Party Up!","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":13,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"60at6","text":"It's In My Nature - Dragons breathe fire right? Well, since we are born of dragons lets do that too! The friendly minion shoots a stream of fire to a random enemy minion. This has special synergy with Red and Green Dragon Bloods, and helps you maintain control of the board.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":17,"style":"BOLD"},{"offset":201,"length":3,"style":"BOLD"},{"offset":209,"length":20,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"ednfr","text":"Ruby Next Guardian - One of the components of a Big Hand archetype in the class. Draconic Heritage can easily be spammed to have many cards in hand, so synergy with that is only natural. This big daddy dragon will smash something in the face right when he enters the field, and combined with the different Heritages he can have it can prove an amazing stabilizing tool.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":20,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"4m1qh","text":"Chromatic Breath - Another versatile card that encourages planning ahead and using the right Heritages at the right moments. Sapphire is an Kill Command for straight damage, Onyx helps you survive longer, Ruby either damages an enemy or makes one of your minions super sticky, Emerald straight up destroys something making it the best removal version and Bronze protects you from burst against OTKs or classes with no poke.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":18,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"eq2bp","text":"Rares","type":"unstyled","inlineStyleRanges":[{"offset":0,"length":5,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"1l560","text":"","type":"unstyled","inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"a96e","text":"Egg Clutch - One of the main synergy cards of the \"attack\" deck. This basically allows you to poke anything you want, and the Whelps are considered separate attacks too for cards like Heat of Battle.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":12,"style":"BOLD"},{"offset":184,"length":15,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"aj9nm","text":"Family Squabble -Super versatile card that can let you make a ton of plays. It can force 2 enemy minions to smash, like The Collider and makes the opponent consider the order of attacks. It can act as a pseudo-windfury for one of your minions, if you attack once then play this (it makes your minion to smash into the last enemy minion that attacked).","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":15,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"1r77t","text":"Protective Mother -Don't try to get close to the family while mom is around. She will maul anything that even gets close, even stuff that was summoned, not played (die stupid murlocs!)","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":17,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"bd70f","text":"Unbreakable bond - If a minion killed one of them and survived, the other will attack it. If the opponent killed one of them with a spell, then the other brother will smack the opponent in the face.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":18,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"606vf","text":"Jealous Little Sister - Like any person with sibling knows, the youngest always get preferential treatment from the parents. This dragon lets you get the Heritage effects on the field right away, instead of on a sleeping minion.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":23,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"4cck7","text":"Hybrid Dragon - This acts as a value card, doubling Heritages created, increasing the odds of finding the specific one you're looking for.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":15,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"fs7ot","text":"Commons","type":"unstyled","inlineStyleRanges":[{"offset":0,"length":7,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"3abvt","text":"","type":"unstyled","inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"brqjp","text":"Family Fortune - Flavorful idea, the chest is bigger the larger your family is, the more Heritages it has. Give it Taunt with Black Dragon Blood for a guaranteed deathrattle!","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":16,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"c64e9","text":"Enchanted Dragonfruit - This is a small idea that can develop into its own archetype in further expansions but for how, it guarantees a target for each Heritage you have gathered in your hand. Play a Blood, summon a minion, go wide. More minions for the aggro attack deck!","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":23,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"b8aaa","text":"Damsel In Distress - Well, all these humans with dragon blood must be coming from somewhere right...? This lovely lady got many a knight confused about who needs saving from what dragon. Simple value card for late game minion chains, but as a lady she does not attack.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":20,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"b51pj","text":"Ancestry Researcher - Simple tool that provides a sticky body later in the game. If you're hoarding Heritages for Chromatus this guy will help you along.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":21,"style":"BOLD"},{"offset":114,"length":9,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"4vhlj","text":"Dragon Claws - Some Heritage generation besides the hero power, with a bit of removal on top.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":14,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"56tic","text":"Aerial Advantage - Scout the field and your deck. Single use Sphere of Sapience.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":18,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"cdu50","text":"Unleash the Whelps! - Parallel to the hunter's Unleash the Hounds, this one is less aggressive (Rush instead of Charge) so it can summon better minions to benefit from other swarm and attack cards.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":21,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"c1625","text":"Accept Your Past - Late game value and also something to help you right now. Most legendary dragons cost 9 so you have to play this in advance, no top deck saves.","type":"unordered-list-item","depth":0,"inlineStyleRanges":[{"offset":0,"length":18,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"7a4e1","text":"This is all i have for now, feedback is again welcomed!","type":"unstyled","inlineStyleRanges":[],"entityRanges":[],"data":{}}]}">
The Scaleborn
The theme of the Scaleborn is draconic ancestry and power. They are people of dragon descent and they have a special affinity with these majestic creatures. The class focuses a lot on proactive plays, delayed effects, tempo and board control. A special theme is attack synergy, many cards force and benefit from attacks. The Hero power also easily increases the number in hand fast and there is some synergy with that too.
Basic
Scion Set
Legendaries
Chromatus the Perfect- Biggest payoff to the hero power and Heritage mechanic. If you manage to grant them all 5, then he nukes the enemy board. The Lifesteal from the Red Dragon blood will heal you to full, the Poisonous will make sure everything dies, the Taunt and Divine Shield will give you a strong defender and the Spell Damage is a cherry on top. A lot of setup, for a great payoff, fitting for the only successful chromatic dragon.
Yara and Balgruf- Although from vastly different worlds, the two have formed a love unlike any other. The card splits into 2 smaller versions which lets you play them earlier if in dire need, as they both have rush. However if you wait to play them together you can recombine the couple into the original big minion, which due to Rush can attack right away as well.
Epics
Breaths:
Show Spoiler
Rival Sibling- This is meant to be the strongest way for the Scaleborn to fill the board. The initial Sibling will not get any heritage. If you played Black Dragon Blood before, he would summon a 2/3 with taunt besides him while he remains a vanilla 2/3. Strongest scenario is when you have all 5 Heritages active and you summon a six 2/3s with keywords. Similar to Party Up!
It's In My Nature - Dragons breathe fire right? Well, since we are born of dragons lets do that too! The friendly minion shoots a stream of fire to a random enemy minion. This has special synergy with Red and Green Dragon Bloods, and helps you maintain control of the board.
Ruby Next Guardian - One of the components of a Big Hand archetype in the class. Draconic Heritage can easily be spammed to have many cards in hand, so synergy with that is only natural. This big daddy dragon will smash something in the face right when he enters the field, and combined with the different Heritages he can have it can prove an amazing stabilizing tool.
Chromatic Breath - Another versatile card that encourages planning ahead and using the right Heritages at the right moments. Sapphire is an Kill Command for straight damage, Onyx helps you survive longer, Ruby either damages an enemy or makes one of your minions super sticky, Emerald straight up destroys something making it the best removal version and Bronze protects you from burst against OTKs or classes with no poke.
Rares
Egg Clutch - One of the main synergy cards of the "attack" deck. This basically allows you to poke anything you want, and the Whelps are considered separate attacks too for cards like Heat of Battle.
Family Squabble -Super versatile card that can let you make a ton of plays. It can force 2 enemy minions to smash, like The Collider and makes the opponent consider the order of attacks. It can act as a pseudo-windfury for one of your minions, if you attack once then play this (it makes your minion to smash into the last enemy minion that attacked).
Protective Mother -Don't try to get close to the family while mom is around. She will maul anything that even gets close, even stuff that was summoned, not played (die stupid murlocs!)
Unbreakable bond - If a minion killed one of them and survived, the other will attack it. If the opponent killed one of them with a spell, then the other brother will smack the opponent in the face.
Jealous Little Sister- Like any person with sibling knows, the youngest always get preferential treatment from the parents. This dragon lets you get the Heritage effects on the field right away, instead of on a sleeping minion.
Hybrid Dragon- This acts as a value card, doubling Heritages created, increasing the odds of finding the specific one you're looking for.
Commons
Family Fortune - Flavorful idea, the chest is bigger the larger your family is, the more Heritages it has. Give it Taunt with Black Dragon Blood for a guaranteed deathrattle!
Enchanted Dragonfruit - This is a small idea that can develop into its own archetype in further expansions but for how, it guarantees a target for each Heritage you have gathered in your hand. Play a Blood, summon a minion, go wide. More minions for the aggro attack deck!
Damsel In Distress - Well, all these humans with dragon blood must be coming from somewhere right...? This lovely lady got many a knight confused about who needs saving from what dragon. Simple value card for late game minion chains, but as a lady she does not attack.
Ancestry Researcher - Simple tool that provides a sticky body later in the game. If you're hoarding Heritages for Chromatus this guy will help you along.
Dragon Claws - Some Heritage generation besides the hero power, with a bit of removal on top.
Aerial Advantage- Scout the field and your deck. Single use Sphere of Sapience.
Unleash the Whelps!- Parallel to the hunter's Unleash the Hounds, this one is less aggressive (Rush instead of Charge) so it can summon better minions to benefit from other swarm and attack cards.
Accept Your Past - Late game value and also something to help you right now. Most legendary dragons cost 9 so you have to play this in advance, no top deck saves.
This is all i have for now, feedback is again welcomed!
Older Versions:
Show Spoiler
The Scaleborn
Heritage cards:
Basic Set
Tokens:
Dragon Scion Set
Legendaries
Tokens
Show Spoiler
Chromatus the Perfect - Biggest payoff to the hero power and Heritage mechanic. If you manage to grant them all 5, then he nukes the enemy board. The Lifesteal from the Red Dragon blood will heal you to full, the Poisonous will make sure everything dies, the Taunt and Divine Shield will give you a strong defender and the Spell Damage is a cherry on top. A lot of setup, for a great payoff, fitting for the only successful chromatic dragon.
Yara and Balgruf - Although from vastly different worlds, the two have formed a love unlike any other. The card splits into 2 smaller versions which lets you play them earlier if in dire need, as they both have rush. However if you wait to play them together you're rewarded with a powerful late game card. Not only it refills your board, but the 3 dragons summoned will all gained any Heritage effects you may have active at the time. You need to balance when to play Dragon Bloods but no minions in hopes to draw the clutch, or miss out on the shared buffs. Scaleborn has plenty of card draw so the effect is not as slow as you might imagine.
Epics
Rival Sibling - This is meant to be the strongest way for the Scaleborn to fill the board. The initial Sibling will not get any heritage. If you played Black Dragon Blood before, he would summon a 2/3 with taunt besides him while he remains a vanilla 2/3. Strongest scenario is when you have all 5 Heritages active and you summon a six 2/3s with keywords. Similar to Party Up!
It's In My Nature - Dragons breathe fire right? Well, since we are born of dragons lets do that too! Each friendly minion shoots a stream of fire to a random enemy minion. This has special synergy with Red and Green Dragon Bloods. It rewards a wide board and helps pushing through the enemy line.
Ruby Next Guardian - One of the components of a Big Hand archetype in the class. Draconic Heritage can easily be spammed to have many cards in hand, so synergy with that is only natural. This big daddy dragon will smash something in the face right when he enters the field, and combined with the different Heritages he can have it can prove an amazing stabilizing tool.
Chromatic Breath - Another versatile card that encourages planning ahead and using the right Heritages at the right moments. Here are the 5 different options:
Show Spoiler
Rares
Backspitter -One of the main synergy cards of the "attack" deck. This basically allows you to poke anything you want. It can be particularly dangerous if it gains poisonous or Lifesteal from Heritages.
Family Squabble -Super versatile card that can let you make a ton of plays. It can force 2 enemy minions to smash, like The Collider and makes the opponent consider the order of attacks. It can act as a pseudo-windfury for one of your minions, if you attack once then play this (it makes your minion to smash into the last enemy minion that attacked).
Protective Mother -Don't try to get close to the family while mom is around. She will maul anything that even gets close, even stuff that was summoned, not played (die stupid murlocs!)
Unbreakable bond - If a minion killed one of them and survived, the other will attack it. If the opponent killed one of them with a spell, then the other brother will smack the opponent in the face.
Jealous Little Sister - Like any person with sibling knows, the youngest always get preferential treatment from the parents. This dragon lets you get the Heritage effects on the field right away, instead of on a sleeping minion.
Hybrid Dragon - This acts as a value card, doubling Heritages created, increasing the odds of finding the specific one you're looking for.
Commons
Family Fortune - Flavorful idea, the chest is bigger the larger your family is, the more Heritages it has. Give it Taunt with Black Dragon Blood for a guaranteed deathrattle!
Enchanted Dragonfruit - This is a small idea that can develop into its own archetype in further expansions but for how, it guarantees a target for each Heritage you have gathered in your hand. Play a Blood, summon a minion and it gains the Blood Heritage right away. More minions for the aggro attack deck!
Damsel In Distress - Well, all these humans with dragon blood must be coming from somewhere right…? This lovely lady got many a knight confused about who needs saving from what dragon. Simple value card for late game minion chains.
Ancestry Researcher - Simple tool that benefits from other Heritage cards like Rival Sibling or That Weird Uncle
Dragon Claws - Some Heritage generation besides the hero power, with a bit of removal on top.
Aerial Advantage - Scout the field and your deck. Single use Sphere of Sapience.
Unleash the Whelps! - Parallel to the hunter's Unleash the Hounds, this one is less aggressive (Rush instead of Charge) so it can summon better minions to benefit from other swarm and attack cards.
Accept Your Past - Late game value and also something to help you right now. Most legendary dragons cost 9 so you have to play this in advance, no top deck saves.
I know people often don't like it when you call for changes so near a near card set release, but I have to assume this will be changed.
An increase in mana cost or even better "the first X cards you draw each turn cost health instead of mana". That seems to affect standard less given wild has so many more draw cards.
No reason to stop standard players trying out the card or changing plot twist which ruins it for warlock quest players (I'm not one but if people are then be nice if they aren't negatively affected either).
Also a very interesting background. I think the Emerald Dream is hard to describe to people who dont play WoW. But you can see it as a blueprint for Azeroth that is corrupted by the Old Gods.
I am not sure who corrupted it, was it N'zoth or Yogg?
Please provide more stories/lore! It was an awesome read! Even though i played wow for quite a few years, i never bothered with the lore part, as the game itself became more and more silly and easy.
"turns where you can play a lot of cards are fun".
Yes, but only for 50% of players, eg the opponent is struggling to avoid smashing their phone or pc into the wall, while the Stealer players is having their silly "fun" OTK on turn 6-7.
Devs forget too often to take opponent's fun or at least non-saltiness into account, when designing new cards.
Even if Stealer lock is bound to be kept in check by Secret Mage, this situation is yet another silly point that Wild doesn't really need (while Standard gets only minor benefit).
I hit level 100 yesterday! What a grind, now I can grind for gold more easily now.
I chose Cenarion Malfurion for the level 100 skin since I'm playing a lot of Druid anyway, and the skin grew on me as time passed. It was either that or the Felheart Gul'dan, but I'll get that one in the next tavern pass. Clowning on opponents with my Clown Druid while wearing that Cenarion skin feels good!
As for the Tier 2 portraits, I chose Ten Storm Thrall, since it's the best-looking skin there for me. I wanted to try some Enhancement Shaman as well, so might as well get a new portrait while playing it.
However, I checked again today and apparently I can claim another Tier 2 portrait? I thought it was supposed to be for every 200 levels that you gain? Including the past tavern pass, I've only attained like 200+ levels, not 400. Am I missing something? Anyway, I chose Deathmantle Valeera after much thought. I don't really like any of the other Tier 2 portraits, but next time I'm probably choosing the Jaina one. Hope the second one isn't a bug, Blizzard better not take away my new Valeera portrait!
If you have a 6 mana Nourish in hand and play Lady Anacondra, your Nourish now costs 4. If you cast Celestial Alignment now, your Nourish will now cost 1 because you discounted the card costs first, and then set its cost to 1. You basically set the cost of a 4 mana Nourish to 1. The cards that you drew afterwards had their costs set to 1 first by Celestial Alignment, and then their costs were reduced by 2 (because Lady Anacondra only affects cards in your hand after you draw them), reducing them down to 0. Hearthstone doesn't recognise the original mana cost of cards you cast, only the mana cost you paid. This is why if you cast Deck of Lunacyafter casting Incanter's Flow, your 5 mana spells will only turn into 7 mana spells because they were discounted to 4 first, and then transformed by Deck of Lunacy. There's also the Wondrous Wand interaction mentioned earlier. This may not be the most obvious interaction, but it is logical. The Raid Leader counterargument doesn't make sense becasue you can't compare the interactions of a minion's attack with the interactions of a spell's cost.
There is only one excption that I can think of that isn't really an exception at all. Remember when Naga Sea Witch broke wild with giants? Playing her would set the cost of all the giants in your deck to 5, and since the discounts only applied once you drew the card, you'd basically get free 8/8s. This is in line with what's stated above. It would also mean that giants that are in your hand when you played Naga Sea Witch should also cost 5 regardless of the discount they had before, but as can be seen from this clip the giants in Kripp's hand costed 0 or 1. In this case, the giants' discounts are being applied after the cost change, which is the opposite of the [Hearthstone Card (Incanter's Flow[Hearthstone Card (into Deck of Lunacy or Lady Anacondra into Celestial Alignment interactions suggest. My assumption to the reason behind this is that the giants' discounts aren't aura effects like Lady Anacondra's, and therefore there is a different order of priority as to how cost changes and discounts are applied.
Edit: Not sure why I'm getting a bad card name error.
And I see my post was a top level comment instead of a reply to your reply.
Yeah, I wasn't thinking anybody would be redoing past guides with a new URL. Okay, maybe it was just dumb to think the guides could be left incomplete.
That's one candidate for testing people's patience and the unlucky vs lucky ones as Adventurers troll you.
I've posted this on Discord, but Taintheart Tormenter is said to be currently bugged and not count the increased spell progress if it dies to said spell.
I kind of like the idea of turbo fast high power level games. It reminds me of the Historic format in MTG. I am going to get a lot of these games in while I still can because there is no way the deck doesn't get deleted. The games are fast and it rarely whiffs, so this is looking to be the easiest legend climb I will have so far.
Hey while I wait for the promised changes on reddit to happen, and for ladder to reset so I can climb to diamond again in a fresh meta let's talk about climbing theory.
My theory is pretty simple there are two ways to climb in digital ccgs:
1. Play the best decks better than everyone else whether it's thresh/Nasis or Arelia Azir or dragons or whatever works for you
- how do you play your deck better then everyone else? You dont just play your deck you play the opponents.
- here's an example my rogue overwhelm brew relies on two things high burst dmg, and lots and lots of vulnerable plays
- if you as Azir/Irelia always leave mana open for bounce when I have the attack token you can't loose valuable pieces to vulnerable plays
2. Build a deck that performs well in a certain meta, this sounds obvious but its also built on wrong assumptions.
- Doing well in a meta isn't about countering what is top tier that by definition is impossible
- It's about establishing unpredictable play patterns, and teching in unexpected options
- for example overwhelm decks don't run counters but when one of the best decks revolves around atrocity as a win con it is now one of your best cards because the opponent will assume you don't have it
And thats it really if you want to climb in legends or mtg arena or whatever digital ccg you want, you'll have to get good at one of these two methods.
If you're creative and easily bored from repetition like me I would choose to master option 2. If you're detailed oriented and highly competitive I would choose option 1.
This is a known interaction between auras and set effects.
If you have an aura up that sets a specific costs and then play a card that would change that cost it will overwrite the aura for as long as the card remains where it is (in hand for instance).
This is what happened to you. Anacondra reduces the cost of nautre spells by 2, but then Alignment overwrites her effect and sets the spells in hand and deck to 1. Since the cards in your deck entered your hand afterwards and Aura effects don't apply to cards in the deck the Alignment effect now gets overwritten by Anacondra.
Since I did it for the expansion I feel like I'm obligated to do it for the mini set as well. At least this one won't take long. Also i'm skipping seperating this into class sections because that just seems redundant.
Tormented Hearts: I haven't attempted this one yet but it sounds like a complete pain in the ass. Since Taintheart Tormenter's effect is so powerful that it can completely lock out spell based decks, they will most likely concede the moment he hits the field, whereas non-spell based decks will most likely just remove it through minions. At best you will get one, maybe two, spellcasts out of your opponent which means it'll take quite a lot of games until this completes. Going into Wild at Bronze rank might help because people play like absolute lunatics and might just bend over backwards to spend extra mana to remove the lad.
Puppy Power: While we have plenty of discounting options in Standard I feel like using Emperor Thaurissan and the multitude of smaller Druid Beasts in Wild will speed up the process considerably. If you have Aviana and Kun (or Omu) you can set up your own achievement OTK using bouncers to play expensive beasts multiple times for 1-mana (If you kept Tyrantus for sentimental purposes you might be winning big here). JUst make sure you actually use Druid beasts and not neutrals.
Poison, Poisoff: Just put Venomous Scorpid into all your decks until it's done. Not worth building a deck around.
Don't Move a Muscle!: Alright, this is probably the most frustrating and bizarre experience. I attempted to build a pure Frost deck to guarantee Frostweave Dungeoneer and managed to create a deck that is literally unable to win, regardless of how well it does at any point. Either way, make sure to get as many elementals out as possible and freeze both face and minions as much as you can. Destroying a minion with a frosty elemental also counts, so don't be shy to value trade. Deep Freeze is unsurprisingly good here.
Friends Like Me: Alright, fuck this one entirely. Getting 3 of the same is quite simple (as a matter of fact I got it the first time I played the spell). Getting 4 is nigh impossible. Someone did the maths and apparently it is below 1% (as opposed to around 12% for 3). Either way, if you really want this achievement you play a Paladin deck with decent draw (Wild is best) as well as Mutanus and Venomous Scorpid (and every other card you need for a different achievement) and try to make the most of the time you will spend. For reference, I got 18 ranked wins today in Wild with a Paladin deck that doesn't even run any win condition....I still never hit 4. If you aren't a completionist I implore you to just forget about this one, it's actually worse than both the Oh My Yogg! one and the Horde Operative.
Even Steven: As easy as it gets. Mad Summoner being a bro again. If you discount both Against All Odds and Wave of Apathy (in case they have a board already) with Palm Reading and you can tutor Summoner with Insight. You don't even need any Wild cards (outside of Summoner ofc) because Priest now has decent draw in Standard.
Hiding in Plain Sight: Run cheap minions and Preparation so you can get both of your Shrouds fast and then concede to move onto the next game. Running spell discovery is unnecessary since you should be able to get 4 procs every game which means you'll only need about 7 to complete this. If you want to go hard you can also just run Swindle and Shroud of Concealment as your only spells to streamline the process.
Spit Hot Fire: Shaman has draw now but it wants you to run Nature spells only so into Wild we go (if you still have draw cards there). If you prefer to stay in Standard, Wandmaker is a really strong option because there are only six 1-mana spells in the pool. Running spell damage and chip damage like Pen Flinger is also important to set up the board. Don't be too greedy because Shaman only has shit healing which means you won't survive until the board is full. Alternatively you can also just run Perpetual Flame in a real deck (Spell Damage Burn Shaman being the best idea probably) and just hope to get it done that way.
Ugh, It's MY Life, Mom: Get this one done fast because it might just get nerfed quit soon because of Wild shenanigans and who knows how hard it will be to complete then. Overall it's probably the easiest to just run a control deck with big cards and stuff like Backfire or The Soularium. It turns out that playing the cards while Immune does actually advance the achievement so by all means, abuse the fuck out of it in Wild.
Kresh Got Back: Now this one might seem easy but there are a lot of complicated nuances. First of all, Kresh, Lord of Turtling is a 6-cost legendary card, which means you need at least 6-mana to play it and you can only run one copy in your deck. Second of all the weapon comes from his Deathrattle which requires your minion to die before it activates. Afterwards you will have to attack with your weapon 5 times, out of which each attack will count towards the achievement. Yes I just wrote this entire shitpost as a way of telling you that there was no point to explaining anything. Fucking sue me.
Hungry Hungry Murlocs: This one is just a bit of a grind. It's a lot harder to actually find a minion above 4/4 to eat. That being said, this is probably the most fun achievement because playing Mutanus is just really hilarious. I recommend just throwing Mutanus into all of your other achievement decks and iit will eventually complete itself. If you want to rush it, go Rogue with Shadowsteps (inefficient) or play it with Baleful Banker and Zola the Gorgon in Wild.
Adventure is Out There: LIterally completes itself while you attempt to get Friends like Me
That's it, that's all I've got. As per usual, if you figure out any exploits that can speed up the process let everyone know.
The description does do what was written correctly, "set the cost of cards in hands and decks to 1". Anything that reads 'set' would completely supersede the cost reductions, like how wondrous wand would set cards to 0 even if the card was affected by Boompistol Bully or Loatheb.
I would say that everything is working as intended.
I disagree, Anacondra is a permanent effect so it should not work that way but I'm not willing to argue about hearthstone weird interactions & should doesn't always = does :p
I agree that it should be a permanent effect. If you play a Raid Leader it still buff minions you summon before and after you play him
Hearthstone's Wailing Caverns Inspired Standard Ladder Decks to Try Out - Top Picks from Legend Players
True, played Doomhammer Shaman myself and the burst potential is crazy. And the small elemental package complements that perfectly.
Zyrios' Spellemental Shaman
Great deck, granted i played in lower ranks, but it helped me complete Weekly quests with WR something like 14/3 :)
Scaleborn [Custom Class]
The theme of the Scaleborn is draconic ancestry and power. They are people of dragon descent and they have a special affinity with these majestic creatures. The class focuses a lot on proactive plays, delayed effects, tempo and board control. A special theme is attack synergy, many cards force and benefit from attacks. The Hero power also easily increases the number in hand fast and there is some synergy with that too.
Chromatus the Perfect - Biggest payoff to the hero power and Heritage mechanic. If you manage to grant them all 5, then he nukes the enemy board. The Lifesteal from the Red Dragon blood will heal you to full, the Poisonous will make sure everything dies, the Taunt and Divine Shield will give you a strong defender and the Spell Damage is a cherry on top. A lot of setup, for a great payoff, fitting for the only successful chromatic dragon.
Yara and Balgruf - Although from vastly different worlds, the two have formed a love unlike any other. The card splits into 2 smaller versions which lets you play them earlier if in dire need, as they both have rush. However if you wait to play them together you can recombine the couple into the original big minion, which due to Rush can attack right away as well.
Rival Sibling - This is meant to be the strongest way for the Scaleborn to fill the board. The initial Sibling will not get any heritage. If you played Black Dragon Blood before, he would summon a 2/3 with taunt besides him while he remains a vanilla 2/3. Strongest scenario is when you have all 5 Heritages active and you summon a six 2/3s with keywords. Similar to Party Up!
It's In My Nature - Dragons breathe fire right? Well, since we are born of dragons lets do that too! The friendly minion shoots a stream of fire to a random enemy minion. This has special synergy with Red and Green Dragon Bloods, and helps you maintain control of the board.
Ruby Next Guardian - One of the components of a Big Hand archetype in the class. Draconic Heritage can easily be spammed to have many cards in hand, so synergy with that is only natural. This big daddy dragon will smash something in the face right when he enters the field, and combined with the different Heritages he can have it can prove an amazing stabilizing tool.
Chromatic Breath - Another versatile card that encourages planning ahead and using the right Heritages at the right moments. Sapphire is an Kill Command for straight damage, Onyx helps you survive longer, Ruby either damages an enemy or makes one of your minions super sticky, Emerald straight up destroys something making it the best removal version and Bronze protects you from burst against OTKs or classes with no poke.
Rares
Egg Clutch - One of the main synergy cards of the "attack" deck. This basically allows you to poke anything you want, and the Whelps are considered separate attacks too for cards like Heat of Battle.
Family Squabble -Super versatile card that can let you make a ton of plays. It can force 2 enemy minions to smash, like The Collider and makes the opponent consider the order of attacks. It can act as a pseudo-windfury for one of your minions, if you attack once then play this (it makes your minion to smash into the last enemy minion that attacked).
Protective Mother -Don't try to get close to the family while mom is around. She will maul anything that even gets close, even stuff that was summoned, not played (die stupid murlocs!)
Unbreakable bond - If a minion killed one of them and survived, the other will attack it. If the opponent killed one of them with a spell, then the other brother will smack the opponent in the face.
Jealous Little Sister - Like any person with sibling knows, the youngest always get preferential treatment from the parents. This dragon lets you get the Heritage effects on the field right away, instead of on a sleeping minion.
Hybrid Dragon - This acts as a value card, doubling Heritages created, increasing the odds of finding the specific one you're looking for.
Commons
Family Fortune - Flavorful idea, the chest is bigger the larger your family is, the more Heritages it has. Give it Taunt with Black Dragon Blood for a guaranteed deathrattle!
Enchanted Dragonfruit - This is a small idea that can develop into its own archetype in further expansions but for how, it guarantees a target for each Heritage you have gathered in your hand. Play a Blood, summon a minion, go wide. More minions for the aggro attack deck!
Damsel In Distress - Well, all these humans with dragon blood must be coming from somewhere right...? This lovely lady got many a knight confused about who needs saving from what dragon. Simple value card for late game minion chains, but as a lady she does not attack.
Ancestry Researcher - Simple tool that provides a sticky body later in the game. If you're hoarding Heritages for Chromatus this guy will help you along.
Dragon Claws - Some Heritage generation besides the hero power, with a bit of removal on top.
Aerial Advantage - Scout the field and your deck. Single use Sphere of Sapience.
Unleash the Whelps! - Parallel to the hunter's Unleash the Hounds, this one is less aggressive (Rush instead of Charge) so it can summon better minions to benefit from other swarm and attack cards.
Accept Your Past - Late game value and also something to help you right now. Most legendary dragons cost 9 so you have to play this in advance, no top deck saves.
This is all i have for now, feedback is again welcomed!
The Scaleborn
Heritage cards:
Basic Set
Tokens:
Dragon Scion Set
Legendaries
Tokens
Epics
Rares
Commons
Weekend Wild Hearthstone Decks - Stealer Warlock, Aggro Hunter, Highlander Rogue, & More
Agreed.
I know people often don't like it when you call for changes so near a near card set release, but I have to assume this will be changed.
An increase in mana cost or even better "the first X cards you draw each turn cost health instead of mana". That seems to affect standard less given wild has so many more draw cards.
No reason to stop standard players trying out the card or changing plot twist which ruins it for warlock quest players (I'm not one but if people are then be nice if they aren't negatively affected either).
LoR event calendar
Here you go :
The Story of the Wailing Caverns - Traversing Azeroth
Fixed ;-)
LoR event calendar
The new event calendar in the client has a fair few cool looking events which I'm surprised to see nobody talking about.
I tried to insert an image using Imgur but it's playing up (probably user error XD) so here's a link to it instead: LoR event calendar
The Story of the Wailing Caverns - Traversing Azeroth
Lots of memories in the Wailing Caverns.
Also a very interesting background. I think the Emerald Dream is hard to describe to people who dont play WoW. But you can see it as a blueprint for Azeroth that is corrupted by the Old Gods.
I am not sure who corrupted it, was it N'zoth or Yogg?
The Story of the Wailing Caverns - Traversing Azeroth
Please provide more stories/lore! It was an awesome read! Even though i played wow for quite a few years, i never bothered with the lore part, as the game itself became more and more silly and easy.
Achievement Hunting: Forged in the Barrens edition
Yeah, I did it that way quite quickly. I´ve even put some poison beasts in to finish the Hunter achievement without the need to play the Hunter class.
Edit: For those who don´t have Celestial Alignment, Living Seed (Rank 1) along the Druid HP that reduces the cost of cards in Duels work too.
Weekend Wild Hearthstone Decks - Stealer Warlock, Aggro Hunter, Highlander Rogue, & More
"turns where you can play a lot of cards are fun".
Yes, but only for 50% of players, eg the opponent is struggling to avoid smashing their phone or pc into the wall, while the Stealer players is having their silly "fun" OTK on turn 6-7.
Devs forget too often to take opponent's fun or at least non-saltiness into account, when designing new cards.
Even if Stealer lock is bound to be kept in check by Secret Mage, this situation is yet another silly point that Wild doesn't really need (while Standard gets only minor benefit).
Rewards Track: Current progress 2.0
I hit level 100 yesterday! What a grind, now I can grind for gold more easily now.
I chose Cenarion Malfurion for the level 100 skin since I'm playing a lot of Druid anyway, and the skin grew on me as time passed. It was either that or the Felheart Gul'dan, but I'll get that one in the next tavern pass. Clowning on opponents with my Clown Druid while wearing that Cenarion skin feels good!
As for the Tier 2 portraits, I chose Ten Storm Thrall, since it's the best-looking skin there for me. I wanted to try some Enhancement Shaman as well, so might as well get a new portrait while playing it.
However, I checked again today and apparently I can claim another Tier 2 portrait? I thought it was supposed to be for every 200 levels that you gain? Including the past tavern pass, I've only attained like 200+ levels, not 400. Am I missing something? Anyway, I chose Deathmantle Valeera after much thought. I don't really like any of the other Tier 2 portraits, but next time I'm probably choosing the Jaina one. Hope the second one isn't a bug, Blizzard better not take away my new Valeera portrait!
Wailing caverns. Bug or intended?
If you have a 6 mana Nourish in hand and play Lady Anacondra, your Nourish now costs 4. If you cast Celestial Alignment now, your Nourish will now cost 1 because you discounted the card costs first, and then set its cost to 1. You basically set the cost of a 4 mana Nourish to 1. The cards that you drew afterwards had their costs set to 1 first by Celestial Alignment, and then their costs were reduced by 2 (because Lady Anacondra only affects cards in your hand after you draw them), reducing them down to 0. Hearthstone doesn't recognise the original mana cost of cards you cast, only the mana cost you paid. This is why if you cast Deck of Lunacy after casting Incanter's Flow, your 5 mana spells will only turn into 7 mana spells because they were discounted to 4 first, and then transformed by Deck of Lunacy. There's also the Wondrous Wand interaction mentioned earlier. This may not be the most obvious interaction, but it is logical. The Raid Leader counterargument doesn't make sense becasue you can't compare the interactions of a minion's attack with the interactions of a spell's cost.
There is only one excption that I can think of that isn't really an exception at all. Remember when Naga Sea Witch broke wild with giants? Playing her would set the cost of all the giants in your deck to 5, and since the discounts only applied once you drew the card, you'd basically get free 8/8s. This is in line with what's stated above. It would also mean that giants that are in your hand when you played Naga Sea Witch should also cost 5 regardless of the discount they had before, but as can be seen from this clip the giants in Kripp's hand costed 0 or 1. In this case, the giants' discounts are being applied after the cost change, which is the opposite of the [Hearthstone Card (Incanter's Flow[Hearthstone Card (into Deck of Lunacy or Lady Anacondra into Celestial Alignment interactions suggest. My assumption to the reason behind this is that the giants' discounts aren't aura effects like Lady Anacondra's, and therefore there is a different order of priority as to how cost changes and discounts are applied.
Edit: Not sure why I'm getting a bad card name error.
) Not Found]) Not Found]The Story of the Wailing Caverns - Traversing Azeroth
Staghelm might have been right. For a real life example, I remember hearing that the Sahara is vital to the health of the Amazon.
Oh, and I assume you meant steam fissures, not "fishers."
How to Complete the Forged in the Barrens Paladin XP Achievements
And I see my post was a top level comment instead of a reply to your reply.
Yeah, I wasn't thinking anybody would be redoing past guides with a new URL. Okay, maybe it was just dumb to think the guides could be left incomplete.
The Story of the Wailing Caverns - Traversing Azeroth
Haha, so true. They went with a silly art style for him as well, so it's understandable why he could be dismissed as bizarre nonsense without context.
The Story of the Wailing Caverns - Traversing Azeroth
You're welcome :) I'm happy to help bring a bit more fun to the cards when you play them.
Achievement Hunting: Forged in the Barrens edition
That's one candidate for testing people's patience and the unlucky vs lucky ones as Adventurers troll you.
I've posted this on Discord, but Taintheart Tormenter is said to be currently bugged and not count the increased spell progress if it dies to said spell.
Do Druid Beasts reduced by Celestial Alignment count?
The wording on almost everything else would suggest they can be done outside their designated classes, if you somehow get the card.
Not much help for Paladin secrets if the new one doesn't play nicely alongside Reckoning.
Weekend Wild Hearthstone Decks - Stealer Warlock, Aggro Hunter, Highlander Rogue, & More
I kind of like the idea of turbo fast high power level games. It reminds me of the Historic format in MTG. I am going to get a lot of these games in while I still can because there is no way the deck doesn't get deleted. The games are fast and it rarely whiffs, so this is looking to be the easiest legend climb I will have so far.
Card Game Climbing Theory
Hey while I wait for the promised changes on reddit to happen, and for ladder to reset so I can climb to diamond again in a fresh meta let's talk about climbing theory.
My theory is pretty simple there are two ways to climb in digital ccgs:
1. Play the best decks better than everyone else whether it's thresh/Nasis or Arelia Azir or dragons or whatever works for you
- how do you play your deck better then everyone else? You dont just play your deck you play the opponents.
- here's an example my rogue overwhelm brew relies on two things high burst dmg, and lots and lots of vulnerable plays
- if you as Azir/Irelia always leave mana open for bounce when I have the attack token you can't loose valuable pieces to vulnerable plays
2. Build a deck that performs well in a certain meta, this sounds obvious but its also built on wrong assumptions.
- Doing well in a meta isn't about countering what is top tier that by definition is impossible
- It's about establishing unpredictable play patterns, and teching in unexpected options
- for example overwhelm decks don't run counters but when one of the best decks revolves around atrocity as a win con it is now one of your best cards because the opponent will assume you don't have it
And thats it really if you want to climb in legends or mtg arena or whatever digital ccg you want, you'll have to get good at one of these two methods.
If you're creative and easily bored from repetition like me I would choose to master option 2. If you're detailed oriented and highly competitive I would choose option 1.
Let me know which you gravitate towards.
The Story of the Wailing Caverns - Traversing Azeroth
Thank you for this background, even if I don't play WoW, it's always captivating !
Wailing caverns. Bug or intended?
This is a known interaction between auras and set effects.
If you have an aura up that sets a specific costs and then play a card that would change that cost it will overwrite the aura for as long as the card remains where it is (in hand for instance).
This is what happened to you. Anacondra reduces the cost of nautre spells by 2, but then Alignment overwrites her effect and sets the spells in hand and deck to 1. Since the cards in your deck entered your hand afterwards and Aura effects don't apply to cards in the deck the Alignment effect now gets overwritten by Anacondra.
It's not intuitive, but it is consistent.
Weekend Wild Hearthstone Decks - Stealer Warlock, Aggro Hunter, Highlander Rogue, & More
It's not usually this bad. You picked a bad time is all :)
Achievement Hunting: Wailing Caverns edition
Since I did it for the expansion I feel like I'm obligated to do it for the mini set as well. At least this one won't take long. Also i'm skipping seperating this into class sections because that just seems redundant.
Tormented Hearts: I haven't attempted this one yet but it sounds like a complete pain in the ass. Since Taintheart Tormenter's effect is so powerful that it can completely lock out spell based decks, they will most likely concede the moment he hits the field, whereas non-spell based decks will most likely just remove it through minions. At best you will get one, maybe two, spellcasts out of your opponent which means it'll take quite a lot of games until this completes. Going into Wild at Bronze rank might help because people play like absolute lunatics and might just bend over backwards to spend extra mana to remove the lad.
Puppy Power: While we have plenty of discounting options in Standard I feel like using Emperor Thaurissan and the multitude of smaller Druid Beasts in Wild will speed up the process considerably. If you have Aviana and Kun (or Omu) you can set up your own achievement OTK using bouncers to play expensive beasts multiple times for 1-mana (If you kept Tyrantus for sentimental purposes you might be winning big here). JUst make sure you actually use Druid beasts and not neutrals.
Poison, Poisoff: Just put Venomous Scorpid into all your decks until it's done. Not worth building a deck around.
Don't Move a Muscle!: Alright, this is probably the most frustrating and bizarre experience. I attempted to build a pure Frost deck to guarantee Frostweave Dungeoneer and managed to create a deck that is literally unable to win, regardless of how well it does at any point. Either way, make sure to get as many elementals out as possible and freeze both face and minions as much as you can. Destroying a minion with a frosty elemental also counts, so don't be shy to value trade. Deep Freeze is unsurprisingly good here.
Friends Like Me: Alright, fuck this one entirely. Getting 3 of the same is quite simple (as a matter of fact I got it the first time I played the spell). Getting 4 is nigh impossible. Someone did the maths and apparently it is below 1% (as opposed to around 12% for 3). Either way, if you really want this achievement you play a Paladin deck with decent draw (Wild is best) as well as Mutanus and Venomous Scorpid (and every other card you need for a different achievement) and try to make the most of the time you will spend. For reference, I got 18 ranked wins today in Wild with a Paladin deck that doesn't even run any win condition....I still never hit 4. If you aren't a completionist I implore you to just forget about this one, it's actually worse than both the Oh My Yogg! one and the Horde Operative.
Even Steven: As easy as it gets. Mad Summoner being a bro again. If you discount both Against All Odds and Wave of Apathy (in case they have a board already) with Palm Reading and you can tutor Summoner with Insight. You don't even need any Wild cards (outside of Summoner ofc) because Priest now has decent draw in Standard.
Hiding in Plain Sight: Run cheap minions and Preparation so you can get both of your Shrouds fast and then concede to move onto the next game. Running spell discovery is unnecessary since you should be able to get 4 procs every game which means you'll only need about 7 to complete this. If you want to go hard you can also just run Swindle and Shroud of Concealment as your only spells to streamline the process.
Spit Hot Fire: Shaman has draw now but it wants you to run Nature spells only so into Wild we go (if you still have draw cards there). If you prefer to stay in Standard, Wandmaker is a really strong option because there are only six 1-mana spells in the pool. Running spell damage and chip damage like Pen Flinger is also important to set up the board. Don't be too greedy because Shaman only has shit healing which means you won't survive until the board is full. Alternatively you can also just run Perpetual Flame in a real deck (Spell Damage Burn Shaman being the best idea probably) and just hope to get it done that way.
Ugh, It's MY Life, Mom: Get this one done fast because it might just get nerfed quit soon because of Wild shenanigans and who knows how hard it will be to complete then. Overall it's probably the easiest to just run a control deck with big cards and stuff like Backfire or The Soularium. It turns out that playing the cards while Immune does actually advance the achievement so by all means, abuse the fuck out of it in Wild.
Kresh Got Back: Now this one might seem easy but there are a lot of complicated nuances. First of all, Kresh, Lord of Turtling is a 6-cost legendary card, which means you need at least 6-mana to play it and you can only run one copy in your deck. Second of all the weapon comes from his Deathrattle which requires your minion to die before it activates. Afterwards you will have to attack with your weapon 5 times, out of which each attack will count towards the achievement. Yes I just wrote this entire shitpost as a way of telling you that there was no point to explaining anything. Fucking sue me.
Hungry Hungry Murlocs: This one is just a bit of a grind. It's a lot harder to actually find a minion above 4/4 to eat. That being said, this is probably the most fun achievement because playing Mutanus is just really hilarious. I recommend just throwing Mutanus into all of your other achievement decks and iit will eventually complete itself. If you want to rush it, go Rogue with Shadowsteps (inefficient) or play it with Baleful Banker and Zola the Gorgon in Wild.
Adventure is Out There: LIterally completes itself while you attempt to get Friends like Me
That's it, that's all I've got. As per usual, if you figure out any exploits that can speed up the process let everyone know.
Wailing caverns. Bug or intended?
I agree that it should be a permanent effect. If you play a Raid Leader it still buff minions you summon before and after you play him