Stealing stuff has never been more fun. It was a bit RNG though, cause I almost died on boss 7/8 due to bad draws at first. I kept drawing expensive stuff and discarding my cheap, good stuff.
OMG that bag of coins is so good. That's a crazy turn 1. Nice
I do have a Complete Collection in Wild and Standard and tend to just Meme around for the entire Season. As long as I keep up with the Expansions I'll be happy.
I have pre-ordered both Bundles and have enough money in my Blizzard Balance for another 120 Packs. So it looks like I'll be opening 250 packs on the 6th.
If I have to judge my opening, I'd say I am a bit unsatisfied: I was expecting at least 1 more legendary (Oblivitron/Arch-Villain Rafaam) and a couple different epic (I would have loved to get Nine Lives and Big Bad Archmage), but here we are anyways.
I've been hitting at least rank 5 every month since RoS launch, but I failed to get legend for the first time. I guess it was an ok result of mine
Surprised you didn't craft that second Underbelly Angler for some sweet murloc shaman action. Given you unpacked Scargil and Swampqueen Hagatha, I'd have thought it was an easy decision. Any reason why?
Stealing stuff has never been more fun. It was a bit RNG though, cause I almost died on boss 7/8 due to bad draws at first. I kept drawing expensive stuff and discarding my cheap, good stuff.
I am wondering when this card is better than, say, a Novice Engineer. Value wise the lackey is always good value. Your hand size will remain the same which is relevant for my Mountain Giant. But if I am also looking for a specific card in my deck then Novice Engineer is better I guess.
If I have to judge my opening, I'd say I am a bit unsatisfied: I was expecting at least 1 more legendary (Oblivitron/Arch-Villain Rafaam) and a couple different epic (I would have loved to get Nine Lives and Big Bad Archmage), but here we are anyways.
I've been hitting at least rank 5 every month since RoS launch, but I failed to get legend for the first time. I guess it was an ok result of mine
Garr is definitely the toughest stage for me. If you don't have enough early game drops that can survive his whirlwind (or if you get unlucky at mulligan) you will get smashed. I beat him with warrior a few times and won the run on my 3rd or 4th attempt but I was picking all cards based solely on mana cost. Get cheap cards b/c you're playing off-curve intentionally to stuff bombs. When you get to Garr you have to hard mulligan for anything that will be playable right away. I had decent success with T1 HP followed by T2 Town Crier + HP then T3 (something) + HP, rinse and repeat. 2x [Hearthstone Card (Hand of Rafaam) Not Found] is outrageous, though, and made every match super easy. 25:18 without being a speed freak with all clicks and decisions.
Lost three consecutive times with Bomb Warrior, only to do 5 playthroughs after that (All classes + Shaman for a second time - working for the card reveals!)
I found 3 that Hand of Rafaam is pretty neat for aggressive decks (as some opponents have autocast hps and can't get rid of them until turn 5), also 3 Boombots in the beginning is nice, and all the treasures that are OP anyway (draw 2 extra, cards cost half, etc)
Are you guys drunk or what?This is an UNCONDITIONAL removal for 4 mana! And the drawback might never happen.
So many rank 50 reviews here lol.
Are you drunk? The condition is fucking terrible. It’s make your deck much worse to destroy a minion.
Overexaggerating much. This goes in a control shell where you almost always have an a full hand. Even if you draw an imp in the extact next turn which is highly unlikely, you will probably have other plays available and you can always tap. Sure if you draw 3 or 4 imps in a row this card is terrible but that will rarely happen. On average this is 4 mana unconditional removal and that's the end of story.
I'm really not, though. How competitive was Malchezar? It doesn't matter if it's a control shell or an aggro shell, drawing useless cards looses games. If you play two of these, you've added 6 useless cards to your deck.
As I've said repeatedly, if a card is released that makes these useless imps useful, then things change. Rafaam is not a way to make these cards useful, since they are burying your rafaam and making it harder to draw him.
And that's the end of the story. See, I can do it too.
it's not comparable to [Hearthstone Card (prince malchezar) Not Found] cause it just gave you 5 probably useless cards at the start of the game as well as a vanilla 5/6 for 5 taking a deck slot as well as making your draws worse and it's at the start of the game.. if [Hearthstone Card (prince malchezar) Not Found] was a battle cry instead it would be a good card to include into your control deck. basically 6 dead draws most of the time.. the only benefit was it was an anti fatigue strategy in control v control.
how is this card better? you decide when you want to ruin your deck and the deck ruining isn't that bad anyway cause you are playing warlock.. which doesn't have cheap hard removal, people used to play Blastcrystal Potion it was probably the 30th card in the Reno Jackson deck but it wasn't that bad, the ability (back then) to answer a turn 4 fandral was really important.
against decks in the current meta (Which again won't be the SOU meta but might be similar) the ability to answer a giant on turn 4 is important both in the supposed mirror(if warlock is popular which isn't currently the case) and vs mage, and just being a decent "get out of jail" removal for big minions.
As a handlock style deck you normally tap a lot so you have answers in your hand or stuff to develop anyway you can afford to run situational or dead cards as a warlock (note: it's not true in most other classes) having 3 dead draws for eliminating a big threat is totally worth it. tempo is the most important part of the game and the least important one is the value of your remaining deck(which I argue again and again and again how overrated it is).
Besides you might never draw the imps and you just removed a big/medium minion for 4 mana as a warlock. not to mention the imps aren't that bad you can just play them as mana fillers.
I think its meant to be combined with Plot Twist. So with a full hand, which you created by 3 times hero Power early on, your Plot Twist will give you an extra 9 so you only need 5 more which could be 3 turns. So I think you can have quest completed as soon as turn 7? And then you still have 20-ish cards in your deck that can be drawn for 0-cost using your hero power. If you get 2 Plot Twists early then quest can be completed even sooner obviously.
Exactly. That was always the fear with this new format and it's being shown as being a serious problem for viewership. I love this game, but seriously hearing a caster say "Well, if you love that Rogue vs. Mage matchup, we are headed for the third one today. Stay tuned..."
And it's not like they're different kinds of decks in each of their own classes. Every Mage on the GM tour is Cyclone Giants. Rogue at least has some variance, but there's about a 20-24 card core that doesn't seem to move but between primary/secondary/tertiary decks.
For a general removal card its ok, like walk the plank, but most of the time the extra 1-1's in your deck will not improve it, so this card should be played as soon as possible, or as a prelude to a rafaam turn. Now zoo decks generally want to put more minions early on so my best bet is on a late game turn when rafaam will be your next card.
this card could be played in a fatigue deck. you play this with 0-1 cards left in your library and you negate fatigue damage. which is good since warlocks draw a lot of cards.
Can we unpack this a bit?
Assuming that playing this card puts you at even or ahead in fatigue, what are the 1/1 imps doing to help you win in fatigue? Sure, you're holding off fatigue damage, but the 1/1 imp isn't fighting for board. Remember, your opponent is going to be playing cards too, but his are going to do things.
Are you saving both of these cards until fatigue, playing them, and then playing Rafaam? I mean, I guess that's something. It isn't unheard of. But to me, It just doesn't feel better than the late game things warlock can already do.
would you rather take fatigue damage? or draw nothing? or draw 1/1's? those imps are the most useless minion in the game, but they are not killing you like fatigue would. in no world is it worse to draw nothing than to take damage and still not gain resources. I don't see how shuffling those 1/1's into a empty deck would ever be a bad thing.
Kibler's Plot Twist Warlock 61%
id love to try it out a little :) any replacement for the dollmaster?
how do i beat the blackrock crash brawl?
i have been playing this brawl for hours but i can't beat it.
any tips that can help me?
New Card Reveals - Impbalming & Earthquake
You might even say... they're worthless.
Blackrock Crash
you can also complete your daily quests in this tavern brawl which is cool
E.V.I.L. Fire Fest - How are your runs?
OMG that bag of coins is so good. That's a crazy turn 1. Nice
f2ps, how is your RoS collection going so far?
I was thinking the same thing. Are you allergic to murlocs? They are pretty gross.
Have you pre-ordered the expansion yet?
I do have a Complete Collection in Wild and Standard and tend to just Meme around for the entire Season. As long as I keep up with the Expansions I'll be happy.
I have pre-ordered both Bundles and have enough money in my Blizzard Balance for another 120 Packs. So it looks like I'll be opening 250 packs on the 6th.
Hopefully that'll be enough....
f2ps, how is your RoS collection going so far?
Surprised you didn't craft that second Underbelly Angler for some sweet murloc shaman action. Given you unpacked Scargil and Swampqueen Hagatha, I'd have thought it was an easy decision. Any reason why?
[Game] Name another card that has the same...
Reckless Rocketeer
A 6-drop with 2 health.
New Card Reveals - Impbalming & Earthquake
Wasn't quite sure how they worked but after reading the comments I'm really enjoying the synergies of these cards!
New Warlock Spell - Impbalming
I don't know, Warlock is a bit lacking single target removal, so it might get played along with Siphon Soul in control decks.
E.V.I.L. Fire Fest - How are your runs?
In contrast to most players here, I finished with Togwaggle and not with Dr. Boom.
Turns out that going Bag of Coins, The Coin, The Coin, The Coin, The Muscle, Explorer's Hat, The Coin, The Coin, The Coin, The Coin, Counterfeit Coin, Edwin VanCleef, Molten Reflection .... is quite a good turn one play.
Stealing stuff has never been more fun. It was a bit RNG though, cause I almost died on boss 7/8 due to bad draws at first. I kept drawing expensive stuff and discarding my cheap, good stuff.
EVIL Cable Rat
I am wondering when this card is better than, say, a Novice Engineer. Value wise the lackey is always good value. Your hand size will remain the same which is relevant for my Mountain Giant. But if I am also looking for a specific card in my deck then Novice Engineer is better I guess.
E.V.I.L. Fire Fest - How are your runs?
Really cool brawl! I did it with warrior on first try in 28 minutes.
Can we check anywhere how far we've come towards the card reveals?
f2ps, how is your RoS collection going so far?
Here are my stats
Packs opened: 107
Commons: all
Rares: almost all (missing second Underbelly Angler, both Sunreaver Warmage and both Recurring Villain)
Epics: 23 (+1 golden), but got 5 Hench-Clan Hag and 4 Magic Carpet
Legendaries: 4 (Barista Lynchen, Scargil, Swampqueen Hagatha and Fel Lord Betrug)
If I have to judge my opening, I'd say I am a bit unsatisfied: I was expecting at least 1 more legendary (Oblivitron/Arch-Villain Rafaam) and a couple different epic (I would have loved to get Nine Lives and Big Bad Archmage), but here we are anyways.
I've been hitting at least rank 5 every month since RoS launch, but I failed to get legend for the first time. I guess it was an ok result of mine
E.V.I.L. Fire Fest - How are your runs?
Garr is definitely the toughest stage for me. If you don't have enough early game drops that can survive his whirlwind (or if you get unlucky at mulligan) you will get smashed. I beat him with warrior a few times and won the run on my 3rd or 4th attempt but I was picking all cards based solely on mana cost. Get cheap cards b/c you're playing off-curve intentionally to stuff bombs. When you get to Garr you have to hard mulligan for anything that will be playable right away. I had decent success with T1 HP followed by T2 Town Crier + HP then T3 (something) + HP, rinse and repeat. 2x [Hearthstone Card (Hand of Rafaam) Not Found] is outrageous, though, and made every match super easy. 25:18 without being a speed freak with all clicks and decisions.
E.V.I.L. Fire Fest - How are your runs?
Lost three consecutive times with Bomb Warrior, only to do 5 playthroughs after that (All classes + Shaman for a second time - working for the card reveals!)
I found 3 that Hand of Rafaam is pretty neat for aggressive decks (as some opponents have autocast hps and can't get rid of them until turn 5), also 3 Boombots in the beginning is nice, and all the treasures that are OP anyway (draw 2 extra, cards cost half, etc)
Fastest run is 27:14 bt
New Warlock Spell - Impbalming
it's not comparable to [Hearthstone Card (prince malchezar) Not Found] cause it just gave you 5 probably useless cards at the start of the game as well as a vanilla 5/6 for 5 taking a deck slot as well as making your draws worse and it's at the start of the game.. if [Hearthstone Card (prince malchezar) Not Found] was a battle cry instead it would be a good card to include into your control deck. basically 6 dead draws most of the time.. the only benefit was it was an anti fatigue strategy in control v control.
how is this card better? you decide when you want to ruin your deck and the deck ruining isn't that bad anyway cause you are playing warlock.. which doesn't have cheap hard removal, people used to play Blastcrystal Potion it was probably the 30th card in the Reno Jackson deck but it wasn't that bad, the ability (back then) to answer a turn 4 fandral was really important.
against decks in the current meta (Which again won't be the SOU meta but might be similar) the ability to answer a giant on turn 4 is important both in the supposed mirror(if warlock is popular which isn't currently the case) and vs mage, and just being a decent "get out of jail" removal for big minions.
As a handlock style deck you normally tap a lot so you have answers in your hand or stuff to develop anyway you can afford to run situational or dead cards as a warlock (note: it's not true in most other classes) having 3 dead draws for eliminating a big threat is totally worth it. tempo is the most important part of the game and the least important one is the value of your remaining deck(which I argue again and again and again how overrated it is).
Besides you might never draw the imps and you just removed a big/medium minion for 4 mana as a warlock. not to mention the imps aren't that bad you can just play them as mana fillers.
New Warlock Spell - Supreme Archaeology
I think its meant to be combined with Plot Twist. So with a full hand, which you created by 3 times hero Power early on, your Plot Twist will give you an extra 9 so you only need 5 more which could be 3 turns. So I think you can have quest completed as soon as turn 7? And then you still have 20-ish cards in your deck that can be drawn for 0-cost using your hero power. If you get 2 Plot Twists early then quest can be completed even sooner obviously.
Three New Uldum Cards Revealed This Weekend During Hearthstone Grandmasters Playoffs
Exactly. That was always the fear with this new format and it's being shown as being a serious problem for viewership. I love this game, but seriously hearing a caster say "Well, if you love that Rogue vs. Mage matchup, we are headed for the third one today. Stay tuned..."
And it's not like they're different kinds of decks in each of their own classes. Every Mage on the GM tour is Cyclone Giants. Rogue at least has some variance, but there's about a 20-24 card core that doesn't seem to move but between primary/secondary/tertiary decks.
And it's boring. As. Fuck. To. Watch
New Warlock Spell - Impbalming
For a general removal card its ok, like walk the plank, but most of the time the extra 1-1's in your deck will not improve it, so this card should be played as soon as possible, or as a prelude to a rafaam turn. Now zoo decks generally want to put more minions early on so my best bet is on a late game turn when rafaam will be your next card.
Kibler's Plot Twist Warlock 61%
I enjoy playing this deck, but I'm to bad to win regularly with it.
New Warlock Spell - Impbalming
would you rather take fatigue damage? or draw nothing? or draw 1/1's? those imps are the most useless minion in the game, but they are not killing you like fatigue would. in no world is it worse to draw nothing than to take damage and still not gain resources. I don't see how shuffling those 1/1's into a empty deck would ever be a bad thing.
E.V.I.L. Fire Fest - How are your runs?
27 minutes first try with warrior! Quite easy, maybe I'll try to be faster or try with the other heroes
Quest Trading - Play A Friend!
Battle tag: ggplay#2247
Region: EU
Trade Only? Yes you go first