To be fair, im not colorblind and i have a problem with telling them apart by color haha :) But jokes aside, i think that having a colorblind scheme for the site as a whole is certainly something we should do (eventually).
Id almost say that nowadays it is a standard to have that option for ppl who need it. This would probably happen down the line where we might also introduce the light color scheme that ppl asked for. Im saying eventually and down the line to give you an idea, that sadly this will not have a super high priority at the moment, because it would take quite a lot to do this properly and we still need to finish and furnish some more important core features, but it is something we would want to do.
As a workaround for now, you can see that the completed achievements have the date of completion under the reward points on the right. Incomplete achievements have that exact text (INCOMPLETE) written there instead. This is a good way to tell which ones you already finished and which ones you didnt. Hope that helps for now.
Saw it on stream. The effects were quite powerful. I do love other cards like [Hearthstone Card (Dinotamer Brann) Not Found] but I'm afraid Bomb Warrior can ruin all the highlander decks.
I'm quite interested in playing [Hearthstone Card (Dinotamer Brann) Not Found] in Wild with Reno Hunter :D
I think this could easily be an unnoticed interaction by blizzard. They have missed much stronger and obvious interactions before (*cough* *cough* Snip-Snap), so I hope they don't read this and change the way the card was made xD
Well first off I am a mage fan so I will not say anything bad about conjurer's calling, but lets summarize:
1. Your first 4 turns are weak since you have to keep your hand-size big meaning you can only play stuff that draws or discovers, which have lower stats on average. If Opponent curves out standard 1, 2, 3, 4 drops he will have 8 dmg on bord as minions easily. So you expect the opponent to be able to kill that first giant.
2. You have to draw/mulligan a giant, chances are about 50%.
3. Then you have to draw a conjurer's calling, chances are 60%.
4. The holy grail combo with Khadgar: 30% chance to draw the Khadgar in time.
So basically, opponent faces a giant on 4 half of the time. If it is not killed, say opponent can also kill it half of the time based on his luck with draw, then you have 60% chances to face 2 giants and .6 * .3 = 12% chance to face 4 giants+khadgar. In all other cases, you just got 4 turns to do whatever you want. I say these are not bad odds, and that 's why mages are not overpowered. If any aggro deck hits the nut draw (which I did not calculate the chances for) you can also pack your bags and conceide.
Let me summarize:
50% chance = you start with 4 turns to do what you want so you will be ahead 10 mana worth of bord.
50% chance = you have to kill 1 giant
30% chance = you have to kill 2 giants or face another conjurer;s calling next turn
12% chance = you have to kill 4 giants and khadgar on turn 5 and boy you will be in a lot of pain.
I do not see a reason to nerf conjurer's calling for this. Silence priest can have a 4-5 and a 5-5 minion ready to rumble on turn 3, which is way stronger. But they do not have conjurer's calling to keep going I admit.
Sadly it's still running so there's a competition between the 2 sites.. this site is clearly higher quality but the traffic is split between the sites so we get less discussion here.
I had a similar thought about Bazaar Burglary in Wild, but if you think about it, despite the recent support to Burglary, the setup is just as slow as that of Kingsbane, while not having the same incremental burst. And that also makes the deck worse than Odd Rogue and fending off against Aggro, as things might grow out of control before you are ready.
I still hope i drop the Quest, so i can test myself, but i don't really see it in Wild meta.
I agree that theese quests serve more as too support existing archetypes(which i think is pretty sad(best example is warrior quest), except for thief rogue, this deck deserves to work already).But some there are still new, like priest or druid, and they look like there is a lot of potential in them.
Sadly it's still running so there's a competition between the 2 sites.. this site is clearly higher quality but the traffic is split between the sites so we get less discussion here.
Yes this site had a lot less bloat and overhead from a technical perspective. Of course there was a limited amount that could be done to Hpwn to make it more efficient by Flux.
Nice that OOC is developed by people who know what they're doing and have full control of the platform, backend, technologies used.
If you want to check just look at a front page load of this site versus the other site in a web developer or network sniffer tool that shows whats being loaded, how big and how long it takes. There's a bit of a difference (understatement).
I had a similar thought about Bazaar Burglary in Wild, but if you think about it, despite the recent support to Burglary, the setup is just as slow as that of Kingsbane, while not having the same incremental burst. And that also makes the deck worse than Odd Rogue and fending off against Aggro, as things might grow out of control before you are ready.
I still hope i drop the Quest, so i can test myself, but i don't really see it in Wild meta.
I am really impressed with this expansion reveal season. The power level seems interesestingly high, each class reinforced with multiple archytypes and even pack filler cards looking much more competitive then before ( i mean they have at least some keywords/tags which makes them the fringe pick of some unique deck).
Well done Blizz, Ohh and thanks for covering it all time live , the site was 0-24 up to date. Good work!
The old site was bought from Curse and necroed by a new group of admins, while the old group led by Flux is now dedicated to this OOC site.
OOC is meant to be a brand new and better version of what was HearthPwn before.
And imo it is indeed already, if anything because this site is muuuch faster. And being fully owned by Flux, they can keep improving and adding stuff as they like.
Very similar to Firelands Portal, but as a neutral common. It costs one more mana, but the minion is always a 5/6. This card is f...king insane (especially in arena)!!! :O
Pretty accurate comparison, i thought about this as well. It is more of a Firelands Portal with perfect outcome for one more mana than a different Kraken, tho both statements are kinda true :) This card will be nuts.
Yeah!!! :D We can also compare it to Blazecaller, a very strong and similar card (if the condition is meet) for one less mana, but the fact it needs to be in very specific decks obviously makes it not reliable at all in the arena format. In that case, Pit Crocolisk is the opposite. As you said in your first post here, Sinti, they really lost their minds with this set when considering the arena!!! :O
Sounds reasonable. I think druid looks promising, because it is easy to complete the quest. If it is easy to complete it doesn't nedd to give super high value. It might even make it in wild. Maybe not, but it seems like most potential because it doesnt need its own archetype.
Shaman is exciting. 6 is a lot though, you really need to commit in deckbuilding. But the payoff seems good.
I think the rogue quest is bad for lots of reasons, but the archetype is very fun to play.
Warrior quest will be better once Dr boom rotates. Now it doesn't need the quest I feel.
I think the following would be right - this quest alongside Worthy Expedition would either enforce current miracle jade druid (feat. Arcane Giants, Gadgetzan Auctioneer obviously) or would create a slow swarm deck, that benefits from both choose one effects occurring (Cenarius, Power of the Wild, Mark of the Loa...). I am not sure whether the latter archtype would be playable in either format (especially in wild), but it's worth testing. I thought about this being included in standard heal druid, but there aren't that many good Choose one cards to benefit from.
- Unseal the Vault. This would probably enable some mid-range decks with an OTK or a TTK set-up. I am not a combo player and I can't evaluate such cards properly, so I suspect my ratings would be far from the truth. I think that the requirement isn't easy to fulfil (unlike the other quests), but the hero power allows you to kill your opponent with Unleash the Hounds (if you have 5 or more of them) and 2x Timber Wolf/1xBlackwald Pixie/[Hearthstone Card (garisson commander) Not Found]. There could be some Tundra Rhino, Scarlet Webweaver shenanigans as well, but I can't really say how viable or consistent those would be. However I can't deny the fact, that hunter sacrifices their turn 1 for a late-game reward and the current popular decks tend to end the game fast (mech hunter). For now I'm rating this card 2.5/5 for both formats.
Raid the Sky Temple - Normally adding a spell to your hand is better than a 1-damage ping. But since the spell will be a random one and you might not always get the perfect answer, I think the card is very underwhelming. I'm rating it 2/5 in both formats (2 because casino mage will be fun to play).
Making Mummies. I rate this quest 2/5 in standard and 2.5/5 in wild (and I'm feeling somewhat generous).
Most of them are really weak and their inclusion in the quest deck doesn't seem logical, because, judging by its look, it only enables greedy mid-range or control decks. I would want to make a 2/2 copy of big deathrattles (Mechanical Whelp, Tirion Fordring) and that could be a good strategy, if it wasn't for the fact, that I have to run 5 mediocre reborn cards and hope I draw them relatively fast:
Bone Wraith and Murmy are the only good ones worth playing. The others are either very expensive (Khartut Defender, Colossus of the Moon), weak (Micro Mummy, Wasteland Assassin, Khartut Defender) or just bad (Generous Mummy, Wrapped Golem). But let's assume, that SOU gives paladin more good reborn minions to choose from. The question now becomes whether their number would be big enough, in order for us to make the deck consistent and find room for the aforementioned big deathrattles. And even if we do manage to make the decklist somewhat consistent, is the pay-off that good? In wild, paladin could build a control N'zoth quest deck, but it would be overshadowed by the odd and Anyfin archtypes and it would be extremely vulnerable to Big Priest. In standard, I believe, building the well-known handbuff magnetic deck would prove to be more beneficial.
I will end this post with a quote from linkblade91:
I'm not a fan of the Quest being locked into this particular expansion, when the others are more open-minded like the old Quests. We have no indication that Reborn will continue beyond Saviors of Uldum - it seems quite unlikely, at any rate - so Making Mummies will be forever reliant on whatever Reborn minions we acquire in the here and now.
Because let's face it. With few exceptions (Discover, Lifesteal, Rush), we don't see new keywords popping up again for a second time - Inspire, Adapt, Recruit, Echo (I want to believe, that SN1P-SN4P was an exception, because people were confused about Witch's Brew), Magnetic, Overkill, Twinspell.
Activate the Obelisk. Easy to fulfil with a good reward. The other legendary (High Priest Amet) also supports the decks, that the quest would most likely enforce - zoo priest and Inner Fire priest. I'm rating this spell 4/5 in standard. In wild though things are a bit tricky (due to the aggressive meta) and even though priest has plenty of support there, I will stick to my guns and rate it 3/5 there. Zoo priest isn't viable and I think the infamous tier 1 IF priest would prefer a faster gameplan, but I could be wrong.
Bazaar Burglary. Easy to fulfil with a good reward. It makes the current standard thief package really strong and has nice synergies with the current Hooktusk deck:
That's why I'm rating this card 4.5/5 in standard. In wild I'm not really sure. RavenSunHS convinced me, that the quest reward doesn't compete with the existing popular archtypes, so only due to the good thieving package I am going to give the quest 2/5 there.
I had a similar thought about Bazaar Burglary in Wild, but if you think about it, despite the recent support to Burglary, the setup is just as slow as that of Kingsbane, while not having the same incremental burst. And that also makes the deck worse than Odd Rogue and fending off against Aggro, as things might grow out of control before you are ready.
Corrupt the Waters - Fairly easy-to-complete requirement and a busted HP. In wild I'm looking forward to build a jade deck, I have seen others making their OTK Shudderwocks, C'Thunwocks and Yogg-meme Shudderwocks better. That's why I'm rating this card 4/5 in wild. In standard I don't know if there is enough support, but I will rate it 3/5 for now.
Supreme Archaeology. ... Right now the quest reward might not be good enough, but it's worth noting, that this opens a lot of combo possibilities. If you play Glinda Crowskin, then shuffle her with Baleful Banker, you can draw her with the HP and abuse the echo mechanic. In wild though, if you reach fatigue, you are better off pulling the good ol' Mecha'thun combo. So I'm giving this card 2/5 in standard and 1.5/5 in wild.
Hack the System. I'm optmistic about this card. I think, that in wild warriors are going to build a mid-range rush deck and it would be able to compete rather nicely. In standard I am not really sure, if this would beat control/bomb warriors and their OP mech support. I am rating this card 3.5/5 in wild and 2/5 in standard.
The name of the year has nothing to do with the expansions in it.. it was like this since the rotation started, if there's a relation it's quite vague it was the most connected on the year of the kraken (WOTOG-> tentacles, MSOG-> pirates-> sea-> kraken stories) , so.. this doesn't mean anything this is just a name.
no it will mean, You will see. Because Team 5 said that it will mean. Because they said that the whole year is around same theme. The theme seems E.V.I.L. and its plans but it will change at last expansion in my opinion with Deathwing's come.
And I think they will design years like this year in future. one theme for 3 expansions. Like how MTG does and succeed. This also binds people to theme. It is nice for players and the company both.
Yes, the year is about same theme. And that theme is Villains and Heroes. Which is during the Year incidentally called Dragon Year
The name of the year has nothing to do with the expansions in it.. it was like this since the rotation started, if there's a relation it's quite vague it was the most connected on the year of the kraken (WOTOG-> tentacles, MSOG-> pirates-> sea-> kraken stories) , so.. this doesn't mean anything this is just a name.
no it will mean, You will see. Because Team 5 said that it will mean. Because they said that the whole year is around same theme. The theme seems E.V.I.L. and its plans but it will change at last expansion in my opinion with Deathwing's come.
And I think they will design years like this year in future. one theme for 3 expansions. Like how MTG does and succeed. This also binds people to theme. It is nice for players and the company both.
Yes, the year is about same theme. And that theme is Villains and Heroes. Which is during the Year incidentally called Dragon Year
The name of the year has nothing to do with the expansions in it.. it was like this since the rotation started, if there's a relation it's quite vague it was the most connected on the year of the kraken (WOTOG-> tentacles, MSOG-> pirates-> sea-> kraken stories) , so.. this doesn't mean anything this is just a name.
no it will mean, You will see. Because Team 5 said that it will mean. Because they said that the whole year is around same theme. The theme seems E.V.I.L. and its plans but it will change at last expansion in my opinion with Deathwing's come.
And I think they will design years like this year in future. one theme for 3 expansions. Like how MTG does and succeed. This also binds people to theme. It is nice for players and the company both.
My thought exactly.. the paladin quest is the only one directly linked to a set specific keyword the rest of the quests can get further support in other sets reborn seems really just from this set and MAYBE another one or two inclusions in the future.
as well the quest is the most restricted you gto a pool of reborn minions to work with and you MUST choose from that pool, the battlecry pool is much larger and diverse than the reborn mechanic
I think the paladin quest is the worst designed quest this expansion for those reasons alone as well as probably being just bad unless there is some minion that if you copy it for 2 mana is game breaking.
Can we please have colourblind-friendly colours?
To be fair, im not colorblind and i have a problem with telling them apart by color haha :) But jokes aside, i think that having a colorblind scheme for the site as a whole is certainly something we should do (eventually).
Id almost say that nowadays it is a standard to have that option for ppl who need it. This would probably happen down the line where we might also introduce the light color scheme that ppl asked for. Im saying eventually and down the line to give you an idea, that sadly this will not have a super high priority at the moment, because it would take quite a lot to do this properly and we still need to finish and furnish some more important core features, but it is something we would want to do.
As a workaround for now, you can see that the completed achievements have the date of completion under the reward points on the right. Incomplete achievements have that exact text (INCOMPLETE) written there instead. This is a good way to tell which ones you already finished and which ones you didnt. Hope that helps for now.
Saviors of Uldum - 5 Pack Bundles Giveaway
[Hearthstone Card (Untapped Potential) Not Found]
Saw it on stream. The effects were quite powerful. I do love other cards like [Hearthstone Card (Dinotamer Brann) Not Found] but I'm afraid Bomb Warrior can ruin all the highlander decks.
I'm quite interested in playing [Hearthstone Card (Dinotamer Brann) Not Found] in Wild with Reno Hunter :D
[Myth Busted] A cultist in the Crystalsong Forest
I think this could easily be an unnoticed interaction by blizzard. They have missed much stronger and obvious interactions before (*cough* *cough* Snip-Snap), so I hope they don't read this and change the way the card was made xD
Saviors of Uldum - 5 Pack Bundles Giveaway
By far the best card ever printed by blizz
Zephrys the Great
Saviors of Uldum - 5 Pack Bundles Giveaway
Corrupt the Waters for my wild Jade druid and shudderwock Shaman.
Anyone else disappointed they didn't print a 12 mana card with a crap body?
Well first off I am a mage fan so I will not say anything bad about conjurer's calling, but lets summarize:
1. Your first 4 turns are weak since you have to keep your hand-size big meaning you can only play stuff that draws or discovers, which have lower stats on average. If Opponent curves out standard 1, 2, 3, 4 drops he will have 8 dmg on bord as minions easily. So you expect the opponent to be able to kill that first giant.
2. You have to draw/mulligan a giant, chances are about 50%.
3. Then you have to draw a conjurer's calling, chances are 60%.
4. The holy grail combo with Khadgar: 30% chance to draw the Khadgar in time.
So basically, opponent faces a giant on 4 half of the time. If it is not killed, say opponent can also kill it half of the time based on his luck with draw, then you have 60% chances to face 2 giants and .6 * .3 = 12% chance to face 4 giants+khadgar. In all other cases, you just got 4 turns to do whatever you want. I say these are not bad odds, and that 's why mages are not overpowered. If any aggro deck hits the nut draw (which I did not calculate the chances for) you can also pack your bags and conceide.
Let me summarize:
50% chance = you start with 4 turns to do what you want so you will be ahead 10 mana worth of bord.
50% chance = you have to kill 1 giant
30% chance = you have to kill 2 giants or face another conjurer;s calling next turn
12% chance = you have to kill 4 giants and khadgar on turn 5 and boy you will be in a lot of pain.
I do not see a reason to nerf conjurer's calling for this. Silence priest can have a 4-5 and a 5-5 minion ready to rumble on turn 3, which is way stronger. But they do not have conjurer's calling to keep going I admit.
Grimm Face Hunter
I wish I had the cards to play this
Can someone give me a run-down on the HearthPwn situation?
Yeah, which totally sucks!!! :P :P :P
Quests and their power level
You are right.
Saviors of Uldum - 5 Pack Bundles Giveaway
Zephrys the Great, amazing card and effect.
Love playing reno decks in wild, this will be an amazing addition. At 2 mana, he's too good.
Quests and their power level
I agree that theese quests serve more as too support existing archetypes(which i think is pretty sad(best example is warrior quest), except for thief rogue, this deck deserves to work already).But some there are still new, like priest or druid, and they look like there is a lot of potential in them.
Can someone give me a run-down on the HearthPwn situation?
Sadly it's still running so there's a competition between the 2 sites.. this site is clearly higher quality but the traffic is split between the sites so we get less discussion here.
Can someone give me a run-down on the HearthPwn situation?
Yes this site had a lot less bloat and overhead from a technical perspective. Of course there was a limited amount that could be done to Hpwn to make it more efficient by Flux.
Nice that OOC is developed by people who know what they're doing and have full control of the platform, backend, technologies used.
If you want to check just look at a front page load of this site versus the other site in a web developer or network sniffer tool that shows whats being loaded, how big and how long it takes. There's a bit of a difference (understatement).
Quests and their power level
I had a similar thought about Bazaar Burglary in Wild, but if you think about it, despite the recent support to Burglary, the setup is just as slow as that of Kingsbane, while not having the same incremental burst. And that also makes the deck worse than Odd Rogue and fending off against Aggro, as things might grow out of control before you are ready.
I still hope i drop the Quest, so i can test myself, but i don't really see it in Wild meta.
Saviors of Uldum
I am really impressed with this expansion reveal season. The power level seems interesestingly high, each class reinforced with multiple archytypes and even pack filler cards looking much more competitive then before ( i mean they have at least some keywords/tags which makes them the fringe pick of some unique deck).
Well done Blizz, Ohh and thanks for covering it all time live , the site was 0-24 up to date. Good work!
Can someone give me a run-down on the HearthPwn situation?
Yeah, which is awesome!!! :D :D :D
New Neutral Minion - Pit Crocolisk
Yeah!!! :D We can also compare it to Blazecaller, a very strong and similar card (if the condition is meet) for one less mana, but the fact it needs to be in very specific decks obviously makes it not reliable at all in the arena format. In that case, Pit Crocolisk is the opposite. As you said in your first post here, Sinti, they really lost their minds with this set when considering the arena!!! :O
Quests and their power level
Sounds reasonable. I think druid looks promising, because it is easy to complete the quest. If it is easy to complete it doesn't nedd to give super high value. It might even make it in wild. Maybe not, but it seems like most potential because it doesnt need its own archetype.
Shaman is exciting. 6 is a lot though, you really need to commit in deckbuilding. But the payoff seems good.
I think the rogue quest is bad for lots of reasons, but the archetype is very fun to play.
Warrior quest will be better once Dr boom rotates. Now it doesn't need the quest I feel.
A Less Friendly Game of Chess
Inner fire does not work. Had to learn it the hard way. And I thought, this was a no-brainer :D
I put a few removal cards of priest into the deck, worked pretty well regardless (even without inner fire).
Quests and their power level
Since I wanted to share my thoughts on the new cards, here's what I can say:
- Untapped Potential. I rate this card 3/5 in standard and 3.5/5 in wild.
- Unseal the Vault. This would probably enable some mid-range decks with an OTK or a TTK set-up. I am not a combo player and I can't evaluate such cards properly, so I suspect my ratings would be far from the truth. I think that the requirement isn't easy to fulfil (unlike the other quests), but the hero power allows you to kill your opponent with Unleash the Hounds (if you have 5 or more of them) and 2x Timber Wolf/1xBlackwald Pixie/[Hearthstone Card (garisson commander) Not Found]. There could be some Tundra Rhino, Scarlet Webweaver shenanigans as well, but I can't really say how viable or consistent those would be. However I can't deny the fact, that hunter sacrifices their turn 1 for a late-game reward and the current popular decks tend to end the game fast (mech hunter). For now I'm rating this card 2.5/5 for both formats.
Raid the Sky Temple - Normally adding a spell to your hand is better than a 1-damage ping. But since the spell will be a random one and you might not always get the perfect answer, I think the card is very underwhelming. I'm rating it 2/5 in both formats (2 because casino mage will be fun to play).
Making Mummies. I rate this quest 2/5 in standard and 2.5/5 in wild (and I'm feeling somewhat generous).
Activate the Obelisk. Easy to fulfil with a good reward. The other legendary (High Priest Amet) also supports the decks, that the quest would most likely enforce - zoo priest and Inner Fire priest. I'm rating this spell 4/5 in standard. In wild though things are a bit tricky (due to the aggressive meta) and even though priest has plenty of support there, I will stick to my guns and rate it 3/5 there. Zoo priest isn't viable and I think the infamous tier 1 IF priest would prefer a faster gameplan, but I could be wrong.
Bazaar Burglary. Easy to fulfil with a good reward. It makes the current standard thief package really strong and has nice synergies with the current Hooktusk deck:
https://hsreplay.net/archetypes/301/hooktusk-rogue
That's why I'm rating this card 4.5/5 in standard. In wild I'm not really sure. RavenSunHS convinced me, that the quest reward doesn't compete with the existing popular archtypes, so only due to the good thieving package I am going to give the quest 2/5 there.
Corrupt the Waters - Fairly easy-to-complete requirement and a busted HP. In wild I'm looking forward to build a jade deck, I have seen others making their OTK Shudderwocks, C'Thunwocks and Yogg-meme Shudderwocks better. That's why I'm rating this card 4/5 in wild. In standard I don't know if there is enough support, but I will rate it 3/5 for now.
Supreme Archaeology. ... Right now the quest reward might not be good enough, but it's worth noting, that this opens a lot of combo possibilities. If you play Glinda Crowskin, then shuffle her with Baleful Banker, you can draw her with the HP and abuse the echo mechanic. In wild though, if you reach fatigue, you are better off pulling the good ol' Mecha'thun combo. So I'm giving this card 2/5 in standard and 1.5/5 in wild.
Hack the System. I'm optmistic about this card. I think, that in wild warriors are going to build a mid-range rush deck and it would be able to compete rather nicely. In standard I am not really sure, if this would beat control/bomb warriors and their OP mech support. I am rating this card 3.5/5 in wild and 2/5 in standard.
You should name your deck as "Naga Sandwich". :P
No Dragons In Saviors of Uldum!?
see you in 3 months here.
No Dragons In Saviors of Uldum!?
Yes, the year is about same theme. And that theme is Villains and Heroes. Which is during the Year incidentally called Dragon Year
No Dragons In Saviors of Uldum!?
no it will mean, You will see. Because Team 5 said that it will mean. Because they said that the whole year is around same theme. The theme seems E.V.I.L. and its plans but it will change at last expansion in my opinion with Deathwing's come.
And I think they will design years like this year in future. one theme for 3 expansions. Like how MTG does and succeed. This also binds people to theme. It is nice for players and the company both.
New Neutral Minion - Candletaker
My thought exactly.. the paladin quest is the only one directly linked to a set specific keyword the rest of the quests can get further support in other sets reborn seems really just from this set and MAYBE another one or two inclusions in the future.
as well the quest is the most restricted you gto a pool of reborn minions to work with and you MUST choose from that pool, the battlecry pool is much larger and diverse than the reborn mechanic
I think the paladin quest is the worst designed quest this expansion for those reasons alone as well as probably being just bad unless there is some minion that if you copy it for 2 mana is game breaking.