YourPrivateNightmare's Avatar

YourPrivateNightmare

Skeleton
Joined 03/25/2019 Achieve Points 2010 Posts 4741

YourPrivateNightmare's Comments

  • Got stomped by that Druid list and had no idea what the fuck that was even supposed to be.

    After looking at the list I suspect I might have been highrolled into submission.

     

  • It's kind of embarassing how the spinoff cardgame does a better job at coming up with creative artwork than the main game which to this day continues to cycle through the same 3 uninspired poses and generic backgrounds.

  • I don't know, I feel like the first thing they would have checked for was "immune", but then they forgot that there's a card that can draw up to 8 cards while also shuffling all your combo pieces back to be readjusted.

    Like...I reallly don't think they wouldn't have bothered to just type "immune" in the collection search bar. Not to mention that they certainly would have remembered Mal'ganis and the fact that there are convenient ways to tutor him.

  • because in 2 years they have a better understanding of the current situation of the Wild format and can design it around other cards existing at the same time.

    Would be pretty silly if they had to rework it twice.

  • and what for? The only way to change it for Wild is to completely destroy it anyways, rendering it basically unplayable. You cannot "reasonably" nerf a card like this outside of reworking it, at which point you've effectively "banned" it anyways.

    They literally said that once it actually rotates to Wild they'll end up changing it, so there is really no point in frontloading that change when the card itself will most likely end up non-existant anyways.

  • and who, my good man, would play Eternal?

    Basically all the unnerfed cards are ones that enabled uninteractive OTKs, while the rest of the previously nerfed cards are probably already powercrept by that point so you won't play those anyways. It would basically be a shitshow akin to the current Tavern Brawl, which most people just play for the fun of FTKing opponents, and then never touch it again after 5 games. Basically it would be a huge waste of ressources to create a whole new gamemode with accompanying UI that less than 1% of the playerbase will use continuously.

    You could even argue Classic is a wasted format because of how boring it gets after a while and at least the community asked for that one.

  • I feel like they might have considered Violet Illusionist but completely blanked on Plot Twist (not that I blame them)

  • which is just the same as calling for every card to be nerfed so what's the difference?

     

    This is actually the best solution and I'm glad they went for it instead of just ruining a card just because of Wild.

  • Druid is the only class that can fit 30 cards worth of draw without having to drop burn.

    Also it allows you to (occasionally) get the turnaround lethal if your opponent doesn't manage to fully FTK you (whereas otherwise there's a possiblity you just don't have enough health to play your big spells)

    In reply to Blood Magic
  • Oaken Summons and Violet Illusionist.

    Easy turn 1 lethal. You're welcome

    In reply to Blood Magic
  • While I'm not really interested in any of these I'm glad that they're finally starting to monetize the game in more reasonable and appealing ways instead of hoping that locking a preorder skin behind a 80€ paywall will lure in enough whales.

  • Quote From NebuchadnezzarHS

    Thanks again!

    I just completed Tormented Hearts in Wild using your suggestions. Now, I will start grinding for the last achievement Kresh Got Back in Wild also. Hopefully, getting the 60 ticks does not take too long.

    If you get lucky like me you'll run into another honorable Turtle Warrior who will gladly partake in 40 turns of Spike-sparring

  • Quote From NebuchadnezzarHS

    Thanks for the guide!

    I can confirm that the last 2 achievements I have yet to complete are not designed properly: Tormented Hearts and Kresh Got Back. There is little to no progress possible with them because they are just too damn difficult. In the previous expansion we had the Greybough achievement which was tedious, but at least there was progress albeit very slow.

    I would also argue that Tormented Hearts is buggy, because the game did not increase the progression count properly. My opponent played 2 spells discounted via Palm Reading whilst I had a Taintheart Tormenter on board and the achievement only went up by 2 points. The discount my opponent got should have nothing to do with my achievement progress but apparently it did which is wrong IMO. By the way, if it does work as intended it means this achievement is even worse to complete.

    I suggest you take Tormented Hearts to Wild. I used a Vol'jin Big Demon Hunter with Pit Commander (not essential in case you don't have him) and Priestess of Fury alongside the Tormentor. This usually allows you to get enough pressure going so your opponent doesn't outright delete your Tormentor the moment it comes down.

    Summoning Sigil is really helpful as a setup for Vol'jin. You will usually not get more than one proc per tormentor each game, but if you're playing at low ranks (I'M talking bronze to silver) most people there play just complete meme decks and will often be forced to spend extra mana to deal with your stuff.

    Also I heard there's a bug where it won't count progress if the spell that was used killed your Tormentor, so there's that.

    At the very least the deck is fun to play so you're not wasting your time.

     

    The Kresh one is a lot more tedious than I thought, but you can do it easily if you play in Wild with both N'zoths (and a decent contrrol package). H[Hearthstone Card (oard Pillager) Not Found] also works as a backup. Just stack armor and hope you're queueing into a control deck where you can just get out the turtle and then keep attaacking with your weapon only to keep them alive as long as possible while being generally unkillable. Wild is also better because you have better draw and armor options.

  • On the contrary I raise you Priestess of Fury

     

    I believe

  • 500 IQ play is when you pick a 10-cost golem with Kazakus so you can corrupt your clowns for a board full of 10-drops twice in a row.

    In reply to wiRer's Evolve Shaman
  • Summer means characters wearing less clothes.

    I like.

  • This is a known interaction between auras and set effects.

    If you have an aura up that sets a specific costs and then play a card that would change that cost it will overwrite the aura for as long as the card remains where it is (in hand for instance).

    This is what happened to you. Anacondra reduces the cost of nautre spells by 2, but then Alignment overwrites her effect and sets the spells in hand and deck to 1. Since the cards in your deck entered your hand afterwards and Aura effects don't apply to cards in the deck the Alignment effect now gets overwritten by Anacondra.

    It's not intuitive, but it is consistent.

  • Since I did it for the expansion I feel like I'm obligated to do it for the mini set as well. At least this one won't take long. Also i'm skipping seperating this into class sections because that just seems redundant.

    Tormented Hearts: I haven't attempted this one yet but it sounds like a complete pain in the ass. Since Taintheart Tormenter's effect is so powerful that it can completely lock out spell based decks, they will most likely concede the moment he hits the field, whereas non-spell based decks will most likely just remove it through minions. At best you will get one, maybe two, spellcasts out of your opponent which means it'll take quite a lot of games until this completes. Going into Wild at Bronze rank might help because people play like absolute lunatics and might just bend over backwards to spend extra mana to remove the lad.

    Puppy Power: While we have plenty of discounting options in Standard I feel like using Emperor Thaurissan and the multitude of smaller Druid Beasts in Wild will speed up the process considerably. If you have Aviana and Kun (or Omu) you can set up your own achievement OTK using bouncers to play expensive beasts multiple times for 1-mana (If you kept Tyrantus for sentimental purposes you might be winning big here). JUst make sure you actually use Druid beasts and not neutrals.

    Poison, Poisoff: Just put Venomous Scorpid into all your decks until it's done. Not worth building a deck around.

    Don't Move a Muscle!: Alright, this is probably the most frustrating and bizarre experience. I attempted to build a pure Frost deck to guarantee Frostweave Dungeoneer and managed to create a deck that is literally unable to win, regardless of how well it does at any point. Either way, make sure to get as many elementals out as possible and freeze both face and minions as much as you can. Destroying a minion with a frosty elemental also counts, so don't be shy to value trade. Deep Freeze is unsurprisingly good here.

    Friends Like Me: Alright, fuck this one entirely. Getting 3 of the same is quite simple (as a matter of fact I got it the first time I played the spell). Getting 4 is nigh impossible. Someone did the maths and apparently it is below 1% (as opposed to around 12% for 3). Either way, if you really want this achievement you play a Paladin deck with decent draw (Wild is best) as well as Mutanus and Venomous Scorpid (and every other card you need for a different achievement) and try to make the most of the time you will spend. For reference, I got 18 ranked wins today in Wild with a Paladin deck that doesn't even run any win condition....I still never hit 4. If you aren't a completionist I implore you to just forget about this one, it's actually worse than both the Oh My Yogg! one and the Horde Operative.

    Even Steven: As easy as it gets. Mad Summoner being a bro again. If you discount both Against All Odds and Wave of Apathy (in case they have a board already) with Palm Reading and you can tutor Summoner with Insight. You don't even need any Wild cards (outside of Summoner ofc) because Priest now has decent draw in Standard.

    Hiding in Plain Sight: Run cheap minions and Preparation so you can get both of your Shrouds fast and then concede to move onto the next game. Running spell discovery is unnecessary since you should be able to get 4 procs every game which means you'll only need about 7 to complete this. If you want to go hard you can also just run Swindle and Shroud of Concealment as your only spells to streamline the process.

    Spit Hot Fire: Shaman has draw now but it wants you to run Nature spells only so into Wild we go (if you still have draw cards there). If you prefer to stay in Standard, Wandmaker is a really strong option because there are only six 1-mana spells in the pool. Running spell damage and chip damage like Pen Flinger is also important to set up the board. Don't be too greedy because Shaman only has shit healing which means you won't survive until the board is full. Alternatively you can also just run Perpetual Flame in a real deck (Spell Damage Burn Shaman being the best idea probably) and just hope to get it done that way.

    Ugh, It's MY Life, Mom: Get this one done fast because it might just get nerfed quit soon because of Wild shenanigans and who knows how hard it will be to complete then. Overall it's probably the easiest to just run a control deck with big cards and stuff like Backfire or The Soularium. It turns out that playing the cards while Immune does  actually advance the achievement so by all means, abuse the fuck out of it in Wild.

    Kresh Got Back: Now this one might seem easy but there are a lot of complicated nuances. First of all, Kresh, Lord of Turtling is a 6-cost legendary card, which means you need at least 6-mana to play it and you can only run one copy in your deck. Second of all the weapon comes from his Deathrattle which requires your minion to die before it activates. Afterwards you will have to attack with your weapon 5 times, out of which each attack will count towards the achievement. Yes I just wrote this entire shitpost as a way of telling you that there was no point to explaining anything. Fucking sue me.

    Hungry Hungry Murlocs: This one is just a bit of a grind. It's a lot harder to actually find a minion above 4/4 to eat. That being said, this is probably the most fun achievement because playing Mutanus is just really hilarious. I recommend just throwing Mutanus into all of your other achievement decks and iit will eventually complete itself. If you want to rush it, go Rogue with Shadowsteps (inefficient) or play it with Baleful Banker and Zola the Gorgon in Wild.

    Adventure is Out There: LIterally completes itself while you attempt to get Friends like Me

     

    That's it, that's all I've got. As per usual, if you figure out any exploits that can speed up the process let everyone know.

     

  • Quote From Niklink

    I decided to go for the Party Up! achievement first (Friends Like Me) because I hate myself. I actually ran the numbers and here's what the odds are:

    3+ of the same Adventurer: ~12.8% (1/~7.79)

    4+ of the same Adventurer: ~0.9% (1/~113.8)

    5 of the same Adventurer: ~0.02% (1/4096)

    I wonder if the achievement check actually works or if it just looks if you have multiple of the same adventurer on the board. If so it may be possible to cheese something out with the help of Meeting Stone, Devouring Ectoplasm or simply cheating out multiple Party Up! casts. I don't feel like running those experiments. In any case, you'll get the Summon 100 Adventurers achievement almost as a prereq if you go for this one, and you can use the time to grind out the Mutanus the Devourer achievement or any other neutral achievements you're missing.

    You actually need to summon 4 of a single spell. Having ones on board or playing them afterwards doesn't work.

     

     

  • Spell Damage Mage, Secret Mage, Hero Power Mage, and Elemental Mage are all existing archetypes that have easily gotten support that would bring them closer to playability, but no we have to fully support the one archetype that has never worked outside of bullshit OTK shenanigans they aren't willing to support anyways.

    They literally could have printed a Dungeoneer that tutors Fire spells and Hero Power Mage would be so much closer to being a real deck but no, let'S shovel this unplayable garbage down our throats because the point of the miniset is apparently just to get rid of leftover artwork or something.