I'm amazed by the impact the questlines have in wild. Warlock is strong but can be countered by Odd (Questline) Druid (!). Paladin is very solid as well, Hunter works well with Baku, Warrior has yet to decide if Aggro Pirate wants it but Odd is happy enough about some more infinite value. What I don't see at all is Mage, Rogue, Demon Hunter and Shaman. None of them feels oppressive in Wild levels of crazyness, even if Warlock comes close, but Odd Questline Druid gets an auto win against them. They basically erased the whole pre Stormwind meta with 3 or 4 legendaries :D
Fun fact: if you play lady prestor and have the jewel kit equiped, any minions still in your deck that have devine shield and get transformed will proc the weapon and buff your hand.
TLDR: Nightmare Amalgam might spoil some minion types incoming!
When searching for "egg" for a DR hunter I noticed that Nightmare Amalgam showed up on the list - which surprised me!
I doublechecked the spelling and the flavour text but couldn't find any hits for "egg" in the card or its description. I assumed that the only way the card would show up would've been that the "ALL" minion type includes more types than are currently present in the game...
And lo and behold, Nightmare Amalgam also shows up when searching some very interesting keywords:
Elf
Undead
Human
Orc
Egg
Troll
tbc ...
Interestingly enough it does NOT show up for these keyword:
Treant
Tauren
These are left overs from very very early in the games devlopment
arent hints to new tribes or internal testing at all, theyve been in the game since before launch, basicly just leftover code.
Thank you! I have to ask about Entitled Customer in particular. My main concern with that is that it is also capable of clearing out your own giants. As it is also rather slow, (6 mana) the main use I see for it is in mirror matchups or against similar decks, where your opponents board is more likely to be greater in value than yours. Otherwise, Hellfire and Defile seem better against aggro. Another thing I've been thinking about is with Guild Trader and Royal Librarian. You can just trade them away on turn 2 if you don't need them (which can also help you find those all-important giants), and librarian can deal with taunts and other non-stat based threats, while the trader can especially make Drain Soul (if included), the spellstone, hellfire, and defile much better. However, my main predicament with those is what I would drop for them instead. Also, is Mojomaster Zihi still worth it in this deck?
Each season of these competitions has been 20 weeks long. Unfortunately this was the 20th week, therefore meaning we're gonna have to wait until season 4. I don't know when that will be, but I'm looking forward to it whenever it comes around.
EDIT: Forgot to say, congratulations Lundy! Well deserved winner.
Yeah, Hot Streak is hot garbage. I've found that I'm most consistently getting frost spells off of the various discover options. Fire Sale seems to help quite a bit by being tradeable.
As a Hearthstone junkie I play it all the time. I didnt purchase the Barrens track, but I got to level 200. I could have added a few more levels but chose to leave the weekly quests and one trade quest for after the expansion. The reason is that doing the math it looks like I will break even at least on the paid track if I play as much as I normally do.
After the expansion dropped I pad for the rewards track. Then I did all my quests before opening my 150 packs. I got to level 30 today, so not bad for the second day and still a lot of playing left to do.
One thing that makes no sense is the golden Flightmaster Dungar. We all received a normal version of the card. As a budget player I disenchant all golden cards if I have the non golden version. But golden Flightmaster Dungar cant be dusted. Im in it for the long haul, so eventually golden Flightmaster Dungar will be dusted when it moves to wild. Still an extra 1600 dust right now would be nice. Perhaps Blizzard chose a different legendary to make golden on the paid track it would have made more sense.
Dreadful opening. About 70 packs and only 2 legendaries: Shaman guy and that useless one than let’s you discover when trading. Much better luck with epics, a bit less than one in every third pack.
I got Auctioneer Jaxon and am hesitant about whether or not she is worth dusting. As it is now each class only has 1 tradeable cards with the exception of warrior who has 2, and most of the neutral tradeable cards are pretty lackluster (honestly I am pretty surprised with how little they did with the tradeable keyword this expansion). But people have speculated that tradeable does have the potential to be an evergreen keyword in which case she could be very useful.
Dreadful opening. About 70 packs and only 2 legendaries: Shaman guy and that useless one than let’s you discover when trading. Much better luck with epics, a bit less than one in every third pack.
Ok I have a few new opinions, but I think that The Demon Seed may get hit because it is incredibly reliable and almost spells doom in Wild. I've been playing around with a "speed" deck that was posted and I went nearly 80% up to Diamond levels in about an hour of play.
It isn't unbeatable because you have to put SO much of your life on the line, but I can see the community complaining about it pretty hard. Not as hard as the Stealer of Souls level, but it is pretty ridiculous.
As for Raid the Docks, I've been having so much fun with it in both Standard and Wild, but I think I may need to retract the statement of nerfing it because The Juggernaut can make it random enough to not break the game.
On Defend the Dwarven District I threw in a few Voracious Readers and after I dropped Tavish, Master Marksman, I have enough spells in hand to keep it going until they are dead. When I used my tracker I was sitting at 75% with it. The only thing that has been able to control that onslaught against them is my opponent nailed the reader immediately and/or had a TON of healing.
Well so far im realy enjoying the Decks the Stormwind Expansion brought us - and also enjoy the new Quests - sureley some are stronger than expected but right now i'm having so much fun i cannot see the hate some of the cards get - maybe except Incanter's Flow because that could or even should have been nerfed before.
I do not understand why peoply go cry after day 1 about certain decks etc - the meta hasn't even settled yet - and at least on Europe Server I've been seeing a lot of different decks - sure most of them with Questines but that's ok because they are a new thing and sureley enough people wanna try them out and have fun with them.
Nice deck. The changes seem to help, hot streak ain't great. Hitting those frost spells is tough, especially versus another NMM but when it works it works.
It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.
In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.
Hitting just Flow won't do shit.
They have to get rid of Flow, then make it so the Quest steps need to be completed in one turn (there is no other way, the quest will always get completed on turn 6 or 7 otherwise) and finally reduce the Spell Damage to +2 because +3 is retarded in a world where Cram Session exists.
They will definitely need to hit more than a single card, I'm just not sure exactly what the other cards might be.
At this point Incanter's Flow feels obvious, especially with the new shaman elemental doing the same thing for double the cost. If they nerf the quest I believe the most likely thing would be reducing the spell damage to +2. Changing it to make all 3 spells have to be cast in a single turn is less likely. I would rather see mages nerfed to reduce their capacity to cast lots of spells in a single turn rather then force them to cast lots of spells in a single turn. If they wanted to slow mages down I think they would target cards like Ray of Frost, Hot Streak, or First Flame. Another option would be to simply reduce mages draw by hitting Cram Session or Font of Power.
I don't really want to nerf the quest since it is legendary and blizzard would rather avoid nerfing legendaries if possible, but also because there are a lot of factors that go into whether or not a quest is viable, and I would like to see how it plays out when mages don't have access to tons of other over powered spells.
No no no, we're not doing the Barrens nerf again where the obvious issue (Incanter's Flow) gets ignored and another card becomes collateral which ruins every other Mage deck that might have used it. The Quest is very obviously the issue here and Flow is part of the problem. Cram Session is a perfectly fine card as long as spell damage comes with an actual cost and counterplay. The same goes for all the other new cards including Ignite. They're literally balanced around not having permanent +3 damage so get rid of that part. Just nuke it like the Priest Quest. It's not a playstyle that should exist, the old Freeze Mage got yeeted for this exact reason.
That's fair. I would still like to see Incanter's Flow nerfed just to reduce mages capacity to cheat out stupid amounts of spells in a single turn, but you are probably right that the quest should be nerfed. There are two avenues that can be taken, either embrace the fact that the quest is super easy to complete and reduce the spell damage to make the quest more reliable but less powerful. Or embrace the fact that the reward is crazy powerful and make the quest significantly harder to complete to make the deck more combo oriented.
Oh don't worry, I'M with you on Flow, that thing is independently overpowered, i'm just saying that nerfing it won't actually fix the Quest problem. Technically they could get away with leaving Flow untouched if the Quest gets nerfed into the ground, but Flow will break the game again sooner or later (unless the next expansion only prints minions for Mage)
It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.
In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.
Hitting just Flow won't do shit.
They have to get rid of Flow, then make it so the Quest steps need to be completed in one turn (there is no other way, the quest will always get completed on turn 6 or 7 otherwise) and finally reduce the Spell Damage to +2 because +3 is retarded in a world where Cram Session exists.
They will definitely need to hit more than a single card, I'm just not sure exactly what the other cards might be.
At this point Incanter's Flow feels obvious, especially with the new shaman elemental doing the same thing for double the cost. If they nerf the quest I believe the most likely thing would be reducing the spell damage to +2. Changing it to make all 3 spells have to be cast in a single turn is less likely. I would rather see mages nerfed to reduce their capacity to cast lots of spells in a single turn rather then force them to cast lots of spells in a single turn. If they wanted to slow mages down I think they would target cards like Ray of Frost, Hot Streak, or First Flame. Another option would be to simply reduce mages draw by hitting Cram Session or Font of Power.
I don't really want to nerf the quest since it is legendary and blizzard would rather avoid nerfing legendaries if possible, but also because there are a lot of factors that go into whether or not a quest is viable, and I would like to see how it plays out when mages don't have access to tons of other over powered spells.
No no no, we're not doing the Barrens nerf again where the obvious issue (Incanter's Flow) gets ignored and another card becomes collateral which ruins every other Mage deck that might have used it. The Quest is very obviously the issue here and Flow is part of the problem. Cram Session is a perfectly fine card as long as spell damage comes with an actual cost and counterplay. The same goes for all the other new cards including Ignite. They're literally balanced around not having permanent +3 damage so get rid of that part. Just nuke it like the Priest Quest. It's not a playstyle that should exist, the old Freeze Mage got yeeted for this exact reason.
That's fair. I would still like to see Incanter's Flow nerfed just to reduce mages capacity to cheat out stupid amounts of spells in a single turn, but you are probably right that the quest should be nerfed. There are two avenues that can be taken, either embrace the fact that the quest is super easy to complete and reduce the spell damage to make the quest more reliable but less powerful. Or embrace the fact that the reward is crazy powerful and make the quest significantly harder to complete to make the deck more combo oriented.
This reminds me a lot of the video game crash of 1983. ATARI had become large enough that they got lazy and complacent. Because of that they engaged in anti-consumer practices and it ended up biting them in the butt three years later when 'Nintendo Entertainment System' had become a household name.
Wasnt this entirely because of hubris? I mean, trying to make a game within 3 months, paying 20mil (a very very large sum back then) for the licensing and then massive salaries to the developer. Once that flopped (I mean look at it, its shit so far up the dark end you'd need a astronomer's telescope to view its astounding shittiness) ATARI's fall was only inevitable.
It wasn't controversy or competition that doomed it, far as I know. Nintendo penetrated the western market after its fall.
It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.
In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.
Hitting just Flow won't do shit.
They have to get rid of Flow, then make it so the Quest steps need to be completed in one turn (there is no other way, the quest will always get completed on turn 6 or 7 otherwise) and finally reduce the Spell Damage to +2 because +3 is retarded in a world where Cram Session exists.
They will definitely need to hit more than a single card, I'm just not sure exactly what the other cards might be.
At this point Incanter's Flow feels obvious, especially with the new shaman elemental doing the same thing for double the cost. If they nerf the quest I believe the most likely thing would be reducing the spell damage to +2. Changing it to make all 3 spells have to be cast in a single turn is less likely. I would rather see mages nerfed to reduce their capacity to cast lots of spells in a single turn rather then force them to cast lots of spells in a single turn. If they wanted to slow mages down I think they would target cards like Ray of Frost, Hot Streak, or First Flame. Another option would be to simply reduce mages draw by hitting Cram Session or Font of Power.
I don't really want to nerf the quest since it is legendary and blizzard would rather avoid nerfing legendaries if possible, but also because there are a lot of factors that go into whether or not a quest is viable, and I would like to see how it plays out when mages don't have access to tons of other over powered spells.
No no no, we're not doing the Barrens nerf again where the obvious issue (Incanter's Flow) gets ignored and another card becomes collateral which ruins every other Mage deck that might have used it. The Quest is very obviously the issue here and Flow is part of the problem. Cram Session is a perfectly fine card as long as spell damage comes with an actual cost and counterplay. The same goes for all the other new cards including Ignite. They're literally balanced around not having permanent +3 damage so get rid of that part. Just nuke it like the Priest Quest. It's not a playstyle that should exist, the old Freeze Mage got yeeted for this exact reason.
Indeed, plus the fact that after so many years the main enabler of these shenanigans Gadgetzan Auctioneer is still within Standard is beyond me.
Lots of experimenting still to do in figuring out which will be the rock, paper and scissors decks of this early meta, but I have to say that I am already growing tired of these solitaire questline decks and it is only day 2 of United in Stormwind. Tradeable is a cool new mechanic though!
Do not get me wrong, each deck will have its followers and I am no exception to this rule. After completing some of the new XP achievements, I will pilot one of these annoying decks to Legend, but it will not feel great since I might as well play against a NPC.
Ofcourse not, that is silly, Quest Mage gameplan is a lot different than face hunter, Face hunter doesn't need to jump through hoops to kill you. There and pops off starting turn 1 with minions swarming the field. Mage needs to first complete its combo, playing the quest reward in this case to be a threat.
No problem for the lesson, but there is no where I said that a deck that is to slow to kill you turn one isn't a combo deck.
Also another lesson from prof, capitalising a random word to put emphasis on it is kinda sad.
Hunter and Warrior Quests are Total Nerf Targets
I'm amazed by the impact the questlines have in wild. Warlock is strong but can be countered by Odd (Questline) Druid (!). Paladin is very solid as well, Hunter works well with Baku, Warrior has yet to decide if Aggro Pirate wants it but Odd is happy enough about some more infinite value. What I don't see at all is Mage, Rogue, Demon Hunter and Shaman. None of them feels oppressive in Wild levels of crazyness, even if Warlock comes close, but Odd Questline Druid gets an auto win against them. They basically erased the whole pre Stormwind meta with 3 or 4 legendaries :D
Pizza's Handbuff Paladin - Stormwind Day 1 Deck
Fun fact: if you play lady prestor and have the jewel kit equiped, any minions still in your deck that have devine shield and get transformed will proc the weapon and buff your hand.
Fel Forever w/ Malicia - United in Stormwind
I created a new variation of this list to better deal with all of the combo decks running amock.
Wild · Fel Demon Hunter · by CivilKobold · 5 years, 1 month ago
Hearthstone Weekly Card Design Competition Season 3 Recap - Hearthstone Fan Community Spotlight
Heey, someone read the guide! Yay 🍻😁
Yup, pretty much this. You need to add the text="xxx" argument in the opening brackets.
Randomonium
But I hate random tavern brawls
New minion types incoming? (Spoiler or internal testing?)
These are left overs from very very early in the games devlopment
arent hints to new tribes or internal testing at all, theyve been in the game since before launch, basicly just leftover code.
The Best Deals Anywhere - Card Design Competition Discussion Thread
A (late) congratulations to Lundy! Also yes, this was the end of Season 3. We'll be back eventually, so keep your eyes peeled for more details :)
If you would like to provide some feedback regarding how we operate the voting system or anything else, leave a comment in anchorm4n's thread.
Scholomance EVEN Warlock
Thank you! I have to ask about Entitled Customer in particular. My main concern with that is that it is also capable of clearing out your own giants. As it is also rather slow, (6 mana) the main use I see for it is in mirror matchups or against similar decks, where your opponents board is more likely to be greater in value than yours. Otherwise, Hellfire and Defile seem better against aggro. Another thing I've been thinking about is with Guild Trader and Royal Librarian. You can just trade them away on turn 2 if you don't need them (which can also help you find those all-important giants), and librarian can deal with taunts and other non-stat based threats, while the trader can especially make Drain Soul (if included), the spellstone, hellfire, and defile much better. However, my main predicament with those is what I would drop for them instead. Also, is Mojomaster Zihi still worth it in this deck?
The Best Deals Anywhere - Card Design Competition Discussion Thread
Each season of these competitions has been 20 weeks long. Unfortunately this was the 20th week, therefore meaning we're gonna have to wait until season 4. I don't know when that will be, but I'm looking forward to it whenever it comes around.
EDIT: Forgot to say, congratulations Lundy! Well deserved winner.
UiS No Minion Quest Mage
Thanks for the feedback!
Yeah, Hot Streak is hot garbage. I've found that I'm most consistently getting frost spells off of the various discover options. Fire Sale seems to help quite a bit by being tradeable.
The Best Deals Anywhere - Card Design Competition Discussion Thread
Is there not going to be a prompt for this week?
Leaving The Barrens Behind, Entering Stormwind - How Was Your Rewards Track Journey?
As a Hearthstone junkie I play it all the time. I didnt purchase the Barrens track, but I got to level 200. I could have added a few more levels but chose to leave the weekly quests and one trade quest for after the expansion. The reason is that doing the math it looks like I will break even at least on the paid track if I play as much as I normally do.
After the expansion dropped I pad for the rewards track. Then I did all my quests before opening my 150 packs. I got to level 30 today, so not bad for the second day and still a lot of playing left to do.
One thing that makes no sense is the golden Flightmaster Dungar. We all received a normal version of the card. As a budget player I disenchant all golden cards if I have the non golden version. But golden Flightmaster Dungar cant be dusted. Im in it for the long haul, so eventually golden Flightmaster Dungar will be dusted when it moves to wild. Still an extra 1600 dust right now would be nice. Perhaps Blizzard chose a different legendary to make golden on the paid track it would have made more sense.
Pack opening statistics and saltiness
I got Auctioneer Jaxon and am hesitant about whether or not she is worth dusting. As it is now each class only has 1 tradeable cards with the exception of warrior who has 2, and most of the neutral tradeable cards are pretty lackluster (honestly I am pretty surprised with how little they did with the tradeable keyword this expansion). But people have speculated that tradeable does have the potential to be an evergreen keyword in which case she could be very useful.
NEW - Oracle Rattle Druid (video Guide)
its all good dude. ty for the comments and I hope you are enjoying the new expansion :)
Pack opening statistics and saltiness
Dreadful opening. About 70 packs and only 2 legendaries: Shaman guy and that useless one than let’s you discover when trading. Much better luck with epics, a bit less than one in every third pack.
Hunter and Warrior Quests are Total Nerf Targets
Ok I have a few new opinions, but I think that The Demon Seed may get hit because it is incredibly reliable and almost spells doom in Wild. I've been playing around with a "speed" deck that was posted and I went nearly 80% up to Diamond levels in about an hour of play.
It isn't unbeatable because you have to put SO much of your life on the line, but I can see the community complaining about it pretty hard. Not as hard as the Stealer of Souls level, but it is pretty ridiculous.
As for Raid the Docks, I've been having so much fun with it in both Standard and Wild, but I think I may need to retract the statement of nerfing it because The Juggernaut can make it random enough to not break the game.
On Defend the Dwarven District I threw in a few Voracious Readers and after I dropped Tavish, Master Marksman, I have enough spells in hand to keep it going until they are dead. When I used my tracker I was sitting at 75% with it. The only thing that has been able to control that onslaught against them is my opponent nailed the reader immediately and/or had a TON of healing.
Quest Hate
Well so far im realy enjoying the Decks the Stormwind Expansion brought us - and also enjoy the new Quests - sureley some are stronger than expected but right now i'm having so much fun i cannot see the hate some of the cards get - maybe except Incanter's Flow because that could or even should have been nerfed before.
I do not understand why peoply go cry after day 1 about certain decks etc - the meta hasn't even settled yet - and at least on Europe Server I've been seeing a lot of different decks - sure most of them with Questines but that's ok because they are a new thing and sureley enough people wanna try them out and have fun with them.
UiS No Minion Quest Mage
Nice deck. The changes seem to help, hot streak ain't great. Hitting those frost spells is tough, especially versus another NMM but when it works it works.
Quest Hate
Oh don't worry, I'M with you on Flow, that thing is independently overpowered, i'm just saying that nerfing it won't actually fix the Quest problem. Technically they could get away with leaving Flow untouched if the Quest gets nerfed into the ground, but Flow will break the game again sooner or later (unless the next expansion only prints minions for Mage)
Quest Hate
That's fair. I would still like to see Incanter's Flow nerfed just to reduce mages capacity to cheat out stupid amounts of spells in a single turn, but you are probably right that the quest should be nerfed. There are two avenues that can be taken, either embrace the fact that the quest is super easy to complete and reduce the spell damage to make the quest more reliable but less powerful. Or embrace the fact that the reward is crazy powerful and make the quest significantly harder to complete to make the deck more combo oriented.
Pack opening statistics and saltiness
Once again a statistically average opening(totally happy with that), but again with under average pulls in the legendary/epic slot.
117 packs, all from gold. 8 legendaries, none golden and 22 epic + 1 golden
Average dust per pack 99,91
One double leggy pack ... being Darkbishop Benedictus and Maestra of the Masquerade :/
The rest being both legendaries from DH and Shaman, Warrior quest and the Warlock legendary minion.
Level 20 of the track gave me the Priest quest
All in all, meeh...
Should Blizzard fans boycott Hearthstone?
Wasnt this entirely because of hubris? I mean, trying to make a game within 3 months, paying 20mil (a very very large sum back then) for the licensing and then massive salaries to the developer. Once that flopped (I mean look at it, its shit so far up the dark end you'd need a astronomer's telescope to view its astounding shittiness) ATARI's fall was only inevitable.
It wasn't controversy or competition that doomed it, far as I know. Nintendo penetrated the western market after its fall.
Quest Hate
No no no, we're not doing the Barrens nerf again where the obvious issue (Incanter's Flow) gets ignored and another card becomes collateral which ruins every other Mage deck that might have used it. The Quest is very obviously the issue here and Flow is part of the problem. Cram Session is a perfectly fine card as long as spell damage comes with an actual cost and counterplay. The same goes for all the other new cards including Ignite. They're literally balanced around not having permanent +3 damage so get rid of that part. Just nuke it like the Priest Quest. It's not a playstyle that should exist, the old Freeze Mage got yeeted for this exact reason.
Awesome United in Stormwind Launch Decks from Hearthstone's Top Players and Streamers
Indeed, plus the fact that after so many years the main enabler of these shenanigans Gadgetzan Auctioneer is still within Standard is beyond me.
Lots of experimenting still to do in figuring out which will be the rock, paper and scissors decks of this early meta, but I have to say that I am already growing tired of these solitaire questline decks and it is only day 2 of United in Stormwind. Tradeable is a cool new mechanic though!
Do not get me wrong, each deck will have its followers and I am no exception to this rule. After completing some of the new XP achievements, I will pilot one of these annoying decks to Legend, but it will not feel great since I might as well play against a NPC.
Awesome United in Stormwind Launch Decks from Hearthstone's Top Players and Streamers
Ofcourse not, that is silly, Quest Mage gameplan is a lot different than face hunter, Face hunter doesn't need to jump through hoops to kill you. There and pops off starting turn 1 with minions swarming the field. Mage needs to first complete its combo, playing the quest reward in this case to be a threat.
No problem for the lesson, but there is no where I said that a deck that is to slow to kill you turn one isn't a combo deck.
Also another lesson from prof, capitalising a random word to put emphasis on it is kinda sad.