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Echo

Staff Writer
Joined 05/29/2019 Achieve Points 860 Posts 323

Echo's Comments

  • November 18th can't come soon enough. 

  • Yeah last week getting your deck to be full with BFF is cool and all, but it's kinda sucking the fun out of doing it fast for me since it's just "play a card and go face for 2-3 turns". At least the rewards are nice.

  • "but the stats seem to suggest a 4% increase in winrate in games where the happy armadillo got played compared to those where it didn't. Tomb Warden, the only non-legendary of top 5 also enjoys the existence of Dr. Boom, Mad Genius, but causes a 2.5% bump in winrate when played regardless."

    I feel like this is less that the cards are performing really well and more the fact control decks have a high win rate for pretty much all cards played. This is because typically the longer the game goes on the more cards you play and with things like Tomb Warden in particular, it's just a large wall that can act as a nail in the coffin for some other types of decks. You can probably replace it with some other big taunt or big mech have a similar result occur.

    That being said, I do think the cards are good, but their strength doesn't come from them being strong on their own and instead of slotting into an already tried and true deck that is shaping the meta.

  • I think the largest reasons why the quest decks aren't doing well, like what pretty much everybody else has stated, is simply that the meta isn't in a great spot for them. The whole issue kind of boils down to you jump through a bunch of hurdles to get a hero power that is supposed to synergize with your deck and push you to win, but either the hero power isn't strong enough, like in the case of rogue or hunter, or it just can't compete with other late-game alternatives. I think it is fairly safe to say that almost all the hero powers you get from quests are worse than the Dr. Boom's hero power, which you get from playing a single card instead of dedicating a good portion, if not the entire deck to get a similar power level hero power.

    It's pretty safe to say that some of these quests are going to get better next year, once Dr. Boom (and I guess Hagatha to a lesser extent) rotate out since there will be significantly less powerful control options for the late game (hopefully they don't decide to create more heroes for one class).

    On that note though, I think another large reason why the quest decks don't have a high win rate is that right now, pretty much all of them don't win you the game. If you take a look at all the successful quest rewards in the past, even those which were less successful such as Nether Portal, they would all be powerful to carry you to win the game, if not too powerful cough Crystal Core cough. I love Ascendant Scroll and all, but there are too many 'junk' spells you can get to really have it be a proper win condition. Sure the Heart of Vir'naal can pick on more midrange decks but it doesn't hold a candle to the value generated from Hagatha and Dr. Boom.

    In reply to Quest deck winrates
  • First golden hero I got was rogue during MSOG before the STB nerf simply because rogue had like 3 viable archetypes and I loved playing them all, followed by hunter during Boomsday (and mainly in wild due to both secret and mech being absurdly fun) and just recently got paladin despite it being my go-to ranked class for about a year. 

    My other classes are all in the 300~ range, with the exception of druid and warrior since I do not find the classes to be fun most of the time. The classes I am currently working on the most are shaman and warrior, using a totem shaman for wild and a control warrior in standard, at least for now.

  • I absolutely adore Subject 9 in hunter, simply because it provides much-needed card draw as well as it synergizing absurdly well with Cloaked Huntress but aside from hunter, the card doesn't see much play. 

    On the contrary, Zilliax is an overall strong card, but he has always felt more of a shoo-in than an actual strong card in most wild decks. Sure he helps make the deck have more sustaining power, but I do not run him in most if any, of my wild lists since I find him to be lackluster. That being said, he is the type of card that can fit into pretty much anything so you would probably get more bang for your buck with him.

  • I love pretty much all the new secret stuff mage got, even if Cloud Prince is a bit over-the-top but aside from that, Garden Gnome, Overflow and Anubisath Defender are also really fun and good in my opinion.

  • Quote From chWolfgang

    It seems that the people who play a lot of hunter (this is usually golden hero Hunters) are more prone to rope or rage quite if they start to loose the game. Is this your experience?

    Does it tilt you if some waists your time this way instead of conceding? Or, do you just tell you self that you just ruined someone day enough to make them rage quit?

    I play a fair bit of hunter (easily my most played class with almost 800 ranked wins) and typically I concede as soon as games start to go south for me simply because the class typically plays aggressive enough that in the time it takes for that game to finally end, I could already be mostly done with another game.

    As for roping, the only time I do that is when I'm either sprinting back from the bathroom, having my internet cut out or when my dog wants me to throw his toy for 30 years.

  • What's your opinion on [Hearthstone Card (Elemental Invocation) Not Found]? It's always one of the first cards I put in a deck with Mana Cyclone, it's a common so it's in budget, it cycles itself easily with the cyclone and with Dune Sculptor, not to mention it can also be a pseudo, pre-nerf Innervate for Water Elemental in addition to working with the cyclone.

    In reply to Starter Cyclone Mage
  • Yeah MTG goldfish is always a great site for pretty much any format. The issues with having a full vicious syndicate-style application for not only MTGA but also just MTGO and paper MTG are that each has tons of small differences in the meta. The clearest examples are how Nexus of Fate is banned on MTGA despite it being one it is one of the largest payoffs for Simic Ramp, resulting in an imbalance in the meta. Another issue is just that certain cards are more accessible than others just due to how you obtain cards on MTGO and MTGA. A huge example of this is in how in the MTGA beta, they basically gave you all the cards you needed for Mardu Vehicles and as such, that deck saw an incredibly large play rate compared to how much it saw in the other ways of playing the game.

    That being said, one of the best ways to learn the meta is through either just playing the game more and trying out things yourself or there are several websites that host their own content that is all very helpful to learn the game. The channel I mostly watch to learn more about the meta of different formats is Channel Fireball, most specifically LSV, Mengucci, and Reid Duke, albeit none of those really cover standard so you might be a bit SoL for learning about standard matchups. Both Channel Fireball and another site, Starcity Games both also upload articles to their respective websites, so maybe that's more what you would be interested in.

    All that being said, I also remember the same people behind HS replay trying to create a MTGA replay thing. Not sure how well that has been working since I'm not a fan of using that type of program. There's also this program I found from a quick google search but once again, I don't personally use it so I do not know whether it costs money or anything of the sort.

    Hope this helps!

  • Quick two questions, before you opened the packs, did you sniff them at all. The other question is kind of a follow-up question of did you sniff the pack after you immediately cracked it. Both of these are two vital steps when it comes to cracking packs and to not would be missing a large part of the experience.