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    posted a message on Battle of the Bans - Tavern Brawl #197
    Quote from onceupop >>

    Creative :D Wild cards are availiable or standard pool only?

     Wild!

    Posted in: Tavern Brawl
  • 2

    posted a message on Battle of the Bans - Tavern Brawl #197

    I think aggro mech hunter does the trick easy. I am playing with mechwarper, metalthoot, micro machine and galvanizer:

    Aggro mech hunter
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    Minion (4)
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    Posted in: Tavern Brawl
  • 1

    posted a message on Brawl of Champions Grand Finals Is This Week's Tavern Brawl

    My experience with it in single player is its one of the strongest shrines... even if you only steal a card every 3 turns, its usually a nice tempo advantage, as well as value stealing and uphand in eventual fatigue wars.

    I played only one match in this brawl, went rogue without thinking and had a massive win against a paladin. Not statistically significant, but its a fun shrine to try anyways.

    Posted in: News
  • 3

    posted a message on Riddle Me This
    Quote from Ch4ce >>

    On the first day, it is calm and quiet. The pillar is steadfast, retaining its size.
    On the second winds howls. By a single unit, the pillar does rise.
    The third day is a downpour. Two units more is the pillar's prize

     If you consider that the single unit can be the size of the pillar on the first day, it can be Scaled Nightmare

    The first day (it is played), it is steady at 2 attack

    The second day, it growns by 2 (equal to initial attack, so 1 unit)

    The third day, it growns by 4 (twice the initial attack, so 2 unitis)

    Posted in: General Discussion
  • 6

    posted a message on Fatigue mechanic

    I think the turn limit is more of a safeguard on Bliazzards servers than a game feature. It may avoid or help to prevent things such as DNS attacks trough having a huge number of mockup games between robots to overflow the servers or prevent some silly things with overflowing turn counts of fatigue damage counts. Imagine two people who just let a Violet Illusionist each on board and go to sleep? It might cause a number of number-related problems.

    From a design standpoint, the decision on what number of turns should the timer max out depends, in part, on how long should a Heartstone game take on average. It is a pretty casual-focused game and designers do not want games to take one hour, even if it depends on both players making a conscious decision of chosing a heavy control decks.

    You could argue that the turn limit was set on a very early and different heartstone, with no absolute crazy cards such as Academic Espionage and Dead Man´s Hand, and should be increased. I have had some crazy games myself, but never reached turn limit. I can imagine it feels really bad, the lack of a closure...

    Edit: just tought that every other fisical cardgame has some sort of build-in resource limit: in MTG at least, most cards with effects that put graveyards into library are exiled on use and there are VERY few cards which let you tutor from outside the game. In HS it may be possible to reach a point (ex: mirror DMH Warrior) where both players have more defensive than offensive tools and can avoid fatigue, thus making the game unwinnable: they would just keep adding armor for ever or until someone's internet provider screwed up (most likelly mine, since I live in Brazil).

    Posted in: General Discussion
  • 1

    posted a message on A Finisher Jade Support Idea.

    It exists and its called Shudeerwack. I have played It and Its been a fun run. You can play It along board clear (Hagata), weapon destruction and spell disruption (Loathweb).

    Posted in: Fan Creations
  • 1

    posted a message on OTK GLINDA

    There is an OTK with Glinda, knife juggler, double Mechawarper and that Mech scorpions that kills a one attack minnion.

    Posted in: General Deck Building
  • 4

    posted a message on Too Many Portals! - Tavern Brawl #169

    Won the first game. As usual, conceded 4 or 5 games in 2 minutes to help people if they don´t want to play a random TB.

    Posted in: Tavern Brawl
  • 2

    posted a message on Bug: Broken Inspire

    What I think is worst is the fact that two Inspire cards seem to have different behaviors, implying they have different coding.

    Posted in: General Discussion
  • 1

    posted a message on Bug: Broken Inspire

    I don´t think its a bug, I just think the "when" resolves before the effect of the Hero Power resolves. That means the opponent pressed the button, the Orgrimmar Aspirant gave its current weapon (none) +1 attack and after that the hero power resolved, given him a 2/2 weapon with no buffs.

    This is similar to the case described in the blog post about the mechanics of the game (source: https://us.battle.net/forums/en/hearthstone/topic/20759378548#1)

    Sequence
    Whenever an action is taken, Hearthstone executes a sequence of steps to resolve what happens. 

    Here’s a simplified example sequence:

        • ACTION: A card is played (this begins the sequence)
        • EVENT: Whenever A Card is Played
        • o Whenever A Card is Played 

    triggers 

        resolve
        • Card ability activates
        • EVENT: After a Card is Played event occurs
        • o After a Card is Played 

    triggers

         resolve

    You can see that the "Whenever" trigger happens BEFORE the habilities of the card played (in this case, Hero Power pressed) resolves.

    Posted in: General Discussion
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