Hello! I'm a 12k MMR North American player and I thought I'd write down some of my thoughts on murloc transitions in this current meta. With the addition of Amalgadon, Murlocs got a serious power boost and murlocs are winning the majority of the lobbies at my level. There's nothing more frustrating than knowing halfway through a game that there's no chance of winning the lobby with your current board and that's why you always need to consider the potential of a murloc transition.
When to look towards Murloc Transitions:
When you’re relatively ahead, if you’re weak compared to the lobby, you need to be more concerned about not dying
You start to find the pieces of the murloc transition in the shop (usually the first piece I find that normally triggers the idea of the transition is finding a Brann)
Based on the lobby, you’re building a 2nd place board, for example if there’s six players alive and three of them are playing murlocs, chances are one of them will end up with the ultimate divine shield murloc board. If you’re playing something like big demons, you’re unlikely to beat them in a final 1v1 fight, so you either play for 2nd place or look for your own murloc board
Key cards for the murloc transition:
Brann
Murloc tidehunter (2/1 murloc)
Primalfin Lookout
Khadgar
Megasaur
You don’t need all of the above to complete the transition however the more of the above that you do have, the more likely you will be successful in your transition.
When to actually pull off the transition:
When you have enough of the above pieces to reasonably attempt a transition (if you're already holding a megasaur I'd be comfortable with fewer pieces however if you don't have one yet I'd be more hesitant)
When you’re fighting an opponent that you don’t think you can beat with your existing board and you will likely die with your existing board, however, a board of divine shield murlocs with poison could win it for you
When you’re fighting a really weak opponent (preferably a ghost) and even if you don’t get the perfect board, you’ll still likely win
When to be cautious of attempting a murloc transition:
Fighting a mech board – the murloc transition generally results in a board with poisoned murlocs but relatively low health. Against mechs with divine shield resets, you could very easily lose a fight
Fighting a demon juggler board – similarly, unless you’ve been preparing for your murloc transition for a couple turns and have stockpiled bagurgles and coldlights, your murlocs may still get destroyed by the enemy’s Soul jugglers
Fighting a beast board – if you’re fighting an enemy with a mama bear and dirty rats, your murlocs will not be strong enough to survive hits from the enemy’s 6/6 rats that spawn unless you get very lucky and are able to snipe the mama bear. Additional, an enemy cleave from a cave hydra destroys multiple divine shields.
I put together a video showing a game where I was playing as pirates and I knew I could not win the lobby so I ended up doing a murloc transition. It's not a perfect example by any means however it's a realistic average transition for me:
Hello! I'm a 12k MMR North American player and I thought I'd write down some of my thoughts on murloc transitions in this current meta. With the addition of Amalgadon, Murlocs got a serious power boost and murlocs are winning the majority of the lobbies at my level. There's nothing more frustrating than knowing halfway through a game that there's no chance of winning the lobby with your current board and that's why you always need to consider the potential of a murloc transition.
When to look towards Murloc Transitions:
When you’re relatively ahead, if you’re weak compared to the lobby, you need to be more concerned about not dying
You start to find the pieces of the murloc transition in the shop (usually the first piece I find that normally triggers the idea of the transition is finding a Brann)
Based on the lobby, you’re building a 2nd place board, for example if there’s six players alive and three of them are playing murlocs, chances are one of them will end up with the ultimate divine shield murloc board. If you’re playing something like big demons, you’re unlikely to beat them in a final 1v1 fight, so you either play for 2nd place or look for your own murloc board
Key cards for the murloc transition:
Brann
Murloc tidehunter (2/1 murloc)
Primalfin Lookout
Khadgar
Megasaur
You don’t need all of the above to complete the transition however the more of the above that you do have, the more likely you will be successful in your transition.
When to actually pull off the transition:
When you have enough of the above pieces to reasonably attempt a transition (if you're already holding a megasaur I'd be comfortable with fewer pieces however if you don't have one yet I'd be more hesitant)
When you’re fighting an opponent that you don’t think you can beat with your existing board and you will likely die with your existing board, however, a board of divine shield murlocs with poison could win it for you
When you’re fighting a really weak opponent (preferably a ghost) and even if you don’t get the perfect board, you’ll still likely win
When to be cautious of attempting a murloc transition:
Fighting a mech board – the murloc transition generally results in a board with poisoned murlocs but relatively low health. Against mechs with divine shield resets, you could very easily lose a fight
Fighting a demon juggler board – similarly, unless you’ve been preparing for your murloc transition for a couple turns and have stockpiled bagurgles and coldlights, your murlocs may still get destroyed by the enemy’s Soul jugglers
Fighting a beast board – if you’re fighting an enemy with a mama bear and dirty rats, your murlocs will not be strong enough to survive hits from the enemy’s 6/6 rats that spawn unless you get very lucky and are able to snipe the mama bear. Additional, an enemy cleave from a cave hydra destroys multiple divine shields.
I put together a video showing a game where I was playing as pirates and I knew I could not win the lobby so I ended up doing a murloc transition. It's not a perfect example by any means however it's a realistic average transition for me:
Reworked the coloring on our fancy class headers in expansion guides.
Bug Fixes
General
BBCode no longer renders when quoting a comment.
This fixes an issue where you'd receive rendered BBCode when quoting someone and the result was sometimes less than ideal. It also sucked because if you quoted a deck embed, that deck embed would never update again since it lost its BBCode.
Hearthstone
Multiclass cards now display in decklists.
Added missing class header for Demon Hunters in the expansion guide.
For what concerns the first point you're totally right, but we are as well. We said that Druid and Hunter share big Beasts synergy. On the other hand though, they also share the ability to go wide with tokens/small beasts, thus the prediction of some sort of Swarm support. We're both on the same page, it's just that you may have misread that line.
For the second point, Wildclaw is more flexible than you think: yeah, King Krush is the flashy finisher that everyone thinks about, but Highlander Hunter can easily shift towards a more Beast-based build with some good (upcoming?) support. Even just a 3 mana 3/3 with a slight upside like Rush (Diving Gryphon), Deathrattle (Mok'Nathal Lion, Augmented Porcupine) or a conditional effect (Phase Stalker) can be good enough if well timed in the game. In the end we're talking about Highlander decks, which are all about flexibility. Finally, consider that using Wildclaw on Zixor would turn off both your Dinotamer Brann and Zephrys the Great, which is not a wise choice: it is indeed a cool and value-wise wonderful combo, but maybe it will see consistent application in a non-highlander build or, more probably, when all the no-duplicate cards will be rotated in 8 months.
The more and more I read through the hypes of this expansion, I'm more excited for it that the majority of other sets in recent history. I hope to see some stupid stuff for these blended class cards.
I honestly want to know how well that Jade Druid performed with Yogg-Saron, Hope's End. I never would have thought to include him based on the mentality of Jade being to, well, pump out Jade Idols as fast as possible. Makes sense though given that you usually cast that spell a dozen or so times.
Lately though, I have experienced success with Secret Mage. IT got me into the Diamond brackets this month.
I mean.. prediciting your opponents cards is kind of essential to any meta. At the end of the day we have 9/10 classes wiith viable decks (maybe not Druid anymore....how did that happen anyways? Is +1 mana on Fungal Fortunes that much of a death sentence?
I wonder if this ultimately ends up just being a tool to distribute cards more efficiently. As in:
Warlock and Priest are obviously getting some sort of boardclear, meaning with just one card they can tick off this category for both classes and have more room for design with the rest of the cards.
Look at Devolving Missiles. It's not really anything particularly interesting, but it's a solid card that gives both classes polymorph removal while only using one card slot.
I don't care what comes out to be honest. Can we just please make Paladin a viable choice in Standard again? Librams are a joke and Pure Paladin is utter garbage. And please, please, please get away from the Resurrection Mechanic for Priest? It's just dreadful. One viable deck (Galakrond Priest) does not a Class Make.
This Meta has bored me shitless and I haven't been able to predict my opponents cards with such accuracy since the days of Pirate Warrior in Standard.
To be fair - judging by HSReplays, two of the top four decks in Standard post-nerf have been Paladin, including the "utter garbage" deck.
I enjoyed watching quite a lot, too bad Bunnyhoppor lost in the semi-finals and we haven't seen any GM cross-region match, but Leta's achievement is not to be taken lightly.
Also saw quite a few people not even bringing DH at all (have I mentioned Bunnyhoppor? Or the other two GMs in the top8?) and Alutemu for the first time ever, at least since he beca,e a GM, not bringing druid which was shocking, but adjusting your line up just shows his great understanding of the meta.
Tried my hand with a little theorycrafting with this as a centerpiece.
Came up with this.
A bit of all-in on the ramp to get the big minions out with the Kael'thas Sunstrider and [Hearthstone Card (Fluffy Fight) Not Found] combo as the swing turn. I think a big problem of this deck is draw. Not enough draw to build the combo.
I want to point something out about the Druid/Hunter section. You mentioned that both Druid and Hunter have strong swarming tools, and you gave examples such as Glowfly Swarm and The Forest's Aid. However, Shan'do Wildclaw targets the minions (specifically, beasts) in your deck only, not hand or board, meaning you're going to need to run a lot of beasts in order to get any value out of the first part of their ability. This means cards like Glowfly Swarm and The Forest's Aid won't work with them, making me think Druid's going to make use of the "copy a beast" part of the ability while Hunter will make use of the "give beasts +1/+1" part.
Another thing I want to point out is about how much people are freaking out about Shan'do Wildclaw + Dinotamer Brann for a casual 16 damage and 2 8/8s on the board, but running Shan'do exclusively for that combo is likely going to make the deck worse, since it's a dead card until you draw Brann and have 10 mana. You could use this with Zixor, Apex Predator, but especially now that decks are starting to run Nagrand Slam as well means that it's probably not worth it in most cases.
Then again, these are just my two cents, I could be entirely wrong.
Get Mrgglled! Off-Meta Standard Decks to End the July Season with a Bang!
Easter egg?
why are you hitting yourself
highlighting the three cards that give damage to your hero ... is this one?
Tips on Murloc Transitions from a 12K MMR Player
Hello! I'm a 12k MMR North American player and I thought I'd write down some of my thoughts on murloc transitions in this current meta. With the addition of Amalgadon, Murlocs got a serious power boost and murlocs are winning the majority of the lobbies at my level. There's nothing more frustrating than knowing halfway through a game that there's no chance of winning the lobby with your current board and that's why you always need to consider the potential of a murloc transition.
When to look towards Murloc Transitions:
When you’re relatively ahead, if you’re weak compared to the lobby, you need to be more concerned about not dying
You start to find the pieces of the murloc transition in the shop (usually the first piece I find that normally triggers the idea of the transition is finding a Brann)
Based on the lobby, you’re building a 2nd place board, for example if there’s six players alive and three of them are playing murlocs, chances are one of them will end up with the ultimate divine shield murloc board. If you’re playing something like big demons, you’re unlikely to beat them in a final 1v1 fight, so you either play for 2nd place or look for your own murloc board
Key cards for the murloc transition:
Brann
Murloc tidehunter (2/1 murloc)
Primalfin Lookout
Khadgar
Megasaur
You don’t need all of the above to complete the transition however the more of the above that you do have, the more likely you will be successful in your transition.
When to actually pull off the transition:
When you have enough of the above pieces to reasonably attempt a transition (if you're already holding a megasaur I'd be comfortable with fewer pieces however if you don't have one yet I'd be more hesitant)
When you’re fighting an opponent that you don’t think you can beat with your existing board and you will likely die with your existing board, however, a board of divine shield murlocs with poison could win it for you
When you’re fighting a really weak opponent (preferably a ghost) and even if you don’t get the perfect board, you’ll still likely win
When to be cautious of attempting a murloc transition:
Fighting a mech board – the murloc transition generally results in a board with poisoned murlocs but relatively low health. Against mechs with divine shield resets, you could very easily lose a fight
Fighting a demon juggler board – similarly, unless you’ve been preparing for your murloc transition for a couple turns and have stockpiled bagurgles and coldlights, your murlocs may still get destroyed by the enemy’s Soul jugglers
Fighting a beast board – if you’re fighting an enemy with a mama bear and dirty rats, your murlocs will not be strong enough to survive hits from the enemy’s 6/6 rats that spawn unless you get very lucky and are able to snipe the mama bear. Additional, an enemy cleave from a cave hydra destroys multiple divine shields.
I put together a video showing a game where I was playing as pirates and I knew I could not win the lobby so I ended up doing a murloc transition. It's not a perfect example by any means however it's a realistic average transition for me:
https://youtu.be/WKAvR0rUPEM
Tips on Murloc Transitions from a 12K MMR Player [Battlegrounds]
Hello! I'm a 12k MMR North American player and I thought I'd write down some of my thoughts on murloc transitions in this current meta. With the addition of Amalgadon, Murlocs got a serious power boost and murlocs are winning the majority of the lobbies at my level. There's nothing more frustrating than knowing halfway through a game that there's no chance of winning the lobby with your current board and that's why you always need to consider the potential of a murloc transition.
When to look towards Murloc Transitions:
When you’re relatively ahead, if you’re weak compared to the lobby, you need to be more concerned about not dying
You start to find the pieces of the murloc transition in the shop (usually the first piece I find that normally triggers the idea of the transition is finding a Brann)
Based on the lobby, you’re building a 2nd place board, for example if there’s six players alive and three of them are playing murlocs, chances are one of them will end up with the ultimate divine shield murloc board. If you’re playing something like big demons, you’re unlikely to beat them in a final 1v1 fight, so you either play for 2nd place or look for your own murloc board
Key cards for the murloc transition:
Brann
Murloc tidehunter (2/1 murloc)
Primalfin Lookout
Khadgar
Megasaur
You don’t need all of the above to complete the transition however the more of the above that you do have, the more likely you will be successful in your transition.
When to actually pull off the transition:
When you have enough of the above pieces to reasonably attempt a transition (if you're already holding a megasaur I'd be comfortable with fewer pieces however if you don't have one yet I'd be more hesitant)
When you’re fighting an opponent that you don’t think you can beat with your existing board and you will likely die with your existing board, however, a board of divine shield murlocs with poison could win it for you
When you’re fighting a really weak opponent (preferably a ghost) and even if you don’t get the perfect board, you’ll still likely win
When to be cautious of attempting a murloc transition:
Fighting a mech board – the murloc transition generally results in a board with poisoned murlocs but relatively low health. Against mechs with divine shield resets, you could very easily lose a fight
Fighting a demon juggler board – similarly, unless you’ve been preparing for your murloc transition for a couple turns and have stockpiled bagurgles and coldlights, your murlocs may still get destroyed by the enemy’s Soul jugglers
Fighting a beast board – if you’re fighting an enemy with a mama bear and dirty rats, your murlocs will not be strong enough to survive hits from the enemy’s 6/6 rats that spawn unless you get very lucky and are able to snipe the mama bear. Additional, an enemy cleave from a cave hydra destroys multiple divine shields.
I put together a video showing a game where I was playing as pirates and I knew I could not win the lobby so I ended up doing a murloc transition. It's not a perfect example by any means however it's a realistic average transition for me:
https://youtu.be/WKAvR0rUPEM
The Unstable Lands Are Now Available on MTG Arena in a Bundle for Gems or Gold
I fully agree with your decision to spend your gold on Jumpstart. It has been absolutely wonderful!
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
Yeah I think it could be a mechanic that has to do with your minions dying, you gain soul counters or something.
Out of Cards Changelog - 2020-07-20
Hello Monday! We've got a new Arena feature for Hearthstone and some quality of life updates for personalized dust counts.
New Features
Hearthstone Arena Impact
Changes
Hearthstone
Bug Fixes
General
Hearthstone
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
Greetings,
For what concerns the first point you're totally right, but we are as well. We said that Druid and Hunter share big Beasts synergy. On the other hand though, they also share the ability to go wide with tokens/small beasts, thus the prediction of some sort of Swarm support. We're both on the same page, it's just that you may have misread that line.
For the second point, Wildclaw is more flexible than you think: yeah, King Krush is the flashy finisher that everyone thinks about, but Highlander Hunter can easily shift towards a more Beast-based build with some good (upcoming?) support. Even just a 3 mana 3/3 with a slight upside like Rush (Diving Gryphon), Deathrattle (Mok'Nathal Lion, Augmented Porcupine) or a conditional effect (Phase Stalker) can be good enough if well timed in the game. In the end we're talking about Highlander decks, which are all about flexibility.
Finally, consider that using Wildclaw on Zixor would turn off both your Dinotamer Brann and Zephrys the Great, which is not a wise choice: it is indeed a cool and value-wise wonderful combo, but maybe it will see consistent application in a non-highlander build or, more probably, when all the no-duplicate cards will be rotated in 8 months.
Quest Trading - Play A Friend!
Battletag: Slappy#2236
Region: US
Trade Only?: Yes, you go first, i will show
Scholomance Reveal Season
Great! I did not see it on the OOC homepage did not opened the HS only one.
Scholomance Reveal Season
Hey Alfi,
We've had the schedule up since last week!
https://outof.cards/hearthstone/expansions/scholomance-academy/card-reveal-schedule
Countdowns are included on the Hearthstone portal's sidebar for ease of access. Just under 2 days to go now!
https://outof.cards/hearthstone/
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
The more and more I read through the hypes of this expansion, I'm more excited for it that the majority of other sets in recent history. I hope to see some stupid stuff for these blended class cards.
A Wild Hearthstone Weekend Featuring Zoolock, Spiteful Mage, Jade Druid, and More!
I honestly want to know how well that Jade Druid performed with Yogg-Saron, Hope's End. I never would have thought to include him based on the mentality of Jade being to, well, pump out Jade Idols as fast as possible. Makes sense though given that you usually cast that spell a dozen or so times.
Lately though, I have experienced success with Secret Mage. IT got me into the Diamond brackets this month.
Hearthstone Masters Tour Asia-Pacific Online - Decklists, Results & Recap
I'm really looking forward to the meta shifting away from Hunter...
no shock about Priest and Shaman being at the bottom rung. Those classes have been suffering.
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
I mean.. prediciting your opponents cards is kind of essential to any meta. At the end of the day we have 9/10 classes wiith viable decks (maybe not Druid anymore....how did that happen anyways? Is +1 mana on Fungal Fortunes that much of a death sentence?
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
I wonder if this ultimately ends up just being a tool to distribute cards more efficiently. As in:
Warlock and Priest are obviously getting some sort of boardclear, meaning with just one card they can tick off this category for both classes and have more room for design with the rest of the cards.
Look at Devolving Missiles. It's not really anything particularly interesting, but it's a solid card that gives both classes polymorph removal while only using one card slot.
Troublemaker
Just compare it to poor Hogger.
2 more mana. +2/+4 in stats of main minion, summons 2*3/3 instead of one 2/2 taunt. The 3/3 immediately can clear/hit face.
Hadidjah Chamberlin, Hearthstone's Lead VFX Artist, Leaves the Team
You are quite right :)
Scholomance Reveal Season
The reveal plan is out. Will you make a calendar showing cards like you did for last expansions? (July 22nd-29th)
https://playhearthstone.com/en-gb/cards?set=scholomance-academy
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
To be fair - judging by HSReplays, two of the top four decks in Standard post-nerf have been Paladin, including the "utter garbage" deck.
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
Confusing statements. I thought the point of variety is that each turn in hearthstone wouldn't be the same exact predictable lineup.
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
but the dev said that the mechanic is set exclusive
Hearthstone Masters Tour Asia-Pacific Online - Decklists, Results & Recap
I enjoyed watching quite a lot, too bad Bunnyhoppor lost in the semi-finals and we haven't seen any GM cross-region match, but Leta's achievement is not to be taken lightly.
Also saw quite a few people not even bringing DH at all (have I mentioned Bunnyhoppor? Or the other two GMs in the top8?) and Alutemu for the first time ever, at least since he beca,e a GM, not bringing druid which was shocking, but adjusting your line up just shows his great understanding of the meta.
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
I'd be okay with that. :p
Anyway, not necessarily. Warlocks have a dominant Demonic trait, which no 'Spooky Mage' would include (eg. Mage cards from Witchwood).
New Druid Spell - Survival of the Fittest
Tried my hand with a little theorycrafting with this as a centerpiece.
Came up with this.
A bit of all-in on the ramp to get the big minions out with the Kael'thas Sunstrider and [Hearthstone Card (Fluffy Fight) Not Found] combo as the swing turn. I think a big problem of this deck is draw. Not enough draw to build the combo.
The current meta card draw of druid doesn't fit:
Settled with Nourish since it gives flexibility of more ramp or card draw.
Wild · Big Druid · by JackJimson · 6 years, 2 months ago
I want to try it out but doesn't look great lol. This card might be better as a top end card of a token druid.
Predicting the Upcoming Dual-Class Cards From Scholomance Academy
I want to point something out about the Druid/Hunter section. You mentioned that both Druid and Hunter have strong swarming tools, and you gave examples such as Glowfly Swarm and The Forest's Aid. However, Shan'do Wildclaw targets the minions (specifically, beasts) in your deck only, not hand or board, meaning you're going to need to run a lot of beasts in order to get any value out of the first part of their ability. This means cards like Glowfly Swarm and The Forest's Aid won't work with them, making me think Druid's going to make use of the "copy a beast" part of the ability while Hunter will make use of the "give beasts +1/+1" part.
Another thing I want to point out is about how much people are freaking out about Shan'do Wildclaw + Dinotamer Brann for a casual 16 damage and 2 8/8s on the board, but running Shan'do exclusively for that combo is likely going to make the deck worse, since it's a dead card until you draw Brann and have 10 mana. You could use this with Zixor, Apex Predator, but especially now that decks are starting to run Nagrand Slam as well means that it's probably not worth it in most cases.
Then again, these are just my two cents, I could be entirely wrong.