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  • New Rogue Minion - SI:7 Assassin

    I mean, if you're playing enough SI:7s then you play this. Vilespine Slayer was great, and this will be too if you can get at least a couple discounts on it reliably.

  • New Warrior Spell - Heavy Plate

    I don't see this making the cut. It's a Control card - both drawing and Armor gain are good against different match-ups - but I think I'd rather just play a better card than get the minor flexibility from this.

  • New Demon Hunter Minion - Stubborn Merchant

    I guess it guarantees you can summon itself from the other one and could maybe work with the Death Speaker, but overall I'm not impressed. I'd rather run more interesting Deathrattles, I think.

  • New Rogue Spell - Find the Imposter

    I like the idea of this Questline, but it's a bit disappointing that the Reward doesn't seem to actively generate a win condition, just a lot of value. Unless there's a hidden combo with one of the gizmos I'm missing, this seems like a bit of a miss.

  • New Paladin Spell - Noble Mount

    I'm liking the Divine Shield Handbuff archetype, and this seems like a strong player there. It can give you two activations of your Jewel Kit, which is neat, and can also be used on a Rush minion to protect it.

  • New Neutral Minion - SI:7 Skulker

    You can't really set it up that easily to discount anything specific, so I don't see it making the cut anywhere except potentially Questline Rogue. It's just not enough for any other decks. Maybe if you're playing your hand out for Voracious Reader this can help a little? I'm trying here...

  • [Game] Card Treasure Hunt (Hearthstone Riddles)

    Oh, I didn't think it was a hard one. I just thought that everyone is busy with openning packs and experiencing new expansion.

    So here it is, There are three cards that has the same word on its name.

  • New Warrior Minion - Harbor Scamp

    I still have nightmares about old Pirate Warrior which makes me automatically hate this. I think it's quite good - decent enough body for a really targeted tutor, and an obvious inclusion for the Questline.

  • New Rogue Minion - SI:7 Operative

    Run it for the Questline or not at all. Doesn't really fit into what Rogue wants to be doing otherwise.

  • New Warlock Minion - Bloodbound Imp

    Really good for Zoo but absolutely nutty in the new Questline. 5 Health is a lot so early on.

  • New Neutral Minion - Package Runner

    Handlock, but you play this early so you're lowering your hand size... for the potential to attack with it later? I'd rather just be clearing the board and dropping the impactful stuff later on.

  • New Neutral Minion - Deeprun Engineer

    Straight up Arena and maybe Duels card. It's not even a Mech itself so why would you run it in a Mech deck, the only deck that would want to run it?

  • New Shaman Spell - Investment Opportunity

    It's fine. I don't think it'll see much play, since you can just play better draw cards. Unless there's a combo looking for specific pieces, this doesn't make the cut.

  • New Druid Spell - Lost in the Park

    This is getting undervalued, I feel. It's not immediately impressive, but it's really easy to complete with the cards that give large attack buffs to Druid.

  • New Mage Spell - Sorcerer's Gambit

    One of the weaker Questlines I believe, but at least a fun one to build your deck around. Managing what spells you put in is a neat little challenge.

  • New Shaman Minion - Granite Forgeborn

    I'm always a sucker for cards that affect the deck. This one actually seems strong, too! At least based on the little I played of it in Duels.

  • Quitting Hearthstone for more addictive hobby: LEGO !

    I loved lego myself when I was a kid. But bafflingly I always end up building according to script once before taking it all down and enjoying the true spirit of lego blocks - building your own shit from the top of your head. I remember building a model hand with movable parts way back then, no scripts.

    And then computers came along, and suddenly lego seems a bit like a model toy: build it once, place into glass podium, and then never come back.

  • Pack opening statistics and saltiness

    Opened 90 packs. 5 legendaries. 0 quests.

    Much obliged hearthstone gods.

  • Pack opening statistics and saltiness

    I opened around 25 packs. I got two legendaries: Anetheron and Sheldras Moontree. I also obtained around 9 epics and i'm not far from getting all commons but there are a ton of rares missing. It was an okay start for someone with few resources.

  • Hunter and Warrior Quests are Total Nerf Targets

    Okay, first impressions;

    - Hunter quest is slow, and I really feel that there needs to be more taunts in this deck.

    - Druid quest is not optimized. At the moment, lots of guys are moving towards finishing the quest as soon as possible so they play it in the spell druid package without a top end. The result is that a singular taunt ruins your day. Oh, and Wickerclaw is not good.

    - Shaman quest is amazing. There's an actual reason to push the quest completion as soon as possible because once it finishes the game is over. I've beaten elemental shaman fairly convincingly, and that's practically the most aggressive deck currently available. But Im still certain that Doomhammer on 5 will beat this quest to kingdom come.

    - Mage doesn't need the quest to win. Spell mage all the way, because with cards like Ignite there's simply so much firepower it may be permissible to just skip the Fireballs too. Game seems to end right before or right after this quest is complete, and Im fairly convinced the 1st and 2nd tier rewards are the real attraction here. Incanter's Flow is way too overpowered and will in my opinion be in contention for nerfs.

    - Paladin quest is funny. There are games where I finish it all on turn 5 and proceed to win. Or I dont finish by turn 5 because I got screwed by my draws and as a result I lose. Will be playing more of this to see exactly how consistent it can get. Mulligan for First Day of School or bust.

    - Didnt get to try warrior, priest or faced any. My impression is that spell mage destroys it so we dont see much of it.

    - Warlock can finish quest fairly reliably, and with spell mage being so popular there's an argument to play Runed Mithril Rod because without oozes this is just OP. Havent met or tried handlock yet, that's likely to be next on my list.

    - Dhunter quest can be finished easily and quickly, but the payoff is a little hard to see. Often enough the game is simply over before they get to do much of anything except draw their deck out. Its a bit like lifesteal OTK dhunter but immensely weaker. In fact, just play OTK dhunter if combo is your thing.

    - Havent tried rogue yet. But excited to do so later.

     

    Edit: Some obvious typos

  • Leaving The Barrens Behind, Entering Stormwind - How Was Your Rewards Track Journey?

    level 377 with tavern pass and BG autoclicker that buys random minions. Good amount of gold, but it is unstable solution, due to disconnects

  • standard pack

    I have seen some people ranting about not opening Stormwind cards from Standard pack. I may suggest to hold off opening them if you want Stormwind cards from the packs. It's a buggy state each expansion release, and this one is no exception. People also can't get complete card achievements even tho they have all legendaries.

  • Quest Mage (with minions)

    I'm glad you enjoyed it. I haven't been able to test it myself as i wasn't fortunate enough to open the quest on this first day. Quest Priest is going to be a prime target of any burn strategy. I beat a lot of Control Priests with a similar list that i was using before the expansion dropped. I'm mostly worried about more aggressive strategies. Fire Sale is certainly a big boost for those matchups but i don't know if it will be enough.

  • New Druid Spell - Best in Shell

    My favourite card of the expansion :D As if anyone expected anything else. I like that they made it Tradeable so I can throw it in every deck and not feel as bad about it.

  • New Demon Hunter Minion - Jace Darkweaver

    There's a lot of minion clearing in Fel spells, but you could also buff your Attack up fairly high and swing in for a kill. I love cards like this, so I'm definitely trying it out.