spell mana (0/55)
    8. Fruitful Escapades
      • Have units in play from four or more regions in a matchmade game (0/5)  OR
      • See 5 or more units die in the same round (0/25)
    9. Frolic in the Bandlewoods - 4 Acorns
      • Cut loose by spending mana on cards from Bandle City (0/270)
    10. Roughhousing Gone Wild - 4 Acorns and Puffcap Pup icon
      • Attack with more than 75 combined power at once in a matchmade game (0/1)  OR
      • Win games with extra Nexus health to spare (0/165)

    Special Quests (3-10 Acorns)

    Seems like there will be one special questline every week, as usual.

    • Tristana's Troops (1 of 3) - 3 Acorns
      • Help Tristana train her troops by raising the power of allies in play (0/10)
    • Tristana's Worldly Recruits (2 of 3) - 5 Acorns
      • Play multi-region units to gather new recruits (0/25)  OR
      • Cast spells (0/70)
    • Tristana's Bandle Gunners (3 of 3) - 7 Acorns and Tristana icon
      • Level up Tristana to secure Bandle City's entrances (0/4)  OR
      • Level up champions (0/25)
    • Ziggs' Demolitionists (1 of 3) - 4 Acorns
      • Countdown, destroy, or Obliterate landmarks (0/120)  OR
      • Block or get blocked (0/150)
    • Ziggs' Shenanigans (2 of 3) - 6 Acorns
      • Deal damage with unit skills and activated effects (0/170)  OR
      • Have allied units survive damage (0/85)
    • The Yordle Bomber (3 of 3) - 10 Acorns and Ziggs icon
      • Level up Ziggs, the Hexplosives expert (0/6)  OR
      • Deal damage with champions (0/290)
    • Poppy's Aid (1 of 3) - 4 Acorns
      • Raise the health of allies in play to keep them safe (0/40)  OR
      • Play units with equal power and health (0/75)
    • Poppy's Impact (2 of 3) - 6 Acorns
      • Deal Impact damage to thwart enemy invaders (0/50)  OR
      • Strike the enemy Nexus (0/105)
    • Poppy's Expedition (3 of 3) - 10 Acorns and Poppy icon
      • Level up Poppy to help her find her hero (0/6)  OR
      • Slay enemy champions (0/20)
    • Veigar's Master Plan (1 of 3) - 4 Acorns
      • Play created cards to help Veigar achieve world domination (0/30)
    • Veigar's Dark Intentions (2 of 3) - 6 Acorns
      • Deal damage with Darkness to unleash Veigar's power! (0/155)  OR
      • Summon units or landmarks (0/125)
    • Veigar's Sorcery (3 of 3) - 10 Acorns and Veigar icon
      • Level up Veigar to command the dark fury of the stars (0/6)  OR
      • Play 2 or more champions in a game (0/20)
  • Dean Ayala's Hearthstone Community Q&A #27 - Next Year's Final Set Already in Development, Cross-Region Collections Not Likely, & More

    As an arena player I want the draft options... Please... And can also recommend Vinland saga. 

  • New Stats Analysis

    I'm currently making it as full Mono but obviously you can cut down and add whatever you like to it. I suggest you can cut 1 Stress Defense because I only put them in against decks like Lee Sin, but it's hard to find its uses often. You could also try cutting 1 Poro Sled because it's not as good as I thought it'd be. 1 Fizz was added just for a faster The Bandle Tree wincon and I didn't want to get too heavy on 4 drops.

    Regardless, this is the list I am currently running even if it's not fully effective and this has been doing pretty well. I've beaten most Darkness decks, most Nami Fizz, most Sion. Deck should only realistically lose to decks that A) out tempo it like Poppy decks or B) decks that can clear the board more than once reliably or C) Deny Yordles in Arms.

    Tenor of Terror, Bandle City Mayor, Gruff Grenadier, and Bandle Commando are the definite standouts of the deck.

  • List of Runeterra Daily Quests

    Staff
    NameDescriptionRequirementXP
    World TravelersPlay multi-region units0/101000
  • New Stats Analysis

    Quote From FenrirWulf

    Honestly, I'm surprised how well Darkness Control is doing right now. I knew that it won't be terrible, but I'm still surprised that it has a dominant winrate over other newer decks. I've played against it quite a bit but I've stomped it every time so I guess I just faced bad players.

    Fizz Nami elusives feels like the new TF/Fizz. A lot of burst damage coming out of nowhere but a lot more unit based than burn. Deck feels like a hard deck to play so I'm actually not that surprised by a lower winrate. Also it loses pretty hard to removals and pings. Probably going to be tier 2 in the end.

    Draven Sion is good but don't run it in SI that's kinda meme. PnZ discard with Poro Cannons and Get Excited!. The deck has a lot of grindy tools while having enough pressure early that it feels pretty good. Sion levels insanely quick as well, I've never seen it played as level 1.

    Teemo Caitlyn is RNG-reliant but it can definitely steamroll if you don't have removal for their engines.

    Poppy seems to be the most versatile champion and I dig it. A lot of ways to play it and they're similar in playstyle yet not too similar. MF/Poppy Scout Suppressor, Poppy Teemo Allegiance, Poppy Lulu, Poppy Zed, Poppy Taric (personally the strongest one). Poppy's pretty good.

    Xerath is crying in a corner. Ziggs is being tested out a lot but yeah no solid decks thus far. I wonder if it's best to not run either and go for Taliyah/X again.

    I know a lot of people build BC Allegiance using The Bandle Tree, but has anyone tried using Yordles in Arms? I've like smashed most matchups using a more aggressive swarm gameplan and slotting in Bandle Tree only as a secondary wincon. I'm... going for a huge prediction and I'm calling this deck tier 1. Just don't run Tristana lmao.

    Could you give me the code for the deck that uses yordle in arms

  • Elemental Shaman

    I know you’re taking a break from hs right now but just wanted to let you know that I did update the decklist to what I think is the best for Stormwind after some testing and good results. So yeah if you’re ever still interested this basically answers the original question about card choices.

  • New Patch Is fun but...

    All I can say is that I've basically stopped playing both LoR and Hearthstone for the last week or so. Have been playing LoR for a year and a half, and I played HS for about 2 years prior to that.

    It may or may not say something significant about both games that I'm currently getting into Raid: Shadow Legends for the first time ever, and enjoying it more than either of the above card games.

    Riot and Blizz both have some work to do to fix their games.

  • [Game] Card Treasure Hunt (Hearthstone Riddles)

    Guided by the elements

    Maker of the storm

    When you borrow power

    those around you will be thunderstruck!

  • Blizzard Confirms Hearthstone Battlegrounds Rating Reset Next Week - Tribes Overhaul Update is Coming!

    Does that mean we're gonna learn about the details of the overhaul when it happens? I was hoping to see it a little while before it released

  • Dean Ayala's Hearthstone Community Q&A #27 - Next Year's Final Set Already in Development, Cross-Region Collections Not Likely, & More

    The only true difference between the old system and new system is just the amount of grinding it takes to reach 'rank 5', where you get the best monthly rewards outside of legend. Either way you're still required to have a win rate higher than 55% to get back because while the star bonuses is based on MMR, the floor is always 5 ranks below where you started (diamond 10 grants 8 stars, your star bonus ends on rank 5 plat). Fool around too much and you'll lose your advantage in the next month. Also 'rank 5' is by no means the end goal; for those wishing to progress further they can still do so because reaching high legend is the real grind that separates a pro and us layman.

    Your gripe, at least what seems to me, is on the match making difference between points 1 and 2 but I would argue that point 1 is the better experience between of the two. Being matched with someone on comparable MMR means Im facing someone I should be facing. Point 2 allows for the possibility of facing a tougher opponent but it also works vice versa. And since there's always a greater pool of lower skilled players you're often more likely to face someone weaker rather than better, because theoretically better players would easily have grinded upwards anyway.

    Every game matters only as much as the player wants it to matter; if you want higher stakes play a more skill testing deck like quest dhunter and grind yourself back up. If you want a more easier ride, just play easier decks like handlock or quest shaman.

     

    I should also mention that the old system allows for legend tier players to play off against much weaker opponents and that's never a good thing in terms of overall experience. I remember back when I was in rank 20 with a limited collection, going against golden heroes with full collections. I wasn't trilled at the opportunity to face a better opponent; it was such a one sided battle that it reminded me why the game is often perceived as pay-to-win.

  • Blizzard Confirms Hearthstone Battlegrounds Rating Reset Next Week - Tribes Overhaul Update is Coming!

    Am I the only one who thinks that BG rating model is far more worse then constructed leagues model? I got 8k this season and I don't know how good I am (not that I do care much, just interested), the only thing I know that pro-players got 13k+. In constructed I'm 8k too and I know that this is pretty good.