• 1

    posted a message on Anyone aware of a deck that counters those savage roar druids?

    The idea is to pressure the Druid enough with big cards that they're forced to get rid of the combo if they draw into a dead hand. Druids tend to have problems dealing with big cards in general because their best bet would be to burn Keeper, Wrath, and Swipe. Once they're against the rope without any of those three cards or minions on the field to back up their draws, they're in trouble because they'll constantly feed minions into your own spells and play against your tempo.

    Unlike Miracle Rogue, who can counter aggression with even more reckless plays to speed up the game for their win condition, Druid aren't able to bring out such a high amount of draw power and threat. If any analogy was to be made for perspective, Rogue is the one that beats you in a race by sprinting, Druid tries to extend the game into a marathon where you'll eventually lag behind (aka lose pressure), then they're free to steadily draw their win condition and finish you off. If you can keep even with a Druid, they'll draw into less than favorable cards at some point and when they break apart pieces of their Savage+FoN combo, that's when you know you'll have a chance to take the lead. 

    Posted in: General Deck Building
  • 2

    posted a message on [Pre GVG] Force of Murloc

    As always, Mages are quite tough with any rush deck, I think it's best to wait until mid-game and try to combo for some insane damage. Best to bide your time and not overplay until round 5~6, then you much for the most damage possible before burning her late game. Savage Roar + Force of Nature is key as well as all your other direct damage. Luckily, the use of Blizzard is no longer prevalent.

    Knife Juggler is also a great card to throw in, no complaints - especially with Force of Nature!

    Posted in: [Pre GVG] Force of Murloc
  • 3

    posted a message on [Pre GVG] Warlock Low Mana Rush

    I'd like to throw this here, since I know not everyone uses the forums:

    I would like to remind everyone of this deck's original purpose: until this deck no longer helps a newer player gain a fair advantage going into any game mode against a player of the same skill level that has invested more time or money, it stays as a testament among many others that the outcome of the game is not nearly dependent on the cost/strength of one's deck as players think.

    I am not expecting to change this deck any further until there is some considerable change in cards, there are excellent decks that you can look for elsewhere as you improve the state of your Warlock Aggro-styled decks. Thalnos <-> Kobold Geomancer is the obvious swap, to those who are wondering. The legendary is optional and I didn't really factor in the cost of said legendary when referencing this deck for that reason.

    Cheers,
    Aishi

    Posted in: [Pre GVG] Warlock Low Mana Rush
  • 1

    posted a message on [Pre GVG] Early Game Warrior Beatdown

    For Warriors? Unfortunately, nothing post patch.

    It's a tough call to work around so many changes on a class I already find difficulty enjoying.

    Posted in: [Pre GVG] Early Game Warrior Beatdown
  • 1

    posted a message on Work In Progress: Universal Entry-Level Guide

    Table of Contents
    I. Foreword
    II. Common Card Game Terminology
         A. Card types
         B. Card Abilities
         C. Other
    II. Tutorial, menus, UI, and first steps
    III. Which class is best for me? An overview of classes
    IV. Making gold and ways to spend it
    VI. Common Deck Types
         A. Aggro
         B. Control
         C. Combo
         D. Ramp
         E. Burn
         F. Subsets and hybrids 
    IX. Fundamentals of deck building
         A. The essentials
         B. The mana curve
         D. Balancing minions and spells
         E. The checklist
         F. Template decks
    VII. Building your first deck
    VIII. Expanding your collection with dust
         A. Strong neutral cards
         B. Class specific staples
         C. Legendaries
    X. In-game mechanics
         A. Mana
         B. The coin
         C. The deck
         D. The cards
    XI. Playing a match
         B. How to properly mulligan
         A. Attacking the opponent vs trading
         C. Hand count vs board presence
    XII. Common cards and counterplay
         A. Rush / Swarm
         A. Board Clear
         A. High-impact creatures
         A. Stacking buffs
         A. Weapons
         A. Burn
         A. Secrets
    XIII. Arena
    XIV. Understanding the game: Theory, Concepts, and more
         A. The theory of card advantage
         A. The value of draw power
         A.. Probability and you: why singles in a deck are bad
    XV. Making the most out of what Hearthpwn has to offer / FAQ

    I. Foreword
         Welcome to a multi-purpose guide for Hearthstone: Heroes of Warcraft. With the wave of Digital Collectible Card Games coming out, Hearthstone is at the forefront and receiving some well-founded attention by core and hardcore gamers alike. Simply put, Hearthstone is a digital card game published by Blizzard Entertainment that integrates the rich lore of World of Warcraft into a casual, accessible, and addicting online game. The playerbase is well established with our own community leaders and celebrities. If you're looking for a place to start your journey into Hearthstone, then look no further! This guide acts as a compendium for anyone from beginners to advance players to look up information in an easy-to-access format.

    II. Common Card Game Terminology
         A. Card Types
              Basic: Cards already included once you've started the game or unlocked by leveling the respective class
              Common: Denoted by a white gem, the most common type of card from card packs. Can have duplicates in a deck.
              Rare: Denoted by a blue gem, the next level of rarity after common. Can have two duplicated in a deck.
              Epic: Denoted by a purple gem, the next level of rarity. 
              Legendary: Denoted by a orange gem, the highest level of rarity. Only one of each legendary may be in a deck.
              Minion: Cards with attack and toughness that are placed onto the middle of the board. May have other abilities.
              Spells: Cards that are removed from play once the effect stated is resolved.
              Weapons: Card placed beside the hero. Durability is reduced by one each time the hero attacks with the weapon.
         B. Card Abilities
              Battlecry: Effect triggers once minion is played from hand to field
              Charge: Minion may attack the turn it is played
              Choose One: The controller has a choice between two stated effects once played
              Combo: Effect will only trigger if another card is played before it that turn
              Deathrattle: Effect triggers once minion is dies
              Divine Shield: Minion summoned will receive a shield that nullifies damage once
              Enrage: Effect triggers if the minion is damage; healing the minion will reverse the effect
              Freeze: Cannot attack the following turn
              Immune: Nullify all damage 
              Overload: Locks a number of mana for the following turn
              Poison: Instantly kill anything it damages
              Secret: Card is revealed once conditions are met, triggering the stated effect
              Silence: Removes all card text, enchantments and abilities from a targeted minion.
              Stealth: Cannot be targeted in any form; removes when attacked or damaging ability is triggered
              Spell Damage: Increases the damage of spells by stated amount; can stack
              Summon: Summons another creature with specified stats
              Taunt: Minion with taunt must be attacked, can have multiple taunters out; spells bypass taunt
              Transform: Changes targeted minion into specified creature, effect is irreversible
              Windfury: Character can attack twice
         C. Other
              Area of Effect (aka AoE): In terms of card games, spells or effects that hit multiple minions in play
              Arena: One of the two available game modes in Hearthstone. See [Section XIII] for more.
              Body: The amount of attack and health a creature has
              Bomb: Cards with a high impact on a game
              Bounce: Returning a card to the owner's hand
              Board clear (aka Wipe, Nuke): An AoE that clears the playing field of minions
              Cantrip: A card with an effect that includes drawing a card
              Card Advantage: The number of cards one card will trade for. See [Section XIV.A] for more
              Combo: Can refer to the Rogue's Combo effect, or a series of cards played together for a strong effect
              Constructed: Format in which you build your own deck; one of the two available game modes in Hearthstone
              Counter (Hard/Soft): Types of decks or cards that will shut down the strategy of another to certain degrees
              Finisher: A card used to close out the game due to its high impact, regardless of any drawbacks that may incur
              Graveyard: Area where played or destroyed cards go; Hearthstone does not have a graveyard
              Mana: Your resources each turn, you can only play cards according to the amount of Mana you have
              Mana Curve: An analysis of your deck's cards and their casting cost displayed as a curve
              Meta (Meta Game): The highest standard of play at the moment, can refer to popular decks or strategies at the moment
              Mill: The name for a mechanic which involved removing cards from a deck and putting them into the graveyard
              Mulligan: Discarding and redrawing cards you dislike in your initial hand
              Netdeck (aka Cookie Cutter): Copying a deck found online verbatim
              Off-meta deck (aka Rogue deck): A deck designed to play against the current meta
              Ping: Dealing one damage through an effect
              Removal(Hard/Soft): Spells or in some cases, minions, that incapacitate another minion by rendering them useless or dead
              Staples: Cards that are strong or consistent enough that there is an expectation for everyone to play them
              Splashibility: The characteristic of a card to be included in any deck and do well due to its general strength
              Summoning Sickness: Minions cannot attack the turn they're played unless stated otherwise
              Synergy: The characteristics of cards to work well together, can be used interchangeably with Combo
              Tempo: Simply put, whether you are reacting to your opponent, or forcing your opponent to react to you
              Top Deck: Drawing a card from your deck that is perfect for the current situation; also used when you have no hand
              Trade: Can refer to the literal exchange of cards, or when you and your opponent exchange a loss of cards in combat.
              Tutor (aka Fetch): A card that searches your deck for a particular card to place on the field or into your hand
              Utility: The characteristic of a card to be useful in a multitude of situations
              Vanilla: A card without an effect; usually accompanies a strong body

    III. First steps: tutorial, in-game UI, and main menu
    The beginning of your journey starts at your card box, as you enter the first stage of the tutorial, you're motioned to click a pack of cards with a mysterious glow, leading you to unlock your first hero! You'll learn about your health, summoning sickness, and how to win over your first opponent, Hogger. You'll unlock your first pair of cards for winning and then move on with the tutorial, facing your next opponent, Millhouse Manastorm! Here is a quick recap to spare you the dirty work 



    1. Health, summoning sickness
    2. Mana cost, turn order, mana refilling
    3. Attacking minions into eachother, battlecries
    4. Scanning cards, bananas, taunts 
    5. Going second, hero powers
    6. Losing, weapons

    Now you finish up the tutorial, and take your first look at the main menu:

    1. Casual and Ranked Constructed modes
    2. Play against the AI with this option
    3. The Arena is the second game mode, you can enter once you unlock every hero
    4. The shop (Click here for pricing)
    5. Shows you your battle tag, duel requests, friend requests, and friends list
    6. Quest log, overview of hero levels, and wins
    7. Where you open your packs!
    8. Your deck builder and card collection (Click here for a look inside)
    9. Your gold
    10. Options (Click here for a look at the menu)

    With all these options open to you, the easiest way to start is to pick a favorite class, unlock it on Practice mode by winning one game against it using the base Mage class, then level it up to 10 against other AI to unlock the basic class cards. It's a chance to get acquainted with your class and what it has to offer as well as working your way towards completing the one-time quests for extra gold. For more information on how to make gold and other one-time quests are available in [Section IV]. Having trouble on beating certain AI? It's time to make your own deck! Head over to [Section VII] to begin!

    III. Which class is best for me? An overview of classes
    If you're like me, you spend a good couple of hours looking at each class in a new game before you can decide on a class, you dwell over how they play early game, check out their end game, the aesthetics of their gear, how well they do in PvE, PvP, duels, group PvP, the whole sha-bang. At the end of the day, you single out a class, stick to it, and ride it to perfection. To help you with that, I've provided overviews of each class here including some key cards that readily dictate how a class plays. This doesn't mean that this class is only capable of playing around this card, it's just a "signature move", so to speak and a little glimpse into the future of what you could be playing.

    Druid: Malfurion Stormrage
    Let me tell you about strength, strength is about adapting, learning and adapting to any situation that you're put in. Some gamers prefer to set the tempo, they'll start the first and control the pace at which they want the game to go. The other type of player prefers to react, they'll have a game plan they stick to and a toolbox of options that will render any opposition useless. For the latter type of player, there's Druid, whose class specialties are "Choose One" effects that turn a single card into one of two effects. A Druid may not seem intimidating, but slip up and you may see a burst of mana and a huge minion staring at you on the other side of the board. Druids have a secondary deck type, not unlike their own Choose One effect: Swarm. Loads of creature buffs and survivability that will simply overwhelm the opponent in sheer numbers.
    Hero Power: Shapeshift - +1 Attack this turn. +1 Armor.
    What you may be playing: Nourish, Starfall, Ancient of War, Savage Roar, Force of Nature, Innervate.

    Hunter: Rexxar
    Whatever the Hunter class does, they do it aggressively, using a Hero Power with the sole purpose of killing the opponent. Hunters force the game to become very active with a plethora of removal options, control spells, and their trusty weapons. In addition to this timer the Hunter puts the opponent into a number of fun scenarios - they’re masters at forcing the opponent to guess by navigating a minefield of secrets. One wrong guess can set the opponent on tilt as you grasp victory from right under them. Rexxar’s other cards predominantly have synergy with the Beast card type, anything from high value, beast-only buffs to stronger effects if there are beasts in play!

    Hero Power: Steady Shot - Deal 2 damage to the enemy hero
    What you might be playing: Eaglehorn Bow, Deadly Shot, Explosive Trap, Snake Trap, Timber Wolf, Starving Buzzard

    Mage: Jaina Proudmoore
    Jaina will you at the beginning of your journey and showed you the ropes, but don't think twice that she's nothing more than your average starter hero. Her class revolves around elements of control with a healthy amount of direct damage, board nuking AoEs, the most irritating of freezes to stall with, as well as transforms to stifle the most powerful of cards. Jaina has a Hero Power that can be used in a variety of ways, from pinging your own minions to activate their abilities, using it to snipe the opponent's weaker minions hiding behind taunts, or even dealing damage directly, one of the most versatile in the business. There are also a subset of secrets that will keep the opponent guessing, because if they're not careful, you might just end up smacking them with their own minion. If you want a class that has it all, here she is. 
    Hero Power: Fireball - Deal 1 damage to a target
    What you might be playing: Pyroblast, Mirror Entity, Blizzard, Flamestrike, Kirin Tor Mage

    IV. Making gold and ways to spend it
    Gold is your currency in hearthstone, there are various ways to make gold. The most common way is through winning duels in constructed casual and ranked - 3 wins, 10 gold. Please note there is a 100 daily gold cap on this method of obtaining gold! The second method are daily quests, which are rerollable if you click on the X in the top right at your quest log. They come in the form of "Win X times with Class A or Class B", "Do X, Y number of times", or other slight variations which range from 40 gold to 100 gold. Finally, there are one-time quests which allow you to obtain a good amount of gold by doing tasks such as beating all the AI, unlocking all the classes, and others. The link at the end of this section will show specific quests.

    Spending your gold only has two options at the moment: Packs are 100g each, giving you a minimum of 4 commons and 1 rare with chances at obtaining better rarity cards replacing any of the 5 cards. The second option is 150g for a ticket into Arena, which has a chance at reimbursing your original cost and a guaranteed pack. More information can be found in [Section XII].

    Further reading:
    By FluxFlashor

    VI. Common Deck Types
         A. Aggro
         B. Control
         C. Combo
         D. Ramp
         E. Burn
         F. Subsets and hybrids 

    Posted in: Staff Work Area
  • 3

    posted a message on [Pre GVG] Warlock Low Mana Rush

    (b' ')b

    Posted in: [Pre GVG] Warlock Low Mana Rush
  • 2

    posted a message on [Pre GVG] Force of Murloc

    Age old post, I know, but just something I wanted to address. Savage Roar + Force of Nature is a 14 damage combo. Taunts aside of course, but it's there when you have that opening and when you do, games tend to end with it.

    It's a concept I'm using for another Druid combo-styled deck, so it's the only reason I brought it up. Cheers.

    Posted in: [Pre GVG] Force of Murloc
  • 3

    posted a message on [Pre GVG] Warlock Low Mana Rush

    It's a common understanding that trading cards will lead you to late game, and you lose late game if you're behind. I would agree with this sentiment expressed by a poster below:

    Although I consider decks like this really easy to play and it often inflates people past ranks they'd normally get... choosing when to play certain minions and choosing when you use draw power strategically usually makes a difference in how far people can take this deck.

    Yes, this deck is good, yes it's simple to play, but at some point, you're going to have to hunker down and learn to play the deck to its potential. No longer can you place minions down for free, trade them, and win. That's the deck winning, not the player. You need to learn to keep steady momentum vs upcoming AoE, know when and when not to tap, which 1 drops are you going to open with in a turn full of 1 mana cards, how to maximize the placement of your Dire Wolves and everything in between as a step to becoming a better player - not just with the deck. Learn the opponent's cards, explore other classes, understand how they tick, then come back to this deck. Be proactive, not reactive and keep the pace of the game your way, this is what the deck is best at. You don't have many options at all in a tight spot, but you do have more than enough ways to prevent that position from occuring.

    @Edit 1: Mages have gotten incredibly easier with the nerf to Blizzard and Cone of Cold. Remember to attack their life, seriously, you're not trading for value, don't get suckered into hitting minions that get thrown down unless you're going into turn 6/7. The game should be over by then, and a simple SD+1 and Arcane Explosion early game should not deter you with Blood Imp out. Arcane Missiles suck, sure, but that's RNG and something that cannot be handled with ease - no turn 1 imps, no Voidwalker in response to high health minions, mulligan the weaker drops and go for a quicker hand.

    @Edit 2: It happens, play them slower and don't swing the mouse when placing them

    @Edit 3: Leeroy doesn't trade into 4 health minions for free, or 5 health with Dire Wolf. Feel free to add him if you want a finisher, but I personally recommend at least one Argent Commander for mid-game pressure.

    Posted in: [Pre GVG] Warlock Low Mana Rush
  • 1

    posted a message on Average Win Rate Statistics

    Average win rate is 3, consider this:

    Max of 3 losses

    Max of 9 wins

    For someone to win, another person has to lose
    For the average win rate to be 5, for example, then then you would expect there to be another 5 losses from another person, which is impossible because the loss caps at 3 and the losses carry over to a second player, therefore, you can never expect a balance of winners:losers. There's also the problem of considering order because the final game must be a loss, but I digress.

    Long story short, the average is like 2.954 games. The actual equation of average wins can be acquired through use of combinatorics

    Posted in: The Arena
  • 2

    posted a message on [Pre GVG] Force of Murloc

    I'm broke, dear forumer.

    Posted in: [Pre GVG] Force of Murloc
  • To post a comment, please login or register a new account.