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  • Is Control Warrior viable?

    Quote From Savron

    Guys, I was thinking today that actually you can definitely play the Elysiana + a guaranteed second copy if you play the Warrior quest and the adventurer that gives you coin if you have an active quest? You can also mulligan off the quest since you don't need it right away. Or you could use it as a win-condition in the late game?

     

    P.S. I hate that archetype and I have never played it... 

    The Quest thing is actually an interesting idea, brb trying to make a deck =D

    EDIT: I updated the deck theory-wise. I don't have Hack the System so can someone test it out and see if it's decent?

  • My predictions for changes we are going to see this Tuesday

    Quote From Actin

    -Deny is fine with the current state of the game. It' the only thing that stops a lot of the current cancer in Frejlord and P&Z. If other spells in the game get hit with nerfs, then it would be fine to up the mana cost on Deny.

    -The frostbite spells needs to be turned into fast instead of burst and/or have their mana costs increased. Ezrael decks are even less interactive than elusives. You can't do anything while they stall the game.

    -Elusives needs some tuning. I think they would be fine if they just all lost HP. Just making them more fragile will reinforce the archetype.

    -Lots of SI units and spells need nerfs too. Their removal spells are way too cost efficient and give too much utility. I would prefer if they nerfed fearsome before nerfing the spells though. I think the combination of the two is what makes SI so overwhelming

    -All the fearsome units need to either have their mana costs increased or their HP reduced to 1. Way too strong and cost effective for so much HP.

    -Ephemeral units are way too strong and will replace fearsome next. Spectral riders should be adjusted, which would help balance Hecarim out without directly nerfing him.

    -Ledros needs to either be 10 mana or have fearsome removed.

    -Hecarim needs his stats adjusted. I'm just throwing a number out, but he should probably be 5/4

    -No one knows it yet, but Heimer is absolutely broken. He probably won't get any attention this patch, but expect him to be meta at some point soon.

    -Can't offer much insight into Noxus, because no one uses it. I see maybe one deck a day and it's usually easy to win against if it's the primary region in the deck. Katarina just needs a new level up, and Draven's spinning axes should probably be 1 mana with no discard, and he should create two before the level up. Discarding to play spinning axes is unbelievably bad. Have not seen or played against a vlad or Darius deck yet.

     

     

     

    to be fair, Ezreal decks are really gimmicky anyways.

    All you need is a fast kill spell to murder him when they eventually play him and you're good. [Hearthstone Card (Culling Strike) Not Found], Vengeance, and other combos work quite well.

  • Is Control Warrior viable?

    Quote From Savron

    Guys, I was thinking today that actually you can definitely play the Elysiana + a guaranteed second copy if you play the Warrior quest and the adventurer that gives you coin if you have an active quest? You can also mulligan off the quest since you don't need it right away. Or you could use it as a win-condition in the late game?

     

    P.S. I hate that archetype and I have never played it... 

    There is no lategame fatigue-wars in this meta. So that combo is pretty pointless. 

  • Is Control Warrior viable?

    Guys, I was thinking today that actually you can definitely play the Elysiana + a guaranteed second copy if you play the Warrior quest and the adventurer that gives you coin if you have an active quest? You can also mulligan off the quest since you don't need it right away. Or you could use it as a win-condition in the late game?

     

    P.S. I hate that archetype and I have never played it... 

  • Standard Exodia Mage!

    the odd is overwhelmingly not good.

    The whole deck is built on the synergy of 1 card (maybe 2) Luna's Pocket Galaxy or maybe Jepetto Joybuzz (if his battlecry actually pulls off).

    Other than that, It's losing on tempo, no synergy. and basically, you lose if you end up having 6-8 drops early, It's a dead man cards.

    No offense, but I'm pretty sure that Exodia Mage only good in Wild at this moment.

  • Top Rung of the Ladder - Decklists for the Highest Winrate Hearthstone Decks in the Top 1%

    Quote From Suchti0352
    Quote From h0lysatan

    2. Plus, dragons tribe is already crowding, I believe they must create a non-Dragon tribes to even it out.

    I don't know where exactly, but I somewhere read that there introducing a new Tribe in the next Hs year

    New tribe? 

    let me guess. making Undeads/Treants/Kobolds/Gnomes/Goblins/Orcs/Elves/Golems tribes is near impossible, since Blizzard need to revamp every single units that has been printed out, both Standard & Wild.

    Even if (And this is a big if), they need to create a new tribe, they really need to think about units that hasnever been printed at all. And there are so little that can fit that descriptions.

    New Tribes:

    Eredar Tribes : (I could say this tribe is similar to Demon)

    Draenei Tribes : (The shadowy tribe that helps Kael in his campaign to help Illidan)

    and the last one is probably Blood-Elf Tribes : the same one as Elves. 

    This is all but theory, outside from that. I'm not so sure Hearthstone gonna print out a new tribe at all.

  • My predictions for changes we are going to see this Tuesday

    Quote From OldManSanns

    My thoughts:

    • We're not going to see any substantial buffs or reworks yet, just because most people are still missing A LOT so many archetypes and power combos just haven't been discovered yet.  Like you mention not seeing Lux: well, she needs spells to work and most players only have the single free copy of her anyways so they aren't going to play her.  I think Heimer would be in the same boat except some streamer popularized that "400 IQ" deck that countered the elusive decks really well so people crafted towards that.
    • Mark of the Isles is totally getting hit: either increasing mana from 1 to 2 or decreasing effect from +3 to +2.  It probably also shouldn't give any HP at all--that's only to relevant when combo'ing with Mark, and that's way too high-rolly to properly balance.
    • Kinkou Lifeblade from a 2/3 to a 2/2 or maybe even a 2/1.  Having an elusive lifesteal is fine, but you HAVE to give opponents a chance to remove it and there's a huge difference between 2 HP and 3 HP.
    • I'd also like to see Dawnspeakers changed from 1/4 to 0/3 for similar reasons.  Most other "backline" units like Phantom Prankster, Rimetusk Shaman, Puffcap Peddler, and Soul Shepherd only have 3 HP, and I don't like that they made this card an exception.  
    • Something to either increase the cost or decrease the stats that Wraith Caller, Hecarim, and/or Shark Chariot put into play.

    Completely agree with all of these points. And to back up your first point, I would personally love to play a Heimerdinger and/or Lux (and/or Karma) deck, but they are among the six champions that I haven't gotten any copies of yet, so of course I'm not going to be able to play a deck centered around them.

  • A Weekend of Wild Hearthstone Decks

    Oh wow, thanks for featuring my list

  • Today I Learned, on Togwaggle's Scheme

    Yep, it's a neat little Easter egg.

    It also means Dr Boom took some Pogo Hoppers with him to Dalaran, and I like to imagine a whole group of them terrorising the city's streets.

  • Discussing Vanilla Body Stats

    Quote From h0lysatan
    Quote From sinti

    Your biggest mistake is to think Blizzard puts the same value on an effect throughout the game lifespan. Not only do they "fine-tune" cards to suit their flavor, but they increase their power level on purpose in some occasions to make them stand out. Not easy to then compare the cards solely on their stats and effects and draw a definitive conclusion from that. 

    like I was saying, this is the nerfs often come from. The idea that there are no basic formula in deciding how minions work is gonna make nerfs happen more often.

    I know that there are some effects that are uncountable towards stats, like effects on Flik Skyshiv (No pun intended). And it could be the filter of Legendary cards. every card that can't be measured should be put there (or Epic if it's too many). And it's already standing out when some effects is very unique.

    so, back again, I do think minions should have a ground formula.

    For neutral cards I largely agree they should follow some sort of guidelines on stats, and to be fair they generally do: For all the talk about power creep we still never get a 2 mana 3/3, 3 mana 4/4, 4 mana 5/5 etc without an effect that is detrimental unless used in a particular way. 

    With class cards I'm less sure a ground formula works. Sure they should use the same vanilla stats as an upper limit for minions with additional positive effects. If they don't then power creep will be much worse. But I think the number of stats lost for a given effect should depend on the class, because that is what makes one class good at something compared to other classes. Flik Skyshiv is a great example of this: rogue is designed to be the best at single target removal, so that effect reduces stats less than it would anywhere else. Similarly paladin is designed to have great healing, so is allowed Amber Watcher despite Antique Healbot being widely used in its day.

  • Blizzard Shares Deck Winrate Data from the Top 1% of Hearthstone Players, Possible Balance Talks in a Few Weeks

    The Rise of Mech Paladin actually came as a counter to all those Embiggen Druids running around as it has a favoyrable matchup against them. Saying "Haven't played much Standard past weeks" and still using your experience as viable suggests you may not realize how fast meta changes sometimes.

  • Discussing Vanilla Body Stats

    Quote From sinti

    Your biggest mistake is to think Blizzard puts the same value on an effect throughout the game lifespan. Not only do they "fine-tune" cards to suit their flavor, but they increase their power level on purpose in some occasions to make them stand out. Not easy to then compare the cards solely on their stats and effects and draw a definitive conclusion from that. 

    like I was saying, this is the nerfs often come from. The idea that there are no basic formula in deciding how minions work is gonna make nerfs happen more often.

    I know that there are some effects that are uncountable towards stats, like effects on Flik Skyshiv (No pun intended). And it could be the filter of Legendary cards. every card that can't be measured should be put there (or Epic if it's too many). And it's already standing out when some effects is very unique.

    so, back again, I do think minions should have a ground formula.

  • okay

    yes yes

  • Discussing Vanilla Body Stats

    Quote From Zelgadis

    Spider Tank is the last base-statted minion I can think of that saw significant play, but that was because of its Mech tag.

    Nightmare Amalgam, but, again, that's only because of its splashability. It can be a midrange Dragon, or a midrange Murloc, or a midrange Elemental, or a midrange Beast, and it saw some play as all four of those (particularly in this set, what with all the dragon synergy).

  • The A.I is stupid

    Kalec may be hard programmed to never Pyroblast the face. Heroic Kalec doesn't even run Pyro, lending some credence to that. It's almost certainly an anti-frustration feature, since it would be really bull to get to the second-to-final boss and lose to a randomly-generated unavoidable 20 damage.

  • Today I Learned, on Togwaggle's Scheme

    ...you can see two Pogo-Hoppers in the background.

    File:Pogo-Hopper(89844).png

    Just thought that was kind of interesting. No question what Blizzard designed that card for.

  • My predictions for changes we are going to see this Tuesday

    My thoughts:

    • We're not going to see any substantial buffs or reworks yet, just because most people are still missing A LOT so many archetypes and power combos just haven't been discovered yet.  Like you mention not seeing Lux: well, she needs spells to work and most players only have the single free copy of her anyways so they aren't going to play her.  I think Heimer would be in the same boat except some streamer popularized that "400 IQ" deck that countered the elusive decks really well so people crafted towards that.
    • Mark of the Isles is totally getting hit: either increasing mana from 1 to 2 or decreasing effect from +3 to +2.  It probably also shouldn't give any HP at all--that's only to relevant when combo'ing with Mark, and that's way too high-rolly to properly balance.  EDIT: I forgot about cases where you want your opponent plays a damage effect to kill it before dealing damage and you play mark to get it to live long enough to get a single attack off, so perhaps there's merit in leaving the HP so long as mana/attack ratio is balanced.  
    • Kinkou Lifeblade from a 2/3 to a 2/2 or maybe even a 2/1.  Having an elusive lifesteal is fine, but you HAVE to give opponents a chance to remove it and there's a huge difference between 2 HP and 3 HP.
    • I'd also like to see Dawnspeakers changed from 1/4 to 0/3 for similar reasons.  Most other "backline" units like Phantom Prankster, Rimetusk Shaman, Puffcap Peddler, and Soul Shepherd only have 3 HP, and I don't like that they made this card an exception.  
    • Something to either increase the cost or decrease the stats that Wraith CallerBADCARDNAME, Hecarim, and/or Shark Chariot put into play.
  • My predictions for changes we are going to see this Tuesday

    He should really return to the top of the deck instead, that way you can’t play him the turn he dies (and he doesn’t give you “card draw” when he dies

  • A Weekend of Wild Hearthstone Decks

    Nice! Thanks for featuring my deck!

    I must say, Nefarian at 7 mana always feels great to play, especially with the intros.

    Also since the theme of the deck is dragons and magic, I just had to have him in there.

  • Zul'jin, Draconic Wizard

    Quote From Meenz

    Have you tried this deck in standard?? Looks fun and only one card to replace (or in my case two without Frizz)

    Looks fun! 

    People suggested it.. I haven't tried yet but feel free to make your own modifications!

    Like I said-this was a quick build with what I had available. 

  • Zul'jin, Draconic Wizard

    Have you tried this deck in standard?? Looks fun and only one card to replace (or in my case two without Frizz)

    Looks fun! 

  • Doomed game

    If you want to save your game, take "deny" out of it entirely.

  • My predictions for changes we are going to see this Tuesday

    ledros needs to just lose his last breath to return to hand and this is someone who love playing shadow isles, ledros would still be great without that part, possibly lose fearsome as well

  • I present you, true sadness

     

    I lost the game. I cry every time.

  • New Hearthstone Monetization System [CONCEPT]

    I think that instead of increasing the amount of gold you earn from a daily quest, it would be better to change the amount of gold you earn from daily wins. This would give you more incentive to play after you have completed your quest, and it would also reward you more for playing every day instead of every third day. Right now you only earn 10 gold every three wins, and if you have a 60% winrate (and that is being very generous) and an average game takes you 10 minutes, then you would have to grind for 8 hours just to get a single pack, which probably has 40 dust inside. This system is terrible.

    You can earn a maximum of 100 gold from winning each day, but it is spread out so thinly that almost 0% of Hearthstone players will ever earn that. I think the reward structure should be way more front heavy so that instead of having to win 30 games a day to earn maximum rewards, you only have to win 15. And no, I do not think we should simply change it to 20 gold every third win, I don't think that system would be satisfactory either.

    I think you should earn something every time you win a game. This gives you incentive to start another game after each game. Right now you can't really feel the rewards, you don't get a feeling of accomplishment, the rewards are almost imperceptible. So I think that the gold rewards should look like this:

         1st Win: 20 gold. This way, after completing your quest you will have almost enough gold to buy a pack. This gives you a lot of incentive to keep on playing without just giving you maximum rewards after the first game.

         2nd Win: 15 gold. I know people hate 5 gold for some reason, so I think that you should earn 5 gold more often so that the number is constantly fluctuating and you don't sit with 5 gold for 2 years straight. 

         3rd - 4th Win: 15 gold.

         5th - 10th Win: 10 gold.

         11th - 15th Win: 5

    This system will earn you a total of 140 gold for 15 wins. I don't want to give players too much stuff too easily, so in addition to these changes to the daily wins I also suggest that we change all daily quests to give you 20 less gold. Now players have more incentive to play, but you don't have to play as much to earn a significant number of rewards.

     

    Also, as DoubleSummon mentioned, the lowest quality of pack should not be nearly as common as it is now. The worst case scenario should be expected.

     

    And the third change I would like to make to the economy in Hearthstone is a slight increase to the Common dust value from 5 to 10.