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Jackwraith wrote: I'm still not that sold on Totemcarver simply because it doesn't do much to the board state when it arrives and is utterly dependent on that board state to make it worthwhile. Would you pay 6 mana for a vanilla 5/5 normally? No. I don't want to be forced to push the slot machine button on turn 6 solely to make my 4/4 worth more, y'know?
Paying 6 mana for a totem and a 5/5 would be a worst-case scenario where I'm either very behind on the board or I'm in top-deck mode. I don't play it early when I can be playing Piloted Shredder and Fire Elemental, and the way people (usually) ignore totems it's not that hard to get it to come out at 6/6 or 7/7. Totem Golem + DT with a totem already on the board on Turn 6 is a fun play.
Jackwraith wrote: But if it's working for you, then it's working for you.
It's working in my very small sample size, yes. I'll probably toy with it some more in Casual to see if it can handle top tier decks, but it probably can't. I have no idea how I'd try to tackle Patron, Handlock, or Druid; but it's at least a really fun deck when it's clicking.
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Here's some math to think about: If you have three Totems out, a Totemcarver gets you 7 damage the next turn for four mana. This isn't going to happen on turn 4, practically ever, as you'd have to have a pretty cooperative opponent to just yield the board to your totem pile. But you can surge up a whole bunch later, admittedly. In contrast, at seven mana, with those same three Totems, a Thunderbluff Valiant gets you 11 damage the next turn, and maybe 6 this turn assuming they weren't just played.
Anyway, stick with Shaman. I think playing Shaman makes you better at Hearthstone.
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- Space Ghost
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- fastkmeans
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Control Warrior is my most feared matchup. I don't know if I play a deck that can beat those guys. Just too much lifegain. If I can get my board into shape enough to start making a dent, they Brawl it away. It's lucky it's so expensive and boring or it would be everywhere.
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jeb wrote: Control Warrior is my most feared matchup. I don't know if I play a deck that can beat those guys. Just too much lifegain. If I can get my board into shape enough to start making a dent, they Brawl it away. It's lucky it's so expensive and boring or it would be everywhere.
I've beaten an excessively armored up Control Warrior only once. Hell, it may have even been my recent Shaman deck. Anyway, I had board control with Dr. Boom and some other guys, he Brawled it, but he was never able to swing the game. I got some more big guys out and by the time I was swinging with 7/8 damage at a time with two minions he was at about 11 HP and 26 Armor. Beating him down from 37 total health felt so good.
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1. Shieldbearer 0/4 taunt
2. Annoy O TRON 1/2 divine shield, taunt
They protect alarm o bot so he can do his thang.
3. Alarm O Bot
4. Astral Communion- you pitch your hand and gain ten crystals
The rest of your deck is filled with huge Legendaries and the biggest nastiest cards in your collection.
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- Dragon Egg
- Mark of the Wild
- Acolyte of Pain
- Astral Communion
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Alastair MacDirk wrote: A nearly impossible to beat Druid build for this tavern brawl....
1. Shieldbearer 0/4 taunt
2. Annoy O TRON 1/2 divine shield, taunt
They protect alarm o bot so he can do his thang.
3. Alarm O Bot
4. Astral Communion- you pitch your hand and gain ten crystals
The rest of your deck is filled with huge Legendaries and the biggest nastiest cards in your collection.
As far as I can tell this loses hard to mech mage when it goes second. At least that's what's happened to me.
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AI just beat an ancestral knowledge built Druid with mill rogue. I am all about mill rogue these days. It so much fun to play to survive until someone runs out of cards instead of playing to kill them with regular damage.
You can Mill the fuck out of people in this TB because the only Achilles to playing mill rogue is not drawing Coldlight Oracle in the first twelve or so cards. You just make sure the only 3 cost card in your deck is Coldlight and voila! Make sure you mulligan for shadow step or gang up.
I am like 12-2 with Mill Rogue so far.
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2/3
Your Charge minions have +1 Attack.
Mind you:
Raid Leader {3}
2/2
Your minions have +1 Attack.
Warsong wasn't nerfed--it was obliterated.
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- Jackwraith
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At its root, the main problem is combo. Without interrupts/instants/some way to do something on your opponent's turn, it's too easy to get those combos off and then your opponent is helpless (aka non-interactive cards/strategies.) In that same commentary, Blizzard mentioned that the "heart of the game" is minion combat/board control, which combo specifically avoids, so combos will regularly get nerfed, which reduces the deck archetypes to three: Aggro, Midrange, Control, which I don't mind since I've never been a combo fan, from my MTG days on up. But I'm surprised that they hammered the card that hard. Patron decks will still be playable to some degree. They just won't be OTK decks. With that in mind, there's almost no way Warsong could have remained in its current form without being ridiculously expensive for a 2/3, in the same way that Starving Buzzard is now the blatant outlier for a 3/2 (and is also basically unplayable.)
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Everyone talks about Tempo, Value, and Board Advantage in Hearthstone. But with evenly matched decks and players; the game will come down to card advantage. Did I see more of my deck than you saw of yours? All those videos of GPW killing folks with two Sludge Belchers up and 40 armor or whatever--look at the GPWs deck. It is either empty or nearly so. They will get ten or more cards deeper than the opponent. Well NO SHIT they won the game. They have their whole deck in hand--the answers are in there somewhere.
As combos go, I didn't mind GPW that much. It was well-telegraphed (Gnomish Inventor, Unstable Ghoul, a long-held final charge on Death's Bite). And it couldn't do it's thing until turn 7 at the earliest, and only then with a fortunate Emperor activation or the Coin. It usually wasn't an OTK at that point either.
I feel like they fixed the wrong part of this.
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- Jackwraith
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If you nerf Battle Rage, you not only encourage Warriors to not engage in one of their themes but you also reduce the effectiveness of cards like Whirlwind and Death's Bite that are staples in Warrior decks. It's also the ONLY class draw card that Warrior has available to them at the moment and we all know how badly that lack afflicts Shaman (unless you'd like to not be able to cast the cards you drew with Ancestral Knowledge...) Also, Patron is endemic in the upper part of the ladder and every pro in the game brings it to tournaments. Every pro. There's actually some variety among other class selections in a Conquest format, but every pro not only brings Patron but tunes their other decks to deal with it. That's a bad environment. Patron decks can still be played. They just won't be OTK Patron decks. That OTK condition was applied solely by Warsong, which makes her the problem.
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- T1: Kirin Tor Mage (+3), Coin, Old Murk Eye (+3). No free Secret though, at least. Could have been even worse.
- T2: Archmage Antonidas (+5).
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I did a search for Charge effects, and there really aren't very many! The commander should be a 2-drop with the new ability.
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