• 9

    posted a message on Battle of the Bands is This Week's Tavern Brawl: Week 2

    DK is a deathrattle deck where the only deathrattle card is The Skeleton Knight.  More than half the cards feel dead

    Posted in: News
  • 1

    posted a message on Mercanaries Task Discussion/Guide Thread
    Quote from CADERADE >>

    Did someone reach chi-ji's task 17: trigger 550 times overkill... Does this make sense? Afterall it doesn't seem to work.

    This game has so many hateful bugs :( !

    Its actually deal 550 damage, wording is wrong

    Quote from Alper >>

    Long´xin Task 8 The Mountain´s Edge Bug.

    The task 8 says: Deal 120 Arcane Damage with a team that includes this Mercanery.

    The task does not work. Has someone managed to find a solution? Normally task 8 are Boon coins.

     Are you sure Long'xin was in your party?  I don't recall any non-wording related bugs with the new tasks other than Yu'lon's reduce damage with Jadeflame.

    Posted in: Mercenaries
  • 2

    posted a message on Rumble Run - quest to clear with ALL the shrines!

    27/27 completed

    Tribute from the Tides and Halazzi's Hunt were not completed until after the nerf, though I did get both of them to the final round several times.

    *This information is largely based on pre-nerf balance.

    Overall druid/priest were the easiest classes to 3/3 due to the strength of their teammates / loas.

    In general it is useful record which classes you've faced when playing some of the weaker loas.  This can affect what choices you make on your loa upgrades and sometimes which buckets to choose in the later rounds.

    As opponent's (Round 1/2, 3-5, 6-8):

    Mage: Jan'alai's Flame can be very difficult for certain loas due to having many 1 health drops in their base decks.  Jan'alai's Mantle can be somewhat challenging due to having so many board clears.  Nearly all my losses to this deck are due to fatigue, the AI has a 10 card advantage along with Ice Block and Reno Jackson.  Be wary of killing the opponents loa too early as a turn 4 Kazakus into resurrecting a second loa usually spells defeat.  Jan'alai's Progeny is the easiest late round loa to defeat.  As long as you can handle a turn 1 Snowchugger (or hope the AI whiffs) this loa should not be too challenging.  Be wary of going wide as a 7 minion Frost Nova or Blizzard can give the ai enough Frostfire to kill you the following turn with a Malygos.

    Priest: Bwonsamdi's Tome is pretty weak and can be largely ignored.  Bwonsamdi's Covenant is not too difficult, although I tend to hold my cards until I can guarantee a loa kill or the ai burns its Circle of Healing clears.  Turn 7 the ai usually stalls to summon Nightscale Matriarch and the ai tends not to top off Quartz Elemental so I usually put 1 point of damage into it and ignore it.  Bwonsamdi's Sanctum was one of the most difficult late round bosses, though the deck was nerfed to include beneficial cards like Dancing Swords and Corrupted Healbot.  The ai always starts with Weaponized Zombie so its important to gain board control before the loa is protected behind a taunt wall.  Paladin especially has trouble against this deck due to wanting to super buff a few strong minions and this deck containing Sylvanas Windrunner and Obsidian Statue.

    *Will continue to edit eventually

    Posted in: General Discussion
  • 4

    posted a message on Rumble Run, bad joke

    This mode is incredibly unbalanced and anyone who says otherwise has no idea how this game works.  It borrows similar mechanics to the other adventures and that's exactly what the problem is.  The A.I. in the later rounds has 1-2 extra mana crystals, just like the previous adventures.  The big difference is that your deck does not have the additional relics to make up that difference (you have 1 additional loa perk but it is not nearly as strong as the bonuses from dungeon run or monster hunt).

    The other big problem is that you're basically fighting another adventure deck except their deck is built perfectly.  If you go deathrattle priest, its most likely filled with slower cards like crystal oracle or museum curator - their deck is ready to go on turn one.  They even have the broken class adventure cards to go with it.  Finally stabilize?  Rogue rush card that fills the board with pirates.  Warrior card that destroys all minions and grants armor.

    I had a few good runs get completely destroyed on round 8 within the first 3 turns.  Faced battlecry shaman that had Keleseth turn 1, Twilight drake turn 2, defender of argus turn 3.  Had one against the secret hunter that went animal companion turn 1, 2 spells for removal on my minions turn 2, turn 3 the 8/8 that replaces any secrets cast.  

    TLDR player decks aren't as broken as previous adventures and the A.I. shouldn't get 2 bonus crystals to compensate.

    Posted in: General Discussion
  • 1

    posted a message on Reynad's (and other's) Tempo Dragon Warrior

    Deck is pretty terrible, much worse than the other dragon decks.  Lacks the damage to kill by turn 7 unless you get lucky with draws, at that point you just fall behind and lose slowly due to lack of late game.

    Posted in: Reynad's (and other's) Tempo Dragon Warrior
  • 4

    posted a message on Easy Heroic Scarvash Warlock

    Deck doesn't work, lack of spells means you doing nothing on odd turns.  Doomsayer never works, I've seen him Confuse on turn 2/4 back to back.  Double molten giants with taunt turn 4 (which seems extremely lucky to pull off) still gets wiped out by Keeper and spell shenanigans.  20+ tries and the farthest I got was double giants taunted which fizzled out due to lack of spells and a hand full of MC techs/owls/etc.  Sea Giants seem unplayable.

    Posted in: Easy Heroic Scarvash Warlock
  • 2

    posted a message on Heroic Nefarius Consistent

    Except against Alexstrasza I never saw the AI cast Flamestrike unless I had 2+ minions.  The AI also saves Dragon Breath and Tailswipe unless it has lethal that turn (even if they had 10 in their hand and would win if they just used them every turn).

    Posted in: Heroic Nefarius Consistent
  • 2

    posted a message on Heroic Nefarius Consistent

    You need a turn 2 Fiery War Axe and to save your Rag card until the perfect time (and RNG.  Cleared the board down to a single powerful unit and the Rag 8 damage went to the face what felt like more than 50% of the time).  A lot of it comes down to what card the AI gets with its hero power and whether or not it clogs up the hand or gets Charge over and over.  Avoid playing 2 minions at once (so it can't use Cleave or Flamestrike) and basically sit back and save your weapon charges for removal.  Once you reach fatigue is when you can start going for the face.

    Posted in: Heroic Nefarius Consistent
  • 2

    posted a message on Heroic Nefarius Consistent

    Only had one Brawl and Crush, no Gorehowl so I added a second Death's Bite and Arcanite Reaper and Alexstrasza.  One attempt I got to fatigue but I died when he was at 15 (that's what prompted me to add Alexstrasza), the time I got it he clogged up his hand with Flamestrike/Dragon's Breath/Tail Swipe and started milling himself (threw away 10+ cards).  Revenge and Whirlwind weren't that useful, I was thinking about adding Inner Rage / Big Game Hunter combo for more removal.

    Posted in: Heroic Nefarius Consistent
  • 3

    posted a message on [Perfect!] Vernitrax's Heroic Kel'Thuzad Budget Priest

    Made some minor changes and got a perfect hand - beat it first try with modifications:

    Removed Holy Smites, Weblords, Demolishers, 1 Novice Engineer, and Gargs for 2x circle of healing, 2x questing adventurer (never got to play them), 1x mass dispel and 2x Holy Fire.  Got an early Deathlord to 20/20 with PW:S and a div spi / inner combo.  Used holy fire to take out his frost elemental while he ran his 2 spiders into the Deathlord.  Circle of Healing kept the DL alive and I managed to win before his turn 8 MC.

    Posted in: [Perfect!] Vernitrax's Heroic Kel'Thuzad Budget Priest
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