I don't think there's anything wrong with making quests that try to drive players to different formats, particularly since you can reroll quests, but the Arena one is pretty messed up because Arena is never free. They should really create a Casual/Heroic split for Arena like they have for Duels so you can at least play the format without paying. I have to assume that Arena is so unpopular that they've decided not to invest at all in it, but at that point they probably shouldn't be trying to drive traffic toward that format.
Originally it´s targeted for Warlocks Deck of Chaos, but Jeppeto could be a good replacement. I was "lucky" to get the prior as my free legendary, but I´m sure Jepetto would work just as good. Have no idea about other way to get it done tho.
OH YES. I knew I was missing something. Thanks! I have Jepetto, but not the Deck, so I'll give that a try
If there's anyone out there who doesn't have either Legendary, you can also complete this with a fairly dopey combo in Hunter: 2x Scarlet Webweaver to reduce the cost to (0), then Mana Wraith to bring the cost of Darkmoon Rabbit back up to (1). I managed to get this to work in two tries on the Wild Ladder (picked Wild because I figured I was more likely to queue into a control opponent) - only ran 2x Scarlet Webweaver and 1x Darkmoon Rabbit to reduce the risk of bad discounts, and included a bunch of card draw including Scavenger's Ingenuity to tutor the combo.
You could reduce the cost of the deck even further with 1x Scarlet Webweaver and some neutral bounce effects like Youthful Brewmaster. That would also remove the risk of ever having one Webweaver reduce the cost of the other, and make the tutoring even better, but it might also make the combo slower in a class not known for its long game.
I’m glad that this post has a much calmer and more positive tone to it, but we have to accept the reality that Blizzard has messed up. The new rewards track, while a step in the right direction, is a complete disaster. It is an unrewarding, slow and grindy mess. My biggest problem is Blizzard’s complete and utter lack of communication about the issue, I have no idea what their plan is or if they even intend to address the player outrage. I mean, just look at Naga Sea Witch for a good example of Blizzard’s modus operandi when it comes to things we don’t like. I am just so fed up and completely disappointed in this system, and their lack of transparency and even outright lying to our faces just adds fuel to this
They did respond though? Didn't you see this?
They even planned a Q&A session.
And then they realized Battlepass is what they need to talk about and they silently cancelled (?) the Q&A session.
That's from the Blizzard ANZ account, not the main Blizzard corporate account. So, yeah, it's possible that they cancelled it when they realized they'd mostly have angry players asking questions they - the ANZ branch - couldn't answer. I'm not sure that reflects unwillingness for Blizzard to communicate so much as it understandably reflects a desire to have the message come from someone higher up. Those people would certainly not have been available, as today is the US national holiday of Thanksgiving.
That Level 58 determination assumes you're only doing 75% of your daily and weekly quests (as noted in the table breakdown). He's quite clear in the Q&A section that doing all of your quests gets you a lot more ("The 5400g example is someone who doesn't do all their Quests, and doesn't reroll. Someone who *does* reroll for max gold, and does all their quests/achievements, will get much more than that.")
Now, I'm sure there are players out there who aren't doing every daily and weekly quest, but I suspect anyone engaged enough to join this discussion (and probably anyone engaged enough to be mad about this system) is doing every daily and weekly quest.
Bilzzard are terrible. It's mind boggling why anybody would defend a multi billion company for screwing over their user base. You literally get nothing in return for defending them. And no matter what type of player you are you get less gold to spend. Being a contrarian is not worth it.
I don't know that I'd call describing Blizzard as "not that bad" as really defending them. More than anything, I'm trying to remind people that, amid all the negativity right now (some of which is certainly justified), Blizzard has done a lot to improve the game over the last year and to make for a better F2P players. There are lots of ways they could still make the game better or more player-friendly, but the level of vitriol against them is not warranted.
And the adjustments to the progression rewards have absolutely made it so that people who complete their daily and weekly quests will now get nearly the same amount of gold as the previous system (this is before accounting for XP from playing the game and achievements). It's easy to forget that leveling up gets easier after level 50 - that's going to result in more gold for the hardcore players.
This is not me being a contrarian. I just honestly believe people spend too much time focused on the short-term negatives, and flip out and assume the worst intentions, when in reality Blizzard is trying to stay competitive in a denser CCG marketplace, and making a lot of long-term improvements to the game to do so.
There's been a lot of hate toward Blizzard in these past couple of weeks, which seems to have come to a head during the spamming of the recent Duels tournament with #StopBlizzardGreed. Some of the anger is very reasonable - there have been a lot of bugs in Hearthstone around these newly released systems, and Blizzard deserves to be blamed for releasing buggy products and has a responsibility to resolve any unfairness that has come from them (they've already promised to do so with respect to the recent quest bugs). But they've also made a ton of great changes to the game that no one seems to want to give them credit for.
So real quick, where is the hate coming from? Mostly it seems like it's coming from two places: the cost of Hearthstone generally, and the negative reaction to the new Progression system. Both stem from what I believe are bad-faith arguments:
Hearthstone is often compared to AAA titles, with people complaining that buying into an expansion costs way more than a typical $60 game.
This is a ridiculous comparison - AAA titles don't get regularly patched, they don't generally feature weekly evens (i.e. tavern brawl) or seasonal events (e.g. the Felfire Festival). Developing these patches and the content for these events costs Blizzard money, so the base price is going to be higher.
CCGs and AAA titles are generally not even the same type of game. It makes much more sense to compare Hearthstone to other CCGs, and while it's not the cheapest CCG on the market, it's not the most expensive either (e.g. in MTG Arena you can easily spend $200 just building a single deck.
You don't have to buy a full set of expansion cards to play the game, so comparing a $60 sticker price for a AAA title to $130 for pre-release bundles is disingenuous.
People were furious when the amount of gold they'd be getting went down, and have complained about lacking a sense of progression because the new system slows as you get higher up in levels
The overall rewards between new and old progression system never favored the old system - it's simply that many of the new rewards were in the form of packs and cards, which angry players valued less than gold. Blizzard responded to this by replacing the late-level packs with gold, and now it's very easy to have a F2P experience where you complete daily and weekly quests and get strictly more out of the game on all reward dimensions.
The "lack of progress" complaints must be coming from people who have never played an RPG, because all of those games feature slower levels as you progress, and no one gets mad about it. It's true that there will be some weeks in the new system where the weekly rewards you earn are lower than what you would have earned in the old system, but you early more on a weekly basis early and late in the system, so that lull only lasts for about 10 or so levels in the middle.
It's easy to focus on the cost of the game right after an expansion, or to be mad about a system right when it releases, but those arguments are short-sighted. Blizzard has done a lot of good stuff with Hearthstone this year:
Back in November 2019 they changed a bunch of daily quests to make them easier to complete (e.g. "Win 2 games as [Class A] or [Class B]" became "Play 3 games as [Class A] or [Class B] or [Class C]"). The old quests penalized you for the bad luck of getting meta losers in your quests, while the new quests are trivial to complete.
In phase 1 of Year of the Phoenix, they added duplicate protection for all rarities, making it way cheaper to collect all the common and rare cards. This makes it much easier for F2P players to create a wide array of budget decks.
The new ranked system has better rewards than the old ranked system, added a ton of ranked floors, and dramatically decreases the amount of grinding you need to do. This frees players up to play low-tier or off-meta decks without risking major ladder progress
They've added several F2P-friendly formats (Battlegrounds, Duels), and will be adding another new mode before the end of the Year of the Phoenix
The new progression system switched away from rewarding gold for wins to rewarding XP for playing, which further incentivizes people to play low-tier or off-meta decks if that's what they want to do because losing a game doesn't mean getting nothing out of the game.
The net result of these changes is that players have more opportunities to be rewarded for playing Hearthstone the way they find most fun. Despite the bugs, and the fact that Hearthstone is not the cheapest CCG on the market, I think it's plainly the case that the long view of what Blizzard has been doing with Hearthstone has been very positive.
I've had the BG quest once, and re-rolled it into something easier to complete. I haven't seen the Arena one at all. Most of my weekly quests have been super easy, so this seems like probably just bad luck.
If I had a dollar for every time I've seen someone bemoan the death of control, I'd be rich.
When a new set comes out, metagames adjust in a fairly predictable manner. The "first metagame" of a new set is consistently an aggro metagame, for two major reasons:
Aggro decks are easier to build on day 1 because their goal is to hit you in the face, and that's an easy goal to plan for with small tweaks to existing aggro lists.
Everyone playing slow decks on day 1 tends to be playing wacky new stuff, so those small tweaks lend themselves to immediate success on ladder.
Aggro decks are faster to tune because their games are shorter.
An day of playing aggro gives you way more data than an day of playing control. This makes those decks more powerful more rapidly, which leads to an uptick in playrates because people like winning.
The "second metagame" of the expansion is when control starts to come back more forcefully. Once the aggro decks have settled on what they're playing, you can start to build a control deck designed to disrupt those aggro lists and get to the late game. The "third metagame" of any expansion starts to feature more combo decks, which can take advantage of the slower "second metagame" to do silly combo stuff.
All of this is, of course, a bit academic. No real metagame moves in perfect waves like that, and you can find success for all manners of playstyles in each phase of the metagame. Today, most of the successful "slower" decks are midrange (e.g. Secret Mage, Secret Rogue, Bomb Warrior), but there are control lists right now which are seeing success. This Control Warlock list, for instance, has a win rate of about 55% right now according to HSReplay.
And to the point about the game being a mobile game, there's a grain of truth in that. Hearthstone was always designed to be mobile friendly, and that's a big part of why attackers have advantage (whereas in games like MTG, blockers get to decide trades) - it makes games faster. (It's also why there's no stack or active counterplay - just secrets that trigger on your opponent's turn. All of that speeds up the game and avoids clunky mobile interactions.) But that doesn't mean control can't exist, it just means a Hearthstone control deck probably looks different from an MTG or LoR control deck where the game structure lends itself to slower play.
At this point, the skepticism is entirely justified, but depending on how detailed their quest data is, identifying victims of this bug might be trivial. Imagine they have some table of quests going back to the roll out of this new system, and that table stores [playerId, questId, dateAssigned, and dateCompleted] (so, pretty basic info they'd probably want for analytics). There's only 11 days worth of data to look at, so it would be easy to use such a table to find days where your account didn't get a quest despite having capacity for one - you'd just find days where no quest was assigned, and see whether that player had full quests going into that day.
I don't actually think adding Bloodmage Thalnos fixes it - the spell damage modifies the number on the card, so you'd just end up dealing 6 total damage randomly split across all minions rather than 5. Mo'arg Artificer could do the trick, though. (Just be sure to play him before Lord Barov so his HP is 1 also.)
But 6 damage should be enough, right? You should have only 1-Health minions, Thalnos and Barov on board then. It will kill 5 minions guaranteed since Barov is the only target is could hit twice (if there are enough minions in total, that is).
Yeah, okay - I'm not sure what I was thinking. The achievement only calls for 5 minions to die, so that should work fine.
I don't actually think adding Bloodmage Thalnos fixes it - the spell damage modifies the number on the card, so you'd just end up dealing 6 total damage randomly split across all minions rather than 5. Mo'arg Artificer could do the trick, though. (Just be sure to play him before Lord Barov so his HP is 1 also.)
Divine shields are a problem regardless, that's true, but I went into my plan assuming that Odd Paladin wouldn't have shields in the early turns. Maybe wishful thinking on my part, but since I never saw one, I really can't say how likely that is to be true.
Worth mentioning, I got Inara Stormcrash as my first Reward Track reward, and I opened it before opening any pack, maybe it counts towards the first 10 packs timer? It really shouldn't but as stated above, the game is full with this kind of bugs right now.
If there's a bug, I agree that this would be the most likely source - Blizzard's pity timer erroneously identifying the reward Legendary as a pack Legendary, in turn clearing the 10 pack timer and resetting your timer back to 40 packs before you've opened one. That doesn't match my experience, but it's very believable.
But if a bug is determined to be real, I expect Blizzard will respond appropriately. Folks will recall that when Gadgetzan came out, there was a massive bug with pack open that favored Tri-Class cards, and thanks to the lack of duplicate protection, people missed out on a ton of new cards. Blizzard resolved that and gave people new packs to make up for the mistake.
I buy dapperdog's argument that these claims (if true) could be a potential bug. Any other speculation about Blizzard removing the pity timer strikes me as just people looking for more things to be mad at Blizzard for. A couple of things worth noting on the topic of the Legendary card pity timer:
Blizzard has said that Legendaries come approximately 1 in every 20 packs
Blizzard has effectively comfirmed the pity timers by saying that opening packs increases the odds of getting higher quality cards
These announcements were made as part of compliance with Chinese law, so it's very unlikely that they'd change the game behavior without a subsequent disclosure. Doing so would open them up to being caught lying on these compliance reports, which needlessly opens up legal issues for Blizzard in the Chinese market. Given Blizzard's initial actions during the Blitzchung controversy, it's safe to say they care a lot about continued access to the Chinese market, and won't take steps that jeopardize that. (Anecdotally, my experience opening Darkmoon Faire packs lines up well with the 1 in every 20 packs average.)
One important caveat to these disclosures is that they don't mean you will get an average number of Legendaries, or that a Legendary card is ever guaranteed. Statistical studies of pack opening in the past have shown the Legendary pity timer to guarantee a Legendary within 40 packs of your last opened Legendary card, but those aren't official numbers from Blizzard. It may be possible to tweak the odds of opening a Legendary to increase that statistical 40 pack cut-off while maintaining an average of 1 in 20 packs, but there's no evidence of that. PityTracker's current stats for Darkmoon Faire look the same as every other expansion in terms of how often you'll get a Legendary card.
Honestly, I think more likely than not, this is just a few people having bad luck (which happens every expansion) paired with angst and paranoia over the new Rewards system.
I just completed Mine! Mine! Mine! with a combination of Minefield and Lord Barov. It can misfire if a mine hits Barov, but with a wide enough board the combo works most of the time.
Wild is a great format to complete this one. I took the combo to Wild thinking I'd quickly find an Odd Paladin and just clear their turn 3 or 4 board with Minefield, but I actually didn't encounter one. Thankfully, most of the control decks in Wild (Big Priest, Cubelock, Jade Druid, etc.) build wide boards at some point, so I just stalled until the late game so I could play the combo and complete the achievement. If you don't have Lord Barov, the strategy of waiting for an Odd Paladin and hard mulliganing for Minefield also seems viable.
What 2 mana outcast treasure? There's the minion that doubles your outcast cards, but he's unique.
The treasures are the non-collectible cards you get in Duels. Specifically, the card here is Gift of the Legion, which is unlocked if you've collected 20 Scholomance epic cards.
The full board is the challenge, I think. I nearly pulled this off in C'Thun Druid against a Priest, but he ended up taking a small amount of damage with a Raise Dead. The board he created didn't prevent me from winning, but it did leave me pretty salty about it...
Quest Shaman with double C'Thun battlecry seems like a good strategy for ensuring you can clear the board and get lethal, so long as you can account for your opponent's life total beforehand. I guess, if you manage to get C'Thun often enough, one of those times your opponent will be at full health. Might be hard to full heal your opponent and not get wiped that late in the game.
One more Priest related one that I'm pretty frustrated by - I don't have G'huun the Blood God, so I was trying to complete You're Ghuunna Be Sorry using the Scion of the Deep starting treasure in Duels. Apparently using its effect to pay health instead of mana doesn't trigger achievement progress. I guess that means that for this achievement, there's some practical difference between a cost being permanently converted to health vs. temporarily converted to health.
Also, I'm pretty sure One Has No Name requires stealing 3 unique enchantments. I tried to pull it off by targeting a Trick Totem in Duels - it had 2x buffs from Grand Totem Eys'or, so I cast Gift of Luminance on it and then played The Nameless One on it. My progress for the achievement is currently 2/3, leading me to believe they have to be unique buffs.
Edit: Just got this to work by playing it on my opponent's Kor'kron Elite in Duels - it had buffs from No Guts, No Glory and Sow the Seeds, so I played Wave of Apathy into The Nameless One. The easiest path forward to getting this achievement is certainly to silence away your own buffs/debuffs. It's also a good way to lose the game, but whatever.
Here's another tip (sort of...more of a bug notice, really) - I was trying to get Scary-Go-Round with Revolve and Mad Summoner, but one of the units that spawned from the spell was dormant, so I only got credit for 13/14 revolved. Needless to say, I'm a bit disappointed, but I think the strategy is sound in principle. (EDIT: The next time I got the combo together, it worked fine to complete the achievement.)
I don't think there's anything wrong with making quests that try to drive players to different formats, particularly since you can reroll quests, but the Arena one is pretty messed up because Arena is never free. They should really create a Casual/Heroic split for Arena like they have for Duels so you can at least play the format without paying. I have to assume that Arena is so unpopular that they've decided not to invest at all in it, but at that point they probably shouldn't be trying to drive traffic toward that format.
If there's anyone out there who doesn't have either Legendary, you can also complete this with a fairly dopey combo in Hunter: 2x Scarlet Webweaver to reduce the cost to (0), then Mana Wraith to bring the cost of Darkmoon Rabbit back up to (1). I managed to get this to work in two tries on the Wild Ladder (picked Wild because I figured I was more likely to queue into a control opponent) - only ran 2x Scarlet Webweaver and 1x Darkmoon Rabbit to reduce the risk of bad discounts, and included a bunch of card draw including Scavenger's Ingenuity to tutor the combo.
You could reduce the cost of the deck even further with 1x Scarlet Webweaver and some neutral bounce effects like Youthful Brewmaster. That would also remove the risk of ever having one Webweaver reduce the cost of the other, and make the tutoring even better, but it might also make the combo slower in a class not known for its long game.
That's from the Blizzard ANZ account, not the main Blizzard corporate account. So, yeah, it's possible that they cancelled it when they realized they'd mostly have angry players asking questions they - the ANZ branch - couldn't answer. I'm not sure that reflects unwillingness for Blizzard to communicate so much as it understandably reflects a desire to have the message come from someone higher up. Those people would certainly not have been available, as today is the US national holiday of Thanksgiving.
That Level 58 determination assumes you're only doing 75% of your daily and weekly quests (as noted in the table breakdown). He's quite clear in the Q&A section that doing all of your quests gets you a lot more ("The 5400g example is someone who doesn't do all their Quests, and doesn't reroll. Someone who *does* reroll for max gold, and does all their quests/achievements, will get much more than that.")
Now, I'm sure there are players out there who aren't doing every daily and weekly quest, but I suspect anyone engaged enough to join this discussion (and probably anyone engaged enough to be mad about this system) is doing every daily and weekly quest.
I don't know that I'd call describing Blizzard as "not that bad" as really defending them. More than anything, I'm trying to remind people that, amid all the negativity right now (some of which is certainly justified), Blizzard has done a lot to improve the game over the last year and to make for a better F2P players. There are lots of ways they could still make the game better or more player-friendly, but the level of vitriol against them is not warranted.
And the adjustments to the progression rewards have absolutely made it so that people who complete their daily and weekly quests will now get nearly the same amount of gold as the previous system (this is before accounting for XP from playing the game and achievements). It's easy to forget that leveling up gets easier after level 50 - that's going to result in more gold for the hardcore players.
This is not me being a contrarian. I just honestly believe people spend too much time focused on the short-term negatives, and flip out and assume the worst intentions, when in reality Blizzard is trying to stay competitive in a denser CCG marketplace, and making a lot of long-term improvements to the game to do so.
There's been a lot of hate toward Blizzard in these past couple of weeks, which seems to have come to a head during the spamming of the recent Duels tournament with #StopBlizzardGreed. Some of the anger is very reasonable - there have been a lot of bugs in Hearthstone around these newly released systems, and Blizzard deserves to be blamed for releasing buggy products and has a responsibility to resolve any unfairness that has come from them (they've already promised to do so with respect to the recent quest bugs). But they've also made a ton of great changes to the game that no one seems to want to give them credit for.
So real quick, where is the hate coming from? Mostly it seems like it's coming from two places: the cost of Hearthstone generally, and the negative reaction to the new Progression system. Both stem from what I believe are bad-faith arguments:
It's easy to focus on the cost of the game right after an expansion, or to be mad about a system right when it releases, but those arguments are short-sighted. Blizzard has done a lot of good stuff with Hearthstone this year:
The net result of these changes is that players have more opportunities to be rewarded for playing Hearthstone the way they find most fun. Despite the bugs, and the fact that Hearthstone is not the cheapest CCG on the market, I think it's plainly the case that the long view of what Blizzard has been doing with Hearthstone has been very positive.
I've had the BG quest once, and re-rolled it into something easier to complete. I haven't seen the Arena one at all. Most of my weekly quests have been super easy, so this seems like probably just bad luck.
If I had a dollar for every time I've seen someone bemoan the death of control, I'd be rich.
When a new set comes out, metagames adjust in a fairly predictable manner. The "first metagame" of a new set is consistently an aggro metagame, for two major reasons:
The "second metagame" of the expansion is when control starts to come back more forcefully. Once the aggro decks have settled on what they're playing, you can start to build a control deck designed to disrupt those aggro lists and get to the late game. The "third metagame" of any expansion starts to feature more combo decks, which can take advantage of the slower "second metagame" to do silly combo stuff.
All of this is, of course, a bit academic. No real metagame moves in perfect waves like that, and you can find success for all manners of playstyles in each phase of the metagame. Today, most of the successful "slower" decks are midrange (e.g. Secret Mage, Secret Rogue, Bomb Warrior), but there are control lists right now which are seeing success. This Control Warlock list, for instance, has a win rate of about 55% right now according to HSReplay.
And to the point about the game being a mobile game, there's a grain of truth in that. Hearthstone was always designed to be mobile friendly, and that's a big part of why attackers have advantage (whereas in games like MTG, blockers get to decide trades) - it makes games faster. (It's also why there's no stack or active counterplay - just secrets that trigger on your opponent's turn. All of that speeds up the game and avoids clunky mobile interactions.) But that doesn't mean control can't exist, it just means a Hearthstone control deck probably looks different from an MTG or LoR control deck where the game structure lends itself to slower play.
At this point, the skepticism is entirely justified, but depending on how detailed their quest data is, identifying victims of this bug might be trivial. Imagine they have some table of quests going back to the roll out of this new system, and that table stores [playerId, questId, dateAssigned, and dateCompleted] (so, pretty basic info they'd probably want for analytics). There's only 11 days worth of data to look at, so it would be easy to use such a table to find days where your account didn't get a quest despite having capacity for one - you'd just find days where no quest was assigned, and see whether that player had full quests going into that day.
Yeah, okay - I'm not sure what I was thinking. The achievement only calls for 5 minions to die, so that should work fine.
I don't actually think adding Bloodmage Thalnos fixes it - the spell damage modifies the number on the card, so you'd just end up dealing 6 total damage randomly split across all minions rather than 5. Mo'arg Artificer could do the trick, though. (Just be sure to play him before Lord Barov so his HP is 1 also.)
Divine shields are a problem regardless, that's true, but I went into my plan assuming that Odd Paladin wouldn't have shields in the early turns. Maybe wishful thinking on my part, but since I never saw one, I really can't say how likely that is to be true.
Yeah - I've seen this same thing, albeit inconsistently. It hasn't happened to me on mobile, though - just through the desktop app.
If there's a bug, I agree that this would be the most likely source - Blizzard's pity timer erroneously identifying the reward Legendary as a pack Legendary, in turn clearing the 10 pack timer and resetting your timer back to 40 packs before you've opened one. That doesn't match my experience, but it's very believable.
But if a bug is determined to be real, I expect Blizzard will respond appropriately. Folks will recall that when Gadgetzan came out, there was a massive bug with pack open that favored Tri-Class cards, and thanks to the lack of duplicate protection, people missed out on a ton of new cards. Blizzard resolved that and gave people new packs to make up for the mistake.
I buy dapperdog's argument that these claims (if true) could be a potential bug. Any other speculation about Blizzard removing the pity timer strikes me as just people looking for more things to be mad at Blizzard for. A couple of things worth noting on the topic of the Legendary card pity timer:
(source: translated Chinese disclosure)
These announcements were made as part of compliance with Chinese law, so it's very unlikely that they'd change the game behavior without a subsequent disclosure. Doing so would open them up to being caught lying on these compliance reports, which needlessly opens up legal issues for Blizzard in the Chinese market. Given Blizzard's initial actions during the Blitzchung controversy, it's safe to say they care a lot about continued access to the Chinese market, and won't take steps that jeopardize that. (Anecdotally, my experience opening Darkmoon Faire packs lines up well with the 1 in every 20 packs average.)
One important caveat to these disclosures is that they don't mean you will get an average number of Legendaries, or that a Legendary card is ever guaranteed. Statistical studies of pack opening in the past have shown the Legendary pity timer to guarantee a Legendary within 40 packs of your last opened Legendary card, but those aren't official numbers from Blizzard. It may be possible to tweak the odds of opening a Legendary to increase that statistical 40 pack cut-off while maintaining an average of 1 in 20 packs, but there's no evidence of that. PityTracker's current stats for Darkmoon Faire look the same as every other expansion in terms of how often you'll get a Legendary card.
Honestly, I think more likely than not, this is just a few people having bad luck (which happens every expansion) paired with angst and paranoia over the new Rewards system.
I just completed Mine! Mine! Mine! with a combination of Minefield and Lord Barov. It can misfire if a mine hits Barov, but with a wide enough board the combo works most of the time.
Wild is a great format to complete this one. I took the combo to Wild thinking I'd quickly find an Odd Paladin and just clear their turn 3 or 4 board with Minefield, but I actually didn't encounter one. Thankfully, most of the control decks in Wild (Big Priest, Cubelock, Jade Druid, etc.) build wide boards at some point, so I just stalled until the late game so I could play the combo and complete the achievement. If you don't have Lord Barov, the strategy of waiting for an Odd Paladin and hard mulliganing for Minefield also seems viable.
The treasures are the non-collectible cards you get in Duels. Specifically, the card here is Gift of the Legion, which is unlocked if you've collected 20 Scholomance epic cards.
The full board is the challenge, I think. I nearly pulled this off in C'Thun Druid against a Priest, but he ended up taking a small amount of damage with a Raise Dead. The board he created didn't prevent me from winning, but it did leave me pretty salty about it...
Quest Shaman with double C'Thun battlecry seems like a good strategy for ensuring you can clear the board and get lethal, so long as you can account for your opponent's life total beforehand. I guess, if you manage to get C'Thun often enough, one of those times your opponent will be at full health. Might be hard to full heal your opponent and not get wiped that late in the game.
One more Priest related one that I'm pretty frustrated by - I don't have G'huun the Blood God, so I was trying to complete You're Ghuunna Be Sorry using the Scion of the Deep starting treasure in Duels. Apparently using its effect to pay health instead of mana doesn't trigger achievement progress. I guess that means that for this achievement, there's some practical difference between a cost being permanently converted to health vs. temporarily converted to health.
Also, I'm pretty sure One Has No Name requires stealing 3 unique enchantments. I tried to pull it off by targeting a Trick Totem in Duels - it had 2x buffs from Grand Totem Eys'or, so I cast Gift of Luminance on it and then played The Nameless One on it. My progress for the achievement is currently 2/3, leading me to believe they have to be unique buffs.
Edit: Just got this to work by playing it on my opponent's Kor'kron Elite in Duels - it had buffs from No Guts, No Glory and Sow the Seeds, so I played Wave of Apathy into The Nameless One. The easiest path forward to getting this achievement is certainly to silence away your own buffs/debuffs. It's also a good way to lose the game, but whatever.
Here's another tip (sort of...more of a bug notice, really) - I was trying to get Scary-Go-Round with Revolve and Mad Summoner, but one of the units that spawned from the spell was dormant, so I only got credit for 13/14 revolved. Needless to say, I'm a bit disappointed, but I think the strategy is sound in principle. (EDIT: The next time I got the combo together, it worked fine to complete the achievement.)