My first real try at pirate exodia :)
Nice. I was able to get Pretzel Mustard with that build.
Triples are very important.
At first it may seem like a game totally based on luck. Then, as you learn some of the key strategies you start to build MMR and learn that skill really matters. But as you rise higher and play more skilled opponents applying solid strategy and making fewer mistakes the game returns to be more luck dependent. But there are many of these transition points along the way as your experience and strategy improve.
For me, once I get myself to the top 10% or so, I stop climbing. That says to me that that pool of people on average plays more optimally than I do... They know some things I don't yet.
I was thinking about whether or not there were bots in this game over the last few days. The dead opponents that just rope you make sense for MMR. You could reach a floor then have a bot lose a bunch of games for you to lower your MMR. Then make a run for the next floor.
Shame on anyone doing this. May the farts of your dogs occur often and bring forth furious vengeance upon your nostrils.
Here is the latest incarnation of my super cheap Elemental Face Mage deck. In the last 6 days of November I climbed from the bottom to Diamond playing casually with no star bonus as of Gold. I am not a grinder so I don't know how it does vs. the top decks.
Focus on the face. I still occasionally catch myself on my opponents turn with lethal in my hand I should have played the turn before. Games are commonly over between rounds 5-8.
Early Avalanche is very hard to deal with (you can have 2x out as early as turn 2 but more commonly on turn 4-5).
Depending on your opponent, a turn 1 or turn 2 Fire Hawk can be devastating. You can wait until turn 3 vs Warlock as they draw cards for 2 health. With only 3 health they usually don't survive long, but they must be addressed and draw out cards that might otherwise be used on your Avalanches coming out next.
Lean on Elemental Allies to pull the required damage spells from your deck. Do not dilute your spell pool with anything else.
2x Firebird is a new addition, but it seems very strong. It is an Elemental, can do 6 attack damage per turn, can come out early with Evocation, has 5 health which is great for early game survival and can be used for minion crowd control if absolutely needed.
Always keep all Evocations in your starting hand. Always keep 1 of each of the following... Allies, Avalanche, Fire Hawk. Evocation should always be saved for Avalanche if you have an Avalanche in your hand.
Throw away Cosmic Anomoly and Flamewalker from your starting hand, they are usually only effective once you can cast spells with them on the same turn. Each can be game enders once you can. Also throw away damage spells unless you think you will need some early game vs your opponent.
Ideally you get some meaningful early damage with minions then finish the job with boosted spells. There is no issue getting enough spell damage to kill your opponent in your deck, the issue is getting it out fast enough. Elemental Allies enables this Face build to do exactly that.
Opponents generally don't know what they are up against, or that they are in trouble, until it's too late.
When I play it I feel like the Joker in Dark Knight when he discusses schemers with Harvey Dent in the hospital and when talks about the value of dynamite and gasoline in the warehouse.
|Minion (16)||Ability (14)|
It's really the intentional confuscation and misdirection tactics that are turning me away. Without a clear, open and honest approach I don't trust Blizzard anymore and I don't give my money to people or companies I don't trust.
They are telling you that you are too stupid to deserve being treated with dignity and respect. It's up to you to decide whether that is true.
Blizzard is bound by the Chinese disclose odds law. If they previously stated the existence of a pity timer they must adhere to it or disclose new details. Though I am not sure that the 40 pack legendary pity timer was ever disclosed officially, seems more likely to have just been determined by statistical means.
It is really cruel of them to remove the pity timer that has been in place for some time and that we count on without letting us know.
just want to say minions with 0 attack shouldn't be forceable to attack (Hysteria, Mass Hysteria) since they can't attack normally, just make them unable to attack at all.
Wild is unplayable atm
Best new card for me is without question Conjure Mana Biscuit!
I dusted off my cyclone mage from Scholomance and have been loving every second of it.
I've also seen some people doing Mozaki mage OTKs in wild and it's been pretty exciting.
I'm surprised this is the first time we've seen a card referencing mage's unique ability to create food and drink from WoW in HS. Unless there was one and I missed it.
Brings me back to the good old days of minding my own business standing in town and some rando coming up to me and asking for food.
Hey everyone. I've been messing with some Mage decks to start the expansion and feel like Elemental might be the strongest. With that being said, there are a few specific cards that are popular in that deck that, frankly, seem bad. This is the version that got me to Legend. See notes below the deck.
|Minion (17)||Ability (13)|
The specific cards that vastly underachieved when I tried them were: Evocation, Wand Thief, and... Mana Cyclone. Yes, Mana Cyclone feels bad in Elemental Mage.
Evocation is just too clunky at 2 mana, the deck often has a fullish hand, and there are a lot of low impact Mage spells that are useless to what you want to be doing.
Wand Thief has a useless body, isn't an elemental, and discovering any mana Mage card gives you some bad options. Just not worth it.
Mana Cyclone. Okay, hear me out. First, Mana Cyclone has direct anti-synergy with one of your KEY cards in Elemental Allies. They just don't work together. Second, see all of the reasons Evocation is bad. You drop a big Cyclone and get a handful of low impact cards that you can't cast as you die. You might RNG a game or two but running Mana Cyclone kills your consistency.
Firebrand is simply an MVP in the aggro early meta. Must run ATM.
Wandmaker is basically everything Wand Thief wants to be. A slightly more relevant body (2 damage actually trades) and it gets you exactly the kind of spell you want. Mage 1 cost spells are VERY powerful. This is just more consistent than Wand Thief.
Devolving Missiles can also be Primordial Studies, depending what you're facing. Studies gives you a Mana Giant activator and the spell dmg minions are good right now.
Gyreworm is very nice in an aggro meta but could be subbed out.
Elemental Allies is the key. If you don't have it initially, mulligan everything (except if you're against Shaman, then keep Frostbolt). If you do, Confectionary & Spellwing are keeps (Chenvalla against Priest or Druid).
The key is to play this deck as TEMPO. You must fight & control the board early, then set up a big finale. If you lose the board, you're toast. Be aware of which decks can't kill you and go full aggro. Keep count of your elementals and try to play them to accomplish something, not just to throw a 1 attack minion down. Many control decks can clear a massive Finale so only trigger as many Elementals as you NEED (3 is good, 4 at most). You want to be able to reload & fire again immediately after the first.
One key to pulling out wins in an unorthodox manner is to play to Mana Giants. Sometimes this means just dumping everything early to get discounts for a turn 5 or 6 giants. This can be very useful against aggro decks and a better win condition than Finale against them. Remember, Mana Giants are triggered by ANY card that didn't start in your hand, not just spells.
All of what follows is my own opinion:
So, I've been around Hearthstone since the beginning, and one thing that's never changed is that any time something costs money, the floodgates open, and a deluge of complaints descend upon every hearthstone forum in existence. I have never understood the juxtapositioning of "I don't want to spend money" with "I want to be competitive." These two philosophies simply do not go together.
This is also true in other forms of competition. If you play tennis, for example, hard work and practice will get you most of the way there, but players who spend on the best rackets, the best shoes, and the best coaching will have a significant advantage over those who do not. My personal belief is that what SOME of these perennial complainers really mean is "I don't want to spend money, but I DESERVE to be competitive." This way of thinking belongs in the trash can with other phrases of the entitled such as "I don't want to study, but deserve an A+" and "I don't want to work, but deserve to be wealthy."
You are NOT entitled to free gaming, and if that's what you desire, there are plenty of games where you can do just that (including some of the game modes of Hearthstone, by the way) not to mention that there are legitimate players who grind daily and DO NOT spend money, but instead sacrifice their time, in order to get what they need to stay competitive.
So, in conclusion, if you don't want to put in the time OR the money, then what are you even complaining about?
TL/DR: You can't be competitive without sacrifice, so if you aren't sacrificing anything, stop complaining about it being unfair.
If you're stuck at gold playing a DH deck I think you're doing something wrong
Not sure if the case here, but if you stop playing for an entire month, you'll immediately lose ALL of your Bonus Stars, at which point you are pretty much out of the ranked playing picture, as its virtually impossible to get back to Diamond 5 / Legend while starting without any Star booster at Bronze.
And while laddering has become way easier for regular players, its become a Nightmare for Casual players. Or even if you're a regular player but for whatever reason unable to play for one entire month (which can happen easier than one thinks)
What I'am saying is, that the current Star System is way too punishing, and urgently needs Hot fixing in that regard.
I have been around since beta and I think this is one of the worst overall metas I've been in. The incessant aggro is just soul crushing. Maybe there have been worse single offenders, like mysterious challenger paladin or whatever the dumb hunter card was, but fuck. Every deck is racing you for a turn 6 kill, and the constant DH and dragon hunters are even worse. I just gotta delete this game. Like, who the fuck thought it'd be fun to make sure that aggro has 2 for 1 cards non-stop. REALLY stoked that they all discovered the dumb fucking 2/1 "deal 1 damage give divine shield" at the same time as well.
Having been around as long I will say the worst part of all this is that I can remember when it was a really good game. Then some bullshit focus group gave them the idea that new players found the game intimidating so they remove all thought and strategy to the point where you no longer actually play the game you just watch it. Perfect cards are spoon fed to you on curve, so-called RNG effects hit perfectly every time, discover cards only offer the best possible choices and top deck winners occur almost every game. ZTG pulled back the curtain and silenced all of those true believers that used to spout nonsense about how impossible it would be to program the game to read the board and pick the best cards. I truly miss the days when you had to think about what to do next. Blizzard is a business and I get that they need to generate revenue. I just wish they hadn't ruined a really good game chasing new dollars.
To me Mage is exactly this, but I have been only playing 9 months so don't have the historical view. People complain about the big Mage RNG swings late game because they had the game in the bag up until then. But the game was only in the bag because Mage is so deficient early game and always has to climb out of a hole. Late game Mage comes out swinging with big punches like the Amazing Reno... if it survives that long. It definitely seems designed into Mage that you must struggle early and then get rewarded later with some massive plays with some variance which balances out in the end. And that this is intentional by the Devs to make outcomes less determined by early play.
Shhhhh... You can't make reasonable comments... Now they're going to attack your intelligence, because that would mean they lost fairly, and weren't "punished by pure RnG""