Does anyone here play Magic in real life outside of Arena? If so what formats do you play? I've been looking for a place to talk about older formats and drafts since the shutdown of MTGSalvation, and I'm already on this site for the HS content.
I used to play Paper MtG a lot back the day - I have a fairly extensive collection, though pretty out of date these days buy a good number of years.
Unfortunately, life and having a family kind of took the place of going to Magic evenings at the local Games Workshop store etc, so I don't get that oppotunity any more. Having it online solved that problem for us parent-y types ;-)
Haven't really played in like 10 years. I stopped shortly after the first Ravnica expansion. Still have all my cards though, some p9, full playset duals, etc.
So have you reached the point where you are sitting on the duals and P9 and treating them more like an investment?
Wow, thanks for kind words. However, I believe that every Wild deckbuilder -whether (s)he is famous or not- should take a spotlight. I may be good/creative deckbuilder but it doesn't mean there aren't any good/creative deckbuilders like me. What matters is a good deck idea revolving around with good consistency, combined with enriched archetypes as time goes on.
At the time I really just wanted to test how good Bloodscalp could get and I gotta say, between additional Spellstones and Revenge of the Wild , it won me a bunch of games.
Had a crazy win when my opponent froze my giants and did one damage to them, giving me 2 7-health minions on board. Would have liked to see his face when I played my star-aligner...and another one the turn after. Made my day!
Had a crazy game where I had an army of mountain giants (4) as mage and he had this huge buffed taunt mechs...but no way to remove my board. I discovered another conjuring spell but man I really had to sacrifice 3(!) mountain giants on one resurrected buffed mech having more than 20 health.
Finally all his buffed craziness was removed but we still had to play more turns since we both were low on cards in hand by now. In the end I managed to win but that was one crazy Giants vs big mech's game.
What can also help in your games is just freeze those big mechs (as mage) get some fireballs with Antonidas and shoot away.
I am unsure what kind of Quest Mage you refer to: the currently most frequent Quest Mage does NOT run Ice Block, unless discovered ofc. Either way hard teching for it is usually pretty bad.
All in all, meta Aggro decks should be favored against it, with no need of further tech cards.
Maybe Loatheb, but you should be running it already in your Aggro deck.
Some extra damage from hand (spells, weapons, so that freeze effects won't easily stop them) may also help.
Surely in some games Miracle decks get lucky and smash you no matter what, but that's also why they are called Miracle in the first place.
Bloody Missile Launcher plus Venomizer is such OP nonsense. I am winning the whole game and this combo wrecks me and if you can't remove it, it's game over. Just stupid and infuriating.
I love the unique lore and art style of Draenor from WoD and think it should be in Hearthstone more. With this in mind, I've come up with a few ideas that still need to be fully fleshed out, but revolve around, not the orcs or ogres, but the first inhabitants of this savage world, the Primal Powers: Breakers, Primals, and Arakkoa. A large part of this idea revolves around "building" very powerful minions that each represent a being so powerful that giving it a Legendary almost wouldn't do it justice. I should also note that it is very hard for me to find good art of most of this stuff, so please forgive the low-quality right now. This is all prototype at the moment.
The new keyword "Absorb", which is currently defined as this:
The set works in a tri-class system similar to Mean Streets, but with different class combos.
Breakers are Warrior, Shaman, and Mage. Their system revolves around combining smaller breakers into their largest versions to eventually re-create Grond in a reverse of their evolution. Only the first two levels are playable as cards. The others must be built.
Warrior Cards:
Mage Cards:
No Shaman cards yet
The Primals are cards I have yet to create, or even fully decide on how they work. They consist of Druid, Warlock, and Hunter, and will focus on "infecting" and absorbing other minions to grow larger and can eventually be combined into the Sporemounds.
The Arakkoa are Paladins, Priests, and Rogues and work with Apexis Crystals. These crystals would have various ways to be generated and then upgraded as either light, shadow, or death to represent each of the gods of Arak. Once enough upgrade crystals are played, the a random god can be summoned with the right card. This system is also still in very early stages of conceptualization. Also, Ritual Master isn't finished and is, in fact, meant as a playable card.
Pally cards:
No Priest or Rogue cards yet exist.
Neutral:
That's all I have right now. If you have any ideas or feedback on anything from card concepts to where I can find better art, please let me know. I'd love some help on this casual little project.
The Dalaran Heist buffs get weirder -- in one of my recent runs, I drafted a Doppelgangster and gave it the permanent +2/+2 buff for the run. Based on how a handbuffed Doppelgangster has always worked in live play, I expected to get three 4/4s. Instead, I got a 4/4 and two 2/2s. So for the purposes of the Heist, I'm not willing to trust any "expected" interaction until I've seen with my own eyes how the game treats it (including Echo on Tavern-discounted cards).
We've added icons to the account links at the top of the site. They also have some more spacing.
I'm all about the visuals so this is my favourite change. There's a non-zero amount of times I've clicked Sign Out when wanting to go to admin panel, I hope the icons will finally prevent that for good. Moderating can be so hard!
6 Weapons strikes me as too much, especially since you don't want to override your eaglehorn bow in a secret hunter deck. However, 3/5 secrets in a deck that runs spellstone and eaglehorn might not be enough. Subject 9 seems like an obvious addition since you don't actually want to draw your secrets by mid-game; getting them all out of your deck will improve your average draw considerably. Secretkeeper is an obvious inclusion considering the lack of proactive one-drop minions. Bloodsail raider, Youthful brewmaster and Stitched tracker all look a bit iffy to me, especially the latter since you have no high end value cards to fish for.
Sprint, or some other card draw. In the late game, you’re likely pulling a ton of cheap Pogos anyway, and plus the Sprint has value if you’re resource starved in the mid game and don’t have a significant board presence to play into.
Fan of Knives even could also work, less for the card draw than as a tech answer to the token decks in the meta.
Arena Balance Update - Getting Win-rates Closer to 50%
Don't play arena unless it's free :)
But definitely good they are paying this game mode more attention these days - for too long it was kinda abandoned
How many golden legendaries have you opened?
19 Golden Legendaries from late 2014 but I bought a lot of packs too with money.
How many golden legendaries have you opened?
Playing from 2015.
Only got a golden Nat Pagle 2 months ago.
BEHOLD! Big Recruit Warrior
Lich King because Taunt and resources are better than 8 dmg random.
Paper Magic
I used to play Paper MtG a lot back the day - I have a fairly extensive collection, though pretty out of date these days buy a good number of years.
Unfortunately, life and having a family kind of took the place of going to Magic evenings at the local Games Workshop store etc, so I don't get that oppotunity any more.
Having it online solved that problem for us parent-y types ;-)
A Weekend of Wild Decks
Well, it might happen. So, remove Brawl and get wrecked against Aggro matchups. The choice is yours.
Paper Magic
Partly that, partly sentimentality.
A Weekend of Wild Decks
Wow, thanks for kind words. However, I believe that every Wild deckbuilder -whether (s)he is famous or not- should take a spotlight. I may be good/creative deckbuilder but it doesn't mean there aren't any good/creative deckbuilders like me. What matters is a good deck idea revolving around with good consistency, combined with enriched archetypes as time goes on.
Are decks on this website private?
Thank you for your comments,
I guess that once activity on this website will rise (after Hearthpwn will officially close its gates), this will change.
Arena Balance Update - Getting Win-rates Closer to 50%
Sounds interesting, gotta try out arena now sometime
Bloodscalp Strategist Experimentations... Again looking for inputs
At the time I really just wanted to test how good Bloodscalp could get and I gotta say, between additional Spellstones and Revenge of the Wild , it won me a bunch of games.
But yeah that's why I included Stitched Tracker and Youthful Brewmaster ..
it also works as a budget deck since the only card above rare is Zul'jin.
I'll try some of the cards suggested
The Pepper Thread - Share Some Good Vibes!
Had a crazy win when my opponent froze my giants and did one damage to them, giving me 2 7-health minions on board. Would have liked to see his face when I played my star-aligner...and another one the turn after. Made my day!
Arena Balance Update - Getting Win-rates Closer to 50%
I don’t play arena really. But that sounds like a good hotfix
What class/deck do you play to beat Mech Paladin?
Had a crazy game where I had an army of mountain giants (4) as mage and he had this huge buffed taunt mechs...but no way to remove my board. I discovered another conjuring spell but man I really had to sacrifice 3(!) mountain giants on one resurrected buffed mech having more than 20 health.
Finally all his buffed craziness was removed but we still had to play more turns since we both were low on cards in hand by now. In the end I managed to win but that was one crazy Giants vs big mech's game.
What can also help in your games is just freeze those big mechs (as mage) get some fireballs with Antonidas and shoot away.
Help: Quest mage
I am unsure what kind of Quest Mage you refer to: the currently most frequent Quest Mage does NOT run Ice Block, unless discovered ofc. Either way hard teching for it is usually pretty bad.
All in all, meta Aggro decks should be favored against it, with no need of further tech cards.
Maybe Loatheb, but you should be running it already in your Aggro deck.
Some extra damage from hand (spells, weapons, so that freeze effects won't easily stop them) may also help.
Surely in some games Miracle decks get lucky and smash you no matter what, but that's also why they are called Miracle in the first place.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
I save a Wargear + Zilliax for that one
Arena Balance Update - Getting Win-rates Closer to 50%
Thank god!
Battle of the Primal Powers Card Set
I love the unique lore and art style of Draenor from WoD and think it should be in Hearthstone more. With this in mind, I've come up with a few ideas that still need to be fully fleshed out, but revolve around, not the orcs or ogres, but the first inhabitants of this savage world, the Primal Powers: Breakers, Primals, and Arakkoa. A large part of this idea revolves around "building" very powerful minions that each represent a being so powerful that giving it a Legendary almost wouldn't do it justice. I should also note that it is very hard for me to find good art of most of this stuff, so please forgive the low-quality right now. This is all prototype at the moment.
The new keyword "Absorb", which is currently defined as this:
The set works in a tri-class system similar to Mean Streets, but with different class combos.
Breakers are Warrior, Shaman, and Mage. Their system revolves around combining smaller breakers into their largest versions to eventually re-create Grond in a reverse of their evolution. Only the first two levels are playable as cards. The others must be built.
Warrior Cards:
Mage Cards:
No Shaman cards yet
The Primals are cards I have yet to create, or even fully decide on how they work. They consist of Druid, Warlock, and Hunter, and will focus on "infecting" and absorbing other minions to grow larger and can eventually be combined into the Sporemounds.
The Arakkoa are Paladins, Priests, and Rogues and work with Apexis Crystals. These crystals would have various ways to be generated and then upgraded as either light, shadow, or death to represent each of the gods of Arak. Once enough upgrade crystals are played, the a random god can be summoned with the right card. This system is also still in very early stages of conceptualization. Also, Ritual Master isn't finished and is, in fact, meant as a playable card.
Pally cards:
No Priest or Rogue cards yet exist.
Neutral:
That's all I have right now. If you have any ideas or feedback on anything from card concepts to where I can find better art, please let me know. I'd love some help on this casual little project.
A Weekend of Wild Decks
This Mech Hunter? LOL!
Drugs? hahahahahahaha
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Big priest = small penis.
Snip Snap
The Dalaran Heist buffs get weirder -- in one of my recent runs, I drafted a Doppelgangster and gave it the permanent +2/+2 buff for the run. Based on how a handbuffed Doppelgangster has always worked in live play, I expected to get three 4/4s. Instead, I got a 4/4 and two 2/2s. So for the purposes of the Heist, I'm not willing to trust any "expected" interaction until I've seen with my own eyes how the game treats it (including Echo on Tavern-discounted cards).
Out of Cards Changelog - 2019-06-10
I'm all about the visuals so this is my favourite change. There's a non-zero amount of times I've clicked Sign Out when wanting to go to admin panel, I hope the icons will finally prevent that for good. Moderating can be so hard!
Bloodscalp Strategist Experimentations... Again looking for inputs
6 Weapons strikes me as too much, especially since you don't want to override your eaglehorn bow in a secret hunter deck. However, 3/5 secrets in a deck that runs spellstone and eaglehorn might not be enough. Subject 9 seems like an obvious addition since you don't actually want to draw your secrets by mid-game; getting them all out of your deck will improve your average draw considerably. Secretkeeper is an obvious inclusion considering the lack of proactive one-drop minions. Bloodsail raider, Youthful brewmaster and Stitched tracker all look a bit iffy to me, especially the latter since you have no high end value cards to fish for.
Consider:
-2 Bloodsail Raider
-2 Headhunter's hatchet
-2 Youthful Brewmaster
-2 Stitched Tracker
-1 Springpaw
+1 Subject 9
+2 Secretkeeper
+2 Sunreaver Spy
+1 Rat trap
+1 Snake trap
+2 Kill Command
Tiger Paladin ft. SN1P-SN4P
Pretty cool deck.
Orange's Pogo Rogue
Sprint, or some other card draw. In the late game, you’re likely pulling a ton of cheap Pogos anyway, and plus the Sprint has value if you’re resource starved in the mid game and don’t have a significant board presence to play into.
Fan of Knives even could also work, less for the card draw than as a tech answer to the token decks in the meta.