Shadow dude is a bit meh by comparison, I like the idea of mind control being better implemented into the game (follower stealing) but I don't like that he's also a better Nasus at the same time. (A little too easy mode) but not op because of how slow he is.
One thing I like about Virgo is that while he doesn’t fit with a lot of champions, he is unique in that 90% of the Shadow Isle champions work well with him. I find it interesting
Uhuh then why is it that when I play dragons against every Nasus or Shadow guy deck the opponent just sits there wide eyed as I level Asol?
Because they just netdeck meta decks without learning how to use them properly. Anyway my point is that Tresh/Nasus use vile feast as removal against aggro and not for stalling.
Legends of Runeterra is a unique game in the sense that many champions offer infinite card advantage.
We have champions that generate removal, champions that generate draw, champions who double your spells, champions who generate token, champions who outright win the game.
So if thats the case why do sooo many players sit and do nothing marveling at their 10 card hand as they loose the game.
Its because they haven't realized one simple truth...card advantage is for control decks.
When each piece of removal equals a dead resource on your opponents end card advantage absolutely matters.
But if you're midrange, combo, or aggro it frankly doesn't. You should instead move actively towards your game plan.
If you're thresh Nasus, absolutely kill your own creatures I'd you can't kill your opponents.
If you're Lee Sin, cast spells they don't have to do anything I'd you're 3 cards ahead anyway just cast them.
The sooner you realize that flipping that champ or sequencing the cards correctly is how you win games...the sooner you'll stop card haording.
And the faster you can start winning games, and it won't take you 30 minuites to do it.
I believe one of the devs said in some interview that games being too fast is also the reason why there are these mini rewards for finishing each step. It might seem like getting two extra spells or 6 lifesteal damage is not a lot especialy if it is delayed, but I think that it will be really helpful given that it is almost free reward for just doing what your deck is build around.
The only one of these four I don't like particularly much is Wooden Steed. I feel like just playing Animated Broomstick is generally better. The fact that it uses a non-existant pairing of classes also bothers me. It would be completely fine with a custom watermark, but not in Scholomance (though that would then put you in a problem of generating a card which would be Wild-only at the time which not everyone may be fond of).
I like the simplicity of Repair Bots, though the first Peculiar Pilots will likely get a better score since it's more flashy.
Nirast
I think the card is okay. Mechanically it fits Priest pretty nicely, but unfortunately it doesn't fit the class flavorfully unless it was put into an extremely specific context.
If you think this card is good have fun all the times it gives you 3 awful picks. Why do ppl think this is good with Cthun...? Nothing is good with Cthun.
That deck just wants blockers and doesn't really care about hard removal
It's just stalling till atrocity
Tresh/Nasus doesn't want blocker it want to kill as many units as possible either with trades or removal like vile feast and black spear otherwise your Tresh won't level up and you Nasus is going to have pitiful stats. It's also not a stall deck, you want to push as much damage as possible in the early and mid game, in order to put your opponent withing atrocity range, because realistically your Nasus isn't going to have 20 power, most of the time your Nasus is going to be around 12 power.
I thought the Uldum approach to quests was ideal: they were achievable within a reasonable time frame, and triggered automatically once you'd fulfilled their condition.
These new quests seem like a step back, in that I expect that over 90% of the games, you won't have time to complete them. In particular, I'm highly dubious of the mage questline -- even if you do have the right mix of spell types in your hand, how can you make sure that the spells are actually relevant for the current board state?
The warlock questline looks more promising, especially since it combines very well with the self-sacrifice cards from Forged in the Barrens. I'm still not sure there's enough healing to compensate for all the damage you'll take, however.
With the exception of black spear most of the cards you listed have been outstripped by burst speed combat tricks.
All removal get countered by burst speed spells that doesn't make the removal bad.
Like what's better drain 1 for 2 mana, or give somethings, 3/1 for 1 mana?
That going to depend on the situation. If your going against aggro decks killing a 1 health unit and getting a chump blocker is way more useful than buffing a unit. Tresh/Nasus was a tier one deck and ran 3 vile feast for a reason.
Greetings, everyone! I'm back with some new content. Today, I'm presenting you my version of Boss Batle Royale, which is one of my all time favorite Tavern Brawl series, to the point I made a guide on the first edition back on Hearthpwn (lost in ether though). It actually includes heroes from TEN different PvE content, each of different class. Unlike previous iterations, I've decided to create the decks myself to explore potential possibilities and to avoid having some decks being near unplayable - looking at you, Kriziki the Winged!
NOTE: You start the game with Romulo on the board. The boss has also been changed from ONiK, as I didn't feel like both original Hero Powers fit the power level of my brawl.
16th July update: Daliso Chaponda's Reno C'Thun Shudderwock Shaman, ft. Hogleader & Omega Defender!
C'Thun Shudderwock Shaman! A really fun off-meta deck which allowed me to traverse the diamond wild ladder. I try out two different versions of the deck.
Akshan is a very flexible card, he can be aggressive and combo oriented, he can be a card advantage tool for control decks, and he's just great landmark support.
Indeed Akhsan is most the fun champion they have released in long time, Akhsan/Riven and Akhsan/Lee Sin are my two favorite decks from this mini expansion so far.
We were just talking about how there's no good removal in shadow isles, and we just got two really strong pieces. It turns out spending 4 mana for slow speed champion removal is actually kiiiinda good, it also adds value to all your healing
Similarly 5 mana drain two from two units is kind of a high value static shock I love it.
The schedule widget has always been available on mobile. The only part of the site that isn't great on mobile in the deckbuilders though they still remain accessible for the daring.
If you visit the homepage or Hearthstone portal, you can tap on the "Forums" tab which will show you the countdowns. There is a button at the bottom of the countdowns that takes you to the full reveal page.
I know "Forums" is a bit of an odd button to press to get to that info. Its just what we've called the sidebar on mobile for now.
Now we've returned to Quests that are somehow even slower than Uldum, require multiple conditions that give you, let's be honest, laughable mini-rewards and still make you play a 5-cost card that doesn't immediately impact the game (at least not the ones so far).
The devs have said at least some of the quest rewards will have an immediate impact. What I think matters most though is how well the effect synergises with the deck construction. Part of the reason OG quest rogue worked is that your deck is naturally filled with tiny minions to finish the quest with, so a slow 5 mana card (ignoring prep...) that didn't even have a 7/7 body was plenty because your deck needs to buff its minions in order to pose any kind of threat.
Meanwhile, a lot of other quests (both in Un'goro and Uldum) had a tenuous connection between their conditions and rewards. That hindered them because so much of the deck is geared towards generating a reward that doesn't amplify the deck's core gameplay, despite being independently powerful.
At least the rewards for the two questlines we know are clearly synergistic with their requirements, so that's a good sign.
Curious as to the omission of N'Zoth, the Corruptor, since HSReplay stats peg it as the third-highest-winrate card in pre-nerf Control Priest. Is it a question of diminished value (I noticed the pirates are omitted too), or is it just too slow without pre-nerf Blademaster Samuro + Apotheosis?
I'M honestly predicting that Fire Spell support will make Hero Power Mage playable sooner than it will enable the quest.
I don't understand how we've somehow regressed in terms of Quest design. Uldum did a decent job by not making you actually play the reward after finishing it and encouraging slower decks with an actual long term win conditions (instead of tempo decks that instantly lose because they skip turn one with -1 card)
Now we've returned to Quests that are somehow even slower than Uldum, require multiple conditions that give you, let's be honest, laughable mini-rewards and still make you play a 5-cost card that doesn't immediately impact the game (at least not the ones so far).
Mage will never be able to play this quest unless they literally get Headcrack, which would then lead into the whole "inevitable win condition that cannot be avoided meaning you can only beat the deck with hard aggro, and then the only way the deck ever appears in the meta if Mage gets the tools to play control and then god help us all because then you'd wish they nerfed Incanter's Flow to 4-mana.
Meanwhile Warlock could be balanced around the fact that control decks get a chance to just kill you because of how much damage you need to take, but if that's the case that just means Warlock doesn't have enough healing which means they can't win against aggro and remain in garbage tier.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Nobody likes lore ones
A Roundup of News Related to Hearthstone's United in Stormwind Expansion and Upcoming Content
I was hoping Tradeable was going to be limited to once per turn.
Riot Is Outdoing Itself Lately
A Roundup of News Related to Hearthstone's United in Stormwind Expansion and Upcoming Content
I can bet there's gonna be some problems with Tradeable mechanic on mobile phones.
Riot Is Outdoing Itself Lately
Because they just netdeck meta decks without learning how to use them properly. Anyway my point is that Tresh/Nasus use vile feast as removal against aggro and not for stalling.
A Roundup of News Related to Hearthstone's United in Stormwind Expansion and Upcoming Content
I really like mercenary stories, unlike things that are happening right now in WoW, we don't need super epic stories.
Card Advantage Doesn't Matter - Unless It Does
Legends of Runeterra is a unique game in the sense that many champions offer infinite card advantage.
We have champions that generate removal, champions that generate draw, champions who double your spells, champions who generate token, champions who outright win the game.
So if thats the case why do sooo many players sit and do nothing marveling at their 10 card hand as they loose the game.
Its because they haven't realized one simple truth...card advantage is for control decks.
When each piece of removal equals a dead resource on your opponents end card advantage absolutely matters.
But if you're midrange, combo, or aggro it frankly doesn't. You should instead move actively towards your game plan.
If you're thresh Nasus, absolutely kill your own creatures I'd you can't kill your opponents.
If you're Lee Sin, cast spells they don't have to do anything I'd you're 3 cards ahead anyway just cast them.
The sooner you realize that flipping that champ or sequencing the cards correctly is how you win games...the sooner you'll stop card haording.
And the faster you can start winning games, and it won't take you 30 minuites to do it.
Riot Is Outdoing Itself Lately
Uhuh then why is it that when I play dragons against every Nasus or Shadow guy deck the opponent just sits there wide eyed as I level Asol?
They are so used to passive play, mindless card advantage, and empty passing that they can't believe other decks actually have active play strategies
A Roundup of News Related to Hearthstone's United in Stormwind Expansion and Upcoming Content
I believe one of the devs said in some interview that games being too fast is also the reason why there are these mini rewards for finishing each step. It might seem like getting two extra spells or 6 lifesteal damage is not a lot especialy if it is delayed, but I think that it will be really helpful given that it is almost free reward for just doing what your deck is build around.
Ride And Die - Card Design Competition Discussion Thread
Quick feedback! Only got one day left!
The only one of these four I don't like particularly much is Wooden Steed. I feel like just playing Animated Broomstick is generally better. The fact that it uses a non-existant pairing of classes also bothers me. It would be completely fine with a custom watermark, but not in Scholomance (though that would then put you in a problem of generating a card which would be Wild-only at the time which not everyone may be fond of).
I like the simplicity of Repair Bots, though the first Peculiar Pilots will likely get a better score since it's more flashy.
New Neutral Minion - Pandaren Importer
If you think this card is good have fun all the times it gives you 3 awful picks. Why do ppl think this is good with Cthun...? Nothing is good with Cthun.
Reveal schedule on mobile devices
I know of 2 bugs with deck builder on mobile, maybe this info is helpful:
1. Typing an apostrophe ‘ on mobile in card names makes it an incorrect card name.
2. When pressing the Card button after selecting a card name it removes a space from before the name.
Riot Is Outdoing Itself Lately
Tresh/Nasus doesn't want blocker it want to kill as many units as possible either with trades or removal like vile feast and black spear otherwise your Tresh won't level up and you Nasus is going to have pitiful stats. It's also not a stall deck, you want to push as much damage as possible in the early and mid game, in order to put your opponent withing atrocity range, because realistically your Nasus isn't going to have 20 power, most of the time your Nasus is going to be around 12 power.
A Roundup of News Related to Hearthstone's United in Stormwind Expansion and Upcoming Content
I thought the Uldum approach to quests was ideal: they were achievable within a reasonable time frame, and triggered automatically once you'd fulfilled their condition.
These new quests seem like a step back, in that I expect that over 90% of the games, you won't have time to complete them. In particular, I'm highly dubious of the mage questline -- even if you do have the right mix of spell types in your hand, how can you make sure that the spells are actually relevant for the current board state?
The warlock questline looks more promising, especially since it combines very well with the self-sacrifice cards from Forged in the Barrens. I'm still not sure there's enough healing to compensate for all the damage you'll take, however.
Riot Is Outdoing Itself Lately
That deck just wants blockers and doesn't really care about hard removal
It's just stalling till atrocity
Riot Is Outdoing Itself Lately
All removal get countered by burst speed spells that doesn't make the removal bad.
That going to depend on the situation. If your going against aggro decks killing a 1 health unit and getting a chump blocker is way more useful than buffing a unit. Tresh/Nasus was a tier one deck and ran 3 vile feast for a reason.
Riot Is Outdoing Itself Lately
With the exception of black spear most of the cards you listed have been outstripped by burst speed combat tricks.
Like what's better drain 1 for 2 mana, or give somethings, 3/1 for 1 mana?
Now kill a champ for 4 that's pretty okay as these things go, puts in on par with will of Ionia and might be a little better.
Neoguli's Custom Boss Battle Royale
Greetings, everyone! I'm back with some new content. Today, I'm presenting you my version of Boss Batle Royale, which is one of my all time favorite Tavern Brawl series, to the point I made a guide on the first edition back on Hearthpwn (lost in ether though). It actually includes heroes from TEN different PvE content, each of different class. Unlike previous iterations, I've decided to create the decks myself to explore potential possibilities and to avoid having some decks being near unplayable - looking at you, Kriziki the Winged!
List of Bosses
NOTE: You start the game with Romulo on the board. The boss has also been changed from ONiK, as I didn't feel like both original Hero Powers fit the power level of my brawl.
Darkseeker's channel - 13th November update: KOtsosKOtsos' Reno Evolve Shudderwock Shaman - ft. Archivist Elysiana
16th July update: Daliso Chaponda's Reno C'Thun Shudderwock Shaman, ft. Hogleader & Omega Defender!
C'Thun Shudderwock Shaman! A really fun off-meta deck which allowed me to traverse the diamond wild ladder. I try out two different versions of the deck.
1) One version from Daliso Chaponda (https://twitter.com/dalisochaponda)
2) A second version from Dusty Scales (https://twitter.com/DustyScales), which offers some further survivability against aggro.
Please note:
- These are both off-meta decks
- C'Thun is not at all necessary in Shudderwock Shaman from a competitive standpoint. C'Thun is simply awesome, and therefore fun.
Daliso's deck:
AAEBAaoIGrIG+g7DFpOtAsmvAqW9Ava9Avm/At/EApvLAqDOAsPqAu/3Avz6AuyMA62RA4qUA7WYA72ZA9qdA/yjA7rhA5LkA6juA6bvA6iKBAKLzgLj7gMA
DustyScales deck:
AAEBAaoIHvoOwxbJrwKgtgKlvQL2vQL5vwLfxAKbywKLzgLD6gKm8ALv9wL8+gKtkQO1mAO9mQPanQP8owOEpwOTwgOS5AOo7gPj7gOm7wOU8AOoigT9nwSXoATwoAQAAA==
https://youtu.be/iUkiCp2gD6Y?t=979
Priest isn't dead, stop whining
Except ypu have this card draw so you will not have that much card
Riot Is Outdoing Itself Lately
Indeed Akhsan is most the fun champion they have released in long time, Akhsan/Riven and Akhsan/Lee Sin are my two favorite decks from this mini expansion so far.
No good removal in Shadow Isles? That like one the top region when it comes to removal: Vile Feast, Black Spear, Withering Wail, Vengeance, The Ruination.
Reveal schedule on mobile devices
The schedule widget has always been available on mobile. The only part of the site that isn't great on mobile in the deckbuilders though they still remain accessible for the daring.
If you visit the homepage or Hearthstone portal, you can tap on the "Forums" tab which will show you the countdowns. There is a button at the bottom of the countdowns that takes you to the full reveal page.
I know "Forums" is a bit of an odd button to press to get to that info. Its just what we've called the sidebar on mobile for now.
A Roundup of News Related to Hearthstone's United in Stormwind Expansion and Upcoming Content
The devs have said at least some of the quest rewards will have an immediate impact. What I think matters most though is how well the effect synergises with the deck construction. Part of the reason OG quest rogue worked is that your deck is naturally filled with tiny minions to finish the quest with, so a slow 5 mana card (ignoring prep...) that didn't even have a 7/7 body was plenty because your deck needs to buff its minions in order to pose any kind of threat.
Meanwhile, a lot of other quests (both in Un'goro and Uldum) had a tenuous connection between their conditions and rewards. That hindered them because so much of the deck is geared towards generating a reward that doesn't amplify the deck's core gameplay, despite being independently powerful.
At least the rewards for the two questlines we know are clearly synergistic with their requirements, so that's a good sign.
Priest isn't dead, stop whining
Curious as to the omission of N'Zoth, the Corruptor, since HSReplay stats peg it as the third-highest-winrate card in pre-nerf Control Priest. Is it a question of diminished value (I noticed the pirates are omitted too), or is it just too slow without pre-nerf Blademaster Samuro + Apotheosis?
A Roundup of News Related to Hearthstone's United in Stormwind Expansion and Upcoming Content
I'M honestly predicting that Fire Spell support will make Hero Power Mage playable sooner than it will enable the quest.
I don't understand how we've somehow regressed in terms of Quest design. Uldum did a decent job by not making you actually play the reward after finishing it and encouraging slower decks with an actual long term win conditions (instead of tempo decks that instantly lose because they skip turn one with -1 card)
Now we've returned to Quests that are somehow even slower than Uldum, require multiple conditions that give you, let's be honest, laughable mini-rewards and still make you play a 5-cost card that doesn't immediately impact the game (at least not the ones so far).
Mage will never be able to play this quest unless they literally get Headcrack, which would then lead into the whole "inevitable win condition that cannot be avoided meaning you can only beat the deck with hard aggro, and then the only way the deck ever appears in the meta if Mage gets the tools to play control and then god help us all because then you'd wish they nerfed Incanter's Flow to 4-mana.
Meanwhile Warlock could be balanced around the fact that control decks get a chance to just kill you because of how much damage you need to take, but if that's the case that just means Warlock doesn't have enough healing which means they can't win against aggro and remain in garbage tier.