Why do I get the feeling that Dr. Boom, Mad Genius is never going to get nerfed? I feel we are going to get the "we need more data" treatment until he rotates.
With all the mechs in this deck that have magnetic it is very useful to have something on the board to go face and upgrade your mechs. But at the same time Shieldbreaker is clutch when you need it .
Your Runes act some kind of Combo from Rogue, but way better, because you really have to prepare your turns to overwhelm your opponent with value.
I like the whole concept of the class, even if Blizzard would never do a class (or cards) like this. I hope you will upload all other expansions in the future. I am very excited to see more. If you wish, I could give my oppinion to every single card. Maybe I will do it anyway, when i have more time!
First of all, great article. It's a really good introduction to the concepts of deck archetypes. Remember midrange? Me neither. Midrange is basically just aggro.
I HATE Tip The Scales Paladin so much. Aggro decks aren't supposed to be able to draw through every card by turn 12. Not sure what needs to be done, but maybe a 1-mana nerf to Prismatic Lens, and a 1-draw nerf to Tastyfin.
As for control warrior, I like the community suggestion of nerfing Mad Genius by only giving Rush to the first Mech PLAYED each turn.
IMO Uldum was just the first example of the class identity memo negatively impacting HS card design, with more to follow. I've heard that Plague of Madness was a last-minute change from an actual board clear because the devs belatedly realised that rogue's not allowed to have mass removal.
Publishing the class identity document was a totally unforced error on Blizzard's part: they could have just not posted the damn thing in a transparent attempt to rationalise their hall of fame decisions, but instead they gave everyone unlimited ammo to criticise any and all future choices by the developers, either for following the memo too strictly or for straying from it.
Combo is a bit of a fine line in terms of how a deck is set up and I decided to use a broader definition. I decided on Mage being combo because once the deck plays it’s key cards it pretty much just wins. There are multiple ways to set up lethal with combinations of cards, but it’s a deck that dies to aggro if it can’t get the combo off.
Well written article but I disagree with a couple things:
I don't feel like Pocket Galaxy Mage is a combo deck. It doesn't use any kind of combo to close the game out and win, it just kind of plays Pocket Galaxy and makes big tempo plays because the big minions now cost 1. So unless you're idea of a combo is Pocket Galaxy + any minion, then I don't see how this qualifies.
Secondly, I think Tip the Scales Pally does actually qualify as a combo deck. Since it requires a setup and uses Tip the Scales to actually swing the board and win the game outright.
Maybe we have different definitions of combo, but I still enjoyed the article. Great write-up!
So, I tried to play something like this last season. My experience is that, in the end, you'll have a board full of weak minions, so, a good option would be to include Bloodlust as a finisher. This is like a token deck.
Also, I tried the Valiant but he is too slow, although his effect is cool. In my experience, just one was enough.
Stormcaller is another cool card that will never have the effect triggered (just think about this: you'll need to have the four basic totems and, at most, just one more minion on your side, otherwise, he won't have space to summon Al'Akir). I also tried him and he just doesn't work (btw, mine is a golden one, but I'll never dust him!!)
Another great option is Maelstrom Portal, since your small minions will suffer against other aggro decks.
Also consider the great tips by RavenSun.
The thing is: Like you, I enjoy building conceptual decks, but if you don't like losing so much, you'll have to make some pragmatic changes. (I.e. if you are playing casual, this deck will be a joy, but in ranked, you'll eventually be frustrated to lose so much).
Let us know how was your experience!!
I will, when I got new cards for sure. About your pragmatic changes, you mentioned all points clearly, so I will keep them in-mind. Thanks for your feedback, Painkiller.
I think the class identity breakdown is a good starting point in making each class feel distinctive. However, some of the cards in SoU don't seem to fit at all like the Paladin Quest. The other quests definitely feel in line with their respective classes. Priest heals, Rogue steals, Warrior uses weapons, Mage casts spells, Hunter summons beasts/minions, and Shamans like Battlecrys(?).
The issue with the class identity breakdown is that now anytime they go outside of those guidelines, people complain. I think they should either stick to it like Magic: the Gathering does, or delete the post and just use the guideline internally.
I consider all of my cards a 'bank' of dust. As such there's no benefit to dusting them early. A copy of a legendary is 400 dust, whether it sits as a '2' below the card or a '400' on the bottom right. I can literally nothing for dusting it as it doesn't go down in value. So I keep it as is. if I ever need the dust, I dust the copy.
Doing so does give the rare, but not as rare is before, chance that it could spike to 4x it's value via a nerf.
So to me keeping a 2nd copy of leeroy, for example, is nothing lost and a small chance at a 4x boost for a gain.
As far as dusting when I need it, EVERY SINGLE CARD is on the table, but it's just simply a matter of priority. golden copies first, then copies, then 'worthless' cards, then worthless wild cards, then bad, and so on. The trick is that I'm VERY selective on what I craft. i'm more lax on my free dust and occasionally just craft on a whim, but once I have to dust anything, even copies, it MUST be really reasoned out, and many times I opt not to.
So I rarely dust in order to serve as a barrier of sorts. It controls my spending by making me have to think before I craft. Dust is the most precious resource in this game and literally determines how much fun and success you have here. So anything that helps you take it seriously is a must have.
building a competitive deck for standard without using any legendaries
It's not a real budget deck, has many epics but no legendaries.
Maybe if you tell which legendaries you got, we can improve it.
Semi Budget Control Warrior
Rock, Paper, Scissors - 3 Competitive Standard Decks
Great article to get people understanding archetypes and play styles.
Rock, Paper, Scissors - 3 Competitive Standard Decks
Why do I get the feeling that Dr. Boom, Mad Genius is never going to get nerfed? I feel we are going to get the "we need more data" treatment until he rotates.
Pristine Scenes
best
Highlander Face Hunter
With all the mechs in this deck that have magnetic it is very useful to have something on the board to go face and upgrade your mechs. But at the same time Shieldbreaker is clutch when you need it .
Ouch Priest
pretty cool list.. the priest quest seems slow with all the constant aggro every meta, but I'm yet to try it myself
building a competitive deck for standard without using any legendaries
this is hard..
the new quests are crazy
Rune Master (27.07.2019 - Basic and Classic)
I like your custom class!
Your Runes act some kind of Combo from Rogue, but way better, because you really have to prepare your turns to overwhelm your opponent with value.
I like the whole concept of the class, even if Blizzard would never do a class (or cards) like this. I hope you will upload all other expansions in the future. I am very excited to see more. If you wish, I could give my oppinion to every single card. Maybe I will do it anyway, when i have more time!
Rock, Paper, Scissors - 3 Competitive Standard Decks
That's fair enough, after Pocket Galaxy I suppose the whole deck does just become combos
Rock, Paper, Scissors - 3 Competitive Standard Decks
First of all, great article. It's a really good introduction to the concepts of deck archetypes. Remember midrange? Me neither. Midrange is basically just aggro.
I HATE Tip The Scales Paladin so much. Aggro decks aren't supposed to be able to draw through every card by turn 12. Not sure what needs to be done, but maybe a 1-mana nerf to Prismatic Lens, and a 1-draw nerf to Tastyfin.
As for control warrior, I like the community suggestion of nerfing Mad Genius by only giving Rush to the first Mech PLAYED each turn.
Alex should be moved to the Hall of Fame.
Saviours of Uldum and class identity.
IMO Uldum was just the first example of the class identity memo negatively impacting HS card design, with more to follow. I've heard that Plague of Madness was a last-minute change from an actual board clear because the devs belatedly realised that rogue's not allowed to have mass removal.
Publishing the class identity document was a totally unforced error on Blizzard's part: they could have just not posted the damn thing in a transparent attempt to rationalise their hall of fame decisions, but instead they gave everyone unlimited ammo to criticise any and all future choices by the developers, either for following the memo too strictly or for straying from it.
Fan Creations Tutorial - How to Use HearthCards #1: The Basics
Must.... use... POSTVERT and FONTSIZE...... commands on Oathseeker....
Rock, Paper, Scissors - 3 Competitive Standard Decks
Combo is a bit of a fine line in terms of how a deck is set up and I decided to use a broader definition. I decided on Mage being combo because once the deck plays it’s key cards it pretty much just wins. There are multiple ways to set up lethal with combinations of cards, but it’s a deck that dies to aggro if it can’t get the combo off.
Rock, Paper, Scissors - 3 Competitive Standard Decks
Well written article but I disagree with a couple things:
I don't feel like Pocket Galaxy Mage is a combo deck. It doesn't use any kind of combo to close the game out and win, it just kind of plays Pocket Galaxy and makes big tempo plays because the big minions now cost 1. So unless you're idea of a combo is Pocket Galaxy + any minion, then I don't see how this qualifies.
Secondly, I think Tip the Scales Pally does actually qualify as a combo deck. Since it requires a setup and uses Tip the Scales to actually swing the board and win the game outright.
Maybe we have different definitions of combo, but I still enjoyed the article. Great write-up!
No-Spell Highlander
So what excatly is the point in playing Tortollan Pilgrim? Certainly not consisteny with Luna's Pocket Galaxy?
Rock, Paper, Scissors - 3 Competitive Standard Decks
That Nomi Paladin tempts me so much... I have all the cards besides the epic spells and finley (which is optional i guess).
Rock, Paper, Scissors - 3 Competitive Standard Decks
at the moment I'm between rank 4-5 with a 60% winrate
Disclaimer: I don't play a lot ^^
Rock, Paper, Scissors - 3 Competitive Standard Decks
how well do you do with this deck?
Rock, Paper, Scissors - 3 Competitive Standard Decks
Nice list, but non of them are a match for my No Spells Highlander Mage!
Wild · Highlander Mage · by leberschnitzel · 7 years, 1 month ago
Rock, Paper, Scissors - 3 Competitive Standard Decks
I really like this article, well done!
Fan Creations Tutorial - How to Use HearthCards #1: The Basics
Right now, there is unfortunately no option to add any soundbites to a card on HearthCards.
I Require Feedback for Totem Shaman...
I will, when I got new cards for sure. About your pragmatic changes, you mentioned all points clearly, so I will keep them in-mind. Thanks for your feedback, Painkiller.
ACHIEVEMENT (need help)
ahh,, I think I registered Heartstation using different email account.
thx to replying.
Saviours of Uldum and class identity.
I think the class identity breakdown is a good starting point in making each class feel distinctive. However, some of the cards in SoU don't seem to fit at all like the Paladin Quest. The other quests definitely feel in line with their respective classes. Priest heals, Rogue steals, Warrior uses weapons, Mage casts spells, Hunter summons beasts/minions, and Shamans like Battlecrys(?).
The issue with the class identity breakdown is that now anytime they go outside of those guidelines, people complain. I think they should either stick to it like Magic: the Gathering does, or delete the post and just use the guideline internally.
How do you handle 'mass disentchant'?
3
I consider all of my cards a 'bank' of dust. As such there's no benefit to dusting them early. A copy of a legendary is 400 dust, whether it sits as a '2' below the card or a '400' on the bottom right. I can literally nothing for dusting it as it doesn't go down in value. So I keep it as is. if I ever need the dust, I dust the copy.
Doing so does give the rare, but not as rare is before, chance that it could spike to 4x it's value via a nerf.
So to me keeping a 2nd copy of leeroy, for example, is nothing lost and a small chance at a 4x boost for a gain.
As far as dusting when I need it, EVERY SINGLE CARD is on the table, but it's just simply a matter of priority. golden copies first, then copies, then 'worthless' cards, then worthless wild cards, then bad, and so on. The trick is that I'm VERY selective on what I craft. i'm more lax on my free dust and occasionally just craft on a whim, but once I have to dust anything, even copies, it MUST be really reasoned out, and many times I opt not to.
So I rarely dust in order to serve as a barrier of sorts. It controls my spending by making me have to think before I craft. Dust is the most precious resource in this game and literally determines how much fun and success you have here. So anything that helps you take it seriously is a must have.