The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

[Hearthstone] DEATHRATTLE: POST IN NEW THREAD!

MNC DoverMNC Dover Full-time Voice ActorKirkland, WARegistered User regular
edited September 2015 in Games and Technology
fUj130Y.png

THIS IS FOR: PC, Mac, iPad, Android and iPhone!

Add yourself to our ever growing friends list here!


https://www.youtube.com/watch?v=CUeGcWYOwzM


Hearthstone New Player Guide:

1. Install Game
2. Play through intro stuff (Mage training)
3. Unlock every class by defeating them
4. Choose a class and level it up to 10 in any mode (You earn less XP against the AI, but will almost always win)
5. Do this with all the other classes (100 free gold!)
6. Go back and defeat all 9 Expert AI classes (100 free gold!)
7. Choose a class and level it up to 20 in any mode
8. Play an Arena run (it's free so don't worry about going 0-3)
9. Disenchant a card (typically a common 5 dust card) (95 free dust!)
10. Add some PA folks to your friends list and observe them winning a game (free pack!)
11. Find friends or relatives and play one game on an iPhone, iPad, Samsung phone, and Samsung Tablet (1 free pack per system!)
12. Spend accumulated Gold (or purchase for $25) to buy the wings of Naxxramus (700 per wing)**
13. Complete Naxxramus completely for 30 new cards
14. Spend accumulated Gold (or purchase for $25) to buy the wings of Blackrock Mountain (700 per wing)**
15. Complete Blackrock Mountain completely for 31 new cards
16. Complete daily quests, and win any 3 games, to earn gold (in Casual or Constructed)
17. Try and reach as high a rank as possible each season, but at least aim for ranks 20, 15, 10, or 5. (Free cards/dust)
18. Enter and win one Tavern Brawl each week (Free pack, but Wed-Sun only!)
19. Either spend Gold on packs of cards (100/pack) or Arena (150/run)
20. Repeat steps 16 and 19
** = You can save a lot of time by buying the Adventure modes for $25 each. Grinding 3500 gold will take a long time to acquire, but it is free.

Arena can earn more cards and Gold once you get good at playing it. You always get a pack of cards in Arena regardless of your record. Rewards increase as you get more wins. Therefore, earning 50 Gold will have you break even since you get a 100 Gold pack of cards automatically. 50 Gold is about 3-4 wins depending on your rewards luck. Anything more than that is pure profit. Remember, Arena rewards Classic, GvG, or TGT packs.


A special word from me:

Hearthstone is a fantastic and addicting game to play. The learning curve isn't overly steep, but remembering all the cards is tough to do. BE PREPARED TO LOSE A LOT AT FIRST! If you're new to the game, there are people that have been playing for over a year and have most, if not every, card in the game. It sucks getting smashed by what seems like a legion of Legendary minions, but keep going. Eventually you'll have your own Epic and Legendary cards and can hang with anyone. Besides, Legendary cards don't always mean instant wins. In many cases, you can sub out other common/basic cards in their place.

One last note, never EVER feel bad about asking for help or netdecking popular decks. Everyone does it (I know I certainly do!) and there's no shame in it. Creating decks by yourself can be fun and inventive, but there are people out there that play professionally and spend months creating optimal decks. Not only will netdecking help you create optimal decks, but you'll start to understand why certain cards are good and find interactions you may not have previously thought of. Finally, netdecking will help you know what your opponent is playing too. When everyone is netdecking, you can much more easily predict what they have have left in their deck/hand. KNOWLEDGE IS POWER!

So yeah, ask for help here often and netdeck popular decks. :)


Daily Quests and Gold earning:

You can earn gold by completing a daily quest or by winning 3 games against a human opponent in either Casual or Ranked modes. Ironically, Casual mode is more difficult than Ranked because you aren't as readily matched up to someone of your rank. Other notes about earning gold:

1. When you win 3 games, you earn 10 gold. You can earn up to 100 gold/day this way.
2. If you get a quest you don't like, you can "reroll" it by hitting the red "X" button in the corner of the quest.
3. You can only reroll one quest per day.
4. You can reroll a previously rerolled quest.
5. Try to not have more than 3 active quests or you'll lose out on a new daily quest.
6. The "Win 7 games in any mode" quest is worth 100 gold. In addition, wins against the AI count.
7. The "Spectate" quest allows you to earn a free pack of Classic cards just by watching another person win. FREE CARDS WOOO!
8. You can complete multiple quests at the same time (ie. Win 2 games with Paladin/Rogue and Win 2 games with Paladin/Warrior both get credit if you win with Paladin)


Card rarity, identification, and dust values:

1. Look at the center of the card for a gem.
2. If the card has no gem, it is a "soulbound" card and cannot be crafted or dusted. Basically, it's a starting card.
3. If the gem is white, the card is common. These cards can be crafted for 40 dust or dusted for 5.
4. If the gem is blue, the card is rare. These cards can be crafted for 100 dust or dusted for 20.
5. If the gem is purple, the card is epic. These cards can be crafted for 400 dust or dusted for 100.
6. If the gem is orange, the card is legendary. These cards can be crafted for 1600 dust or dusted for 400.
7. Dusting a golden version of a card earns you the creation value. Example: A golden rare dusts for 100 instead of 20.
8. It's highly recommended you dust golden cards unless you don't have two copies of it already.


Supplemental Card Creation Guide:

1. Do not dust cards until you have more than 2 copies of a card
2. Unless you're committed to a class, it's better to craft neutral minions first (Sylvannas, Dr. Boom, Ragnaros, etc)
3. Dusting Gold cards earn lots more dust (unless you care about that bling look)
4. Try to only create Epic or Legendary (commons and rares will come via packs)
5. Ask us here before dusting something like a Legendary (see Legendary crafting link below)


Important Turns to Learn:

As you play, you'll encounter a turn where your entire board of minions gets wiped out. At first you'll think this is unfair, until you realize that it isn't all that bad. Every class has Area of Effect (AoE) attacks to deal with lots of minions. Sometimes they are single cards, other times combos of cards. Either way, you need to learn when to expect these clears from happening.

The most common and widely known version of an AoE is Flamestrike from Mage. That spell does 4 damage to all minions for 7 mana. While that is a lot, and can easily swing the game in her favor, remember that it isn't unstoppable. On Turn 6, try not to play any additional minions that have less than 4 health. Or, put out minions that have deathrattles that spawn new minions (Piloted Shredder, Nurubian Egg, etc). That way, even if your board is mostly cleared, you still have minions to control and attack with.

Below is a list of very common board clear counts by class and mana. These are pretty important to remember and should be in the back of your mind every time you play. REMEMBER THAT THESE MANA COUNTS GO DOWN BY ONE IF YOUR OPPONENT IS GOING SECOND AND HASN'T USED THE COIN YET!
  • Warrior: Whirlwind [1 mana] and Death's Bite [4 mana, weapon] deathrattle (1 damage to all minions), Brawl [5 mana] (destroy all minions but one chosen randomly), Revenge [2 mana] (deal 1 damage to all minions or 3 damage if health is 12 or less)
  • Paladin: Consecration [4 mana] (2 damage to all enemies), Equality [2 mana] (change the health of all minions to 1, often combined with Wild Pyromancer [2 mana] to clear the board), Avenging Wrath [6 mana] (deal 8 damage randomly to enemy characters)
  • Hunter: Explosive Trap [2 mana] (Secret, 2 damage to all enemies when your hero is attacked), Unleash the Hounds sort of (summon a 1/1 with Charge for each enemy minion)
  • Shaman: Lightning Storm [3 mana, then 2 mana next turn] (2-3 damage to all enemy minions)
  • Druid: Swipe [4 mana] (4 damage to one enemy, 1 damage to all other enemies), Starfall [5 mana] (5 damage to one enemy minion, or 2 damage to all enemy minions), Poison Seeds sort of [4 mana] (destroy all minions and replace them with 2/2 treants)
  • Rogue: Blade Flurry [2 mana] (destroy your weapon and deal its attack value to all enemies, often comboed with rogue hero power + deadly poison for a 3 damage sweep), Fan of Knives [3 mana] (deal 1 damage to all enemy minions, draw a card), Dark Iron Skulker [5 mana] (deals 2 damage to all undamaged enemy minions)
  • Priest: Holy Nova [5 mana] (2 damage to all enemies, 2 healing to all friendly characters), Auchenai Soulpriest [4 mana] + Circle of Healing [0 mana] (4 damage to all minions)
  • Mage: Arcane Explosion [2 mana] (1 damage to all enemy minions), Blizzard [6 mana] (2 damage and freeze to all enemy minions), Flamestrike [7 mana] (4 damage to all enemy minions)
  • Warlock: Hellfire [4 mana] (3 damage to all characters), Shadowflame [4 mana] (destroy a friendly minion and deal its attack value to all enemy minions), Demonwrath [3 mana] (2 damage to all non-Demon minions)


Most agreed upon order for crafting Legendary cards:

http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/5258-legendary-tier-crafting-guide


Here's a cheat-sheet for all the Secrets in the game:

All secrets in one spot!


Adventure Modes and New Cards:

Hearthstone has been out for over a year now and has seen a lot of new content. These come in the form of Adventure Modes (single player stuff) and Expansion packs (new cards!). All of this new content can be found below. PLEASE NOTE! There is no reason to bang your head against the wall to complete Heroic boss fights. Completing them is very hard and the only reward is a special card back. Come back to them later after getting more cards in your inventory.


QUO5QWNB52ZM1425590223024.jpg

Blackrock Mountain pricing/cards/basic info:

http://hearthstone.gamepedia.com/Blackrock_Mountain


3W0CWI3PIZQW1402597596281.jpg

Naxxarams pricing/cards/basic info:

http://hearthstone.gamepedia.com/Curse_of_Naxxramas


The Grand Tournament Gameplay

https://www.youtube.com/watch?v=mHnvw4GtlWw


Goblins vs Gnomes Gameplay

https://www.youtube.com/watch?v=qkdaUxWn3tE



General Game Information:

The game has FOUR play modes:
  • Play - Build a 30-card deck and fight people in ranked or unranked matches.
  • Solo Adventures - Practice against the AI or enter the Single Player themed adventures like The Curse of Naxxramas and Blackrock Mountain.
  • Arena - Pay 150g, then pick a hero from a random selection of 3 heroes and draft a deck from a random pool of cards presented to you three at a time. Then battle other people who went through the same process to receive treasures!
  • Tavern Brawl - Free to enter after level 20. Rules change each week. Rewards a free pack after first victory.

Hearthstone revolves 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.

Here are class intros and pretty pictures:
hqFmg0H.jpg
Hero Power: Gain 1 Armor and +1 Attack this turn.
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.
Rphexwt.jpg
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 has no effect on the board.
cYEGts4.jpg
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.
6gzI2hs.jpg
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).
rUGXRhZ.jpg
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.
ti4QiKo.jpg
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.
CeahrWo.jpg
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.
ac4sbkL.jpg
Hero Power: Gain 2 Armor.
Style: Either very aggressive or very control oriented. Uses weapons to clear minions to set up powerful combos to win the game. Dominate control play but very expensive in dust
Weaknesses: Hero Power has little direct impact in the game. Removal is very cheap but is random or conditional (Execute, Brawl). Damage spells, particularly AoE, are poor. Takes a ton of damage from weapon use.
ptwglff.jpg
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.
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.


Grobian's list of less intuitive facts:
  • Max handsize is 10 cards. Any card over that is drawn then immediately destroyed.
  • You can't have more than 7 minions on the board.
  • If you draw from an empty deck, each "card" you draw instead damages you, beginning at 1 damage and increasing by 1 damage each draw.
  • If multiple things happen at the same time (e.g. trigger at the end of the turn) they happen in the order their respective cards have been played.
  • There are hidden quests/achievements that award gold, notably: 100g for beating all Expert AIs, 100g for playing every class to level 10 and 300g for 100 wins total.
  • The Shaman hero power always calls one of the 4 totems that isn't out yet. If you get a totem bounced to your hand, you can play a second one, though.
  • The hunter spell Animal Companion just calls a random of the 3 possible minions.
  • The Warlock spell Sense Demons gives you 1/1 imps for 1 mana if you don't have (any more) demons in your deck.
  • Stealth overrides Taunt, not the other way around.
  • Stealth is only for the enemy, you can buff your stealthed minions.
  • Priest: Shadowform refreshes your hero power, so you can use it twice in a turn.
  • Druid: Wild Growth at 10 mana crystals awards you a spell "Excess Mana" which draws a card for 0.
  • More comprehensive list of oddities here

Hearthstone strategy and resource links
Easy intro to Hearthstone in an image.
Full daily quest list here.
TeamLiquid's new Hearthstone siteLiquidHearth
TeamLiquid's Hearthstone Article Portal, a collection of all articles they've done. A good place to start.
HearthHead - Best Arena draft practice, decklists, deck builder, card db
Hearthpwn - Practice Arena drafts, decklists, deck builder, card db. Same stuff different layout.
Chrome Hearthstone Card mouseover extension - Easily find out what all those cards people are talking about do without leaving the thread!
Trump's Neutral Common guide for Arena
A basic/starter guide site for our newer players.


Here's a deck-tracking google spreadsheet made by our own Muffintron:

https://docs.google.com/spreadsheets/d/1a7ucOq8Jv3Ooes694eXxIOdX-zsCuFA_PeSyuVZsUvA/edit?usp=sharing

From Muffintron:

I've got it set-up so that I have a folder for each of the classes, and a spreadsheet for each deck, then I use individual sheets within that spreadsheet to keep track of the deck changes over time.

Just go File -> Make a copy to get a copy on to your google drive.

To use: put in the cards for the deck: Quantity, Mana cost, Name, Type (Spell, Weapon or Minion) and Rarity (Soulbound, Common, Rare, Epic, Legendary and Naxxramas).

The sheet should take care of the rest.



Decent streamers/youtube clips to watch, to learn!


Here's a list of PA people who don't mind if you spectate while they play.
*PM me, MNC Dover, to get added to the list*
**This is not a friends list. That is located at the top of this post!**

mnc dover/mncdover#1994
hippofant/hippofant#1651
crucialityfactor/cruciality#1743
Webber/Webber #1330
Ing/Inq#1974
MMMig/MMMig#1238
Grobian/grobian#1937
Creamstout/Pub#1592
vari/vari#1998
jurg/Jurg#1365
chaosHat/ChaosHat#1637
Eclipse/Eclipse#1200
Snowglobe/Eman#1234
ShadowofVT/Shadow#1525
Konphujun/Konphujun#1458
Lux782/CanisUrsa#1339
The Escape Goat/EscapeGoat#1913
Teriferin/Teriferin#1625Orestus
Orestus/Orestus#1202
belligerent/holyground#1665
zhen_rogue/Cygnus#1972
marty81/Dex#1696
Ketbra/Ketbra#1692
Drows/Drowsy#1698
Grunt's Ghosts/GruntsGhosts#1652
spacecaptaindickjustice/1928dickjustice#1928
cloudeagle/Wordherder#1808
Lehman/LehmanCM#1350
colorlessgreen/Ceegee#1473
azith28/Shodan#1202
GoodKingJayIII/Threeve#1501
Spaffy/adamjnet#2801
TheBlackWind/TheBlackWind#1335
Tynnan/Spinnaker#1133

And finally, here's my dog Daisy doing Hearthstone tricks:

https://www.youtube.com/watch?v=zMi7Gr9jikA

Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
MNC Dover on
«134567100

Posts

  • BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
    Awww the Blackrock raid had a neat cardback
    O well

  • azith28azith28 Registered User regular
    Cute doggie Dover

    Stercus, Stercus, Stercus, Morituri Sum
  • AlphagaiaAlphagaia Registered User regular
    Bliss 101 wrote: »
    Alphagaia wrote: »
    Thems the brakes for a 3 mana board wipe. At least you can design your deck around that drawback so your death rattles survive the blast.

    Against zoo, which I predict will be the prevalent Aggro deck in the next expansion (many of the new cards will make life even more difficult for face hunter and aggro pally I think), a board wipe will leave you facing 4/4 nerubians, baby harvesters, and little spiders. It's suicide if you do it with a high Overload cost. A Deathlord would be a better 3 mana play.

    I suggest attacking those first before dropping the wipe, your guys are dead anyway, but time will tell if zoo can still beat up Shaman with the boost they got. Not saying you are wrong though, I'm just seeing it a little more rosey. The card you mention zoo runs should also be run by the shaman player if he uses this spell.

    Wanna try my Mario Maker levels?

    Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
    P-POWER Switch Palace 3838-0000-0122-9359
    Raiding the Serpents Tomb 1A04-0000-0098-C11E
    I like to move it, move it FCE2-0000-00D7-9048

    See my profile here!
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    azith28 wrote: »
    Cute doggie Dover

    She is super cute and lovable.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • MuffinatronMuffinatron Registered User regular
    Someone on Reddit made a 0 mana card for this expansion seeing as Blizzard didn't:

    oijGeRS.png

    That needs to be a thing.

    Also, someone also made some new and innovative cards for future expansions (along a similar line to Ice Rager):
    http://imgur.com/a/k34Mn

    Mana Spook is my favourite.

    PSN: Holy-Promethium
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    That card is pretty funny. Also: subtle nerf to Druid in the current Brawl.

  • AlphagaiaAlphagaia Registered User regular
    edited August 2015
    I just realised the new Paladin secret goes well with avenge. Have fun being 'doomed' either way trying to guess which one it is.

    Edit: Or just play both for value either way?

    Edit 2: I'm surprised there is no neutral minion that has battlecry: reveal all secrets played on the battleground. Maybe 3 mana 3/3?

    Alphagaia on
    Wanna try my Mario Maker levels?

    Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
    P-POWER Switch Palace 3838-0000-0122-9359
    Raiding the Serpents Tomb 1A04-0000-0098-C11E
    I like to move it, move it FCE2-0000-00D7-9048

    See my profile here!
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    Someone on Reddit made a 0 mana card for this expansion seeing as Blizzard didn't:

    oijGeRS.png

    That needs to be a thing.

    Also, someone also made some new and innovative cards for future expansions (along a similar line to Ice Rager):
    http://imgur.com/a/k34Mn

    Mana Spook is my favourite.

    War Golem with Helmet. Superb.

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Alphagaia wrote: »
    I just realised the new Paladin secret goes well with avenge. Have fun being 'doomed' either way trying to guess which one it is.

    Edit: Or just play both for value either way?

    Edit 2: I'm surprised there is no neutral minion that has battlecry: reveal all secrets played on the battleground. Maybe 3 mana 3/3?

    If it just revealed it would have to be a lot cheaper. You can pay one more mana to basically blow your opponent out with Kezan.

  • YiliasYilias Registered User regular
    Kezan only steals 1 secret per battlecry.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Okay? Revealing secrets is not that powerful, especially since in 90% of games if your opponent has two secrets you likely can guess which ones they are.

    I could see a 3-mana 3/3: destroy all enemy secrets.

  • dporowskidporowski Registered User regular
    That card basically says "3 mana 3/3: Secret decks have been removed from the game".

  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    You think? I'm not sure I'd even play it over Kezan.

  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    admanb wrote: »
    You think? I'm not sure I'd even play it over Kezan.

    It heavily depends on the sorts of decks running secrets. Tempo Mage that only runs Mirror Entity? You'd rather have Kezan. Freeze Mage that has both Ice Barrier and Ice Block up? You'd rather have the new one to guarantee you knock out the Ice Block. The new control hunter they're pushing that has 5 secrets up? Kezan isn't going to do much against that.

    9uiytxaqj2j0.jpg
  • DibbyDibby I'll do my best! Registered User regular
    admanb wrote: »
    Okay? Revealing secrets is not that powerful, especially since in 90% of games if your opponent has two secrets you likely can guess which ones they are.

    I could see a 3-mana 3/3: destroy all enemy secrets.

    Yeah, like, half the time you don't even need to guess. You KNOW what secret it is simply because it's what a majority of people are running.

    Face Hunter? Explosive Trap.
    Midrange Hunter? Freezing Trap.
    Mech/Tempo Mage? Mirror Entity. Sometimes Counterspell in Tempo Mage. Sometimes.
    Freeze Mage? Ice Barrier and Ice Block.

    Especially in higher ranks, you're not gonna go like "oh fuck dude, that was MISDIRECTION?!". So revealing has little worth.

    Stealing or destroying, on the other hand? Very high worth. Kezan can win games entirely on its own.

    With a hypothetical 3 mana 3/3 that destroys all enemy secrets, I probably wouldn't run it over Kezan anyway. Secrets usually come into play only one at a time. Occasionally two, but mostly one. In those instances I'd rather just steal their secret, not destroy it.

    Kezan's actually a pretty decent tech card for ladder if you're running into a lot of Mages/Hunters. Been trying one out in my Midrange Druid (although alternating it with Ooze when I stop seeing Mages/Hunters).

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
  • SuckafishSuckafish Registered User regular
    So pumped for the expansion:

    - dragon tribe taunts! I have a dragon paladin deck that is just shy of being good. Twilight Guardian will fit nicely.
    - dragon priest viable?
    - maybe I can finally make a shaman deck that wins more than 1 in 3 in ranked?

  • AlphagaiaAlphagaia Registered User regular
    edited August 2015
    Destroying all secrets for 3 is probably a bit too powerfull if a 3/3 minion is attached to it. Unless it's a hunter card, but a neutral card should be less powerfull imo.

    Stealing a secret is way better indeed. Problem is, four drops are crowded as is so a 3 drop that reveals all secrets, while having stats most decks can work around with if Mirror Entity was triggered might make it a preferred choice. I agree the card will probably only reveal 1-2 secrets, depending on Mad scientist plays, and the information can be minimal, but I think it can be valuable maintaining tempo by playing a relatively cheap minion to find out what deck you are facing (not always clear at the start), instead of wasting cards/attacks/mana/heropower to find out what secrets you are facing. Snake trap, avenge, bear trap, effigy, counter spell and freezing trap are quite problematic if not identified. I agree it's niche.

    Alphagaia on
    Wanna try my Mario Maker levels?

    Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
    P-POWER Switch Palace 3838-0000-0122-9359
    Raiding the Serpents Tomb 1A04-0000-0098-C11E
    I like to move it, move it FCE2-0000-00D7-9048

    See my profile here!
  • KetBraKetBra Dressed Ridiculously Registered User regular
    I don't think destroying secrets is even valued at one mana? Flare is two, destroys secrets, reveals stealth and draws a card

    Given how situational it is I don't think it would be worthwhile to run over mystic

    KGMvDLc.jpg?1
  • DibbyDibby I'll do my best! Registered User regular
    Suckafish wrote: »
    So pumped for the expansion:

    - dragon tribe taunts! I have a dragon paladin deck that is just shy of being good. Twilight Guardian will fit nicely.
    - dragon priest viable?
    - maybe I can finally make a shaman deck that wins more than 1 in 3 in ranked?

    #1 most anticipated thing: Beast Druid

    #2 most anticipated thing: Beast Druid

    #3 most anticiBEAST DRUID ALL DAY SON

    I mean I can hope, anyway. I'm not sure the cards they added will be good enough to make Beast Druid an actual thing, but I can hope dammit.

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
  • GrobianGrobian What's on sale? Pliers!Registered User regular
    I ran beast druid after Gvg, so I'm definitely going to do it again.

    But, while I'm mad (get it?) that they didn't release a new bomber, random damage mage also got some new toys, so I'm first and foremost making that deck again.

  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    I'm gonna be doing day 1 Dragon Priest, I think.

  • XeddicusXeddicus Registered User regular
    OP needs the existence of Brawl's inserted into it in various places.

  • KetBraKetBra Dressed Ridiculously Registered User regular
    I think megaramp druid is going to be my first attempt

    Then probably new control warrior

    KGMvDLc.jpg?1
  • ShenShen Registered User regular
    Savage Combatant is probably enough to get me to mess around with beast druid again.

    3DS: 2234-8122-8398 | Battle.net (EU): Ladi#2485
    ladi.png
  • XeddicusXeddicus Registered User regular
    edited August 2015
    Uh, I'm pretty sure I opened an Abomination from my last Brawl pack and now he's run of from my collection. What do? Am I crazy? Huh, maybe I am crazy, could have been I saw I had to craft him yesterday looking at that. I want a pack opening history now...

    Xeddicus on
  • KetBraKetBra Dressed Ridiculously Registered User regular
    You've tried using the search function?

    KGMvDLc.jpg?1
  • XeddicusXeddicus Registered User regular
    Yeah, it's not there for sure. I'm probably just fooling myself, as this would have come up before. But now I don't know WHAT I got...grumble.

  • JutranjoJutranjo Registered User regular
    I got a golden mukkla from a spectate daily, is that inspire: random spell legendary still the best card to craft for midrange decks?

  • AlphagaiaAlphagaia Registered User regular
    edited August 2015
    KetBra wrote: »
    I don't think destroying secrets is even valued at one mana? Flare is two, destroys secrets, reveals stealth and draws a card

    Given how situational it is I don't think it would be worthwhile to run over mystic

    It's also class card and a spell to boot. A minion demands dealing with, so that changes the value as well. Anyways at the moment only kezan deals with secrets and she probably does it well enough. I just wish there was a cheaper answer you can play sooner. Secrets cost either 1-3 mana, meaning that even if kezan is in hand you might have to play around a secret for 2-3 turns before you can steal it.

    Alphagaia on
    Wanna try my Mario Maker levels?

    Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
    P-POWER Switch Palace 3838-0000-0122-9359
    Raiding the Serpents Tomb 1A04-0000-0098-C11E
    I like to move it, move it FCE2-0000-00D7-9048

    See my profile here!
  • VariableVariable Mouth Congress Stroke Me Lady FameRegistered User regular
    edited August 2015
    Jutranjo wrote: »
    I got a golden mukkla from a spectate daily, is that inspire: random spell legendary still the best card to craft for midrange decks?

    still? the cards aren't even out yet

    edit - and I doubt it

    Variable on
    BNet-Vari#1998 | Switch-SW 6960 6688 8388 | Steam | Twitch
  • CantidoCantido Registered User regular
    I had a gold Iron Juggernaut that looked absolutely baller, but that I dusted for Gallywix. Ugh. I have a normal Iron Juggernaught naw, but still.

    Dont dust Legenderies.

    3DS Friendcode 5413-1311-3767
  • YiliasYilias Registered User regular
    So, now that we have everything on the table, what are peoples' opinions on Inspire and Joust? I'm especially interested in whether people think Justicar Trueheart will be played in slower decks over Emperor/Sylvanas.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
  • CoinageCoinage Heaviside LayerRegistered User regular
    Cantido wrote: »
    I had a gold Iron Juggernaut that looked absolutely baller, but that I dusted for Gallywix. Ugh. I have a normal Iron Juggernaught naw, but still.

    Dont dust Legenderies.
    It has not yet happened that a legendary that was considered bad became good. Always dust legendaries.
    Yilias wrote: »
    So, now that we have everything on the table, what are peoples' opinions on Inspire and Joust? I'm especially interested in whether people think Justicar Trueheart will be played in slower decks over Emperor/Sylvanas.
    Given the new cards aggro and control have gotten, it's impossible to say.

    Happiness is within reach!
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    Coinage wrote: »
    Cantido wrote: »
    I had a gold Iron Juggernaut that looked absolutely baller, but that I dusted for Gallywix. Ugh. I have a normal Iron Juggernaught naw, but still.

    Dont dust Legenderies.
    It has not yet happened that a legendary that was considered bad became good. Always dust legendaries.

    Hogger goes back and forth every few months.

    9uiytxaqj2j0.jpg
  • StericaSterica Yes Registered User, Moderator mod
    Based on TGT we can assume the really good Inspire cards will be in the next set.

    YL9WnCY.png
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    I think Joust is interesting but ultimately it's a coinflip, which gets a high meh.

    Inspire could be interesting but it seems like it's pretty expensive card-budget wise, so not sure how useful a lot of the Inspire cards will be. I think the cards that change the hero power or let you use it more often/for less mana will be more interesting.

    Justicar Trueheart might see some play in control warrior, and likely will show up if control/control-like shaman becomes a thing, but beyond that it's hard to say. I could sort of see running her in priest?

  • DibbyDibby I'll do my best! Registered User regular
    Yilias wrote: »
    So, now that we have everything on the table, what are peoples' opinions on Inspire and Joust? I'm especially interested in whether people think Justicar Trueheart will be played in slower decks over Emperor/Sylvanas.

    Joust is good on cards wherein they are good cards even if you lose the Joust. Winning the Joust makes them better, but they're still good when you lose. Some good Joust cards would be:
    - Healing Wave (heal for 7, heal for 14 if you win)
    - King's Elekk (3/2 two drop beast, but sometimes you'll draw a minion, otherwise an okay 2 drop. 2 drop slot isn't super powerful so you're not really missing a ton if you lose, but the benefits of winning are huge)
    - Gadgetzan Jouster (1/2 for a one drop, so it's decent by itself, but winning the Joust pumps it to a 2/3, which means it can challenge 1 and 2 drops. again, not much power in the 1 drop slot so it's generally okay if you lose, it's still something on the board)

    And then there's bad Joust cards. Cards like:
    - The Skeleton Knight (it's a Legendary 6 mana 7/4 that could potentially go back to your hand when it dies. but otherwise it doesn't DO ANYTHING. feels like a huge wasted slot for a Legendary)
    - Tuskarr Jouster (it's a 5/5 for 5, which is decent, but you will feel super shitty if you lose the Joust. the main draw of this card is the self heal)
    - Argent Lance (it's a 2/2 weapon for 2, it gains one durability when you win the Joust, but it's otherwise a vanilla weapon that doesn't accomplish much. Pallies already have a lot of weapons, Coghammer is a better 2 attack weapon)
    - Armored Warhorse (the charge effect is really nice, but losing means it's just a vanilla 5/3, and that's pretty vulnerable)
    - Master Jouster (incredibly good if you win, but otherwise it's just a vanilla 5/6)

    Basically, good Joust cards should be good on their own merits and they should be playable regardless of the Joust; but they are much better when the Joust is won. Bad Joust cards are ones that rely on winning the Joust, that aren't really that great if you lose the Joust.

    Just as an example, I'd change Tuskarr Jouster to have a small base heal (let's say 2) which then gets increased to 7 if it wins the Joust. That would be worth playing.

    Overall I'm not really sure about Joust cards in general. There's not a whole lot of them, there's really only a few that are actually good, and I'm not sure it'd be worth running most of these anyway. Honestly I think the best Joust cards are King's Elekk followed by Healing Wave. The rest I'm honestly not too sure about. Tuskarr Jouster seems like it might be okay to include as a one-of, because the Joust effect is still quite powerful, but it's also inconsistent and not reliable.

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
  • CoinageCoinage Heaviside LayerRegistered User regular
    Gadgetzan Jouster is just worse than Zombie Chow. Tuskarr Jouster is good, you're only sad about losing the heal if you get unlucky against face hunter.
    Coinage wrote: »
    Cantido wrote: »
    I had a gold Iron Juggernaut that looked absolutely baller, but that I dusted for Gallywix. Ugh. I have a normal Iron Juggernaught naw, but still.

    Dont dust Legenderies.
    It has not yet happened that a legendary that was considered bad became good. Always dust legendaries.

    Hogger goes back and forth every few months.
    Hogger is occasionally used, but it's rare enough that I wouldn't say it's ever "good".

    Happiness is within reach!
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Jutranjo wrote: »
    I got a golden mukkla from a spectate daily, is that inspire: random spell legendary still the best card to craft for midrange decks?

    You know the internet: Pics or it didn't happen.

  • sanstodosanstodo Registered User regular
    Bane of doom popping out Malganis is retarded.

Sign In or Register to comment.