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  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    I thought it was concluded that it was my W. All good if not.

    Nope not Chamelios 

  • After six years of playing Hearthstone, I finally made Legend.

    Quote From drfelip

    Congrats! 

    Thank you

  • Pain Lock (AUG2020)

    Quote From Parkettboden

    What is your experience in using The Soularium? When do you usually use it (and at how many HP)? I am a bit worrying about discarding the more expensive cards (Loatheb, maybe the giants) when playing it too early.

    In all honesty, I think I've wasted more cards than actually using them when I've used The Soularium. But it does highroll into the giants on occasion and it's also useful for Pen Flinger combos to get more mana from Darkglare. If you can find a replacement let me know!

    Loatheb is a game ender against Warrior if you play the combo with him in it on turn 5 so the opponent can't play Brawl.

  • 24 Hours of Card Reveals for Legends of Runeterra - The Celestial Cards for the Invoke Mechanic

    Posted at 20/24 already reviewed the first 9:

    Written in the stars: I saw swim's reveal, yeah there are 24 cards you can't plan around it when there's no gurantee to get it, the effect is probably good on most cases giving more stats and less cost to your win condition might just do it, I am thinking about tf or taric..

    Meteor Shower: well this is really weak, 5 mana for that? it's overcosted for a celestial card.. probably a dud.. but like all celestial cards, situationally the best, rarely.

    The warrior: has ok stats a 5/4 challenger sees play but only cause it generates mroe resources.. 5 attack beats most mid game units and champions.

    Meteor: when you definetlyneeds to get rid of something, sadly it's slow speed.

    The lunar/sun twins: seem good a lot of stats with both survavility and ending game potential.

    the white vortex: it's actually 4 mana can be cast at turn 4 if you skipped either turn 3 or 1 and 2, if played early can actually win you the game, seems good, but only if stats matter.

    The destroyer: with spell shield and overwhelm it's impossible to chump block and it's very hard to actually remove goes 2 for 1 or escapes with the game.

    the planet explosion thing: 8 mana to use the She Who Wanders play effect can be great against decks with small units like a pnz discard deck, a bit too slow I think.. but it can be cast at turn 5 mana so..

    The immortal fire: this is a finisher, hard to remove, and elusive? well it costs 8.. so.. it's good if invoked  late game.

    supernova: seems weak cause it's slow mainly.

    3 to go..

    they sure printed a lot of slow taragon removal/buff spells doubt any of them will see play, slow spells are just not great, look at Trueshot Barrage, the card in theory seem great but.. slow speed..

     

  • Hearthstone Grandmasters 2020 Season 2 - Week 2 Results, Decklists, and More!

    Eddie had both the turtle mage and priest in his deck list. People who do that should get banned. Disqualified. Ugh. Barf. Oof. Etc. 

  • Pain Lock (AUG2020)

    What is your experience in using The Soularium? When do you usually use it (and at how many HP)? I am a bit worrying about discarding the more expensive cards (Loatheb, maybe the giants) when playing it too early.

  • Get Bloody, Get Paid! A Guide to Runeterra's Championless Undying - Deck Spotlight

    Yes you are right mate.
    I am getting attached even more to Ephmerals.
    It's a super cool mechanic and very rewarding.

    But I havent found a final deck list yet and I am still trying.
    Death Mark never worked for me - it was too inconsistend but maybe I give it another try ;-)

  • 24 Hours of Card Reveals for Legends of Runeterra - The Celestial Cards for the Invoke Mechanic

    Staff Pro

    Yeah, he was disappointingly super late. We've now got it in our post (was AFK making and eating breakfast so I wasn't around when he finally got to uploading it)

  • After six years of playing Hearthstone, I finally made Legend.

    Congrats! 

  • Hearthstone's Battle Pass Should be More Rewarding Than Progression Today

    My thoughts exactly. Every time I want to play Solo Adventure, I would be in a dilemma. If I play this I would not be getting any currency gain. However, if I do so, I would not have fun as I intended to play an Adventure. In the end, I'll just feel bad about playing in general.

  • Hearthstone's Battle Pass Should be More Rewarding Than Progression Today

    We'll see. The main thing is that he said specifically the gold income shouldn't change much. If that is to be true, that excel spreadsheet we saw has to be much more generous with gold in its final version.

    Also, in current quest system you can switch all those classic packs (which pop up pretty often for me, especially before a new expansion) and 50g ones to gain gold at significantly better rate. Don't forget those random 80g from friends, which for me is not too small of amount (I add frequently, and also share mine randomly). I really wonder if they are taking all those variables into account for the new system, and not just averaging random daily quests.

  • Hearthstone's Battle Pass Should be More Rewarding Than Progression Today

    Quote From AngryShuckie

    Not necessarily. Even the existing class levels give xp based on number of cards played as well as wins, and they only have to make the new system do the same and it will already encourage control more than the current 10 gold for 3 wins does. Also, since they changed nearly all daily quests to only require you to play games, and not have to win them, I doubt they are going to lock xp behind wins.

    Guess we'll see, but i seriously doubt it'll be like that.

  • Libram Paladin (best version theorycraft)

    Libram Paladin is strong against control decks. It tends to outvalue them. Bomb warrior is decent against them. It tends to do worse against aggro. Also I found Tempo mage with Devolving Misiles to work really well against them. Also keep in mind that Libram Paladin is a typical midrange deck, archetypes that do well against them will typicaly do well against libram pally aswell

  • Hearthstone's Battle Pass Should be More Rewarding Than Progression Today

    Theres no guarantee that both of those contributes to the xp gain and its more likely than not that it doesn't. A chill session with a solo adventure as compared to a stress-filled ranked play? If both gets xp, then why bother with ranked, especially for most players without an adequate collection.

  • 24 Hours of Card Reveals for Legends of Runeterra - The Celestial Cards for the Invoke Mechanic

    The cards you can invoke are insane; the mechanic looks very fun.

    I just hope that the invoked cards are showed in players's hand

  • Riot Teases New Emotes for Legends of Runeterra via Constellations

    I hate to be a bummer, Squink is cute and all, but pretty sure that third one is Lulu given the two fluffy ears on either side.

  • 24 Hours of Card Reveals for Legends of Runeterra - The Celestial Cards for the Invoke Mechanic

    Staff

    Yeah that was my mistake, my brains told that red logo must be Regeneration.

  • Hearthstone's Battle Pass Should be More Rewarding Than Progression Today

    I had a lot of questions about battle pass, but from the information we get, i feel a lot more reassured that it's not going to reduce my gold/packs income. I still have some questions about how EXP is going be calculated. Does going on a win stream with the same deck reduce exp gain? And is using a meme/inconsistant deck going to give you more EXP? Let's hope were going to get answers to questions like these

  • Cheese's custom revamp of the HUNTER core sets!

    I did not expect to start a feud for revamping core sets, but here we go. I'm glad my commitment is inspiring to push these ideas forward. That said, time to comment on your vision.

    • As much as your change to Tundra Rhino seems fair and reduces the snowball effect, I enjoy it's current prowess despite how toxic the effect can be. It's effect feels iconic for me and enables fun combos that Blizzard can create at any time. It feels like what a Rhino should resemble - blitzing through your opponent.
    • I don't think [Hearthstone Card (Svannah Highmane) Not Found] is bad to exist. The card may have been historically strong, but times have changed a bit. I do not think there is much merit to removing the lion, as it gives Hunter an evegreen way to combat midrange decks. MAYBE a nerf to 6/4. Infested Wolf does not manifest that much power, but that may come from our different philosophies towards revamps in general. You want to balance around the same ground as it currently is, albeit sometimes lower, while I'm trying to up the power level of each set a notch.
    • I'm also not a fan of adding Abominable Bowman, because while he does enable big Beast synergy, I'm not sure on how he would keep desing space more open. It works better with your set due to having smaller Beasts, but I still don't know.
    • I think your change to [Hearthstone Card (Multishot) Not Found] is maybe powerful, albeit slighty too powerful. I'm not sure, but your change would raise it's power level closely to that of the current Standard rotation. I opted to not increase damage, but give the player more control over what to destroy.
    • Reduce the cost of Unleash the Hounds to (2), because now they can only bark like a chiwawa by having Rush. Sure [Hearthstone Card (Protect the King) Not Found] exists, but pawns have Taunt, which merit the Cost. Rush does not.
    • Nice try with Bursting Shot. It gives the class a harder hitting control tool, but at least on the contrary to my idea for Hunter revamp, it feels "fair" for you. I did not go for that and instead give the class Storm Arrows to let the dream of Control Hunter come true in a larger way. Yeah, it seems weird for Hunter to give it that much AoE, but I personally think it's not that bad flavor-wise despite comments that Hunter does not spray arrows like an archer.
    • Yeah, I have no idea if Terrorscale Stalker is better to be evergreen than Princess Huhuran.
  • Hearthstone's Battle Pass Should be More Rewarding Than Progression Today

    it seems lot more acceptable than the first version ... let's see the actual implementation...

  • Making Fletch happen (now with detailed guide)

    Pro

    I can second this. I haven't played as much as I'd like to, but managed a winrate about 50%. Didn't pull off the combo once yet. The closest I got was having three Krushes in hand and killing my opponent with one of them because I couldn't find Leoroxx. It's a decent enough deck that makes use of really interesting Hunter cards that haven't been very popular so far. I like it very much! Also thumbs up for the very detailed guide! I figured it out myself more or less, but some Mulligan advice would be a great addition. ;-)

  • After six years of playing Hearthstone, I finally made Legend.

    Pro

    Congrats griffior!

    I agree with you and RavenSunHS. I made it to legend in Standard in the old system once with Mech Hunter which was great because I "discovered" the viability of the deck before it became popular. The experience wasn't my idea of fun nevertheless. Same goes for wild, where I did it with Darkest Hour Warlock merely 2 days before the nerf bat killed it. I don't think I'll ever do it again, since I'm playing to have fun in both formats right now, which means constantly switching between decks and trying out off meta stuff like YourPrivateNighmare's Hunter deck.

  • Making Fletch happen (now with detailed guide)

    perhaps you didn't read the guide, but Leoroxx is not the main win condition in this deck. You're not supposed to hold on to your beasts (except Krush) and you're not supposed to wait on the Wildtamers if you can gain tempo with them.

    It's only labelled Combo HUnter because Miracle Hunter didn't exist as an archetype yet.

  • Hearthstone's Battle Pass Should be More Rewarding Than Progression Today

    Am I the only person who thinks this is a step in the right direction for Blizzard? My main issue with HS atm is you have to play ranked/arena to complete daily rewards, so queuing a battlegrounds or playing solo adventures feels bad. Least with the BP, we can play whatever suits our fancy and still get rewards from it, even if it's just XP towards the BP leveling system. 

  • 24 Hours of Card Reveals for Legends of Runeterra - The Celestial Cards for the Invoke Mechanic

    Very true, but then it is not just a 6 mana obliterate its more like a 9 mana 1/2 that can obliterate a target.