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Thanks for posting the codes again, Nirast!
Thanks for posting the codes again, Nirast!
Thanks for posting the codes again, Nirast!
Thanks for posting the codes again, Nirast!
A new Rare Neutral Minion, Hoard Pillager, has been revealed! [cardimg rating]8181[/cardimg] Discuss this card below or head on over to the card page to give it a rating! Learn more about Descent …
A new Rare Neutral Minion, Hoard Pillager, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Head on over to our dedicated guide for Descent of Dragons!
This section contains affiliate links.
If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.
Hi. Pretty easy to explain this one: signatures that are over 3 lines long can't be scrolled on mobile (to view the whole text). I suggest that either you restrict signatures to a certain font and s…
Hi. Pretty easy to explain this one: signatures that are over 3 lines long can't be scrolled on mobile (to view the whole text).
I suggest that either you restrict signatures to a certain font and size (while still allowing other customizations) and make sure the number of characters doesn't go over 3 lines, or that a scrollbar is added (as non-intrusive as possible).
Thanks
EDIT: Fifth game, I just got a Lightspwan from Evoke, so it's not legendary-only, still quite lopsided... EDIT2: I've seemed to enjoy the most legendary (pun intended) Invoke streak ever. I've played…
EDIT: Fifth game, I just got a Lightspwan from Evoke, so it's not legendary-only, still quite lopsided...
EDIT2: I've seemed to enjoy the most legendary (pun intended) Invoke streak ever. I've played 2 games in Standard Casual and got 2 Legs out of 10 invokes, so don't mind the post below. (Although it's a prime example of 'everything is possible, just unlikely')
-------------------
So I've been playing Invoke (Highlander) Priest recently and I noticed that I predominantly (maybe even exclusively) get Priest Legendaries. Over four games so far I got:
I DO know that this is a small*ish sample size BUT nonetheless it rises suspicion as there are more non-legendary priest minions than legendary ones (10 vs 29 if i counted correctly) and the probability of my sample already is <(1/3)^17 (**) which is incredibly small already.
Furthermore, you do get other minions by using the actual hero power (contrary to the Invoke keyword)
Any thoughts/ideas/falsifications?
IF this is true, I feel that the Invoke keyword is actually WEAKER than I thought. Most of the time your early game minions won't give you the needed midgame but only get your hand clunky. For me this even feels like a hidden nerf/bug.
A new Rare Paladin Spell, Righteous Cause, has been revealed! [cardimg rating]8159[/cardimg] Discuss this card below or head on over to the card page to give it a rating! Learn more about Descent …
A new Rare Paladin Spell, Righteous Cause, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Head on over to our dedicated guide for Descent of Dragons!
This section contains affiliate links.
If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.
In the midst of the current Shaman-dominated meta, what other decks have you been experimenting with and which ones do you think could shine after nerfs? Since opening [card]Zephrys the Great[/card]…
In the midst of the current Shaman-dominated meta, what other decks have you been experimenting with and which ones do you think could shine after nerfs?
Since opening Zephrys the Great, I've been having fun with making Highlander versions of Galakrond decks, specifically Highlander Warlock and Highlander Priest.
With the few games I played, Highlander Warlock seems to win against Pirate Warrior, but is absolutely decimated by Deathrattle Rogue. I also played one game with a hybrid of Quest/Highlander/Galakrond Priest and it was fun.
Admittedly, I'm one of the players who uses Galakrond Shaman to ladder, but I've been using an Overload version of it that looks like it might survive the nerf.
Post-nerf Edit: The nerfs surprisingly stifled Galakrond Shaman a bit, though it's still strong. I've been running into Deathrattle Rogue more often though.
I haven't expierimented with any of my Thief decks yet so I might give Control Thief Priest a try, but it might be too slow in this meta
Pretty self-explanatory: now that the new Full Stats screen has been unveiled, take a screenshot of your fancy Battlegrounds stats, and share it with us! How many wins do you have? What's your bigges…
Pretty self-explanatory: now that the new Full Stats screen has been unveiled, take a screenshot of your fancy Battlegrounds stats, and share it with us! How many wins do you have? What's your biggest minion ever created?
Here're mine:


I haven't played much, as you can see, but I have been fairly successful nevertheless. Not a champion at the game, but I'm happy with my 5000 rating.
Carbot released the last StarCrafts episode today. If you didn't see it, go do it right now! It was amazing and sad at the same time. The saga is over, but it was hell of a ride! Thank you Carbot!
Carbot released the last StarCrafts episode today. If you didn't see it, go do it right now! It was amazing and sad at the same time. The saga is over, but it was hell of a ride! Thank you Carbot!
The dust has settled from the recent nerfs to the Shaman cards that seemed to be the reason the class in the current standard meta was so broken. In my experience, it doesn't feel like the clas…
The dust has settled from the recent nerfs to the Shaman cards that seemed to be the reason the class in the current standard meta was so broken. In my experience, it doesn't feel like the class has really felt the impact of it. Sure there are a couple of cards that are a little slower now, but overall the class still feels the same to me.
The only real difference for my versions of the Galakrond, the Tempest decks is my inclusion of Corrupt the Waters and Electra Stormsurge. I have found that playing Electra and then Dragon's Pack is mega dumb.
But aside from Shaman, I've actually really started to enjoy the Warlock Galakrond decks and the variants that people are creating. So my question is this... Now that Blizzard has "neutralized" Shaman Galakrond, what are you playing now?
Here's a cool video with composer, Ramin Djawadi, talking about the creation of music for the new Theros: Beyond Death trailer.
Here's a cool video with composer, Ramin Djawadi, talking about the creation of music for the new Theros: Beyond Death trailer.
Hello,I've been testing this lists for a while now... and after some last last tweak I decided to release them.I've seen a lot of dudes asking for some good highlander decks to play, so here we are. …
Hello,
I've been testing this lists for a while now... and after some last last tweak I decided to release them.
I've seen a lot of dudes asking for some good highlander decks to play, so here we are.
Every list has been tested at lower ranks 1-10 with approx. 70-80% WR each.
Hope you have fun playing them :D



Hi everyone, Try to guess: which card is guaranteed to NOT appear in zephrys pool when Rouge plays necrium apothecary? [spoiler] Any kind of Silence! He even gave me Shadow Word: Pain. And it wasn'…
Hi everyone,
Try to guess: which card is guaranteed to NOT appear in zephrys pool when Rouge plays necrium apothecary?
Anyone facing similar situation?
[card]Corrupt Elementalist[/card] is having its mana cost increased to 6, from 5, in the December 19 Patch. How do you feel about this change? Once these changes are live, players will be able to d…
Corrupt Elementalist is having its mana cost increased to 6, from 5, in the December 19 Patch.
How do you feel about this change?
Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.
... And the last of the bunch In the office that evening Queued some Hearthstone at lunch With the nerfs that had changed The way standard was styled He decided to change up And queued…
...
And the last of the bunch
In the office that evening
Queued some Hearthstone at lunch
With the nerfs that had changed
The way standard was styled
He decided to change up
And queued up in Wild
At once he was queued
His Odd Rogue opposed
By a Thrall Even Shaman
Most deadly of foes
Once the mulligan was done
He soon found that he lacked
A one-drop on one
So the odds quickly stacked
The pressure soon mounted
The game had to be saved
So he slammed down a Swashburglar
And ripped Healing Wave
He pointed at face, crossed his fingers and toes
And the minions were seen
His Owl beat Thrall’s Golem
And he healed for fourteen
Despite this respite
Pressure mounted anew
And as both hands ran dry
He knew what he must do
His health was still low
And few minions on the table
But with no other options
He played Myra’s Unstable
He must heal and swing board
He accepted these facts
So he played out a Vilespine
But not before Zilliax
He now had the board
But his health was at six
And with fatigue now at two
Thrall had plenty of tricks
He topdecked for lethal
Found a crackle with glee
Pointed it at face
But he lowrolled a three
So our hero odd rogue
Knew that Thrall did not win it
With one health remaining
Valeera was still in it
He played out some minions
Cleared board best as he could
And then boosted the Zilliax
With a combo’d Cold Blood
His foe could not answer
With much power at all
So our hero now knew
He could defeat Thrall
So he searched for the lethal
To pick up the win
And the game closed with a cry
LEEEEROOOOOOY JENKINS!
---
Context - I wrote this last Christmas as a joke for a friend at work. Everything in the story is true - including dropping to 1 health from a lowrolled Crackle and finding lethal with Leeroy - which is why I was hyped enough to write something this cheesy.
Let this be a lesson to all - no matter how acerbic and waspish someone can act, they're still quite capable of doing something incredibly cringey and making themselves look like a pillock on the internet if it might make someone smile.
So has anyone else seen the graphics glitch where keywords on cards will look like they've been roughly crossed out with pink marker? And is there any way to fix it? PC issue btw.
So has anyone else seen the graphics glitch where keywords on cards will look like they've been roughly crossed out with pink marker? And is there any way to fix it? PC issue btw.
MANA COMPENDIVM Hello dudes,I would like to start this thread with the purpose of finding a scientific explanation on how cards "Balance" is done in Hearthstone. I will start with some example of i…
1° Example
Cost: 4
Stats: 4/6 (10) = +1 EV - Taunt

Cost: 5
Stats: 10/12 (22) = +6 EV - Taunt
In this case, Dragon's Pack starts from a +5 EV from the average +1 EV of Saronite Chain Gang, but requires a condition to be played with buff as a double 5/6.
The question is: is it worth of a (5*) mana discount ?
The answer is: "I don't think so".
We can compare it to Scion of Ruin
Cost: 3
Stats: 9/6 (15) = +4,5 EV - Rush.
Seems fair enough?, but it's not. Because Scion of Ruin has minus 1,5 EV compared to Dragon's Pack. Which means that Dragon's Pack should get at least his cost increased by (1*) mana, or the buff decreased from +3/+3 to +2/+2
Anyway, the major problem is that only few classes can afford such big tempo plays. And as it seems, the real problem with either these two cards is the General Balance of the game.
More examples to come... Do you have some good one to explain? :)
The new Eternal expansion, Promises by Firelight, is now live. See the patch notes below. [quote from="Dire Wolf Digital" href="https://www.direwolfdigital.com/news/promises-by-firelight-patch-notes…
The new Eternal expansion, Promises by Firelight, is now live. See the patch notes below.
New Features:
- The new Promises by Firelight campaign is live! Journey into the past and play through the stories of the Xultan Champions to collect 21 new and exclusive, Expedition-legal cards!
- Premium versions of alternate art cards will now be craftable if a player owns four copies of the non-premium alternate art.
Bug Fixes:
- Invulnerable VFX should now properly disappear at the end of a turn in some cases.
- Promo cards in the Expedition Archive should no longer display the promo rarity when viewed in Collection.
- Updated the Overwhelm hanger to include language about defending Sites.
- Fixed an issue where echoed cards would incorrectly present face-down and remain on the screen if the hand maximum was surpassed
- Users on Switch should now be able to properly submit feedback when using a controller.
- Fixed issues with targeting opponent avatars on mobile.
- Units that are invulnerable to damage should now properly be affected by the Dinomancy Enthusiast boss power.
Card Fixes:
- Fixed an issue where playing Lay Siege in response to an Edict of Linrei could cause game instability.
- Soulflame Rider’s cost reduction should now no longer be capped at 3 reductions due to Decimating.
- Fixed an issue where Mistrust did not display proper Justice VFX.
- Kemmo’s Blueprints cast with Onslaught should now grant the drawn weapon +1/+1 before Echo creates a copy.
- Fixed an issue where Borderlands Lookout’s stats did not immediately update when some powers were played.
- Vara’s Sanctum’s wording has been updated: “While you have exactly one unit, it has +3 strength, Deadly, and Lifesteal.” Its functionality is unchanged.
- Fixed an issue where Karvet, Solar Dragon’s voice lines were cut off by the summon cultists.
- Burr-Spore Fern’s text should now be consistent in all languages.
- Improved the VFX for Eilyn, the Rising Storm summon effect.
Right now the pity timer for Hearthstone packs is 40, which means that players have the ability to hypothetically get only 3 legendaries from their first 90 Packs. This doesn't affect me much (since …
Right now the pity timer for Hearthstone packs is 40, which means that players have the ability to hypothetically get only 3 legendaries from their first 90 Packs. This doesn't affect me much (since I only open around 40 packs per expansion) but I imagine that it causes some players a lot of frustration and could cost Blizzard money because of angry players who were screwed over by pack RNG. A solution to fix this would be to reduce the pity timer to only every 30 or even 20 packs. Because there is usually only an average of 1 legendary per 20 packs, a change of the pity timer to 30 packs would not affect the vast majority of Hearthstone players, only the ones who got especially unlucky that expansion. I think this could actually make Blizzard more money by helping make the player experience better and by retaining players who are angered by RNG. so what do y'all think? Would this change make you happy? Do you think it'd cost Blizzard too much money? Do you think it's likely?
Didn't see it posted yet, so I thought I'd mention it here. https://us.forums.blizzard.com/en/hearthstone/t/16-0-5-balance-update-december-19/20934
Didn't see it posted yet, so I thought I'd mention it here.
https://us.forums.blizzard.com/en/hearthstone/t/16-0-5-balance-update-december-19/20934
[card]Sludge Slurper[/card] is having its attack decreased to 1, from 2, in the December 19 Patch. How do you feel about this change? Once these changes are live, players will be able to disenchant…
Sludge Slurper is having its attack decreased to 1, from 2, in the December 19 Patch.
How do you feel about this change?
Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.
Hello everyone, as you might have heard, [card]Mogu Fleshshaper[/card] will be changed soon (in less than 24 hours to be precise), moving its cost from 7 up to 9.To be honest I was ok with this bala…
Hello everyone,
as you might have heard, Mogu Fleshshaper will be changed soon (in less than 24 hours to be precise), moving its cost from 7 up to 9.
To be honest I was ok with this balance change, but I've read more than one person saying that this should be a buff instead of a nerf. It is true?
Let's look at it closely.
I'll now list every single 8 and 10 drops currently available in Standard, dividing them in 3 categories: potentially game ending (you definitely highballed), good (nice upgrade) and bad (worse or not much better). In order to give this rates I'll take in consideration a scenario in which the game isn't already decided. Consider also that some minions are in the middle ground between two tiers, so you may not agree about some decisions, but you should be able to see the logic behind all.
Let's start with the 8 drops:
POTENTIALLY GAME ENDING (8): Al'Akir the Windlord, Deathwing, Mad Aspect, Mosh'Ogg Enforcer, Tirion Fordring, Walking Fountain, Zzeraku the Warped, Grommash Hellscream, Batterhead.
GOOD (20): Akali, the Rhino (it would be in a lower tier if not for the effect), Catrina Muerte, Deranged Doctor, Fel Lord Betrug, Gruul, Da Undatakah, Gilnean Royal Guard, Ironbark Protector (maybe higher), Jepetto Joybuzz, Lucentbark, Mana Giant, Murozond the Infinite, Octosari (double edged blade but still an 8/8), Princess Talanji, Splintergraft, Tess Greymane (on the edge of being lower), Tomb Warden (not lower just for the taunt), Twin Tyrant, Whirlwind Tempest (see Tess), Cauldron Elemental.
BAD (8): Arcane Devourer, Captain Hooktusk, Heroic Innkeeper, Hex Lord Malacrass, Hir'eek, the Bat, Pit Crocolisk, Splitting Festeroot (maybe higher), Tortollan Pilgrim.
In the end we have 8 really good outcomes, 20 decent ones and 8 bad ones, with the average result being a 5,5/7, with an 11% chance to have Rush (4/36), a 6% chance to have Charge or Windfury (2/36 in both cases), a 19,4% chance to have Taunt (7/36), an 11% chance to have a somewhat useful deathrattle (again 4/36) and finally a 61% chance to get more than a simple vanilla minion (22/36).
Let's do the same thing for the 10 drops too
POTENTIALLY GAME ENDING (4): Colossus of the Moon, Big Bad Archmage, Kalecgos, Deathwing.
GOOD (8): Emeriss, Jumbo Imp, Hakkar, the Soulflayer, Sea Giant, Nozari, The Boom Reaver, Living Monument, Mecha'thun.
BAD (1): King Phaoris.
This time we have 4 really good outcomes, 8 good ones and just a bad one, with a 1/12 chance to get taunt and roughly a 50% chance (5/12) to get something more than a vanilla minion, with an average result of a 7,8/8,9.
Now, from what gathered here we can draw these conclusions:
That being said, why and when do you play Mogu Fleshshaper (followed by and evolve card, of course)? The answer is simple: the faster the better. You want to get the most possible out of you mana cheating effect. That's why even Murloc builds used to run him since they didn't want to play for value/control.
Imagine this average scenario: 1 drop + totem + enemy minion + other minion (second totem, second enemy minion, lackey, Faceless Lackey shenanigans,...) will discount Mogu for 4 and thus you'll be able to play it on turn 3, with (like I said before) 28 in 36 chances to get a well statted 8 drop that your opponent will have to answer in one or two turns.
What about 9 mana Mogu? In these case, you'll have to wait at least two more turns, in order to
Given these premises, the surprise/game breaking effect of Mogu would be less impacting on the board, to the point where a +2/+2 couldn't be enough to compensate the turns spent in order to set up an appropriate table.
I'll say it again: the Mogu Fleshshaper + Mutate combo's main goal is not to put as much stats as possible on the board, but do it the fastest you can, in order to have more chances for your big drop to stick.
Therefore, I can affirm that Mogu Fleshshaper's balance change is meant to be a nerf and not a buff.
TLDR: answering an 8 drop on turn 4 is much more difficult than dealing with a 10 drop on turn 6/7 - it's a nerf, not a buff.
Thanks for reading, I hope you've found this post interesting and insightful.
I'm really looking forward to read your own opinions!
[card]Faceless Corruptor[/card] is having its attack decreased to 4, from 5, in the December 19 Patch. How do you feel about this change? Once these changes are live, players will be able to disenc…
Faceless Corruptor is having its attack decreased to 4, from 5, in the December 19 Patch.
How do you feel about this change?
Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.
Prayers have been answered!!! Was just playing the brawl and used [card]Witchy Lackey[/card] on a [card]Lord Godfrey[/card] that was played at 2 mana since it came out of the holiday chest. The Evol…
Prayers have been answered!!!
Was just playing the brawl and used Witchy Lackey on a Lord Godfrey that was played at 2 mana since it came out of the holiday chest. The Evolve mechanic turned it into a Dragonslayer - 1 mana more than the PLAYED COST, not the real cost.
Has anyone else experienced this?!
[card]Mogu Fleshshaper[/card] is having its mana cost increased to 9, from 7, in the December 19 Patch. How do you feel about this change? Once these changes are live, players will be able to disen…
Mogu Fleshshaper is having its mana cost increased to 9, from 7, in the December 19 Patch.
How do you feel about this change?
Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.