Quest Hunter seems fun, but I don't own the Quest...or Halazzi. Or Veranus. Or Leeroy Jenkins. The investment required is just too great, and while I have the resources I can't justify spending it all on a single class.
I managed with that list without Halazzi, Veranus and Leeroy. Out of this three, only Leeroy Jenkins seemed to me to be important.
Replace these with Ursatron (mostly to draw SN1P SN4P), Cult Master (surprised this wasn't in the list), and Boommaster Flark (in my opinion, a better card than Shuma, but not as funny)
or try adding Blackwald Pixie for that unleash OTK against an unsuspecting shaman and laugh
At some point I think we should start to realize that its not possible to build a decent deck from scratch without having a good chunk of it being similar to a listed deck somewhere in some popular site.
In this case, when will we call it a netdecking experience, as opposed to one build up on our own?
Just want to drop a really big "Thank You" to Flux and the entire content team here at Outof.cards. You guys do an amazing job, and have created one of the best communities I've found for Hearthstone and other digital card games. I look forward to seeing the direction you take this site and this community in the future.
New balance changes landed today for Eternal with nerfs and buffs all around!
Promises by Firelight has had a major impact on the Throne metagame, and no card contributed to that impact as much as Endra, Shavka’s Champion. Endra developed a passionate following, pushing her to the extreme with dedicated combo decks built around playing Shavka’s Song as much as possible. This wave of new Endra decks truly shook up the Throne landscape for the first time in a while.
In the days that followed, players quickly adapted to the new threat. While Endra decks have continued to be the most popular, their overall usage has declined as the format has adapted to them. In fact, even the most successful Endra decks of the past week have had barely above average win rates as the metagame has become particularly hostile to unit recursion strategies.
Endra has undeniably warped the format; and while some of that is good, too much can limit deckbuilding. Overall this has turned out much tighter than we’d like; there were too limited a mix of viable strategies to fight back with. Highly tuned versions of the Endra deck have also proven too fast, making opening hands more swingy than desirable.
While there is a place in Eternal for combo decks, and Endra can lead to some fun ones to play with, she’s come out of the gate too strong and too popular for how frustrating and repetitive it can be to play against game after game. To that end, we’re making a couple of nerfs to help bring her back into line with the rest of the format.
Nerfs Endra, Champion of Shavka – Now 3FFF (was 2FF) Endra’s efficiency was just too great, and the faction requirements meant to reduce the ease at which she could be exploited by three and four faction decks was insufficient. By increasing both her cost and influence, her core functionality is being preserved as both a compelling option for combo decks and “fair” decks, while slowing her down and increasing the opportunity cost.
Note: As Endra, Champion of Shavka is only available from the Promises by Firelight campaign, falling outside of our normal system for refunding crafted cards, we are giving a one-time grant of a 1,250 gold to users who purchased the campaign (similar to previous campaign changes). Users who upgraded the card will receive an additional 1,250 gold. Players will of course keep all their copies of Endra.
In looking carefully at the cards surrounding Endra, we identified two specific cards that were the primary contributors to the problematic elements of the card. The first was Evenhanded Golem, as many of the best synergies and themes that worked for it also worked for Endra and stacked together too efficiently. The change to 3-cost addresses this area. The other card was Haunting Scream.
Haunting Scream – Now 3PS Play a unit with cost 5 or less from your void (was 2PS Play a unit with cost 4 or less from your void). Haunting Scream has long been one of the most dangerous cards in the game, given its ability to cheat power costs, combined with its powerful synergies, burst, and one-turn kill potential. While Endra was the straw that broke the camel’s back, so to speak, this is far from the first time Haunting Scream has gone too far. That said, the card is a fan favorite, fun to build around, and can be a backbone of countless strategies. While Haunting Scream is quite strong, we mainly want to slow it down a little and reduce the ease in which it can be played as part of a multiple spell turn. The change to 3-cost is a meaningful one, and we also wanted to take this opportunity to increase the range of Scream options by allowing it to bring back 5-cost units. We’re very sensitive to the risk of any changes surrounding Endra potentially impacting non-Endra decks; so this Haunting Scream change is not one made lightly. Our hope is that this actually increases Haunting Scream’s functionality in a real way, while also slowing it down in a much-needed way.
Sidebuffs Sandspitter – Now 3TT 4/2 (was 4T 5/2) Predatory Carnosaur – Now 6TTT 5/6 (was 7TTT 7/7) Sandspitter’s Summon is more powerful the earlier it can be played, so we believe this change to be a substantial buff, opening it up as a potential option for combatting certain types of combo or spell-heavy strategies.
Predatory Carnosaur has been crowded out at the 7-spot and we thought it would be an interesting option to revisit, particularly as a tool against large Aegis units. We explored the possibility of a return to 6/6, but found it to have too much of a suppressing impact on mid-sized units. Our hope is that this change improves the speed and ease at which it can be used to for specific tasks, without crowding out other potential options.
While our hope is that both of these changes increase the playability of these cards, they are not strict buffs and will both be eligible for refunds, as will Haunting Scream.
Buffs As announced last month, we’ve been planning a series of buffs that promote novel deckbuilding and increase the range of counterplay available to players looking for tools against combo, spell-heavy, or void-based decks.
Charchain Flail – Now 1FF (was 2FF) Gilded Flames – Now 3F (was 4F) Phoenix Stone – Now 2F (was 3F) Arcanum Hourglass – Now 2T (was 3T) Bisma, Revered Elder – Now 3JJ (was 4JJ) Embargo Officer – Now Shift 1 (was Shift 2) Tax Collector – Now Ultimate costs 5 (was Ultimate costs 7) Treasury Gate – Now 3J (was 4J) Eye of Winter – Now 2P (was 3P) Regression – Now 2P (was 4P) Fearbinder – Now pay 2 (was pay 4) Hideout Pistol – Now gives Voidbound to units it kills. Vile Collaborator – Now 2/3 (was 2/2) Knucklebones – Now 6FP (was 7FP) Avisaur Patriarch – Now 3TTP (was 4TTPP) Withering Witch – Now 1/4 (was 1/1) The goal with these changes is to help enable a variety of uncommon decks, spawn some new ones, and hopefully provide a few more options for when unusual strategies go too far.
As always, we’ll be continuing to monitor community feedback and gamewide play data to make sure each of Eternal’s formats is fun, healthy, and exciting to explore. Keep an eye out for our next set of balance changes coming in the last week of January!
Quest Hunter seems fun, but I don't own the Quest...or Halazzi. Or Veranus. Or Leeroy Jenkins. The investment required is just too great, and while I have the resources I can't justify spending it all on a single class.
Most of us have been together for 6 years or longer. It's great when you have a team that gets along and works well together. Flux has always been a fantastic leader and I'm honored to be part of this site! I'm looking forward to lots of new content and seeing where 2020 takes us!
That kind of transparency and check in with the community is the reason why I didn't hesitate to transfer all here when HearthPwn's end was first made public. It didn't took long to feel like it was home, and it kept getting better. The progressive enhancement and growth been not only fun to witness but inspiring to take part in. A simple ''Thank you'' doesn't seem do justice to the hard work that you guys have accomplished. Looking forward for 2020 ; OoC is THE place to be!
PS: I also think the partnership with HSReplay is worth mentioning when covering 2019'S event ;)
How's the Dragon/Murloc synergy going so far? Really curious as it feels so counter-intuitive to dilute both tribes effectiveness, but I could totally be wrong.
Sorry for the late reply. I find it to be really strong. That being said, you have to pick your dragons wisely. Going with big dragons hurts your tempo game (particularly with Embiggen) so you're not left with a ton of choices. Thankfully none of the cards require you to have murlocs for anything so that part is not as restrictive. Even with dragons, there's only four triggers you need a dragon for so it's fairly easy to keep things rolling.
What i like about HS is, that it isnt an overly complex game, or rather that it doesnt have an overly complex pieces. There is still complexity and you can create new stuff, like dormant minions for example, that still keeps the simplicity of the design while extending the design possibilities.
I must say, i personally am not too much of a fan of your suggestion, at least not in a way you suggest. I could see it being implemented in a similar fashion as Legendary weapons or Quests, a new sub-type of a card rather than an alteration of existing ones.
Thanks for this! I've been wanting to build a menagerie deck ever since I saw those new Murloc's coming out. Had a winstreak going in Wild with this deck and it's also pretty fun to play, no one really expects it and if you play well, you'll be way ahead on board. I just had one question, What do you think about: Hench-Clan Hag ? It summons Amalgams, which fit the menagerie theme but it doesn't work so well with Embiggen
Sorry for the super late reply! I debated putting in Hench-Clan Hag. My only criticism of the card is that it doesn't provide any in-hand synergy, only on-board synergy which all of our other cards do already. Since most of our cards are based off of in-hand (aside from the menagerie buffs), it makes more sense to put in a card from a specific tribe instead.
I think Blizzard had something like this planned for Un'Goro (where some spells were also Elementals) but they decided to move away from that in the final design. However, this does show that Spell "Tribes" isn't something totally out of the question
You make an interesting point about balance of these spell schools or classes or tribes whatever one would call them. This isn’t a fan creation idea, as much as it’s a hope blizzard might hear it or already be thinking it. In your example about there being hundreds of Druid nature spells, I think you missed my point a little. Yes there would be nature spells, but just like we’ve learned with Blizzard’s picking and choosing for Treants, not all Druid spells would actually be nature. Plenty of spells can still have no spell school if it doesn’t fit. However, a spell like Fireball might simply be forced into a spell school simply by its name. Blizzard’s use of Treants vs other Tree types is a perfect example how not all spells need to have this. Only if it really fits
I hate what those community sites and netdecking make the game.
These aren't off-meta decks. As soon as some sites or someone speak about some off-meta decks (like those), they become meta decks like those. I didn't see any other decks than those in ladder in 2 days.
Netdecking kills all the joy for sure.
I know noone will care this deck unless there are highlighted win rates or hsreplay statistics so i can share it kindly;
Do you know what is an off-meta deck ?
This is for example;
Deck ID Not Found (Btw, I don't claim that the deck is good. Just shared it for being example.)
If some decks hit on hsreplay.net with some proved statistics, these are not off-meta decks anymore. Collected statistics on that site means there are plenty of people who plays those decks so they are meta decks, not off-meta decks and that's not just statistics, That's also my personal experience, My Last 20-30 games were against these 4 decks and all of my opponents were different people.
And please, Don't say me "go play unranked then". We all know that normal mode has also those netdecks. There are not any safe place in hs, so i'm playing all of my decks in ladder rather than normal mode because normal mode has also hyper aggro decks which were built for rushing 100g cap.
WoW!!! That was a big letter, but it was all true!
I'm one of your "stalker" supporters from the very first days of the site.
I share articles and decks from your site to my Facebook page and groups, always have a good word for you when someone ask and ofc I'm not using any ad block and i so not mind for any ads.
Keep up the good work and I'm sure that the community will keep supporting you.
Ps i hate Rito game and the Magic arena but i know that you need the fanbase
This kinda feels like a Fan Creation topic, but I'll bite.
I tried to do this same exact thing once, but I noticed that some categories simply have way more spells than others. Ice spells had about 12, whereas "Nature" spells had close to 100. I also noticed that basically all Druid spells were Nature spells giving them no real "spell variety" in this regard. Most classes are better with spell variety, but I still don't think it's enough to really justify it. You might also find yourself in spots where it's hard to classify a card into a type.
I LOVE this idea, but I don't think it works that well with the spell distribution unfortunately.
Since Descent of Dragons I’ve played some spells like Breath of the Infinite -requiring you to be holding a Dragon for bonus effect. Every time I go to play a card like this, my brain jumps to it being a Dragon card (part of the Dragon tribe).
Today though, this got me thinking how much this concept could add to the game as well. What I mean by this “concept” is - to add a sort of tribe or school to spell cards (not all spells, but a wide variety certainly). Fire spells, ice spells, holy spells, etc could simply use their school as the “tribe” label.
One might think this would only be advantageous to caster classes? Wrong, you could also add Beast to cards like Animal Companion because it only summons beasts. Kill Command is another Hunter spell that could easily include the beast tribe. Rogue uses a ton of spells that could likely end up as a school or tribe as well (shadow, stealth, agility, whatever name fits)
At the end of this, you might still be wondering why? How does it improve the game?
1. Increases the flexibility/innovation in card design
2. Allows for more combinations such as “if you already cast a Fire Spell” etc gain bonus effect
Off-Meta Offerings from HSReplay
I managed with that list without Halazzi, Veranus and Leeroy. Out of this three, only Leeroy Jenkins seemed to me to be important.
Replace these with Ursatron (mostly to draw SN1P SN4P), Cult Master (surprised this wasn't in the list), and Boommaster Flark (in my opinion, a better card than Shuma, but not as funny)
or try adding Blackwald Pixie for that unleash OTK against an unsuspecting shaman and laugh
All you need now, is just to craft Unseal the Vault
Off-Meta Offerings from HSReplay
At some point I think we should start to realize that its not possible to build a decent deck from scratch without having a good chunk of it being similar to a listed deck somewhere in some popular site.
In this case, when will we call it a netdecking experience, as opposed to one build up on our own?
A Letter From Flux - Looking Back on 2019, The 2020 Outlook, Out of Cards Premium
Just want to drop a really big "Thank You" to Flux and the entire content team here at Outof.cards. You guys do an amazing job, and have created one of the best communities I've found for Hearthstone and other digital card games. I look forward to seeing the direction you take this site and this community in the future.
Eternal - Balance Changes 1/6/20
New balance changes landed today for Eternal with nerfs and buffs all around!
'Servant of Yogg-Saron' Tryouts
One of the brawls that I really wish they would stop bringing back.
New Spell Concept
Yeah this could add new possibilities for spell interaction or casting conditions but Mixing it up with existing minion types is a little flawed imo.
Beast spells would be totally useless Since their interaction Happens on board. Same goes for pirates, demons, murlocs..
Dragons and elementals do work fine but then blizz might aswell add something completly new - that would be schools as you call them.
But then again, as someone earlier mentioned, this is not easily implemented retrospectively! Classes themselves are somewhat spelltribes already.
Mage is ice and fire, druid is nature, priest is shadowmagic and psy, paladin is holy etc....
This still might be a build around idea for future expansions!
Off-Meta Offerings from HSReplay
- posted on a HS community site
I've been playing a Highlander Malygos ft. Jepetto Hunter Deck, that took me from rank 7-4 this month.
Does that make me more "off-meta" than you?
Or does that mean too many people are playing Maly Hunter now, thus making your deck no longer "off-meta" enough for you?
Off-Meta Offerings from HSReplay
Quest Hunter seems fun, but I don't own the Quest...or Halazzi. Or Veranus. Or Leeroy Jenkins. The investment required is just too great, and while I have the resources I can't justify spending it all on a single class.
A Letter From Flux - Looking Back on 2019, The 2020 Outlook, Out of Cards Premium
Most of us have been together for 6 years or longer. It's great when you have a team that gets along and works well together. Flux has always been a fantastic leader and I'm honored to be part of this site! I'm looking forward to lots of new content and seeing where 2020 takes us!
Quest Hunter - 55% WR HSReplay
C'mon man. This deck is not a quest hunter. It is hentai hunter. Shu'ma ftw
A Letter From Flux - Looking Back on 2019, The 2020 Outlook, Out of Cards Premium
That kind of transparency and check in with the community is the reason why I didn't hesitate to transfer all here when HearthPwn's end was first made public. It didn't took long to feel like it was home, and it kept getting better. The progressive enhancement and growth been not only fun to witness but inspiring to take part in. A simple ''Thank you'' doesn't seem do justice to the hard work that you guys have accomplished. Looking forward for 2020 ; OoC is THE place to be!
PS: I also think the partnership with HSReplay is worth mentioning when covering 2019'S event ;)
Menagerie Druid
Sorry for the late reply. I find it to be really strong. That being said, you have to pick your dragons wisely. Going with big dragons hurts your tempo game (particularly with Embiggen) so you're not left with a ton of choices. Thankfully none of the cards require you to have murlocs for anything so that part is not as restrictive. Even with dragons, there's only four triggers you need a dragon for so it's fairly easy to keep things rolling.
New Spell Concept
What i like about HS is, that it isnt an overly complex game, or rather that it doesnt have an overly complex pieces. There is still complexity and you can create new stuff, like dormant minions for example, that still keeps the simplicity of the design while extending the design possibilities.
I must say, i personally am not too much of a fan of your suggestion, at least not in a way you suggest. I could see it being implemented in a similar fashion as Legendary weapons or Quests, a new sub-type of a card rather than an alteration of existing ones.
Menagerie Druid
Sorry for the super late reply! I debated putting in Hench-Clan Hag. My only criticism of the card is that it doesn't provide any in-hand synergy, only on-board synergy which all of our other cards do already. Since most of our cards are based off of in-hand (aside from the menagerie buffs), it makes more sense to put in a card from a specific tribe instead.
Hearthstone Releases Ranked Play Distribution for the First Time in 5 Years!
I finally hit Legend for the first time in September. Fun to do once, but I never feel the need to go above Rank 5.
New Spell Concept
I think Blizzard had something like this planned for Un'Goro (where some spells were also Elementals) but they decided to move away from that in the final design. However, this does show that Spell "Tribes" isn't something totally out of the question
New Spell Concept
You make an interesting point about balance of these spell schools or classes or tribes whatever one would call them. This isn’t a fan creation idea, as much as it’s a hope blizzard might hear it or already be thinking it. In your example about there being hundreds of Druid nature spells, I think you missed my point a little. Yes there would be nature spells, but just like we’ve learned with Blizzard’s picking and choosing for Treants, not all Druid spells would actually be nature. Plenty of spells can still have no spell school if it doesn’t fit. However, a spell like Fireball might simply be forced into a spell school simply by its name. Blizzard’s use of Treants vs other Tree types is a perfect example how not all spells need to have this. Only if it really fits
Off-Meta Offerings from HSReplay
I hate what those community sites and netdecking make the game.
These aren't off-meta decks. As soon as some sites or someone speak about some off-meta decks (like those), they become meta decks like those. I didn't see any other decks than those in ladder in 2 days.
Netdecking kills all the joy for sure.
I know noone will care this deck unless there are highlighted win rates or hsreplay statistics so i can share it kindly;
Do you know what is an off-meta deck ?
This is for example;
Deck ID Not Found
(Btw, I don't claim that the deck is good. Just shared it for being example.)
If some decks hit on hsreplay.net with some proved statistics, these are not off-meta decks anymore. Collected statistics on that site means there are plenty of people who plays those decks so they are meta decks, not off-meta decks and that's not just statistics, That's also my personal experience, My Last 20-30 games were against these 4 decks and all of my opponents were different people.
And please, Don't say me "go play unranked then". We all know that normal mode has also those netdecks. There are not any safe place in hs, so i'm playing all of my decks in ladder rather than normal mode because normal mode has also hyper aggro decks which were built for rushing 100g cap.
A Letter From Flux - Looking Back on 2019, The 2020 Outlook, Out of Cards Premium
WoW!!! That was a big letter, but it was all true!
I'm one of your "stalker" supporters from the very first days of the site.
I share articles and decks from your site to my Facebook page and groups, always have a good word for you when someone ask and ofc I'm not using any ad block and i so not mind for any ads.
Keep up the good work and I'm sure that the community will keep supporting you.
Ps i hate Rito game and the Magic arena but i know that you need the fanbase
Mage Needs Buff
If any class needs a buff it's paladin.
Mage isn't really in a bad spot.
Standard Meta Report #17 - December 29, 2019 - January 5, 2020
Wild · Cyclone Mage · by dapperdog · 6 years, 8 months ago
Not for the weak of hearth :)
New Spell Concept
This kinda feels like a Fan Creation topic, but I'll bite.
I tried to do this same exact thing once, but I noticed that some categories simply have way more spells than others. Ice spells had about 12, whereas "Nature" spells had close to 100. I also noticed that basically all Druid spells were Nature spells giving them no real "spell variety" in this regard. Most classes are better with spell variety, but I still don't think it's enough to really justify it. You might also find yourself in spots where it's hard to classify a card into a type.
I LOVE this idea, but I don't think it works that well with the spell distribution unfortunately.
A Letter From Flux - Looking Back on 2019, The 2020 Outlook, Out of Cards Premium
I use ad block but there are sites (like out of cards) where I turn it off because:
- I like tu support site
- adds are not toxic annoying
Here they were a little bit annoying when they were inside posts. This was mostly trouble some on mobile. Right now its all fine. Keep up good work.
New Spell Concept
Since Descent of Dragons I’ve played some spells like Breath of the Infinite -requiring you to be holding a Dragon for bonus effect. Every time I go to play a card like this, my brain jumps to it being a Dragon card (part of the Dragon tribe).
Today though, this got me thinking how much this concept could add to the game as well. What I mean by this “concept” is - to add a sort of tribe or school to spell cards (not all spells, but a wide variety certainly). Fire spells, ice spells, holy spells, etc could simply use their school as the “tribe” label.
One might think this would only be advantageous to caster classes? Wrong, you could also add Beast to cards like Animal Companion because it only summons beasts. Kill Command is another Hunter spell that could easily include the beast tribe. Rogue uses a ton of spells that could likely end up as a school or tribe as well (shadow, stealth, agility, whatever name fits)
At the end of this, you might still be wondering why? How does it improve the game?
1. Increases the flexibility/innovation in card design
2. Allows for more combinations such as “if you already cast a Fire Spell” etc gain bonus effect
3. Increases challenge and deck types pool
Off-Meta Offerings from HSReplay
Ha, I just now noticed what you did to the thumbnail. :D