Shortly before he mini-set’s release, players have discovered a new combo that could potentially let you OTK your opponent on T2 on Coin (or more likely T3 since the first two turns have a shorter turn timer). If you’d combo Test Subject with Radiant Elemental, Embalming Ritual and Mind Sear, you could keep killing and reviving your Test Subject while dealing 3 damage to the opponent each time. And since none of those cards are Legendary and there’s no easy way to disrupt it, the combo would most likely be completely broken. Test Subject will be unbanned when some adjustments are made.
Shortly before he mini-set’s release, players have discovered a new combo that could potentially let you OTK your opponent on T2 on Coin (or more likely T3 since the first two turns have a shorter turn timer). If you’d combo Test Subject with Radiant Elemental, Embalming Ritual and Mind Sear, you could keep killing and reviving your Test Subject while dealing 3 damage to the opponent each time. And since none of those cards are Legendary and there’s no easy way to disrupt it, the combo would most likely be completely broken. Test Subject will be unbanned when some adjustments are made.
Yep, that’s the one that I was talking about!
Anyhow, my Secret Mage list. Some bots seem to freeze up entirely and skip their turn (or even skip the rest of the game) after Suspicious Alchemist is played. They just can’t figure out the Discover mechanism. Some may have the ability to randomly pick something, but because of the way they’re programmed they don’t “know” what they re playing, just that it’s the leftmost or rightmost playable card in their hand, and they do something neat like Volcanic Potion their own board. The cut was Cloud Prince, and I’m finding it’s working out fine in general - the Prince was great for finishing, but so many games in Wild go so fast that it might have been cut anyways. I feel like Secret Mage needs another one drop beyond the Lackey, and the Alchemist does it. Plus, I like the mini-game of trying to decide between the best spell and the one that my opponent is least like to guess - though I always take Puzzle Box if it’s offered.
I hope Shadowstep gets thrown into the fucking sun at rotation, holy shit do I hate that card.
Every Tess thief rogue is getting the nuts off jackpot against me. What’s that? You got frost armor, the shaman deal 10 aoe, and the mage make two 5/6’s? And you get to cast them, along with my DH hero card and Rogue hero card over and over for damn near infinite armor and taunt walls because you can play Tess 4+ turns in a row due to shadow step?
I did 92 damage to face that game, they ended the match with 32 armor and 7 health.
At least to me, this feels worse than casino mage ever was.
Maybe this washes out some of the salt. Past three games, my jackpots and concoctions netted me a combination of iceblood towers, the demon resurrecting and summoning spells, and most hilariously, multiple relic vaults in the same game without generating a relic.
At least casino mage’s spells are forced to target the enemy. Jackpot rogue is very much a bad deck, the random RNG blessing aside.
Edit: unfortunately, none to the decks I actually have the cards for are good in the current meta. So I’m trying to ride my luck to legend, but it’s a frustrating ride so far.
I appreciated hearing everyone anecdotes from playing thief rogue. Made me feel better.
Right up until the last one that got 2x Rodents Nest + Rodents of Unusual Size, perfectly countering my imps and completely blocking my curses by stuffing his hand full of 1 cost 5/5’s
I can assure you that Thief Rogues are still highrolling their fucking asses off, post mini-set.
As always, my answer is dust him now and recraft him if you decide you do want to play a deck that needs him. I think the refund period ends at any moment now.
He's still good, but not nearly as broken and auto-include as he used to be. Looks like he's being played a little over half as much as he was before the nerf.
I don't know about making big waves, but based on initial impressions I will be surprised if Construct Quarter never takes a nerf.
Blazing Transmutation also seems to have pushed Evolve Shaman into broken territory. Something's definitely getting nerfed in that deck. Maybe Gnoll? Nerfing Gnolls is the cool thing to do these days.
I don't know about making big waves, but based on initial impressions I will be surprised if Construct Quarter never takes a nerf.
Blazing Transmutation also seems to have pushed Evolve Shaman into broken territory. Something's definitely getting nerfed in that deck. Maybe Gnoll? Nerfing Gnolls is the cool thing to do these days.
How does a 10 mana Gnoll evolve into a 10 mana Sire? Have the Gnolls always evolve into those 12 mana snowmen and that's a big problem solved.
Yeah, that's the idea I've seen thrown around. Make the Gnoll cost 11 and discount itself so it's only a nerf for evolution. That also completely wrecks evolving an already 10-mana minion, so I don't know if that's the way Blizzard wants to nerf Evolve Shaman or if they'll just go with the tried and true approach of bumping up the mana cost on a couple of the good Shaman cards to slow the deck down.
I don't know about making big waves, but based on initial impressions I will be surprised if Construct Quarter never takes a nerf.
Blazing Transmutation also seems to have pushed Evolve Shaman into broken territory. Something's definitely getting nerfed in that deck. Maybe Gnoll? Nerfing Gnolls is the cool thing to do these days.
I will repeat that cards should remain at their mana cost to play and any cheating into play should be incredibly unreliable/difficult. Virtually every other competitive CCG has figured this out, yet hearthstone makes the same mistake over and over.
I’ve been playing the version this week’s VS Report suggested. I don’t think that I’ve lost a game with it, going from ~12500 Legend to ~10500 Legend. It feels legitimately broken right now.
I’ve been playing the version this week’s VS Report suggested. I don’t think that I’ve lost a game with it, going from ~12500 Legend to ~10500 Legend. It feels legitimately broken right now.
I’ve been playing the version this week’s VS Report suggested. I don’t think that I’ve lost a game with it, going from ~12500 Legend to ~10500 Legend. It feels legitimately broken right now.
The JudgeThe Terwilliger CurvesRegistered Userregular
We all knew that DK would be top of the list at some point in the first season a-la Demon Hunter when it was first revealed but this is beyond that by a step or three.
Last pint: Turmoil CDA / Barley Brown's - Untappd: TheJudge_PDX
It's been a minute, but I don't feel like Skull of Gul'Dan on 4 was near as irritating or feeling like it's Game Over as Construct on 2.
Maybe, but there was more to the broken DH package than that. Here was the first post-DH release data report's matchup chart:
Keep in mind this was after an unprecedented day 3 nerf patch that hit 4 cards. Before that, you had such fun things as having your board and face blasted on turn 6 for 10 damage with a 10/6 body that you now had to deal with, frequently from an empty board of your own.
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The JudgeThe Terwilliger CurvesRegistered Userregular
Oh sure, pull data.
Last pint: Turmoil CDA / Barley Brown's - Untappd: TheJudge_PDX
Thank god. I never want to see another construct quarter again. I'm putting off my push for legend until the balance changes because dear lord, the current meta is insanely boring.
I'm sure you'll still see Construct Quarters, it just won't be super broken like before.
At least constructed won’t be 60% the same exact deck over and over.
Edit: like, the exact same deck card for card.
Edit to the edit: played three games to check if it was still true. All three games, my opponents went: egg into construct quarter.
Yeah fuck this noise.
sanstodo on
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The JudgeThe Terwilliger CurvesRegistered Userregular
Construct Quarter
Old: [3 Mana]
New: [4 Mana]
Goldshire Gnoll
Old: [10 Mana]
New: [11 Mana]
Grey Sage Parrot
Old: Battlecry: Repeat the last spell you’ve cast that costs (5) or more.
New: Battlecry: Repeat the last spell you’ve cast that costs (6) or more.
Spectral Pillager
Old: [6 Mana] Combo: Deal damage equal to the number of other cards you’ve played this turn.
New: [5 Mana] Combo: Deal 2 damage to a minion for each other card you’ve played this turn.
Cataclysm
Old: [4 Mana] Destroy all minions. Discard your hand.
New: [5 Mana] Destroy all minions. Discard 2 cards.
Last pint: Turmoil CDA / Barley Brown's - Untappd: TheJudge_PDX
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GrobianWhat's on sale?Pliers!Registered Userregular
Grease bot is back (at tier 4) in bgs. pretty strong in certain lobbies. The other changes aren't that impactful imo. Well, hamuul is back, that is kinda cool.
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BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
I've swapped to super greedy BBB DK and it's pretty fun beating control decks that thought they were about to get a free win
The patch notes also had a vague hinting of more significant changes to come in Wild:
For Wild, we’ve been discussing potential updates to the mode. In this patch, we’re making changes to help curb some of the mode’s negative play experiences. We don’t view these changes as exhaustive, but we are working on some more long-term updates that we’re excited to share once they are more solidified.
Posts
Apparently a combo did get figured out in Wild and they have temp ban Test Subject as a result.
Yep, that’s the one that I was talking about!
Anyhow, my Secret Mage list. Some bots seem to freeze up entirely and skip their turn (or even skip the rest of the game) after Suspicious Alchemist is played. They just can’t figure out the Discover mechanism. Some may have the ability to randomly pick something, but because of the way they’re programmed they don’t “know” what they re playing, just that it’s the leftmost or rightmost playable card in their hand, and they do something neat like Volcanic Potion their own board. The cut was Cloud Prince, and I’m finding it’s working out fine in general - the Prince was great for finishing, but so many games in Wild go so fast that it might have been cut anyways. I feel like Secret Mage needs another one drop beyond the Lackey, and the Alchemist does it. Plus, I like the mini-game of trying to decide between the best spell and the one that my opponent is least like to guess - though I always take Puzzle Box if it’s offered.
2x (1) Kabal Lackey
2x (1) Suspicious Alchemist
2x (2) Ancient Mysteries
2x (2) Anonymous Informant
2x (2) Arcane Flakmage
2x (2) Arcanologist
2x (2) Medivh's Valet
2x (3) Counterspell
2x (3) Explosive Runes
1x (3) Ice Block
2x (3) Objection!
2x (3) Rigged Faire Game
2x (4) Chatty Bartender
2x (6) Contract Conjurer
2x (6) Kabal Crystal Runner
1x (6) Sayge, Seer of Darkmoon
Code: AAEBAePxBALAAZXhAw7XtgLrugKHvQK+pAP0qwOR4QPnnwTGoATa0ASj5AT+7AS87QT/kgXboQUA
It never really stopped. Some decks cut it, but it’s incredibly useful as a sticky secret for activating stuff.
Keep or Dust for the 1600?
He's still good, but not nearly as broken and auto-include as he used to be. Looks like he's being played a little over half as much as he was before the nerf.
How does a 10 mana Gnoll evolve into a 10 mana Sire? Have the Gnolls always evolve into those 12 mana snowmen and that's a big problem solved.
I will repeat that cards should remain at their mana cost to play and any cheating into play should be incredibly unreliable/difficult. Virtually every other competitive CCG has figured this out, yet hearthstone makes the same mistake over and over.
### FFF
# Class: Death Knight
# Format: Standard
# Year of the Hydra
#
# 2x (0) Horn of Winter
# 2x (1) Arms Dealer
# 2x (1) Body Bagger
# 2x (1) Bone Breaker
# 2x (1) Foul Egg
# 2x (1) Skeletal Sidekick
# 2x (2) Frost Strike
# 2x (2) Harbinger of Winter
# 2x (3) Acolyte of Death
# 2x (3) Construct Quarter
# 2x (3) Nerubian Vizier
# 2x (4) School Teacher
# 1x (4) Thassarian
# 2x (6) Marrow Manipulator
# 1x (6) Overseer Frigidara
# 2x (7) Frostwyrm's Fury
#
AAECAc38BQLLpQXMpQUOlrcE9eMEguQEk+QE2fEEsvcEtvcEtIAFk4EFkpMFoJkFopkFrqEFnqoFAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
I’ve been playing the version this week’s VS Report suggested. I don’t think that I’ve lost a game with it, going from ~12500 Legend to ~10500 Legend. It feels legitimately broken right now.
2x (0) Horn of Winter
2x (1) Arms Dealer
2x (1) Bone Breaker
2x (1) Foul Egg
2x (1) Skeletal Sidekick
1x (2) Astalor Bloodsworn
2x (2) Frost Strike
2x (2) Harbinger of Winter
1x (3) Brann Bronzebeard
2x (3) Chillfallen Baron
2x (3) Construct Quarter
2x (3) Nerubian Vizier
2x (4) School Teacher
1x (4) Thassarian
2x (6) Marrow Manipulator
1x (6) Overseer Frigidara
2x (7) Frostwyrm's Fury
AAECAZOOBgSY1ATipAXLpQXMpQUNlrcE9eMEguQEk+QEh/YEtvcEtIAFk4EFkpMFoJkFopkFrqEFnqoFAA==
I played it up to about 3k legend but got bored since it’s a relatively simple, linear deck to play. Construct quarter is way too good.
Frostwyrm's Fury is also too good. 5 damage and a 5/5 should cost 9 or 10 mana, not 7.
Someone at Blizzard needs a bonk on the head every time they suggest a 4/5 with rush that can come down as early as T2.
Tried it. He needs to play more games with it because it’s ok again frost DK but basically auto loses to most other decks. Not legend viable imho.
Keep in mind this was after an unprecedented day 3 nerf patch that hit 4 cards. Before that, you had such fun things as having your board and face blasted on turn 6 for 10 damage with a 10/6 body that you now had to deal with, frequently from an empty board of your own.
Changes coming for
Construct Quarter
Goldshire Gnoll
Grey Sage Parrot
Spectral Pillager
Cataclysm
Thank god. I never want to see another construct quarter again. I'm putting off my push for legend until the balance changes because dear lord, the current meta is insanely boring.
At least constructed won’t be 60% the same exact deck over and over.
Edit: like, the exact same deck card for card.
Edit to the edit: played three games to check if it was still true. All three games, my opponents went: egg into construct quarter.
Yeah fuck this noise.
Old: [3 Mana]
New: [4 Mana]
Goldshire Gnoll
Old: [10 Mana]
New: [11 Mana]
Grey Sage Parrot
Old: Battlecry: Repeat the last spell you’ve cast that costs (5) or more.
New: Battlecry: Repeat the last spell you’ve cast that costs (6) or more.
Spectral Pillager
Old: [6 Mana] Combo: Deal damage equal to the number of other cards you’ve played this turn.
New: [5 Mana] Combo: Deal 2 damage to a minion for each other card you’ve played this turn.
Cataclysm
Old: [4 Mana] Destroy all minions. Discard your hand.
New: [5 Mana] Destroy all minions. Discard 2 cards.