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jeb wrote: I don't. Get those Rares. They are cheap and worth getting. they make your OK decks good and they can make good decks great.
Definitely, agree here. I was mostly referring to saving dust for legendaries as that is what I'm usually saving for, but I've been playing for a long time. The bulk of the decks use commons and rares more than anything, so you should absolutely fill needs there 1st. I tend to forget what it's like to start playing this game without so many of the cards.
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Don't let this put you off, Hex. You get your full dust back if/when they nerf something. So you can get the Drakes, enjoy their awesomeness, and get 100 dust back if they get nerfed into being bad or whatever. If they just get moved to Wild, then I'd keep em.MacDirk Diggler wrote: There are so many rumors out there about what is getting nerfed. I have heard (on Value Town podcast??) that Gagetzan Auctioneer and Azure Drake might get nerfed or moved out of classic.
Yeah, this whole "no-downside Flame Imp" thing is an issue. It seems weird to have put this, AND Patches, AND a decent Shaman weapon in the same set.If there is any card I would like to see get changed it's Small Time Buccaneer. Make him a 1/1 or cost 2. Wouldn't save us from Pirate weapon class decks, but it would help a little
Saw Zetalot playing it this AM--there's an interaction here I was not aware of. The Djinn is impacted by Potion of Steal a Little Guy, like you steal their guy, he comes to your side and gets Charge---AND THE DJINN GETS CHARGE. This is where things get crazy and you kill them with a big Divine Favor Confuse thing.Anyone see the new priest build floating around? Toast streamed it first I think, saw Zetalot use it today. Some dragons, Djinn of Zephyrs. Lots of potions and spells. You basically maintain and draw until you have two double health of a minion spells. Then double twice on a 6 or more health minion. Play confuse on it and otk a shocked opponent.
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I vote let dopple gangster stay.
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I had them in Evolve Shaman too, and eventually they got cut because Shaman has better options. The idea of an Evolve deck is you play kind of bad cards that turn into better cards, and numbers matter because you need them to survive at least turn of creature trading parity to make Evolve good. So it seems amazing: three 5-cost guys for 5! Definitely a step up from Pantry Spider's two 3-costs for 3. But the better option is Jade Golems. Say it's turn 6. I can make three 6-cost guys with Dopple + Evolve. I could also make Brann + Jade Weapon (?) + Evolve for a 4-cc, maybe a 3-cc, and a 4-cc and swing for 2. That's probably worse. But on turn 9 or 10 or later? The first play still gets you three 6-cc guys. The second gets you a 4-cc, an 8-cc, and a 9-cc and swing for 2.
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I have not heard anyone mention it. But do you ever watch Value Town podcast? I been onto it for about 15 weeks. Keeps you up on all the latest HS news, new decks, Q and A. They have a segment where people submit custom card ideas which I find skippable.
Hey, I want to thank everyone who participates in this thread. It really helps my enjoyment of the game to have folks to discuss it with. May you all reach legend on ladder, as you have in my mind.
FWIW. Dopplegangster not mention d in Kiblers vid.
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DittoHex Sinister wrote: I don't really like podcasts but I've watched some youtubers occasionally when I can't play. I get all my HS news from you guys.
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- The recent news I think you all should know is that the devs are keeping an eye on Small-time Buccaneer and it is considered FAR more likely to get a tweak than Patches the Pirate (deservedly so).
- There is a Paladin build out there that performs well. They aren't saying what it is, but Xixo had tourney success with a controllish Anyfin deck recently that might be the one, with Equality, Wild Pyro, Consecrate, tons of lifegain, Barnes, Lightlord, Tirion, &c.
- The way to go with Hunter looks like Reno NZoth with a HIGH spellcount to access Arcane Giant. It's still kind of bad.
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Also. Kazakus polymorph can be a problem with Reno decks. It was a better deck before latest release. Finja is great and all. If you draw him before you die.
In wild I run Finley and old murks eye. Finley weakens the Anyfin pull a little but murks eye adds more than Finley takes away. Then you can get a heal or draw hero power and Anyfin sooner before you pull all of the murlocs.
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Totally agree--I don't know what the deck that succeeds is. But this was Mike Donais (maybe Dean Ayala?) talking, and they have access to metrics that indicate there is an outperforming Paladin build out there on Ladder. The only build I have seen succeed is the Xixo one, which, as you note is for tournaments. Maybe it's something totally different!MacDirk Diggler wrote: Hate to put it like this, but regarding that anyfin deck... no shit. They are all that build aren't they? You forgot to mention Aldors. It is widely thought that Anyfin Pally works in tourneys where you can ban Shaman and I think that's exactly what Thijs and Xixo did with their recent success in tourney. I have played the deck a lot on ladder with or without Barnes Curator Old Murks Eye. I don't have Lightlord. But against aggro you don't last that long. The heals are not enough. Even if you blow the board w equality pyro turn 4 it's dicey. The odd of drawing both are less than 50-50 I believe. Everything needs to go right. Sure if you tell me I will cue into a Reno deck I will have great success. But ladder and tourney are not same.
Hotform was playing it (the Xixo deck) and he thought the worst card was Ivory Knight. It costs 6, and the heal can easily end up 1 or 2, which makes it bad. I think he preferred a Cairne there or something else that would guarantee value for that cost instead of "most likely working out" which is what Ivory Knight counts on.
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Speaking of minions, I decided to try my hand at a Paladin Hand Buff deck because, like usual, I have to be difficult and keep trying the worst class in the game. Before MSG, it was Priest. With the advent of MSG, it's Paladin. As most of you probably know, Paladin Hand Buff flat out fails in the current environment (except for that super secret unicorn deck that Brode says is always out there. Thanks, Ben!) and is the target deck for the most-used phrase by any HS developer: "We think it will improve when the environment slows down" (with the unspoken "which, like, never happens but we'll keep saying it because there's really nothing else to say.")
But this is what I've been messing around with: www.hearthpwn.com/decks/726079-protection-racket
I know. The first question: WTF is Forbidden Healing doing in there? Well, it's kind of an out if I'm just getting run over and I'm having trouble getting set up. Of course, if I'm getting run over, it's probably turn 5 and I'm gong to get all of 5 healing (i.e. less than Holy Light at 3 less mana), so it's probably not worth the slot. However, I haven't actually used it in the small string of wins that comprise my entire experience with the deck, so I haven't felt the need to toss it, either. It should probably be a Grimestreet Protector, since he fits the theme of the deck far better, but he's also a highlight of why Hand Buff sucks: He's too fucking slow and you're paying 7 mana for a guy that can be removed by a single Fireball who's only really worth his cost if you actually have a board to use him with...
Of course, keeping a board is actually easier with this deck than you'd think, given the buffs and shields all over the place. The shields are also what seem to make this function better than other buff decks, especially with Rallying Blade being a buff for things AFTER they hit the board. Card draw isn't an issue because of the regular appearance of 3/2 Loot Hoarders and 2/4 Acolytes and the deck doesn't really encourage dumping your hand or killing your guys off, so neither Divine Favor nor Solemn Vigil are really workable. The oddest thing about it is that I really don't want to hit the button, because I've always got something better in my hand. I'm not using Don Han'Cho, firstly because I don't own one, and secondly because I severely dislike his RNG nature. The curve is wonky. I'd like to shave a couple 3s for a couple 4s just to satisfy my craving for symmetry (and include other thematic things, like Keeper of Uldaman or maybe Blessing of Kings. Doppelgangster is soooo slow and somewhat less impressive without Brann around, but there are only 4 cards in the deck that would take advantage of Brann. Dunno. Anyway, it's working at the moment.
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So, one concern is that, for a midrange deck, it's kind of front-loaded. I mean, card games are card games and sometimes you're just going to draw nothing but Loot Hoarders on turns 9 and 10 and sometimes open with Argent Commander, Psych-o-tron, and Doppelgangster in your hand. That's life. However, there aren't any real "win conditions" in there, either, other than Tirion and a proliferation of buffs. There aren't really any minions that I'm dropping that will simply say: "I'm winning", like classic midrange Shaman dropped Fire Elemental. The hope is that, even if it is frontloaded like aggro, you exhaust enough of your opponent's removal strategies until he just can't deal with the Enforcers boosting your hand every turn. I didn't have a lot of faith in that card when I put this together because the earlier buff deck I'd tried had more of an aggro bent and by the time I got it on the board, my hand was close to empty. That's why I don't really like the control variant, either, because control relies on spells and the Grimestreet stuff is reliant on minions. But I've been steadily reaping benefits post-turn 5 by dropping first 1 and then the second Enforcer once my opponent immediately removes the first one. The Enforcers have been kinda brilliant for another reason, too, since I'm running into so many Priests and they have issues with 4/4s.
And that's why the Psych-o-trons, as slow as they are, are often really good. A couple turns of protecting an Enforcer while they try to hammer through the Trons is invaluable. Plus, the Trons are another target for the Rallying Blade. I've played more than one Reno deck that's exhausted its sole good single-target removal (Poly, Siphon, SWD, etc.) only to be greeted with a 7/8 Tron. "Woo hoo! Dual Earth Elemental for 5 mana. Your turn."
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Threw together a Shaman Evolve/Devolve that is new to me and highly amusing. When the Gods of Chance favor you it's amazing. These are fickle gods as we all know so uh... frying pan to fire scenarios happen. But fucking up opponent synergies gives me an evil satisfaction. So does turning shit into gold - when it works at least.
Haven't won a single game with Pirate warrior since I mentioned it was working for me. Hah.
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