• 0

    posted a message on New Card - Rogue Quest - Bazaar Burglary

    This is just dumb.

    The power level of this expansion is stupid. 

    Posted in: Card Discussion
  • 0

    posted a message on New Hunter Card - Wild Bloodstinger

    6 mana 6/9, beast, with a disruption mechanic, in hunter, who just got Webweaver. 

    This will be an amazing card. 

    In arena it will make Hunters OP.

     

     

    Posted in: Card Discussion
  • 6

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

     

    Quote from usde >>

    just won against a cubelock and a baku palladin in a sequence because both of them got disconnected... and I don't feel sorry for them at all

     
    This isn't a rant. This is a feelsgoodman. This ain't the feelgoodman thread! Maybe we should have a feelsgoodman thread. 
    Posted in: General Discussion
  • 3

    posted a message on Hearthstone: The card game with fundamental design flaws and why it is time to say goodbye

    I made a post in the group therapy thread and wanted to share it with a broader audience.

    I have finally done it! I have removed HS from my computer! ITS OVER!

    Seriously though, the game had not been fun for me for a while now. The major issue for me has been the fundamentals it was built upon. You have RNG within a card, sometimes it works in your favor sometimes it doesn't, and that's fine, card games will always come with that element. Even with RNG not working in my favor many, many times (looking at you arena!), I did not complain about the game or thought that it needs to changed. 

    The real problem for me has been the initial draw of a limited 3 cards (4 if going second) out a total 30 cards. Its game breaking tbh. Having 10% of your deck at the start of the game severely limits your play style and encourages aggro built heavily. With the addition of Baku, this has been favored even more, with the hero powers becoming stronger (Bakuladin, not to mention Gennladin but that is a mid-range deck. Also, it will only be a matter of time when someone finds a better version of Baku Hunter, rather then the current crappy version of playing a bunch of 1 drops and hope you draw silence to finish off the opponent.). Some people will say that aggro will become stronger if they have more cards at the start, but so will control and mid-range, you will have more tools to deal with aggro rather then playing that one card you have to save your ass and hope for the best. 

    The other thing with the initial card limit is that it hurts two card combos the most. You have one piece in hand and sometimes you never ever draw the second piece. It limits deck building because you cannot add such combos in your deck unless you have heavy draw mechanics and we all know how draw works in HS, as some classes are entitled to get all the draws they want while others get nothing (seriously who decided to give Kobold Librarian to Warlocks? They didn't have enough draw?)

    If you provide more cards at the start of the game, then these two card combos become more realistic and deck creativity increases even without draw. With more cards you have a better chance to fight aggro and better chance to do combos (not miracle style combos, but simple combos that should exist in the game but don't).

    Final issue with initial number of cards in your hand, cards that increases the thickness of your deck are rather useless (White Eyes and Dire Frenzy), this is why discover has been such a popular mechanic because it adds to your hand. Almost all discover cards are very good or playable (no wonder Blizzard abused it). Both discover and "add card to your deck" are value plays but we all know which one we all prefer. Recruit is also popular when done right because it thins your deck and provides more chances to draw a crucial card. 

    In other words, what I believe is, if you have more cards at the start of the game, the game will be more interesting while also being shorter due to faster fatigue rates. It will also counter the lack of card draw some classes have as well as providing more chances for the crucial turn you want to do since you will have more cards in your hand. 

     

    The second fundamental flaw with the game is AoE. Once again some classes are entitled to it but others are not? This causes some classes to play a specific type of deck and nothing else (Hunters, who are one AoE away from having a cool and viable control deck. Wild is a decent example). I have never understood this design philosophy from Blizzard. Why are you restricting gameplay with this decision? Will it be really bad to print a half decent AoE rather then printing a dumb unusable pack filler? And speaking of decent AoE!

    Most AoE in the game are simply not good enough. Go back and look at all the AoE cards ever released. How many of them were good? And how many were good on their own? AoE cards became good in the last 1.5-2 years and that is when we really saw a host of control decks become viable (Kazakus had a huge part to play), we had control decks before this period but not to the extent we had during that era. Once again we are back to an era where AoE barely exist (or reliable AoE barely exist), when compared to the extent it existed in the year of the Mammoth. 

    The third and final fundamental flaw with Hearthstone is minion stats in accordance to their mana and the bonus effects they bring. Sometimes the bonus effect is so strong, one application can turn the game around. Minions at low mana are already heavily stated and this goes on and becomes a major issue as the mana increases. At 1 mana you have almost 4 stats on a body (looking at many 1/3 minions in the game, this stat can increase on some minions)! Later on it becomes 5 mana with 10 stats and a bonus effect (looking at the many 5 drops in the game) and increases to up to 10 mana with 24 stats (and bonus effects). With the lack of removal in the game, single target or AoE, dealing with such minions is problematic. If you have big minions in the game, or if your game revolves heavily around minions, then there should be ways to deal with them, otherwise their stats should be lower, so they are manageable with minion minion trading, thus encouraging trading and interactions. Spiteful Summoner is a potential 6 mana 16/16 (32 stats for just 6 mana!) and that is not right. 4 mana 7/7 (14 stats for 4 mana!) was not right.

    When Emeriss was released, it was a meme card (and probably will stay that way forever). However, if you look at the stats of the card, they somehow feel, right? Bonus effect aside, 10 mana for 16 stats is mighty fine and can be dealt with, looking at it comes out at turn 10. The effect is powerful but it has limitations of its own. Over scaled minions have caused major issues in HS and they should be limited but somehow are abundant and there are lack of direct counters to them. 

    Right now HS heavily lacks within the "interactive game play" department. Or maybe, it has always lacked in that department?

    There are a few more things I wanted to list. But to hell with it. I am done with this game! I will not miss it and will not miss the community either! Haha! 

    Anyways boys and girls. Hope you all have a great time ahead. Good luck with your lives and have fun! 

    Posted in: General Discussion
  • 10

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    I have finally done it! I have removed HS from my computer! ITS OVER!

    Seriously though, the game had not been fun for me for a while now. The major issue for me has been the fundamentals it was built upon. You have RNG within a card, sometimes it works in your favor sometimes it doesn't, and that's fine, but the problem for me has been the initial draw of a limited 3 cards (4 if going second) out a total 30 cards. Its game breaking tbh. Having 10% of your deck at the start of the game severely limits your play style and encourages aggro built heavily. With the addition of Baku, this has been favored even more, with the hero powers becoming stronger (Bakuladin, not to mention Gennladin but that is a mid-range deck. Also, it will only be a matter of time when someone finds a better version of Baku Hunter, rather then the current crappy version of playing a bunch of 1 drops and hope you draw silence to finish off the opponent.). Some people will say that aggro will become stronger if they have more cards at the start, but so will control and mid-range, you will have more tools to deal with aggro rather then playing that one card you have to save your ass and hope for the best. 

    The other thing with the initial card limit is that it hurts two card combos the most. You have one piece in hand and sometimes you never ever draw the second piece. It limits deck building because you cannot add such combos in your deck unless you have heavy draw mechanics and we all know how draw works in HS, as some classes are entitled to get all the draws they want while others get nothing (seriously who decided to give Kobald Librarian to Warlocks? They didn't have enough draw?)

    If you provide more cards at the start of the game, then these two card combos become more realistic and deck creativity increases even without draw. With more cards you have a better chance to fight aggro and better chance to do combos (not miracle style combos, but simple combos that should exist in the game but don't).

    Final issue with initial number of cards in your hand, cards that increases the thickness of your deck are rather useless (White Eyes and Dire Frenzy), this is why discover has been such a popular mechanic because it adds to your hand. Almost all discover cards are very good or playable. Both discover and "add card to your deck" are value plays but we all know which one we all prefer. Recruit is also popular when done right because it thins your deck and provides more chances to draw a crucial card. 

    In other words, what I believe is, if you have more cards at the start of the game, the game will be more interesting while also being shorter due to faster fatigue rates. It will also counter the lack of card draw some classes have as well as providing more chances to that crucial turn you want to do since you will have more cards.

    The second fundamental flaw with the game is AoE. Once again some classes are entitled to it but others are not? This causes some classes to play a specific type of deck and nothing else (Hunters, who are one AoE away from having a cool and viable control deck). I have never understood this design philosophy from Blizzard. Why are you restricting gameplay with this decision? Will it be really bad to print a half decent AoE rather then printing a dumb unusable pack filler? 

    The other issue is that most AoE are simply not good enough. Go back and look at all the AoE cards ever released. How many of them were good? And how many were good on their own? AoE cards became good in the last 1.5-2 years and that is when we really saw a host of control decks become viable (Kazakus had a huge part to play), we had control decks before this period but not to this extent. Once again we are back to an era where AoE doesn't exists to the extent it existed in the year of the Mammoth. 

    The third and final fundamental flaw with Hearthstone is minion stats in accordance to their mana and the bonus effects they bring, sometimes the bonus effect is so strong, one application can turn the game around. Minions at low mana are already heavily stated and this goes on and becomes a major issue as the mana increases. At 1 mana you have almost 4 stats on a body (looking at many 1/3 minions in the game, this stat can increase on some minions!) Later on it becomes 5 mana with 10 stats and a bonus effect (looking at the many 5 drops in the game) and increases to up to 10 mana 24 stats (with bonus effects). With the lack of removal in the game, single target or AoE, dealing with such minions is problematic. If you have big minions in the game, or if your game revolves heavily around minions, then there should be ways to deal with them, otherwise their stats should be lower, so they are manageable with minion minion trading, thus encouraging trading and interactions. Spiteful Summoner is a potential 6 mana 16/16 and that is not right. 4 mana 7/7 was not right.

    Right now HS heavily lacks within the interactive game play department. Or maybe, it has always lacked in the department?

    There are a few more things I wanted to list, but to hell with it. I am done with this game! I will not miss it and will not miss the community either! Haha! 

    Anyways boys and girls. Hope you all have a great time ahead. Good luck with your lives and have fun! 

    Posted in: General Discussion
  • 0

    posted a message on Tracker is terrible (Monster Hunt)

    Tess was my first try. Getting the right spell with the hero power is really strong. The echo spell to kill enemies is great. Use it at the right time in a game. Build a Jade deck. Because Jades are OP. No AI can handle Jades for a long time especially if you are dropping them for 1 mana using Sonya.

    Crowley was also first try. Got the extra cannon guy, along with double use of hero and just burst the enemy minions and enemy down.

    Shaw was difficult but got it on the third try. The +2 HP buff to the minions is key with the guy. Then trade as you like or go face. Wolf giving the dogs extra attack helped a lot. +2 attach on dogs are also key, but I didn't get it, no issues though!

    That bitch Toki is the toughest for me. Currently on the 8th try. She is super stupid because of the Mage class "apply RNG to win" crap. I haven't gotten any AoE in her kits so far. Reached the final 4 times and died because she builds a stupid board and I can't deal with it. Tried almost everything besides AoE, which I didn't get. Spell power buff, hp buff, etc. Nothing has worked for me. I hate the Mage class and this has led me to hate it even more. 

    Posted in: Monster Hunt
  • 0

    posted a message on How are you liking monster hunt?

    Finished with all except Shaw. Seems like the toughest to complete with. His hero power is so weak against some of the bosses.

    The rest were easy. 

    Remember to take the extra cannon guy with Darius and upgrade your cannons. You literally win just by spamming the cannons.

    Posted in: Monster Hunt
  • 0

    posted a message on What Quest to craft?

    Quest Hunter is a deck that can go toe to toe with many decks given the right circumstances. The deck might become Tier 1 with the addition of a 1 or 2 cards that support the archetype. Will be definitely Tier 2.

    However, that is not the talking point of the deck. The talking points are:

    1) It is an extremely fun deck to play. It might go down as one of the most fun decks to play, ever.

    2) It has an extremely high skill cap. Yes, a Hunter deck has an extremely high skill cap. 

    Now, the problem arises given the power level difference between decks right now, you need to tech against the top decks. Cubelock, Tauntdruid, Odd/Even Paladins and Spiteful decks. Spiteful is the easiest to win if you draw Toxmonger along with Boar or Archer. Against Paladins you need to go toe to toe with them, meaning mulligan away the Quest, which kinda defeats the purpose of the archetype. Cubelock, if he summons Doomguard and you don't have a reply, they do a lot of damage next turn. Taunt Druid is disgusting if you can't silence at least one Cube.

    If you REALLY are looking for a FUN DECK, the I will say you will not be disappointed by Quest Hunter. 

    Posted in: General Deck Building
  • 0

    posted a message on What Quest to craft?

    All the quest suck (except quest Rogue vs. some decks). If you are loaded in dust, craft the one you think will be most enjoyable by looking at other play that deck, otherwise forget about it and craft a legendary that will take you to legend. Many such legendaries exist in the game right now. 

    Posted in: General Deck Building
  • 2

    posted a message on The End of Hearthstone?

    Hearthstone is not dying. It is simply changing. A company like Blizzard just doesn't roll up after a few people leave. After the time HS has been in play, some shake in the lead team is nothing odd. Its actually normal. A person as intelligent and charismatic as Ben Brode will stay around and work for other people for a very long time. He was bound to go on his own adventures. 

    In case you haven't noticed, Hearthstone's design philosophy has already changed, with very little rng in the game at work right now. The game still has rng but it is not as large as it was previously.

    Since HS designs expansions yearly, meaning 3 expansions ahead, rather then designing a single expansion and moving on to the next. I bet you won't see any difference in the game design for a long time. 

    Posted in: General Chat
  • 0

    posted a message on New Hunter Legendary - Emeriss

     

    Quote from Leru >>

    Hope you have keep it. Emeriss start showing his power in ladder....

     
    In what kind of deck? Can you sure it.
    Posted in: Card Discussion
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

    Hunter will never be able to play combo decks because they lack consistent card draw. Blizzard can design a high cost card draw for Hunters to counter it from being included in aggro decks but they don't want to. This results in a severe lack of possible builds for Hunter. Countess Ashmore exist but she doesn't have taunt and the main reason why she is not played. 

    The QH deck I am playing has such intense power level if I draw my cards. I literally become unbeatable during late game. Cubelock? Cubedruid? Big Mage? Elemental Mage? Spiteful decks? No worries. They have unlimited health? No worries. I have unlimited damage. The Deathstalker Rexxar and Queen Carnassa combo is game breaking. Toxmonger is a such a beautiful card, "give your 1 drops unlimited attack power against minions". Absolutely brilliant design. 

    I also have a good chance against a lot of aggro decks. Since I'm a Hunter and naturally aggressive, I can wreck their faces. Need to play carefully and against control decks, get a good Cult Master and everything is in motion. 

    Unfortunately, sometimes the card draw doesn't work out and it breaks my game plan. Trying to counter it by adding in Loot Hoarder. Hope it performs well. 

    Thinking of adding Sea Giant in the deck. I think it can work with the number of minions on board in a normal game.

    Posted in: Hunter
  • 2

    posted a message on So quest rogue is back?

    Its even more fun now! Since you can just replay that Boar over and over again if you Sonya on the board and complete the quest.

    I don't mind QR. They keep extremely greedy and late game decks in check but get wrecked so hard by any deck slightly aggressive. I play QH and if I mulligan the quest away, focus on eating their faces, I win almost all the time, even if they vanish twice. They are so fragile. 

    QR is the classic example of decks in the current meta. You either WIN HARD or LOSE HARD. The meta is so polarizing right now, making it difficult to climb (difficult climb is not a bad thing). But the climb has become difficult due to your luck with what deck you will face and mostly has nothing to do with your skill or how you pilot your own deck. You also need to tech in stupid cards to counter some decks which means if you really wanna climb fast the number of cards you tech will be around 2-5, diluting your deck and reducing the fun level.

    Whats more interesting is that all these "new" decks are just older OP decks that got revived and barely contain any new cards. I think the highest number of new cards you will find in any given deck is three. This is not to say the new expansion sucks bla bla, but more about how incredibly OP some of the old cards were. And these older cards were oppressed by the cards that rotated with the new year indicating their power level. This means only one thing. The power creep in Hearthstone has gone out of control and Blizzard needs to take things seriously. 

    Posted in: General Discussion
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

     

    Quote from Apoc7 >>

     

    Quote from Ashaf306 >>

     

    Quote from Apoc7 >>

     

    Quote from Ashaf306 >>

     

    Quote from toasty004 >>

    Deathstalker Rexxar can actually overwhelm an opponent over time, and most of the bad beasts rotated out. Dire Frenzy is pretty value-oriented, but a decent hit with it and a way to draw it, (like Witchwood Piper) it can be really powerful. Here's a list I made, definitely room for replacements in the traps. I might add Cult Master later for help drawing like you suggested. Let me know what you think

    Dire Dog Hunter
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (12) Ability (13) Weapon (4) Playable Hero (1)
    Loading Collection

     
    I am looking for Rexxar's new built a beast pool to make a fair judgement on the card because the results have been inconsistent. Most of the time I don't get a beast to answer my opponent. Maybe I need to show more faith in the beasts and just drop them on the board? All I know is that I am spending 2 mana to get a card that is sitting in hand and it messes up my plays. The health gain and AoE are beneficial from the card but I need to take some time to clear my head and make a fair assessment of Rexxar and other cards.
     
    Your deck looks too focused on buffing. I don't believe dinomancy is a good card. Look at it this way, you spend 4 mana to give a beast +2/+2, with Dire Frenzy you give the minion +3/+3 and add 3 more to your deck for the same mana cost. The board doesn't have a beast all the time, something that should also be considered. A better buffer is Houndmaster. You get the +2/+2 just like from dinomancy AND a 4/3 with cool sound effects for the same mana cost. The guy win games. With your deck, the card is very valuable. 
     
    I considered adding Piper and Hydra to my deck. The problem with Piper is the mana cost. 4 mana is loaded with Shaw, Strike and Cult Masters in my deck. Sometimes Houndmaster is also added. Hydra is something I might find room for. Seems good in a meta where Paladins are flooding the board. It is the best beast in build a beast right now, low cost and a heavy hitter. 
     Rexxar DK is a really slow card, the key to using him is in a deck that has other really high value minions and control tools (basically a control deck) to exhuast the opponents hand before you start building beasts. I find doomsayers work really well with the DK. Since the DK is fairly cheap, you can often drop the doomsayer on the same turn you transition into the DK to hopefully stall the opponent to give you the initiative to drop a zombeast on an empty board. If a control hunter deck is ever legit in standard, I presume doomsayers would be auto-includes.
     
     
    Yeah, I see the power of Deathstalker right now. Using it in my Quest Hunter deck. He is doing pretty good! The deck overall is doing good. I do have some issues and need to change a few cards here and there. It's one of the most fun deck I have played. 
    The deck does really well against the meta decks of Paladins. I am somewhat getting to control Cubelock too with the addition of Harrison. 
    The main issue I have is that current control Hunter decks are relying too much on DK. Decks like Cubedruid get out of hand really fast. Keeping the tools to control them is difficult due to lack of reliable draw. Cult Master's do the job but only if you have a proper setup. And even with draw you might lack the one drops for Toxmonger. Trying to find DK to stabilize is the main goal of my QH deck right now. Once the Queen comes into gameplay, things get interesting really fast. You can Toxmonger the entire brood. The quest gets completed around turn 7-8, which is fair enough I believe, as you go around controlling the board before that.
    Should I always keep DK in my hand if I get him? Especially against Cube builds?
    It's all very tricky atm. Trying to build a deck to counter all the meta decks. I mulligen the quest away when facing Paladins. You don't need it against them.
    I have Plated Beetles to fight aggro. I am thinking of changing them with Scalehide. Might be better. 
    I might try doomsayer but I feel Hunters need to be proactive, even with a control build.
    Mid-range actually causes the most trouble for me. That's the nature of the game and fine with it since I have decent chance against them. You can't beat them all!
     If your deck is proactive, you don't keep the DK in mulligan. However, against really reactive decks like control priest/warrior, for example, you keep the DK since they don't pressure you much and they can easily exhuast all of your threats if you don't DK early on.
    Decks like spell hunter that is fairly reactive would keep the DK in a lot of matchups (except cubelocks, DK is a losing play there, however after losing N'zoth, the DK does a lot better against them.)
    Doomsayers fit in reactive hunter decks like spell hunter (its just that they can't include it because of Rhok'delar) and my deck for example. Savjz also made a control hunter deck that is similar to spell hunter but without the weapon so that he could include minions like doomsayers, stitch trackers, and Azalina as a form of card generation tool against other control decks.  The thing with doomsayers, similar to board clears that harm both sides of the board, you're the one that gets to control when to use it to benefit you the most, that's why that card is one of the best anti-aggro tools in the game for all these years.
    My control hunter deck in wild also does bad against midrange decks lol, but that's just the nature of the game, midrange>control>aggro.
     
     I like the idea for Azalina. Might be good vs. some classes. Can you give me the list of Savjz deck? 
    I really want to make my Quest Hunter work. I believe I am very close to making it a solid Tier two deck. Currently hovering around 45-50% win rate. With the new additions I stand a better chance.
    Posted in: Hunter
  • 1

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

     

    Quote from A_Flagrants >>

     

    Quote from Ashaf306 >>

    The new Hunter card Dire Frenzy is the first spell buff for Hunters in the game. Yes, we had some others, but this one is a direct buff, with a twist never seen before in Hearthstone. The card design is such that you should be able to built a deck around it, or at least try to. 

    This got me wondering. What beast are suitable for such a deck? How will you draw said beast? And what will be your win condition? So I looked up some of the beast most suitable for Dire Frenzy and wanted to make a list and possible playstyles and outcomes along with it. 

    Hunter Minions:

    Scavenging Hyena - The first and most obvious choice for the buff. The advantage lies in the low mana cost as well the the potential for natural growth of the minion due to other beasts dying. With Dire Frenzy, the minion will be 2 mana 5/5, something your opponent will have major issue dealing with. With it's low mana cost, multiples can be played each turn. Mid-game 6 mana combo. 

    Cave Hydra - 3 mana 5/7 after Dire Frenzy. With extra 2 health and the ability to take out multiple minions all by itself, Cave Hydra is an interesting choice. It cost more and does't scale like Hyena but it has insane board presence, allowing Hunter to go full control mode, but also able to deal face damage when the opportunity arises. Early late-game 7 mana combo.

    Corpse Widow - An odd choice on the list, but the interesting bit is that it is a 7/9 after buff, while also having the ability to reduce cost of your deathrattle minions, mainly Savannah Highmane. Two 7/9s at turn 10 does't sound too shabby now. This one is a 9 mana combo, because your opponent will not be leaving it alive for you to buff it the next turn. 

    Tundra Rhino - A horde of charging minions that give other beast charge? Sounds awesome! The problem with Tundra Rhino was always the low stats it boosted. But now it can be a 5/8 and you can have an army. 9 mana combo. A bit too slow.  

    Savannah Highmane - The legendary, the king himself. 6 mana, 9/8 that summons two 2/2s. How many can your opponent remove? How many? The problem with Highmane is that you can only play one per turn, and that's where the limitation starts. The other issue is that it is a very late game play. Happening at the happy time of 10 mana crystal. Probably not feasible as Hunters. 

    Queen Carnassa* - Quest Hunter might be a viable deck after the release of Toxmonger and Wing Blast. Toxmonger turns those useless 1 mana minions into deadly killers. All the while you clear the enemy board with pesky minions, the Quest will be in progress. Once completed, you can buff the Queen herself and create a super fatigue deck. With 8 Queens, hilarity in ensured. The issue will be viable deck, lots of theory crafting will be done. Exciting times ahead!

    Neutral Minions:

    Swamp Leech**** - The new addition to the beast family, 1 mana 2/1 Lifesteal. The problem is early game it's too weak and dies easily. Midgame it's a very interesting choice since it provide Hunter's some crucial healing. 

    Dire Mole - The reason why this guy is on the list is because of Tol'vir Warden and to some extent, Quest. 1 mana 4/6 is a tough minion to beat. Not to mention the easy combo with Tundra Rhino. This combo alone might be able to make Quest Hunter work because Quest Hunter will not longer be drawing weak 1 mana minions. 5 mana combo. If you can hold your early game, you are in the driving seat with this guy at the stirring wheel.

    Stonetusk Boar - A 1 mana 4/4 with charge is scary. Eight 1 mana 4/4s with charge is terrifying. They can also be drawn by Tol'vir Warden and work towards Quest Hunter. Also creates the possibility of an aggressive mid-range Hunter deck. If we know anything from Paladins, buffed 1/1s can be very dangerous. 5 mana combo. 

    Young Dragonhawk* - I missed this guy, girl? In my initial list. But this one makes a lot of sense. It doesn't have charge like the Boars, but it does have widfury. Making it ideal for an OTK deck with Rhinos. It's better then Angry Chicken because you don't need to Enrage them. 

    Vicious Scalehide****: The second beast added in the last cards in the upcoming WW expansion. This one is an interesting choice with lifesteal and rush. When buffed with Dire Frenzy, it's 4/6 lifesteal and rush, this makes it a very interesting target to buff. The issue will be draw, but with an all minion Dire Frenzy, it make an interesting target. 6 mana combo. 

    King Mukla - I am not joking here. 3 mana 8/8 is crazy... You can apply a bit of a mill strategy too. 

    Vicious Fledgling - Forgot about this guy? 3 mana 6/6. The issue is that it's an exposed target. The opponent can remove it easily. But if it stays, just one of these will win the game by itself. 7 mana combo though. So it's late. 

    Arfus - ??? Naaa. 

    Stranglethorn Tiger - My favorite on the list. The stealth makes it so that it survives into the next turn. Almost all the time. The beauty of this card is that it doesn't need to have the combo played on the same turn. You can drop him and wait to buff him the next turn. 5 mana 8/8 with stealth. You can drop one and cube it, then play the deathrattle activator and still have the cube in play to mitigate AoE. Except Psychic Scream of course. With this strategy, you will bombard the enemy with stealth minions they can't do anything about. Add in Tundra Rhino for immediate effect of the Tigers. 

    Witchwood Grizzly****: Witchwood Grizzly will be an interesting beast to buff if you are going for a control Hunter deck. A proper control Hunter that is. 5 mana, 6/X (where X will be anywhere from 14-24 health) is an effing beast! This is a 9 mana combo, but due to the high health of the beast, you can expect it to live to the next turn. This will require some testing to understand the viability of the card. 

    So that is my list of suitable beast for Dire Frenzy. There might be a few I missed and the new expansion might add more, so I will update the thread as possible. Also come up with some suitable decks. 

     

    Possible Decks*:

     

    Secret Hunter****:

    Witchwood Midrange Hunter
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    Minion (11) Ability (17) Weapon (2)
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    The Secret Hunter deck with minions for WW, will be a decent deck for lower level of ranked play. 

    The deck will be good against aggro and zoo decks. Might even take out control decks if you get good draws. The Spellstone pushes the deck but it will surely miss the great Cloaked Huntress for tempo. 

    Swamp Leech will provide some necessary heals vs. a similar midrange deck or aggro deck. When buffed with Houndmaster it is a 4/3 with taunt. Providing some decent heals midgame. 

     

    Verdict: Lower Tier 2 but most likely Tier 3 deck. However, it will provide quick ranking in the lower ranks. 

     

    Young Dragonhawk OTK Deck:

    Flying Frenzy OTK
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    Minion (14) Ability (13) Weapon (2) Playable Hero (1)
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    Comes with lots of draw and removal. The combo pieces are simple. Get your Young Dragonhawk and Tundra Rhino. Go face. With three Young Dragonhawk you can do 3x4x2 + 2 = 26 damage, 8 mana combo. With 4, you do 4x4x2 + 2 = 34 damage. An OTK, only with 9 mana. If all fails, Mr. Deathknight to the rescue. Might add another Cult Master for more draw.

    ***Removed Tar Creeper, Hunter's Mark and Loot Hoarder, adding in Spellstone and Secret package as well as Stitched Tracker for better early board presence and more flexible draw. Added the second Cult Master due to early board presence and more chances of card draw. Now only using one Young Dragonhawk, since buff one will give you more anyways and you can buff those to get even more if you wish. You most likely need three max and some cases two.  

     

    Quest Hunter: 

    Dire Frenzy Quest Hunter
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    Minion (20) Ability (7) Weapon (2) Playable Hero (1)
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    Small minions. Removal. Draw. A buffed Queen. Charging broods. Fatigue deck. This one is very very interesting. Both the Queen and her brood can be buffed. Once buffed, you can start charging their face with Rhinos coming in. You don't need to worry about loosing minions with this deck. There just too many! Mr. Deathknight is here because he is only good Hunter legendary and probably one of the best legendaries ever. So I try to include him in every deck possible.

    **Removed Jeweled Macaw for Stitched Tracker.

     

    Jurassic Hunter****:

    Jurassic Hunter
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    Minion (16) Ability (11) Weapon (2) Playable Hero (1)
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    The deck design is based around popping out big dinosaurs from your deck to eat your opponents face. But this time these beast will be bigger and more hungry with a certain frenzy spell casted on them. Dire Frenzy makes the deck viable since you will have multiple dinosaurs in your deck and potentially never run out of them (this is simply not true). With two Charged Devilsaur and King Krush, as well as 6 other buffed dinosaurs, you have a solid 9 dinos to recruit. Since you are recruiting them, they can all go face regardless of the limitations of the Charged Devilsaur. A free 10/10 hitting face doesn't sound too shabby. 

     

    Verdict: The deck's performance will depend if the meta has silence minions in it (which seems like it will have due to Cubelock's popularity). High potential deck. Initially it will be a lower tier 3 or tier 4 deck. But due to it's potential, it might end up higher in the ranking as the meta progresses.

     

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    * The first update to the list. 

    ** Second update.

    *** Third update. 

    ****Forth update: Added WW beasts and two new decks Midrange Hunter and Jurassic Hunter.

     Hey! Looks like you are a really huge hunter fan :P   
    I have been trying a new deck, at first a thought of it as a meme deck, but it is performing better than expected. Do you mind giving it a shot to check how bad it is? Any advice or comment will be amazing! :3
     
    Haha! I am just a fan of creative gameplay and mostly play my own decks on the ladder. Reached rank 10 minimum with a lot of my decks and as high as rank 7 (this is where the player skill increases drastically and maybe why I don't do well :P. However, the highest rank I have reached is rank 2 with various popular decks!) I have a hard on for various classes during my time of Hearthstone but my favorites are Hunter, Warrior, Priest and Shaman (no particular order. Hint: I hate Mage). 
    Unfortuantely, I cannot try your deck. Because I don't have Emeriss and don't plan to craft it :P (yet). But I will give you a few comments regarding your deck.
    I do not like Tol'vir Warden. I believe it is one of the worst cards you can add to your deck and it not only slows down your deck but actually results in a turn that might turn the game around in your opponent's favor. Since you are running Unleash, as well as other small minions you don't mind trading with, Cult Master will do a better job. It comes a turn before and has a body worthy of challenging, plus the opponent need to prioritize it. I have found the card to do really well in CH. Look at the card like this. Its a 4 mana 4/2 high priorty target for your opponent and if it draws you one card its a 2.5 mana 4/2 (since draw a card is usually 1.5 mana in terms of Vanilla standard and 1 mana when it comes to the current level of game play). If you draw three cards, its a 1 mana 4/2 and three cards the card goes to -0.5 mana 4/2 and so forth. I hope you understand my reasoning behind why I look at the card the way I just explained. I have drawn as many as 8 cards from a single Cult Master. Also drawn 6 cards by playing two Cult Master, killing the opponents The Lich King and loosing a bunch of 3/2s in the process to counter for AoE. Solid deal isn't it? The opponent also had to deal with two high priorty targets that he botched.
    I would also advise using Harrison Jones instead of Corrosive Sludge, when it comes to weapon removal cards. I look weapon removal in the following order:
    Harrison Jones (Tempo, card draw, strong body) > Gluttonous Ooze (Tempo, survival, low mana cost) > Acidic Swamp Ooze (Tempo, low mana cost) > Corrosive Sludge (Tempo, strong body)
    You NEED outside sources of card draw as a Hunter. Harrison is very very good. I have been using him and it slows down Cubelock, all Paladins and the new nasty Odd and Quest Rogues. He is also good vs. Frostmourne, Warriors and aggro Hunters. Not to mention he breaks Tempo Mages. That's a lot of weapon removal targets, quite possibly the highest ever in any given meta. You have him work against a solid 6 out of 9 classes with various decks. A win condition all on his own atm. 
    Kobold Apprentice O.o Why God why? You should try out Cave Hydra. It is better in the current meta. High priority target that wrecks the opponent especially if you can buff it. 
    Emeriss, I believe is for OTK. Well, let me know how he does! 
    Posted in: Hunter
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