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  • Here be dragons

    Quote From Bystekhilcar

    So, thoughts on the new Battlegrounds additions?

     

    - Mechs feel really weak right now, probably because both Dragons and Murlocs can pull their Divine Shield signature (and do it with minions that don't fold the second a light breeze hits them without their shield up)

    - Speaking of Divine Shield, George is MUCH more powerful now. Not only did his hero power get buffed, but adding DS synergies into the game gave him a huge amount of relevance

     

    I could go on, but most of you probably stopped reading already. Your experiences?

    Disagree about mechs - Annoy-o-Module. I made a team with 2x Cobalt Guardian, mechs with deathrattle and Drakonid Enforcer. Easy wins.

  • Shiftcon West

    Awww man ... took me 3 complete clown fiestas RNG madness to get my pack :(

  • Blizzard's Dean Ayala Talks About No Plans for Wild Nerfs & Asks the Community About Rotating Formats

    My assumption regarding the next rotation and it impacts on wild is that, maybe, like it happened in the previous couple sets, a few cards in particular would be likely to give even more synergy to existing - read competitively viable - archetypes. For instance, when singleton decks were brought back to standard, it felt like a Wild was getting refreshed, to some extend. Now, is that assumption foolish wishful thinking?



    ... yes

  • Good deck for low level climbing?

    Quote From FortyDust

    Judging by the interactions in this thread, it really does seem like you haven't fully appreciated the subtle -- but extremely important -- differences between this and other card games. My advice would be to watch a streamer, pause frequently to try to predict their plays, and take note when and why you are wrong.

    Most of the time when they do something you didn't expect, it is not just a difference of opinion. And because you have experience with other games, I'm willing to bet your errors have little to do with general fundamentals and everything to do with the many unique aspects of Runeterra.

    That's all I'm saying.  Runeterra isn't a completely different game with completely different strategies.  I didn't realize it would be such a controversial topic to ask for a decent low level deck.  My apologies.

     

    but thank you for the obvious recommendation.

  • Anyone else having wildly different luck night-to-night?

    For context, I usually play for 1-2 hours ranked (hovering at gold 3-4 ATM) every night.  Lately, it seems like I've been getting wildly different results every night.  Like yesterday: I had a quest to frost bite so I was playing my Frejlord/Noxus battle scar deck but I could get a win to save my life.  Then I switched over to my SI/Noxus spider deck and went something like 4-2.  Tonight, it's been the exact opposite: I had a fearsome quest, spiders couldn't get a win, but battle scars were on fire.  

    I just found it amusing that I'm getting practically polar opposite results over such a short time period.   Anyone else experiencing anything like that?

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Pro

    Nope. 

  • Your region progress

    Demacia: 11/20

    Frejlord: 13/20

    Ionia: 8/20

    Noxus: 11/20

    P&Z: 8/20

    SI: 17/20

     

  • Vladimir's Freljord Allegiance

    Very interesting.  Bold choice skipping over Braum, but I don't think its wrong.

    Do you ever try to answer elusives, or do you just start race them?  Lately I've been using Noxian Guillotine and Whirling Death for that, but as their both Noxus cards that would contest your much-needed Outriders' allegiance.

  • Here be dragons

    My take on things:

    Dragons seem very weak right now. Tiering and building the board is really akward and it only seems to pop off at tier 5. Most of the time it is too little too late. I suspect this is due to the fact that everyone is trying to go Dragons, so when that calms down, we’ll have to see.

    My other peeves include the Red Whelps. They need to be removed because they are unpredictable garbage that has literally no counterplay.

    My new hero tier list would go:

    A:

    Deathwing (top 4 by doing nothing)

    Reno (just go golden Brann or Rivendare and win)

    B:

    Malygos

    Galakrond

    Ysera (depends on whether dragons are good)

    Nozdormu

    C:

    Alexstraza (tavern tier 5 for 2 whelps?)

  • Dragon's Hoard into Dark Pharoah Tekhan should not be allowed.

    The factors to winning with Dark Pharaoh Tekahn for rogue;

    - Draw Dragon's Hoard - No easy feat in of itself. Literally highrolling every turn to get it

    - Get Dark Pharaoh Tekahn from the discover - Another highroll

    - Actually have lackeys - Easy enough, but no one hoards their lackeys for a possible tekahn

    - Not die - Most rogue games don't go the distance. And rogue has the worst healing among the 9 classes. So this is yet another tall order for rogue

    - Your opponent is an aggro-midrange deck that cannot kill you fast enough - From my experience most rogue games are decided around turn 7

     

    So highroll to highroll, with the greatest highroll being that you face an opponent who isn't playing an aggro deck. Sums up that the only tier 1-2 deck you're gonna realistically have a chance to beat with tekahn as your win condition is highlander mage and highlander control warrior, or control warrior.

    Yep, definitely no problems here.

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

  • Your region progress

    Ionia, Isles, Freljord - done

    Noxus - 10

  • Let's talk about Hecarim

    At the very least, Hecarim needs to lose Overwhelm as stated OR has his stats changed from 4/6 to 3/6 OR 4/4.

    Also just keep in mind Hecarim is a terrible card when not attacking or behind.

  • Blizzard's Dean Ayala Talks About No Plans for Wild Nerfs & Asks the Community About Rotating Formats

    I'm glad at least he addressed Wild players, even if no changes are forthcoming.  Not sure how the release of the first expansion upon rotation is that relevant to wild any more than any other expansion given nothing is removed from wild.

    And having played 15 games at rank 2 wild or so tonight did get a bit tired of seeing Jania 8 times (>50%).  But hey ho understandably people want to play decks that crush.

    A third set format does sound interesting though - deck building is always fun.  Shame I suck at it.

  • Blizzard's Dean Ayala Talks About No Plans for Wild Nerfs & Asks the Community About Rotating Formats

    I honestly think team5 should just straight up admit that balancing wild is easier said than done, since its a vast amount of cards and complexity. The point that wild is supposed to be that place you go to to enjoy cards you used to enjoy is only relevant at the very bottom of the ranks where you don't see quest mages and warlock creeping everywhere. I can only image that the top ranks are filled with combo and aggro decks with control and midrange being completely outclassed.

    Ideally the wild cards should rotate back to standard so we get to enjoy some of the cards of old without pulling our hair out after seeing quest mage for the umpteen time.

    If team5 needs a reference, wasn't there a tavern brawl that restricts use of cards to certain expansions, like a year ago? As I remembered that was the one time I actually cared about the tavern brawl experience. That's a useful testing ground, and will undoubtedly make tavern brawl more interesting than the usual 'get your pack and get out, see you next week' kind of mentality.

    Looking forward to Carnivorous Cube being in standard again. Make it happen blizzard.

  • Blizzard's Dean Ayala Talks About No Plans for Wild Nerfs & Asks the Community About Rotating Formats

    Please tell me someone sent him the link to Tables when he asked if anyone knew any good rotating format ideas. 

    Having a format where we could just play in a particular meta (ie: year of the mammoth) would actually create a place where you could go play old decks/cards in their former glory. 

    Wild is meant to be a cluster fuck of everything broken, but we need access to individual past metas in order to experience decks at previous glory.

  • Blizzard's Dean Ayala Talks About No Plans for Wild Nerfs & Asks the Community About Rotating Formats

    I hate this view that they have where they think that only standard should be known for having shifting meta's and changes. Nothing that you consider part of your game should be left to stagnate like it doesn't matter to you. I don't expect them to change every card that comes to wild but they don't NEED to. They only need to change decks that come out on top consistently. I'm not even asking for this to happen based on whether they are over powered I just mean that they could do it to shift the meta in wild and give other decks ways to shine. More importantly they say they want people to be able to play their old decks that they love and then constantly make more and more overpowered cards that just take those old cards and smother them with a pillow. A great example of this (at least in my opinion) is Elise the Trailblazer which is one of my favourite cards from Un'Goro. It was a card that a large amount of controlling decks liked to run back in the days when Un'Goro was standard yet now even the most controlling decks in Wild are so capable of pressuring you constantly with cards like Dragonqueen Alexstrasza that you can't afford to play any kind of slow value game with cards from old sets. I have no idea if anyone would even agree with me on this, likely not, but it's largely how I see the situation here.

  • Blizzard Confirms Hearthstone's 2020 Plans will be Detailed in the Middle of March, Updates on 16.4 Bugs

    Finally! The announcement of the announcement 

  • Private decks

    Staff Pro

    At the moment this is not possible but it is planned. Thanks!

  • Saving up for expansions

    If your collection is starting to look nice and solid, maybe you are starting to think about what resources you'll need when the first expansion drops. Even if you're not there yet, you will be eventually, right? Just keep opening those Vaults and leveling those regions!

    So I thought it might be helpful to tally up the cost of a full set per region. After all, it's looking like that's how expansions are going to be released: as a couple of new regions, plus maybe some new Champions for existing regions. We can't be sure how many new regions to expect per expansion. I would say probably two, but it could be three or even just one.

    In any case, here's what that will cost:

    At present each region contains 4 Champions, 6 epics, 18 rares, and 25 commons. Times three for a full set, that's 12 Champion, 18 epic, 54 rare, and 75 common wildcards you will need.

    If you're buying wildcards with coins, it takes only four weeks to acquire a region's worth of Champions, but six weeks for epics, nine weeks for rares, and 12.5 weeks for commons! Obviously, no one would ever need or want to acquire a whole set with coins, though. It's just interesting to me how long it would take.

    The shard prices are 3000, 1200, 300, and 100 respectively, which means a total shard cost of 36000 + 21600 + 16200 + 7500 = 81300 shards per complete region. (Please correct my arithmetic if you spot an error!) Coin prices are equal to 1/10 of shard prices, so that's 8130 if you're going the wildcard route. (You can get 5350 coins for $50 U.S. or 11000 for $100.)

    If they release two regions, that's 162600 shards, and for three it jumps to 243900. For each additional hero they add to old regions, tack on another 9000 shards.

    Certain strategies, like saving up Expedition tokens, can help offset some of this, and don't forget there will be region rewards for the new regions. I thought about calculating the shard value of that, but the stupid random upgrade system makes that weird. I could take the average case, but frankly I don't feel like it. My gut tells me if you reach max level, it could reduce the overall shard cost by about a quarter to a third, depending on your luck. If someone wants to do the actual math, I'll be happy to update this post.

    Anyway, now you know the ballpark amounts you'll be facing as you save up, so you can set goals for shard saving or anticipate how much cash you'll want to spend.

  • Let's talk about Hecarim

    The problem with Hecarim is they just packed way too many different threats into one card. That may seem obvious, but what I'm getting at is that such a complicated card is extremely complicated to nerf. He is oppressive in many different deck types, but it's for a different reason in each of them.

    His baseline problem is the crazy amount of offense he brings for 6 mana, so increasing the mana cost might make sense. Overwhelm isn't an issue at all when he's just a single 4/6. But a higher mana cost won't stop the insanity that happens when you clone him.

    His synergies with other Shadow Isles cards may lead you to examine those other cards to give him a backdoor nerf through them, but these synergies aren't a factor in his most egregious abuse cases.

    When you make Ephemeral clones of him, the problem is that he buffs Ephemerals AND has Overwhelm, so it seems like one of those properties needs to be looked at. But as mentioned above, those things aren't the biggest issue when he's not being cloned.

    This leads me to believe a stat reduction is in order. He would be fine at 6 mana if he were easier to kill, and his Overwhelm can be mitigated without removing the keyword if you just reduce his power. So maybe a 3/5 would be fine, leaving all the rest alone.

  • Private decks

    Hello, i'd like to know if there is a way to make deck private. I want to save my expedition decks and  i don't want them to be in general decks pool of your site for a few reasons. Thanks.

  • Khadgar Hero Skin Returns to the Hearthstone Shop for a Limited Time

    This hero portrait is the only reason I wish I had purchased the Warcraft movie when it was released on Bluray...

  • Dragon's Hoard into Dark Pharoah Tekhan should not be allowed.

    Quote From Alfi
    Quote From Pezman

    You're right about Alex into Alex creating a surprise huge board. That is a different thing.

    But Pogos and Tess? You can make a lot of them with the right set up, but not infinite, and you have to draw them. Once you've become Galakrond, your hero power gives you lackeys, plus you can keep invoking to get more. That's a lot of 4/4s. I mean, how many times did they nerf The Caverns Below?

    Nonsense.

    In this case you defnitely cannot get infinite lackeys, just like you cannot get infinite pogos/Tess from Toggwaggle's Scheme. You have one lackey per turn + few lackeys from invoking (4-6 max)

    Getting the Tekahn is really highroll but quite rare one so it is good to have in the game for creating funny stories.

    Whether it's infinite in a single turn or just a never ending supply of lackeys by having a 1 mana 4/4 each turn through the hero power (so really a 3 mana 4/4 at that point) they are still technically "infinite".  But yeah, that's splitting hairs at this point.  I agree though not a huge issue as it will be inconsistent and more of a "let me tell you a crazy story" type of thing like you said.

    EDIT: You can get semi-infinite in a single turn through the new legendary Grand Lackey Erkh.  If you have to hit the hero power and drop Erkh that is 4+2+1, leaving only 3 more mana to play generated Lackey's that turn unless you've reduce the cost of Erkh or have a Lackey in hand without hitting the hero power button.

  • Blizzard Confirms Hearthstone's 2020 Plans will be Detailed in the Middle of March, Updates on 16.4 Bugs

    I guess the upside is maybe there will be less time between expansion announcement and the regular card reveals if they wait another 2 weeks?  Or the first expansion will be slightly later than previous years...