First world problem: I grabbed a Gromash from a pack while I already got a golden Gromash. I know what needs to be done. I have to let it go. I can't hold it back anymore. The gold never bothered me...anyway...
Why is this so hard to dust???!!!
Honestly, just keep the golden. I only craft legendaries as Golden personally, so far have: Dr. Boom, Sylvanas, Sneeds', and Ysera. Golden legendaries are only a 2x premium over regular, vs. 4x (or more) at lower tiers. Also, golden legendaries disenchant for 50% dust, whereas regular legendaries disenchant at 25% dust. Better investment and return with the golden. Plus, SHINYIES!
XBL: Morgan Coke Yes, there is a space, not an underscore. I'm old school like that.
Battle.net: morgancoke#1589
There is a new quest that gives an Expert pack for watching a Friend win a game. Accordingly I have sent out some friend invites to some of you on the front page. Here is hoping I get that quest soon.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
There is a new quest that gives an Expert pack for watching a Friend win a game. Accordingly I have sent out some friend invites to some of you on the front page. Here is hoping I get that quest soon.
A daily quest or a hidden quest like the beating AIs/winning games/logging in on an iPad quests?
There is a new quest that gives an Expert pack for watching a Friend win a game. Accordingly I have sent out some friend invites to some of you on the front page. Here is hoping I get that quest soon.
A daily quest or a hidden quest like the beating AIs/winning games/logging in on an iPad quests?
It appears to be a daily.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
"This patch also features several bug fixes, including a less shaky Hearthstone board, a more baneful Bane of Doom, and a more commanding Warsong Commander. The full patch notes are below!" --Hearthstone Facebook Page
yooooooooooo it's about time
+3
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
El SkidThe frozen white northRegistered Userregular
edited March 2015
This patch prepares the path to Blackrock Mountain. When Blackrock Mountain goes live on April 2, you’ll be able to unlock the first wing, Blackrock Depths! Though we’re just days away from the opening of the first wing, you can still pre-purchasethe entire Blackrock Mountain Adventure, and arm yourself with the limited edition Molten Core card back just in time for your expedition. Don’t miss out! The Molten Core card back goes up in smoke once the Adventure is released.
This patch also features several bug fixes, including a less shaky Hearthstone board, a more baneful Bane of Doom, and a more commanding Warsong Commander. The full patch notes are below!
Blackrock Mountain: A Hearthstone Adventure
Blackrock Mountain has been added and will be accessible starting April 2.
Blackrock Mountain offers a new single-player campaign to play Hearthstone against challenging NPC adversaries. Blackrock Mountain can be unlocked with gold or real money and can be accessed by players who have unlocked all 9 heroes.
Defeat 17 fearsome foes to unlock a total of 31 new Hearthstone cards for your collection, including 5 Legendary cards! Blackrock Mountain cards can easily be searched for within My Collection using the search function.
An all-new interactive Blackrock-themed game board awaits you within the Adventure! Discover the surprises that stew in shimmering magma pools, hammer down the fine art of blacksmithing, and more!
Overcome 9 nefarious Class Challenges that test your skills with each of the unique classes of Hearthstone!
Defeating all of the bosses within a wing unlocks the extremely challenging Heroic Mode of that wing. Defeating all of the bosses of Blackrock Mountain on Heroic mode unlocks a new card back for your collection.
Five unique wings await those brave enough to delve into Blackrock Mountain. Each of the five wings are immediately available to purchase with real money or gold, with a new wing unlocking for players to enter each week over the course of April.
Blackrock Depths—This sprawling underground city is the stronghold of the Dark Iron Dwarves, thriving deep beneath the surface.
Molten Core—Face fiery elemental minions in searing magma tunnels at the heart of Blackrock Mountain.
Blackrock Spire—Climb to the heights of Blackrock Mountain to invade Nefarian’s domain and square off against ogres, orcs, and dragonkin!
Blackwing Lair—Foil the lord of Blackrock by disrupting his attempts to create the perfect draconic minions.
The Hidden Laboratory—The final showdown, where you’ll contend with fiendish technology, horrifying experimental monstrosities, and the mastermind behind them all.
Bug Fixes:
Friends that are Away on the Battle.net App will no longer be displayed in your online friend count.
We’ve nailed the game board to the table: Spells that create screen shaking effects should no longer get your screen stuck in a bad position.
Warsong Commander will now give charge to minions summoned by other minions—charge forward!
Bane of Doom can now summon any collectible demons. Doom . . . DOOM!
Sylvanas will no longer steal a minion that is about to die, which is weird because that’s generally her thing.
Vol'jin will no longer kill itself if the only other minion in play is stealthed.
Minions that are spawned from a Deathrattle are now targetable sooner. This will affect the Slime from Sludge Belcher, as well as the spawns from Harvest Golem and the Shredders.
General bug fixes and UI improvements.
El Skid on
+1
VariableMouth CongressStroke Me Lady FameRegistered Userregular
Sup foiks, it's been a while. I mostly play Arena, since it is the best. I noticed HearthArena isn't in the OP. If you haven't checked it out yet I highly recommend it. I have found the drafting recommendations extremely helpful. My win-rates have improved since I began using it. One could argue it takes some of the "fun" out of the draft, but I find winning to also be fun. You can also check out ADWCTA's stream twitch.tv/adwcta to see high-level Arena play and analysis. Sometimes he's kinda annoying, but the results speak for themselves.
Also I am pumped for BRM just like everyone else. Feel free to add me to the spectator's list. I love talking about Hearthstone plays. Angmar#1920
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Sylvannus will no longer steal minions that are about to die? Like, she won't take a minion buffed by Power Overwhelming that traded into her and lived?
Battletag: Threeve#1501
PSN: Threeve703
0
VariableMouth CongressStroke Me Lady FameRegistered Userregular
"Perhaps the most exciting use of Solemn Vigil, to me, is in a Dragon deck with Chromaggus. With Dragon Consort and Muster for Battle, it seems easy enough to set up a turn where you can play Chromaggus and follow it up immediately with Solemn Vigil, giving you a huge burst of resources immediately due to the copied draw effect. All of the cards involved are independently powerful, too, so it’s not like some crazy situational three card combo with cards that are garbage unless you can set them up, either."
Huh. Friends list now shows your friend's battle tag too. I don't think thats a good idea for streamers
yikes yeah
no word on more friends allowed yet huh
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited March 2015
I wonder if Solemn Vigil will actually be useful. It's easy to look at it on paper and go "omg free card draw yeesss" but mid-range/control decks very rarely run cards that are just pure card draw. It's almost always card draw coupled to something else (even Acolyte of Pain puts a minion into play).
Card draw is usually much more desirable in decks like oil rogue or freeze mage that are trying to draw into damage and win quickly. Even mid-range paladin is usually more of a board control deck. (edit: notable exception being Divine Favor decks, which are their own unique weird thing)
I dunno just to me it looks like Troggzor, awesome on paper but in practice not terribly useful.
3cl1ps3 on
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I wonder if Solemn Vigil will actually be useful. It's easy to look at it on paper and go "omg free card draw yeesss" but mid-range/control decks very rarely run cards that are just pure card draw. It's almost always card draw coupled to something else (even Acolyte of Pain puts a minion into play).
Card draw is usually much more desirable in decks like oil rogue or freeze mage that are trying to draw into damage and win quickly. Even mid-range paladin is usually more of a board control deck. (edit: notable exception being Divine Favor decks, which are their own unique weird thing)
I dunno just to me it looks like Troggzor, awesome on paper but in practice not terribly useful.
I've seen paladins Lay On Hands at near-full health enough to figure that paladins definitely would want a pure draw spell.
While you previously mind controlled my Thadius and have 3 other minions that all have lethal, I am sorry that you decided to hit my Sneed just to see what pops up. I really appreciated the gift of Tirion at that exact moment.
As a token of my appreciation I return to you two Thadius, Tirion and a slightly bruised Stalag.
I wonder if Solemn Vigil will actually be useful. It's easy to look at it on paper and go "omg free card draw yeesss" but mid-range/control decks very rarely run cards that are just pure card draw. It's almost always card draw coupled to something else (even Acolyte of Pain puts a minion into play).
Card draw is usually much more desirable in decks like oil rogue or freeze mage that are trying to draw into damage and win quickly. Even mid-range paladin is usually more of a board control deck. (edit: notable exception being Divine Favor decks, which are their own unique weird thing)
I dunno just to me it looks like Troggzor, awesome on paper but in practice not terribly useful.
They're playing the minion for minor board presence, but mostly for the draw effect. Preferably to give them two cards while either trading or eating removal.
Let's examine different situations:
A) No minions on the board for you, and no way to kill your opponents minions making the card cheaper to cast. In this situation, SV costs 5, which is awful, but potentially a way to help you dig for answers. Hopefully, you have some other play like a useful minion. If you don't, you're probably in bad shape no matter what. Probably 10% of the time or less. Worst outcome
You can trade favorably losing no minions, or you can kill one of your opponents creatures with a spell. In this case, SV costs 4 which is pretty bad, but mostly you'd want to be pressing your board state anyway, since you're clearly ahead. If you're down on resources, this isn't that bad, and if you're so behind that you can only kill one minion and can't cast SV, well you're in bad shape just like situation A). Again, probably under 10% of the time. 2nd worst outcome.
C) You can trade your minion into their minon, or clear two minions at once with spells. This is a very common scenario, probably the most common and I'd put it somewhere at 50%. This is basically what hearthstone is all about. At 3 mana this card is effectively arcane intellect. Arcane Int is a very good card. It's not flashy or exciting, but incredibly serviceable for a class desperate for card draw. AI is a staple, and a 3 mana SV would be as well.
D) You can trade effectively or board clear to reduce this to 2 mana. This will happen probably about 25% of the time. It's harder to setup than option C), but its not that uncommon to see two minions trade, or to use a weapon on one minion, and then trade another into theirs. At two mana this card is insanely good. The difference between 3 mana and 2 mana is huge, and has a significant impact on your ability to refresh your hand and play your resources.
E+F) Card costs 1 or less mana. At this point, you're either massively trading in your opponents board, or casting equality + consecrate or something. At 1 mana or less this card is broken. Just straight up broken, and would see play in every paladin deck regardless of playstyle or strategy. I'm hoping this happens 5% of the time or less, because free or near free card draw is nuts and will warp the metagame heavily towards paladin.
What strikes me now, after looking back at what I just wrote, is just how synergistic this card is with the decks that would want to run it. As you exhaust your resources by trading or controlling this board, you make this card cost less, which then helps you to get additional resources. That's a pretty nice feedback loop.
Now I regret dusting my bane of doom, I thought they were going to keep it garbage forever. Although it still probably won't really be used.
+2
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Yeah I think SV is going to be good. Maybe not a staple in all paladin decks but will at least find a home in certain builds.
Dragon Consort is so good it may see use in non-dragon themed decks. For instance maybe you have a prett standard paladin with DC and say Ysera. A 7 mana Ysera is still huge value and you don't necessarily have to focus your whole deck around dragons to make good use of her.
Well it seems my quest for legend as shaman is falling short. I got to rank 2 and my win rate over the last 300 games or so has dropped to 50%. I'm not really sure what changed, except that there are less mages around, which was what the deck was mostly preying on for wins. I probably should have put annoyotrons in for haunted creepers earlier, as that really increased my win rate vs face hunters, which was basically auto-loss with this deck.
First world problem: I grabbed a Gromash from a pack while I already got a golden Gromash. I know what needs to be done. I have to let it go. I can't hold it back anymore. The gold never bothered me...anyway...
Why is this so hard to dust???!!!
Honestly, just keep the golden. I only craft legendaries as Golden personally, so far have: Dr. Boom, Sylvanas, Sneeds', and Ysera. Golden legendaries are only a 2x premium over regular, vs. 4x (or more) at lower tiers. Also, golden legendaries disenchant for 50% dust, whereas regular legendaries disenchant at 25% dust. Better investment and return with the golden. Plus, SHINYIES!
Crafting and then disenchanting a golden legendary destroys 1600 dust.
Crafting and then disenchanting a regular legendary destroys 1200 dust.
edit: Crafting and then disenchanting a golden epic also destroys 1200 dust. I guess I'm not convinced on the "return" of crafting golden legendaries.
Hey, any of you guys playing or doing their quests in the Asia region? I got the spectate daily there but I never bothered adding anyone there and most of my friends play in the EU region.
If you happen to play on the asian servers and don't mind me spectating one of your wins let me know.
How can you guys bring yourselves to disenchant stuff that isn't extras? I love collecting stuff, I've even kept the golden and regular Millhouses I got from packs.
How can you guys bring yourselves to disenchant stuff that isn't extras? I love collecting stuff, I've even kept the golden and regular Millhouses I got from packs.
The only non-dupe I've ever dusted was Golden Nat Pagle, because I can't even use him in a joke deck, and he's not hilarious like Millhouse or Nozdormu.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
How can you guys bring yourselves to disenchant stuff that isn't extras? I love collecting stuff, I've even kept the golden and regular Millhouses I got from packs.
Sometimes sacrifices must be made so that progress can be achieved. I didn't want to dust Pagle but I wanted Sneed's more. Also the like six epics I melted to get Gazlowe.
I really want to make a Shaman Mech/Dragon/Elemental deck with Tinkertown Technician, Blackwing Technician, and Powermace for the early game, followed by Fire Elemental and Flameguard Destroyer. Just flood the board with straight value drops and hope they don't have the right AoE to clear the board. Probably add in Azure Drake, Malygos, Chromaggus, and fill the rest of the deck with mechs and Faerie Dragon.
I really want to make a Shaman Mech/Dragon/Elemental deck with Tinkertown Technician, Blackwing Technician, and Powermace for the early game, followed by Fire Elemental and Flameguard Destroyer. Just flood the board with straight value drops and hope they don't have the right AoE to clear the board. Probably add in Azure Drake, Malygos, Chromaggus, and fill the rest of the deck with mechs and Faerie Dragon.
That's pretty much how shaman works now.
This is the list I was running this (last?) season:
Last card is Al'Akir
Decisions:
With the death of handlock 2 earth shocks didn't seem necessary. However the return of the new demonlock over the last couple of days has been almost impossible to deal with with only 1.
I played around with 2 chows, I can't decide which I like more, one or 2. I'm not sure if I lost more games to topdecking zombie chow late in the game, or not having one in my opening hand though.
Annoyotron over creeper. Creeper was doing work, but until I added annoyotrons in this deck was auto-lose against face hunter. I think I won maybe 1 game in 20 vs face hunter before adding annoyotrons. Afterwards it was more like 50/50 (i.e. if I drew it in time or not). Also gets buffed by the mace, and is slightly more useful late game at preventing a sudden loss (i.e. can stop force roar). Generally worse in the mid game though
BGH - to really shore up those control matches. Gives more flexibility with hex too.
One storm - I found that if I lost the board even a storm wouldn't let me get it back. One remained to keep a few aggro/tempo decks honest (i.e. aggro mech shaman/zoo)
Harvest Golem over Feral Spirit - I don't like the overload on ferals, and they generally don't do a lot these days. Harvest golem leaves a body behind which also gets buffed by the powermace and flametongue.
Mana tide: I was running gnomish inventor for a while, but once I added in the annoyotrons, mana tide had a nice place to hide and was better. This let me swap out the gnomishes for defenders to activate totems etc.
1 healbot: Buffed by power mace, bit of life gain. I think 2 is too many though.
BK: Helps to improve the druid match up, and lets you be more liberal with your hexes.
No Azure drakes: I had these for a while, but when I cut back to only 2 spells, they didn't seem as relevant. I switched them for the belchers. With more spells I think the drake is better though.
As I mentioned previously, I think if I hadve traded in the annoyotrons earlier I might have been able to hit legend as I wouldn't be throwing as many hunter matches.
Probably not much point to this write up since everything will be changing in 48 hours.
How can you guys bring yourselves to disenchant stuff that isn't extras? I love collecting stuff, I've even kept the golden and regular Millhouses I got from packs.
I used to be like this, then I realized it was going to take years to get actually good cards if I didn't star melting stuff.
0
GrobianWhat's on sale?Pliers!Registered Userregular
So bane if doom is actually playable now. Decks that could run it are zoo and demon lock.
Bad results:
Blood imp, flame imp, void walker, mistress, succubus, void terror.
I rate all these as bad because they give you a body worse or roughly equal to storm pike commando and that card is bad (and could even target faerie dragon).
Good to great: void caller, imp gang boss, fel guard, floating watcher, pit lord, dread infernal, illidan, doom guard, jaraxxus, malganis
The first 4 don't have OP stats but their effects can get value.
That's a 10:6 chance to be good, 6:10 to be great). Or 40% bad, 20% good, 40% great results.
Consider implosion which has 1:1:1 bad:good:great and that gets played. But of course bane also needs to kill it's target.
PoGo friend code: 7835 1672 4968
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Posts
Honestly, just keep the golden. I only craft legendaries as Golden personally, so far have: Dr. Boom, Sylvanas, Sneeds', and Ysera. Golden legendaries are only a 2x premium over regular, vs. 4x (or more) at lower tiers. Also, golden legendaries disenchant for 50% dust, whereas regular legendaries disenchant at 25% dust. Better investment and return with the golden. Plus, SHINYIES!
Battle.net: morgancoke#1589
Titan's Creed: Jump first, don't ask questions, punch everything
A daily quest or a hidden quest like the beating AIs/winning games/logging in on an iPad quests?
It appears to be a daily.
yooooooooooo it's about time
This patch also features several bug fixes, including a less shaky Hearthstone board, a more baneful Bane of Doom, and a more commanding Warsong Commander. The full patch notes are below!
Blackrock Mountain: A Hearthstone Adventure
Blackrock Mountain has been added and will be accessible starting April 2.
Blackrock Mountain offers a new single-player campaign to play Hearthstone against challenging NPC adversaries. Blackrock Mountain can be unlocked with gold or real money and can be accessed by players who have unlocked all 9 heroes.
Defeat 17 fearsome foes to unlock a total of 31 new Hearthstone cards for your collection, including 5 Legendary cards! Blackrock Mountain cards can easily be searched for within My Collection using the search function.
An all-new interactive Blackrock-themed game board awaits you within the Adventure! Discover the surprises that stew in shimmering magma pools, hammer down the fine art of blacksmithing, and more!
Overcome 9 nefarious Class Challenges that test your skills with each of the unique classes of Hearthstone!
Defeating all of the bosses within a wing unlocks the extremely challenging Heroic Mode of that wing. Defeating all of the bosses of Blackrock Mountain on Heroic mode unlocks a new card back for your collection.
Five unique wings await those brave enough to delve into Blackrock Mountain. Each of the five wings are immediately available to purchase with real money or gold, with a new wing unlocking for players to enter each week over the course of April.
Blackrock Depths—This sprawling underground city is the stronghold of the Dark Iron Dwarves, thriving deep beneath the surface.
Molten Core—Face fiery elemental minions in searing magma tunnels at the heart of Blackrock Mountain.
Blackrock Spire—Climb to the heights of Blackrock Mountain to invade Nefarian’s domain and square off against ogres, orcs, and dragonkin!
Blackwing Lair—Foil the lord of Blackrock by disrupting his attempts to create the perfect draconic minions.
The Hidden Laboratory—The final showdown, where you’ll contend with fiendish technology, horrifying experimental monstrosities, and the mastermind behind them all.
Bug Fixes:
Friends that are Away on the Battle.net App will no longer be displayed in your online friend count.
We’ve nailed the game board to the table: Spells that create screen shaking effects should no longer get your screen stuck in a bad position.
Warsong Commander will now give charge to minions summoned by other minions—charge forward!
Bane of Doom can now summon any collectible demons. Doom . . . DOOM!
Sylvanas will no longer steal a minion that is about to die, which is weird because that’s generally her thing.
Vol'jin will no longer kill itself if the only other minion in play is stealthed.
Minions that are spawned from a Deathrattle are now targetable sooner. This will affect the Slime from Sludge Belcher, as well as the spawns from Harvest Golem and the Shredders.
General bug fixes and UI improvements.
About time this got "fixed" as it was confusing.
Also I am pumped for BRM just like everyone else. Feel free to add me to the spectator's list. I love talking about Hearthstone plays. Angmar#1920
Streaming 8PST on weeknights
PSN: Threeve703
-Kibler
hnnnnnnnggg
yikes yeah
no word on more friends allowed yet huh
Card draw is usually much more desirable in decks like oil rogue or freeze mage that are trying to draw into damage and win quickly. Even mid-range paladin is usually more of a board control deck. (edit: notable exception being Divine Favor decks, which are their own unique weird thing)
I dunno just to me it looks like Troggzor, awesome on paper but in practice not terribly useful.
I've seen paladins Lay On Hands at near-full health enough to figure that paladins definitely would want a pure draw spell.
general thought is that the meta will be slower following blackrock, yeah?
that's why we call it the struggle, you're supposed to sweat
Switch Friend Code: SW-1406-1275-7906
While you previously mind controlled my Thadius and have 3 other minions that all have lethal, I am sorry that you decided to hit my Sneed just to see what pops up. I really appreciated the gift of Tirion at that exact moment.
As a token of my appreciation I return to you two Thadius, Tirion and a slightly bruised Stalag.
Thank you
Steam: Handkor
They're playing the minion for minor board presence, but mostly for the draw effect. Preferably to give them two cards while either trading or eating removal.
Let's examine different situations:
C) You can trade your minion into their minon, or clear two minions at once with spells. This is a very common scenario, probably the most common and I'd put it somewhere at 50%. This is basically what hearthstone is all about. At 3 mana this card is effectively arcane intellect. Arcane Int is a very good card. It's not flashy or exciting, but incredibly serviceable for a class desperate for card draw. AI is a staple, and a 3 mana SV would be as well.
D) You can trade effectively or board clear to reduce this to 2 mana. This will happen probably about 25% of the time. It's harder to setup than option C), but its not that uncommon to see two minions trade, or to use a weapon on one minion, and then trade another into theirs. At two mana this card is insanely good. The difference between 3 mana and 2 mana is huge, and has a significant impact on your ability to refresh your hand and play your resources.
E+F) Card costs 1 or less mana. At this point, you're either massively trading in your opponents board, or casting equality + consecrate or something. At 1 mana or less this card is broken. Just straight up broken, and would see play in every paladin deck regardless of playstyle or strategy. I'm hoping this happens 5% of the time or less, because free or near free card draw is nuts and will warp the metagame heavily towards paladin.
What strikes me now, after looking back at what I just wrote, is just how synergistic this card is with the decks that would want to run it. As you exhaust your resources by trading or controlling this board, you make this card cost less, which then helps you to get additional resources. That's a pretty nice feedback loop.
Dragon Consort is so good it may see use in non-dragon themed decks. For instance maybe you have a prett standard paladin with DC and say Ysera. A 7 mana Ysera is still huge value and you don't necessarily have to focus your whole deck around dragons to make good use of her.
PSN: Threeve703
This is a new quest they added with the patch that went out today....
I need people to spectate so I can get a free pack! Add me pleez. Battletag is Dibby#1582
Battle.net Tag: Dibby#1582
Origin: KafkaAU B-Net: Kafka#1778
Crafting and then disenchanting a golden legendary destroys 1600 dust.
Crafting and then disenchanting a regular legendary destroys 1200 dust.
edit: Crafting and then disenchanting a golden epic also destroys 1200 dust. I guess I'm not convinced on the "return" of crafting golden legendaries.
If you happen to play on the asian servers and don't mind me spectating one of your wins let me know.
The only non-dupe I've ever dusted was Golden Nat Pagle, because I can't even use him in a joke deck, and he's not hilarious like Millhouse or Nozdormu.
Sometimes sacrifices must be made so that progress can be achieved. I didn't want to dust Pagle but I wanted Sneed's more. Also the like six epics I melted to get Gazlowe.
That's pretty much how shaman works now.
This is the list I was running this (last?) season:
Last card is Al'Akir
Decisions:
With the death of handlock 2 earth shocks didn't seem necessary. However the return of the new demonlock over the last couple of days has been almost impossible to deal with with only 1.
I played around with 2 chows, I can't decide which I like more, one or 2. I'm not sure if I lost more games to topdecking zombie chow late in the game, or not having one in my opening hand though.
Annoyotron over creeper. Creeper was doing work, but until I added annoyotrons in this deck was auto-lose against face hunter. I think I won maybe 1 game in 20 vs face hunter before adding annoyotrons. Afterwards it was more like 50/50 (i.e. if I drew it in time or not). Also gets buffed by the mace, and is slightly more useful late game at preventing a sudden loss (i.e. can stop force roar). Generally worse in the mid game though
BGH - to really shore up those control matches. Gives more flexibility with hex too.
One storm - I found that if I lost the board even a storm wouldn't let me get it back. One remained to keep a few aggro/tempo decks honest (i.e. aggro mech shaman/zoo)
Harvest Golem over Feral Spirit - I don't like the overload on ferals, and they generally don't do a lot these days. Harvest golem leaves a body behind which also gets buffed by the powermace and flametongue.
Mana tide: I was running gnomish inventor for a while, but once I added in the annoyotrons, mana tide had a nice place to hide and was better. This let me swap out the gnomishes for defenders to activate totems etc.
1 healbot: Buffed by power mace, bit of life gain. I think 2 is too many though.
BK: Helps to improve the druid match up, and lets you be more liberal with your hexes.
No Azure drakes: I had these for a while, but when I cut back to only 2 spells, they didn't seem as relevant. I switched them for the belchers. With more spells I think the drake is better though.
As I mentioned previously, I think if I hadve traded in the annoyotrons earlier I might have been able to hit legend as I wouldn't be throwing as many hunter matches.
Probably not much point to this write up since everything will be changing in 48 hours.
Origin: KafkaAU B-Net: Kafka#1778
Bad results:
Blood imp, flame imp, void walker, mistress, succubus, void terror.
I rate all these as bad because they give you a body worse or roughly equal to storm pike commando and that card is bad (and could even target faerie dragon).
Good to great: void caller, imp gang boss, fel guard, floating watcher, pit lord, dread infernal, illidan, doom guard, jaraxxus, malganis
The first 4 don't have OP stats but their effects can get value.
That's a 10:6 chance to be good, 6:10 to be great). Or 40% bad, 20% good, 40% great results.
Consider implosion which has 1:1:1 bad:good:great and that gets played. But of course bane also needs to kill it's target.
Good god how long did this take?
Btw the year is now 2015 AD.
Witty signature comment goes here...
wra