I ended up doing my Legend climb as Pure Paladin. The deck was a lot of fun, reasonably powerful without feeling broken. It has that “I play minions for full cost and then they go face” honesty vibe, with a few payoff cards to help it across the finish line. It was fun watching Deathrattle Rogue bang 4/4s into a 1/1 Righteous Protector. I did go 1-4 on my final boss for Legend, so that was a little frustrating. But I made it, so it’s all good.
2x (1) Knight of Anointment
2x (1) Righteous Protector
2x (1) Sanguine Soldier
2x (1) Sinful Sous Chef
2x (2) Battle Vicar
1x (2) Blood Matriarch Liadrin
1x (2) For Quel'Thalas!
1x (2) Kotori Lightblade
2x (2) Order in the Court
2x (3) Alliance Bannerman
2x (3) Hold the Bridge
2x (3) Seal of Blood
2x (3) Stonehearth Vindicator
2x (4) Buffet Biggun
1x (4) Cariel Roame
1x (6) Blood Crusader
1x (7) The Countess
2x (9) Lightray
Love it when a rogue coins trickster, plays smokescreen and draws zero deathrattles then shame concedes
That's more of a lowroll concede than a shame concede.
Officially the unluckiest CCG player ever.
+1
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
edited December 2022
VS podcast is up
Bless Priest with zero new cards is the best deck in the game by far and they are calling to nuke radiant elemental to 4 mana like sorceress apprentice
Quest Demon Hunter is way too good and needs a nerf (can end games turn 4/5)
Ramp Druid is actually getting super targeted and declining massively in play and win rate
DK was released 'too cautiously balanced' and exhibits a sub 50% winrate in every bracket
If you want to climb fast they recommend pure aggro Pally
They recommend playing 2 far watch post in every deck right now
I ended up playing against Kibler today using the Paladin deck; he was Control Warrior. He drew a really clutch Brawl that wrecked my board, and I won anyway. He just couldn’t easily deal with Liadrin and the bubbles that she was giving my dudes. That was the first time I’ve ever beaten Kibler, I’m now 1-3 against him AFAIK.
Shadowhope on
Civics is not a consumer product that you can ignore because you don’t like the options presented.
+7
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
That wasn’t the most impressive RNG I’ve seen in Hearthstone - #1 by far is Toast getting a Mecha’thun lethal from Yogg when he had no Mecha’thun in his deck - but damn.
Also, when did Toast come back to Hearthstone?
Civics is not a consumer product that you can ignore because you don’t like the options presented.
Bless Priest with zero new cards is the best deck in the game by far and they are calling to nuke radiant elemental to 4 mana like sorceress apprentice
Quest Demon Hunter is way too good and needs a nerf (can end games turn 4/5)
Ramp Druid is actually getting super targeted and declining massively in play and win rate
DK was released 'too cautiously balanced' and exhibits a sub 50% winrate in every bracket
If you want to climb fast they recommend pure aggro Pally
They recommend playing 2 far watch post in every deck right now
Haha I'm sorry I've been out of the game for a while now, and generally only watch streams of Battlegrounds. Sorcerer's Apprentice is four mana now!? Golly
Yeah IIRC it wasn't so much a "This card is broken" nerf as it was a "This is locking us out of more design space than we initially thought it did" one
0
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
Lol DK didn't see a single deck submitted to worlds
(to be fair neither did Warrior, Warlock, Shaman, or Hunter)
I've tried this quest demon hunter, and I can not get it to work. I've never completed my quest (I get to the last stage when I have less than 5 cards left in my deck), and even if I did the payoff doesn't seem strong enough; there's no real finishers in the deck.
Sic transit gloria mundi.
0
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
You barely ever rely on the quest completion minion, by that point you're mostly through your deck
The mana discounts from the first and second stages plus the discounts from sigil of alacrity and relic of dimensions should allow you to cast all of your fel spells in preparation for dropping a Jace + one or two +2 spellpower minions to end the game (with 2 of them down fel barrage becomes 12 damage for 2 mana, unleash fel is 5 mana aoe lifesteal that hits face, etc)
The deck can pop off and otk as early as turn 6/7, but it's extremely vulnerable to disruption effects like watchpost, the 4 mana counter naga, and Theotar/Mutanus/Patchwerk
Well, I gave it another go. I got slaughtered by a non-quest DH. Mutanus was not involved. He just beat me do death the old-fashioned way.
I do not understand this deck.
I queued my first match with quest DH and got put against a mage who conceded before the mulligan. Clearly you just need to get better with the deck. :P
forty on
Officially the unluckiest CCG player ever.
0
Idx86Long days and pleasant nights.Registered Userregular
Thoughts on Invincible as a craft?
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
Worth it if you want to play Deathrattle Rogue, which seems to be a very strong deck right now, to the point where the deck will probably get nerfed, making Invincible a less worthwhile craft in the process.
Although maybe if enough of the top decks are nerfed, more fair decks will be able to find a place for it? Dunno.
Invincible doesn't seem anywhere close to nerf-worthy as a Legendary. Right now it's really just strong due to the ridiculous amount of cheating Rogues can do. I think the only other class even making use of it right now is DK, which is pretty mediocre until we get some nerfs to the overperformers.
It would almost certainly be a meaningless change wrt competitive viability. The runes do not cover each other's weaknesses. DK largely does not have an aggro deck, only two bad control decks which both lack the tools to adequately control modern good decks.
Funnily enough, I think the fact that DK is the best arena class by a mile sort of betrays its problem. It's designed for a different game, slower, more value-oriented, grindier. That's not what constructed hearthstone decks have looked like for a while.
+1
The JudgeThe Terwilliger CurvesRegistered Userregular
Incoming balance changes for the next patch:
The following cards are being adjusted to be less powerful:
Unleash Fel
Old: Manathirst (4)
New: Manathirst (6)
Relic of Dimensions
Old: [Costs 5]
New: [Costs 6]
Dev Comment: The Manathirst on Unleash Fel felt like a non-factor that was almost always on anyway when you wanted to play the card. This change makes the card more interesting and helps reel in a Demon Hunter power outlier. Relics are prevalent and powerful—we like them and didn’t want to fully revert their power level, so we’re just touching the strongest Relic to make it a little less explosive.
Anub’Rekhan
Old: Battlecry: Gain 8 Armor. This turn, your minions cost Armor instead of Mana.
New: Battlecry: Gain 8 Armor. This turn, your next 3 minions cost Armor instead of Mana.
Dev Comment: This Brann-Anub’Rekhan combo is not a big winrate outlier, but it represents a play pattern we don’t like. We wanted to reduce lethality and remove the ability for the combo to let players dump their entire hand, while still allowing ramp strategies.
Boon of the Ascended
Old: [Costs 4]
New [Costs 5]
Priestess Valishj
Old: [Costs 0]
New: [Costs 1]
Dev Comment: Boon Priest is not common or overly powerful at most levels of play, but it is the best performing deck at high legend and it wins through frustrating play patterns. We wanted to give it a couple small adjustments to make it more in line with the rest of the meta, especially after the other adjustments in this patch.
Necrolord Draka
Old: [Costs 4]
New: [Costs 5]
Sinstone Graveyard
Old: [Costs 2]
New: [Costs 3]
Sketchy Information
Old: [Costs 3]
New: [Costs 4]
Forsaken Lieutenant
Old: [Costs 2]
New: [Costs 3]
Dev Comment: There are two Rogue decks that we want to adjust this patch. Deathrattle Rogue is a deck that can do some cool, fun things, but it’s too fast for most decks to deal with. We don’t want to destroy these synergies, but we do want to slow them down. Similarly, Miracle Rogue makes for very bad play experiences when their pop-off turns are too powerful too soon. We think it is fun and thematic for Rogue to have those turns where they play a bunch of cards and get rewarded for it, but we want to slow that turn down a little.
Prince Renathal
Old: Your deck size and starting Health are 40.
New: Your deck size is 40. Your starting Health is 35.
Dev Comment: Renathal had its run. He’s the most played card in the game and the meta has warped around him for a long time, so we are making this change to open the meta back up. At the same time, we know he’s one of the most popular cards we’ve ever made, so we wanted to preserve his core effect as an option for his fans.
Tome Tampering
Now banned in Wild.
Dev Comment: Discard is a thematic Warlock archetype with many tools over the years. Those tools have combined into a disruptive force in the Wild meta. Tome Tampering is the powerful enabler that puts this deck over the format’s power level; banning that enabler will let players continue to use those thematic discard Warlock tools, but at a level that is more in line with the rest of the format.
The following cards are being adjusted to be more powerful:
Dev Comment: Death Knight is the cool new class that many players want to try out, so we’re making some adjustments to open them up a little and give them more toys to tinker with. Like with the nerfs, these buffs are designed to be higher confidence; we specifically looked for low playrate Death Knight cards that seemed primed for upgrades. We plan to take another look in the next balance pass.
Corpse Bride
Old: Battlecry: Spend up to 8 Corpses. Summon a Risen Groom with stats equal to the amount spent.
New: Battlecry: Spend up to 10 Corpses. Summon a Risen Groom with stats equal to the amount spent.
Malignant Horror
Old: At the end of your turn, spend 5 Corpses to summon a copy of this minion.
New: At the end of your turn, spend 4 Corpses to summon a copy of this minion.
Meat Grinder
Old: Battlecry: Shred a random minion in your deck to gain 3 Corpses.
New: Battlecry: Shred a random minion in your deck to gain 4 Corpses.
Blightfang
Old: 3 Attack, 3 Health
New: 3 Attack, 4 Health
Stitched Giant
Old: [Costs 10]
New: [Costs 9]
Ymirjar Deathbringer
Old: 3 Attack, 3 Health
New: 4 Attack, 3 Health
Rime Sculptor
Old: 3 Attack, 3 Health
New: 4 Attack, 3 Health
Obliterate
Old: Destroy a minion. Your hero takes damage equal to its Health.
New: Destroy a minion. Your hero takes 3 damage.
Blood Tap
Old: Give all minions in your hand +1/+1. Spend 3 Corpses to give them +1/+1 more.
New: Give all minions in your hand +1/+1. Spend 2 Corpses to give them +1/+1 more.
Last pint: Focal Banger / The Alchemist - Untappd: TheJudge_PDX
I'd like to apologize to Prince Renathal for spelling his name incorrectly numerous times over the last few months. I'd also like to laugh at him for his well deserved nerf that I forecasted way back when we first got him for free.
In Battlegrounds news, Murlocs just took a big nerf. Toxfin was moved from tier 4 to tier 6. Also this stuff, if anyone cares:
Mechano-Tank and Interrogator Whitemane have been removed from the minion pool.
Witchwing Nestmatron, Mechano-Egg, Mythrax the Unraveler, and Seafood Slinger have been returned to the minion pool.
Posts
### Haymakers
# Class: Demon Hunter
# Format: Wild
#
# 1x (0) Dispose of Evidence
# 2x (1) Consume Magic
# 2x (1) Crimson Sigil Runner
# 2x (1) Fierce Outsider
# 2x (1) Illidari Studies
# 2x (1) Mana Burn
# 1x (2) Kor'vas Bloodthorn
# 2x (2) Redeemed Pariah
# 2x (2) Spectral Sight
# 2x (3) Dreadlord's Bite
# 1x (3) Eye Beam
# 2x (3) Line Hopper
# 1x (3) Magehunter
# 1x (4) Altruis the Outcast
# 1x (4) Felerin, the Forgotten
# 2x (4) Glide
# 1x (4) Kurtrus Ashfallen
# 1x (4) Prosecutor Mel'tranix
# 2x (7) Vengeful Walloper
#
AAEBAdKLBQjMugPezgOc7gPT9wPsoASl4gTu7QSkkgUL1MgD8skD+dUDw90DyN0Dzd0D8+MDs6AEtKAEiJIFlJIFAA==
Swinging Bloodthorn three times to face and back to hand in a round is some Pen Flinger-esque bullshit, sure, but wheeeeeeeeeeeeeeee.
Every time I beat a ramp druid its the turn before they were able to swing back board and gain like 30 armor
2x (1) Knight of Anointment
2x (1) Righteous Protector
2x (1) Sanguine Soldier
2x (1) Sinful Sous Chef
2x (2) Battle Vicar
1x (2) Blood Matriarch Liadrin
1x (2) For Quel'Thalas!
1x (2) Kotori Lightblade
2x (2) Order in the Court
2x (3) Alliance Bannerman
2x (3) Hold the Bridge
2x (3) Seal of Blood
2x (3) Stonehearth Vindicator
2x (4) Buffet Biggun
1x (4) Cariel Roame
1x (6) Blood Crusader
1x (7) The Countess
2x (9) Lightray
Code: AAECAdH8BQaR7AOG4gSh4gSrkwWElgW7lwUMzOsD8PYDyaAE9KQE+aQE0KwE4tMEv+IEwOIEzOIEgZYFg5YFAA==
It only really wins when you catch the ones who do nothing.
Bless Priest with zero new cards is the best deck in the game by far and they are calling to nuke radiant elemental to 4 mana like sorceress apprentice
Quest Demon Hunter is way too good and needs a nerf (can end games turn 4/5)
Ramp Druid is actually getting super targeted and declining massively in play and win rate
DK was released 'too cautiously balanced' and exhibits a sub 50% winrate in every bracket
If you want to climb fast they recommend pure aggro Pally
They recommend playing 2 far watch post in every deck right now
Probably Liadrin, but they both do cool things.
I ended up playing against Kibler today using the Paladin deck; he was Control Warrior. He drew a really clutch Brawl that wrecked my board, and I won anyway. He just couldn’t easily deal with Liadrin and the bubbles that she was giving my dudes. That was the first time I’ve ever beaten Kibler, I’m now 1-3 against him AFAIK.
Never once beaten deaddraw that guys scary
And Theo
Skip to 7:00
That wasn’t the most impressive RNG I’ve seen in Hearthstone - #1 by far is Toast getting a Mecha’thun lethal from Yogg when he had no Mecha’thun in his deck - but damn.
Also, when did Toast come back to Hearthstone?
Haha I'm sorry I've been out of the game for a while now, and generally only watch streams of Battlegrounds. Sorcerer's Apprentice is four mana now!? Golly
3DS Friend Code: 3110-5393-4113
Steam profile
(to be fair neither did Warrior, Warlock, Shaman, or Hunter)
https://www.d0nkey.top/wc/2022
Everyone is bringing the known good strong decks so it's a mess of rogue, priest and demon hunter with a splash of paladin and mage
The mana discounts from the first and second stages plus the discounts from sigil of alacrity and relic of dimensions should allow you to cast all of your fel spells in preparation for dropping a Jace + one or two +2 spellpower minions to end the game (with 2 of them down fel barrage becomes 12 damage for 2 mana, unleash fel is 5 mana aoe lifesteal that hits face, etc)
The deck can pop off and otk as early as turn 6/7, but it's extremely vulnerable to disruption effects like watchpost, the 4 mana counter naga, and Theotar/Mutanus/Patchwerk
I do not understand this deck.
*pounds on table*
where are the Undead Mechs, Blizzard?
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
Although maybe if enough of the top decks are nerfed, more fair decks will be able to find a place for it? Dunno.
Invincible has god-tier flavour text (referencing a chat meme in WoW)m but is about fifth on the line to need nerfs in Deathrattle Rogue.
deathrattle certainly feels terrible to lose to, probably tacking on +1 mana to illusionist and maybe graveyard would be enough
miracle: probably +1 to draka and nerf edwin again, not much you can do to the cheap spells without collateral to the other rogue decks
jackpot: i don't feel like this really needs any nerfs
DK needs a metric ton of buffs to see play in the current format
Edit: For the record, I've never had a random Drakefire turn out that well until this game.
What if they got rid of the rune restriction and let you build what you want?
Funnily enough, I think the fact that DK is the best arena class by a mile sort of betrays its problem. It's designed for a different game, slower, more value-oriented, grindier. That's not what constructed hearthstone decks have looked like for a while.
The following cards are being adjusted to be less powerful:
Unleash Fel
Old: Manathirst (4)
New: Manathirst (6)
Relic of Dimensions
Old: [Costs 5]
New: [Costs 6]
Dev Comment: The Manathirst on Unleash Fel felt like a non-factor that was almost always on anyway when you wanted to play the card. This change makes the card more interesting and helps reel in a Demon Hunter power outlier. Relics are prevalent and powerful—we like them and didn’t want to fully revert their power level, so we’re just touching the strongest Relic to make it a little less explosive.
Anub’Rekhan
Old: Battlecry: Gain 8 Armor. This turn, your minions cost Armor instead of Mana.
New: Battlecry: Gain 8 Armor. This turn, your next 3 minions cost Armor instead of Mana.
Dev Comment: This Brann-Anub’Rekhan combo is not a big winrate outlier, but it represents a play pattern we don’t like. We wanted to reduce lethality and remove the ability for the combo to let players dump their entire hand, while still allowing ramp strategies.
Boon of the Ascended
Old: [Costs 4]
New [Costs 5]
Priestess Valishj
Old: [Costs 0]
New: [Costs 1]
Dev Comment: Boon Priest is not common or overly powerful at most levels of play, but it is the best performing deck at high legend and it wins through frustrating play patterns. We wanted to give it a couple small adjustments to make it more in line with the rest of the meta, especially after the other adjustments in this patch.
Necrolord Draka
Old: [Costs 4]
New: [Costs 5]
Sinstone Graveyard
Old: [Costs 2]
New: [Costs 3]
Sketchy Information
Old: [Costs 3]
New: [Costs 4]
Forsaken Lieutenant
Old: [Costs 2]
New: [Costs 3]
Dev Comment: There are two Rogue decks that we want to adjust this patch. Deathrattle Rogue is a deck that can do some cool, fun things, but it’s too fast for most decks to deal with. We don’t want to destroy these synergies, but we do want to slow them down. Similarly, Miracle Rogue makes for very bad play experiences when their pop-off turns are too powerful too soon. We think it is fun and thematic for Rogue to have those turns where they play a bunch of cards and get rewarded for it, but we want to slow that turn down a little.
Prince Renathal
Old: Your deck size and starting Health are 40.
New: Your deck size is 40. Your starting Health is 35.
Dev Comment: Renathal had its run. He’s the most played card in the game and the meta has warped around him for a long time, so we are making this change to open the meta back up. At the same time, we know he’s one of the most popular cards we’ve ever made, so we wanted to preserve his core effect as an option for his fans.
Tome Tampering
Now banned in Wild.
Dev Comment: Discard is a thematic Warlock archetype with many tools over the years. Those tools have combined into a disruptive force in the Wild meta. Tome Tampering is the powerful enabler that puts this deck over the format’s power level; banning that enabler will let players continue to use those thematic discard Warlock tools, but at a level that is more in line with the rest of the format.
The following cards are being adjusted to be more powerful:
Dev Comment: Death Knight is the cool new class that many players want to try out, so we’re making some adjustments to open them up a little and give them more toys to tinker with. Like with the nerfs, these buffs are designed to be higher confidence; we specifically looked for low playrate Death Knight cards that seemed primed for upgrades. We plan to take another look in the next balance pass.
Corpse Bride
Old: Battlecry: Spend up to 8 Corpses. Summon a Risen Groom with stats equal to the amount spent.
New: Battlecry: Spend up to 10 Corpses. Summon a Risen Groom with stats equal to the amount spent.
Malignant Horror
Old: At the end of your turn, spend 5 Corpses to summon a copy of this minion.
New: At the end of your turn, spend 4 Corpses to summon a copy of this minion.
Meat Grinder
Old: Battlecry: Shred a random minion in your deck to gain 3 Corpses.
New: Battlecry: Shred a random minion in your deck to gain 4 Corpses.
Blightfang
Old: 3 Attack, 3 Health
New: 3 Attack, 4 Health
Stitched Giant
Old: [Costs 10]
New: [Costs 9]
Ymirjar Deathbringer
Old: 3 Attack, 3 Health
New: 4 Attack, 3 Health
Rime Sculptor
Old: 3 Attack, 3 Health
New: 4 Attack, 3 Health
Obliterate
Old: Destroy a minion. Your hero takes damage equal to its Health.
New: Destroy a minion. Your hero takes 3 damage.
Blood Tap
Old: Give all minions in your hand +1/+1. Spend 3 Corpses to give them +1/+1 more.
New: Give all minions in your hand +1/+1. Spend 2 Corpses to give them +1/+1 more.
In Battlegrounds news, Murlocs just took a big nerf. Toxfin was moved from tier 4 to tier 6. Also this stuff, if anyone cares:
And DKs nerfed in arena.