She is almost useless. Even if you run three it is as if you only have one. The power you build up doesn't stay on the others and unless you have her in your opening hand she takes to long to power up. And even if she does level up there are normal none champion cards that could do her job but better with half the resources put into them.
Quick question - Why no DQ Alex considering you're running Highlander? Is it not worth it? Cause this seems like a fun wild deck, but I'm contemplating putting that in...
I don’t play a lot of HS nowadays, mainly due to the insane lag on mobile. It came to a point I can’t even finish a game without exiting and re-entering the app, and most of my games are ruined.
Does this happen on LoR as well? If not, I might consider playing it instead of HS just for the ability to actually play the game.
I was wondering about making Spelldecks with Yogg-Saron, Hope's End, or Renodecks, or Questdecks, or decks with Random generation or mixes of all of them.
All of them in Wild ofc.
I think measured randomness is the best way to shake off some boredom.
Some examples are Quest Mage, Quest-Thief Rogue, Thief Priest, Spell Priest, Evo Shaman, and all sorts of Renodecks (all of which are at least viable in Wild atm, given the current high amount of Aggro/Burn decks).
I am wondering if the new Setthek card, along with Lyra the Sunshard, could generate a wild spell priest deck. Probably too chaotic to be successful compared to how Setthek is helping me out in standard.
Other than that, it's Razakus or Big Rez, both expensive. Run into the former far more than the latter at least.
I just did the SN1P-SN4P+2 Mechwarpers+Faceless Manipulator+small Mech that LK will ignore during the Frostmourne phase. No longer possible with the changes to Echo, though.
In all seriousness, I actually think Tavern Brawl (or PVE) is the perfect place for Puzzle Box of Yogg-Saron.
Everytime I see it played I can't believe it was printed for standard given how much of an often game deciding RNG cluster bomb it is.
Puzzle Box of Yogg-Saron can create extremely fun games.
I never forget a wild game where my opponents Box first spell draw his whole deck via Myra's Unstable Element and the next spell was Cataclysm followed by 3 card draw spells mixed in killing him.
Was that against me? Because that's always what basically happens to me every time I play that card.
I'm decided to just try something that i haven't tried, so i thought i would build a value big spell quest deck... it's pretty novel still, and i only have one copy of some cards, so i built around what i had. 5-3 so far, and.. it's different, and even though it has a lot of RNG, it feels pretty good to play because of that fact. You never know what you'll get next. Going to look into LoR though too to change things up!
Shark Typhoon: The shear humor. I opened up 3 in packs (haven't opened that many packs, this card seems to love me) and I have made a deck built around this card as the closer.
Extinction Event: Mass removal and tricky targeting? Count me in.
Porcuparrot: Look at it. I mean seriously just look at it. Look at it again. Look at it.
Gryuda: I love the krakens. I love mill. I love taking my opponents things.
General Kudro: Lets make a bunch of humans and sacrifice them!
Just wanted to say, after 1 week of playing about 2 hours a day, I will stop playing until this issue is resolved. I know I am fairly new but I am moderately experienced at many card games. The current health of the card game is very horrendous and toxic to the point where only 3 factions are actually playable: Ionia, Noxus and Shadow Isles.
Trying to make a deck that doesn't contain any of those 3 will just get you obliterated by burn/aggro decks which are currently extremely overpowered. The biggest issue is, it's not fun playing against unavoidable damage, since the vast majority of burst/fast removal is only present in those 3 factions and also the vast majority of the most cost efficient sustain/heal is present in those 3 factions as well.
Burn decks require immediate removal that is literally not achievable through slow cards or units as they will have already done their damage anyways. Not only that but the "unavoidable" damage is extremely high, with most burn decks being able to win by turn 5 even when their opponent is playing efficiently/well against them. So many cards are able to deal 1/6th - 1/4th of your total hp of unavoidable damage by turn 4 while ALSO being units that can attack (dealing even more damage) and defend. Then you add in the fact that most of these units have relatively high health pool which further diminishes the amount of possible decks that could even try to contend with it as you must be able to play monsters with enough damage to take them out as soon as possible.
I hope this gets patched soon but the current game is very unfun to play and these decks comprise about 2/3rds of the decks I face against at the very least.
Is anyone else just bored with HS? Nothing seems fun to me.. i've done all the things (except stupid OTK combo decks), i've had awesome skipper armor smith combos. I've played and hated playing demon hunter as well as against. I have built spell druids, and mages and countless galakrond and singleton decks. What else is there. Battlegrounds? oh, you mean the every game is the same formula mode.. nah, pass. Murlocs, check. Totem's? yep, face hunter, pass. Anyone have any spicy things to liven things up in a stale meta?
Try building your own deck based around a particular card(s) that you enjoy. Such a shame that there isn’t some sort of mode where there could be restrictions on cards/classes/mechanics to allow people to create more elaborate decks that aren’t built around grinding someone down in 7-8 turns in the least interactive way. There needs to be greater rewards and achievements for using particular cards and mechanics, ultimately spicing up the variation of decks that people will face.Meme the dream and make Hearthstone fun again.
So I just recently started playing, and I stumbled across a deck build that I really enjoy, but I’m curious how effective it will be as I go up in the rankings?
The deck focuses on using units from the Shadow Isles and Ionia. I use a lot of low cost and ephemeral units, combined with cards like Phantom Prankster, Neverglade Collector, and Scuttlegeist. The result is a deck with the main focus of allying my units to die, so that the enemy takes unblock-able damage; as well as buffing units in my hand and deck. I also I have a lot of Evasive units and spells that deal damage to enemy units.
My questions are:
How good is this kind of play style as you get higher in the ranking? What are good counters for this kind of deck, and how can you keep from being countered?
I don't think its a bad mechanic. I just think there are to many of them. Its such a strong mechanic in and of it self it should be dedicated to a few key cards but not be made so you can literally build a complete deck full of them.
I think limiting Elusives this way would only delay the problem, though - as more expansions come out, the natural expectation would be for more Elusive cards to be released eventually. So I'd see it as a short-term solution at best. I'd rather they try to balance the actual mechanic and/or the units which possess it for the sake of the game's long-term health.
I have been thinking about it since making that post and I agree with you. I think a good way take make it balanced would be if the elusive card has either taken damage or done damage in any way. They lose their elusive statues since they have now been seen.
Buff Vi.
She is almost useless. Even if you run three it is as if you only have one. The power you build up doesn't stay on the others and unless you have her in your opening hand she takes to long to power up. And even if she does level up there are normal none champion cards that could do her job but better with half the resources put into them.
Legendary Quest Reno Priest: Deck proving itself trough multiple ocassions
Quick question - Why no DQ Alex considering you're running Highlander? Is it not worth it? Cause this seems like a fun wild deck, but I'm contemplating putting that in...
Does LoR tend to lag on mobile?
Have not had any problems playing LoR on mobile!
Does LoR tend to lag on mobile?
I don’t play a lot of HS nowadays, mainly due to the insane lag on mobile. It came to a point I can’t even finish a game without exiting and re-entering the app, and most of my games are ruined.
Does this happen on LoR as well? If not, I might consider playing it instead of HS just for the ability to actually play the game.
Booring
I have reached boredom threshold too.
I was wondering about making Spelldecks with Yogg-Saron, Hope's End, or Renodecks, or Questdecks, or decks with Random generation or mixes of all of them.
All of them in Wild ofc.
I think measured randomness is the best way to shake off some boredom.
Some examples are Quest Mage, Quest-Thief Rogue, Thief Priest, Spell Priest, Evo Shaman, and all sorts of Renodecks (all of which are at least viable in Wild atm, given the current high amount of Aggro/Burn decks).
Good Wild Control Preist?
I am wondering if the new Setthek card, along with Lyra the Sunshard, could generate a wild spell priest deck. Probably too chaotic to be successful compared to how Setthek is helping me out in standard.
Other than that, it's Razakus or Big Rez, both expensive. Run into the former far more than the latter at least.
Good Wild Control Preist?
Have you tried Razakus priest? That's about the only viable 'slow' priest deck out there.
Frozen Throne Solo - The Lich King
I just did the SN1P-SN4P+2 Mechwarpers+Faceless Manipulator+small Mech that LK will ignore during the Frostmourne phase. No longer possible with the changes to Echo, though.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
Was that against me? Because that's always what basically happens to me every time I play that card.
Here's some art, make a card! [Legacy Game]
Great art find!
Now back to the normal routine...
Next up: an annoying Warrior mech.
Booring
People are so bitchy and needy
Booring
LoR is on Android as of last Tuesday.
GooglePlay link
Good Wild Control Preist?
Greetings,
I am looking for a good wild control priest. any suggestions?
Here's some art, make a card! [Legacy Game]
A mix of Mage and Warlock.
Next up, let's round out the trio! Use the leftmost artwork from Wailor's post to make a class minion with a mechanic from a different class.
Booring
I'm decided to just try something that i haven't tried, so i thought i would build a value big spell quest deck... it's pretty novel still, and i only have one copy of some cards, so i built around what i had. 5-3 so far, and.. it's different, and even though it has a lot of RNG, it feels pretty good to play because of that fact. You never know what you'll get next. Going to look into LoR though too to change things up!
Wild · Big Spell Mage · by mightysamson1 · 6 years, 4 months ago
Booring
It's on Mobile Android now????
A New Secret Lair is Live - The Godzilla Land Series! w/ Godzilla Sleeve Giveaway
Obosh, the Preypearcer: distant cousin of Baku the Mooneater, the lovely snake that carried me to Legend!
Gemrazer: makes Ikoria monogreen almost viable and pretty fun. Besides, blowing up Fires and Sharknado... Nuff said
General Kudro of Drannith: makes Mardu humans almost viable and fun. Besides, sniping an Uro... So sweet!
Yorion, Sky Nomad: breaking Magic rules as old as time itself... Not for the faint of heart!
Durable Coilbug: just love how annoying and versatile this little guy can be in drafts. Always pick at least 2
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
I think this can be a new game more in itself.
You could create a mode which rotates monthly, 3-6 expansions/adventures from wild and standard. It could create pocket metas from month to month.
How long will this deck last me?
It is viable. Swim was playing a similar but more aggro oriented deck:
A New Secret Lair is Live - The Godzilla Land Series! w/ Godzilla Sleeve Giveaway
Shark Typhoon: The shear humor. I opened up 3 in packs (haven't opened that many packs, this card seems to love me) and I have made a deck built around this card as the closer.
Extinction Event: Mass removal and tricky targeting? Count me in.
Porcuparrot: Look at it. I mean seriously just look at it. Look at it again. Look at it.
Gryuda: I love the krakens. I love mill. I love taking my opponents things.
General Kudro: Lets make a bunch of humans and sacrifice them!
A New Secret Lair is Live - The Godzilla Land Series! w/ Godzilla Sleeve Giveaway
My favorite cards are:
Shark Typhoon - By far, my favorite one. It has a great flavor and it is playable! :D
Yorion, Sky Nomad - because you can't lose if your deck has more cards, right? Right?
Gyruda, Doom of Depths - I think its true power is yet to be discovered.
Luminous Broodmoth - great entrance animation!
Neutralize - A counter spell with cycling? Great!
How to handle burn decks?
Just wanted to say, after 1 week of playing about 2 hours a day, I will stop playing until this issue is resolved. I know I am fairly new but I am moderately experienced at many card games. The current health of the card game is very horrendous and toxic to the point where only 3 factions are actually playable: Ionia, Noxus and Shadow Isles.
Trying to make a deck that doesn't contain any of those 3 will just get you obliterated by burn/aggro decks which are currently extremely overpowered. The biggest issue is, it's not fun playing against unavoidable damage, since the vast majority of burst/fast removal is only present in those 3 factions and also the vast majority of the most cost efficient sustain/heal is present in those 3 factions as well.
Burn decks require immediate removal that is literally not achievable through slow cards or units as they will have already done their damage anyways. Not only that but the "unavoidable" damage is extremely high, with most burn decks being able to win by turn 5 even when their opponent is playing efficiently/well against them. So many cards are able to deal 1/6th - 1/4th of your total hp of unavoidable damage by turn 4 while ALSO being units that can attack (dealing even more damage) and defend. Then you add in the fact that most of these units have relatively high health pool which further diminishes the amount of possible decks that could even try to contend with it as you must be able to play monsters with enough damage to take them out as soon as possible.
I hope this gets patched soon but the current game is very unfun to play and these decks comprise about 2/3rds of the decks I face against at the very least.
Booring
This, plus doing it in Wild is what I do too.
How long will this deck last me?
So I just recently started playing, and I stumbled across a deck build that I really enjoy, but I’m curious how effective it will be as I go up in the rankings?
The deck focuses on using units from the Shadow Isles and Ionia. I use a lot of low cost and ephemeral units, combined with cards like Phantom Prankster, Neverglade Collector, and Scuttlegeist. The result is a deck with the main focus of allying my units to die, so that the enemy takes unblock-able damage; as well as buffing units in my hand and deck. I also I have a lot of Evasive units and spells that deal damage to enemy units.
My questions are:
How good is this kind of play style as you get higher in the ranking? What are good counters for this kind of deck, and how can you keep from being countered?
Why is elusive in the game ?
I have been thinking about it since making that post and I agree with you. I think a good way take make it balanced would be if the elusive card has either taken damage or done damage in any way. They lose their elusive statues since they have now been seen.