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RandomGuy

Joined 05/29/2019 Achieve Points 430 Posts 614

RandomGuy's Comments

  • Quote From FuRenz
    Quote From RandomGuy
    Quote From AliRadicali

    The logic behind it goes something like this: unless the game goes to fatigue, you won't see every card in your deck. That being the case, would you rather draw the card you need Right Now, well, right now, or two turns later? Burning cards from the deck rarely matters more than finding the right answer, setting up a combo or curving out. One way to think about burnt cards is to pretend they were actually the bottom card of the deck.

     

    That said, I'm probably not the best Tracking advocate, I've never quite been able to overcome the FeelsBadMan aspect of tracking over juicy cards, doubly so when you know you're going to cast Zul'jin and burn even more value. But you have to realise this is more of an emotional attachment than a logical response.

    This is the best answer.

    Tracking is low-key the best Hunter card in basic/classic, and most decks should always play 2x. The caveat being Zul'jin. A number of midrange hunter decks cut a copy of Tracking so Zul'jin won't deck them out in long games. Personally, I still play 2x Tracking in every deck with Zul'jin, and I just won't play both copies against Warrior. But Warrior (and sometimes Shaman) are the only times this tends to come up.

    As an aside, why are we still calling Master's Call Hunter a "midrange" deck?

    It really hurts having Zul'jin burning the rest of the deck... Then again, I understand that against warrior, if one is reaching the point of playing Zul'jin, the game is lost nonetheless :

    ???
    That is not how that matchup plays out.

    Zul'jin is why you win that game b/c of the extra Dire Frenzied minions.

  • As most expected, Uldum has been a pretty powerful and impactful set. But even then, there are cards that I did not think would be very good or competitive. But, I have been pleasantly surprised by a handful of cards from this set.

    - Highlander decks are competitive
    I didn't have much hope for these decks. I thought Elise would see play in combo, but I didn't think the payoff was there for the other cards. Now, about a week in, both Mage and Hunter have successful Highlander decks. Zephyrs also shows up in places you wouldn't expect, like Rogue.

    - The paladin quest has a place
    I was pretty low on most of the paladin set, but the mummy quest deck has a place in competitive hearthstone. I certainly think the deck could stand to receive a few more playable reborn minions, but right now, it works just fine as a hard counter to warrior and a fine check to slower mages.

    - Khartut Defender
    A lot of neutral taunts were released in this set. I would not have expected that Khartut Defender would be the best one. But I guess it's worth it to pay 3 mana for 3 keywords that all synergize with each other.

    Has anything surprised you from SoU?

  • This was a really great read. THank you.

  • It may be worth considering a Cult Master for the Token Druid build. It's a cheap Classic card, and with BEEES!!!! it becomes a draw engine that the deck otherwise lacks.

  • This is awesome. Very pleased for her. She knows card games, so I expect she'll do great!

  • Dude opens coin-Prismatic Lens into Toxifin+Blue Gill+Tip the Scales into my 8/8 northshire cleric.

    go choke yourself while looking at anime girls.

  • Quote From Korialstrasz

    Good eve fellow Hearthstoners,

    got back to the game after taking a short break as Rise of Shadows was really bland and I really quickly lost interest in the game, quite frankly had higher hopes for it as I've been pretty dissappointed with the expansions since Boomsday Project. But honestly Saviors of Uldum really trumped it all with the massive amount of stale and bland legendaries. I've literally never EVER had 0 legendaries that interested me. Yet now I honestly have no clue what to craft. What bums me out even more is that I even won the outofcards giveaway, got super lucky with my 53 packs and still haven't got anything to do as both Standard and Wild ladders are just honestly the same old shitfest as they have been since forever. Standard being stale and Wild being, well, terrorized by decks that I don't even dare to name as I would probably get a lot of meaningless hate for it.

    Point is, I'm pretty much bored of the expansion on the first day of playing it and it's frustrating as I've loved this game to bits for such a long time. I'd appreciate any tips for some decks you guys have success with as nothing I came up seems to work. And please refrain from comments to play other card games. I've tried many and they were fun for a while, but not in a longrun.

     

    What do you expect from this thread? Seriously?

    In reply to Tired of Hearthstone
  • Quote From YJHS2000

    I'm gonna be the negative nancy here. The new quests are too powerful, especially Shaman, Druid and Rogue. The vast majority of games I've played come down to a race to finish the quest, with minion interactions (you know, the crux of this game) being an afterthought. On top of that, I've been playing LackLock (or WarLack?) and it's the same. If I draw Dark Pharaoh Tekahn before opponent completes quest, I win. Otherwise they win. Luck has always been part of HS, but this might be crossing the line for me. Too highroll. Maybe things will change and new non-quest decks will emerge and take over the meta, but right now... meh.

    I said this in another thread, but I think the "race to finish the quest" bit will stop when the meta settles outside of something this experimental. I don't think we'll see too many quests on ladder in a month.

    Quote From Firenza

    4) Here's my true knee-jerk opinion: Quest Paladin needs a nerf. I find it to be game-breaking on the same level as Jade Druid. Reborn minions are proving to be good, but not overpowered. However, the hero power in combination with Mechano-egg is game-breaking. The deck goes infinite with Mechano-eggs in the mid-game, and becomes impossible to beat. The original reason Paladin was given such a powerful deathrattle minion is because the class didn't have deathrattle synergies like Priest and Rogue. You would never give Paladin a card like Shadowy Figure, but the new hero power is essentially infinite Shadowy Figure. It's busted. The deck is also able to run lots of heal without an issue. It breaks control decks, and can easily survive aggro/zoo decks. Nerf the quest to hell.

    I disagree. I think it's better than I expected it to be, but it's HARD countered by Shaman, and it's at least checked by Priest, if not also hard countered.

    And a lot of other decks can just get out in front of it.

    I would be surprised if it becomes a centralizing force in the metagame.

  • FWIW, BoW has hard carried my last three games against a Bomb Warrior, Quest Rogue, and Quest Shaman. Obviously the smallest of small sample sizes, but I'm really digging what I'm seeing.

    Since you are committing so much to the board, it's great to be able to do so without worrying as much about your hand size.

  • Quote From Chimera

    I think this is the most viable and consistent list i have played so far i think for the paladin quest.

     

     

    Going to write a guide for this later today. 

    I have been playing a build quite similar to that one today. I think there's a solid chance that Blessing of Wisdom should be the secondary draw engine of choice instead Acolyte of Pain and/or Questing Explorer.

    In the early game, plenty of sticky and divine shield minions to play it on. If you start magnetizing early with Micro Mummy and Bronze Guardian, you have a guy who will draw multiple times. In the late game, if you copy a minion with BoW, you start producing fields that constantly reload your hand, and that's nearly impossible to come back from.

    To be fair, I have not tested the deck with Subdue, and that has obvious Acolyte synergy.

  • Quote From kaladin

    WOW THANKS.

    At least those are playable. I got Darkest Hour and Void Contract off of one.

  • If you're playing Bomb Warrior right now, it's because you're an incel, neckbeard with no friends.

  • Quote From Zwane

    I have faced a lot of Druid quest opponents and lost some of them but won more of them. My mage removal and refill and card-draw was just better, and more chances on real crazy bonkers op stuff happening. Their main problem: they can not remove and fill board at the same time, and have limited draw. So either they can remove your board and its your turn to fill it again leaving you on top, or they put something on the board with some choose-one spell. While other decks have powerful remove-and-play-minion options available (stuff with rush etc).

    For instance the deck shown by RandomGuy: the highest stat on a minion in that deck is 5-10 or 10-5, while as a mage its not uncommon to summon several minions with stats >7-7 (mountain giants, 1-cost big minions using Luna, conjurer calling on some big dudes etc). So in theory the quest delivers nice cards to play, but the factual minions on the board are not that strong and easier to remove. 

    It's a 10/10 b/c of the Quest.
    Also, card draw is not a problem in quest druid at all...I'm not sure where you're getting that impression. I would wager it's the best card draw class in the game.

    I agree with the rest of what you said. Mage should probably be favored in that match up.

  • Quote From Sykomyke

     Overall, the expansion feels like it's a race to whomever finishes their quest first.  Barring specific RNG scenarios, whoever does that, usually wins.  I have a feeling this will make "easy" quests like Shaman, Paladin, and Rogue "float to the top" of the meta, while other decks that require more effort (Warrior, Warlock, Mage) are stuck playing other style decks.  Druid is in a unique scenario where their quest is easy to complete relatively speaking, but the requirement is floating mana each turn which can put you too far behind to comeback, even with super-choose both cards.

    I think this is mostly a first day/week phenomenon. I wouldn't be surprised if the only quests we see regularly at the end of the month are Druid and Shaman, b/c Druid cannot do anything else that's meaningful, and Shaman's quest is excellent...

    That said, I wouldn't be surprised to see more and more non-Quest murloc and aggro shamans and less Quest Shamans.

  • This guy's avatar on Hearthpwn was Ramsay Bolton...we shouldn't expect much.

  • Boar keeping alive the meme that he rated desert spear a good card.

  • Easy peasy Quest Druid - there's a lot of this that feels like old UI Druid to me. Wonky early game because you're "ramping." Then draw a lot and play overstatted shit. Win the game with a flexible late game suite of cards.

    For the most part, I played the Highlander end game package because it's new.

    I also toyed with a more Token heavy end game, which also worked fine. It's a little trickier to figure out exactly what parts of the token package to include, though. Space does get tight quickly.

  • Quote From Aidan0816

    I'm just glad I'm not running into bomb warriors tbh. 

    I played against quite a few

  • I am also one of those Quest Druids. Rank 15 to Rank 5 with a build much like Feno’s. 

    With “Dad Legend” accomplished on Day 1, it’s  time to play some other decks.

  • I unpacked 7 Mogu Cultists, but Highkeeper Ra failed to appear. What gives, blizz?