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  • Best Decks for Brawl Block: Tinyfin Mode

    Simple Beast Hunter did it for me, 1 shot, quite easy.

  • Daily Quests - New Ideas/Trash Removal

    Quote From Zwane

    And maybe they should introduce trinket cards? Which kindof work as the perks in the adventures.(Say all minions of the opponent have one less attack or something :) lol). Sure this would be difficult to "balance" and people would cry out "unfair"!! But at least you would be more interesting in doing the quests...and if you could only use them for a limited time, say 5 times or something, a temporary buff, then it might work, and it would be "fair": people spending the time to do the quests get better "gear" and therefore have an advantage for a limited period. Just my 2 cents.

    There already are trinkets, in the Solo adventures and yes, they are totally unfair. For example the one that gives opponent minions minus 1 attack.

    And of course it would be totally bad, that you are playing your 6th game and have a clear un-advantage.

    For these modes you have brawls and solo content.

  • Best Decks for Brawl Block: Tinyfin Mode

    Burgle rogue was fun, and won 3 in a row

  • Best Decks for Brawl Block: Tinyfin Mode

    Smorc warrior is also good

  • Rock, Paper, Scissors: Highlanderadin, Big Swing Druid, and a Mech Draw Machine Warlock

    1. If you have a 1-drop already, they can be worth the keep depending on what you are facing. If you need to fight for board like against aggro, I'd keep magic carpet. If you need to snowball stats like against control, I'd keep the History Buff. 

    2. Crystology is almost always worth the keep in my opinion. Zalae says so too in the video I sent.

    3. Hungry Crab is fine, I don't many murlocs at rank 1 so I haven't run it. The 1 drops don't matter a whole lot what they are, the mechs are essential though due to magnetize, the rest do very similar things.

    Really I just look for a good curve hand. 1 into 2 into 3 with is fine, with magnetize cards it's fantastic. Also I love 1-drop + Beaming sidekick when I have the coin. If I don't have that, I try for the highlander cards. There are tons of 1-drops so unless it's specifically good in the matchup or for my hand I don't mind mulliganing them because you will likely find more for your first turn.

  • Fleshshaper + Mutate is a problem

    Quote From MalcolmReynolds
    Quote From Putontheglasses

    This combo doesn’t specifically need a nerf but there is no good reason why minions shouldn’t have the card cost used to play them. This would fix the mutate or transform combo with other mana discounted minions as well. There is absolutely no good argument against this other than developer laziness to code this.

    Anyone trying to do mental gymnastics to argue against this is just being contrary or white knighting.

    You really don't have to do mental gymnastics to understand why it works like this. The base cost is 7, so when the cost is increased by 1 it goes to 8. It is the same as if a minion with Power Word: Shield dies and then is resurrected but it does not keep the +2 health buff. The Resurrection mechanic does not care about anything that has changed the minion, it will bring back the same base minion

    Cards like fleshshaper or any other giant could read "you can play this card for (1) less for each X" but it would just be a lot simpler to say "this costs (1) less for each X". The change in cost is not a permanent buff, it is an aura that goes away when it is played.

    This is exactly the kind of mental gymnastics Putontheglasses was talking about. Yes, we get how it works. We're saying it's wildly inconsistent with how the game interacts with other buffs/stat changes. If you, say, hand-buff a minion and then play it, the buff is remembered while the minion is in play. The game "forgets" about buffs, debuffs and other such alterations when the minion leaves play because it dies, gets bounced to hand, shuffled into the deck, w/e. However this bit is irrelevant to the argument, which revolves around discount minions while they're in play after being played for a reduced cost.

     

    In a more consistent hearthstone, a giant would remember what manacost it was played for as long as it remains in play. Of course once it dies, you'd res it with its printed mana cost.

     

    Fixing this silly and inconsistent handling of mana costs would instantly fix a bunch of oppressive interactions involving discountable minions and cards that care about mana cost. It'd make the conjuring nerf unnecessary. It'd make the game more intuitive and fair.

  • thoughts on PokeMon Sword/Shield

    Well i personaly am so freakin Hyped for Pokemon Sword & Shield - played every Pokemon since Red & Blue and wished for a "Real" Pokemon Game on Console (playabler on TV) for so long - and now i finaly get that!!!

    I'm also one of the few Fans who are not that angry about not including the Whole National Dex - i think the almost 500 Pokemons that will be in there will be enough for now :)  - and i'm also sure they will give us updates regarding the Map and even Pokemons :)

    The new pokemons look ok - yes some way better than others but so far i mostly like the designs - with a few exceptions of course :) 

    The Dyna and Gigantamaxing is ok i guess but not that exciting to me personaly - that's a feature i could live without but also have not a problem with as long as it isn't crucial to the game - for example: If the game would force you to use it - otherwise you would not win that would be a Bummer!

    I also like the character customization very much and i think the game looks awesome! Sure it is not an Xbox with 4K but i do not need that - i realy like the look so far and hope that both the story and characteristics in the game will be awesome!

    The only feature i think is a total fail and totaly in the wrong place here is the "Curry-Dex" - i mean i wanna play pokemon and not overcooked - this feature simply does not work with the Pokemon flavor - at least for me :) - and i hope this is not to prevelent in the game - or even needed to get further in the story somehow :) :) 

  • Fleshshaper + Mutate is a problem

    Quote From Putontheglasses

    This combo doesn’t specifically need a nerf but there is no good reason why minions shouldn’t have the card cost used to play them. This would fix the mutate or transform combo with other mana discounted minions as well. There is absolutely no good argument against this other than developer laziness to code this.

    Anyone trying to do mental gymnastics to argue against this is just being contrary or white knighting.

    You really don't have to do mental gymnastics to understand why it works like this. The base cost is 7, so when the cost is increased by 1 it goes to 8. It is the same as if a minion with Power Word: Shield dies and then is resurrected but it does not keep the +2 health buff. The Resurrection mechanic does not care about anything that has changed the minion, it will bring back the same base minion

    Cards like fleshshaper or any other giant could read "you can play this card for (1) less for each X" but it would just be a lot simpler to say "this costs (1) less for each X". The change in cost is not a permanent buff, it is an aura that goes away when it is played.

  • Classic WoW Advice

    I personaly would prefer Human - i like the Starting Area all around better and i also like the Desperate Prayer :) 

  • Best Decks for Brawl Block: Tinyfin Mode

    I built a weird shaman deck that was kinda a control deck and kinda a zoo deck, besically you survived and played lots of minions until you could play either one or two Bloodlusts and win. 

    so far I am 4-0

  • SoU - Quest / Wall Priest 4.0

    No problem mate!

    Nice - yes the climb can be quite long with this deck but manageable :) - and so far pretty decent even against aggro - because if you survive long enough they don't stand a chance - and also pretty Good against warrior so far , because you still have (or should have) rezz left after he used all of his removal :)

     

    Yes i hope so too because i like this Archetype way more than the Aggro/Combo Priest

  • Odds of buckets

    Staff Pro
    Quote From Vortid

    Hmm interesting. Bit of a mixed bag...

    I felt in the first dungeon run, that it was pretty clearly increased odds to get e.g. jades if you picked jades. But not guaranteed. But these last 2, Im not so sure. Maybe it is just a slight bonus...

    Yeah, if there is a bonus, it is very likely to be minimal. The Dungeon Crawls can be more fun when you have a couple of different synergies so if you only ever got Battlecry bundles, you'd always feel like you had to take them or you'd be doing your deck a disservice.

  • Classic WoW Advice

    Staff Pro

    I'd go Human tbh; Perception is way too good in PVP! Of course, the Spirit is also insanely awesome to have, and if you want to rep grind for any of the other faction's mounts, Diplomacy will certainly help you out there with that 10% passive boost.

    You've also got better Priest spells as a Human if you want to stay alive. Desperate Prayer is an instant heal (though 10-minute cooldown does suck) that will recover tons of health. Feedback will help screw over enemy casters, burning their mana and causing damage.

    You're far more likely to not need to run back to your corpse in the world if grouping with other people btw, it would only really be dungeons and even then, maybe only the early ones. So far, even grouping with people that very clearly have zero clue of what is going on, stuff is dying too fast to wipe us in dungeons, including some crazy pulls I initially thought were going on do so.

    You may not want to discount Dwarf though. Like humans, they also get Desperate Prayer, and then their unique ability is the fantastic Fear Ward! Stoneform is also excellent for PVP since it will give you some extra armor and make you immune to Bleeds, Poison, and Diseases - and an easy way to cleanse yourself of those currently on you.

    Really though, horde for life =)

  • Odds of buckets

    Hmm interesting. Bit of a mixed bag...

    I felt in the first dungeon run, that it was pretty clearly increased odds to get e.g. jades if you picked jades. But not guaranteed. But these last 2, Im not so sure. Maybe it is just a slight bonus...

  • Odds of buckets

    Staff Pro

    I definitely believe that they are weighted based on your previous choices so that you have a good chance of having a successful run, though that's just one person which makes for a terrible sample size.

    I recall back to a few times where I was playing with C'Thun and it seemed like every other boss at least I was getting more C'Thun friendlies. Same deal with the current Tombs of Terror where I went for Battlecry and it showed up every single boss kill except one.

    I wouldn't be surprised if AliRadicali was right and that Treasures could also play into bucket weighting.

    Nothing client-side shows anything that supports bucket weighting, but as we know from Blizzard, nothing is ever truly random.

  • Best Decks for Brawl Block: Tinyfin Mode

    Disco zoo worked well for me

  • Fleshshaper + Mutate is a problem

    This combo doesn’t specifically need a nerf but there is no good reason why minions shouldn’t have the card cost used to play them. This would fix the mutate or transform combo with other mana discounted minions as well. There is absolutely no good argument against this other than developer laziness to code this.

    Anyone trying to do mental gymnastics to argue against this is just being contrary or white knighting.

  • The Most Obnoxious Deck

    Got smacked about by a similar one in my first brawl match.

  • The Most Obnoxious Deck

    Whoops! 2 of them where supposed to be Loot Hoarders

  • The Most Obnoxious Deck

    4 Northshire? 

  • Steal the Opponent's Quest!

    Would there finally be a home in this crazy deck for Princess Talanji, maybe instead of Plague of Death?

  • Patch 15.2 - Discover Mechanic Changes, Tombs of Terror Prep, Wild Gets the Smarter Deckbuilder

    Genius!

  • Sandbinder

    Siamat too!

  • King Krush

  • Sir Finley of the Sands

    Not totally wrong, but not even totally right.

    It's true, Finley is the explorer that has the least impact the turns he's played: Reno removes 10 health worth of enemies, Brann summons Big Daddy Krush and Elise gives you insane value/enable OTK.

    On the other hand, Finley gives you remarkable value on the distance. Take this deck for example: if you play it on curve or even in the first 5 turns, it will be game winning 70% of the time. We just have to wait for more support (being it either Midrange or Control)