Its already been confirmed. It's: Charge. After you play a murloc, summon this minion from your deck.
- Horkinger
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dirbrian posted a message on Paladin Sir Finley Leak! (Murloc Confirmed)Posted in: General Discussion -
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nantoli10 posted a message on Help building decksPosted in: General Deck BuildingYou are of great help, I took your advice, here's my new deck
https://www.hearthpwn.com/decks/1287302-latest-mage -
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FortyDust posted a message on IDEA: Season rewards for both Standard & Wild ranksPosted in: General DiscussionFeels like a "rich get richer" scheme to me.
The free players who actually need the rewards are going to have a very difficult time achieving ranks in Wild.
And this is from a guy who NEVER defends free players.
If you like one mode or the other or both, you should play what you like. You shouldn't need extra rewards to convince you to do so. If there aren't enough players in Wild, that's a problem with the game mode, not a lack of rewards, since you CAN already get the same reward for playing there.
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YoHabloEspanol posted a message on New Paladin Card - Brazen ZealotPosted in: Card Discussiono yea..what can shaman, priest, pally, warrior, warlock do in turn 2 to kill this?
Play good cards?
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Synthetikmisery posted a message on Hearthstone team is stupid and I can do better than themPosted in: General DiscussionYou can barely put together a cohesive and understandable sentence. Not betting on you making a better CCG.
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kiril2 posted a message on Requia Online - upcoming TCG/RPG with real time combat.Posted in: Other GamesWithout the post title I would never have guessed what the game name was from that logo
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FortyDust posted a message on New Warlock Card - ImpbalmingPosted in: Card DiscussionObviously the 1/1 minions are slightly inferior to the 1-drops you'd add yourself. That goes without saying (or so I thought). The whole point of this card is that it gives a cheap, powerful effect by borrowing from the future.
However, ideally, that future will never arrive when you are playing Zoo. Aggressive decks want to end the game quickly. It is their whole reason for being. So is it worth the gamble to remove a big threat without sacrificing your board, hoping that you'll never actually draw the imps? In many cases, that answer will be a resounding YES.
To a degree, it may depend on the victim in question. Something like a bloated magnetized Mech is often a great silence target because the silence removes all the magnetic enchantments. But a minion that's naturally big, which will remain a problem even if silenced, that's a different story.
So maybe you choose Impbalming over silence because it deals with a wider variety of threats, and your opponent will ideally never live to see you pay the price.
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Nere posted a message on New Mage Quest Card - Raid the Sky TemplePosted in: Card DiscussionCalled this quest here.
Seems like it could be okay. I mean, you do get "infinite value."
I wonder if the Reno card will have some interaction with the amount of random spells you've played.Sorry, but saying “randomness will be part of mage quest” hardly passes as “called this quest here”.
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FortyDust posted a message on New Warlock Card - ImpbalmingPosted in: Card DiscussionI agree that the Rafaam synergy is not worth considering when evaluating this card, but the carpet synergy is real.
Zoo already runs a bunch of sketchy 1-drops as it is. I don't think it's taking too big a hit if you add a few more -- especially if it allows you to remove a giant or a ginormous mech without trading away your board.
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badhank14 posted a message on New Warlock Card - ImpbalmingPosted in: Card DiscussionQuote from TardisGreen >>Don't sleep on this card. In Zoo this gives you 3 X 1 drops, which will make Magic Carpet relevant again. So when you draw these, they are NOT dead draws in Zoo. They are not dead draws because of Grim Rally. This would replace Demonbolt because this gives you an easy answer to early Big Minions if they have Taunt.
And yes, in Zoo, later on in the game or mid game if you are not doing well, switch it up by playing Rafaam. And now your deck turns into bomb and bomb and that can help you beat control decks or other mid range decks.
The 3 extra minions just give you more choices.
Do you realize that HSReplay.net reports a 30.1% win rate for Rafaam? It doesn't seem like it is working very well. Most random legendaries are closer to being junk than being "bombs". Most Zoo players have figured out that it is better to run a card like Leeroy or Soulfire instead of Rafaam, because those cards can be game deciding far more often Rafaam is. And most players have figured out to stop playing Zoo altogether.
I did not realize that, but this card could push Zoolock back up a few notches. with or without Rafaam. I think early removal in a zoo deck is very powerful and drawing a 1 drop that plays well with other cards in your deck is actually good. Let's pretend Rafaam is NOT part of the discussion then.
Is it good enough for Zoo to play? Is the downside really that bad for Zoo, or considered even or an upside?
In Wild, this card is terrible because the best deck is Reno and you do not want to throw 3 copies of a bad card into your deck.
I still think this has potential. We haven't seen any aggressive cards yet, and if they come out, this can make Zoo playable again.
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I don't know how experienced you are, so maybe you know already what I am going to write. And I didn't watch the games.
Every card game is a battle of resources (in HS life, mana and cards). Cards is the most important resource in general. If you have cards, you can react to what your opponent is doing. So you want as much 2 for 1 trades as possible which means one of your cards trades with two of your opponent's cards. Like when you kill one minion with the 3 damage of Flanking Strike and kill another one with the 3/3 Wolf . AoE like flame strike is helping a lot in that regard, since you can even get a 3+ for 1 trade.
The key is to trade beneficially, so that your minions survive and their minions die. This is also the reason that in general high health minions like Chillwind Yeti are preferred to high attack minions like Evil Heckler.High attack minions can easier trade upwards (kill a more expensive minion), but are also prone to trading downwards due to the less health. And They usually trade 1 for 1 in both directions.
However, you need to take AoE and hero powers into account, as well as the enemies board state. E.g. against mage it makes not always sense to kill a weaker minion and leave your minion with one health left since he will kill your minion with the hero power and still has his stronger minion alive. Instead, trade for the stronger minion (bith minions die) and play something that can at least trade with the weaker one and doesn't die to his hero power. Someone above mentioned that you played a 4/2 minion into a Stormforged Axe which gives him the possibility for a 2 for 1 (since 1 charge the axe alone can kill your minion for the additional price of 4 health). Of course, sometimes you just have to make shitty plays because you will also lose if you don't play cards at all.
Another possibility to avoid having fewer cardsare value generators like discover cards. They give you a minion on board (mostly for the price of tempo (bad stats)) and a new card in hand. Or you can be greedier. If you would have only 6+ mana cards, you will likely win the card resource game because you will very often be able to trade 2 for 1. HOWEVER, this is a mere possibility and not a good idea in Arena (or hearthstone in general) because it disregards tempo (which is very important). You will simply be dead in turn 5 if you can't play anything by then. So the mix is important. You absolutely need early game plays to keep up with the tempo. But what I mean is that the later the game goes, the better it would be to have big minions.
tl;dr: Try to look at the cards as a resource and use them in a way that one of your cards will kill at least one of his cards to not fall behind. To get ahead, kill 2 of his cards with one of yours. Sounds simple, but it requires experience when to trade minions of (to avoid getting screwed by AoE) and when to take the favorable trades (your minions survive).
Disclaimer: I am not a great arena player. I got to 12 wins and also ended a run with 0 wins, but I rearely play arena. Nevertheless, I am convinced that the above is true for arena.
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"Planned obsolescence" is what keeps the game fresh.It is necessary to keep the game alive, because it gets super stale if the same cards are always viable.
Btw, releasinging new cards that will replace some of the present staples is also a way of "planned obsolescence" (removing presently viable cards). And with nerfs you get at least your dust for the nerfed cards back unlike with a new expansion that simply brings a new meta in which former top tier decks might not viable any more.
And just for the sake of clarity: I appreciate almost all nerfs and new expansions as long as they change the meta.
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I am pretty certain that you can only play the next wings once they get released for everybdy. All old adventures came out a wing per week and you had to wait regardless whether you paid money or gold.
edit: apparently I was wrong. I read somewhere in the forum that you get the whole content immediately. But I don’t know for sure.
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Sure, that's why he is proposing an increase of the turn limit to be able to play an even longer game. Makes sense...
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What i read is "I am happy to beat rogue consistently, but I also want to win against control warrior".
You should know HS doesn't work like this.
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Minions enter play before their battlecry is carried out. So the blazecaller interaction works as intended. The whole playing a minion procedure is just finished after the battlecry triggered.
For more detailed information:
https://hearthstone.gamepedia.com/Battlecry
And
https://hearthstone.gamepedia.com/Advanced_rulebook#Playing.2Fsummoning_a_minion
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I guess it is the title of the thread that makes people think you are against the PvE content. I also only read half of your OP and thought you are telling people not to buy the adventure. The clarification in the last paragraph is easy to miss...
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The value for me is not the packs, but the pve content. I saved already 2000 gold and will use that to buy all wings that must be bought.
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There is duplicate protection for mythic and rare cards. You will not get a fifth copy of them any more by opening a pack.
And playing around doesn't mean only counterspells. In fact, you need to play around counterspells as well. And being able to react on the opponents turn and having to account for it makes the game deeper. HS is and wants to be a simple game on the base level, hence its success with casual players.
It seems to me that you tried MTG Arena and found it isn't something for you and now pretend to know how the game works. It's fine that you think HS is better. I also think that HS is a really good game and deserves the success it has. But you reasoning is a mere opinion.
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I felt the need to respond because you made several statements which are incorrect. Therefore I assumed you do not really know what you are talking about. The 5th copy issue doesn't concern the most expensive cards any more (which you implied it does) and playing around in MTGA is not "just herp derp me have counter spell in hand". In Magic you have to play around everything like you do in hearthstone + instants (which you do not have in hearthstone).
And no, I am not a Magic fanboy. I like the game a lot, but I also like Hearthstone and presently play both about equally much. I just try not to be biased in my analysis.
Edit: I also didn’t assume to know anything about you. I told you what impression your post made on me. That’s why I wrote “it seems to me”.