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[Hearthstone] THIS THREAD IS DEAD! POST IN THE NEW ONE!

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    DelduwathDelduwath Registered User regular
    Dibby wrote: »
    or7axbw56t8w.png

    (from Sir Fabulous's final dump post)

    JUST PUT ECHO ON THE DAMN CARD

    HOLY MOLY

    what's the fucking point of having a keyword for this exact mechanic if you're not going to use it, jesus h chrimbus
    This was my exact reaction.

    This is so dumb.

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    DelduwathDelduwath Registered User regular
    Hey, so Daring Escape is gonna make Quest Rogue even more bullshit, right?

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    Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Delduwath wrote: »
    Hey, so Daring Escape is gonna make Quest Rogue even more bullshit, right?

    Hahaha as if Blizzard spares even the smallest thought for Wild players.

    Play Standard, scrub.

    No Quest Rogues ever again.

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    fortyforty Registered User regular
    Yilias wrote: »
    In all seriousness though, that Hench-Clan is a Blademaster that doesn't need CoH, god tier card.
    But Blademaster costs 1 mana less.

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    DibbyDibby I'll do my best! Registered User regular
    edited April 2019
    also whoof, so much for getting any good Deathrattle Mechs for Oblivitron support

    that was a card whose potential hinged ENTIRELY on receiving good enough support and Safeguard/Ursatron ain't it chief

    Dibby on
    DNiDlnb.png
    Battle.net Tag: Dibby#1582
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    YiliasYilias Registered User regular
    Quest Rogue isn't good in Wild, it's way too slow.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
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    DibbyDibby I'll do my best! Registered User regular
    edited April 2019
    anyway yeah, i think Druid and Shaman are gonna be just fine

    Token Druid support looks great, Murloc Shaman looks absolutely insane

    ...Heal Druid will probably flop, aaaaand once again there isn't enough support for Control Shaman.

    schemes are really, really bad though what the fuck. like goddamn i was still kinda on the fence but seeing that warlock game in play, holy fuck those are bad


    edit: also wow! i'm surprised that there was barely any control warlock support?! they're losing so, so much.

    i think if control warlock or shaman or control anything is gonna work it's gonna be using Dragons as a template. those are still really strong control oriented cards.

    Dibby on
    DNiDlnb.png
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    YiliasYilias Registered User regular
    Control Shaman has the best hero card now though, I don't think they even really anything else. Like Elemental Shaman atm is really just Hagatha + good stuff.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
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    NeadenNeaden Registered User regular
    So is handlock style priest going to be viable? Play some of these can't attack minions, new silence spell and sunfury protector. Grave Horror and Seance as finisher?

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    emnmnmeemnmnme Registered User regular
    Yilias wrote: »
    Quest Rogue isn't good in Wild, it's way too slow.

    If you don't win by turn 8, you lose?

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    LucedesLucedes might be real Registered User regular
    emnmnme wrote: »
    Yilias wrote: »
    Quest Rogue isn't good in Wild, it's way too slow.

    If you don't win by turn 8, you lose?

    if you don't have a way to win by turn 5-6, you need to have a lot of cheap answers to expensive threats,
    or other great defensive options.

    big priest (or astral druid lol) can have a huge minion out on t5, odd paladin has a wide board even if they play 0 cards,
    aluneth mage has disruption and burn, and an uninterrupted pirate warrior can kill you by then.

    combo decks that have weak answers for aggro or big minions can beat... uh... maybe renolock.
    quest rogue could do okay on the back of sap / prep->vanish / fan of knives,
    but it doesn't have really good options for a wide board of minions with more than 1 toughness,
    and it has zero lifegain, which means even if you stabilize you'll get burned out by aggro.

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    YiliasYilias Registered User regular
    There are slow decks in Wild but for the most part threats are more powerful than answers there. It's very hard to respond to ahead of the curve threats with on curve removal efficiently and control in general has been on the decline as a result.

    Aggro decks win around turn 5 without interaction and the first mana cheat for stuff like Evenlock and Big Priest is on turns 4-5 with a followup big swing by turn 7 (double res, Cubes, giant into Faceless Shambler, etc.) So a slower deck needs to have enough early interaction and/or lifegain to not fall over to those aggro decks and either have responses to those tempo swings or their own tempo swings.

    Even in Standard against much weaker aggro lists Quest Rogue has pretty bad aggro matchups and Wild doesn't offer anything to improve those matchups. Sap and Vanish are good responses to mana cheating, but they are temporary solutions. You still need to deal with all those big taunts, just 2-3 turns later than otherwise. That's enough time for Kingsbane lists to close out a game but not enough for Quest.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
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    ArcsurvivorArcsurvivor CaliforniaRegistered User regular
    edited April 2019
    Some successful control decks in wild are Mind Blast priest and odd warrior. Aggro is rampant in the lower ranks and if you draw badly, you often die by turns 5 or 6.

    Cards like Dr. Boom are rarely played since it does not have a big enough impact if you are already losing and the meta is much faster than standard.

    Arcsurvivor on
    Hearthstone: (Wild and Arena)
    Currently Playing on Steam - Journey down Ch 3/ Shadowrun: Hong Kong
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    RozRoz Boss of InternetRegistered User regular
    edited April 2019
    Yilias wrote: »
    There are slow decks in Wild but for the most part threats are more powerful than answers there. It's very hard to respond to ahead of the curve threats with on curve removal efficiently and control in general has been on the decline as a result.

    Aggro decks win around turn 5 without interaction and the first mana cheat for stuff like Evenlock and Big Priest is on turns 4-5 with a followup big swing by turn 7 (double res, Cubes, giant into Faceless Shambler, etc.) So a slower deck needs to have enough early interaction and/or lifegain to not fall over to those aggro decks and either have responses to those tempo swings or their own tempo swings.

    Even in Standard against much weaker aggro lists Quest Rogue has pretty bad aggro matchups and Wild doesn't offer anything to improve those matchups. Sap and Vanish are good responses to mana cheating, but they are temporary solutions. You still need to deal with all those big taunts, just 2-3 turns later than otherwise. That's enough time for Kingsbane lists to close out a game but not enough for Quest.

    It just seems like wild has evolved to be powerful enough for decks in general to just not care about you pumping out 4/4s or whatever every turn for a while. Decks just either kill you before they matter, or deal with it then kill you

    Roz on
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    DehumanizedDehumanized Registered User regular
    edited April 2019
    hell, there's a rogue deck in standard right now where (one of) the desired outcomes is to get to quest rogue style board states quickly by curving into fal'dorei strider and jamming myra's -- way more straightforward than screwing around with bounces and playing a bunch of awful 1 drops

    Dehumanized on
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    bsjezzbsjezz Registered User regular
    Acorn Man officially named Acornbearer.

    RIP Acorn Man.

    the dream was real but it's time to pack it up

    it's been a wild ride

    fakeedit: i mean if someone were to theory craft a deck anchored by this 'acornbearer' and his early-game squirrel army... i mean, what would i be not to have a closer look... to see what might have been...

    sC4Q4nq.jpg
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    BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    edited April 2019
    holy shit that faceless rager

    3 mana 5/whatever health one of your guys has

    Beasteh on
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    SensationalSensational Registered User regular
    I can see mech warrior setting the bar for control decks to start with. Value generation from dr.boom and omega cards, combined with warrior removal and defense is a pretty solid package.

    Rogue has tantalizing amounts of value generation though.

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    IlpalaIlpala Just this guy, y'know TexasRegistered User regular
    Beasteh wrote: »
    holy shit that faceless rager

    3 mana 5/whatever health one of your guys has

    Right so silence priest runs this with ancient watcher and shit yea?

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    BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    edited April 2019
    i think we are going to see a lot of rogues running around on day 1

    e:

    https://www.hearthstonetopdecks.com/decks/ros-criminal-rogue/

    Beasteh on
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    bwaniebwanie Posting into the void Registered User regular
    Ok so i'm playing arena, my opponent is dead on board with a 6/1 gorehowl in his hand.

    I have 7 hp left after his minion goes face and i'm pretty sure he has no reach in his 3 cards left.

    So he plays a fresh second gorehowl.

    I'm not sure how i feel about this.

    Yh6tI4T.jpg
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    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    bwanie wrote: »
    Ok so i'm playing arena, my opponent is dead on board with a 6/1 gorehowl in his hand.

    I have 7 hp left after his minion goes face and i'm pretty sure he has no reach in his 3 cards left.

    So he plays a fresh second gorehowl.

    I'm not sure how i feel about this.

    You probably felt pretty defeated.

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    ArcsurvivorArcsurvivor CaliforniaRegistered User regular
    edited April 2019
    Which legendary card(s) will you craft week 1 if you do not get it in your packs? I will probably craft Catrina, Togwaggle, and Rafaam for zoo.

    Arcsurvivor on
    Hearthstone: (Wild and Arena)
    Currently Playing on Steam - Journey down Ch 3/ Shadowrun: Hong Kong
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    YiliasYilias Registered User regular
    I'm not impressed with any of the legendaries to craft them right away.

    Hench-Clan appears to be codename for nutty card though.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
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    IlpalaIlpala Just this guy, y'know TexasRegistered User regular
    Also I guess I didn't notice but there're only those two cards in the whole set which hand out the bombs, eh?

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    BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    Hench Clan is code for '100% play and high winrate'

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    ObiFettObiFett Use the Force As You WishRegistered User regular
    Have we seen the whole set?

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    MMMigMMMig Registered User regular
    Beasteh wrote: »
    holy shit that faceless rager

    3 mana 5/whatever health one of your guys has


    This would fit really well into silence priest, too!

    l4lGvOw.png
    Witty signature comment goes here...

    wra
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    YiliasYilias Registered User regular
    ObiFett wrote: »
    Have we seen the whole set?

    Yes, anything not on the stream today went up on their website afterward. Reddit has a compilation thread.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
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    BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    I am expecting an aggro meta

    Small spell mage
    EVIL tempo rogue
    Mech hunter
    Silence priest
    Murloc shaman

    Those are the most standout decks IMO

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    fortyforty Registered User regular
    A non-shitty Rager???

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    ThawmusThawmus +Jackface Registered User regular
    Darkest Hour might turn out to be some cool shit. I like the demon portal shuffle.

    Twitch: Thawmus83
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    fortyforty Registered User regular
    Yilias wrote: »
    I'm not impressed with any of the legendaries to craft them right away.

    Hench-Clan appears to be codename for nutty card though.
    Beasteh wrote: »
    Hench Clan is code for '100% play and high winrate'
    I was thinking this but then Hench-Clan Sneak ruined the name by being a pack filler.

    9iu8fzzd057d.png

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    BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    edited April 2019
    Oh yeah secret paladin looks ridiculous (fiery war axe and 2 mana 3/4)

    Beasteh on
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    fortyforty Registered User regular
    Yeah, those are some strong support cards for crappy paladin secrets. Will they be enough?? Secret paladin is actually a solid deck right now but it's losing a lot of what makes it work.

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    BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    edited April 2019
    Bellringer sentry is strong enough to carry and there are enough good neutral aggro minions like ornery tortoise and the hench clan 5/5 of stats for 4

    Plus secretkeeper and sunreaver spy

    Beasteh on
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    emnmnmeemnmnme Registered User regular
    How stable will the servers and queue times be when the new expansion launches? How stable were they for Rumble?

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    Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    They were fine after a little initial downtime iirc

    NREqxl5.jpg
    it was the smallest on the list but
    Pluto was a planet and I'll never forget
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    KafkaAUKafkaAU Western AustraliaRegistered User regular
    Wow a lot of those cards seem really cool. Recurring Villain for MVP art.

    Convincing infiltrator or whatever it was was also excellent.

    steam_sig.png
    Origin: KafkaAU B-Net: Kafka#1778
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    emnmnmeemnmnme Registered User regular
    KafkaAU wrote: »
    Wow a lot of those cards seem really cool. Recurring Villain for MVP art.

    Convincing infiltrator or whatever it was was also excellent.

    VAeA885.jpg

    Now, someone make a squidy tentacled horror version.

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