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  • New Rogue Minion - Vulpera Toxinblade

    Solid basic stats and a presence effect. It's almost like a cheaper and better version of Spiteful Smith.

  • New Priest Spell - Initiation

    This is one of those cards where I'm going to have to experiment with it in order to develop any sort of view on it at all.

  • A Look Back At Historically Underhyped Hearthstone Cards

    Staff Pro

    Sludge Belcher wasn't really considered an underhyped card. It was exactly what was needed at the time that aggro ran rampant on ladder. It was the replacement for Fen Creeper that some decks ran and the more popular Sen'jin Shieldmasta (though many decks included both Tazdingo and Sludge Belcher).

    Piloted Shredder on the other hand, yes, there were a few people who undervalued it, definitely more than Sludge Belcher, but it also received a lot of praise upon reveal. This was a better Harvest Golem which saw plenty of play at the time due to its staying power on the board.

    Dr. Boom definitely deserved the slot in the article. Props to Demon for another great showcase!

  • A Look Back At Historically Underhyped Hearthstone Cards

    Knwo that feeling. He was my golden preorder legendary and I hated it... It is incredible how much used it got...

  • Millhouse Manastorm Guide at 11K+ MMR

    Despite being nerfed by Blizzard a couple months back, Millhouse Manastorm remains one of my favorite heroes to play and here are some tips, guides and tricks on how I play Millhouse at 11k+ MMR.

    Picking Millhouse

    I like picking Millhouse over most Tier 3 and 4 heroes and even some Tier 2 heroes, but the times I look forward to picking Millhouse the most is when Dragons, Beast and Pirates are all in the game.

    • Dragons – finding an early game Kalecgos is extremely strong with Millhouse because no one else can cycle battlecries as efficiently as Millhouse since buying and selling battlecry minions only costs 1 gold overall. Additionally, if you find Steward of Times (3/4 Dragons – sell to give Tavern minions +1/+1), it only costs 1 gold to give the shop a +1/+1 buff by buying the dragon and immediately selling it.

    • Beasts – similar to cycling dragons above. If beasts are in the game and you can find some early game Rabid Saurolisks, it’s really easy to cycle deathrattle minions throughout the game to continue buffing your Saurolisks. Even if you find a Saurolisk in the mid-game, sometimes it’s still worth it to pick it up since you can scale it very quickly.

    • Pirates – pirates are a huge buff to Millhouse because of a couple cards. Deck Swabbies reduce the cost of tiering up and by buying a Deck Swabbie and selling it on the same turn, you’re essentially “banking” 1 gold for the future since you spend 1 gold that turn but the cost to tier up is reduced by 1. Another great card is the 3/3 Freedealing Gambler that sells for 3 gold. Buying this and selling it on the same turn with Millhouse is an immediate profit of 1 gold or it can be saved for future turns to significantly reduce the cost of tiering up or allowing you to quickly replace it with stronger minions in the shop. Salty Looter, Cap’n Hoggarr and Southsea Strongarm all benefit from Millhouse’s hero power as well since it becomes very cheap to cycle many pirates in a single turn. Having a Cap’n Hoggar on the board greatly reduces the “penalty” of costing 2 gold to refresh the tavern if you can find some pirates.

     

    Playing Millhouse

    Turn 1 – 3 gold – 6 to tier – look for a token generator such as a 2/1 Murloc or a 1/1 Alleycat. Sell the token and buy another minion. Alternatively, you can also buy a Deck Swabbie, play it and then sell it and buy another minion.

    Turn 2 – 4 gold – 5 to tier – this turn is more flexible and depends on your start and what is being offered on your board. You have the option to buy two minions on this turn or sell a minion and tier up to 4. If you played a deck swabbie on the first turn, you can also just tier up without selling anything. If you have the option to tier up on this turn and still maintain a minion on board to win or tie the next fight, generally I would advise it’s a good idea to do so cause then you spend turns 3 and 4 buying tier 2 minions to fill your board.

    Turn 3 – 5 gold – if you’re still on Tier 1, I generally tier up, sell a minion and buy a better minion to replace it if possible. If you’re on Tier 2, generally sell your minion and buy 3 of the best minions offered.

    Turn 4 – 6 gold – buy 3 of the best minions available to you. Even if it’s terrible, I generally wouldn’t advise refreshing the tavern.

    Turn 5 – 7 gold – depending on what turn you tiered up to 2, this will either be sell a minion and tier up to tier 3 or tier up and buy one minion.

    Turn 6 – 8 gold – this turn is fairly discretionary. At this point, it will depend on your health and board state as well as what is being offered in the shop during this turn. If you’re relatively ahead and comfortable with your board state, this would be a good opportunity to tier up to Tier 4 on this turn. If you’re feeling less confident in your board or your HP is starting to dip, you can spend this turn reinforcing your board with (hopefully) tier 3 minions and maybe even rerolling the shop once and wait until the next turn to tier up. Getting to Tier 4 as early as possible is extremely important because you gain access to one additional minion in the shop and thus reduces the risk that you will need to reroll to find anything good. From this point onwards, I’ll generally spend anywhere from 1-3 turns staying on Tier 4 before tiering up to Tier 5.

     

    Other thoughts and tips

    • Picking up a Zerus is much more of a low-risk high-reward choice as Millhouse since it’s less punishing at 2 gold than by buying it as any other hero for 3 gold.

    • Crowd Favorite is another amazing Millhouse card because you can cycle battlecry minions early on in order to scale up these minions. You can also take some Crowd Favorites that have been buffed and transition them to a Kalecgos Dragon build where they can continue to be buffed in the late game as well by battlecry minions

    • It’s significantly more gold-efficient in the mid and late game to buy minions instead of spending 2 gold to refresh the tavern. You can use this to your advantage by picking up tech cards that may be useful to have on-hand that you don’t necessarily need right away (such as Khadgar and Brann for a future murloc transition or a 1/3 Unstable Ghoul to fight mech boards). You can also pick up pairs of minions that you find in hopes of getting triples and oftentimes in the mid-game I’ll find myself with 5+ cards in my hand as Millhouse.

    • Try to be as flexible with your board as possible and don’t try to force a specific tribe too early in the game (especially Murlocs) since it’s extremely punishing to have to re-roll the shop for 2 gold trying to find specific minions. Be very open minded with your board and in the early and mid-game just aim to build the strongest board you can each turn without worrying about board synergy too much.

    I hope the above helps you with your Millhouse Manastorm games! I played a perfect zero-loss 40 health game of Millhouse at 11.8K MMR and if you want to check it out as well as see the my tips in action, check out the following video:

    https://youtu.be/NrbRhrtquKw

  • Millhouse Manastorm Guide at 11K+ MMR

    Despite being nerfed by Blizzard a couple months back, Millhouse Manastorm remains one of my favorite heroes to play and here are some tips, guides and tricks on how I play Millhouse at 11k+ MMR.

    Picking Millhouse

    I like picking Millhouse over most Tier 3 and 4 heroes and even some Tier 2 heroes, but the times I look forward to picking Millhouse the most is when Dragons, Beast and Pirates are all in the game.

    • Dragons – finding an early game Kalecgos is extremely strong with Millhouse because no one else can cycle battlecries as efficiently as Millhouse since buying and selling battlecry minions only costs 1 gold overall. Additionally, if you find Steward of Times (3/4 Dragons – sell to give Tavern minions +1/+1), it only costs 1 gold to give the shop a +1/+1 buff by buying the dragon and immediately selling it.

    • Beasts – similar to cycling dragons above. If beasts are in the game and you can find some early game Rabid Saurolisks, it’s really easy to cycle deathrattle minions throughout the game to continue buffing your Saurolisks. Even if you find a Saurolisk in the mid-game, sometimes it’s still worth it to pick it up since you can scale it very quickly.

    • Pirates – pirates are a huge buff to Millhouse because of a couple cards. Deck Swabbies reduce the cost of tiering up and by buying a Deck Swabbie and selling it on the same turn, you’re essentially “banking” 1 gold for the future since you spend 1 gold that turn but the cost to tier up is reduced by 1. Another great card is the 3/3 Freedealing Gambler that sells for 3 gold. Buying this and selling it on the same turn with Millhouse is an immediate profit of 1 gold or it can be saved for future turns to significantly reduce the cost of tiering up or allowing you to quickly replace it with stronger minions in the shop. Salty Looter, Cap’n Hoggarr and Southsea Strongarm all benefit from Millhouse’s hero power as well since it becomes very cheap to cycle many pirates in a single turn. Having a Cap’n Hoggar on the board greatly reduces the “penalty” of costing 2 gold to refresh the tavern if you can find some pirates.

     

    Playing Millhouse

    Turn 1 – 3 gold – 6 to tier – look for a token generator such as a 2/1 Murloc or a 1/1 Alleycat. Sell the token and buy another minion. Alternatively, you can also buy a Deck Swabbie, play it and then sell it and buy another minion.

    Turn 2 – 4 gold – 5 to tier – this turn is more flexible and depends on your start and what is being offered on your board. You have the option to buy two minions on this turn or sell a minion and tier up to 4. If you played a deck swabbie on the first turn, you can also just tier up without selling anything. If you have the option to tier up on this turn and still maintain a minion on board to win or tie the next fight, generally I would advise it’s a good idea to do so cause then you spend turns 3 and 4 buying tier 2 minions to fill your board.

    Turn 3 – 5 gold – if you’re still on Tier 1, I generally tier up, sell a minion and buy a better minion to replace it if possible. If you’re on Tier 2, generally sell your minion and buy 3 of the best minions offered.

    Turn 4 – 6 gold – buy 3 of the best minions available to you. Even if it’s terrible, I generally wouldn’t advise refreshing the tavern.

    Turn 5 – 7 gold – depending on what turn you tiered up to 2, this will either be sell a minion and tier up to tier 3 or tier up and buy one minion.

    Turn 6 – 8 gold – this turn is fairly discretionary. At this point, it will depend on your health and board state as well as what is being offered in the shop during this turn. If you’re relatively ahead and comfortable with your board state, this would be a good opportunity to tier up to Tier 4 on this turn. If you’re feeling less confident in your board or your HP is starting to dip, you can spend this turn reinforcing your board with (hopefully) tier 3 minions and maybe even rerolling the shop once and wait until the next turn to tier up. Getting to Tier 4 as early as possible is extremely important because you gain access to one additional minion in the shop and thus reduces the risk that you will need to reroll to find anything good. From this point onwards, I’ll generally spend anywhere from 1-3 turns staying on Tier 4 before tiering up to Tier 5.

     

    Other thoughts and tips

    • Picking up a Zerus is much more of a low-risk high-reward choice as Millhouse since it’s less punishing at 2 gold than by buying it as any other hero for 3 gold.

    • Crowd Favorite is another amazing Millhouse card because you can cycle battlecry minions early on in order to scale up these minions. You can also take some Crowd Favorites that have been buffed and transition them to a Kalecgos Dragon build where they can continue to be buffed in the late game as well by battlecry minions

    • It’s significantly more gold-efficient in the mid and late game to buy minions instead of spending 2 gold to refresh the tavern. You can use this to your advantage by picking up tech cards that may be useful to have on-hand that you don’t necessarily need right away (such as Khadgar and Brann for a future murloc transition or a 1/3 Unstable Ghoul to fight mech boards). You can also pick up pairs of minions that you find in hopes of getting triples and oftentimes in the mid-game I’ll find myself with 5+ cards in my hand as Millhouse.

    • Try to be as flexible with your board as possible and don’t try to force a specific tribe too early in the game (especially Murlocs) since it’s extremely punishing to have to re-roll the shop for 2 gold trying to find specific minions. Be very open minded with your board and in the early and mid-game just aim to build the strongest board you can each turn without worrying about board synergy too much.

    I hope the above helps you with your Millhouse Manastorm games! I played a perfect zero-loss 40 health game of Millhouse at 11.8K MMR and if you want to check it out as well as see the my tips in action, check out the following video:

    https://youtu.be/NrbRhrtquKw

  • New Warrior Spell - Athletic Studies

    I think this studies card might be one of the more useful ones, since a discount on large rush cards like [Hearthstone Card (Akali the Rhino) Not Found] could make a big difference. 

  • New Shaman Weapon - Rune Dagger

    Thank goodness for the new colors on weapon cards. I was sure that this was a rogue card at first glance, lol. 

  • New Neutral Minion - Manafeeder Panthara

    I've always loved beast synergy, so I'm looking forward to experimenting with this in hunter.

  • New Paladin & Priest Spell - Wave of Apathy

    Well, I can relate to this from college, lol. Early morning classes will do that to students and teachers alike.

  • Our Thoughts on Hearthstone's Scholomance Academy Warlock Cards

    I think Willow will be really strong at some point, but probably not this year.

     

    Combined with Kanrethad Prime and Felosophy you can really put on the long grind with big demons with taunt and lifesteal, but we don't have enough big demons and also there are more proactive game winning strategies with similar builds (Malygos Questlock)

  • A Look Back At Historically Underhyped Hearthstone Cards

    Not really, sure the dormants can be a bummer but overall the demons are much larger nowadays. Even the dormant Demons shine against slower decks.

  • Our Thoughts on Hearthstone's Scholomance Academy Warlock Cards

    problem is having to wait until turn 9 to do so

  • New Shaman Spell - Molten Blast

    This looks really fun to play with spell damage and an interesting way to convert it into swarm mechanics. 

  • The Scholomance Academy Word Search

    Very nice.  Thank you!

     

  • New Rogue & Warrior Spell - Coerce

    I just know this is going to have some devastating combos with Preparation. 

  • New Priest & Warlock Spell - Raise Dead

    I'm going to have to be very careful what minions I play in a game with this card to make sure I don't just get low-level stuff from the early game that's useless by the time I play this. 

  • New Neutral Minion - Crimson Hothead

    Well, I know that dragons-related minions that can develop taunt like Twilight Guardian or Wyrmrest Agent can be really annoying to play against, so perhaps this has a shot as well. 

  • New Hunter Spell - Overwhelm

    I see this working best with Rat Pack or other cards that quickly swarm your board with beasts.

  • New Hunter Minion - Krolusk Barkstripper

    To me, this is more like a basic card that you have a small possibility of getting a useful bonus effect out of. Of course, it could end up being woefully underhyped, but we'll have to see.

  • Our Thoughts on Hearthstone's Scholomance Academy Warlock Cards

    Since Archwitch Willow summons 2 demons, it seems like you could game the system by putting in only 2 demons (and hoping you don’t draw one of them).  So no matter which demons you choose, you’re going to get a crapload of value.  Just have to pick some good ones. 19/19 worth of stats across 3 bodies for 9 mana is beyond good

  • A Look Back At Historically Underhyped Hearthstone Cards

    Staff

    Dr. Boom already represents GvG on this list, which is a much more "historic" example.

    As for Sludge Belcher, I will admit that I haven't done research as to how Naxx cards were hyped, or even Classic cards from the very beginning of Hearthstone. If it really was underhyped, then that's my bad. I started playing in Blackrock Mountain, so I'm not familiar with the reveal season of Naxxramas other than the fact that it was way too long for its own good.

  • Our Thoughts on Hearthstone's Scholomance Academy Warlock Cards

    I did not forget about Fel Lord Betrug, but I failed to mention him for the reasons you described. They just don't play nice :(

    I like him a lot too, and play him in my Wild Plot Twist deck. It's too bad Willow doesn't cost 8; that would have been perfect.

  • A Look Back At Historically Underhyped Hearthstone Cards

  • New Hunter Spell - Carrion Studies

    I love the art on this thing, but I don't see how it can be reliable. There's just too many different kinds of deathrattles to plan this around consistently. Looks really fun for randomness games, though.