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  • New Priest Hero - Galakrond, the Unspeakable

    Extremely good control card for priest. Someone will deffinetly make a deck with Convincing Infiltrator + Obsidian Statue and Shadowreaper Anduin. 

    5 stars but I hope it sucks because priest already has so many boardclears 

  • New Warlock Hero - Galakrond, the Wretched

    This may be good but the deamon pool right now is not as exciting as it was last rotation given that Doomguard and Voidlord are both gone  . Still , it will do it's job in an agro-to-midrange deck .

    4 stars

  • New Rogue Hero - Galakrond, the Nightmare

    It will be played, packs too much things not to.

    The thing is, this card is mixed value and tempo, where tempo gain depends on your deck composition. If you play a lot of low cost cards, then you lose out a lot on its battlecry. Hero power (value) is not bad, but weaker than Warlock's, and significantly weaker than Warrior's Galakrond HP.

    Edwin/Adventurer fuel or Combo activator, but there are plenty of them already, and those are just 3 single threats.

  • Ability to link HS Battlegrounds cards

    Staff
    Quote From AliRadicali

    Is there a stickied post or something with all of the bbcode? If not, i'm sure I'm not the only one who would find that helpful.

    I wrote down the stuff i remember that we've implemented here.

  • Battlegrounds Devs - Dragons Being Added, Tier 5 King Magurgle, Possible Amalgam Nerfs

    Honestly, I'm so tired of the constant complain about people playing Shaman.

    Even before the reintroduction of those wild cards, quest Shaman was one of the most fun decks to play. It didn't have a great win rate (only marginally above 50%) but was the most popular of them all. Why? Simply because it's one of the least monotonous decks in the history of this game. A lot of different tokens get generated each game, making every game you play different to the last one. On top of that, people aren't playing the same cookie-cutter version of it either, but add their own flavor to the mix.

    Yeah, adding in those wild cards made for some (unfortunate) OP early game combo's. I get that those aren't fun to play against. You still need to be pretty lucky to pull it off and comes with the downside of delaying your quest. You'll also have a hard time to keep up if your turn 4 eight mana minion is either a weak one or dies straight away.

    Which brings me to the trend of people these days seeming to have raised 'bitching and moaning' to a form of art c.q. lifestyle. What the fuck happened to playing a game just for fun?

  • New Druid Spell - Secure the Deck

    Quote From RavenSunHS

    Savage Striker cannot hit face.

    Welp.

    There goes that idea.

  • Shu'ma

    I like that this card is unique and flavorful, but I really don't want to pull this.

    Token druid is dead, and do you really want this in shaman for bloodlust? Maybe it is sticky enough to see play there, but you have to play it on empty board, and it's expensive. End of the turn spawning is crucial downside.

    Maybe we all don't see something, but I doubt it.

  • New Druid Spell - Secure the Deck

    Savage Striker cannot hit face.

  • Hearthstone BattleGrind - A Battlegrounds Tournament

    Staff

    What Zelgadis said, basically they tried to minimise the damage the winner would deal to the "enemy". They often took the turn to level up their Tavern instead of buying minions and putting more stuff on the board. Or they did buy minions they wanted, but didnt play them; or even sell some they would sell of next turn anyway. Position stuff that it would die to a Divine Shield Taunt etc. or so that Deathrattles would spawn as little crap as possible.

    Health is a very important resource in Battlegrounds, we can clearly see that just by how +20 Health on Patchwerk makes him one of the best Heroes. So when they managed to minimise damage dealt to each other, or even cause a draw. And not only that, but often being able to upgarde Tavern on early turn where normally you would have been trying for board control so you dont take excessive damage, that created big advantages for them.

    It was actually a very interesting to see the strategy behind this team play, which had some random elements to it attached still, for obvious reasons, but it was another layer of play and a big part of why the winning team won.

  • New Warlock Hero - Galakrond, the Wretched

    I have to confess that initially I thought this card was weak, but I think it will pass okay in Standard, enabling Zoolock. This Galakrond packs:

    1) Great Invoke effect - This is the most important aspect of the card. Free upgraded Pala power with imp synergy, Jumbo Imps and other demon cards can now easily be good. This and Warrior Galakrond power is really strong due to the tempo of Invokers.

    2) 5/4 Invoker that provides great draw, even after transformation when you lose Life Tap.

    3) 5/2 Claw and 4 minions of which usually one will be beefy, as finisher.

    Overall, I like it.

  • Hearthstone BattleGrind - A Battlegrounds Tournament

    We might see seasonal shifts, where ladder is more popular after an expansion launches and Battlegrounds more popular when an expansion has been out for a while. I guess it's still better for Hearthstone though if people play/stream BG when they're bored of ladder instead of playing a different game entirely.

  • Battlegrounds Devs - Dragons Being Added, Tier 5 King Magurgle, Possible Amalgam Nerfs

    Lots of people have pointed out that a lot of dragons can't be added because their battlecries, but here's a few that could be added :

    1. Nightmare Amalgam. Already in the game, boom.

    2. Faerie Dragon. an aggressively statted early game minion

    3. Brightwing. It's battlecry will add a random legendary in a small pool, making it more valuable than in standard

    4. Cobalt Scalebane. end of the turn effects are pretty good, and this guy works with anyone.

    5. Sleepy Dragon. It's a big 'ol taunt

    6.Hungry Dragon. Instead of a 1 cost minion on your opponents it swaps a random minion in the recruitment stage with a 1 cost minion

    7. Hoarding Dragon. giving your opponent mana advantage is bad unless you can gaurantee this guy doesn't die easily.

    Problem is that dragons also don't have the same synergies that the other tribes have - i.e., no area wide buffs, no minions that benefit from friendly deaths, etc.

    but I'm sure Blizzard would add cards to make them competitive

  • Hearthstone BattleGrind - A Battlegrounds Tournament

    There is too much randomness to be sure of a draw, but they let the player with the stronger board would keep buffs in their hand to play after the round, to increase the chance of a draw or at least avoid dealing too much damage. I guess positioning as well, but I don't know the details there, since I watched the overall stream mostly and not specific streamers. Also they would often level up on turns before same-team fights.

  • Battlegrounds Devs - Dragons Being Added, Tier 5 King Magurgle, Possible Amalgam Nerfs

    Don't know why you are getting downvoted, I totally agree with you and so does most of the pro players. I enjoy playing shaman a lot but even I can't stand it any more. This meta is just too shaman-y. Whenever I play ladder I immediately queue into 3 evolve shaman in a row and just stop playing after that. I don't think battlegrounds is polished enough to be super fun yet, but it is definitely way more fun than standard right now.

  • New Druid Spell - Secure the Deck

    Quote From troY
    Quote From KANSAS

    Potential OTK:

    Secure the Deck twice, so now you have 6 copies of Claw in your hand.

    Play all 6 copies of Claw so your hero has 12 attack.

    Play 2 copies of Savage Striker to deal 24 damage your opponent's face!

    Then you can punch them for another 12 dealing a total of 36 damage! 

    The beauty of this combo is that you only need to draw 4 cards to get the full combo, albeit it does take up a lot of space in your hand, but it should be pretty easy to get around that.

    Another thing to note is that emperor thaurissan will reduce the cost of this combo from 10 to 2 with just one proc, so you can add whatever other card you want to the combo in order to deal extra damage.

     

    Since you can only play 1 copy of the Sidequest at the time, this combo seems very slow. Or is it Gonk's time to shine xd

    True, but it only take 2 turns to complete the quest, so over the coarse of the entire game it shouldn't be too hard

  • New Neutral Minion - Sathrovarr

    Interesting card. I’m expecting someone to find something cool to do with it comboed with Augmented Elekk or Khadgar.

  • New Warrior Spell - Molten Breath

    Looks like a good Dragon Warrior card. Bash, but better.

  • New Neutral Minion - Shield of Galakrond

    Quote From linkblade91

    Taunt means it can be discovered from Frightened Flunky, which makes you wonder what the Warrior's version of Galakrond will look like. 

    Ultimately it's fine, as others have noted.

    Cards that Invoke cannot be created by any means other than copy effects

  • New Neutral Minion - Twin Tyrant

    This is going in Dragon decks, definitely.

  • New Neutral Minion - Devoted Maniac

    Shield is meant to be in every galakrond deck, this isn't. It's not great anyways

  • Galakrond, the Unbreakable

    Card seems very powerful especially with the legendary spell.

  • Clear the Way

    Might be decent in Standard. As for Wild, I think not.

  • New Neutral Minion - Evasive Drakonid

    It’s fine but not exciting. Maybe some dragon decks will use it to smooth out their curve. It will definitely go on the board due to Discover cards.

  • Secure the Deck

    I can see this seeing play in a Wild combo Druid deck for sure!

  • New Neutral Minion - Shu'ma

    Probably bad. Maybe Quest Hunter or some weird Combo Priest will use it.