I think every part of the riddle gives us a word and putting them together results in the searched card's name. From this assumption I conclude that it will be hard for people who aren't native speakers. I'll still give it a try, maybe someone else can build upon my ideas:
Think of a place whose drinks make eyes droop
No idea. This might be WoW-connected.
then, a container, filled with worms or maybe soup
This might be a can.
third, a way of speech, so curt it’s almost rude
First thing that comes to my mind is to slur but I'm not sure if that qualifies as "curt".
lastly, a kind of movement, continuous and smooth
I'd go with to glide here.
Thankfully, we have a nice tool for card searching. I've put in can, slur and glide and found out that "can" is part of quite a few arcane and volcano-related cards, ... wait.
It's Incanter's Flow, isn't it? Inn, can and flow are fitting perfectly, I just don't know about "ter's" as a way of speech, but I'm certainly missing something a native speaker grasps immediately.
You pretty much nailed most of what paladin currently needs, but to be honest we'll most likely only see only some form of one of the 3 you listed. Reasoning below;
- For some weird reason hearthstone has never really followed up with the theme of previous expansions, ever since Ungoro. So the libram train probably ends here. I dont particularly think the librams needs expansions; Libram of Hope and Libram of Justice are pretty strong in their own right, and Libram of Wisdom is flexible enough to fill in the gaps. Also, any further discount cards for librams will just break the game. If Libram of Hope ever gets to 0 mana, you can easily picture a few turns of cycle with Lady Liadrin and bounce cards. Not what I would call as balanced.
- Good 1 drops are needed, but your suggestions is just a little too much. With the exception of cards like pre-nerf Undertaker, Patches the Pirate and Small-Time Buccaneer, team5 have never really printed anything too good in the 1 mana slot, and from experience that's probably a wise choice. Even so, I think with the nerf to Battlefiend, a regular Blazing Battlemage or Argent Squire can easily fill paladin's 1 slot without making it overpowered. Hand of A'dal is already too good a follow up and most class can't deal with one on curve.
- I will agree that card draw is the one thing paladin really struggles hard right now, but again from experience, we would probably get some kind of conditional card draw option. Maybe 1 mana draw 1, draw 2 if you have a dragon in hand. Or 2 mana draw 1, reduce its cost by 3. Or maybe even 2 mana, draw 2 spells from your deck. I like your idea of a libram card draw, but even you would concede that its pretty much broken with the discount cards.
Just to add a few suggestions of my own to boost paladin's sorry state;
- Create a paladin class Wild Pyromancer. Maybe a 3-4 mana 3/4 with pyromancer effect.
- More secrets, and by god, please let them be playable. Maybe a secret that summons two 1/1s after enemy attacks your face/minions, any secret that builds board somehow. And no, this is not solely motivated by the fact that I have a Commander Rhyssa gathering dust in my collection.
I also like to play Paladin (my only golden hero besides Rogue). I wish Paladin to gets SOME win condition. Currently aggro decks have no comeback mechanics, control decks have decent board control tools and healing, but has no big threats other than good old Tirion, midrange decks are too slow... Paladin is in the middle of nowhere. Give us something, please!
For what it's worth... I just tried 2x Sanctuary in the deck against 2 rogues (which is the worst matchup) and a dragon hunter and won them all. And even more important, the Sanctuary was very awkward for the opponents. The first turns they didn't kill a minion they could kill to avoid the quest reward. Surely i'm gonna try to use this card some more! :)
Hopefully they will release some, I thought the DoD/GA format (midterm mini-expansion) was bound to become staple?
I really liked the way they used a range of strategies to shake up the meta last year. Boomsday buffs, then resurrecting cards from wild followed by a linear adventure. Would be more than happy if they did the same again this year.
Would also love to see another puzzle based adventure, a la the boomsday project. Really enjoyed that concept, and still feel it has loads of potential.
At first i thought Dragonrider Talritha wasn't viable in a deck with only 4 dragons but it works pretty good. Sometimes it's game winning if you also have a Bronze Explorer (2 or more dragons in one card) in hand but sometimes it's just a 3/3. I like to use the card but it's surely not the best (tempo) option.
Not sure another weapon is the best solution though. You got already 5 weapons with the Lightforged Zealot and although the 1/4 weapon of Libram of Justice is very bad sometimes you have to play it for the effect and destroy your other weapon. You can also use Micro Mummy or Aldor Peacekeeper as replacement. Even Sanctuary could be a nice option because most time you want the opponent to hit your face instead of your minions. I'm thinking about trying that one in the deck too.
It seems strange but most times at turn 7/8/9 i can't play a Lightforged Crusader because i still have too many cards in my hand. If you got a Libram of Hope and Lightforged Crusader in your opening hand you probably have a problem but isn't that the case with almost every deck? Even a Rogue or Demon Hunter have a big problem if they got 2 of their most expensive cards in their opening hand. The mulligan is pretty easy too, almost every card under 6 mana isn't so bad to keep in your hand depending on the opponent. An option could be to replace Pharaoh's Blessing for a lower mana card like the ones above.
I personally love the concept of a linear adventure and I think, that the Dungeon Run model got overused. I didn't purchase Galakrond's Awakening, because I wasn't active during the previous expansion. But from I heard, the adventure was underwhelming, because it was too easy. Pity, that that was the case. I honestly miss the hard encounters which required a specific deck build from their players and which didn't reward those, who got lucky enough to obtain OP rewards and steamroll through the bosses. It's fun at first, but it becomes extremely repetitive and unoriginal the more it gets used.
But this is just my opinion. I remember the time when we were still active in hpwn and how someone made a poll mentioning both types of aventures. In that poll, the majority preferred the dungeon run one. So I guess, I can't argue with statistics.
Although she sees little to no competitive play, I always get stressed out whenever someone drops her. She's really challenging to remove and will lose you the game if you can't deal with her or end the game quickly.
Yeah, champion wildcards can be used to craft a copy of any champion that you want.
The easiest way is to get the weekly vault to a specific level. Level 5+ gives you a random champion and if you reach level 10+ you get a champion wildcard instead.
Also, the region rewards give you a champion and champion wildcard at specific levels. I believe the best strategy is to get each region to level 8 first, as that level gives you a champion as well.
Just for the sake of discussion, what are your wish lists for Paladin?
For me, here are cards I would like to see in future expansions:
Early/mid game draw - The best draw engine of Pally is Lay on Hands which cost 8 mana. Compare that to Battle Rage and Skull of Gul'dan, it is significantly weaker.
If they want to create a class identity, maybe make the card draw a Libram.
Spell: Libram of Insight. 6 mana. Draw 3 cards. - Sprint with Upside -or-
Spell: Libram of Insight. 4 mana. Draw 2 cards. - Slower Arcane Intellect with Upside
Un-situational Good 1 drops - Imprisoned Sungill is a decent card, but isn't as impactful if you aren't running synergy builds. Maybe something like:
Minion: 1 mana 1/2 with divine shield. - A sticky minion turn 1, as a possible buff target turn 2.
Minion: 1 mana 1/2. Battlecry: Summon a 1/1. - 2 tokens to contest the board. Can synergize with existing cards like Righteous Cause
More libram discount cards
Minion: 1 mana 1/2: Battlecry: Reduce the Cost of your Librams by (1) this game
Spell: 3 mana: Draw 2 cards. Reduce the Cost of your Librams by (1) this game
Before going hiatus from HS, Paladin used to be my favorite class (particularly Mid range paladin before standard started). So my wish list leans towards that archetype.
Was confused by this comment in the report: "Resurrect Priest and Galakrond Priest have all but disappeared from the meta."
I think @targus meant Highlander Priest instead of Gala priest. Otherwise, keep up with the interesting meta reports, looking forward to the spell damage shaman refinements, lets hope it doesn't die too quickly like totem shaman did.
A perfect written article. Thanks a lot for the summary. Ever since I have dropped my HSreplay subscription, I feel like I am 1 step behind the meta. With articles like this I can at least catch up. Thanks again.
So I recently started playing on mobile. I’ve enjoyed the game, but I want to get some better champions. I’ve earned a few champion pods, but it keeps upgrading them to champion wildcards. Are there any sure fire ways to unlock champions? Can I use wildcards to buy new ones?
So I recently started playing on mobile. I’ve enjoyed the game, but I want to get some better champions. I’ve earned a few champion pods, but it keeps upgrading them to champion wildcards. Are there any sure fire ways to unlock champions? Can I use wildcards to buy new ones?
If you suspect your opponent is running The Ruination, follow these steps to play around it:
Step 1: Build up a "sufficiently threatening" board
Step 2: If they have 9 mana and your board is still threatening, always open attack
Step 3: If they have 9 mana and your board is still threatening, pass
Step 4: if they play something that leaves them at less than 9 mana, assess if your board is still threatening. If it is, pass.
I can't really give you a guideline for "sufficently threatening", because its different for every game--e.g., against Corina Control you really don't want the game to go past Round 10, but for Warmother's Calling you arguably have more time. The basic idea is the same for both though: YOU are putting them on a clock. Even if you only have 6 attack on the board, if they have no blockers and only 12 health that means they only have 2 attacks to change the board state or they lose. If they play a blocker, then you try to play just enough to match and restore the "sufficiently threatening" state. For 9 mana Ruination takes close to if not entirely their options round, so you want them to play it either on your attack round AFTER you've attacked (they can't develop attackers) or on their attack round (they can't develop blockers).
The other thing to remember about SI is that is most of the current meta decks are pretty high-rolly. For instance Cursed Keeper -> Butcher on Round 2 for 7 attack is just nuts--but that assumes you draw two specific cards practically in your starting hand, and both those cards can be very awkward without synergy. Plenty of games where I've needed Ruination but instead keep drawing Vengeance, or vice versa. In the big tournament this past weekend most competitors actually were doing control decks WITHOUT SI because they wanted some more consistency. So when they do high-roll and draw the perfect answers just in time, accept that that's not statistically representative and move on.
[Game] Card Treasure Hunt (The Resurrection Attempt)
I think every part of the riddle gives us a word and putting them together results in the searched card's name. From this assumption I conclude that it will be hard for people who aren't native speakers. I'll still give it a try, maybe someone else can build upon my ideas:
Think of a place whose drinks make eyes droop
No idea. This might be WoW-connected.
then, a container, filled with worms or maybe soup
This might be a can.
third, a way of speech, so curt it’s almost rude
First thing that comes to my mind is to slur but I'm not sure if that qualifies as "curt".
lastly, a kind of movement, continuous and smooth
I'd go with to glide here.
Thankfully, we have a nice tool for card searching. I've put in can, slur and glide and found out that "can" is part of quite a few arcane and volcano-related cards, ... wait.
It's Incanter's Flow, isn't it? Inn, can and flow are fitting perfectly, I just don't know about "ter's" as a way of speech, but I'm certainly missing something a native speaker grasps immediately.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Nope
What is your Paladin Wish List?
You pretty much nailed most of what paladin currently needs, but to be honest we'll most likely only see only some form of one of the 3 you listed. Reasoning below;
- For some weird reason hearthstone has never really followed up with the theme of previous expansions, ever since Ungoro. So the libram train probably ends here. I dont particularly think the librams needs expansions; Libram of Hope and Libram of Justice are pretty strong in their own right, and Libram of Wisdom is flexible enough to fill in the gaps. Also, any further discount cards for librams will just break the game. If Libram of Hope ever gets to 0 mana, you can easily picture a few turns of cycle with Lady Liadrin and bounce cards. Not what I would call as balanced.
- Good 1 drops are needed, but your suggestions is just a little too much. With the exception of cards like pre-nerf Undertaker, Patches the Pirate and Small-Time Buccaneer, team5 have never really printed anything too good in the 1 mana slot, and from experience that's probably a wise choice. Even so, I think with the nerf to Battlefiend, a regular Blazing Battlemage or Argent Squire can easily fill paladin's 1 slot without making it overpowered. Hand of A'dal is already too good a follow up and most class can't deal with one on curve.
- I will agree that card draw is the one thing paladin really struggles hard right now, but again from experience, we would probably get some kind of conditional card draw option. Maybe 1 mana draw 1, draw 2 if you have a dragon in hand. Or 2 mana draw 1, reduce its cost by 3. Or maybe even 2 mana, draw 2 spells from your deck. I like your idea of a libram card draw, but even you would concede that its pretty much broken with the discount cards.
Just to add a few suggestions of my own to boost paladin's sorry state;
- Buff Libram of Wisdom to 1 mana
- Create a paladin class Wild Pyromancer. Maybe a 3-4 mana 3/4 with pyromancer effect.
- More secrets, and by god, please let them be playable. Maybe a secret that summons two 1/1s after enemy attacks your face/minions, any secret that builds board somehow. And no, this is not solely motivated by the fact that I have a Commander Rhyssa gathering dust in my collection.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Friendly Bartender
What is your Paladin Wish List?
I also like to play Paladin (my only golden hero besides Rogue). I wish Paladin to gets SOME win condition. Currently aggro decks have no comeback mechanics, control decks have decent board control tools and healing, but has no big threats other than good old Tirion, midrange decks are too slow... Paladin is in the middle of nowhere. Give us something, please!
Tempo Libram
For what it's worth... I just tried 2x Sanctuary in the deck against 2 rogues (which is the worst matchup) and a dragon hunter and won them all. And even more important, the Sanctuary was very awkward for the opponents. The first turns they didn't kill a minion they could kill to avoid the quest reward. Surely i'm gonna try to use this card some more! :)
Standard Meta Report #33 - Top Hearthstone Decks May 3, 2020 - May 10, 2020
standard off meta report when can we see it
Any news or estimates on adventures?
I really liked the way they used a range of strategies to shake up the meta last year. Boomsday buffs, then resurrecting cards from wild followed by a linear adventure. Would be more than happy if they did the same again this year.
Would also love to see another puzzle based adventure, a la the boomsday project. Really enjoyed that concept, and still feel it has loads of potential.
Yogg Libram Control
I'm using Air Raid for it, works fine!
Tempo Libram
At first i thought Dragonrider Talritha wasn't viable in a deck with only 4 dragons but it works pretty good. Sometimes it's game winning if you also have a Bronze Explorer (2 or more dragons in one card) in hand but sometimes it's just a 3/3. I like to use the card but it's surely not the best (tempo) option.
Not sure another weapon is the best solution though. You got already 5 weapons with the Lightforged Zealot and although the 1/4 weapon of Libram of Justice is very bad sometimes you have to play it for the effect and destroy your other weapon. You can also use Micro Mummy or Aldor Peacekeeper as replacement. Even Sanctuary could be a nice option because most time you want the opponent to hit your face instead of your minions. I'm thinking about trying that one in the deck too.
It seems strange but most times at turn 7/8/9 i can't play a Lightforged Crusader because i still have too many cards in my hand. If you got a Libram of Hope and Lightforged Crusader in your opening hand you probably have a problem but isn't that the case with almost every deck? Even a Rogue or Demon Hunter have a big problem if they got 2 of their most expensive cards in their opening hand. The mulligan is pretty easy too, almost every card under 6 mana isn't so bad to keep in your hand depending on the opponent. An option could be to replace Pharaoh's Blessing for a lower mana card like the ones above.
Any news or estimates on adventures?
Just think of it as the ICC adventure. We will probably get a hero skin/card back at the end.
Any news or estimates on adventures?
An adventure with no new cards is meh.
Hopefully they will release some, I thought the DoD/GA format (midterm mini-expansion) was bound to become staple?
Any news or estimates on adventures?
I personally love the concept of a linear adventure and I think, that the Dungeon Run model got overused. I didn't purchase Galakrond's Awakening, because I wasn't active during the previous expansion. But from I heard, the adventure was underwhelming, because it was too easy. Pity, that that was the case. I honestly miss the hard encounters which required a specific deck build from their players and which didn't reward those, who got lucky enough to obtain OP rewards and steamroll through the bosses. It's fun at first, but it becomes extremely repetitive and unoriginal the more it gets used.
But this is just my opinion. I remember the time when we were still active in hpwn and how someone made a poll mentioning both types of aventures. In that poll, the majority preferred the dungeon run one. So I guess, I can't argue with statistics.
Heimerdinger
Anivia
Although she sees little to no competitive play, I always get stressed out whenever someone drops her. She's really challenging to remove and will lose you the game if you can't deal with her or end the game quickly.
How to Get Champions
Yeah, champion wildcards can be used to craft a copy of any champion that you want.
The easiest way is to get the weekly vault to a specific level. Level 5+ gives you a random champion and if you reach level 10+ you get a champion wildcard instead.
Also, the region rewards give you a champion and champion wildcard at specific levels. I believe the best strategy is to get each region to level 8 first, as that level gives you a champion as well.
What is your Paladin Wish List?
Hey there,
Just for the sake of discussion, what are your wish lists for Paladin?
For me, here are cards I would like to see in future expansions:
Before going hiatus from HS, Paladin used to be my favorite class (particularly Mid range paladin before standard started). So my wish list leans towards that archetype.
Standard Meta Report #33 - Top Hearthstone Decks May 3, 2020 - May 10, 2020
Was confused by this comment in the report: "Resurrect Priest and Galakrond Priest have all but disappeared from the meta."
I think @targus meant Highlander Priest instead of Gala priest. Otherwise, keep up with the interesting meta reports, looking forward to the spell damage shaman refinements, lets hope it doesn't die too quickly like totem shaman did.
Any news or estimates on adventures?
I absolutely agree about that.
[Game] Card Treasure Hunt (The Resurrection Attempt)
lol
hint: the entire riddle is about the card’s name
Standard Meta Report #33 - Top Hearthstone Decks May 3, 2020 - May 10, 2020
A perfect written article. Thanks a lot for the summary. Ever since I have dropped my HSreplay subscription, I feel like I am 1 step behind the meta. With articles like this I can at least catch up. Thanks again.
How to Get Champions
So I recently started playing on mobile. I’ve enjoyed the game, but I want to get some better champions. I’ve earned a few champion pods, but it keeps upgrading them to champion wildcards. Are there any sure fire ways to unlock champions? Can I use wildcards to buy new ones?
How to Get Champions
So I recently started playing on mobile. I’ve enjoyed the game, but I want to get some better champions. I’ve earned a few champion pods, but it keeps upgrading them to champion wildcards. Are there any sure fire ways to unlock champions? Can I use wildcards to buy new ones?
Consistenly Having Issues vs SI
I’m new to this games, can someone define a SI deck for me
Consistenly Having Issues vs SI
If you suspect your opponent is running The Ruination, follow these steps to play around it:
I can't really give you a guideline for "sufficently threatening", because its different for every game--e.g., against Corina Control you really don't want the game to go past Round 10, but for Warmother's Calling you arguably have more time. The basic idea is the same for both though: YOU are putting them on a clock. Even if you only have 6 attack on the board, if they have no blockers and only 12 health that means they only have 2 attacks to change the board state or they lose. If they play a blocker, then you try to play just enough to match and restore the "sufficiently threatening" state. For 9 mana Ruination takes close to if not entirely their options round, so you want them to play it either on your attack round AFTER you've attacked (they can't develop attackers) or on their attack round (they can't develop blockers).
The other thing to remember about SI is that is most of the current meta decks are pretty high-rolly. For instance Cursed Keeper -> Butcher on Round 2 for 7 attack is just nuts--but that assumes you draw two specific cards practically in your starting hand, and both those cards can be very awkward without synergy. Plenty of games where I've needed Ruination but instead keep drawing Vengeance, or vice versa. In the big tournament this past weekend most competitors actually were doing control decks WITHOUT SI because they wanted some more consistency. So when they do high-roll and draw the perfect answers just in time, accept that that's not statistically representative and move on.
Any news or estimates on adventures?
It’s going to be meh since everybody griefed them into stopping dungeon runs and frankly that was the best they had going on.
going backwards isn’t progress. We were better off with the runs but everyone had to cry about them