ramp druid 8 mana on turn 4
ramp druid 8 mana on turn 4
ramp druid 8 mana on turn 4



The latest Realm Threads in chronological order from across Out of Games.
ramp druid 8 mana on turn 4
ramp druid 8 mana on turn 4



From Bronze10 to Diamond5 I played my version of Soulshard Demon Hunter (63% WR) and from Diamond5 to Legend I played Enrage Warrior (76% WR) Bronze10 to Diamond5: ### Soul Reaper DH# Class: Demonh…
From Bronze10 to Diamond5 I played my version of Soulshard Demon Hunter (63% WR) and from Diamond5 to Legend I played Enrage Warrior (76% WR)
Bronze10 to Diamond5:
### Soul Reaper DH
# Class: Demonhunter
# Format: Standard
# Year of the Phoenix
#
# 2x (1) Battlefiend
# 2x (1) Consume Magic
# 2x (1) Spirit Jailer
# 2x (1) Twin Slice
# 2x (2) Blade Dance
# 2x (2) Manafeeder Panthara
# 2x (2) Soul Shear
# 2x (3) Aldrachi Warblades
# 2x (3) Shardshatter Mystic
# 2x (4) Ashtongue Battlelord
# 1x (4) Kayn Sunfury
# 2x (4) Marrowslicer
# 2x (5) Glaivebound Adept
# 2x (5) Soulshard Lapidary
# 2x (6) Skull of Gul'dan
# 1x (7) Soulciologist Malicia
#
AAECAea5AwLaxgPP0gMOh7oDnLwD4LwD2cYD1MgD98gD/MgD/sgD0c0D+84DzNIDzdID1NID99UDAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
# Generated by HDT - https://hsreplay.net
Diamond5 to Legend:
### Enrage Warrior
# Class: Warrior
# Format: Standard
# Year of the Phoenix
#
# 2x (0) Inner Rage
# 2x (1) Athletic Studies
# 2x (1) Risky Skipper
# 2x (1) Shield of Honor
# 2x (1) Sky Raider
# 2x (2) Armorsmith
# 2x (2) Battle Rage
# 1x (2) Corsair Cache
# 1x (3) Ancharrr
# 2x (3) Bloodsworn Mercenary
# 2x (3) Bomb Wrangler
# 2x (3) Livewire Lance
# 1x (3) Lord Barov
# 2x (3) Warmaul Challenger
# 2x (4) Kor'kron Elite
# 2x (7) Bloodboil Brute
# 1x (8) Grommash Hellscream
#
AAECAQcE0gLerQPAuQOT0AMNFhyQA9QE9agD3KkD3a0DpLYDq7YDu7kDnLsD4swDkdADAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
# Generated by HDT - https://hsreplay.net
Hi, I just wanted to point out that the CSS style used for the Avatar Theme is not okay when the username is long. Currently, it is set to "left: -2px;" but it should be "left: 50%; margin-left: -92…
Hi, I just wanted to point out that the CSS style used for the Avatar Theme is not okay when the username is long.
Currently, it is set to "left: -2px;" but it should be "left: 50%; margin-left: -92.5px;" instead. Just saying 😅
https://css-tricks.com/forums/topic/horizontal-centering-of-an-absolute-element/
EDIT: Forgot to mention that it occurs on the member page like https://outof.cards/members/[USERNAME]/
I've been thinking and technically it should work. If you don't open your Mage and Hunter class packs till Madness at the Darkmoon Faire launches, you might be able to get some extra class specific c…
I've been thinking and technically it should work. If you don't open your Mage and Hunter class packs till Madness at the Darkmoon Faire launches, you might be able to get some extra class specific cards from the new expansion due to the no duplicates rule across all rarities. I'm keeping my packs to verify :D
These are the packs I'm talking about: https://imgur.com/a/JVigX9d

Can anyone see a reason to not run three of these in their deck? Landmark removal or a wounded unit killer as a fast spell. It’s an absolutely fantastic card I guess Nox was hurting. I do…
Can anyone see a reason to not run three of these in their deck? Landmark removal or a wounded unit killer as a fast spell. It’s an absolutely fantastic card I guess Nox was hurting. I don’t think they were but this fabulous card should be really helpful to balancing things out. It’s just like crumble as a landmark removal except it’s fast. It cost less mana and it doesn’t require you to burn a unit to use it but just like crumble.
It seems like the 'add filter' option does not work?
It seems like the 'add filter' option does not work?
A new Epic Freljord Spell, Feel The Rush, has been revealed! [runecardimg rating]806[/runecardimg] Discuss this card below or head on over to the card page to give it a rating! Learn more about Ca…
A new Epic Freljord Spell, Feel The Rush, 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 Call of the Mountain!
A new Epic Ionia Spell, Go Get It, has been revealed! [runecardimg rating]805[/runecardimg] Discuss this card below or head on over to the card page to give it a rating! Learn more about Call of t…
A new Epic Ionia Spell, Go Get It, 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 Call of the Mountain!
A new Epic Targon Spell, Out Of The Way, has been revealed! [runecardimg rating]804[/runecardimg] Discuss this card below or head on over to the card page to give it a rating! Learn more about Cal…
A new Epic Targon Spell, Out Of The Way, 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 Call of the Mountain!
A new Epic Shadow Isles Spell, Go Hard, has been revealed! [runecardimg rating]802[/runecardimg] Discuss this card below or head on over to the card page to give it a rating! Learn more about Call…
A new Epic Shadow Isles Spell, Go Hard, 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 Call of the Mountain!
A new Epic Piltover & Zaun Spell, Give It All, has been revealed! [runecardimg rating]801[/runecardimg] Discuss this card below or head on over to the card page to give it a rating! Learn more…
A new Epic Piltover & Zaun Spell, Give It All, 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 Call of the Mountain!
A part the general principle, is there any detail about how much you get from a win and how do you get rewards from progress ? I would like to know figures not "philosophy" - tks
A part the general principle, is there any detail about how much you get from a win and how do you get rewards from progress ?
I would like to know figures not "philosophy" - tks
Visited all the card pages for Descent of Dragons' worst-rated cards by the community, but the Draconic Ragers achievement does not trigger unfortunately.
Visited all the card pages for Descent of Dragons' worst-rated cards by the community, but the Draconic Ragers achievement does not trigger unfortunately.
Is there seriously such a thing as maximum how many abilities and spells can be on the stack? Today as I was playing ranked, I played Rex with plunder on a Ledros that had 1hp left, with me still hol…
Is there seriously such a thing as maximum how many abilities and spells can be on the stack? Today as I was playing ranked, I played Rex with plunder on a Ledros that had 1hp left, with me still holding a Death's Hand as well as a Ravenous Flock with 4 mana. Rex already created 7 abilities on the stack and the guy just played Unspeakeble Horror and Atrocity and the game did not give me prioritiy to react. In my opinion this is such a ridicolous way to lose a ranked game.
Greetings here! I'm here to present you my version of how I would change Priest's Core Set... new class. I've taken a break from my core set plans and created something a bit different.&nbs…
Greetings here! I'm here to present you my version of how I would change Priest's Core Set... new class. I've taken a break from my core set plans and created something a bit different.
This time, it's an entirely new class. In my interview about Hunter and Demon Hunter Core Set Changes, I did say making one for Demon Hunter was close to creating a new class, but Archivist was one true new class, because I had to make everything from sratch instead of having ready pieces like I had with DH. It's been at least a year since I attempted to make a new class - my latest one beforehand was Monk, and before Monk - Witch Doctor, which was actually one of the first ever classes released to Hearthcards Class Creator. But without further adieu, let's move on to Archivist!
For your information, you can also check the class in Hearthcards Class Creator.
Strengths and Weaknesses
Heroes and Cards
Hero and Hero Power



Basic Set










Initiate Set




















Tokens





Competition Theme: I'm Rooting For You It's time to enter the Tavern! The best minions have to be versatile, after all.You must create a minion which will appear in both…
It's time to enter the Tavern! The best minions have to be versatile, after all.
Wailor wants us to take on the Battlegrounds this week, so make sure your minions are ready to fight!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Here are the phases of this card design competition
No thread rules were added to this season. Please populate and manually edit this thread with them.
It's invisible for me, and I can't add it. Is it a bug or am I just impatient enough?
It's invisible for me, and I can't add it. Is it a bug or am I just impatient enough?
For the past few days, I have been unable to edit my HS collection, or view collection progress. The page just hangs, never loading. Using an Android tablet. Tried in Opera Beta and…
For the past few days, I have been unable to edit my HS collection, or view collection progress. The page just hangs, never loading. Using an Android tablet. Tried in Opera Beta and Google Chrome browsers.
Cheese's Custom Core set revamp Instead of doing 1 thread per class, I've decided to do a single master thread for my whole shit. Some changes happened for the classes I already posted before accord…
Instead of doing 1 thread per class, I've decided to do a single master thread for my whole shit.
Some changes happened for the classes I already posted before according to the feedback I've received. There are also some revamped cards that I shamelessly ripped off from other people's reworks (credit is given when it happens) because the main goal of this revamp is not to be creative.
Blizzard's official post on class identity is weird. It mixes class mechanics with strengths and weaknesses so most of the stuff doesn't make sense. The way I proceeded is completely different. I started by listing what should be the primary and secondary mechanics of the class, the strengths and weaknesses of the class as well as the archetypes available to it should follow from this list.
I say "core sets" a lot, but the Basic and Classic set are NOT interchangeable in their functions.
Tribal synergies are part of a class primary identity in only 3 cases
All other class-tribe associations are mostly a matter of coincidence as these tribes happen to fit in the class identity (eg pirates for Warrior/Rogue)
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NOTE: If you're an Arena player, you will probably look at this set in horror since it contains a lot of cards that are or were notoriously very good or even outright cancer in this mode. There's really no way around it. The Basic set is supposed to be generalistic and versatile, this intrinsically makes it broken in Arena. If it were real, this Basic set would NEVER be part of any Arena rotation.



(as you can tell, I hate Freeze Mage)

Listed below are cards I considered adding to the core sets but didn't, either because they have a flaw that make them unfit for core sets, or because there was no room for them anymore.
9+ mana
7-8 mana
5 mana
4 mana
3 mana
2 mana
0-1 mana
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TOKENS





TOKENS

The following cards almost made it into my core sets, but didn't because there were no room left for them.
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In terms of core set quality, Hunter is above average, although its sets aren't as good as Mage's or Rogue's. The main issue with Hunter's current set is its one-dimensionality. Up to 2017, Hunter was a one-dimensional class with an extremely linear gameplay. It had only one viable archetype (at best), oscillating between face and midrange.
After 2017, internal diversity increased: Egg, Cube, No-minion, Big, etc... Deathstalker Rexxar enabled late-game-oriented Hunter archetypes. Big Beast synergies enabled non-linear playstyles. One major constraint, as Blizz themselves noticed, is Hunter's lack of card draw. Lack of card draw intrinsically limits a class' design space. However Blizz developed workarounds such as card generation (Rhok'delar)or costly but powerful tutoring (Scavenger's Ingenuity, Ursatron) as opposed to general card draw, or "Recruit" mechanics.

TOKENS


![(7) Bursting Shot[6]](https://hearthcards.ams3.digitaloceanspaces.com/60/ee/c3/6a/60eec36a.png)


TOKENS

The following cards almost made it into my core sets, but didn't because there were no room left for them.
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Mage is a mostly well-defined class. Blizzard's description of Mage's class identity is mostly accurate. The changes to my set are mostly polishing. Oh and also about nuking every combo piece of the fucking abomination that is Freeze/Exodia mage.





The following cards almost made it into my core sets, but didn't because there were no room left for them.
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Paladin has some well-defined themes (i.e. buffs), but there are too few of them. Paladin has historically always been a swing class, meaning its power level from expansion to expansion varies greatly due to both its extremely shitty core sets, which means its class identity has always been all over the place.
For example, Silver Hand Recruit synergy is a theme that has been mostly underexploited except during the Odd Paladin era. It's strange that board-wide buffs is considered a Druid theme but not a Paladin one. It would fit better here.
Large heals, even though it's been a Paladin theme, have been weak and don't feel different enough from Priest ones.
I've tried to gather everything I coul that make Paladin class identity, however it's clear Paladin needs something more.
Finally, I've gotten rid of secrets in Paladin's core sets. Devs said in the past that they gave Paladin secrets because they wanted to give them to Rogue originally, but Rogue already had the Combo keyword and they thought Paladin was the next best thing. But Paladin's secrets have always felt out of place within the class and they were almost never viable (except for Avenge and during the TGT era with Mysterious Challenger). This doesn't prevent Paladin secrets to be re-introduced during rotations as it is the case for Rogue secrets right now.

TOKENS

The following cards almost made it into my core sets, but didn't because there were no room left for them.
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The following cards almost made it into my core sets, but didn't because there were no room left for them.
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Rogue is a mostly well-defined class with identifiable strengths and weaknesses, as well as a lot of different themes.

TOKENS


Fun fact: Adrenaline Rush existed in HS alpha but it costed 1 back then and was probably considered too OP.



TOKENS

The following cards almost made it into my core sets, but didn't because there were no room left for them.
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Shaman is a swing class. It has a lot of well-defined but underexploited themes, while its core sets are too meme-y. Even though Shaman has potential, the class is hard to balance. One can clearly see that Blizz doesn't really know what to do with it. Also, no, card generation is not a Shaman weakness.
Shamans wins by keeping board control. The longer it keeps the board, the more powerful it becomes. Shaman is also the best at burst damage. On the flip side they struggle to recover a lost board.

TOKENS

Note: I strongly hesitated to change Shaman's basic totems but decided against it out of caution & conservatism.




TOKENS

The following cards almost made it into my core sets, but didn't because there were no room left for them.
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Warlock is weird because it's mostly defined by its HP. It's not that Life Tap is intrinsically better than other HPs, it's just that it's deck-defining. Life Tap alone guarantees that Warlock will always have two archetypes at its disponsal : "vomit your hand and reload" and "play Twilight Drake/Mountain Giant on turn 4", independently of any class cards. If class cards didn't exist, Warlock would be the only class that still feels unique because of its HP (MAYBE Hunter would also feel unique because of SMOrc).
Fortunately Warlock has a few other themes than defines it... but those themes are largely under-exploited.

TOKENS





TOKENS

The following cards almost made it into my core sets, but didn't because there were no room left for them.
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Warrior is probably the best designed class in the game. No overhaud needed here, just some edge polishing.

I strongly hesitated to un-nerf win axe or to change its stats, but I couldn't find anything good. RIP FWA. F.




TOKENS

The following cards almost made it into my core sets, but didn't because there were no room left for them.
I'm sure it's too early to tell, but I was wondering if anyone has heard whether or not all existing quests will be ported to the new system with appropriately adjusted XP rewards?Specifically thinki…
I'm sure it's too early to tell, but I was wondering if anyone has heard whether or not all existing quests will be ported to the new system with appropriately adjusted XP rewards?
Specifically thinking about the Challenge a Friend for 80 gold quest that exists now as I got it today and then challenged a friend. I was thinking after how this particular quest might not be continued, and how sad that would seem. I have never personally participated in the 80g quest sharing as I have local friends I usually trade those with. But I know many people save them until they can get a trade through the forums and double their shared gold.
Would be sad to see it go. Maybe it'll still be around. But unless any specifics have been shared about if any current quests won't be ported over we'll just have to wait and see I guess.
Competition Theme: Trick And Treat For this competition, we've decided to give you a treat - you get to choose any of these three options for your card to qualify!Spooky Noi…
For this competition, we've decided to give you a treat - you get to choose any of these three options for your card to qualify!
Does anyone have what it takes to pull off the ultimate trick and meet all three prompts?
Happy Hallow's End! As part of our upcoming Hallowe'en celebrations, we bring you a spooky competition to celebrate the season.
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Here are the phases of this card design competition
Please note: This is a special competition and not in a normal season.
Making a post here for visibility. We were supposed to have our Halloween event go live earlier today, as teased via "Out of Cards Surprise" on the October card back post for Hearthstone. We're behi…
Making a post here for visibility.
We were supposed to have our Halloween event go live earlier today, as teased via "Out of Cards Surprise" on the October card back post for Hearthstone. We're behind on schedule due to the craze that was this past week (sup Hearthstone announcements and Duels deckbuilder) so I just wanted to let everyone know that it is delayed until tomorrow.
I don't have the exact time when it will go live tomorrow, but I can tell you that we'll be extending the availability of the Halloween event a couple of days to make sure we have at least a full week for it. It doesn't line up perfectly with Halloween being the final day, but we'll just say we're also celebrating Day of the Dead alongside it =D
I think people will like what we've got in store. It's a jump up from our previous site events and will also be the basis for our Holiday event in December. Super stoked!
Hey guys, I just played a few games against 3 friends today (they all had the Challenge a friend quest) and after none of these games my quest log has been updated. I had 2 50 gold quests "…
Hey guys,
I just played a few games against 3 friends today (they all had the Challenge a friend quest) and after none of these games my quest log has been updated.
I had 2 50 gold quests "play 30 cards" and "destroy 25 minions" but there was no quest progress -> still 0/30 and 0/25.
Is it bugged? Has anyone else experienced this phenomenon yet?
Hearthstone often called an RNG fiesta, and the prevailing wisdom is that it takes less skill to play than other TCGs/CCGs because of it. I’m not here to argue whether HS, MtG, LoR etc. is the …
Hearthstone often called an RNG fiesta, and the prevailing wisdom is that it takes less skill to play than other TCGs/CCGs because of it. I’m not here to argue whether HS, MtG, LoR etc. is the more skilful since as far as I know the concept of ‘skill’ cannot be quantified, so we’d be stuck using opinions and gut feelings which get us nowhere.
No, the purpose of this thread is to make the case that RNG, in HS as well as other (card) games, should not be regarded with the surface-level analysis that it usually receives. Namely: “you have less control of the outcome, therefore that outcome requires less skill”. To escape the ever-present debate of whether RNG in deck order counts, I'll focus more on randomness outside of card games, which helps shed a different light on things.
I start with chess: a board game where 1 player goes up against another in a fair, zero-RNG battle of wits and planning. Well, no RNG except for who gets to go first anyway. In a sense we can view chess like a card game mirror match where both players’ decks start on the board. At every point in the game you know exactly what you are up against and you know exactly how every piece is going to behave.
In such a deterministic environment you can plan several turns ahead, working out what you want to do, how you want to do it, and devising counter-plays for your opponent’s inevitable counter-plays. It’s all very skilful… if you are a good player and that description applies to you. I am not a good chess player: I know the rules, but I’m not interested enough in the game to invest the time and effort to make chess a skill of mine. Because of this, I know that if I play against a good player, my odds of winning are very small (which frankly acts as a deterrent against me wanting to play the game, and is certainly a good argument for why HS has so much RNG: to let bad players still enjoy it. But I digress).
However, while I know I’m bad at playing chess conventionally, I also know I can help even the odds by reducing my opponent’s ability too. Which brings me to what I call ‘the bamboozle play’. The idea is simple: do something the opponent won’t expect yet doesn’t do you any harm either. Often this involves moving a piece that still leaves all your key pieces protected but has no influence on the current points of tension on the board. I basically pick a piece at random and as long as it can do something safe I’m happy to move it.
The upshot of the bamboozle play is that it leaves the opponent unsure what I’m going to do, thereby negating a lot of their advantage in being able to predict future turns. The bamboozle play itself is not especially skilful; yes, I must know the rules well enough to know what is safe to do, but it doesn’t go a whole lot deeper than that. However, the very idea of the bamboozle play is quite skilful since it is designed specifically to counter my main disadvantage.
Thus, by feeding a bit of randomness into how I play, I am a more skilful player than I would be without it. Of course I could choose to be even more skilful by actually learning to play chess properly, but I have better things to do than that.
Moving away from games, let’s talk about using RNG in a serious setting: to run scientific simulations and therefore better understand the world around us. The simulations in question, named after the casinos in the city of Monte Carlo (so it’s got some connection to card games through that at least), choose to ignore the known equations provided by mathematics and/or physics in favour of generating a heck of a lot of random numbers instead.
Perhaps the simplest example is calculating the value of the mathematical constant pi (i.e. the pi in the area of a circle = pi * r^2). The way to do this is to snugly put a circle inside a square so the circle’s diameter is equal to the square’s width, 2r = w, and then fire randomly generated vectors at it, each landing at a position (x,y) inside the square. Do this a lot of times, then at the end count what fraction of those vectors landed inside the circle. That will equal the ratio of circle area to square area (pi*(r/w)^2 = pi/4), so multiply it by 4 et voila! You have calculated pi!
You can do much more sophisticated things than this, and I personally have a lot of experience in running Monte Carlo simulations of polymers or swimming bacteria which need to interact in complex ways through the fluid they are in. Each random number does something that has no physical meaning, but real physics can be made to come out if you generate enough of them in the right way.
The point is that RNG can be extremely clever at a statistical level, but that only becomes apparent after a long time. If you focus on individual random numbers, then it looks uncontrolled and you might mistake the end result as an accident of chance when it is in fact just as likely to happen as if you used deterministic equations to get there.
Now to bring things back to RNG in HS.
The bamboozle play can be most easily related to random card generation, letting you do something the opponent won’t expect and plan for. That could be entirely accidental, which is often the case with casting a random spell or summoning a random minion, in which case it is probably not skill or wisdom that led you to do it. Even here though there are examples where it does involve skill, e.g. recognising your only path to victory lies in summoning a taunt.
The discover keyword provides the cleanest demonstration of this ‘bamboozle skill’. There are at least 3 tiers of skill here: 1) you just pick randomly; 2) you pick the card that best suits your deck; 3) you pick the card that best suits your deck while also acting as a counter to the opponent. There’s a lot of knowledge and understanding that goes into making the right choice.
Ultimately, I think the middle ground random card generation (i.e. it goes into your hand, but you don’t have any choice in what card it is) hides the most skill of these three. Being able to work out a good use for a card that has no obvious use arguably shows more skill than following the same old game-plan with a low RNG deck. That comparison can be debated; I’m just pointing out there’s an argument for it.
Monte Carlo’s relation to RNG in Hearthstone is usually one of win rates rather than individual games. Put succinctly, you play the random effects that statistically improve your odds of winning, even if each individual effect looks uncontrolled. The entire reason RNG makes it into strong decks is statistical, and the people who worked out the RNG cards were good (I’m not looking at you netdeckers!) were the skilled players that saw past the variance… OK, and deck-trackers build the statistics for them so they only actually need to know that a larger number is good. But that diminishment of skill is down to the deck-trackers and HS websites, not the game design itself.
Ultimately, a player’s skill in any game is just a measure of how well they can navigate the environment they are given. You can be great at chess but hopeless in HS and vice versa, not so much because one game requires more skill than the other, but because the two games require a different set of skills. To comment on the amount of RNG in HS is to comment on the game environment, not the skill it takes to play it well.
To round things off I’m going to make a comment regarding Burgle Rogue (which has long been my favourite archetype and I am therefore very biased). Given my preference for the bamboozle play in chess, it is perhaps obvious that I would gravitate to a deck whose main win condition is to bamboozle the opponent into submission by doing it so much that statistics shine through within a single game. I guess all I really want is for people to recognise that there’s a lot more skill and planning going on than it looks like when you meet me on ladder and I beat you up with an Animated Avalanche in a deck with no elementals in it.
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Tl;dr: seriously? If you really want 1500 words condensed into a single sentence I guess I’ll repeat this: To comment on the amount of RNG in HS is to comment on the game environment, not the skill it takes to play it well.