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  • To dust some cards and craft Kronx or to wait to get him from the pack?

    I'm preparing myself to play in Standard mode next rotation, hence I focused a bit on getting pieces for future Galakrond decks. Now, pretty much all of them have Kronx Dragonhoof in them in Standard. Should I disenchant some useless Wild cards to get him now or should I wait to gather more dust and maybe get him from the pack?

  • Exodar

    This one makes my top 10.

  • Secret Level

    This one is not only visually nice, but the nostalgia from DII is so real.

  • Naxxramas

    This was my very first card back. I got the email invite from blizzard back when the game launched, but just didn't get around to installing it.

  • Group Therapy! Need to blow off some steam? Mega salty? Here's the place!

    I just had two matches against Highlander Rogue today where I had them close to lethal, only for them to get a damn Nozari from Dragonqueen Alexstrasza. The first opponent I had down to 3 health, the second one was at 4. I swear, this game loves to fuck with you sometimes...

  • What NEW thing do you think would benefit Hearthstone?

    Quote From griffior
    Quote From RavenSunHS
    1. A new Wild policy, that does not necessarily include spot nerfs. A better card AND mechanic design policy that avoids flaws (eg restricting how you reach (0) on cards, how you can Mutate insane amounts of mana, etc).
    2. Connected to #1, more and better TECH cards, even if useless for Standard, but acting as positive nerfs in Wild.
    3. Permanent Brawliseum (with one free entrance per week) acting as soft Tournament mode. Standard and Wild. To soften the grind of ladder, while keeping the challenge of competitive Constructed.
    4. Sure, as some said, Achievements.
    5. Buff the disenchant gain of common and rares to 10 and 50, respectively (to match 1/4 of their cost).
    6. Oh, and unnerf Keeper of the Grove and Ancient of Lore FFS.
    7. Buff some forgotten Basic and Classic cards. Eg, Ironforge Rifleman could easily be a 3/3 (and still be far from strong).

    1: With the amount of cards in HS it's going to be impossible at some point to prevent every broken combo.

    This is false. It's impossible to prevent brokenness ONLY IF if you do NOT have a design policy, ofc.

    But if they did, broken combos would be allowed only in late turns, say 9+, where they belong, while any swings before that would always be counterable with a series of different plays.

    eg. no cards except end-of-turn effects can discount OTHER cards below (1). 
    Such a policy would imply that Emperor Thaurissan (end-of-turn) and Kabal Crystal Runner (self-discount) would stay untouched, but Ancient Mysteries, Sorcerer's Apprentice, Galvanizer should discount to no less than (1).

    They currently have no policy at all, because Standard saves them from having any, and because they think that any design policy is a design restriction (which is also false ofc, as proven by the suggestion above).

    Like, where's the restriction in changing "draw a Secret and discount it to (0)" into "draw a Secret and discount it to (1)"? The second card is still OP despite the restriction, but it's not broken anymore. That's the only difference, and it's definitely not a design restriction, since the effect (draw and discount) is exactly the same.

  • Darkseeker's channel - 13th November update: KOtsosKOtsos' Reno Evolve Shudderwock Shaman - ft. Archivist Elysiana

    3rd January update: Cyborg_1911's WILD Odd Galakrond Warrior: 1000 wins and causing concedes! (1080p)

    A solution to the aggressive meta at the start of the season? Tank up!
    We also get 1000 wins with warrior in this video - a really cool moment for me.
    Finally, check out the concedes towards the end of the video :-) I'll take those wins!

    4:25 1000 wins after beating Mech Paladin!

    13:40 The Odd Paladin never stood a chance!

    23:32 Oh the value.

    24:30 Shudderwock before Galakrond. That's what we like to see.

    25:32 Concede #1

    25:55 Concede #2

    26:45 We actually out-value a Jade Druid.

    Deck code: AAEBAQcIhRe5sgKe+AKO+wKggAO9mQOGnQPFwAMLS6IE+AeixwKd8AKz/ALYrQPZrQP+rgPSrwOCsQMA

    https://www.youtube.com/watch?v=yOLvD7ITnPo

  • Darkseeker's channel - 13th November update: KOtsosKOtsos' Reno Evolve Shudderwock Shaman - ft. Archivist Elysiana

    27th December update: Skillzero's WILD Ysera Unleashed Jade Druid: Nozdormu wins games! (1080p)

    Jade Idols. Ysera Unleased. 50 minutes. Me talking for 50 minutes - great for those of you that like listening to my voice / accent! Thanks to Skillzero for the deck - he will answer any questions you have.

    This deck can have success against slow decks (Reno Warlock and Reno Mage), since you can outlast them. This deck can beat Secrets Mage with the armour gain - although, it is a very close matchup!


    Highlights:


    0:19 Crafting golden Ysera, Unleashed. My Hearthstone life feels complete.

    3:33 Is it a Big Priest? A Reno Priest? Nope. It's Weasel / Albatross Deathrattle Priest! - oh and with Elise! (7:12).

    10:15 BEHOLD... into... birds. Fantastic :-)

    16:06 N'Zoth with no taunts coming back = game over.

    23:38 Dream Portals can help you make a comeback. Suddenly, we have a board.

    35:12 Secrets Mage is still a tricky matchup - but the armour buildup helps.

    44:10 And just like that, we come back into the game against the Renolock with Dream Portals. Wait........... why is the rope burning? Oh. Nozdormu.

    44:45 Nozdormu screws my opponent - they can't complete their turn :D

    55:35 Paladins are a problem.

    Deck code: AAEBAZICBlbpAZS9ApnTAtaZA/atAwxAig60uwLLvALdvgKgzQKHzgKY0gKe0gKE5gK/8gL2sAMA

    https://youtu.be/KIfaxbTq83U

  • Darkseeker's channel - 13th November update: KOtsosKOtsos' Reno Evolve Shudderwock Shaman - ft. Archivist Elysiana

    Hi everyone,

    I'm Darkseeker, and I love playing wild mode (mostly), often showcasing different off-meta decks. I have been playing since 2014.

    I try to publish videos at least once per week.

    https://www.youtube.com/c/Darkseekerhearthstone 

     

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

    Arrogant Crusader?

    The first line sounds like something an arrogant elf would say. Lines 2 and 3 reference his death rattle that will summon a ghoul “fan” if your opponent kills him.

  • Tombs of Terror: Heroic

    Quote From DelkoHS

    I defeated him using only 2 classes:

    - Start as Elise with the Starseeker Hero Power (cast 2 spells to add a Moonfire to your hand). Play until you get Jr. Navigator, keeping the board as clear as possible, but don't damage Tekahn (if he stays in his "first form" you don't have to worry about C'Thun and such).

    - When Elise dies, pick Reno. Once you draw Reno's Lucky Hat and Sorcerer's Apprentice you can combo them with the Jr. Navigator to gain infinite Spell Power and one shot Tekahn with a Moonfire.

    I got it on my second try; good luck!

    Do you have a tip for Heroic Kirin Tor Citadel as well? I've been playing that one all week and it seems impossible. Before the nerfs there was OTK potential with Sound the Bells! but not anymore

  • How to beat Quest Priest

    Quote From og0

    I've not played much standard and don't know the answer.

    But +1 for a constructive polite non salty post asking for guidance.

    Not the answer I was expecting, but thanks for the kind words :)

     

    And thanks for the responses everyone else, I'll try to look into them!

  • Tombs of Terror: Heroic

    I defeated him using only 2 classes without grinding for all the treasures:

    - Start as Elise with the Starseeker Hero Power (cast 2 spells in a turn to add a Moonfire to your hand). Play until you get Jr. Navigator, keeping the board as clear as possible, but don't damage Tekahn (if he stays in his "first form" you don't have to worry about C'Thun and such).

    - When Elise dies, pick Reno. Once you draw Reno's Lucky Hat and Sorcerer's Apprentice you can combo them with the Jr. Navigator to gain infinite Spell Power and one shot Tekahn with a Moonfire.

    I got it on my second try; good luck!

  • Tombs of Terror: Heroic

    Quote From Pezman

    Well every match is different I suppose (except he ALWAYS has Rakanishu on turn 2, wtf). Ultimately he just has way too much board presence through 4/4 lackeys, too much damage with C'Thun, and too much sustainability with Khartut Defenders and Obsidian Statues (and resurrecting those bastards over and over).

    Finley's bubble blower hp is more than enough to constantly fill your board with stuff so cthun doesnt just one shot you. I dont actually remember shudderwork being in the mix but I never did get my weapon to the very end of the battle. If I'm not mistaken so long as you dodge the first 2 phases, the last phase is pretty simple so the lance being destroyed mid phase 2 isn't really any issue. Its only truly powerful in the first phase.

    Its not easy but I can attest that if you got a fully loaded finley, theres more than enough room to make a few errors and still get it right to the end. Just remember to always transform cthun. The rest are not really relevant. Bubble blower more than makes up for anything short of the worst starting hand ever.

     

  • Tombs of Terror: Heroic

    I think the plague of death at heroic is probably more to your liking. That was genuinely the only boss where I had to think ahead of my plays. This was the case for tekhan as well, but I gave myself a handicap by resorting to only using finley so that doesn't count for me.

    But more to the argument, I think the 300hp boss is the step in the right direction, although I will agree with you that easy runs tend to take the fun of the experience. I think the proper balance here would be to allow the boss to heal back to the 100s of their health with each run, so its not a cheap shot or an inevitable.

  • Tombs of Terror: Heroic

    I finished him with renos gatling wand treasure. I started with reno to have a high chance to draw it and then tryed my best to survive until I played enough spells to finish him with the wand. It's also good to remember that you always topdeck Addarah when you pick Elise

  • Tombs of Terror: Heroic

    Pro

    Well every match is different I suppose (except he ALWAYS has Rakanishu on turn 2, wtf). Ultimately he just has way too much board presence through 4/4 lackeys, too much damage with C'Thun, and too much sustainability with Khartut Defenders and Obsidian Statues (and resurrecting those bastards over and over).

  • Tombs of Terror: Heroic

    Pro

    This is a great suggestion, but he also runs Shudderwock, which repeats the weapon removal.

    Grinding this adventure in heroic is the last thing I want to do. I beat each chapter exactly once, and have no desire to go back for more treasures. 

  • Tombs of Terror: Heroic

    Quote From dapperdog
    Quote From Risen

    Finley with the lifesteal weapon and discover a minion hero power. IIRC i got him down on the first try.

    And yea, the 300hp bosses thing really killed my enthusiasm for it. The replay value is so low. I played Dalaran Heist for a few months, but this one felt like an unfun chore.

    Don't really know why so many people hated the 300hp bosses. At least your progress is saved, and having those one-run kills has been genuinely fun for me.

    In K&C the 7-final bosses were so disgustingly unfair till this day I still get PTSD from it having grinded all the classes to get that fantastic card back. There's nothing like wasting 45 min to get to the final only to get your toosh handed to you by some of the most unfair bosses designed specifically to induce rage quitting

    I preferred the K&C bosses because they felt like a real challenge that required an exceptionally strong deck to beat. Getting a 300 hp boss down in one go feels great, sure, but the fact that you can just whittle away at them with mediocre decks and still beat them in the end makes winning more of a foregone conclusion and a slog, if you ask me. Unless you have an amazing deck chances are you're going to have to do the whole run at least twice. For me, the original dungeon run was just about the right level of difficulty, whereas the newer versions of the concept have all been a bit too easy.

     

    It's not fun to lose to the last boss in a run, but it's not very satisfying if you breeze through your runs without difficulty either. Where exactly the line is is obviously subjective, but I wouldn't mind heroic being a bit more of a challenge. It's heroic, after all, it's not supposed to be easy. So long as all the playable content can be unlocked in normal mode I don't see a reason why they shouldn't have heroic cater a bit more toward the niche of masochists that enjoy beating (and getting beat up by) overpowered bosses. It makes that card back a bit more meaningful as a badge of honour rather than a participation trophy. Is there such a thing as bosses that are too strong? Again, that's subjective, but for me some of the BRM bosses like Drakkisath and Maloriak were a painful chore to beat. That said, even the stronger bosses in dungeon run style adventures tend to give you some breathing room early on, which makes the experience feel a lot less oppressive even if you do end up losing, IMO.

  • Quest Trading - Play A Friend!

    Battletag: blacktorch#11599

    Region: America

    Trade only?: Yes, you go first

  • What NEW thing do you think would benefit Hearthstone?

    - Season Pass with unlockables (Cards and Cosmetics)

    - More Cosmetics as alternative Artworks and Borders

    - Dual Class Mode and Cards

    - Seasonal cards from Wild each month (Doom in the tomb like)

  • What NEW thing do you think would benefit Hearthstone?

    Its a long shot, but one thing I'd like to see is an expansion of the tavern brawl, so it has multiple play modes with its own ladder to boot. Heres a few ideas;

    - We all know the classic set is kinda busted, but with so many expansion per year theres enough material here to create a play mode where all the classic sets are banned. This will allow newer players to manage some deck instead of starting with this massive disadvantage in legendaries

    - Similar to the one class only tournament, all decks must come with some sideboards. While we're on it, why not allow banning one card from the deck of your opponent, to be replaced with one card from the sideboard.

    - No epics & legendaries allowed. Again, this is for all the newbies out there (wish this was in place when I first joined). And it forces team5 to rethink their rarity settings

    Most of this has already been done in tavern brawl before, but it has always been a weekly event. Why not make some a permanent feature. If nothing else, it will at least make some filler cards more valuable.

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

    Nope! The first part is related to the card, but it does not necessarily mean its a woman

  • Tombs of Terror: Heroic

    Quote From Risen

    Finley with the lifesteal weapon and discover a minion hero power. IIRC i got him down on the first try.

    And yea, the 300hp bosses thing really killed my enthusiasm for it. The replay value is so low. I played Dalaran Heist for a few months, but this one felt like an unfun chore.

    Don't really know why so many people hated the 300hp bosses. At least your progress is saved, and having those one-run kills has been genuinely fun for me.

    In K&C the 7-final bosses were so disgustingly unfair till this day I still get PTSD from it having grinded all the classes to get that fantastic card back. There's nothing like wasting 45 min to get to the final only to get your toosh handed to you by some of the most unfair bosses designed specifically to induce rage quitting

  • Tombs of Terror: Heroic

    Honestly, I found Tekahn to be by far the easiest plague-boss to beat, so much so that I had to go back and fight him again just to remember what he was like. Beat him on the first go, again.

     

    It might help if you could describe what's going wrong for you when you fight him.