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    posted a message on Weekly Design Competition #18 - [Ended]

    Posted in: Fan Creations
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    posted a message on Hunter too plain and simple?

    been playing hunter/pirate/weapon using secrets for control, explosive shot/deadly shot/multishot for removal, and pirates+weapons for damage and it is pretty consistent not relying on minions for damage, it can counter other weapon decks if u add harrison jones and 2 bloodsail corsairs, pretty fun

     

    Posted in: General Discussion
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    posted a message on Buffing stealthed minions

    ya

    Posted in: General Deck Building
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    posted a message on Warrior Weapon-based Deck. Assistance/feedback GREATLY appreciated! :)

    Need at least one innerage to save for grom

     

    Posted in: Warrior
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    posted a message on Is Tracking worth it?

    It is very strong at almost any part of the game.  It is strong early game if your deck requires a specific card to start aggression, like hyena or buzzard.  It is strong mid and late game to top deck removals, getting a multishot or explosive shot can change to the game to your favor instantly.

    Posted in: Card Discussion
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    posted a message on The Coin - Love it or hate it?

    The advantage with going second is 3 fold, you get an extra card, the coin, and you get to replace 4 cards.  If the extra card wasn't replaceable and was instead on your first turn you draw two cards, then the chance that you will get a good opening hand will still be in line with the player who goes first.    The coin, besides being a spell, also provides extra forgiveness for drawing a bad hand, unless player one draws a 1 mana card in his opening hand then he is screwed for hand one, where as if player two draws at least a two mana minion he can get off to a running start.  Personally, I have been able to drop double secret keeper on my first turn against an empty field and with a turn two snipe, i get 4 damage and cover for my minions.  This advantage is insane.  The extra card at the beginning to provide card advantage is okay as long as, like i said earlier, it is not replaceable.  The combination of card advantage, opening hand forgiveness, and the coin proccing other effects, make going second a clear advantage whether playing aggressively or defensively.

    Posted in: General Discussion
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    posted a message on The Coin - Love it or hate it?

    Balanced, but shouldn't be a spell.  This and another balance of having both player only be able to swap out a possible of 3 cards in the beginning and having player 2 draw 2 cards at the start of his first turn.

    Posted in: General Discussion
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    posted a message on Create a Card Using A World of Warcraft Creature Contest - Fireside Chat

    I think there needs to be more weapons for the weapon classes, give warrior/shamans hand of rag, rogues thunder fury, and hunters thoridal.

    Sulfuras, Hand of Ragnaros

    5 Mana

    4/3

    "If attacking a minion, deal 3 additional damage'

    Thunderfury, Blessed Blade of the Windseeker

    5 Mana

    3/2

    When attacking a minion deal 1 damage to adjacent minions, and lower their attack by 2.

    Thori'dal, The Star's Fury

    5 Mana

    1/5

    While equipped your hero power is free and deals 1 additional damage.

     

     

    Posted in: Card Discussion
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    posted a message on Non-beast Hunter deck

    Going to edit the original to include these updates since I have been playing it in Beta (THANK HEARTHPWN GIVEAWAY) 

    Weapon Pirate
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    Minion (12) Ability (14) Weapon (4)
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    1 Drops

    Secretkeeper : Best turn one minion for this deck, even with coin. The ideal turn two card is either Freezing Trap or Snipe so unless they have minions already out it will be a pain to deal with at 2/3.

    Tracking : Card is mainly here in case you do not get Eaglehorn Bow on opening draws.  It is also very useful to get Captain Greenskin on turn 5.

    Elven Archer : I use it purely for triggering Spiteful Smith's enrage effect.  Can also be used turn 1 in case you need removal.

    2 Drops

    Snake Trap : not the most useful of early game traps due to it requiring a minion. Mainly for giving durability to Eaglehorn Bow, Snakes can be used to clean up stragglers after a board clear.

    Misdirection : Good when you do not have minions out as the attacking minion will either attack the hero for free damage or clear his side of the board.  May backfire and cause a minion to bypass a taunt minion.

    Bloodsail Raider Very good drop for any turn both early and late game.  With either weapon equipped, it becomes at least a 5/3, with two enraged Spiteful Smiths and a Gladiator's Longbow make it a 11/3.  Play with almost or completely free Dread Corsairs for cover.

    Explosive Trap : Useful for board clear, durability, and Secretkeeper stacks; this card is best used for clearing the board around turn 5 or 6 in preparation for Captain Greenskin or other high value minions.  I usually save the second for very late game removal.

    Freezing Trap : Best mid-game removal because if your opponent wants to replay the card then they will more than likely blow all their mana.  It prevents damage from going through as well. 

    Snipe : My favorite turn 2 card due to the guaranteed killing of almost all thing summonable on turn 2, usually taking a taunt with it.  This both allows for your turn 3 aggression and your own hero's sense of safety.

    3 Drops

    Southsea Captain : Basic buff card, usually play with Dread Corair or the turn after Bloodsail Raider to ensure they either survive the turn or are able to survive the damage when they attack into a minion.

    Eaglehorn Bow : Deck is built around this card, a weapon with what can be 11 durability if secrets are playing right.  Should be able to attack almost every turn, only switching to the Gladiator's Longbow in the late-game to deal with high attack/high health minions.  Buffing it with Spiteful Smith can make it wreck for a couple of turns. 

    Multi-Shot : Basic Remove, best used in the case of taunt or buff minions.

    Dread Corsair : Minion buff that is almost always either 1 Mana with Eaglehorn Bow or free with Gladiator's Longbow.  Play it when you have extra mana or there are tiny minions that you need to deal with.

    5 Drops

    Captain Greenskin Only other draw power besides Tracking, and in itself a powerful attack card, especially when cover by Dread Corsairs and buffed by Southsea Captain.  Try to keep it alive as long as possible.

    Spiteful Smith : Not a pirate but very useful with weapons due to its enrage effect.  When damaged it provides +2 to weapon damage and if covered by Dread Corsairs it can last multiple turns.  Activate by attacking trash minions or with Elven Archer's battlecry.

    7 Drops

    Gladiator's Longbow : Late game it provides an excellent and safe means of minion removal due both to its high damage and the fact that your hero will not take damage from the minions attacked with it.

    Stratedgy

    Hardest part comes in knowing what cards to keep and what cards to get rid of for your opening hand.  

    The ideal first hand is:

    SecretkeeperSnipeEaglehorn Bow

    Being played in that order.

    If you do not get a Eaglehorn Bow then get trap cards, preferably Snipe and Freezing Trap over the other secrets. This is where tracking comes in.  If you do not get Eaglehorn Bow but you get Tracking, keep it, and a trap or two and you will more than likely get a Eaglehorn Bowby turn 5 at the latest.  Some traps will have had their durability wasted but you can easily keep the pressure on him and off you without the bow.  

    NEVER ATTACK WITH THE BOW WHEN IT IS AT 1 DURABILTY, unless you have another already in your hand.

    That is basically it, play the hand you are dealt and you should be fine.

    Posted in: Hunter
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    posted a message on Non-beast Hunter deck

    the point of this deck was to offer a different playstyle of hunter other than beast

    Posted in: Hunter
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    posted a message on What is BREAD, does it fit well with HearthStone's arena

    Bomb: High Damage Cards that must be dealt with: Illidan, Grommash, Malygos, Giants, Raging Worgen, Gurubashi Berserker, Questing Adventurer.

    Removal: Cards that get rid of bombs: Ironbeak Owl, Spellbreaker, Assasinate, Execute, Frostbolt, Pyroblast, Equality, Hunter's Mark, Explosive Shot.

    Efficient: Cards that are powerful for their cost, and/or gain bonuses with other cards in your deck. Beasts for Hunters, Enrage for Mage/Warriors, Spellpower+Spells, Murlocs, Pirates with Weapons.

    These are really the only parts that of BREAD that apply to hearthstone. 

    Posted in: The Arena
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    posted a message on Faceless Manipulator & Battlecry?

    The faceless manipulator's copying power provides a relatively low cost option to get high cost cards, and also provides a target for the card your copying.  If your opponent summons a giant or legendary that you cannot get rid of copy it, and force him to deal with yours as well

    Posted in: Card Discussion
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    posted a message on Faceless Manipulator & Battlecry?

    Quote from slumgum »

    Magic the Gathering's equivalent of "Battlecry" is basically ruining the game it is so overpowered and abused.  I am really glad how limited it is in Hearthstone.  One question I have since Hearthstone being completely digital has allowed them to have some interesting mechanics, if a Faceless Manipulator is returned to your hand via something like Youthful Brewmaster do you get a Faceless Manipulator in your hand, or do you get what it was copying in your hand?

    You get the  copy, the faceless manipulator transforms into the minion so returning it to ur hand is like returning a sheeped or hexed target to your hand.

    Posted in: Card Discussion
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    posted a message on Non-beast Hunter deck

    maybe the other brewmaster, for a little more damage, and you have up to 4 bows to go thru, 2 of which gain an addition shot every time a secret is triggered

    Posted in: Hunter
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    posted a message on Non-beast Hunter deck

    RECENTLY UPDATED AFTER PLAYING WITH IT ON BETA, ORIGINAL POST IS IN THE SPOILER BELOW. 

    Last of the decks I felt were worth sharing.  Here is a hunter deck that doesn't revolve around beasts. 

    Hunter Weapon
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    Minion (15) Ability (10) Weapon (3)
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    This deck revolves around secrets for removal and for your hero to deal roughly a quarter to half your damage.  The other minions are Spiteful Smith and Pirate Cards (minus Bloodsail corsair) due to their good synergy with weapons, and Secretkeeper due to the many secrets.  Weapons are 1 gladiator longbow for attacking minions, and eaglehorn bows for sustained damage.

     

    These are the updates I have made since I have been playing it in Beta (THANKS HEARTHPWN GIVEAWAY) 

    Weapon Pirate
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    Minion (12) Ability (14) Weapon (4)
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    1 Drops

    Secretkeeper : Best turn one minion for this deck, even with coin. The ideal turn two card is either Freezing Trap or Snipe so unless they have minions already out it will be a pain to deal with at 2/3.

    Tracking : Card is mainly here in case you do not get Eaglehorn Bow on opening draws.  It is also very useful to get Captain Greenskin on turn 5.

    Elven Archer : I use it purely for triggering Spiteful Smith's enrage effect.  Can also be used turn 1 in case you need removal.

    2 Drops

    Snake Trap : not the most useful of early game traps due to it requiring a minion. Mainly for giving durability to Eaglehorn Bow, Snakes can be used to clean up stragglers after a board clear.

    Misdirection : Good when you do not have minions out as the attacking minion will either attack the hero for free damage or clear his side of the board.  May backfire and cause a minion to bypass a taunt minion.

    Bloodsail Raider Very good drop for any turn both early and late game.  With either weapon equipped, it becomes at least a 5/3, with two enraged Spiteful Smiths and a Gladiator's Longbow make it a 11/3.  Play with almost or completely free Dread Corsairs for cover.

    Explosive Trap : Useful for board clear, durability, and Secretkeeper stacks; this card is best used for clearing the board around turn 5 or 6 in preparation for Captain Greenskin or other high value minions.  I usually save the second for very late game removal.

    Freezing Trap : Best mid-game removal because if your opponent wants to replay the card then they will more than likely blow all their mana.  It prevents damage from going through as well. 

    Snipe : My favorite turn 2 card due to the guaranteed killing of almost all thing summonable on turn 2, usually taking a taunt with it.  This both allows for your turn 3 aggression and your own hero's sense of safety.

    3 Drops

    Southsea Captain : Basic buff card, usually play with Dread Corair or the turn after Bloodsail Raider to ensure they either survive the turn or are able to survive the damage when they attack into a minion.

    Eaglehorn Bow : Deck is built around this card, a weapon with what can be 11 durability if secrets are playing right.  Should be able to attack almost every turn, only switching to the Gladiator's Longbow in the late-game to deal with high attack/high health minions.  Buffing it with Spiteful Smith can make it wreck for a couple of turns. 

    Multi-Shot : Basic Remove, best used in the case of taunt or buff minions.

    Dread Corsair : Minion buff that is almost always either 1 Mana with Eaglehorn Bow or free with Gladiator's Longbow.  Play it when you have extra mana or there are tiny minions that you need to deal with.

    5 Drops

    Captain Greenskin Only other draw power besides Tracking, and in itself a powerful attack card, especially when cover by Dread Corsairs and buffed by Southsea Captain.  Try to keep it alive as long as possible.

    Spiteful Smith : Not a pirate but very useful with weapons due to its enrage effect.  When damaged it provides +2 to weapon damage and if covered by Dread Corsairs it can last multiple turns.  Activate by attacking trash minions or with Elven Archer's battlecry.

    7 Drops

    Gladiator's Longbow : Late game it provides an excellent and safe means of minion removal due both to its high damage and the fact that your hero will not take damage from the minions attacked with it.

    Opening Draw Problems and how to deal with them

    Hardest part comes in knowing what cards to keep and what cards to get rid of for your opening hand.  

    The ideal first hand is:

    SecretkeeperSnipeEaglehorn Bow

    Being played in that order.

    If you do not get a Eaglehorn Bow then get trap cards, preferably Snipe and Freezing Trap over the other secrets. This is where tracking comes in.  If you do not get Eaglehorn Bow but you get Tracking, keep it, and a trap or two and you will more than likely get a Eaglehorn Bowby turn 5 at the latest.  Some traps will have had their durability wasted but you can easily keep the pressure on him and off you without the bow.  

    NEVER ATTACK WITH THE BOW WHEN IT IS AT 1 DURABILTY, unless you have another already in your hand.

    That is basically it, play the hand you are dealt and you should be fine.

    Posted in: Hunter
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