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  • New Bandle City Card - Pompous Cavalier

    Staff

    A new Rare Bandle City Unit, Pompous Cavalier, has been revealed!

    Pompous Cavalier Card Image

    Discuss this card below or head on over to the card page to give it a rating!


    Learn more about Beyond the Bandlewood

    Head on over to our dedicated guide for Beyond the Bandlewood!

  • New Bandle City Card - Yordle Ranger

    Staff

    A new Epic Bandle City Unit, Yordle Ranger, has been revealed!

    Yordle Ranger Card Image

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    Learn more about Beyond the Bandlewood

    Head on over to our dedicated guide for Beyond the Bandlewood!

  • New Bandle City Spell - Keeper's Verdict

    Staff

    A new Rare Bandle City Spell, Keeper's Verdict, has been revealed!

    Keeper's Verdict Card Image

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    Learn more about Beyond the Bandlewood

    Head on over to our dedicated guide for Beyond the Bandlewood!

  • New Bandle City Champion - Poppy

    Staff

    A new Champion Bandle City Unit, Poppy, has been revealed!

    Poppy Card Image

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    Learn more about Beyond the Bandlewood

    Head on over to our dedicated guide for Beyond the Bandlewood!

  • Completing Hearthstone's Books of Heroes Will Reward a Golden Standard Pack Starting This Week - Reward is Retroactive

    mostly covering too much ground and on a foundation of things that took place well after the Warcraft stories that I'm familiar with. 

    The smaller scale stories definitely worked better than the bigger ones. Because the big ones had to cover so much from games that I've never played it all kind of ran together with no real sense of what happened in what order.

    But that's kind of baked in to Hearthstone in a way. The heroes are from all across the timeline effectively, making any attempt to explain why they're all 'fighting' at the same time kind of difficult. In that way, I think the mercenaries (and their book) is more effective, even if I like some of the individual mercenaries less than their original counterparts 

  • [Game] Card Treasure Hunt (Hearthstone Riddles)

    You guys keep guessing the parts. You have to do the work to put them all together...

     

    ** Often when ppl allude to another card they are referencing a characteristic of it such as its tribe or stats **

  • Secure the Deck

    And here we are today, with Lost in the Park!

  • Wild: Jade Quest Shaman feat. Bolner

    Cut the devolves (useless in 2021) for the Ice Fishing Toxfin and Firemancer Flurgl package. Which is basically mandatory in shaman decks nowadays. 

    As others have noted, Bolner isn't in your list.

    Not wanting to craft Loatheb and Aya is weird given that the former is insane paired with Shudderwock and the latter is mandatory for jade decks that aren't druid, but whatever.

    Hex, stonehill and bog slosher should probably go.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    I gotta chime in on this since a lot of the nerfs that the communities are wanting are hitting my two favorite classes to play.  First Warlock. The Demon Seed is stupid easy to complete and all the other cards used in it to fuel the life hits are amazing... for it.  Anything else and they are aligning with the class specifics of using your health as another resource.  Realistically, the only things I can see being done to this card in particular without outright killing it would be to make the health sacrifices more dramatic.  6 health, even in the early stages of the game, are REALLY easy to pull off especially in Wild  As much as it pains me to say it, increasing the health requirements may be the only way to effectively slow down the deck enough for a less dominating meta.

    Which bring us to the next fuel to the fire of Questline Warlock, Stealer of Souls.  Instead of outright banning this card, there is a relatively simple fix that can make it less dominating and yet still playable.  Instead of having it be a blanket "After you draw a card", it can be changed to a Battlecry or Deathrattle effect to impact only the next "X" cards drawn.  Because of it's cost as is would require more set up with Aggro decks looking to use it long game and control styles needing to be wary of reactive cards like Hysteria being used against it, this would make it playable, but only to a degree.  

    Raise Dead as much as I love it for Priest and Warlock, needs to be raised to 1 mana.  It pains me so much as I utilize it heavily in my Even decks, but as it stands with the current meta it is all too easy for decks to manipulate their life totals and cards in hand with this card.  Having the caveat of needing to pay life and at least 1 mana to get 2 cards back in your hand seems fair to say the least. 

    Incanter's Flow really should have the nerf of not lowering the cost of spells below 1.  There are a number of other nerfs that have had to do this, so why is this not getting that attention?  The fact that Mage is able to not have to rely on that hard cap of 10 mana crystals so much because of a reduction of up to 4 mana( 2x Incanter's Flow and Sorcerer's Apprentice) means that you can effectively play the rest of your deck in one turn.

    Flesh Giant honestly is fine how it is as long as other hindering effects go into play to prevent a fervent fluctuation of health in the first turn or so. Mountain Giant can still be dropped by turn 3, in fact I do it regularly.  It's not broken, it's just the way that decks using these cards have to function to get it out.  Is it guaranteed?  Hells no.  

    Finally, Battleground Battlemaster just needs to have it be a Battlecry effect.  It still makes it be a drop and swing for the OTK.  BUT... having it be a Battlecry to only trigger the minions next to it means that someone doesn't get to go face then kill a minion numerous times in a turn.  Makes it less likely for the OTK.  Still can happen, but it becomes less dominating as a board clear with tons of Silver Hand Recruits or other small minions to sacrifice.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    I believe simply making tge quest rewards for some of the Easier quest to complete 6+ mana would help. Make it so even if you complete on turn 5 and have 5 mana to spare, you still have to wait a few extra turns to get the reward.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    Quote From Jkyle42

    I know they don't typically do Wild-only nerfs, but I'd also like to see Crystallizer go to deal 3-4 gain 3-4 armour, 5 damage makes the questline way too easy to complete even if they do nerf Darkglare and once Blightborn Tamsin is down it essentially turns into a 1-mana Pyroblast with the 10-point life swing (also, as unlikely as it is, it'd be nice to see Raise Dead go to 1)

    crystalizer shouldnt be changed at all iMO

    they should rather change the quest  which is core issue/problem card.

  • Achievement Hunting: United in Stormwind edition

    The Nobody Makes Me Bleed My Own Blood Rogue achievement is particularly easy in Wild with Augmented Elekk. I ran a deck that used Augmented Elekk and Garrote to get lots of Bleeds, Grand Empress Shek'zara and Stowaway for tutoring, and Spellzerker, Efficient Octo-bot and a bunch of small damage spells like Shiv and Backstab to speed things along. Everything else is just whatever you want to draw/cycle your deck.

    One of the best things about this achievement is that while some methods of killing an opponent end the game the moment they drop to 0 or less HP, the "cast when drawn" triggers keep going until your hand fills or you run out of cards to draw, making it very easy to rack up damage for this achievement. 

    On a related note, Augmented Elekk interacts with Tradeable as you'd expect (i.e. shuffles a second copy into the deck). I've been trying it out to power through the Spam Caller achievement for Demon Hunter, but so far the pace of the Wild meta has made that a bit challenging.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    Pro

    I absolutely agree with you that adjusting them *somehow* would be the sensible thing to do to balance the game. I just don't expect that to happen because nerfing 2 or more legendaries so shortly after their release will result in more than a few dust parties for people who pulled them in gold from their preorder packages.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    Something tells me their QA team might not have extensively tested that Questline in Wild. But yes, it would be a big surprise if they made any non-Standard related changes.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    I know they don't typically do Wild-only nerfs, but I'd also like to see Crystallizer go to deal 3-4 gain 3-4 armour, 5 damage makes the questline way too easy to complete even if they do nerf Darkglare and once Blightborn Tamsin is down it essentially turns into a 1-mana Pyroblast with the 10-point life swing (also, as unlikely as it is, it'd be nice to see Raise Dead go to 1)

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    Aye, but without ever coming anywhere close to increasing face damage dealt; that combo feels like such a mediocre amount of healing nowadays. 

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    Removing the Giants and Darkglare would hinder the deck and give it clear weaknesses, but my main problem with the deck is the inevitable quest reward itself being an almost uncounterable win condition. And I'm not really sold on nerfing cards that just came out since it's newer but that's just my opinion.

    Perhaps my questline warlock hate boner is showing too much, but can you really blame me? I've been playing wild since the expansion launch and at least 75% of my games are against questline warlock.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    Quote From sense124

    As a wild player, I honestly don't think there's a reasonable way to balance cards like Darkglare or Flesh Giant without making them straight-up irrelevant. But even then, I think that Questline Warlock will still be a very competitive deck even without those two cards because of Crystallizer, Raise Dead, Unlicensed Apothecary and many others.

    I would hope they just outright ban The Demon Seed from wild. I'm really against banning cards because they hinder creative endeavors, but the deck invalidates so many other decks that it's just outright ridiculous.

    i play wild, you can balance glare or giant, just increase their cost.

    And they dont need to ban it at all, they just need to nerf/rework it.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    The whole idea of banning any cards from the format where ALL cards are allowed, is somewhat stupid.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    The quests are still going to be playable even if they tweak it a little, and are marquee cards, so the idea that everyone would just dust the quests and never come back is not likely to happen. If nothing else, we can take it like a 2 weeks demo for all the quests available, which would honestly raise satisfaction and interest within the game.

    I also believe that team5 would hesitate to do something so drastic, but at this point some of the quests are looking so good Im having trouble thinking how team5 can design around this for the next 1.5 years when they eventually rotate. A little dust party is a small price to pay, compared to power creeping over this mess.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    Pro

    I'm on your side that there's an issue inherent to the Questline mechanic that isn't just adressed by nerfing single support cards. I'm really curious if and how this will be adressed though, because changing all the Questline rewards would result in massive dust refunds and I just can't believe they'd do this. The analyses by Kibler is pretty acurate imho and I'm not ashamed to admit that I have no idea how to solve this puzzle.

    Then again, maybe we just have to come to terms with the fact that this is the new Hearthstone. Control as we knew it is dead, no more Reno decks in Wild, games are over by turn 10. This expansion certainly provided the biggest shake up in Wild that I can remember and that's not necessarily a bad thing.

  • New Bandle City Card - Shark Trainer

    2/5. 7-mana followers need to represent a game-ending threat or phenomenal value to justify their inclusion in a deck, and this guy falls a little short of that

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    Quote From sense124

    As a wild player, I honestly don't think there's a reasonable way to balance cards like Darkglare or Flesh Giant without making them straight-up irrelevant.

    Just nerf Flesh Giant to 10 or 12 mana. The card will still playable, but will tone down the deck a good bit.

  • New Bandle City Spell - Trinket Trade

    3/5. 1 mana is a fair asking price to manifest a spell at burst speed, especially if you have Fizz in your deck. The fact that you are guaranteed a good choice in Otterpus makes this reliable. I don't give this a higher rating because it can only offer cheap cards, and you will essentially play a cheap card that costs 1 more.

  • The First Round of Stormwind Balance Changes Is Near - What Could We Expect?

    It used to be a Warlock card, 4 mana 2/4 if you are holding a dragon deal 8 damage to a minion with lifesteal, or 4 to the enemy hero.