Sorry, not sure where else to ask...
basicly... when does the next Custom Hearthstone Card Challenge period begin?
basicly... when does the next Custom Hearthstone Card Challenge period begin?
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basicly... when does the next Custom Hearthstone Card Challenge period begin?
basicly... when does the next Custom Hearthstone Card Challenge period begin?
I'm so annoyed with the way constructed quests work. Let's say I'm playing and losing badly in turn 6. The opponent has a full board and almost lethal. Let's say it's a shaman so he has like 5 things in hand to get lethal. The normal thin…
I'm so annoyed with the way constructed quests work. Let's say I'm playing and losing badly in turn 6. The opponent has a full board and almost lethal. Let's say it's a shaman so he has like 5 things in hand to get lethal.
The normal thing to do would be to concede, but I can't because I have a 'play x games with mage' quest. The opponent of course wonders why I didn't concede, but pressed End Turn instead and thinks well, let's continue this game for a pretty long time before I kill you. Makes sense right, that is what I used to do before I realized these stupid quests make this behaviour happen.
Hey there dear Oocians! Let me welcome you the third Rewards Track Thread! I was waiting for someone else to make this thread, but after a week into the new expansion I´ve decided to make another one myself. Maybe some of you are tir…
Hey there dear Oocians! Let me welcome you the third Rewards Track Thread! I was waiting for someone else to make this thread, but after a week into the new expansion I´ve decided to make another one myself. Maybe some of you are tired of it already or simply don´t care, but for those of us, who want to track their progress, and see how is everyone else doing, this is the right place! I wish you´ll enjoy the new climb and hope you´ll end up higher than in the previous one!
OK, I´ll start then:
I´ve hoarded the 3 Weekly and Daily quests and bought the TP once again, so I´ve jumped to lvl 24 the first day I believe.. After a week in I´m at lvl 45, which feels good so far, but I know the climb will become way too slower. I´ve started to do the new XP achievements aswell, currently I´m at 30% done.
So, how are you all doing? Feel free to share your journey with us, your thoughts, feelings - happy or sad, just keep it friendly as usual, please. Have fun! :)
Greetings everyone, and welcome to the submission thread of the first episode of our brand new Duels series: Master Duelist. General Information This challenge will begin today, August 10th, and will end on August 31st. During this window…
Greetings everyone, and welcome to the submission thread of the first episode of our brand new Duels series: Master Duelist.
This challenge will begin today, August 10th, and will end on August 31st. During this window of time, you'll have to start a Duels run with a starting deck including Y'Shaarj, the Defiler and 3 other Corrupt cards of your choice, being them either class or neutral cards.
Everyone who'll post proof of a 7+ wins run in this article's comment section will be awarded with a different amount of gold, an in-site currency you'll be able to earn from different activities and that will be used to purchase cosmetics in our in-site shop.
In order for your run to count towards the challenge, you'll have to provide an appropriate proof of your feat; otherwise, your result won't count. To be precise, you will have to reply to this forum thread including:
Remember that we have to make sure you actually played following the rules, so please help us in doing so - disqualifying players feels bad, and we'd want to avoid it if possible!
Here's a quick breakdown explaining the rewards you'll receive based on your performances:
| TOTAL WINS | GOLD EARNED |
| Best result (both Casual and Heroic) | 200 |
| 12 | 100 |
| 10-11 | 50 |
| 8-9 | 20 |
| 7 | 10 |
Moreover, who will obtain the best score in the least amount of will also have the chance of suggesting the next challenge's theme!
The winner will be contacted through Direct Messages, where the next challenge's theme will be discussed. In case no one will be able to hit 12 wins before the deadline, the next challenge's theme will be decided by none less than Avalon himself.
Those which follow are the time criteria we'll use to determine the winner in case of identical scores:
If you want to learn more about this challenge, make sure to visit our guide page, where you'll be able to find a couple of starting decks provided by ourselves in order for you to take inspiration for your runs.
Moreover, don't forged to share your own creations with the community by adding them to our deck database via our deckbuilder.
Alright, did I get your attention? Now let me explain this. Since I've opened [card]The Demon Seed[/card] I've been working hard to farm the achievement, because initially I thought it would get nerfed hard and therefore it would be better…
Alright, did I get your attention? Now let me explain this. Since I've opened The Demon Seed I've been working hard to farm the achievement, because initially I thought it would get nerfed hard and therefore it would be better to start grinding now.
However, after playing with all 3 different builds (the Control deck burn one, the Zoo one, and the combo one) I came to realize that all these decks suffer from the exact problem most people cited for why the Quest would fail. You die very fast and getting downn the Quest reward is much harder than it might look like...and yet, people get run over by the deck, growing increasingly frustrated.
So how does that work?
Flesh Giant is how that works.
This one card is the ONLY reason why Warlock is even playable at this stage. The Quest is not as fast as it seems. Sure, sometimes you draw the absolute nuts and get Tamsin by turn 5, but that's only possible in the Zoo variant and doesn't happen often. It absolutely cannot race Mage or any aggro deck in any capacity. Most board centric decks can run you down before you even get to complete your quests, and not even an abundance of healing will save you. However, the Quest, and most importantly it's mid-rewards, allow you to turbo out Flesh Giants that then proceed to run over your opponent (try running [Hearthstone Card (Battlegrounds Battlemaster) Not Found] and see how many more games you win just by way of Giant beatdown).
I'm serious by the way, I've been playing the deck basically non-stop to complete the quest and 90% of the time I either win or lose before completing it. It's actually kind of funny how the deck whose main gameplan should be winning through fatigue redirection and lategame burst, but instead the Quest functions more as a 1-mana deal 6/heal 6/discount Giants by 2.
Mark my words, if Warlock gets ANY nerfs at all it will be Flesh Giant up to 10 or higher and the whole deck just falls on its face and dies to aggro to the point where not even hard control will keep them alive long enough to finish it (or will have to run so many survival tools that you won't complete the quest fast enough for it to be a threat).
Oh yeah, and nerf [Hearthstone Card (Battlegrounds Battlemaster) Not Found] into the fucking ground, that card is a retarded abomination and whoever thought it was acceptable to print should be forced to find client bugs for the rest of his career, holy fucking shit.
To their developers: Wow, do you even bother to test what you release? We have here two insanely easy to complete quests that result in non interactive damage to the face. How....is....that.....fun? Draw, mana cheat and generation are all …
To their developers: Wow, do you even bother to test what you release? We have here two insanely easy to complete quests that result in non interactive damage to the face. How....is....that.....fun? Draw, mana cheat and generation are all rolled into one and all you need to do is throw in all the obvious fits in and these two decks play themselves. You're absolutely helpless to beat them with anything else.
To the fanbase: How do you sleep at night? Every victory you achieve Is no different THAN A PARTICIPATION TROPHY. you are playing a deck that requires ZERO skill and you are so insecure that you only play it because your need to win is more important than actually EARNING glory. Youve jumped on board to everything that makes this game suck and the sane reaction to winning with them would be guilt or emptiness.
Thanks for viewing!
I've been going back and forth on writing this thread for a couple of months because I couldn't find a way to frame it that I was happy with, and if I couldn't convince myself I'd never convince anyone else. But the early Stormwind meta ha…
I've been going back and forth on writing this thread for a couple of months because I couldn't find a way to frame it that I was happy with, and if I couldn't convince myself I'd never convince anyone else. But the early Stormwind meta has added some clarity to the picture, so here goes...
I'm pretty sure the state of card draw is one of, if not the biggest problem in Hearthstone right now. Put simply, its more efficient than is good for the game. There's too much of it, it's too cheap, and it too often tutors key cards. It's not just the classes that are supposed to be great at drawing cards, its everyone. To varying degrees sure - rogue is still better at it than most - but not to much significance. Even the classes that are supposedly bad at it have card draw that would have been powerful enough to be confined to classes like rogue a couple of years ago. Not to mention super powerful neutral options that guarantee any class has draws for days.
Take Elven Minstrel for example. It was a good card in a very strong expansion in a class that has always had good card draw. Compare it to the likes of Refreshing Spring Water and Primal Dungeoneer, both of which are in classes that were traditionally so-so at drawing cards, and the Minstrel is laughably weak.
OK, so there's a lot more card draw, why is that a problem? At it's heart, the problem is that card draw benefits different archetypes to wildly different extents. In particular, aggro can avoid running out of steam (as demonstrated in the Barrens meta, and quite a lot of last year too) and combo can find everything really quickly (as demonstrated in Stormwind). Normally that wouldn't be too much of a problem because card draw is slow so aggro can't afford to use it and combo has to be careful not to fall too far behind when using it, but it's all so cheap these days that it's not a problem for either archetype.
Meanwhile, control and value benefit relatively little. Both try to get as much as possible out of each card in the deck and clog up their hands if they draw too much. Plus, their win conditions barely exist when they cannot exhaust aggro's resources and they die too quickly to put any pressure on combo.
Control can at least try to respond to heavy card draw in aggro by running more removal and making use of their own card draw as best they can. That didn't work super well in the Barrens, though priest at least managed it. (It was a horrible deck to play against, but that's besides the point.) I was actually hopeful the defensive tools in Stormwind would make up the difference though. Perhaps they did? We can't say because Stormwind made a bunch of powerful combo decks that, thanks to the copious efficient card draw, can completely mess with the natural order of things and win as fast as aggro does.
In an ideal world we have the cycle: aggro > combo > control > aggro. In Standard things are set up so aggro = combo >> control <? aggro. Wild has been like that for a long time, and it's an inevitable result of lots of great cards existing, but Standard should be small enough to let control function.
A more subtle issue is that it frankly makes the game less interesting. Decks always find the right cards, reducing variety of gameplay. There's no hope of the opponent not finding their key cards, so your decks have to be able to handle a high-roll every game. That's utterly crippling for meme decks.
Plus, from a design standpoint, classes like rogue now often receive card draw as their main payoff for synergy because that's how they establish themselves as the classes that are great at drawing in a world where everyone is. Fine, but I want to see fireworks and interesting effects, not the hundredth bloody way to draw more cards when I already have 5 times more of that than I know what to do with.
It's difficult to say for sure since I'm not part of the development team, but I can identify a few possible causes, all of which occurred at a similar time.
First, we had an overload of card generation in the Year of the Dragon. By the time the devs decided they had taken it too far, they had already dug the hole: how do you introduce decks that can compete with that level of resource generation without doing the same thing? Well, give them lots of card draw instead. Unless the game goes to fatigue, it will serve the same purpose.
That's all fine and dandy during the Year of the Phoenix when excessive card draw and generation existed side by side, but once the Year of the Gryphon rolled around we had some classes that weren't given the strong card draw during Phoenix and no longer had the value generation to compete with. This is where the problem really became apparent to me: shaman needed more card draw to compete with everyone else, but the problem wasn't really that shaman had too little, rather that other classes had too much. But by this point it was too late. It would take sweeping nerfs to Phoenix's draw to resolve the issue properly, verses adding 1 super strong bit of card draw to shaman. The latter route is the easy quick fix, but committing to it fundamentally changes the balance of archetypes.
There was a related issue that is specific to aggro: demon hunter was introduced as a figurehead for the change in philosophy from value to draw. It immediately set a high bar for how much card draw a class that's good at drawing has, and continued adding to it as more expansions came out. Other classes with great draw followed suit, with rogue quickly finding itself with great card draw for every conceivable occasion.
So what, 2 classes that are meant to be good at card draw have good card draw, surely that's sensible? Well, yes, except that those 2 classes are also high tempo, aggressive classes with hero powers that help win the board. So other aggro decks struggled because they would lose on both tempo and resources. They can only really catch up if their own draw is improved substantially. That was achieved via both neutral and class cards. In any case, the end result is that all aggro decks now need to have good draw because otherwise rogue and DH will stomp on them.
There was another factor at the control end too, especially with priest whose card draw was gutted in its Classic set rework. In line with its class identity of being poor at card draw, it was stripped of its primary sources: Northshire Cleric and Power Word: Shield. This didn't work out too well for the class, which performed fine overall but only through obscene value generation that the community complained about (it is no coincidence priest had the last surviving bulls*** value deck).
The reaction from the devs seems to have been that perhaps no class should be bad at card draw after all, which freed them up to print good card draw everywhere. I think the mistake here was not class identity, but how they handled priest's Classic rework. Classic always had cards outside of class identity to ensure every class had at least some options to work with. You might be able to strip away some things for the sake of class identity (e.g. they could take away rogue's AoE, as indeed they did in the Core set), but card draw is too fundamental a mechanic to take away. Leaving priest with only neutral options that don't compliment the class was bound to hit it harder than intended.
(For the record, I think priest's card draw is actually in the most sensible spot of all classes right now, so they've been doing something right.)
If I'm optimistic, a few nerfs to the classes quickly completing game-winning questlines will open up enough space that control can at least test how effective the defensive tools in Stormwind are against aggro. That might be able to reset the archetype match-ups.
Failing that, the best solution probably requires a lot of patience and a change in philosophy from the developers. I say change, but it's really just taking a few steps back. Just as they decided they went too far with the amount of value generation, they would need to believe they have gone too far with card draw too. Tone down card draw in the best classes (DH, rogue and warlock), and let other classes be kinda bad at it again. I appreciate that is quite difficult when DH has a questline that requires crazy card draw, but still.
They cannot realistically nerf their way out of this problem since it affects way too many cards, so we'd probably need to wait for things to rotate.
What I fear is that they 'solve' it through more power creep, by giving control completely broken tools to combat the situation. That would be the point where I might finally consider leaving since so much of my enjoyment in the game is derived from making fun but weak cards work, which is already tough enough as it is.
https://hsreplay.net/replay/gWoU9NZZEV3h4Fn4DNa6i8 The replay is worth a few laughs. :) Sorry the screenshot isn't better, tried to snap it before he conceded...but still got the history bar on the left.
https://hsreplay.net/replay/gWoU9NZZEV3h4Fn4DNa6i8
The replay is worth a few laughs. :)
Sorry the screenshot isn't better, tried to snap it before he conceded...but still got the history bar on the left.

Pretty much the title. When you end the game as another class while playing rogue as [card]Maestra of the Masquerade[/card], you gain experience for the changed class, not for Rogue. It felt funny so i wanted to open a thread about it. A…
Pretty much the title.
When you end the game as another class while playing rogue as Maestra of the Masquerade, you gain experience for the changed class, not for Rogue.
It felt funny so i wanted to open a thread about it. Anyone noticed it or is there any announcement about it which i don't know ? I am asking because It might be a bug.
I've been playing Handlock in wild and recently noticed that shuffling tradeable cards back into the deck (either via effects like [card]Plot Twist[/card] or trading) doesn't seem to remove cost reductions on the card. I'm not sure if othe…
I've been playing Handlock in wild and recently noticed that shuffling tradeable cards back into the deck (either via effects like Plot Twist or trading) doesn't seem to remove cost reductions on the card. I'm not sure if other buffs would also persist, but that certainly seems wrong.
Just for everyone who is interested, I did some science:Playing [card]Zul'jin[/card] after completing [card]Defend the Dwarven District[/card] questline and dropping the reward leads to the following effects:>Zuljin's Hero Power WILL NO…
Just for everyone who is interested, I did some science:
Playing Zul'jin after completing Defend the Dwarven District questline and dropping the reward leads to the following effects:
>Zuljin's Hero Power WILL NOT keep the [It costs (0)]-Buff
-> However, Zuljin will recast the quest after which it can progress/complete from Zuljin's re-casts of damage-dealing spells and regain the [It costs (0)] buff
>Zuljin's Hero Power WILL refresh after a spell is played by you, no matter if the quest reward is played again or not.
This means that any other change to the Hunter Hero Power after the upgrades, it will loose its cost reduction (and minion-targeting-ability, if at all applicable) but refresh when a spell is played. There is of course the option to wait until one plays for example Deathstalker Rexxar before completing the second step of the questline to create a zombeast factory...
But yeah, that's all folks! THought it would be an interesting little tidbit!
Hi everyone. This might be a dumb question, I don't know, but I was trying out Shadow Priest and considered adding the quest to the deck, just for fun and to try it out. To my surprise (?) the quest is considered as a spell and the Start o…
Hi everyone. This might be a dumb question, I don't know, but I was trying out Shadow Priest and considered adding the quest to the deck, just for fun and to try it out. To my surprise (?) the quest is considered as a spell and the Start of Game from Benedictus doesn't activate... I guess my question is, why is a quest considered a spell?
Something else I noticed, cost reduction doesn't work to activate the steps in the quest. I played a 10 cost card reduced to 8, and it didn't count towards the completion of the quest. Would've thought it should.
Anyways, wanted to know your opinion on this.
Is it too early to already want a separate, no-quest ladder? I can't believe how fast I have come to hate this expansion, due to every single game I play involving a quest, and the fact that these quests essentially complete themselves wit…
Is it too early to already want a separate, no-quest ladder? I can't believe how fast I have come to hate this expansion, due to every single game I play involving a quest, and the fact that these quests essentially complete themselves with plain draw RNG. All you do is watch your warrior/hunter/warlock/mage opponent throw their crap down every turn, and hope your bullshit RNG is better than their bullshit RNG, and that's the game. This is, to me, going to be the least interactive, least interesting meta that has ever existed in this game, and I'm already getting sick of it, and I actually feel ashamed when I play that stupid pirate warrior. Please give me hope that the team will step in quickly and make some of these slightly more challenging to complete.
So I cracked all my new United in Stormwind packs that I was able to amass from the gold I've been saving over the past month and crafted a few of the decks for the quests and I gotta say this... Hunter and Warrior are not only ridiculousl…
So I cracked all my new United in Stormwind packs that I was able to amass from the gold I've been saving over the past month and crafted a few of the decks for the quests and I gotta say this... Hunter and Warrior are not only ridiculously easy to do, but probably NEED to be nerfed.
I took the garden variety Dwarven Defense deck for Hunter with no changes and just ROFL stomped every single player I came across. This works even more viciously in Wild with Baku. I was able to accomplish it as soon as turn 6 and just destroy my opponent.
The Warrior quest was nearly almost as easy to complete. Once The Juggernaut hits the board, it's kinda GG for your opponent. I didn't even try to make a competitive deck, I just threw in some Pirates and Coerce into a deck and destroyed my opponents.
I've tried the Druid quest and it was lack luster to say the least but that was expected in the card reveal. I got 2-4 of the other quests that I need to try as well, but honestly, I was shocked at how easy it was to just beat your opponent with the quest rewards of those two so far, so even though the Hunter quest is the ONE thing that has got me liking that class finally after the passed 7 years of playing this game, it really needs to be nerfed as it is waaaaaaaaaaaay too easy to complete. Thoughts on this and your experiences so far?
So, just opened my 125 United in Stormwind packs, and, I gotta say, I'm hella disappointed. Stat dump below: Packs: 125 Total Cards: 625 Rarity Breakdown Common: 453 Rare: 139 Epic: 29 Legendary: 4 Total dust value: 1…
So, just opened my 125 United in Stormwind packs, and, I gotta say, I'm hella disappointed. Stat dump below:
Compare and Contrast with Forged in the Barrens:
I'm sure this all falls within statistical norms, but lowrolling Legendaries sucks (one was literally the 40th pack after the previous one). A ~10% decrease on average dust value is a bummer. Plus only one legendary (Raid the Docks) was on my wishlist.
I'm going to get the rewards track packs and use gold on new ones until I hit my next legendary (it's been 30 packs since the last, so it'll be quickish) and then start saving up for the next expansion.
Rant over. Thanks for listening.
Previous threads: Darkmoon Faire Forged in the Barrens / Wailing Caverns Wailing Caverns TIME-SENSITIVE ALERT: If you didn't get Varian Wrynn, you can take advantage of the current full refund period to craft him, get the achievement, a…
I'm making this thread a liiiiiittle early because I want to help people take advantage of what may well be a time-limited opportunity: completing the Rogue and Priest questline-related achievements without owning the required cards. The only alternate way to complete these achievements is to steal the questline rewards from an opposing player, and the Day 1 meta presents a great opportunity for this, as people will be playing unoptimized meme decks and trying out their fancy new cards. It could happen that these questline decks are unviable and almost impossible to find on ladder afterwards, and this is pretty hard to pull off. There are other questline-related achievements, but these two are the only ones that require a one-time event and are therefore viable for these purposes. So how is this done?
Instant Gratification: Draw the Purified Shard the same turn you shuffle it into your deck.
The simplest way to do this is by waiting until they play the questline reward, then on your turn playing Mindrender Illucia + Lorekeeper Polkelt + Prize Vendor or any 'draw a card' effect like a Loot Hoarder or Bloodmage Thalnos deathrattle. Note that tutor effects of any kind ignore deck order, although they do not change Polkelt's ordering of the deck. This will of course only work if your opponent doesn't draw the shard the same turn they play their questline reward. Example deck: AAECAa0GBPvRA/bWA6iKBJegBA3LzQP73wOS5AOhoASY6gP44wPBnwSFnwS24QPXzgOZ6wPo7wPWoAQA
Okay, but what if I don't own Mindrender Illucia? I don't have her either, unfortunately. It's still possible, although it gets a lot messier, with Rogue. The main thrust of the combo will always be Faceless Manipulator + Shadowstep + play questline reward for 3 mana. From there, you need to have played Potion of Illusion on either a Lorekeeper Polkelt or a Primordial Protector so that you can play it for 1 mana here. The nice thing is that both of these cards help you draw the Potion of Illusion from your deck. If you went the Polkelt route, you also need a draw effect that same turn, which can be set up in advance by Silverleaf Poison but can be included in that same turn via discount or coin generation effects with Prize Vendor. Also, if you're lucky, you can steal the reward through Plagiarize. Example deck: AAECAYO6AgTl0QP21gOoigTl0QMN5dMDkuQDmOoDqesDq+sD3uwD9p8E958EoaAErKAE6/YDtuEDitADAA==
Expecting an Exploding Pen?: Play every Spy Gizmo in one game.
This is also done with Rogue. The good thing is you don't need to force the shard draw like in the Priest achievement, but you do need to play 5 1-mana cards, and ideally speaking you want to do this the very same turn you steal the reward, to ensure consistency. The same Faceless Manipulator + Shadowstep + play questline reward for 3 mana base combo remains, however to play all 5 Spy Gizmos you need 13 mana in one turn. Options include: Backstabing an Efficient Octo-bot, aka the dream scenario. Generating enough coins through Loan Shark and Tomb Pillager. Discounting the spell-based Spy Gizmos with Preparation. Having the reward through Plagiarize so you don't need extra mana in the first place. Generally speaking, some combination of these options should get you through. You should note though, that you need the hand space when you play the questline reward. And also that the opponent is likely to play the stealth-giving Spy Gizmo on their questline reward the turn they play it, so you should plan to weather that 9/7. Example deck: AAECAYO6AgKoigSXoAQOzrkDx84D5dMD590DkuQDmOoDq+sDkZ8E9p8E958EoaAErKAE6qAE6/YDAA==
Thank you
what is a standard pack (new Reward Track) ?
what is a standard pack (new Reward Track) ?
TLDR: Nightmare Amalgam might spoil some minion types incoming! When searching for "egg" for a DR hunter I noticed that [card]Nightmare Amalgam[/card] showed up on the list - which surprised me! I doublechecked the spelling and the flavou…
TLDR: Nightmare Amalgam might spoil some minion types incoming!
When searching for "egg" for a DR hunter I noticed that Nightmare Amalgam showed up on the list - which surprised me!
I doublechecked the spelling and the flavour text but couldn't find any hits for "egg" in the card or its description. I assumed that the only way the card would show up would've been that the "ALL" minion type includes more types than are currently present in the game...
And lo and behold, Nightmare Amalgam also shows up when searching some very interesting keywords:
Interestingly enough it does NOT show up for these keyword:
Hi guys, Planning to buy the tavern pass and buying around 60 packs for gold. Now I‘m thinking about todays weekly quests: - finish them before go live to benefit of the current xp bonus from barrens tavern pass (a…
Hi guys,
Planning to buy the tavern pass and buying around 60 packs for gold.
Now I‘m thinking about todays weekly quests:
- finish them before go live to benefit of the current xp bonus from barrens tavern pass (and then buy more packs for gold)
- finish them after go live so I get early progress on stormwind tavern pass
Is there a difference or is it just get more gold today vs more gold later (because of the faster progress in stormwind)?
Best,
Bathala