LAUNCH STATUS: Still in closed beta, with over a million keys sent out. Open beta expected late December/January.
THIS IS FOR: PC/Mac, and eventually Android and iDevices! I hear even the Windows tablet thing can play it!
Blizzard's newest game and internet sensation is Hearthstone: Heroes of Warcraft. It is rip-roaring, card flopping experience that is already the national pastime of no less than
seven nations. While simplistic in nature, it's a smooth style of gameplay that will have you jonesin' for a fresh booster pack at an alarming. Rumor has it that Blizzard puts...something in the booster. Something unhealthy. Something unnatural.
But you'll need them.
You will need boosters.
DO YOU UNDERSTAND?
I NEED A BOOSTER
RIGHT NOW.
NEED.
What? Oh hey, how are you doing? Did I mention that Hearthstone is FUCKING FREE TO PLAY? That is fucking fantastic. You see, the game has gold you earn by winning games, doing daily quests, or performing well in the ARENA (what is the ARENA? patience, my pet). There is no traded, but you can turn cards you own into dust to create cards you want. Don't like the purty "gold versions" of cards. TURN THAT SHIT INTO EVEN MORE DUST. Nearly HALF of the time ranked players in Hearthstone have spent NARY A DIME. Hearthstone, if you're good enough, is the best value ever.
"Rorus did say fucking daily quests?"
Yes, I fucking did.
The game also THREE play modes: Constructed, where you build a 30-card deck and fight people in ranked or unranked matches; Practice, where you fight really bad AI opponents to learn the INS AND OUTS of the game; and Arena, where the game lets you pick one of three characters and then build a deck from a random pool presented to you three at a time. WARNING: ARENA IS HABIT FORMING.
Hearthstone revolved around two heroes summoning minions in a goal to bring the enemy hero to zero life. Think of it as a simpler version of Magic that favors quicker matches, and you're on the right track.
Hey, let's introduce the heroes.
STARRING
Hero Power: Gain 1 Armor and +1 Attack.
Style: Can accelerate with mana-boosting cards like Innervate. Many cards have two options, allowing for flexibility. Enjoys a good buff.
Weaknesses: Flexible cards tend to be overpriced. Weaker early game without acceleration. Lacks direct removal.
Hero Power: Deal 2 damage to opposing hero.
Style: Utilizes minions to rush down opponent. Great synergy with beast minions. Cheap removal.
Weaknesses: Removal tends to be random targets or secrets that can be played around. Beasts are typically mediocre without hunter synergies. Hero power only relevant in late game.
Hero Power: Deal 1 damage to any character.
Style: Lots of direct damage spells, and spells in general. Very control-oriented, using freeze and removal to keep enemies at bay. Polymorph is one of the best removal spells. Strong AoE damage. Strong finisher via Pyroblast.
Weaknesses: Only has a handful of solid minions. Incredibly vulnerable without any spells. Can be hamstrung if opponent heals enough.
Hero Power: Summon a 1/1 Silver Hand Recruit minion.
Style: Enjoys buffing minions and debuffing enemies. Great for weenie decks, but enjoys a slower, somewhat control-oriented game. Solid weapons, and lots of card draw.
Weaknesses: Has poor direct removal. Card draw is good, but either situational (Divine Favor) or expensive (Lay on Hands).
Hero Power: Restores 2 HP to a character.
Style: Control-oriented. Loves to buff minions, particularly HP. Steals opponents' crap, potentially resulting in massive card advantage. Lots of direct removal.
Weaknesses: Weak in the early game. Direct removal is conditional or expensive. People will think you're a jerk.
Hero Power: Summon a 1/2 weapon.
Unique Mechanic: Combo. Cards have an additional effect if you've already played a card earlier in the turn.
Style: Tends to go for rush-down. Lots of direct damage and weapons. Combo allows for cheap, powerful effects.
Weaknesses: Vulnerable late-game. Combo can lead to unfavorable opening hands. AoE spells tend to be poor.
Hero Power: Summons one of the following totems at random: Stoneclaw (0/2 Taunt), Healing (0/2, restores 1 HP to all friendly minions at end of turn), Searing Totem (1/1), Wrath of Air (0/2, +1 Spell Damage)
Unique Mechanic: Overload. You will be unable to spend X mana on your next turn. Think Echo from Magic and you're on the right track.
Style: Has a lot of play styles, being able to sling spells, use weapons, and solid minions. Overload allows for very efficient turns. Hex is among the best direct removal.
Weaknesses: Vulnerable on turns AFTER overload. Hero power is random, which will burn you.
Hero Power: Gain 2 Armor.
Style: Incredibly aggressive, favoring a lot of cheap enrage minions, charge, and great weapons.
Weaknesses: Worst Hero Power in the game. Removal tends to be random or conditional (Execute, Brawl). Damage spells, particularly AoE, are poor. Takes a ton of damage from weapon use.
Hero Power: Deal 2 damage to your hero. Draw a card.
Style: Can go for an aggressive early game with very cheap demons. Hero Power is among the best in the game. Good synergy with demons. Jaxxarus is the best card.
Weaknesses: Powerful cards tend to have bad drawbacks. Removal tends to be weak (Mortal Coil) or carry big drawbacks (Soulfire). Hero Power can hurt your late game.
Posts
here is an article about current high-level constructed metagame
here is a helpful guide on how to evaluate creature usefulness for cost
here is a list of really good cards to craft first (though i start disagreeing with the list the deeper it goes)
I thought I saw a while back some priest changes coming down the pike, but can't find the news post where I saw this
Anybody know what I'm talking about?
It's not whether you win or lose, but how many priests you piss off along the way.
Dammit
Chincy's wishlist is mostly that draw cleric reduced to 2 HP
But I'll take that I guess
The weight and heft of the cards is really tangible, it's one of those things where Blizzards obsession with detail seems to really pay off
That said I actually don't like how most of the card goes away when you lay a minion down
I'd far prefer to see the whole thing down there
ineedmayo.com Eidolon Journal Updated
Very strong, doesn't make me feel as dirty as playing priest
I really, really love paladin but just can't figure out how to put a good deck together, I feel like I don't have any good response to big minion threats
but fuck priests
and double fuck rogues which seems to be all i fucking play at diamond rank
rogues with a dozen legendaries in their dicks, tha pissers
also it seems like everyone has that stupid legendary that summons an AWESOME robot...
You get that legendary if you spend any money
Also do you mind if you share your paladin deck list?
and yeah just a sec let me write it up
also seriously rogues are the most obnoxious shits at high levels
That legendary isn't very good at least
If I had to deal with Ragnaros in every single deck I'd lose it
i've seen about a dozen of those lately
it's rather obnoxious
also i think a good pally deck would be a buff/murloc deck
i feel like that'd get outta hand rather quickly with a low mana cost
I played a dude who had two of the 0/4 taunts and two copies of mirror image
Hucked em all down after ragnaros
I didn't have any direct removal
Yaaay
blood knights would get fucking insane if you could stack that stuff well
Just started beta this week.
I play Paladin and Warlock primarily
Priest needs to be nerfed into the ground. There are too many creatures for them to abuse their power on. They can churn out 10/10's for... not a lot of mana. (Inner Fire + I think it's called Living Flame, which is immune to reduce-attack spells)
And Warriors got the short end of the stick. Their hero power is garbage.
Healing in general seems to be poorly balanced.
This is what I am seeing in a lot of Paladin Deck Lists on Hearthpwn and stuff
But I don't have any blood knights
Hogger only gets you anything if you play him against someone who doesn't have six power on the field or any significant removal in their hand
That said, if you let him get out of hand, yeah.
I don't use that card anymore
This is actually my biggest problem with priests, not any specific card
Gurubashi Berserker, the 1/3 where you draw a card when he takes damage, the 1/3 where you draw a card when a minion is healed, living flame
There's too many cards that go from very good to insane when a cardless heal is applied
before priests got the buffed cleric and shadow word death they still had divine spirit and inner fire and lightwell and lightspawn and everything, but they were still the worst class in the game
i certainly think that there are things about priest which are good, but their health/attack combo just doesn't feel that strong compared to other combos other classes can come out. that said i can definitely see how it would initially appear overwhelming to someone who just started playing and isn't as familiar with the various cards and options and has a more restrained deck.
ineedmayo.com Eidolon Journal Updated
He is thinking of the minion who's attack is equal to it's health.
I don't recall the name.
Lightspawn
Divine Spirit
Steam: Feriluce
Battle.net: Feriluce#1995
Yeah that
And the Gurubashi thing is just absurd. If a priest can get both berserkers out early in a game, then I see very few ways they can lose.
To be fair there are a lot of ways to kill a minion regardless of health
That said, I love my Pally and they just really don't have a great way to kill a 28 health minion, at least not that I know of
Are Fire's Android based?
not that I can tell
They have a great counter which is to reduce enemy attack to 1, but as I said that one priest creature is immune, which is, frankly, horseshit
You *can* remove the Gurubashis, but in my opinion against a well-carded priest the only way to do it reliably is to use one-shot spells... because any creature you throw down will just get blown away immediately by their spells, and only 5+ mana creatures with Charge have enough beef to one-shot a Berserker. Much less one that has been health buffed.
tl;dr, Priests have ridiculous tools to press advantages that are too easily gained. The berserker should probably cost 1 more mana than it does.
I've been told that silencing a Lightspawn turns off its 'Attack = health' ability
ineedmayo.com Eidolon Journal Updated
http://www.hearthpwn.com/cards/383-equality
http://www.hearthpwn.com/cards/474-deathwing
http://www.hearthpwn.com/cards/33-sylvanas-windrunner
http://www.hearthpwn.com/cards/245-tinkmaster-overspark
http://www.hearthpwn.com/cards/73-big-game-hunter
http://www.hearthpwn.com/cards/467-doomsayer
http://www.hearthpwn.com/cards/625-emperor-cobra
http://www.hearthpwn.com/cards/368-mind-control-tech
http://www.hearthpwn.com/cards/500-ironbeak-owl
http://www.hearthpwn.com/cards/42-spellbreaker
listed in order of having found the links, not in order of like, usefulness or viability or anything
silence removes all card text
lightspawn becomes a 0/health
berserker becomes a 2/health
no matter how much they've buffed them up
e: when you're just starting out and have to make a general jack-of-all-trades deck instead of getting to really focus because you don't have many cards, you should absolutely put some silence in