I’ve seen a lot of DiscoLocks lately and in my experience, if you remove or silence [Hearthstone Card (Malchezaar’s Imp) Not Found] before it can draw them a lot of cards, they run out of resources quick.
Used to run a MalyLock in the past, but haven’t since the release of Nether Breath. Might have to give it a shot! Still need golden portraits in Warrior and Rogue though so maybe I’ll trythose first.
So I read some of you spend money on card collection. Since I never considered this option, i dont really know if it would effect the most efficient way how to collect all cards.
However if you collect cards only from the region award system and weekly diamond chests, then the fastest way is to keep as much cards open for being collectible from a certain region as long as you dont have the region award system completed for that region.
This is because you can spend wild cards independently from regions, but you can still get them from the regional awards. So whenever a region award hits a full 3 of one of your cards, it will give you an undervalued amount of shards for it (common card costs 100, while you only get 15). So you should spend wild cards only in regions that you dont get any region awards anymore.
I'd like to give a big shoutout to the pieces of shit who are still playing Noxus + P&Z burn aggro in fucking normal mode even after the nerfs. I also really love that I always draw all three copies of Make it Rain in my deck when they happen to have multiple Crimson Disciples!
I have been playing "Control" Priest in a wild for a very long time, so from personal experience I can say the following:
A PURE control deck is something around N'zoth, because you get to use a bunch of defensive options and duplicates in your deck (this increases the chances of finding an AoE on time) and if you run the quest too, you can build your own Reno. The problem with this deck is, that it doesn't feature a good win-condition beside outvaluing your opponent and it may fall flat against combo decks. In my versions of this archtype I run a Thief package, because I like to mess around with other people, but I have seen less greedier builds that featured Mecha'thun or King Togwaggle + Murozond the Infinite.
The other good "control" deck is Raza Priest, which is more of a combo than control, but it depends on how you build it. Imho the biggest problem with this deck is, that it's draw dependent. I run a much greedier list, so it's normal for me to struggle sometimes, but running 1 copy of each card makes any deck inconsistent. + I think it's weak against Quest Mage, because it doesn't run any taunts and can't deal with the mage's wave of giants. Not to mention, it can also lose to the new Mecha'thun warlock, unless the player gets a really lucky Dirty Rat pull.
Other honorable mentions - Dragon Burn Priest (the problem is healing, mostly comes from Greater Healing Potion) and Big Priest.
You can try the tavern brawl this week. Priest games (cloneball) tend to last only about 5-6 turns fairly reliably. And as was suggested by others, you can always just concede when you feel you've been dealt a poor hand.
Since its a tavern brawl, you might get earlier concedes from others, since there's no stakes involved.
I think Tahm Kench’s Support ability counts as a Keyword, given that Shen has Support and no other keyword. I thought about giving him Challenger, but I wanted him to be a little vulnerable to high attack blockers. He does also cast Delicious Meal though, which can heal him.
You can also cast Unholy Hunger or Thick Skin on him to give him more defensive ability.
Which Keyword do you think would be best?
Looking at all of the keywords, I think Regeneration fits the best. If you were to do that though I would recommend reducing his Health to 5.
Given the situation, I'd go for gold farming with an Aggro deck in Casual. Possibly in Wild. Like Pirate Warrior, Discolock, Odd DH.
You can concede as soon as you see things are compromised, and that would also lower your MMR and improve your chances to get an easy match on the next one.
The cap is 100g per day tho + Quests. So that's gonna take about 4-5 days.
(I admittedly didn't check about the current Brawl, so I don't know if that's faster in terms of playtime, but the gold cap is the same)
100% this. I usually play 2 to 3 hours per day but with slower decks until in the last 10 days I decided to roll with pirate warrior in wild just to see what the fuss was all about and managed to get in one day the 100 gold cap in like 4 hours of play. A fast deck that can win games will allow u that
Some nitpicky things to start - thanks for no longer centering all of your text, but please stop putting two new lines at the end of every sentence. It makes in unnecessarily hard to read and process what you're saying. Also, please add some color to the "Gwent" example you keep referring to - I haven't played Gwent, and I'm betting others here haven't either, so it's helpful to add more description when referencing some other CCG.
Nerfing things that aren't top tier doesn't make sense
In principle, this is not really true. There are often things which are not top tier, but are super unfun when they see competitive play. I think Unyielding Spirit and the "Klepto-heavy" decks are great examples of this - they're not so over-powered that they are breaking the metagame, but they're super unfun to play against because they lack significant counterplay and produce unfun situations like unkillable units, or scenarios where your opponent knows more about your deck than you do.
More generally, we have to believe that Riot (and really any CCG creator) tries to be two or three steps ahead with their nerfs. Sometimes it may make sense to nerf a lower tier deck along with a higher tier deck because you've tested it and know that said lower tier deck is going to simply replace the higher tier deck as the problematic deck in the game.
mtg understands this that's why prices are impacted by commander not standard.
Is this a reference to the MTG secondary market? I don't consider secondary market prices on cards as a balancing mechanism in the game, and don't see how this relates to creating a well-balanced CCG - more than anything, it's a (perhaps unintentional) way to block poorer players from joining competitive play.
They wanted to nerf burn and only hit 1 of it's trademark tools. Boomcrew. Then they nerfed rearguard which hurt Noxious's region identity. There was a better way to nerf burn without harming low tier noxious champions like Katarina and Darius
What do you recommend? It's not really much of an argument to say "there's a better way to do this" and just leave it at that.
Frankly, I think the change to Legion Rearguard made a lot of sense. Noxus does feature overstated units that can't block as part of its identity, and I can see why you might think that shrinking one of those units (particularly when there are already very few "Can't Block" cards in the game) hurts that aspect of the Noxus identity. But really I think this just reflects Riot correcting their own misconception on the "Can't Block" effect. Comparing the pre-nerf Legion Rearguard to Reckless Trifarian, both had statlines which were about 1.5 to 2 mana over the average stats for their cost (that is, a 3/2 body is worth about 3 mana, and a 5/4 is worth about 5 mana).
On the surface, this made sense - they're basically saying that blocking is worth about 2 mana, so units that are otherwise vanilla but can't block should have bodies that are about 2 mana bigger than their cost. However, what we've seen in practice with these cards, and what anyone who's played a lot of CCGs can tell you, the value of an effect is not always linear with its cost. Getting 3 mana's worth of stats on turn 1 is worth a lot more than getting 5 mana's worth of stats on turn 3 (it's the difference between 300% mana efficiency vs. ~166% mana efficiency). This is especially true in a game that features LoRs Spell Mana bank - it's much easier to respond to 5 mana's worth of stats on turn 3 if you've banked mana, but your mana bank is empty on turn one, leaving you with inadequate tools for dealing with a 3 mana body.
The point wasn't that one opinion is better than an other, but that fan feedback is bad for strategy card games. I opened with the Gwent example for a reason, fan feedback killed that game. So here we see the case where Riot is balancing based on fan complaints.
While I don't agree with the blanket statement that "fan feedback is bad for strategy card games," I agree with the overall sentiment that game balance is about more than just tweaking the most popular decks every four weeks to keep players happy. A well-balanced CCG should have a metagame that regularly changes because players find new strategies to beat top-tier decks, not because the cards change out from under them.
And this is honestly something I think Riot needs to be better about. I am not a game developer, but it seems to me like a four week balance patch cycle is a tight time-frame to do right (that is, for a full cycle of investigating potential problem cards, implementing changes, and testing those updates). It takes time for players to experiment with the newly nerfed/buffed cards to see how the metagame might shape up, meaning that a non-trivial amount of the data Riot has to work off of for the next balance patch is experimentation and not very valuable for balancing purposes. And without good data, you're more likely to make less effective balance changes, further sticking you into a bad cycle of putting your thumb on the scale to address the metagame and making it impossible to see whether or not the game can self-balance.
Now, perhaps Riot's future balance patches will feature fewer buffs/nerfs, and the balancing will stabilize. I sort of doubt it, based on the watchlist and the last few balance patches, but maybe they will slow down.
Given the situation, I'd go for gold farming with an Aggro deck in Casual. Possibly in Wild. Like Pirate Warrior, Discolock, Odd DH.
You can concede as soon as you see things are compromised, and that would also lower your MMR and improve your chances to get an easy match on the next one.
The cap is 100g per day tho + Quests. So that's gonna take about 4-5 days.
(I admittedly didn't check about the current Brawl, so I don't know if that's faster in terms of playtime, but the gold cap is the same)
While i was originally against HS history tab showing which card created the one you played because it gave you an advantage when opponent didnt know if it was from your deck or not, it has became a nice QOL feature. And i agree that in Runeterra you should absolutely see whicj cards were stolen, since they are not copies, but the originals. You need to know what was taken from you so you can adjust your play. Not having that information is simply stupid.
The usual answer is to get really good at Arena and play it constantly. While it's not as easy as it sounds, if you are good at the mode and can average around 7 wins a run or better you will rack of the gold and packs quickly. However, if you're not great at the mode you can also lose gold quickly.
I'm not a fan at all of stealing, I hated it in hearthstone. But it is already in game so I have to accept it. BUT what is a huge problem that we don't know what card was stolen. I just lost a game cause guy stole 2 will of ionias and put karma then radiant in my hand. But if u can see what cards where stolen u can play around. But like that it's just sucks and feels very unfair. So I suggest that change. And also the interface should show us which spells where made by Karma so u can know, that it's your opponent s original deny or will, or its a spell made by Karma.
Interface has to improve, pilfered goods MUST CHANGE!
Outside of rerolling all 50g quests (which I'd imagine you're already doing) I think there's nothing else to do than grind wins. Priest is quite powerful in the current Brawl so that's probably one of the easiest ways to get some extra gold.
Ah, I was only familiar with set launches, I never really got hard into yu-gi-oh and this was also many years ago. I had done a quick Google to look at their set release schedule and assumed that was the total story. Thanks for the correction
I think Tahm Kench’s Support ability counts as a Keyword, given that Shen has Support and no other keyword. I thought about giving him Challenger, but I wanted him to be a little vulnerable to high attack blockers. He does also cast Delicious Meal though, which can heal him.
You can also cast Unholy Hunger or Thick Skin on him to give him more defensive ability.
A Weekend of Wild Decks
I’ve seen a lot of DiscoLocks lately and in my experience, if you remove or silence [Hearthstone Card (Malchezaar’s Imp) Not Found] before it can draw them a lot of cards, they run out of resources quick.
Used to run a MalyLock in the past, but haven’t since the release of Nether Breath. Might have to give it a shot! Still need golden portraits in Warrior and Rogue though so maybe I’ll trythose first.
HSReplay-like for Runeterra ?
You should check out https://lor.mobalytics.gg/
HSReplay-like for Runeterra ?
Is there anything similar to HSReplay for Runeterra? Tks
How to approach the wildcard/shards hoarding in the long term
So I read some of you spend money on card collection. Since I never considered this option, i dont really know if it would effect the most efficient way how to collect all cards.
However if you collect cards only from the region award system and weekly diamond chests, then the fastest way is to keep as much cards open for being collectible from a certain region as long as you dont have the region award system completed for that region.
This is because you can spend wild cards independently from regions, but you can still get them from the regional awards. So whenever a region award hits a full 3 of one of your cards, it will give you an undervalued amount of shards for it (common card costs 100, while you only get 15). So you should spend wild cards only in regions that you dont get any region awards anymore.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
I'd like to give a big shoutout to the pieces of shit who are still playing Noxus + P&Z burn aggro in fucking normal mode even after the nerfs. I also really love that I always draw all three copies of Make it Rain in my deck when they happen to have multiple Crimson Disciples!
The Unintended Effects Of Patch 1.2
When you think that a patch is ruining anything, just imagine that is how game was released. Do you want to play it or not?
If you always think about things you could benefit from in the past, you will find yourself only on the miserable end in the present.
Good Wild Control Preist?
I have been playing "Control" Priest in a wild for a very long time, so from personal experience I can say the following:
A PURE control deck is something around N'zoth, because you get to use a bunch of defensive options and duplicates in your deck (this increases the chances of finding an AoE on time) and if you run the quest too, you can build your own Reno. The problem with this deck is, that it doesn't feature a good win-condition beside outvaluing your opponent and it may fall flat against combo decks. In my versions of this archtype I run a Thief package, because I like to mess around with other people, but I have seen less greedier builds that featured Mecha'thun or King Togwaggle + Murozond the Infinite.
The other good "control" deck is Raza Priest, which is more of a combo than control, but it depends on how you build it. Imho the biggest problem with this deck is, that it's draw dependent. I run a much greedier list, so it's normal for me to struggle sometimes, but running 1 copy of each card makes any deck inconsistent. + I think it's weak against Quest Mage, because it doesn't run any taunts and can't deal with the mage's wave of giants. Not to mention, it can also lose to the new Mecha'thun warlock, unless the player gets a really lucky Dirty Rat pull.
Other honorable mentions - Dragon Burn Priest (the problem is healing, mostly comes from Greater Healing Potion) and Big Priest.
How to Maximize Gold in Hearthstone?
Make lots of friends, and pray to Yogg that they will share their 80g quests with you!
How to Maximize Gold in Hearthstone?
You can try the tavern brawl this week. Priest games (cloneball) tend to last only about 5-6 turns fairly reliably. And as was suggested by others, you can always just concede when you feel you've been dealt a poor hand.
Since its a tavern brawl, you might get earlier concedes from others, since there's no stakes involved.
Sins Unleashed - A Custom LoR Expansion (6/1)
Looking at all of the keywords, I think Regeneration fits the best. If you were to do that though I would recommend reducing his Health to 5.
Hearthstone Grandmasters 2020 Season 1 Continues With Week 7
I am watching some games here and there, and I feel DH is still too dominant.
Rogue and Warrior can also do ridiculous things, so I dunno.
I just feel some matchups in this tournament are too doomed, for such a high level of players.
How to Maximize Gold in Hearthstone?
100% this. I usually play 2 to 3 hours per day but with slower decks until in the last 10 days I decided to roll with pirate warrior in wild just to see what the fuss was all about and managed to get in one day the 100 gold cap in like 4 hours of play. A fast deck that can win games will allow u that
The Unintended Effects Of Patch 1.2
Some nitpicky things to start - thanks for no longer centering all of your text, but please stop putting two new lines at the end of every sentence. It makes in unnecessarily hard to read and process what you're saying. Also, please add some color to the "Gwent" example you keep referring to - I haven't played Gwent, and I'm betting others here haven't either, so it's helpful to add more description when referencing some other CCG.
In principle, this is not really true. There are often things which are not top tier, but are super unfun when they see competitive play. I think Unyielding Spirit and the "Klepto-heavy" decks are great examples of this - they're not so over-powered that they are breaking the metagame, but they're super unfun to play against because they lack significant counterplay and produce unfun situations like unkillable units, or scenarios where your opponent knows more about your deck than you do.
More generally, we have to believe that Riot (and really any CCG creator) tries to be two or three steps ahead with their nerfs. Sometimes it may make sense to nerf a lower tier deck along with a higher tier deck because you've tested it and know that said lower tier deck is going to simply replace the higher tier deck as the problematic deck in the game.
Is this a reference to the MTG secondary market? I don't consider secondary market prices on cards as a balancing mechanism in the game, and don't see how this relates to creating a well-balanced CCG - more than anything, it's a (perhaps unintentional) way to block poorer players from joining competitive play.
What do you recommend? It's not really much of an argument to say "there's a better way to do this" and just leave it at that.
Frankly, I think the change to Legion Rearguard made a lot of sense. Noxus does feature overstated units that can't block as part of its identity, and I can see why you might think that shrinking one of those units (particularly when there are already very few "Can't Block" cards in the game) hurts that aspect of the Noxus identity. But really I think this just reflects Riot correcting their own misconception on the "Can't Block" effect. Comparing the pre-nerf Legion Rearguard to Reckless Trifarian, both had statlines which were about 1.5 to 2 mana over the average stats for their cost (that is, a 3/2 body is worth about 3 mana, and a 5/4 is worth about 5 mana).
On the surface, this made sense - they're basically saying that blocking is worth about 2 mana, so units that are otherwise vanilla but can't block should have bodies that are about 2 mana bigger than their cost. However, what we've seen in practice with these cards, and what anyone who's played a lot of CCGs can tell you, the value of an effect is not always linear with its cost. Getting 3 mana's worth of stats on turn 1 is worth a lot more than getting 5 mana's worth of stats on turn 3 (it's the difference between 300% mana efficiency vs. ~166% mana efficiency). This is especially true in a game that features LoRs Spell Mana bank - it's much easier to respond to 5 mana's worth of stats on turn 3 if you've banked mana, but your mana bank is empty on turn one, leaving you with inadequate tools for dealing with a 3 mana body.
While I don't agree with the blanket statement that "fan feedback is bad for strategy card games," I agree with the overall sentiment that game balance is about more than just tweaking the most popular decks every four weeks to keep players happy. A well-balanced CCG should have a metagame that regularly changes because players find new strategies to beat top-tier decks, not because the cards change out from under them.
And this is honestly something I think Riot needs to be better about. I am not a game developer, but it seems to me like a four week balance patch cycle is a tight time-frame to do right (that is, for a full cycle of investigating potential problem cards, implementing changes, and testing those updates). It takes time for players to experiment with the newly nerfed/buffed cards to see how the metagame might shape up, meaning that a non-trivial amount of the data Riot has to work off of for the next balance patch is experimentation and not very valuable for balancing purposes. And without good data, you're more likely to make less effective balance changes, further sticking you into a bad cycle of putting your thumb on the scale to address the metagame and making it impossible to see whether or not the game can self-balance.
Now, perhaps Riot's future balance patches will feature fewer buffs/nerfs, and the balancing will stabilize. I sort of doubt it, based on the watchlist and the last few balance patches, but maybe they will slow down.
How to Maximize Gold in Hearthstone?
Given the situation, I'd go for gold farming with an Aggro deck in Casual. Possibly in Wild. Like Pirate Warrior, Discolock, Odd DH.
You can concede as soon as you see things are compromised, and that would also lower your MMR and improve your chances to get an easy match on the next one.
The cap is 100g per day tho + Quests. So that's gonna take about 4-5 days.
(I admittedly didn't check about the current Brawl, so I don't know if that's faster in terms of playtime, but the gold cap is the same)
Happy First Birthday Out of Cards - The Celebration Begins Next Week!
Pilfered goods
While i was originally against HS history tab showing which card created the one you played because it gave you an advantage when opponent didnt know if it was from your deck or not, it has became a nice QOL feature. And i agree that in Runeterra you should absolutely see whicj cards were stolen, since they are not copies, but the originals. You need to know what was taken from you so you can adjust your play. Not having that information is simply stupid.
How to Maximize Gold in Hearthstone?
The usual answer is to get really good at Arena and play it constantly. While it's not as easy as it sounds, if you are good at the mode and can average around 7 wins a run or better you will rack of the gold and packs quickly. However, if you're not great at the mode you can also lose gold quickly.
So other than that go with Frosty's suggestion.
Pilfered goods
I'm not a fan at all of stealing, I hated it in hearthstone. But it is already in game so I have to accept it. BUT what is a huge problem that we don't know what card was stolen. I just lost a game cause guy stole 2 will of ionias and put karma then radiant in my hand. But if u can see what cards where stolen u can play around. But like that it's just sucks and feels very unfair. So I suggest that change. And also the interface should show us which spells where made by Karma so u can know, that it's your opponent s original deny or will, or its a spell made by Karma.
Interface has to improve, pilfered goods MUST CHANGE!
How to Maximize Gold in Hearthstone?
Outside of rerolling all 50g quests (which I'd imagine you're already doing) I think there's nothing else to do than grind wins. Priest is quite powerful in the current Brawl so that's probably one of the easiest ways to get some extra gold.
Legends of Runeterra Goes Big - New Cards to Come Every Two Months, Tournament Mode, Spectator, New Game Modes, & More
Ah, I was only familiar with set launches, I never really got hard into yu-gi-oh and this was also many years ago. I had done a quick Google to look at their set release schedule and assumed that was the total story. Thanks for the correction
How to Maximize Gold in Hearthstone?
Hi all,
My quest log is empty, I am a free to play, and I need 700 Gold as fast as possible.
Any ideas, tricks or constructive suggestions?
Thanks!
Good Wild Control Preist?
Thank you! Will look for some decklists.
Legends of Runeterra Goes Big - New Cards to Come Every Two Months, Tournament Mode, Spectator, New Game Modes, & More
I think gauntlets are more like "heroic tavern brawls" and labs are more like tavern brawls.
I mean the first gauntlet is arena like deck building for 7 wins so.. it's the same concept.
Sins Unleashed - A Custom LoR Expansion (6/1)
I think Tahm Kench’s Support ability counts as a Keyword, given that Shen has Support and no other keyword. I thought about giving him Challenger, but I wanted him to be a little vulnerable to high attack blockers. He does also cast Delicious Meal though, which can heal him.
You can also cast Unholy Hunger or Thick Skin on him to give him more defensive ability.
Which Keyword do you think would be best?
Legends of Runeterra Weekly Recap May 29
P&Z? Nah; I believe you want to go either Demacia or Bilgewater. Need to create ways to kill 'em off!