If you read what they posted, it is a safeguard incase people have to pay taxes for the packs they win.
- GMAlon
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Bluelights posted a message on Blizzard has Added an Additional Grand Prize to the Quest for Packs GiveawayPosted in: News -
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mungo2613 posted a message on Jesus Arena is disgustingPosted in: The ArenaThe thing with Jesus Arena is that if you get crucified in a game after three days you come back with greater powers.
Easter of Secrets can be powerful though.
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mungo2613 posted a message on If you still think this game is random you are insanePosted in: General DiscussionBeing able to fix the daily quest bug should be simple after 3 hotfixes, but people are still having issues.
So I think we can rule out sophisticated programming algorithms.
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Horkinger posted a message on Legendaries cost should be reduced to half.Posted in: General DiscussionBlizzard needs to make the dust economy better. A average pack gives 40 dust so to get a legend you need at least ~40 packs which is coincidentally also the pity timer for 1 legendary.
An average pack gives you 100 dust. The minimum dust you get is 40.
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Horkinger posted a message on Legendaries cost should be reduced to half.Posted in: General DiscussionI don't know what your smoking, cause my average is certainly below 100.
What I am smoking is absolutely independent from the expected dust value you get on average of a pack. Link is provided above, read it and learn something.
I understand your concept on "the law of averages"; however, I was simply stating that I do not fall under that category and their are other unlucky people like myself. An average is exactly what the name implies which is "average". Thus, there are people who are in the below average category. Read up on averages and learn something.
If you knew what an average is why would you ask me what I smoked when the average of a dust pack is in fact 100 dust? "Your" average is simply not the average dust of a pack. So as you can see, I know what "average" means.
And you might be off by a bit from the 100 dust, but you have most likely a higher average than you think and you are certainly not at the minimum dust of 40 dust as the post I responded to said the average was (which is mathematically impossible after opening 10 packs due to the pity timer for epics). I am always pleased to help people. You're welcome.
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Kovachut posted a message on Thrall Deathseer trash tier after rotation?Posted in: Card DiscussionFor me this card has always been trash.
I know, that people will advice to wait for the next expansion, as there might be some support for the evolve decks, but I have always hated this based on randomness mechanic, since people started playing it in competitive decks. And the reason why I hate it - it's because it ruines shaman as a class. Instead of getting proper control tools (AoEs, draws, early game) or tools, which go with the overload mechanic, which make you think how to play optimally and how to carefully plan your future turns, the devs just gave shaman a lazy way to cheat out big minions. With the chance of risk, of course. But why do we need that stuff? Why not just give us consistent cards?
The DKs are good, because they answered the weaknesses of the different classes, they can be put in different decks and sometimes offer a win-condition:
Gul'Dan - a slow one, but he offers 1) sustain, 2) board control, 3) immediate -//- presence, 4) nice damage to the face.
Anduin - reach. A powerful Twisting Nether - effect, with ways to sqeeze out some damage.
Jaina - heal, board presence and -//- control. You actually have to be careful not to give them an additional 3/6 freezing/healing body.
Mal'furion - stall and a Trueheart upgrade to the HP.
Rexxar - draw! (and you are getting additional resources), a small AoE effect.Valeera - Extra card resources, she requires you to plan which ones you want to copy. Gaining an extra turn = ensuring you to execute that special combo.
Garrosh - kinda underwhelming, HP punishes the player the more you stay as the DK, but it's notable to mention, that this card can be used in tempo decks, as well in some kind of combo ones. An immediate board impact.
Uther - in theory an additional win-condition. A Trueheart upgrade to the HP, immediate board impact.
Thrall - conditional. He requires you to have board presence. Once you lose it and once you start praying to RNGeesus for top-decking the needed cards, things will go downhill for you. This just wasn't the card shaman needed, it goes in few deck-types and probably in fewer ones next expansion. -
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Kovachut posted a message on Ben Brode will leave Blizzard ( His twitter )Posted in: General DiscussionI doubt it was the expansion. Really curious to know why.
inb4 I'm also curious. I haven't played since vanilla but hs will feel strange w/o Ben Brode. -
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ThesosHS posted a message on New Hunter Card Reveal - Corpse WidowPosted in: Card Discussionnoticeable fact : it's not a 5/3
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Kaladin posted a message on Control is boring for everyone but controlPosted in: General Discussionaggro is boring for anyone but aggro
midrange is boring for anyone but midrange
combo is boring for anyone but combo
Is this meant to be a discussion or just a salt post?
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Sounder posted a message on Whizbang Strategy ReferencePosted in: General DiscussionWhizbang the Wonderful now uses deck recipes for Rastakhan's Rumble!
I have done a complete update to this article for the new expansion. It remains a work in progress, so please comment with your (helpful) suggestions for strategy notes on any of these decklists.
General note #1: there is no "I am Whizbang!" flourish that tells your opponent that you are playing a Whizbang deck. However if you play *golden* Whizbang, your opponent will quickly notice that every card you play is golden, and be certain of your decklist that much faster.
General note #2: players with a custom hero portrait are never playing Whizbang. They thus have a small but real disadvantage in the "what's in their deck?" metagame.
-- DRUID --
o Trees Are Friends decklist -- Updated recipe: Treant Druid. -2xTending Tauren +2xTreespeaker.
Deck goal: Synergize with Treants. Features lots of Treant-creating cards and board-buffs. Living Mana Treants do discount Mulchmuncher. Try to save 2xKnife Juggler for a big token-summoning turn. To survive with this deck you must make a board sticky with Soul of the Forest, possibly as an 8 mana combo with Wispering Woods. If you can't lethal with a big board, pre-cast Gloop and trade.
Removal: none aside from what you get from 2xDendrologist.
Taunts: Just Cenarius. Ok, maybe something from 2xTortollan Forager.
Finishers: 2xTreespeaker, 2xSavage Roar, Cenarius. If you start a turn with 6 Treants, Treespeaker takes them to 30 damage. Add Savage Roar for 44 damage. You just have to find a way to stick the Treants.
You are a log cannon. Use your ammo wisely.
o Feral Frenzy decklist -- New recipe: Gonk Druid.
Deck goal: Synergize Hero damage. Control the board early with your face via 5 cards like 2xPounce, which combo well with 2x Savage Striker, 2xSpirit of the Raptor, and 2xHench-Clan Thug (who remind us that you don't need a weapon or a hero power to activate them, just attack power). Twig is here for a +10 mana turn -- be sure to spend down your mana before breaking it. If you manage to Floop Gonk, the Raptor and have both on board: get as much attack on your hero as you can manage, face-kill N minions without dying, then deliver N+1 attacks on the enemy hero and post the video. Extra credit if you have Hench-Clan Thug(s) on board while you do this.
Removal: 2xSpellstone, 2xSwipe, 2xUI, and merrily hitting things with your face.
Taunts: 2xDruid of the Claw and Malfurion. Note also that Malf's triple-strength hero power is very relevant in this deck!
Finishers: You have some cheap minions, maybe they stick due to your hero killing things and you can 2xSavage Roar. Or maybe try to use the cheap minions to contest the board early, fall behind on purpose, and save the hero-attack cards for a gonzo turn such as Gonk/Twigbreak/Floop/Gnash/Claw/Pounce/heropower/faceboardclear/OTK.
You have no healing. Use your health wisely.
-- HUNTER --
o I Hunt Alone decklist -- Updated recipe: Spell Hunter. -2xHunter's Mark -1xFlanking Strike +1xBaited Arrow +1xDeadly Shot +Zul'jin.
Deck goal: Rule the board until big payoffs. This may be the strongest of the 18 deck recipes, very close to an optimal Spell Hunter deck plus Crushing Walls. Best early Secret is Wandering Monster to give you free board presence. Try to play Secrets with Lesser Emerald Spellstone in hand to give you a mid game. If you have a choice, try to save Deathstalker Rexxar to play after Zul'jin. ZJ is spent after his giant tempo turn, but Rexxar can keep finding new threats and answers indefinitely.
Note that if your opponent shuffles minions into your deck (eg via Psychic Scream), Rhok'delar and To My Side! are downgraded.
Removal: 2xCandleshot, 2xUnleash the Hounds, 2xKill Command, 1xFlanking Strike, 1xDeadly Shot, 1xBaited Arrow, 2xTo My Side!, 1xCrushing Walls. Remember these all re-cast when you bring out Zul'jin. The Hunter's Marks are gone so no need to save Pingbow to combo with it.
Taunts: Irrelevant since you are obliterating the opposing board every turn or two. Occasionally Misha.
Finishers: 1) Rhok'delar and burn them down with weapon swings and spells. 2) Zul'jin and overwhelm them with a big board swing (though they probably have a turn to respond). Note that Zul'Jin's spells are random-target so your 3+ direct-damage spells can hit your face, or theirs. 3) Deathstalker Rexxar and out-value them with big beasts and good keyword choices.
You are not aggro. Always consider if you should hold back and hero power rather than play into AOE.
o Animal Instincts decklist -- New recipe: Beast Rush Hunter.
Deck goal: Aggro them down. Your first goal is to contest the board early with cheap beasts and your 2xHeadhunter's Hatchet. Try to stick one of 2xScavenging Hyena to grow big and swing after a major board trade turn (where Rush shines). Try to combo your 2xSpirit of the Lynx with your 1/1 Lynxes and your spells that summon minions.
Removal: 2xHeadhunter's Hatchet, 2xKill Command, 2xFlanking Strike, 2xUnleash the Hounds, 1xBaited Arrow, and Houndmaster Shaw into anything you summon.
Taunts: 2xHoundmaster. Best target: 2xBearshark, 1xSavannah Highmane, or build-a-beasts.
Finishers: A big Scavenging Hyena + 1-2 Kill Command. A big Unleash the Hounds buffed by Spirit of the Lynx. 1xShieldbreaker can open the way. Deathstalker Rexxar if you need a long game.
You have no secrets, but are full of surprises.
-- MAGE --
o Spells are fun, SO FUN! decklist -- Updated recipe: Big Spell Mage. -2xShimmering Tempest, -1xPyroblast +2xDaring Fire-Eater, +Hex Lord Malacrass.
Memorize your post-mulligan hand because you will get it back with Malacrass.
Deck goal: Outlast them with a standard big-spell list and 2xSpiteful Summoner. Doomsayer early vs. aggro or save to combo with Blizzard later. Use board clears efficiently. Save Arcane Artificers until you can get big-spell value out of them.
Removal: 2xPolymorph, which you should save for things you can't afford to leave up for later AOE. 2x each of Doomsayer, Dragon's Fury (4-7 dmg), Blizzard, Meteor, Flamestrike.
Taunts: 2xTar Creeper which is an elemental for Jaina, but mainly to forestall early aggro until AOE comes online.
Finishers: Spiteful Summoner for a random big minion. Dragoncaller Alanna for a late, heavy board-fill. Frost Lich Jaina for heals and Water Elemental generation (now with a Daring Fire-Eater surprise). Note that DK-buffed Baron Geddon does all his AOE damage with Lifesteal.
You have no spells that can damage your opponent. You need minions or fatigue to win.
o Power of the Dragonhawk decklist -- New recipe: Odd Hero Power Mage.
Deck goal: Trigger Jan'alai, the Dragonhawk. Odd mage hero power does 2 damage. Boosted by 2xDaring Fire-Eater, it does 4. You must keep track of hero power damage done so that you can plan to reach the magic 8 by turn 7 for Jan'alai. Use board clears efficiently. Save Arcane Artificers until you can get big-spell value out of them. You have *6* minions that draw cards even though you are hero-powering; this is to help you find your finishers.
Removal: 2xVoodoo Doll, to be killed via hero power or 2xBlast Wave. 2x each of Dragon's Fury (5-7 dmg) and Flamestrike. Before Blast Wave, try to set up 1-health minions via trades or hero power, or have Black Cat down and Overkill 2-health minions.
Taunts: 2xTar Creeper, 2xStonehill Defender. Remember that Jaina likes elemental taunts you Discover.
Finishers: Activated Jan'alai, the Dragonhawk and Alexstrasza. In a long game, try to play those two in close succession. Frost Lich Jaina, though her hero power goes down to 1 dmg. Note that DK-buffed Baron Geddon does all his AOE damage with Lifesteal.
You may need random burn spells generated by Blast Wave overkills in order to burst to a win.
-- PALADIN --
o Kangor's Endless Army decklist -- Updated recipe: Mech Paladin. -1xTruesilver Champion, +1xFarraki Battleaxe.
Deck goal: Play some of the 11 Magnetic minions as buffs on other Mechs and then resurrect them later with Kangor's Endless Army. 2xCoppertail Imposter and 2xMechano-Egg are sticky buff targets. Try to save a Skaterbot or Zilliax to get enormous Rush value out of the 8/8 Mech from a popped egg. You also want Magnetic Rush value out of minions handbuffed by Farraki Battleaxe.
Removal: 1xEquality/2xConsecration and1xFarraki Battleaxe. Also Zilliax.
Taunts: 2xRighteous Protector, 2xBronze Gatekeeper, 2xAnnoy-o-Module, and Zilliax. The latter three should be Magnetized onto existing Mechs to make bigger taunts if possible. Also Sunkeeper Tarim.
Finishers: Kangor's Endless Army, Sunkeeper Tarim, Tirion Fordring.
Transform, Silence, Return and Shuffle effects are your Kryptonite. Spread out your buffs.
o Shirvallah's Chosen decklist -- New recipe: Spell Paladin.
Deck goal: Control Paladin that seeks to capitalize on spell synergies via 2xSpirit of the Tiger, 2xImmortal Prelate, and Lynessa Sunsorrow, meanwhile reducing the cost of Shirvallah, the Tiger to zero. Try to get your first round of 2xImmortal Prelates buffed and killed quick so your opponent doesn't remove them in other ways. Save the 1xCrystology to draw them. Save Crystalsmith Kangor for a big comeback turn with Shirvallah and 1-2xFlash of Light.
Countess Ashmore always draws an Immortal Prelate and Shirvallah, the Tiger. Crystalsmith Kangor and Righteous Protector are possible third draws (though Shirvallah may be drawn as the Divine Shield leaving nothing to draw as the Rush).
Removal: 2xEquality/2xConsecration, either comboable with 2xWild Pyromancer. A late-game Sound the Bells! is particularly potent with Pyromancer. 2xFarraki Battleaxe.
Taunts: 2xRighteous Protector, 2xTar Creeper, 2xSpikeridged Steed, 1xA New Challenger..., Immortal Prelate if you casted Steed on it, Lynessa Sunsorrow if you casted Steed at all.
Finishers: A big Lynessa Sunsorrow or a free Shirvallah, the Tiger. Immortal Prelates if your opponent can't Silence/Transform/Return them.
Your card draw mostly targets minions, so each spell is precious -- if you can't get unfair value out of it, consider using a minion or weapon instead.
-- PRIEST --
o Awesome Augmentation decklist -- Updated recipe: Inner Fire Priest. (Not listing out changes compared to the Boomsday version of this recipe because it's literally half the deck.)
Deck goal: Draw cards and cast 2xShadow Visions to save up 2xDivine Spirit/1xInner Fire. Use other buffs like 2xExtra Arms and 2xBanana Buffoon bananas to create medium-sized minions that you could lethal with while reducing the cost of 2xGrave Horrors (wherever they are). It's nice to save 1-2xRadiant Elemental for Lyra the Sunshard or a buff-spamming lethal turn, but it may be necessary to throw it down with a Power Word: Shield to be something your opponent has to deal with. (Or fail to.)
Watch for juicy Seance targets from opponent, otherwise figure to use it on Radiant Elemental, Grave Horror, or Lyra.
Removal: 2xWild Pyromancer and cheap spells, healing him if needed. 1xSilence, which needs to either save your life or clear a Taunt for lethal, don't just throw it away to cycle Lyra.
Taunts: 2xGrave Horror, who can be cheap, big bodies for the Inner Fire plan. 1/1 Taunts from 2xSand Drudge.
Finisher: One swing with a 2xDivine Spirit/1xInner Fire buffed minion. You can lead with Circle of Healing if it was damaged, Radiant Elemental if you have it, and other +health buffs if you have mana to spare.
You have no Priest removal or self-healing spells, because opponent ends up needing to use their board to clear yours. If they leave a minion up you may have a win. Be ready.
o Surrender to Madness decklist -- New recipe: Bwonsamdi Priest.
Mulligan: I suggest 1 of Spirit of the Dead, Taunts costing 3-4 mana, and Northshire Cleric.
Deck goal: This is a new combo archetype. Combo the Spirit and the Taunts to put 1-cost minions in your deck, *especially* Saronite Chain Gang. Then buff them with Prince Keleseth ASAP and Surrender to Madness later (there are two, but that's to make sure you get one, not so you can cast both). Then draw them with Bwonsamdi, the Dead and 2xAcolyte of Pain.
Removal: You have a Dragon package to stay alive, so try to keep one in hand to activate 2xDuskbreaker and 2xScaleworm. Nightmare Amalgam will do. Spirit of the Dead means you don't mind Duskbreakering your own stuff if needed. 1xDragonmaw Scorcher, 2xPsychic Scream, 1xPrimordial Drake.
Taunts: 2xSaronite Chain Gang, 2xStonehill Defender (discover large bodies), 2xTar Creeper, 1xPrimordial Drake.
Special sauce: Surrender to Madness into Mojomaster Zihi. Doing this to a ramped Druid should be on your bucket list.
Finishers: 1xCobalt Scalebane behind Taunts. But mainly the win condition is getting the combo off. Drawing 1-cost +3/+3's, you are playing a whole different game of Hearthstone.
You may feel like you're losing but if you're shuffling 1-cost Taunts, you're honoring Bwonsamdi. Surrender to madness and he will reward you.
-- ROGUE --
o The Necrium Trials decklist -- Updated recipe: Deathrattle Rogue.
Mulligan: I suggest Prince Keleseth, Backstab, and Devilsaur Egg. 2xFire Fly are meant to be Combo activators.
Deck goal: Capitalize on great Deathrattle minions with 2xNecrium Blade, 2xNecrium Vial, 1xCarnivorous Cube, Sonya Shadowdancer, and Da Undatakah. You can focus your duplication effects on getting 1/1 Poison Rush minions or 5/5 and 7/7s as needed. Sonya plus a single Radioactive Ooze = full board clear if you have the mana for it.
Removal: 2xBackstab, 2xWalk the Plank, 2xBlightnozzle Crawler and his much-recyclable Radioactive Ooze, 2xVilespine Slayer.
Taunts: None!
Innate Deathrattles: 2xBlightnozzle Crawler, 2xDevilsaur Egg, 2xMechanical Whelp, and whatever you discover with Myra Rotspring. Their deaths WILL add Deathrattles to a future Da Undatakah and they WILL have Deathrattles if they come out of a Cube. 2xCold Blood can make your Egg or Whelp into a threat that must be removed twice.
Battlecry Deathrattles: 1xCarnivorous Cube, Myra Rotspring, and Da Undatakah. Their deaths will NOT add Deathrattles to a future Da Undatakah and they will NOT have Deathrattles if they come out of a Cube. However they are still fantastic combos with 2xNecrium Blade, 2xNecrium Vial, and Sonya Shadowdancer.
Finishers: 2xCold Blood for a last bit of burn. Power turn: Da Undatakah/Preparation/Necrium Vial/poisonrushtrades/weaponbreak for a board full of 5/5s, 7/7s, and hard removals. Note that DU doesn't specify "different" minions, so if you get 3 Mechanical Whelps to die and nothing else, he should deliver 3 7/7s per activation.
Be prepared to kill one of your own Deathrattle minions with Walk the Plank or Vilespine Slayer to make your Necrium effect trigger the way you want.
o Cursed Crew decklist -- New recipe: Even Pirate Rogue.
Deck goal: Get Pirates, use them to get more Pirates, Preparation->Cannon Barrage. Honestly I don't see how this is going to work against an opponent who is playing their cards. If you "get" this deck, help me out here.
Removal: 2xBackstab, 2xBloodsail Howler, 2xEviscerate, 1xSap, 2xWalk the Plank.
Taunts: None!
Pirates: 2xBloodsail Howler, 2xSharkfin Fan, 2xBloodsail Raider, 1xPhantom Freebooter (aside: deck has no weapons and just 2xToxicologist to buff your 1/2 dagger), 2xTicket Scalper, 2xCursed Castaway (who can draw Eviscerate or Elven Minstrel). Captain Hooktusk Recruits 3 of the above and gives them Rush if they don't already have it.
Finishers: Captain Hooktusk. Preparation into Cannon Barrage with a bunch of Pirates aboard, potentially twice in one turn.
You're really just here to see Cannon Barrage go off.
-- SHAMAN --
o Witchwood Awoken decklist -- Updated recipe: Hagatha Shaman.
Deck goal: Stall with 2xSaronite Chain Gang, boardclears, 2xHealing Rain, and 1xRain of Toads. Play Zola the Gorgon and Elise the Trailblazer to bank their battlecries. Become Hagatha the Witch, who gives a random spell for every minion you play. When you need more minions in hand and/or a 3dmg AOE, play Shudderwock. However you have no Grumble to go infinite and no battlecries that damage your opponent.
Battlecries: 1xAcidic Swamp Ooze, 2xMenacing Nimbus, 2xOmega Mind, 1xMind Control Tech, Zola the Gorgon, 2xSaronite Chain Gang, 1xStorm Chaser, Elise the Trailblazer (welcome back to Un'Goro!), Hagatha the Witch.
Removal: 1xEarth Shock, 2xTotemic Smash, 1xStormforged Axe, 2xLightning Storm, 2xHex, 2xVolcano, random stuff from Hagatha and Elise.
Taunts: 2xSaronite Chain Gang, 1xRain of Toads, The Lich King, random stuff from Elise.
Finishers: Nothing specific to kill your opponent. Extra sustain starting turn 10 with Omega Mind into Volcano or Lightning Storm. Once you have Hagatha online, every minion creates a spell. Once you have Shudderwock online, he can keep you stocked with minions. However he can fail to return to your hand if the Zola battlecry goes off first. Sometimes you draw Un'Goro Pack. Amidst this mess, find a win condition.
You can't drop Shudderwock and go make a sandwich while you win the game. This deck has self-respect.
o Big Bad Voodoo decklist -- New recipe: Evolve Shaman.
Deck goal: Have 3+ minions on the board (1-2xVoltaic Burst can help) and Zentimo on one end. Spam Unstable Evolution on the middle of the other three for a triple-evolve chain. Other Zentimo possibilities: Totemic Smash as a mini-AOE, Earthen Might as a triple-buff. Thrall, Deathseer can be a mid-game shot in the arm if you have the board.
Removal: 2xTotemic Smash, 2xWartbringer (for later).
Taunts: 2xTar Creeper, 2xSaronite Chain Gang, 1xGiggling Inventor, 2xRabble Bouncer. RB is the preferred 2xBig Bad Voodoo target. GI and 2xCorridor Creeper are the preferred evolution targets.
Finishers: 1xBloodlust. Even better, Electra Stormsurge->Bloodlust for 8 mana instead of the 10 that a double-Bloodlust would need. Electra Stormsurge->Earthen Might might do as well, especially with Zentimo out.
If you need The Coin on your Electra Stormsurge turn, play it before Electra.
-- WARLOCK --
o Reckless Ritual decklist -- New Recipe: Discard Warlock (no quest).
Deck goal: Draw cards, discard cards, profit. Ideally, find High Priestess Jeklik (eg by NOT playing her from The Soularium) and hold onto her as a discard target. The more of her you have in your hand, the more likely future discard effects are to target her. Now your over-statted minions have an upside instead of a downside! Also note that if you discard the first Soulwarden, playing the second one can replace him (plus other stuff).
Removal: 2xSoulfire, 2xDespicable Dreadlord, 2xDoomguard.
Taunts: 2xVoidwalker, 2xVulgar Homunculus, 2xReckless Diretroll, High Priestess Jeklik(s), 2xLakkari Felhound.
Discarders: 2xSoulfire, The Soularium, 2xSuccubus, 2xHowlfiend (no Treachery), 2xReckless Diretroll, 2xLakkari Felhound, 2xDoomguard. Interactions: Clutchmother Zavas, High Priestess Jeklik, Blood-Queen Lana'thel, 2xSoulwarden.
Finishers: 2xDoomguard, potentially more from Soulwardens. High Priestess Jeklik spam.
If you're going to discard, consider first whether drawing will help or hurt your chances of a good outcome.
o Hir'eek's Offering decklist -- New recipe: Handbuff Warlock.
Deck goal: Draw cards, buff minions in your hand, out-value. Pretty straightforward. I'd say this is the simplest current Whizbang deck.
Removal: 2xDemonfire, 2xDespicable Dreadlord, 2xDoomguard.
Taunts: 2xVoidwalker, 2xVulgar Homunculus, 2xSaronite Chain Gang, all preferrably buffed. Bloodreaver Gul'dan resummon.
Finishers: 2xDoomguard, buffed. A big Hir'eek, the Bat, buffed to bigger than your opponent's biggest AOE. Bloodreaver Gul'dan for a big refill featuring taunts and Doomguards.
You have 5 minions that self-duplicate. Try to land Soul Infusion on them.
-- WARRIOR --
o The Boomsday Project decklist -- Updated recipe: Mech Warrior. -2xExecute, +2xDevastate.
Deck goal: Control the board with Rush and weapons, get surprise big swings at face by Magnetizing onto Mechs you started the turn with. You have 11 Mechs with Magnetic so you're usually trying to get a Mech to stick. Countess Ashmore is here to draw Zilliax and one of your two Deathrattle weapons (plus a Rush minion too if Z wasn't picked as the Rush). Try to save 2xOmega Assembly to get three Mechs instead of one.
Removal: 2xDevastate, 2xWoodcutter's Axe, 2xRabid Worgen, 2xBlood Razor, Darius Crowley, 2xMissile Launcher, Zilliax, or any Mech with Skaterbot or Dr. Boom, Mad Genius.
Taunts: 2xBronze Gatekeeper, Zilliax -- both preferably Magnetized with a big body like 2xBeryllium Nullifier. 2xSecurity Rover with 2xBlood Razor and 2xMissile Launcher as activators.
Finisher: Dr. Boom, Mad Genius. For a surprise big heal turn, play Zilliax as a Magnetic Lifesteal buff to Missile Launcher -- or vice versa!
You don't have much draw -- it's usually better to hero power and fall behind than go all-in and run out of cards.
o Wings of War decklist -- New recipe: Dragon Warrior.
Deck goal: Control the board and generate resources to outlast your opponent. Most of your deck is removal and you have 6 cards that create new cards in your hand, so anytime you cancel out your opponent's cards 1-for-1, you pull ahead. Note that 2xWeapons Project guarantees value from Harrison Jones.
Removal: 2xShield Slam, 1xDevastate, 2xWeapons Project (also nice vs. their weapon), 2xWarpath, 2xSmolderthorn Lancer, 2xBlood Razor, 2xScaleworm, 2xDragonmaw Scorcher, 2xCrowd Roaster, 2xPrimordial Drake.
Taunts: 2xPrimordial Drake.
Finishers: Ysera, and possibly others generated by 2xDragon Roar. Try to hold her back along with Primordial Drake and a 5-mana dragon or two, spam the others, and get a big War Master Voone turn.
You will have issues with hand limit and high-cost cards, so you really want to push things out to make room for more.
Shoutout to BlueSpartan for deckifying all of the RR recipes here at Hearthpwn. Thanks!
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It depends on how you implement it, but in general unless the card values are fixed by the company it's possible to abuse it.
For example, trade cards by rarity (common for common, legendary for legendary, etc) won't work, because you can create many new account and open many beginners packs (or finish the high value beginners quest and buy packs) until you open the cards you desire and simply trade them with your main account low value cards.
Same thing will happen if you allow trades of cards for gold\dust, your main account will put overpriced crappy cards in the market, and your secondary account will buy them.
As long as new accounts are free to create and they can generate high value in short time (like beginners quest or free packs\cards) you can't really have a completely fair market (IRL TCG are possible because packs always cost money, in digital games you must give the playerbase free stuffs or they won't stay).
Another problem with digital trading market is outside sellers (like website that sells WoW gold for dollars), someone can open hundreds of dummy account and sell their "buying power" (they have enough gold to shift the price of a certain cards) for real money, that way the buyer get better value for his money than what the company offers him.
Maybe you can come up with some other market model that can't be abused for your game, but for hearthstone it's too late at this point.
1
If the trade values are user-defined (i.e dynamic), it will introduce some kind of "free market" into the hearthstone ecosystem, and people will abuse it by trading with their other accounts (or if not possible, use other account to inflate or deflate the market values to their main account advantage) or perform multiply trades to take advantage of arbitrage.
If blizzard decides the trade value then the whole trading market will be just a more complex dust system (it will be like setting different dust value to each card), which is not what blizzard (nor the users) want.
6
IMO. Weapons Project is way better than 58, and Floop even with all his potential is far too high with 92.
I would keep an eye on hunter's, paladin's and warrior's legendary spell too, we can't see game breaking combo right now, but all 3 has HUGE potential to do insane stuffs.
3
You don't need to open many packs to get close to the average, if we exclude golden legendaries from the average (reducing the average by 8 dust to ~94 dust) then we can draw a conclusion even on a batch of only 20 packs.
I made rough calculations, but those numbers should be close to reality:
With high probability you will deviate by at most 40% from the mean when opening 20 packs, giving you an average dust range of 56.4 ~ 131.6.
With high probability you will deviate by at most 27% from the mean when opening 40 packs, giving you an average dust range of 68.6 ~ 119.4.
With high probability you will deviate by at most 19% from the mean when opening 80 packs, giving you an average dust range of 76.1 ~ 111.8.
With high probability you will deviate by at most 15% from the mean when opening 130 packs, giving you an average dust range of 80 ~ 108.
With high probability you will deviate by at most 11% from the mean when opening 250 packs, giving you an average dust range of 83 ~ 104.
With high probability you will deviate by at most 5% from the mean when opening 1000 packs, giving you an average dust range of 89.3 ~ 98.7.
With high probability you will deviate by at most 5% from the mean when opening 1000 packs (without excluding golden legenderies), giving you an average dust range of 96.9 ~ 107.1.
Having bigger packs batch makes you more likely to be close to the average, but it doesn't mean that smaller batches are guarantee that you're not close to it (it's just more 'noisy', and heavily depended on your legendary opening luck).
** 'With high probability' = ~99.7% of the times. **
4
Beside the obvious insane meme value, i can see this being played in Quest druid as another recruit target for Oaken Summons and Guild Recruiter, and even if you draw that it's still solid removal option (4 mana deal 5 damage to minion).
4
Oh look, another massive taunt that Taunt Druid can bring back 3 times (when revived it will be 5/12)
3
Yup, i remembered something similar too, so i checked the discussion threads of phase 2 and 3 and found this:
DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]
(Comment #77, 2nd row leftmost card)
About the card itself:
most of the times It's not 4 mana draw 2 cards, it's 4 mana draw 1 card with mana discount and have 1 dead card in your hand for the rest of the game.
It's worth playing this only if you can get more than 4 mana discount on the higher cost card or if you can get discount on a key card in your deck and somehow execute a powerful combo.
10
It's almost like the quest reward of Jungle Giants without the body and without the questing part O.o
Can't say if it's better or not (quest is guaranteed to be in your opening hand, and this card might come out of your deck too late), but it has huge combo potential.
Edit:
You can improve the consistency by adding 2 Raven Familiar and remove any other spell from your deck, this way you will play this card in turn 7 with very high probability (95%+).
0
Really? after a massive support for combo druid (all variants) now we get a support card for combo (exodia) mage?
Why blizzard pushing so hard for combo deck with those crazy mana reductions?
4
Wow, blizzard really try to push Combo druid (any of the 3 variants available) into the meta, the support the archetype got in this expansion is off the charts...