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Jackwraith challenged me to a friendly match for his 80 gold quest tonight so I got to see his Paladin quest deck in action. This was right after I'd built an N'Zoth Paladin deck that I saw on Tempostorm (minus Light Rag and Wickerflame, I subbed in another Forbidden Healing and Cairne) so I thought I'd try it out against him. It was close for a bit but Galvadon is just not worth it and I was able to neutralize him with a Doomsayer behind a Spikeridge Steed-buffed SHR. I don't know how you'd fix Galvadon but as he stands it's much too easy for him to end up doing nothing.
I'll also happily eat crow when it comes to Tarim; it's such a fun, powerful card that almost always results in interesting decisions and lines of play. And the fact that you can usually end up playing multiples because of Stonehill Defender almost makes me feel bad for how ridiculous it is. I've been laddering with midrange Hunter but now that N'Zoth Paladin is good again I might switch, or at least alternate since the N'Zoth Paladin games are usually pretty long.
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I am having a great time with the game right now. I have enough of everything to be able to try most of the flavor of the month decks. Except monster Druid build like Dog runs. I am about to finally churn out arch Mage Tony. Can't wait to try that out with some burgly bully. I am surprised not many people use that card. I run two in my corpse flower miracle Rogue with one copy of red man wyrm which is another under sung decent card.
My buddy I got into HS 2 wks before the expansion made rank 12 last month. He picked such a great time to jump in. I don't think he has any cards from Mean Streets and he is doing fine.
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I'm having a good time as well, outside of Quest Rogue, which is seriously the WORST deck to play against in my time with HEARTHSTONE. I just loathe it deeply. It is a waste of time and energy. I feel like it's pointless when I lose and I don't feel cool or anything when I win. I just think it makes HEARTHSTONE dumb.
I've seen Burgly Bully in Priest lately for Lyra tricks, and my son runs one in his Quest Mage deck, which wins with a buffed Red Mana Wyrm! I ran Bully right after the rotation in a Standard Miracle Rogue deck to feed to Gadgetzan or get more mana on the Maly turn for the kill. Unlike MSoG, I feel like the meta is taking much longer to settle and there's all kinds of things to try.
Worst off right now is Warlock, I think. I can't get anything going, and I don't see anyone else getting anything to work either.
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- Jackwraith
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- Maim! Kill! Burn!
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Warlock needs a discard minion that has a Battlecry similar to the following: Discover 3 cards from your hand and choose 2 to Discard. It still has the possibility to screw you if, for example, you have two Doomguards in hand and both of them are Discovered, but it would allow you to minimize the bad RNG and to actually utilize discard synergies. Right now the discard mechanic is an RNG shitshow where you're just hoping for the best.
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(Can't remember the fucking names, sorry.)
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But quest Rogue. Ostkaka and somebody else brainstormed a build I am using now. It's got more defense. Just beat Paladin turn 12. My old quest Rogue wouldn't last that long
2x prep
2x shadowstep
2x firefly
2x glacial shard
Patches
2x south sea deckhand
2x stonetusk
Caverns below
2x Bilefin
2x gadget ferryman
2x novice eng
2x youthful brew
2x igneous
2x mimic pod
2x tol vir stoneshaper
2x vanish
This isn't an easy deck to play. I have learned a lot over 100 or so games. Keep glacial shard against aggro. Mulligan for bounce. Mimic pod on curve (or prepped) doubles your win rate. Use shadow step for last bounce so you can complete and play caverns same turn. The stoneshaper is good because of all the elemental synergy. I have heard it debated that tar creeper for 3 mana may be better. But the bubble on stoneshaper is significant. Even though I think this deck is better than what I was using before with Fan and Shiv for more draw. It's hard to win with it. Try beating purify priest for example. The meta has adjusted to it. I know I have a good record against it when I face it with a different deck.
I can't get on any solid roll this month. Get close to ten and lose a lot back to 14. Tried the xodia Mage. It's quest deck with combo of making 4 Sorcerers apprenti with molten reflection. Then you play the quest take a second turn with Tony and make infinite fireballs. So memey, but fun to try. The problem is that it's like an 8 card combo. You have to 1 complete the quest. 2 not die. 3. Draw most of your deck and have the apprenti and reflection and Tony -AND- a Tony activator in hand. It's stupid hard to pull all that off.
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- Matt Thrower
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MacDirk Diggler wrote: This isn't an easy deck to play. I have learned a lot over 100 or so games.
I haven't seen this particular variant of the deck in action, but that's certainly not the case with most versions. Most versions are very easy to play, and very boring to play and very boring to play against. If you draw your bounce cards and get the quest before turn 7-8, you win. If you don't, you lose.
That's the problem with the deck. It's not over-powered, it's just criminally tedious. I crafted the card, ran the deck a handful of times and now I won't touch it because it's not fun for anyone.
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I think Exodia Mage works better at VERY high ranks, where the expectation for play is the slooooow rolllll. Play at Legend is largely conservative, shooting for the sure thing, and this makes games slower as everyone cooks up how to kill someone from 15-20 instead of playing out and putting them at, say, 5 life. Exodia crumbles in the latter style of play. It can only stave off death two or three times The Molten Giant version of Quest Mage might be more consistent; letting the block go off, making the Giants free, copying one with Reflection, and taking an extra turn for 24 + burn.
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- Jackwraith
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Get used to it. He emphasized that the quests are going to be around for over a year and there will be more cards coming out that will make the others viable (read: everything but Rogue, Warrior, and kinda Mage.)
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@MattDP if you build the cycle version of quest rogue you either get it by 5 or lose. 7-8 is way too late for that one. The deck i use has defensive tools and 7 is still doable with some divine taunt and vanish. So ya if you are just playing it where you get the nuts or don't, I imagine its boring. I like it because I have the tools to stall the game long enough to overcome bad draws, and the games have variety to figure out how to survive and complete. But still. Its a motherfucker to try and win a bunch of games with it now. People know how to beat it and that is reflected in meta snapshot.
I wish i knew where to find the win totals by archetype from any recent tourneys. EU vs CN some people brought miracle rogue over quest. Its Mid Range Pally world right now, you should be hating on that.
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- Jackwraith
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