So essentially, a 9 Mana: Gain 5 Armor, Summon a 3/6 Water Elemental (and a delayed 6 Health back).
The Hero Power needs to be something great for this to work. The setup required for a good heal when using this is way too much, and even if you do it, 9 Mana for some healing and a water elemental is a sure-fire way to lose out on tempo.
Hi, I quit playing Hearthstone sometime after the new expansion. Just lost interest I guess. Wondering if I should restart playing now? How's the state of the game and all that...
We haven't ever truly received information on how it works. Sources claim that the timer breaks when you open a pack from a different set than what you were opening before. So...this rabbit hole may be deeper than what we could have ever imagined. *puts on a tinfoil hat*
I am I the only who notices that the Hearthstone characters are actually just figments of the worker's imagination?
Think about it.
When "Betty" enters the room, the worker immediately begins to act natural in order to conceal the fact that he was acting crazy before. Plus, it seems that she can only notice the worker.
At the end of the video, Gul'Dan and Uther are nowhere to be seen. Possibly because they never existed in the first place.
Similarly, Gul'Dan and Uther suddenly appear at the beginning of the video when they were clearly not there before
Uther represents the worker's optimistic side, while Gul'dan represents his pessimistic side.
In the next few episodes, Jaina might represent his homosexual tendencies too lol.
I saw the name and thought it was a brawl where you switch decks with your opponent.
Cool idea in concept, but I think would play out horribly in reality, since you can pretty much make decks with 0 Attack value, meaning the games would have to go to fatigue.
The pity timer has been confirmed btw, it's not just a myth anymore. From a Blizzard recent blog post:
"In addition, it should be noted that: with the number of cards to increase the number of packages, players actually get high-quality card card probability will also increase."
The outstanding amount of evidence made it so it never was a myth in the first place, but yeah, we have a confirmation from Blizzard now for all the nay-sayers.
not exactly, rogue has so many ways of getting copies of cards. Even 2 neutral cards that send them back to your hand
There are 6 bouncers total in the deck. You already need to use 3. Each is on average 4 (5, but I'll bump it down to 4 because of lucky Mimic Pods and the Elementals) cards deeper in the deck. Playing the 6th copy wouldn't happen until turn 14. Just 5 wouldn't be until turn 10. Quest on turn 6 is already bordering on too slow.
I think Shadowstep could use a nerf until the deck is around, or could just be sent to the Hall of Fame set. It allows very easy bouncing back, coupled with the fact that it reduces the cost of the card too, I've seen the quest completed by Turn 3 even (and Core played as well, thanks to Prep). Not to say that, that happens often, but the card itself can lead to a very unfair environment.
The crawler is probably used more since Pirates see play in more than one deck right now. The Quest Rogue combo has a few, and so does Pirate Warrior. For Murlocs, if you're countering just a single deck, you can expect it to see less action, which is probably the reason why it isn't seeing as much play.
I suggest looking into which encounter your deck suffers more from, Quest Rogue / Pirate Warrior or Murloc Paladin and then just teching in the counter to it.
But that's just the implementation of the quest mechanic we've seen from Blizzard thus far though. I don't think it's out of the question for them to create triggers that don't generate cards by themselves, but rather are just activators for certain effects.
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So essentially, a 9 Mana: Gain 5 Armor, Summon a 3/6 Water Elemental (and a delayed 6 Health back).
The Hero Power needs to be something great for this to work. The setup required for a good heal when using this is way too much, and even if you do it, 9 Mana for some healing and a water elemental is a sure-fire way to lose out on tempo.
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Hi, I quit playing Hearthstone sometime after the new expansion. Just lost interest I guess. Wondering if I should restart playing now? How's the state of the game and all that...
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They only give them out to prevent the pity-timer for working as most people spend their gold on the newer expansions. #exposed
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I mean like... none of these are the same. Some don't even come close lol.
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The pity timer has been confirmed btw, it's not just a myth anymore. From a Blizzard recent blog post:
"In addition, it should be noted that: with the number of cards to increase the number of packages, players actually get high-quality card card probability will also increase."
The outstanding amount of evidence made it so it never was a myth in the first place, but yeah, we have a confirmation from Blizzard now for all the nay-sayers.
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The crawler is probably used more since Pirates see play in more than one deck right now. The Quest Rogue combo has a few, and so does Pirate Warrior. For Murlocs, if you're countering just a single deck, you can expect it to see less action, which is probably the reason why it isn't seeing as much play.
I suggest looking into which encounter your deck suffers more from, Quest Rogue / Pirate Warrior or Murloc Paladin and then just teching in the counter to it.
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But that's just the implementation of the quest mechanic we've seen from Blizzard thus far though. I don't think it's out of the question for them to create triggers that don't generate cards by themselves, but rather are just activators for certain effects.
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...........
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Thanks for the suggestions, guys. I do like the Freya change, it would make her more manageable. I've added 3 more cards, have a look. ^^