instructions unclear. Crafted Dragon-Gonk Druid immediately. I will make sure to run double Platebreaker and double Kobold Stickyfinger so I'm prepared to face every deck in the meta.
Yeah i haven't made the control priest deck, i am waiting on pack opening to actually craft stuff, but if i get it i will make the deck both in HS and on here, control priest has a lot of tools but no real way to win(there's some combo ideas going around but they seem pretty fringe IMO) So it should be pretty interesting.
and as for other classes, like kansas has said it would probably only ever be good in wild with finley.
I thought about the new minion that gives the next hero power +1 cost and the old wild card that made your next hero power cost zero, but i didn't think about water boy, idk how that would work with giving the opponent the hero power, probably just at the end of their turn it's back to normal, but it might still be over at the end of your turn since it might be a board effect for your side, no matter whose hero power it works for. Interesting in a board interaction kinda way, but i wouldn't intentionally put it into a deck, you can only put so many tech cards into a deck after all.
btw what do you think about Waterboy ? Do you think we can use it for decrease the hero power permanently ? or increase the hero power of the opponent ? I mean it came to my mind now maybe it can work, or not ?
You actually wont find Sathrovarr in packs due to the golden version being exclusive to people who went to blizzcon or got the virtual ticket. Not sure about Sheild of Galakrond though, got 0 in packs when doing the pre-release so I would expect them also not to show up in packs, including the golden version as they have done in the past
ehhh, i liked shadowform more because there's a chance you aren't in a matchup where it'd be good to swap hero powers and you would rather have the 2 damage yourself or maybe 3 from double SF, i'd rather have one dead card and one card that is situational in a bad matchup than 2 dead cards.
Using Grizzled Wizard twice doesn't give them your hero power already ? Why should we use Shadowform ? I mean Priest's hero power worse than it i think.
Kidding, but yeah I (and I expect a lot of people) have been guilty of most of these at some point so thanks for the reminder.
I will add my own: Be careful with your crafting. I feel like I've posted this 300 times in the last two months, but I crafted a lot to try and make Dragon Warrior work during RR and it never materialized. Just because Blizz is throwing out some vague idea of a deck (say Inspire Hunter or Treant Druid) doesn't mean there's a real place for it in the meta. If you're crafting for the memes then go nuts, but if you're a very focused ladder-climber who needs to spend dust carefully, I'd say wait at least a week or two to see how the early meta is shaking out before burning a bunch of dust.
Yeah but i'm assuming if you're playing this combo in wild you are already pretty confident in your own hero power, your tank up, or heal for four or whatever DK you yourself are running, the sideshow combo with it just seems too unreliable to me. but i mainly play standard, so idrk.
That's fair - if I was going to include any tech, it would be that plus 1-2 ASO. I maintain, however, that the BGH include is a next-level tech that will catch a lot of people out.
With Sideshow Spelleater you copy their hero power, then you swap them with Grizzled Wizard and replace theirs with Sir Finley Mrrgglton. Then at the end of the turn the hero powers swap back, you have the cool one and your opponent has the basic one.
With the new expansion this evening I thought now would be a good time to offer a few words of wisdom regarding deckbuilding in a new expansion meta. I'm sure to some of you this will all be old news - but I see the same mistakes repeated often enough during the first week of an expansion that I feel a reminder is warranted.
I should add, to be clear - I am not a big deckbuilder. What I am, however, is a deck critic. I may not be able to put together a high legend decklist from scratch, but I can certainly look at a decklist that already exists and tell you what's wrong with it! I will also add that this advice is intended only for people who actively want to win games on ladder during this period - if you're more interested in building a fun list than a good one, by all means, go for it. I won't tell you it's wrong to build a fun list and have fun with it - I will, however, tell you it's wrong to build a 'for fun' list and expect it to win. For my own amusement, I'm going to include a 'that guy' for every point. Remember - don't be that guy.
1. If you want to rise, play aggro. Early control lists tend to be phenomenally greedy as people try to pack in all the shiny new win-more legendaries they got. They skimp on both early board pressure and AoE. If you care more about winning games than about checking out new cards, lean towards aggressive archetypes - not only do these punish deckbuilding mistakes more reliably than other archetypes, they're also a lot harder to screw up! That means if you do want to try out new cards, you can - and if you do it inside an aggro shell you're less likely to lose games because of it. That guy - jams ten 8+ cost cards into one deck and plays one of them per game at most.
2. Don't be greedy. If you are playing control, don't fall into that trap. Pay due respect to the aggressive lists that will be floating around. Don't just throw in a couple of AoE clears and decide that's good enough - if a single on-curve board clear was enough to shut out aggro decks they'd never be played. Even if you've got a control deck, look to be contesting the board as early as turn 1 or 2, bring targeted removal (or weapons) as well as AoE, and only include as many late-game finishers as you'd reasonably need. That guy - builds a mage list with two cards of <5 mana cost and a single flamestrike as AoE. Then whines on every forum he can find about how aggro is stupid and takes no skill.
3. Alternatively, be greedy. If you really want to run a greed list - and let's be honest, who hasn't been tempted when a new expansion drops and there's a bunch of cool high-cost legendaries - then go all out. There's no point including two anti-aggro cards in an otherwise heavily greedy list, because they're never going to be enough to do the job. If you're going greed, go FULL greed and ensure no control deck you meet can even hope to match your value. That guy - includes a tiny amount of anti-aggro in a horribly greedy list, then complains about losing to other greed decks because they'd just lose to aggro. Also loses to aggro; doesn't see the irony in this. If I'm going to be a 'that guy', this is probably the one I'll wind up as.
4. Identify your win condition. I see a lot of post-expansion decks that basically amount to jamming a bunch of new cards into a box and hoping you wind up winning somehow. Unfortunately, that's not really how card games work these days. You will need to know what your win condition is - whether it's aggression, direct damage, tempo, value - and be working towards it as early as the deckbuilding stage. With each card you add, challenge yourself to identify how it's working towards your win condition - and, if you want to win games, don't accept 'because it's so cool' as an answer. In particular, be careful of trying to 'do it all' - don't add cards 'just in case' if they're not furthering your game plan in some way. To give a classic example - I saw a lot of people putting Elysiana in their lists at the start of her expansion, presumably 'just in case it goes to fatigue' - despite their game plan not being value-oriented at all. That guy - has what amounts to 20 tech cards in a 30 card list. Complains about his awful luck because his topdecks are always so bad.
5. Avoid tech cards. Tech cards are for targeting something you're expecting to face a lot of, or for swinging close matchups. Neither is something you can realistically evaluate at this stage with any real reliability. Instead, build a generalist list, but identify 1-4 cards that you can easily flex into tech choices as you get a feel for what you're seeing a lot of. Alternatively, if you want my guess - Dragonmaw Poacher is the obvious one due to all the dragons floating around. The next level, however, is to also tech Big Game Hunter as the on-curve counter to an on-curve Poacher. I strongly suspect anti-weapon tech will be valuable due to Pirate and Warrior both being favoured, as well as Galakrond's fully invoked 5/2. But realistically I'm just taking educated guesses - because that's all you can do right now. That guy - insists on including double Hungry Crab in every list he makes because he hates Murlocs. Last saw a Murloc in-game before the Wild cards rotated in.
6. Think probabilities. Remember that very few games will see you draw your entire deck, and a sizeable percentage won't even make it to turn 10. If your deck requires you to draw certain cards - the most obvious current example being Invokers - include more copies than you're going to need, to ensure you draw the required number. If your deck relies heavily on specific cards, include tutors for those cards. If you're building a combo deck, include a LOT of card draw - preferably low cost card draw, as the longer it takes you to assemble your combo the more likely you are to run out of resources. That guy - puts two copies of Corrupt Elementalist in his Galakrond Shaman list, with no other Invokers. Complains about never having a fully Invoked Galakrond. Alternatively, runs exactly 25 mana of Paladin spells alongside Shirvallah.
He said he only plays standar (sic), and that he was only buying wild packs for the dust of the legendary within the first ten packs.
I agree that buying one pack at a time is definitely the way to go IF he decides to follow through with his plan, but I think he would his standard collection more by buying packs of the last three expansions, because he avoids the loss of value due to the card to dust to card conversion and will end up with more cards he can actually use in standard.
Yeah i imagine it is just a plain better card in wild since you can play finley and discover the worst hero power for your opponent possible, but in standard replacing summon a 2/1(shaman galakrond) with just deal 2 damage is good enough since the shaman deck probably buffs their minions and plays bloodlust and all that. and the thing with Sideshow Spelleater is that they still have access to their hero power whereas with the shitty wizard they don't anymore. Bloodreaver gul'dan hero power basically wins the fatigue matchup on it's own most of the time so getting rid of that and replacing it with lifetap again would really screw him over.
Grizzled wizard can also be used with Sir Finley Mrrgglton in wild. You can also use Sideshow Spelleater to just straight up steal their hero power. Man, I really hope I open this guy.
Can you explain better the interaction between Faceless and Shidderwok?
How to get multiple copies? Tks
Descent of Dragons Launch Survival Guide - Everything You Need To Know
Hearthstone deck tracker with PackTracker (https://github.com/MGK82/PackTracker)
It doesn't support multiple regions though.
Day One decks - common mistakes
instructions unclear. Crafted Dragon-Gonk Druid immediately. I will make sure to run double Platebreaker and double Kobold Stickyfinger so I'm prepared to face every deck in the meta.
Anti Galakrond/quest Tech, for control priest.
Yeah i haven't made the control priest deck, i am waiting on pack opening to actually craft stuff, but if i get it i will make the deck both in HS and on here, control priest has a lot of tools but no real way to win(there's some combo ideas going around but they seem pretty fringe IMO) So it should be pretty interesting.
and as for other classes, like kansas has said it would probably only ever be good in wild with finley.
Anti Galakrond/quest Tech, for control priest.
I asked it because of other classes honestly. Priest can use Shadowform for extra tech but others can't so it might be good for other classes.
i will try it if i open Grizzled Wizard at least on innkeeper (my ol' buddy) :D
I'll write here after i try.
Anti Galakrond/quest Tech, for control priest.
I thought about the new minion that gives the next hero power +1 cost and the old wild card that made your next hero power cost zero, but i didn't think about water boy, idk how that would work with giving the opponent the hero power, probably just at the end of their turn it's back to normal, but it might still be over at the end of your turn since it might be a board effect for your side, no matter whose hero power it works for. Interesting in a board interaction kinda way, but i wouldn't intentionally put it into a deck, you can only put so many tech cards into a deck after all.
Anti Galakrond/quest Tech, for control priest.
Ah ok, missed that part ! :)
btw what do you think about Waterboy ? Do you think we can use it for decrease the hero power permanently ? or increase the hero power of the opponent ? I mean it came to my mind now maybe it can work, or not ?
Descent of Dragons Launch Survival Guide - Everything You Need To Know
You actually wont find Sathrovarr in packs due to the golden version being exclusive to people who went to blizzcon or got the virtual ticket. Not sure about Sheild of Galakrond though, got 0 in packs when doing the pre-release so I would expect them also not to show up in packs, including the golden version as they have done in the past
Anti Galakrond/quest Tech, for control priest.
ehhh, i liked shadowform more because there's a chance you aren't in a matchup where it'd be good to swap hero powers and you would rather have the 2 damage yourself or maybe 3 from double SF, i'd rather have one dead card and one card that is situational in a bad matchup than 2 dead cards.
Anti Galakrond/quest Tech, for control priest.
Using Grizzled Wizard twice doesn't give them your hero power already ? Why should we use Shadowform ? I mean Priest's hero power worse than it i think.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Diving Gryphon.
I am as quick as a rocket, - has Rush.
As small as a frog, - one health, like Frog.
As strong as a boar, - four attack, like Huffer.
Though won’t last long - since it can't go face and only has one health, its only purpose is to attack and die.
Anti Galakrond/quest Tech, for control priest.
That is a very good point, most of the time it is enough to ruin your opponent's hero power and not steal it.
Thank goodness now I don't have to craft sideshow spelleater
Day One decks - common mistakes
My strategy: try out as much new cards as possible, but keep an eye on:
1. distribution (70% of your cards should be lower than 7 mana)
2. removal (single and AOE is needed, except when you go full aggro ofc)
3. silence/anti-weapon/ etc some of those will come in handy always.
4. Heals/armor will not hurt either.
5. Draw: without draw your new cards will not show up most of the time.
Day One decks - common mistakes
I feel very attacked right now....
Kidding, but yeah I (and I expect a lot of people) have been guilty of most of these at some point so thanks for the reminder.
I will add my own: Be careful with your crafting. I feel like I've posted this 300 times in the last two months, but I crafted a lot to try and make Dragon Warrior work during RR and it never materialized. Just because Blizz is throwing out some vague idea of a deck (say Inspire Hunter or Treant Druid) doesn't mean there's a real place for it in the meta. If you're crafting for the memes then go nuts, but if you're a very focused ladder-climber who needs to spend dust carefully, I'd say wait at least a week or two to see how the early meta is shaking out before burning a bunch of dust.
Anti Galakrond/quest Tech, for control priest.
Yeah but i'm assuming if you're playing this combo in wild you are already pretty confident in your own hero power, your tank up, or heal for four or whatever DK you yourself are running, the sideshow combo with it just seems too unreliable to me. but i mainly play standard, so idrk.
Day One decks - common mistakes
That's fair - if I was going to include any tech, it would be that plus 1-2 ASO. I maintain, however, that the BGH include is a next-level tech that will catch a lot of people out.
Day One decks - common mistakes
No sir; I can't avoid Dragonmaw Poacher as a dragon-tech card at first day of Descent of Dragons !
Descent of Dragons - Arena Preview
I will do only 2 things while drafting;
looks: "are those Dragonmaw Poacher and Faceless Corruptor ?"
chooses
looks: "are those Dragonmaw Poacher and Faceless Corruptor ?"
chooses
Especially for today and first week before they got banned or nerfed.
It was a great read tho. I love this arena team since hearthpwn days and learnt so much things from you.
Anti Galakrond/quest Tech, for control priest.
With Sideshow Spelleater you copy their hero power, then you swap them with Grizzled Wizard and replace theirs with Sir Finley Mrrgglton. Then at the end of the turn the hero powers swap back, you have the cool one and your opponent has the basic one.
Day One decks - common mistakes
With the new expansion this evening I thought now would be a good time to offer a few words of wisdom regarding deckbuilding in a new expansion meta. I'm sure to some of you this will all be old news - but I see the same mistakes repeated often enough during the first week of an expansion that I feel a reminder is warranted.
I should add, to be clear - I am not a big deckbuilder. What I am, however, is a deck critic. I may not be able to put together a high legend decklist from scratch, but I can certainly look at a decklist that already exists and tell you what's wrong with it! I will also add that this advice is intended only for people who actively want to win games on ladder during this period - if you're more interested in building a fun list than a good one, by all means, go for it. I won't tell you it's wrong to build a fun list and have fun with it - I will, however, tell you it's wrong to build a 'for fun' list and expect it to win. For my own amusement, I'm going to include a 'that guy' for every point. Remember - don't be that guy.
1. If you want to rise, play aggro. Early control lists tend to be phenomenally greedy as people try to pack in all the shiny new win-more legendaries they got. They skimp on both early board pressure and AoE. If you care more about winning games than about checking out new cards, lean towards aggressive archetypes - not only do these punish deckbuilding mistakes more reliably than other archetypes, they're also a lot harder to screw up! That means if you do want to try out new cards, you can - and if you do it inside an aggro shell you're less likely to lose games because of it. That guy - jams ten 8+ cost cards into one deck and plays one of them per game at most.
2. Don't be greedy. If you are playing control, don't fall into that trap. Pay due respect to the aggressive lists that will be floating around. Don't just throw in a couple of AoE clears and decide that's good enough - if a single on-curve board clear was enough to shut out aggro decks they'd never be played. Even if you've got a control deck, look to be contesting the board as early as turn 1 or 2, bring targeted removal (or weapons) as well as AoE, and only include as many late-game finishers as you'd reasonably need. That guy - builds a mage list with two cards of <5 mana cost and a single flamestrike as AoE. Then whines on every forum he can find about how aggro is stupid and takes no skill.
3. Alternatively, be greedy. If you really want to run a greed list - and let's be honest, who hasn't been tempted when a new expansion drops and there's a bunch of cool high-cost legendaries - then go all out. There's no point including two anti-aggro cards in an otherwise heavily greedy list, because they're never going to be enough to do the job. If you're going greed, go FULL greed and ensure no control deck you meet can even hope to match your value. That guy - includes a tiny amount of anti-aggro in a horribly greedy list, then complains about losing to other greed decks because they'd just lose to aggro. Also loses to aggro; doesn't see the irony in this. If I'm going to be a 'that guy', this is probably the one I'll wind up as.
4. Identify your win condition. I see a lot of post-expansion decks that basically amount to jamming a bunch of new cards into a box and hoping you wind up winning somehow. Unfortunately, that's not really how card games work these days. You will need to know what your win condition is - whether it's aggression, direct damage, tempo, value - and be working towards it as early as the deckbuilding stage. With each card you add, challenge yourself to identify how it's working towards your win condition - and, if you want to win games, don't accept 'because it's so cool' as an answer. In particular, be careful of trying to 'do it all' - don't add cards 'just in case' if they're not furthering your game plan in some way. To give a classic example - I saw a lot of people putting Elysiana in their lists at the start of her expansion, presumably 'just in case it goes to fatigue' - despite their game plan not being value-oriented at all. That guy - has what amounts to 20 tech cards in a 30 card list. Complains about his awful luck because his topdecks are always so bad.
5. Avoid tech cards. Tech cards are for targeting something you're expecting to face a lot of, or for swinging close matchups. Neither is something you can realistically evaluate at this stage with any real reliability. Instead, build a generalist list, but identify 1-4 cards that you can easily flex into tech choices as you get a feel for what you're seeing a lot of. Alternatively, if you want my guess - Dragonmaw Poacher is the obvious one due to all the dragons floating around. The next level, however, is to also tech Big Game Hunter as the on-curve counter to an on-curve Poacher. I strongly suspect anti-weapon tech will be valuable due to Pirate and Warrior both being favoured, as well as Galakrond's fully invoked 5/2. But realistically I'm just taking educated guesses - because that's all you can do right now. That guy - insists on including double Hungry Crab in every list he makes because he hates Murlocs. Last saw a Murloc in-game before the Wild cards rotated in.
6. Think probabilities. Remember that very few games will see you draw your entire deck, and a sizeable percentage won't even make it to turn 10. If your deck requires you to draw certain cards - the most obvious current example being Invokers - include more copies than you're going to need, to ensure you draw the required number. If your deck relies heavily on specific cards, include tutors for those cards. If you're building a combo deck, include a LOT of card draw - preferably low cost card draw, as the longer it takes you to assemble your combo the more likely you are to run out of resources. That guy - puts two copies of Corrupt Elementalist in his Galakrond Shaman list, with no other Invokers. Complains about never having a fully Invoked Galakrond. Alternatively, runs exactly 25 mana of Paladin spells alongside Shirvallah.
Good luck with your Day 1 deckbuilding, folks.
question about wild packs
He said he only plays standar (sic), and that he was only buying wild packs for the dust of the legendary within the first ten packs.
I agree that buying one pack at a time is definitely the way to go IF he decides to follow through with his plan, but I think he would his standard collection more by buying packs of the last three expansions, because he avoids the loss of value due to the card to dust to card conversion and will end up with more cards he can actually use in standard.
Anti Galakrond/quest Tech, for control priest.
Yeah i imagine it is just a plain better card in wild since you can play finley and discover the worst hero power for your opponent possible, but in standard replacing summon a 2/1(shaman galakrond) with just deal 2 damage is good enough since the shaman deck probably buffs their minions and plays bloodlust and all that. and the thing with Sideshow Spelleater is that they still have access to their hero power whereas with the shitty wizard they don't anymore. Bloodreaver gul'dan hero power basically wins the fatigue matchup on it's own most of the time so getting rid of that and replacing it with lifetap again would really screw him over.
Anti Galakrond/quest Tech, for control priest.
Grizzled wizard can also be used with Sir Finley Mrrgglton in wild. You can also use Sideshow Spelleater to just straight up steal their hero power. Man, I really hope I open this guy.
[Game] Card Treasure Hunt (The Resurrection Attempt)
No
[Game] Card Treasure Hunt (The Resurrection Attempt)
Spark Engine