With a single Dwarven Archaeologist which costs you 5 mana in total, this card has 51% chance to discover a 0-cost card (58% if a spell is played last turn). If you control two Dwarven Archaeologist, the chance increases to 81% (85% if a spell is played last turn) but you will spend 2 more mana correspondingly.
- Dingding123
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VPF17 posted a message on New Warlock/DH Common Card Revealed - Spirit JailerPosted in: NewsYou can play Lorekeeper Polkelt to ensure you don't draw the soul fragments.
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LightBladeDK posted a message on Headmaster Kel'ThuzadPosted in: Headmaster Kel'ThuzadIn Shaman you can play Headmaster Kel'Thuzad into Torrent on turn 6 to swing the board.
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dps_kane posted a message on Patch 17.2.1 Is Live - Balance Changes & Bug FixesPosted in: News3500 dust not bad
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MASTERHAENIR posted a message on Guardian AugmerchantPosted in: Guardian AugmerchantMY BLADE BE THIRSTY!
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Lokao123 posted a message on Big Ol' WhelpPosted in: Big Ol' WhelpBest/Strongest card of the expansion.Any Objections?
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sicknantos posted a message on Nerfs Are Now Live! - Client Update With All the ChangesPosted in: News'' Dragonqueen Alexstrasza : Battlecry effect can no longer generate Dragonqueen Alexstrasza. ''
I wish Blizzard would do this to ALL other cards as well. Cards that generate cards should never generate themselves.I've been banging this drum for years now. Self-discovery should be a personal experience, not a possibility in Hearthstone.
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ReyKoro posted a message on Nerfs Are Now Live! - Client Update With All the ChangesPosted in: News'' Dragonqueen Alexstrasza : Battlecry effect can no longer generate Dragonqueen Alexstrasza. ''
I wish Blizzard would do this to ALL other cards as well. Cards that generate cards should never generate themselves. - To post a comment, please login or register a new account.
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Loving this set so far! Hopefully control Warrior won't end up being as ridiculous as it is in RoS.
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Broken card of the expansion?
Broken card of the expansion.
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My theory is that Blizzard's other games aren't currently "raking in the dough" so they're now pressuring Hearthstone to rake it in for them in the short term. I bet Hearthstone is doing perfectly fine on its own.
.....although these would sell like hot cakes if Blizzard took a crack at shaking up Wild like they have with Standard recently.
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Let's be real: it's an advantage in only the highest level of play only. It's not the huge advantage to have a think-tank twerk team that some might believe lol.
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Same with turn 3 Mountain Giants into turn 4 Conjurer's if Book of Specters is nerfed to 3 Mana. Both arguably the most important nerfs right now as they would keep early highrolls from getting too out of hand.
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Delivery Drone should be random, Zap Cannon should deal 2 and not 3, Micro-Squad should be 2 and not 3. Either that or the hero powers should all cost more than 2.
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Raiding Party is truly insane at 3. Coin Prep Party Cleef is currently the "I win" combo, right alongside turn 3 Mountain Giant turn 4 Conjurer's. Honestly Conjurer's Calling could cost 4 mana as well; the fact that it is a Twinspell makes it equally truly insane in a Standard environment.
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Point to be made about deckbuilding in this meta:
1.) Warrior does not care about a deck's midgame board presence alone. Rogue removes it. Big Mage and Mech Hunter outclass it.
2.) Warrior can deal with one-shot face damage and stacked boardstates past turn 10. Rogue aims for lethal before either happens. Big Mage and Mech Hunter can constantly replicate their own.
3.) None of these decks care horribly about one-time single-target removal. They do not easily run out of minions, or they don't care if they do.
So: play an early aggro deck, play a deck that can outlast other aggro/token decks or play a deck that applies constant pressure and can win on/before turn 10. Those are the best shots at climbing right now; leave control to the Hero cards and leave combo to Nomi and Mecha'thun. Aggro/zoo decks have the most potential imo as they have a shot against any other deck.
A Priest deck needs to do much better than 1-for-1 trades and passing if it hopes to succeed right now. It needs to apply pressure in some form. No longer can heal-> pass be the norm for them in Standard, not until they have access to board clears like Psychic Scream again.
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Agreed. If your deck isn't prepared to wade through Mech'thuns, 3+ Devastators, 2+ Zilliax and Archivist, it has no business aiming to play past turn 10. That's Control territory, and Hagatha and Mad Genius are currently king there.
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There's a much more budget-friendly version of Mech Hunter floating around now that's increased in popularity; it's chock-full of Magnetic cards and Bombs. It's a pretty good SMOrc deck that can get through a lot of boardstates while pushing damage to face thanks to Hunter's crazy mech cards and mech support. Boommaster Flark's the only legendary that goes in there beside Leeroy, and it's pretty optional in there anyway. It doesn't run Oblivitron or Mechanical Whelps, however. If you're looking to craft a Mech Hunter deck, I would highly suggest that one.