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  • Top Saviors of Uldum Cards That Pack a Punch or Fell Flat

    Staff

    I'm under the impression that HSReplay doesn't include discovered stuff in their winrates. Could be wrong though.

  • Hakkar card back/favorite back?

    Does anyone else like to play mind games with their cardback?  Pirate cardback on your dead man's hand warrior, jade lotus cardback on your Aviana OTK druid, that kind of thing :)  It's not so applicable in standard these days since they're not really making cardbacks for archetypes anymore but it was fun while it lasted

  • Top Saviors of Uldum Cards That Pack a Punch or Fell Flat

    Earthquake is a good card for Control Shaman, but sadly Control Shaman doesn't currently exist in the meta.  It's also strange that a 7-mana AOE board clear was printed one set after Hagatha's Scheme, which is a 5-mana AOE board clear that is usually just a better card to fit into decks.  Earthquake will have about 20 months before it rotates out of Standard, so there's some hope for the card.

  • Value mage can beat everything

    Mage is just all around awesome.  Lots of fun this expansion.  I prefer the Reno mage though, it really can beat anything ;p

     

     

  • Only costs everything I have to craft this deck. No big deal, right? :)

  • Help me refine a Strongholds concept

    Tough idea. On one hand, we do have things like Blackhowl Gunspire. This seems like a good way to big buildings with passive or activated effects.

    But there might be room for other ways to do it. Passive Hero Powers or equipping a stronghold in the weapon slot. The Quest/Secret space, like you've suggested.

    But if you want locations to affect a game, I think it warrants considering how best to accomplish that and be true to the concept of spaces. The battlefield currently is just divided into two segments, it fits 7 minions on both sides. What about cards that affect that space? Shrinking it, expanding it, adding other divisions and obstacles. I think that'd be better described as something like 'Battleground Cards'. I remember seeing a custom Deathwing card that had text like 'Battlecry: reduce the battlefield by two spaces', with the idea being that minion slots would fall into a black chasm, shrinking the battlefield.

    A digression: the recent quests create passive hero powers. They're all themed as objects, books, jewelry, etc. I think it'd make more thematic sense if they went to the weapon slot. It'd make them more vulnerable, but it'd keep with Legendary Weapons with 0 attack like Aluneth. I'd guess a lot of players have kind of overlooked how the new quest cards create worn and held objects. They just see a quest card and a passive hero power. Maybe this is best for game balance, but it's a bit less satisfying for me when it comes to representation.

    So, lots of options for where to put these things: Minions, dormant minions, weapon slot, hero power slot, secret/quest slot or actual adjustments to the battlefield. Maybe draw up a 'Stronghold' idea for each class, then rotate it through all these positions, see where it fits best?

    I remember the Pokemon card game had Stadium cards. Check those out.

     

  • Help me refine a Strongholds concept

    I love the idea- I think you could make it a smidge simpler, and make it not very different than the way passive "artifacts" do in the adventures- i.e. have a passive bonus. What would be interesting is having them negated by certain things, almost giving the game another layer to it's rock-paper-scissors nature.

     

    Simple idea along those lines-

     

    Warrior - Grim Batol

    +1 HP to dragons

     

    You could add a bit more flavor of course, and spin something similar as well-

     

    Warrior - Grim Batol

    Summon a 0/2 Dragon Egg w/Deathrattle summon a 1/2 every third turn. Destroyed when opponent plays four spells.

     

    I love the concept. Don't know how I would choose to execute.

  • Top Saviors of Uldum Cards That Pack a Punch or Fell Flat

    I'm surprised by King Phaoris since I expected it to be too slow, and honestly, I dislike the card.

  • Double Highkeeper Ra Warlock!

    Don't let your dreams be memes ; get that rank 25 before the season's over!

  • Value mage can beat everything

    Value mage can beat everything?
    ''Oh really?!'' Thought the BombWarrior player .. ^^

  • Nine Golden Portraits Celebration

    Quote From Elemeno
    Quote From Horus

    Congratulations! 
    Let me all invite you over to my dedicated thread : https://outof.cards/forums/hearthstone/hearthstone-general/1201-golden-hero-portrait-completionist-grind

    Sorry I didn't notice it.  I think I searched for "500 wins" not "golden portrait".  Not trying to make dupes.

    Don't sweat it, I just took the opportunity to revive my own thread ^^ , plus yours is different too. All depending on the feedback and development, your thread seems more about HS milestones at large, which is - as far as I can tell - a unique alley.

    On that note, my last milestone was the completion of Heroic Dalaran Heist with all classes. That took some serious grind and an unholly amount of favorable RNG!

     

  • Top Saviors of Uldum Cards That Pack a Punch or Fell Flat

    I am also shocked on Earthquake being listed as a loser card.

    I can only think it's because of mage often having 8-health minions or paladin deathrattles being its flaw.

  • Golden Hero Portrait - Completionist & Grind

    I just finished by last class (Paladin), and it happened to coincide with my 7000th overall win.  I used to not like Pally much, but due to the grind to 500 I grew to like it lately with Mech and Holy Wrath variants.  I finished the grind with Quest Pally which has been a lot of fun.

  • Top Saviors of Uldum Cards That Pack a Punch or Fell Flat

    I recall Kripp saying on quests: You are sacrificing tempo, where a 1 drop might go, for quests.

    Aside from Open the Waygate (now the terror of Wild, not Big Priest) and rogue (The Caverns Below, which streamers thought wouldn't work) ... let's look back at Un'Goro quests.

    Warrior quest was one of the few of Un'Goro that worked because of the taunt build of the time. And warrior had nothing else at the time (pirate warrior began dying when the Death Knights appeared, and was pretty much DOA when Kobolds & Catacombs early control meta came about. Ah, that was a brief, but glorious time to see no aggro succeed, hitting a wall of 3/9 warlock taunts, Machine Gun Anduin and Frost Lich Jaina. But I digress ...)

    Priest's Awaken the Makers only worked for meme/OTK shenanigans, and not strong ones. It found its uses late after a few expansions too.

    Lakkari Sacrifice was hope springs eternal, finding only some viability too late in its life. And it still wasn't good enough no matter how hard Blizzard or streamers tried. And it didn't help there were good warlock decks as alternatives post-Un'Goro (Warlock during Un"Goro? Don't ask).

    The Last Kaleidosaur was a Brian Kibler-only paladin playground, complete with music.

    You were better off going to wild with Aviana Druid than doing Jungle Giants.

    The Marsh Queen, Un'Goro's hunter quest, was hilariously bad to watch. An underpowered aggro deck. Yet it had the streamers buzzing, unlike Caverns (which to me, was obviously a danger after watching enough miracle and mill rogue shenanigans).

    Unite the Murlocs was a build up of crappy shaman aggro that usually failed (like a murloc deck should).

     

    PS I won two games with Conjured Mage, but I wouldn't recommend it in a deck.

  • Nine Golden Portraits Celebration

    Quote From Horus

    Congratulations! 
    Let me all invite you over to my dedicated thread : https://outof.cards/forums/hearthstone/hearthstone-general/1201-golden-hero-portrait-completionist-grind

    Sorry I didn't notice it.  I think I searched for "500 wins" not "golden portrait".  Not trying to make dupes.

  • Golden Hero Portrait - Completionist & Grind

    Let me use a bit of necromancy to resurrect this thread

  • Nine Golden Portraits Celebration

    congrats. im 5/9 and around 400 wins with hunter but im quite far with rouge,warrior,mage (around 100 wins in total)

  • Nine Golden Portraits Celebration

    Congratulations! 
    Let me all invite you over to my dedicated thread : https://outof.cards/forums/hearthstone/hearthstone-general/1201-golden-hero-portrait-completionist-grind

  • Top Saviors of Uldum Cards That Pack a Punch or Fell Flat

    I beg to differ ; I DO think Armagedillo is a safe craft, if only to enhance  - the already heavily played in all warrior's decklist -Zilliax

  • Standard Meta Report #1 - August 11, 2019 - August 18, 2019

    Quote From Sykomyke

    You either want more tempo or more draw in hand, not something that doesn't do anything for the next 5 turns.

    1 Turn.  It doesn't do anything for 1 turn.  Not 5.  The mana loss is 1, the turn loss is 1.  After that it's a passive effect on the game, that upon completion drastically improves the ability for a priest's minions to stick to the board.

    It's sadly not just one turn. It's all the following turns that you have one card less and it does nothing. It has no passive effect on the game until it is completed. Like I said, it's not only the one mana, it's the one card that's missing in your hand that could do something.

    Quote From Sykomyke

    I'm not negating that in some matchups the skipped 1st turn isn't desirable, but there's also nothing that said you can't mulligan the quest away.

    You very clearly mentioned that exact dilemma in your post.  "it's harder to complete if you mulligan".  Yes,  so in aggro matchups where you cannot under any circumstance have a tempo loss, you mulligan the quest away.  In control matchups (i.e. control warrior) hold onto it.  

    The problem is that even in control match ups, you lose the board if you keep the quest. Especially against warriors.

    Quote From Sykomyke

    You, like the other poster, are acting like including a quest in your deck means you HAVE to play it EVERY turn 1 for EVERY matchup.  As if some proverbial gun is to your head.  It's not, but the fact that the deck runs EVERY card a quest priest would likely include in his deck, makes it asinine to not include as a possible alternative win-condition.  Which, frankly speaking: a 1 mana alternate win-condition is pretty damn good in the grand scheme of things.

    But like I said above, I can't force you, or anyone else to think critically, independently, or dynamically.

    I actually wrote what not keeping it does later in the game. It gives you a dead draw in a class, that doesn't draw a lot. It's great if you have turn 4 and draw the quest against an aggro deck.

    In my lunch break I jumped on the bike in the gym and played 18 games with the quest in the deck: It is not an alternate win condition, it's ballast.

    In most situation it's useless, since you don't finish it before you either kill them or get killed. I finished the quest twice, both times my board was frozen and I got hit in the face with giants, since the deck has no board clears or anything that helps you to get the board back once you lose it.

    You want to win by turn 6 or 7. That's also roughly the time you finish the quest. If you don't win until then, there are only slim chances that you will actually win. That means you will get nearly no value from it, and every time a Leeroy would do the trick too.

    I don't know if you actually tried to play with AND without the quest, because it so quickly get's very obvious: even though the quest has the same needs for healing as the aggro deck, they are not synergistic.

  • Here's some art, make a card! [Legacy Game]

     

    Image result for warcraft hallows end art

    Found this art and I like it, but don't know what to make of it. Someone turn this into something please.

  • Nine Golden Portraits Celebration

    Grats, welcome to the club!

  • [Legend] Jade Shudderwock Shaman

    I will try to make a more useful deck guide soon, but for now I can say the following:

    Mulligan for lackey generators, so that you complete the quest by turn 4, 5 or 6. Against mage it's a good idea to keep Jinyu Waterspeaker, since they would most likely be playing burn. Against paladin and shaman - Sandstorm Elemental. Keep your heal high and spam jades. Kthx

  • Elise the Enlightened

    Hey, don't worry. I admit, that I was wrong. From the start I felt like Elise the Enlightened would fit in some kind of a combo deck and I pictured seeing her in a normal Malygos one with bunch of duplicates. I figured, that the condition of her effect would be met, if the druid player draws enough cards. This might be the case, but I shouldn't have denied the fact, that druids' survivability got weakened after the rotation and they have a hard time dealing with the opponent's aggression. So their combo decks aren't really viable.

    But I am also very surprised seeing that highlander decks managed to work after all. Pre-release I was like everyone else - I thought, that bomb warrior would hard counter them. I knew that Reno the Relicologist and Dinotamer Brann would be useful, but I only considered them being staples in their respective wild variants. At least there people had a reason to play highlander - Reno Jackson. My mistake was, that I strongly underrated the power of Zephrys the Great. I should have considered the possibility, that he could consistently give us lethal, even if we are far from killing the opponent (with things like Savage Roar, Bloodlust, Whirlwind). I just thought, that he would be the new Kazakus - strong, but a plain value generator. I was wrong, he fits in so many different playstyles, that he is meta defining like Kripp said.

    I also admit, I would have never pictured Sir Finley of the Sands being included in a Prismatic Lens Tip the Scales deck. I've never liked highrolly decks and I don't even try to theorycraft such lists before an expansion is released.

  • Top Saviors of Uldum Cards That Pack a Punch or Fell Flat

    Adding random cards to your hand from a large pool is never going to be consistent, I think. Stonehill Defender was consistent in Odd Paladin because there were two great class cards it could discover, but in Wild I now count 6 options and while most are decent, they're not at the same level as Tarim and Tirion. Mana Cyclone is somewhat consistent, but it operates on a relatively small pool of only class cards of reasonable quality; if Glacial Mysteries were still in Standard, I think Cyclone would be less popular.