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  • Secret Infuse Hunter is VERY VERY GOOOOD !!!

    I can't believe you got Legend with this deck. It's slow and also loses the midgame, no chance vs. any of the meta decks. In a healthy meta this deck could be fun, but not in Wild atm.

    It's either Even Totem Shaman, Big Priest or OTK decks, vs none of them this deck will bring you any success. Could maybe give you the edge vs Aggro Rogue if you draw the right secrets and because of 40 Health, but didn't meet any.

    Glad I already got Legend, this deck wouldn't have helped. :/

  • Diamond With Deep

    Just hit diamond with an old staple the deck list is pretty much the same as I always run the archetype.

    Heavy on the pings, heavy on the turbo leveling, and then with a full set of tentacle draw to A devalue open attacks, B provide card advantage, and C go deep faster.

    I believe landmark is a staple for the archetype not running it is usually wrong, because again you can guarantee flips to devalue open attacks, or guarantee deep at end of turn, or just play something that is proactive but cant be removed by opponent.

    Overall meta seems fine, I still don't love the dice roll decks that are fairly prevalent but a good player will always win 70% more then he losses at low plat ranks so it doesn't really matter you'll climb easily.

  • Darkseeker's channel - 13th November update: KOtsosKOtsos' Reno Evolve Shudderwock Shaman - ft. Archivist Elysiana

    11th September update: Demyx's Secret Infuse Hunter! - Secrets, wolves, rats and good times!

    Secrets + Beasts + Tavish + Denathrius = Fun times!

    Deck code: AAEBAR8M+LECmPACn6UDpLkD25EE4p8E5J8ElLUE6dAEvuME0+QEl+8EDq4G49IChOIDq+wD3uwD8/gDwPsDq40E458Ema0Ei9Q

    https://youtu.be/rYMbvbsWwB8 

  • MenacingBagel's "The BEHSU" Custom Set - Hearthstone Fan Community Spotlight

    Yippee thats me! Thanks again for the interview! And if anyone has anything else they'd like to ask me I will happily answer.

  • One Last Turn - Card Design Competition Discussion Thread

    Good luck to our future finalists!

  • Raid Leader, A Custom Hearthtsone Format.

    Welcome to the Raid Leader Format! In Raid Leader, you will have unique deck building challenges to face, along with new strategies in regards to in how you use your Hero Power, and with what cards you will have access to. Think of it as the Commander Format from MTG.

    This Format is a sub-format of Standard.

     

    Let's look at the Hero Tray (that's what I'm calling it) so it'll be easier for you to follow along.

    In Raid Leader, you only have access to ONE Legendary card and it's Minion who will take the role of being the Raid Leader. After that you will construct a deck with no other Legendary cards. Firemancer Flurgl is a Shaman card, so he will have access to the Standard set of Shaman and Neutral cards when deckbuilding. As you may have noticed Flurgl, along with every other Raid Leader, has 50 health. What you don't see is that Flurgl, as well as every other Raid Leader, starts with 50 cards in the deck. I'll address the Hero Power timer below.

     

     

    Some of you may have noticed that Flurgl's Hero Power is his passive effect on his card, this is where the uniqueness of Raid Leader comes into play. The Raid Leader's Hero Power will be some slight variation of there base card. Flurgl has to wait at least two turn before he can use his Hero Power, when he does use it, it goes on cooldown for two turns before he can use it again. Each Hero Power Timer is different based on the the Raid Leader, the time to wait is correlated with the base card's cost. Flurgl costs 2 mana, therefore he has to wait two turns before he can use his Hero Power. The Hero Power doesn't cost any mana, which I'm still on the fence as to whether or not that's a good call, I will definitely need OoC's feedback on this one. Earlier when I said there'll be new strategies in regards to your Hero Power, this is what I meant.

     

    Below is a list of Raid Leaders I've pulled from each Standard expansion thus far.

     

    Forged in the Barrens

    Show Spoiler

    Respective Hero Power Timers: Blackthron 7, Flurgl 2, Mankrik3, Vol'jin 5, Dawngrasp 4.

     

    United in Stormwind

    Show Spoiler

    Respective Hero Power Timers: Jaxon 2, Cookie 3, Goliath 8, Antonidas 8, Jace 8.

     

    Fractured in Alterac

    Show Spoiler

    Respective Hero Power Timers: Bearon 7, Cera'thine 5, Korrak 4, Vandaar 4, Ichman 9.

     

    Voyage to the Sunken City

    Show Spoiler

    Respective Hero Power Timers: Faelin 4, Hedra 7, Kotori 2, Ashvane, 5, Finley 1.

     

    Murder at Castle Nathria

    Show Spoiler

    Respective Hero Power Timers: Holmes 3, Draka 4, Renethal 3, Stewart 3, Topior 7.

     

    Neutral

    Show Spoiler

    Respective Hero Power Timers: Brann 3, Reno 6.

     

    Some of you may have noticed that some of the Hero Powers are Passive, again that only becomes active once the timer runs out. What's different for the Passives is that once, they're active, they're always active. A special exception has to be made for Prince Renathal.

    Now to address the elephant in the room, the neutrals. The neutral Raid Leaders have special access to all the cards in the (Standard) game, BUT they can only have ONE card per class in their deck. so their decks will consist of 10 class cards (one from each class) and 40 Neutral cards.

    I acknowledge that some of these may be over powered or useless, but hey it's a custom concept.

     

    Now will Team 5 ever put something like this into the game? Nope, because they can't sell a Battle Pass with it.

     

    If you all have any criticisms please let me know below.

    As always, thank you for reading

    -Grif

  • Weird/Unexpected/Possibly Bugged Interactions?

    Quote From Zelgadis
    Quote From dapperdog

    As for riptide, I dont see anything wrong because its coded to trigger each time there's an attack, and mr smite is attacking when overboard triggers.

    Riptide seems fine, but is Overboard working correctly? Its trigger is formulated as "after another friendly character is damaged this turn", but should a character be able to take damage when their health is not positive?

    The problem is how hearthstone, and therefore mercs, are being coded. Both abilities read 'after' so they both happen after one another. So the code loops, presumably for 30 times, which is the common hard break in hearthstone. Very likely the code doesn't scan whether the target is dead because 99% of the time it'll never loop with anything and cannot be consistently manipulated by the player to do so

    As for whether a character can take damage if health is a negative, I think we've seen this more than enough times for the answer to be, however silly, yes.

    Probably will never be fixed/changed, unless it affects pvp. Mercs is pretty much the runt of the litter now, so I dont expect anyone, much less the devs, to pull their socks up and address this.

  • How to Complete Castle Nathria's Mage Achievements for Rewards Track Experience - Great Deck Lists!

    I have tried standart deck for execution achievement Poor Circulation, but it unsuccessful.

    Try to create deck with summoning tokens and have good result. This is a deck code:

    AAECAZirBALEoATp0AQOkegD0uwD1PkD2aAE5NAE/NsEs90E/+EEyeIEy+IErO0Exe0EgpMFhJMFAA==

  • Tales From Hearthstone Battlegrounds - Smuggled Nether Dragons With Sire Denathrius

    I've become inspired enough by this to play a rare game of Battlegrounds (such a strange new thing, these Quests), happen upon Sire Denathrius, and also start off with Dragons. The rest of the story diverted as it all ended up with a divine shield menagerie comp, but also with the 1st place. 

  • Weird/Unexpected/Possibly Bugged Interactions?

    Quote From dapperdog

    As for riptide, I dont see anything wrong because its coded to trigger each time there's an attack, and mr smite is attacking when overboard triggers.

    Riptide seems fine, but is Overboard working correctly? Its trigger is formulated as "after another friendly character is damaged this turn", but should a character be able to take damage when their health is not positive?

  • How to Complete Castle Nathria's Hunter Achievements for Rewards Track Experience - Great Deck Lists!

    huntsman was never nerfed, why would they give a refund on him? i did the wildseeds achievement by crafting the legendarie and the epics in that window of time, but Altimor was never refunded. or what happened here. :C

     

  • A Closer Look at Hearthstone's New In-Game Reporting Feature - Developer Insights and Other Details

    The Odd Warrior bots I play against must be broken or badly coded.  All they ever do is hero power and rope out while never playing any minions or anything!

  • Weird/Unexpected/Possibly Bugged Interactions?

    Thrive in the Shadows does draw the card even thought its not explicitly spelled out. Unless its spelled out 'discover a copy...' the effect will draw the card from your deck, kinda like Tracking, which I assume where discover's code came from. Have been like that for years. So that's working as intended.

    That Grey Sage Parrot thing is also intended, I assume its because its originally created to work alongside Celestial Ink Set. Yeah, its kinda stupid that interaction, but that's how its coded since it was introduced. If mage isn't bshitting then its not a mage card I guess is the mindset here.

    As for riptide, I dont see anything wrong because its coded to trigger each time there's an attack, and mr smite is attacking when overboard triggers.

  • Our Thoughts on Hearthstone's Recent Card Changes, Including Wildheart Guff and Defend the Dwarven District

    Wildfire and Reckless Apprentice are both from Forged in the Barrens and Magister Dawngrasp was buffed in December but has only become a big problem since the latest expansion so there must be more to it. Mech Mage was the most popular mage deck for Voyage to the Sunken City and that didn't include Magister Dawngrasp. Big Spell Mage obviously couldn't run Wildfire either.

    I think Murder at Castle Nathria gave mage a critical mass of stall cards, adding Solid Alibi and Nightcloak Sanctum to Varden Dawngrasp, Flurry, and Blizzard. I tried making a hero power mage deck many times and it was never this strong. It particularly struggled against decks with lots of damage from hand, such as Curse Warlock and Fel Demon Hunter, but Prince Renathal has pushed those decks out of the meta.

    Theotar also provided some disruption against combo decks.

  • Guff nerf

    Quote From HuntardHuntard
    Quote From NebuchadnezzarHS

    Wildheart Guff certainly needed a nerf for Standard, but now it is very weak in Wild. I can imagine he will get reverted back in one way or another when he rotates out. Hopefully they will cap his mana crystals to 15 when it happens to make his abilities somewhat balanced. 

    Now really weak in wild?? He has literally been in every competitive Druid deck since his release (not a hyperbole either). Druids went from having 30-ish cards slots, to 29 when he was released. The absolute slap on the wrist this nerf was is not going to change that.

    Good idea for a nerf though.

    Yeah, I probably went a bit too far off-road by saying it is very weak now. Every non aggro Druid deck will still be running Wildheart Guff, but it is just no longer the unbalanced powerhouse first pick card like it used to be before the nerf.

    FeelsBadMan, if you are playing Druid. 

    And, thanks! 😉

  • All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two

    Theotar will only be dropped from decks after Sire gets dropped from other decks; I don't know if that will happen but if it does, it will take some time.

    For my Token Demon Hunter deck, I dropped Sire because the games often ended before turn 10 and against decks where the games would last 10 turns, half the time he'd be stolen before I could play him. So I'm not defending Theotar, I'm just trying to understand Blizzard's thoughts behind not nerfing him.

  • Guff nerf

    Quote From NebuchadnezzarHS

    Wildheart Guff certainly needed a nerf for Standard, but now it is very weak in Wild. I can imagine he will get reverted back in one way or another when he rotates out. Hopefully they will cap his mana crystals to 15 when it happens to make his abilities somewhat balanced. 

    Now really weak in wild?? He has literally been in every competitive Druid deck since his release (not a hyperbole either). Druids went from having 30-ish cards slots, to 29 when he was released. The absolute slap on the wrist this nerf was is not going to change that.

    Good idea for a nerf though.

  • Weird/Unexpected/Possibly Bugged Interactions?

    Pro

    Here are a few interactions (per the title) I wanted to share and see what people think. Or you can add any similar interactions you've noticed.

    I played Thrive in the Shadows with an opposing Far Watch Post on the board, and the card I discovered went up in mana. This seems wrong to me, as nowhere on the card does it say that I am "drawing" this card. Intended or bugged?

    When a mage swaps spell costs with Barbaric Sorceress then plays a 1-cost Rune of the Archmage, the Grey Sage Parrot should not be able to recast that spell (my opinion). That spell originally cost 9, but when they played it, they only spent 1. Feels a little cheaty.

    This last one is from Mercenaries, so feel free to skip (I know not nearly as many people play Mercs). I had Mr. Smite on board with Overboard activated. My opponent's Tidemistress Athissa cast Riptide on my Edwin. What ensued was a literally endless series of attacks, as every time Smite attacked, Athissa hit Edwin (who went WAY into negative health), causing Smite to strike again. He ended up clearing the entire enemy board, even killing Queen Azshara through her resurrection. Kinda feels like that shouldn't have happened.

  • Our Thoughts on Hearthstone's Recent Card Changes, Including Wildheart Guff and Defend the Dwarven District

    I just wished they obliterated the mage and druid deck, they are very oppressive the last few months.

    If they nerfed it to oblivion, then other decks might become standard meta. Now their powerlevel is toned down, but still too high.

    Brann is a fun card but also limits the design space of the team. Just look at the ugly parrot combos or Apprentice and Sire.

     

    All in all, I just hope the mini sets can shake things up.

  • Sweeping Patch 24.2.2 Changes Arrive for Hearthstone Duels - Nerfs Across Many Classes and Passive Treasures

    Yeah it got absolutely destroyed. Now it's on the same level of useless as Stalker's Supplies

  • One Last Turn - Card Design Competition Discussion Thread

    8.5 hours left to submit! Remember that this is the last prompt of Season 5, so get in while you can :D

  • Even More Hearthstone Battlegrounds Updates Await in Patch 24.2.2 - Balance Changes for Heroes, Minions, and Quests

    I always enjoy seeing these insights from people who might be playing the mode a little more than I do! 

  • Sweeping Patch 24.2.2 Changes Arrive for Hearthstone Duels - Nerfs Across Many Classes and Passive Treasures

    It will be most likely addressed in a big patch

  • All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two

    To be honest, all of these have been pretty much on most everyone's list for a good while. Although ZachO does indeed have a good track record there. 

  • Sweeping Patch 24.2.2 Changes Arrive for Hearthstone Duels - Nerfs Across Many Classes and Passive Treasures

    I'm really glad they removed Party Replacement, coz I've lost to that passive in the early game so many times... good riddance...

    I actually like a lot of these nerfs, keen to try duels again!