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Feb 13, 2021Atramentar posted a message on Battle for the Earthen Ring - RaptorWithWings Custom Expansion, Card Animations, and Trailer!Posted in: News
Looks fantastic! I usually don't care for custom stuff but this was great. A couple of artworks I'm not a fan of, and some cards may not be 100% balanced, but very good overall.
Oh and just a tiny thing, Entropic shiv's text should read "lose" instead of "lost".
Feb 10, 2021Atramentar posted a message on YoggChamp achievement - Why are people so... dumb?Posted in: General Discussion
Looks like it's the second time you make this exact same post (https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/246584-yoggchamp-achievement). And looks like MoonUnit already provided a good answer in the original one:
I think the bigger issue is people arent very intelligent. I tried playing with Lorewalker Cho and GIVING them Oh My Yogg right before death, they STILL dont even try.
Intelligence has nothing to do with it. 99% of the players probably don’t even know this achievement exists, while the other 1% don’t care if the opponent gets it or not.
Keep flaming away though
Feb 1, 2021Atramentar posted a message on What are the best tech cards against Ramp Paladin?Posted in: General Discussion
Maybe try Maiev Shadowsong for their big minions? Idk
Jan 31, 2021Posted in: Battlegrounds
No problem. If you wanna know the most basic basics, this is what I can think off the top of my head:
- Buying a minion costs 3 gold.
- Selling a minion grants you 1 gold.
- Every turn, you gold count increases by 1, up to 10 (just like mana crystals in play mode).
- Rolling (refreshing the tavern) costs 1 gold and shows you a new batch of minions from your tavern tier or lower.
- Leveling cost is reduced by 1 gold each turn. Leveling gives you access to higher tier minions.
- There's a limited amount of each minion available in the shop. The higher the tavern tier, the less copies there are of each minion.
- Minions attack order is from left to right, but their targets are random (unless there's a taunt).
- The player with the most minions attacks first. If the number of minions is equal, it's random.
- Having 3 copies of the same minion gives you a triple. That triple will be a golden minion with double the stats and double the effects*, and it will retain enchantments. On top of that, you'll be able to discover a minion from 1 tavern tier higher.
- *Not always. For example, if you triple Baron Rivendare, the result will be a 2/14 that triggers deathrattles 3 times (not 4).
You can find more specific info here: https://hearthstone.gamepedia.com/Battlegrounds
Jan 30, 2021Posted in: Battlegrounds
I've started playing battlegrounds recently for the first time. My only exposure to it was occassionally watching zalae and firebat's youtube highlights (which I think has given me a pretty good headstart). I'm only at ~6k, but steadily climbing and learning a lot.
Once you get accustomed to how things work, these are the most important things to learn imo:
The curve, or what to do with your gold during a match, which can change depending on: your hero, darkmoon prizes, starting units (tokens can allow you to do stuff differently). This it how it generally goes:
- Turn 1 (3 gold): buy
- TUrn 2 (4 gold): level
- Turn 3 (5 gold): sell 1 and buy 2
- Turn 4 (6 gold): buy 2
- Turn 5: (7 gold): level and buy
The different tribes available: what they are capable of doing during the early, mid and late game. Their strengths and weaknesses. What tavern tier is best for each. What tribe suits each hero better.
Which heroes are best and how to play them (making the most out of their heropower and the tribes available).
Triples: which are worth pursuing and when (remember, making a triple allows you to discover a minion from a higher tavern tier).
Scaling, or how to get stronger. Units that scale themselves vs units that scale your whole board.
Positioning, to guarantee your minions make the best trades. Depends on stats, effects like taunt, deathrattle, divine shield, poison, windfury or cleave, and other stuff.
When to go for tempo (stronger now) and when to go for greed (stronger in the long run).
When to transition into a different comp.
Hope it helps. I'd love to go into each in detail but I'm not good enough yet. My best advice would be to play the game a lot and watch high mmr players.
Jan 21, 2021Posted in: General Discussion
Packs most likely. I don't like playing mage nor priest, barely play rogue, and when it comes to warlock I'm only into zoo, which means I don't want any legendary. I can't see myself putting Moonfang or Deathwarden into my decks either.
Jan 15, 2021Atramentar posted a message on People who don't play wild, do you disenchant cards that rotate out?Posted in: General Discussion
Only if I really need the dust. And in that case, I only disenchant epics and legendaries (preferably bad ones).
I'm not big on duels, but it did make me reconsider things a bit.
Jan 13, 2021Posted in: General Discussion
I've been playing the game for 6 years and I can count in one hand the amount of times I've faced an intentional roper. Is it really that bad for other people?
I do like the idea of rope-banking regardless.
Jan 11, 2021Atramentar posted a message on If they allowed two copies of a legendary like other cards, what dcks would be OP?Posted in: General Discussion
What I had in mind when I said running two Zephrys the Great in highlander decks were classes that don't have highlander support (warrior, warlock, priest, dh, rogue, shaman) or have a weak one (paladin). I think that could really enable those archetypes.
My only doubt was highlander hunter, which may prefer to run two copies of Dinotamer Brann instead.
And yes, I know that would mean you could only (realistically) run just one highlander card (twice), but I think it would pay off in some cases.
Jan 9, 2021Atramentar posted a message on If they allowed two copies of a legendary like other cards, what dcks would be OP?Posted in: General Discussion
I feel like having two copies of a legendary would only be truly busted if they are tempo oriented.
Stuff like double Zephrys the Great in highlander decks (maybe double Dinotamer Brann in the case of hunter). Or double Blastmaster Boom in bomb warrior, or two copies of Kronx Dragonhoof in galakrond decks.
Having two copies of big payoff cards (N'Zoth, God of the Deep and the like) would be unnecessary/too clunky imo. Unless the meta is really slow or you need more consistency for your combo deck.
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