Now we need to memorize spell tribes as well? Only time can tell, but its going to be somewhat confusing at first since most spells don't really look all that different from the rest. Maybe team5 made it more obvious by their art, but we'll see.
Not so glad to see a nerf to shaman's totems. Its already bad enough to juggle between 4 totems randomly, now even the best one's no longer available.
Ysera the Dreamer seems like a big winner. Play her and immediately sap something for 0 1 mana, or push 5 damage to the face if there's something on board. Really impressed, especially given that the power levels of the card isn't shit, at least that's a good sign that he core cards likely won't be as well.
Not sure what to do with new malygos yet. Deathwing the Destroyer looks more like a powerful tech card for classes like rogue or druid. Since they withheld new Alexstrasza, it must be really something. Can't wait to see it.
Well that change to High Abbess Alura was certainly not expected, given that the deck will certainly die off on its own when cards rotate. Its certainly not really all that different compared with Prismatic Lens previously.
Garrosh seems completely impossible. Any tips on the MU after Monkey King? I can't keep anything on board or keep up with his board. There's not enough time to pull off an OTK (and I don't see the resources to actually do that, anyway, since Garrosh builds up armor easily). Even the bigger minions die to one swing of Gorehowl. Popping a Mass Resurrection doesn't give enough power to win, either.
That Garrosh fight takes even more luck, but in general he's really not all that hard. I've been in games where I played nothing for 4 turns and still managed the win. Basically the reason why his army is a little more overpowered is because of your hero power, which along with holy nova should more or less clear everything except for Warmaul Challenger. Just keep playing minions even if they will die to a weapon swing. It really doesn't matter if Garrosh keeps removing them, because your hp will be doing most of the damage anyway.
As long as your hp keeps removing his minions and you keep your health high, there's really not much to be afraid of.
Every time I see druid on the top I have to be honest...
I hate it
If its not swarming the board with an instant kill card if you don't clear, its playing cards 4 turns earlier than possible. The only consolation is that when they lose, its usually because they just drew nothing for 3 turns and can't do shit.
Kill the second immediately using the one big dude you have from the first phase.
Third phase is up to you. You can stall, but usually the boss puts out really big minions in this phase so you really can't do that too much. Just try and build up a good deal of board before you kill the panda.
And now the final phase. Because he has a ridiculous hero power you really got to either have a board or have mass rez by this point or you'll die. But if you got out of the third phase with at least a taunt, you're well on your way to victory.
Agreed, the whole Anduin chapter was surprisingly fun Considering it was well... Anduin...
Fun is too strong a word. Its basically the same as Jaina; easy to get over with. Even the most unfun design is easily forgiven if I can pretty much steamroll past it, which was what I thought mostly about Jaina's and now Anduin's.
Fortunately for Anduin, the last mission is very well made, so that's the high bar every other mission must now be compared with.
It is probably the best mission so far in book of heroes, mostly because you get to place plenty of heroes against the opponent's heroes. Just a tad shame that yours never permanently die, so I wasn't really all that concerned over their lives. I never had any problems with Sylvanas since I've 4 heroes on board and plenty of firepower while she mostly have only removal and that weapon, which all things considered, is way too slow compared to your army.
It does help a great deal that none of the missions that we've experienced so far come even close to this one in terms of design, difficulty, and satisfaction. I'm still waiting to see if Thrall's mission can trump this one, since Thrall's significance in the lore is much greater than Anduin's.
It will likely give you any missing cards from standard, so if you open it first thing after rotation, it should give you the new expansion cards you dont have first.
But unless you've already got all the epics for priest in the current standard, is there any reason not to just open them? After all the odds are not really in your favor to begin with, and not every expansion's cards are guaranteed to be playable.
There's talk about a diablo 2 remake, which is remarkable considering that immortals and diablo 4 are not even out yet, in the latter's case its supposedly years away from launch. As long as the remake is truly an actual remake, and not yet another "Here's a hd filter over it, 30 bucks please" bs, it'll be a step in the right direction.
I'd like to believe that there's better in it for Moonfang, having played with him a while, but I can't. He's either too slow, or going against classes that can easily remove him. Nearly every deck I face will either ignore him and kill me, or remove him without much fuss.
Best deck to play moonfang in is actually in my opinion priest, because Embalming Ritual and Power Word: Shield are cheap cards that can help out with its unfortunate weakness while also able to bring him back in case he's removed the first time. Unfortunately priest is hardly a top class at the moment, so I guess this wolf would have to save its howling until the next expansion.
LEX LUTHOR: MAN OF STEEL - Brian Azzarello & Lee Bermejo
The first in Brian Azzarello's series of stories told from a villain's POV (he followed this up with "Joker," which is just as good). The story is told from Lex Luthor's perspective; he's written as the protagonist of the story, with Superman as some looming presence that threatens the existence of humanity. It's gripping, paranoid, and engrossing, and what's most impressive is it manages to make you sympathize with Luthor.
Its stretched a bit far honestly. Superman has red glowing eyes all the time in this comic, and that scrap he had with batman made absolutely no sense considering batman is already often portrayed as having a spare kryptonite with him. Even more baffling is how batman (as Bruce Wayne) later shared technology with Luthor despite being Superman's ally. But that said, I do love the story, making Luthor more human than a saturday cartoon deranged psychopath bent on destroying superman at all costs.
I don't mind the red, glowing eyes of Superman in this comic since it's told entirely from Lex Luthor's point of view. It makes sense that we see him as the monster that Luthor sees him as ;)
I'll have to re-read it again, but didn't Bruce Wayne share Luthor's fear that Superman could one day decide to rule over the Earth? Or it could be that Luthor manipulated Bruce into thinking the same way, hence the scrap he had with Superman. And from what I remember, I think Superman sensed that Batman was carrying kryptonite with him that's why he attacked him. They weren't really depicted as "allies" in that story, more like guardians of their own domains that kept a respectful distance from each other.
Batman does share that fear, hence why he often has kryptonite with him at all times, and Superman is aware of this fact, so it made no sense for him to get upset at batman for having it. The story goes that Luthor presented it to him to curry favor with Bruce on some tech sharing deal to build a synthetic superhero. Batman was holding the kryptonite (in a lead case) when Superman 'attacked' him in an alley, and with glowing red eyes, destroyed the kryptonite in front of him.
But superhero comics have never been shy of taking liberties with canon, and it is from Luthor's perspective so obviously Superman must be the villain here. Just a little strange why they decided to insert batman into the story when it only weakens the perspective.
LEX LUTHOR: MAN OF STEEL - Brian Azzarello & Lee Bermejo
The first in Brian Azzarello's series of stories told from a villain's POV (he followed this up with "Joker," which is just as good). The story is told from Lex Luthor's perspective; he's written as the protagonist of the story, with Superman as some looming presence that threatens the existence of humanity. It's gripping, paranoid, and engrossing, and what's most impressive is it manages to make you sympathize with Luthor.
Its stretched a bit far honestly. Superman has red glowing eyes all the time in this comic, and that scrap he had with batman made absolutely no sense considering batman is already often portrayed as having a spare kryptonite with him. Even more baffling is how batman (as Bruce Wayne) later shared technology with Luthor despite being Superman's ally. But that said, I do love the story, making Luthor more human than a saturday cartoon deranged psychopath bent on destroying superman at all costs.
Your point 1 has a small caveat. You can actually eventually* get it to a round number but only if you're willing to go through arena and heroic duels, of which the rewards can come in as small as 20g. So its not technically stuck at a useless number, just floating about until one day you get lucky.
Point 2 is largely personal. I used to complete everything once every 3 days, and sometimes I still do that, but that's not a metric us players should be concerned about. That's for blizz to get us to come in more often, and the switch to xp has not really changed my habits to be honest.
Quote From Zebulun
It is great for other things I have to get done, like studies and work projects, and teach my kid some school stuff.
That seems ideal to me. Play hearthstone and maximize gains without much fuss AND get to live a life beyond it. I've never understood how some players outside of high legend can ever put more than 1.5 hours a day and not feel like they've been about as productive as a slug getting from one end to the other, but to each their own.
Can anyone provide a list? I'm missing Nozdormu and both tip the scales and would be very hesitant to craft them, but I'd like to see how this thing works.
Edit: Found it (Murloc Version). Do you think this will get nerfed?
Its just my personal advice, but if you dont have all the cards don't bother crafting them. Not only are they rotating in about a month and a half, the deck suffers from serious consistency issues, far more so than druid, which basically it intends to ape.
Let's also not forget that Nozdormu grants the opponent 10 mana to play before you do, so on chances you face up against priest or mage, you're better off just playing the normal aggro murloc game. Yes its hilarious when you win with Alura or get a board full of clowns and your opponent happens to be aggro, but those are just moments against the many times you either don't draw the cards you need, or just die from aggro without playing a single card.
Again, just my opinion, but I think this deck is held up mainly by Alura+tip the scales on 4/5. Nozdormu on 4 will likely just end with you dying more often than not.
It won't be nerfed, for the same reason why druid still exist. The deck is nowhere near consistent enough and against value decks it might as well start praying.
I've tried a homebrew high roll alura deck before. It wasn't bad, I got many wins with it, but it felt cheap. Like draw Alura with an activator and you're solid. Otherwise you're just a murloc pally deck which honestly isn't the end of the world, but it just doesn't feel quite right with how I like to play hearthstone.
Ramp pally is theoretically sound, but its likely just worse than a standard murloc pally with Alura and Tip the Scales. It even has the same win condition, draw marquee card and roll on to victory. The real question is really how'd you intend to play when you don't draw your Nozdormu and stuck with 10 cost cards in your hand.
Dust is not fun. Gold is not fun. Currency is not fun. The things you buy with currency is fun, so if we are creating layers of decision that make you more worried about how you spend your currency, you are more likely to not ever get to the 'fun' thing. Cards in this example.
If you really want us to immediately jump into the bandwagon of 'fun', just grant us all Whizbang the Wonderful for free and you got it.
Its ironic that in order to remove this supposedly agonizing layer of decision making they then opted to grant us packs that will likely not ever get us anything to have fun with. Just give me options, and let me 'agonize' over it please. I don't think giving me less options would then proceed to make everything better.
Now we need to memorize spell tribes as well? Only time can tell, but its going to be somewhat confusing at first since most spells don't really look all that different from the rest. Maybe team5 made it more obvious by their art, but we'll see.
Not so glad to see a nerf to shaman's totems. Its already bad enough to juggle between 4 totems randomly, now even the best one's no longer available.
Ysera the Dreamer seems like a big winner. Play her and immediately sap something for 0 1 mana, or push 5 damage to the face if there's something on board. Really impressed, especially given that the power levels of the card isn't shit, at least that's a good sign that he core cards likely won't be as well.
Not sure what to do with new malygos yet. Deathwing the Destroyer looks more like a powerful tech card for classes like rogue or druid. Since they withheld new Alexstrasza, it must be really something. Can't wait to see it.
Edit: Dream is now 1 mana. Still good in my book
Well that change to High Abbess Alura was certainly not expected, given that the deck will certainly die off on its own when cards rotate. Its certainly not really all that different compared with Prismatic Lens previously.
Step 1. Draw 1 drop. Step 2. Use every hard counter card until exhaustion.
Losers the one who ran out of counters
That Garrosh fight takes even more luck, but in general he's really not all that hard. I've been in games where I played nothing for 4 turns and still managed the win. Basically the reason why his army is a little more overpowered is because of your hero power, which along with holy nova should more or less clear everything except for Warmaul Challenger. Just keep playing minions even if they will die to a weapon swing. It really doesn't matter if Garrosh keeps removing them, because your hp will be doing most of the damage anyway.
As long as your hp keeps removing his minions and you keep your health high, there's really not much to be afraid of.
Every time I see druid on the top I have to be honest...
I hate it
If its not swarming the board with an instant kill card if you don't clear, its playing cards 4 turns earlier than possible. The only consolation is that when they lose, its usually because they just drew nothing for 3 turns and can't do shit.
Stall the first about 3-4 turns, build up a really big dude on the way using Power Word: Shield and Inner Fire
Kill the second immediately using the one big dude you have from the first phase.
Third phase is up to you. You can stall, but usually the boss puts out really big minions in this phase so you really can't do that too much. Just try and build up a good deal of board before you kill the panda.
And now the final phase. Because he has a ridiculous hero power you really got to either have a board or have mass rez by this point or you'll die. But if you got out of the third phase with at least a taunt, you're well on your way to victory.
Well, more options is always good, even if I would almost never spend my gold/dust to craft hero portraits.
Then again, at some point I might be tempted to get Khadgar if only because I need another mage portrait that's not Jaina.
Fun is too strong a word. Its basically the same as Jaina; easy to get over with. Even the most unfun design is easily forgiven if I can pretty much steamroll past it, which was what I thought mostly about Jaina's and now Anduin's.
Fortunately for Anduin, the last mission is very well made, so that's the high bar every other mission must now be compared with.
It is probably the best mission so far in book of heroes, mostly because you get to place plenty of heroes against the opponent's heroes. Just a tad shame that yours never permanently die, so I wasn't really all that concerned over their lives. I never had any problems with Sylvanas since I've 4 heroes on board and plenty of firepower while she mostly have only removal and that weapon, which all things considered, is way too slow compared to your army.
It does help a great deal that none of the missions that we've experienced so far come even close to this one in terms of design, difficulty, and satisfaction. I'm still waiting to see if Thrall's mission can trump this one, since Thrall's significance in the lore is much greater than Anduin's.
It will likely give you any missing cards from standard, so if you open it first thing after rotation, it should give you the new expansion cards you dont have first.
But unless you've already got all the epics for priest in the current standard, is there any reason not to just open them? After all the odds are not really in your favor to begin with, and not every expansion's cards are guaranteed to be playable.
Axe of cenarius is literally Rockbiter Weapon's art. Never would have guessed it.
There's talk about a diablo 2 remake, which is remarkable considering that immortals and diablo 4 are not even out yet, in the latter's case its supposedly years away from launch. As long as the remake is truly an actual remake, and not yet another "Here's a hd filter over it, 30 bucks please" bs, it'll be a step in the right direction.
I'd like to believe that there's better in it for Moonfang, having played with him a while, but I can't. He's either too slow, or going against classes that can easily remove him. Nearly every deck I face will either ignore him and kill me, or remove him without much fuss.
Best deck to play moonfang in is actually in my opinion priest, because Embalming Ritual and Power Word: Shield are cheap cards that can help out with its unfortunate weakness while also able to bring him back in case he's removed the first time. Unfortunately priest is hardly a top class at the moment, so I guess this wolf would have to save its howling until the next expansion.
Batman does share that fear, hence why he often has kryptonite with him at all times, and Superman is aware of this fact, so it made no sense for him to get upset at batman for having it. The story goes that Luthor presented it to him to curry favor with Bruce on some tech sharing deal to build a synthetic superhero. Batman was holding the kryptonite (in a lead case) when Superman 'attacked' him in an alley, and with glowing red eyes, destroyed the kryptonite in front of him.
But superhero comics have never been shy of taking liberties with canon, and it is from Luthor's perspective so obviously Superman must be the villain here. Just a little strange why they decided to insert batman into the story when it only weakens the perspective.
Its stretched a bit far honestly. Superman has red glowing eyes all the time in this comic, and that scrap he had with batman made absolutely no sense considering batman is already often portrayed as having a spare kryptonite with him. Even more baffling is how batman (as Bruce Wayne) later shared technology with Luthor despite being Superman's ally. But that said, I do love the story, making Luthor more human than a saturday cartoon deranged psychopath bent on destroying superman at all costs.
Your point 1 has a small caveat. You can actually eventually* get it to a round number but only if you're willing to go through arena and heroic duels, of which the rewards can come in as small as 20g. So its not technically stuck at a useless number, just floating about until one day you get lucky.
Point 2 is largely personal. I used to complete everything once every 3 days, and sometimes I still do that, but that's not a metric us players should be concerned about. That's for blizz to get us to come in more often, and the switch to xp has not really changed my habits to be honest.
That seems ideal to me. Play hearthstone and maximize gains without much fuss AND get to live a life beyond it. I've never understood how some players outside of high legend can ever put more than 1.5 hours a day and not feel like they've been about as productive as a slug getting from one end to the other, but to each their own.
Its just my personal advice, but if you dont have all the cards don't bother crafting them. Not only are they rotating in about a month and a half, the deck suffers from serious consistency issues, far more so than druid, which basically it intends to ape.
Let's also not forget that Nozdormu grants the opponent 10 mana to play before you do, so on chances you face up against priest or mage, you're better off just playing the normal aggro murloc game. Yes its hilarious when you win with Alura or get a board full of clowns and your opponent happens to be aggro, but those are just moments against the many times you either don't draw the cards you need, or just die from aggro without playing a single card.
Again, just my opinion, but I think this deck is held up mainly by Alura+tip the scales on 4/5. Nozdormu on 4 will likely just end with you dying more often than not.
It won't be nerfed, for the same reason why druid still exist. The deck is nowhere near consistent enough and against value decks it might as well start praying.
I've tried a homebrew high roll alura deck before. It wasn't bad, I got many wins with it, but it felt cheap. Like draw Alura with an activator and you're solid. Otherwise you're just a murloc pally deck which honestly isn't the end of the world, but it just doesn't feel quite right with how I like to play hearthstone.
Ramp pally is theoretically sound, but its likely just worse than a standard murloc pally with Alura and Tip the Scales. It even has the same win condition, draw marquee card and roll on to victory. The real question is really how'd you intend to play when you don't draw your Nozdormu and stuck with 10 cost cards in your hand.
If you really want us to immediately jump into the bandwagon of 'fun', just grant us all Whizbang the Wonderful for free and you got it.
Its ironic that in order to remove this supposedly agonizing layer of decision making they then opted to grant us packs that will likely not ever get us anything to have fun with. Just give me options, and let me 'agonize' over it please. I don't think giving me less options would then proceed to make everything better.