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    posted a message on Expansion Leak From China - Knights of the Frozen Throne
    Quote from ElderFurion >>

    Is it not summer? I thought "Blizzard" will  release "Frozen Heroes" when "Winter Is Coming" !

     It's Winter for exactly half if the planet.... 
    Posted in: News
  • 2

    posted a message on Disenchant Bloodmage, Curator, or Aya?

    Basically if you're aiming to build your collection over time, dusting cards, especially Legendaries, is super inefficient. If you don't have the cards for a fad deck, just play ones you've got, or substitute another card into the deck until you have earned enough gold, or received the dust through duplicates or are a or end of season, anywhere except dusting legendaries. It'll make your collection building far more efficient and the fad deck will more than likely be countered by the meta in a few weeks anyway

    Posted in: Card Discussion
  • 0

    posted a message on How useful is patches in token druid?
    Quote from nevr3000 >>
    Quote from Ganashal >>
    I guess it depends on how much you play, but if you look at my post above you'll see that it (in the situation mentioned) has improved your chance to draw any particular card (with 2 in the deck) by around 5%. So over a large number of games that will make a real difference. Smaller decks are ALWAYS better in TCG and CCGs. 
    I think you're confused on the math. 2/21 is 9,52%, 2/20 is 10%. That's an increase of (slightly less than) a half procent, not 5%. You'd need to thin out 6+ cards to get an odds increase like that.
    You can argue that every increase matters, but 0,5 is pretty meaningless.
     Unfortunately it's you who has the maths wrong. You're increasing by 0.5% in ABSOLUTE terms, but to work out the improvement you need to work out the RELATIVE increase, which is really 0.5/9.5 = 5.3%. I rounded earlier for ease of use. 
    As an example to demonstrate why it is important to consider the numbers in this way, consider the situation where you have somehow increased a chance from 20% to 40%. This can be in any situation, Hearthstone, Poker, whatever, it's not important. You have clearly doubled your chances, which is exactly the same as saying you've gained a 100% improvement (or 200% of the original value, same thing). You haven't gained a 20% improvement (which would be 20*1.2=24%). 
    Using this final calculation will also check my answer here: 9.5 * 1.053 = 10%. This validates my earlier assertion: you have improved your odds of drawing a given set of cards by around 5%
    Posted in: Druid
  • 0

    posted a message on How useful is patches in token druid?
    Quote from nevr3000 >>

    Deck thinning in a deck that aims to play 10 out of the 30 cards is pretty inconsequential. Playing 2 cards for one however is pretty invaluable, and even more so for an aggro token deck that wants to buff as many minions as possible. The combination with Corsair makes it MVP in the pirate warrior matchup, as added bonus.

    I guess it depends on how much you play, but if you look at my post above you'll see that it (in the situation mentioned) has improved your chance to draw any particular card (with 2 in the deck) by around 5%. So over a large number of games that will make a real difference. Smaller decks are ALWAYS better in TCG and CCGs. 
    Posted in: Druid
  • 0

    posted a message on How useful is patches in token druid?
    Quote from Magni_ >>

    I would like to point out the deck thinning with patches you said is irrelevant however, you're not drawing through your whole deck since it's an aggro deck , patches is purely extra damage, and nothing else.

     You're thinking about this the wrong way, or possibly reading his comment the wrong way. 
    If you're drawing through your entire deck, deck thinning is a BAD thing. It gets you into fatigue a turn earlier which puts you behind. As you correctly point out, as an aggro deck if it gets that far you've almost certainly already lost, or else have missed chances to win earlier. This shouldn't be relevant, so it isn't a bad thing for you in this deck. 
    Therefore it is a GOOD thing because a smaller deck (by one card) increases the average value of each draw. Let's say you have 2 Savage Roar that you need to draw to win on a given turn. If you've played a pirate and summoned Patches, you may have, say, a 2/20 chance to draw one on turn 5. If you have no Patches you'd have 2/21. 
    That means you've improved your odds of drawing any given pair of cards from roughly 9.5% to 10%, which is around a 5% improvement. The same goes for any given beneficial card in any situation. Deck thinning has measurably improved your deck (and is the same reason you never play card games with more than the minimum allowed cards in your deck, even if you're allowed to). 
    Of course, there will be times when any card in your deck would be fine to draw, but on average the above is true and almost certainly there will be stronger and weaker cards, meaning the ability to minimize bad draws is really important. 
    Posted in: Druid
  • 1

    posted a message on How useful is patches in token druid?

    You've basically summed up the pros and cons. The only thing I'd say is I don't think Ice Elemental is better than the pirate weapon hate, (I forget the name!) in this deck at least. It's easier to remove, and has a more defensive effect in this aggressive deck. Odd situation, but with the buff potential the 1/2 body is easier to keep around so easier to get buffs onto. 

    With that said though, I crafted Patches way back when it was necessary for Miracle Rogue (and everyone else!) so I have him. Crafting decisions are harder than deck decisions, but suffice to say, if you had him already I'd call it a no brainer

    Posted in: Druid
  • 2

    posted a message on When is HS next expansion/adventure?

    3 planned for this year, so probably 4 months after this one released. Which was just really recently, why worry about the next one already?? 

    Posted in: General Discussion
  • 3

    posted a message on Max McCall on Keywords in Standard Format

    I'm not sure if you understand what a keyword is. The cards are important due to their TEXT, not their KEYWORDS. 

    To use the example Max did, do you think Emperor Cobra is more powerful because they changed the card from "Destroy any minion damaged by this" (text)  to "Poisonous" (keyword)? Of course not. It does the SAME THING. 

    Keywords help experienced players parse cards quickly. They are also a barrier to inexperienced players, and most importantly, they do NOT add (or remove) any power to cards. Read the last paragraph of the article again: if they turned Ravaging ghouls text to "Ravenous" or Cult Masters to "Redraw" or whatever, the cards gain NO strength. The keywords add NO power to the cards, the abilities do that, which can be keywords or text. 

    Posted in: News
  • 0

    posted a message on Who agrees that we probably have the healthiest meta yet?
    Quote from Nicholasjh >>
    Quote from TheWamts >>
    Quote from Gucciboi23 >>
     taunt warrior is not control just a late midrange deck full of taunts... "combo" rogue is hardly a real combo deck... but yes it has the keyword combo in it... combo is more like you set you deck around doing some insane shet in one or two turns... this type of rogue just plays two random cards a turn or 4 random cards... no real though just doing ramdom shet... no real combo deck plays like that
     Yes, and if I redefine hot to cold, then you can see that I've invented this amazing hot freezer here.
     Sure, he may be begging the question, but I think there is a hidden point there, but it goes back to the OP's point, There are some choices to be made to play quest rogue optimally, but it's basically a newbies version of a combo deck, forgiving and a little OP.
     
     Well, I'd say that what he's defining is an OTK deck, not a combo deck. Most of the combo decks we've had in HS have been OTK decks packed with stall and draw, like Exodia, Worgen Warrior, Charge Giants, and I guess Patron, although you didn't need the OTK to play that deck well (hence why it survived after the nerf to Warsong, albeit in a different form) . 
    But a combo deck really just needs a bunch of cards that interact with each other to become more powerful than any of the cards individually. So we have bounce minions (so weak that who even remembered the Ferryman? I wonder if anyone can find it's ratings from when it was released? Pretty sure there were widespread complaints about such a useless card...), stonetusk boar (seriously?), mini draw minions, and a quest, all together being much stronger than the sum of their parts. That makes it a combo deck, without being an OTK deck. 
    Posted in: Standard Format
  • 0

    posted a message on Analysis of Quest Support by Class (long post)

    For Paladin synergy, you missed Fjola and her twin in wild. Also potentially Djinni? 

    Posted in: General Discussion
  • 0

    posted a message on Isn't the design team hypocrites about combo decks

    Play as quest rogue for a while and you'll learn its weaknesses: when I've played it I lose vs decks that go wide and go face. The most effective strategies seem to be 1) play many minions and pressure face as much as possible, 2) when the rogues quest is near, or he's likely about to play it, CLEAR HIS BOARD (if you've gone wide you should be able to easily knock off his 1/1s and keep a pressuring board), 3) face race him since you already took him too low to survive. Also, counter spell, or the new mage secret (I forget it's name, it gives you a copy of a spell played) can ruin his day if you have them, so can potion of Polymorph. 

    Posted in: General Discussion
  • 3

    posted a message on The Latest Un'Goro Decks to Try!

    The words you're looking for are "Fun and interactive" 

    Posted in: News
  • 0

    posted a message on Legitimate strategy unplayable due to Shadow Visions exploit.

    It's worth remembering that the reason that the Nozdormu bug got fixed is because of Toast making a video about it. Before that it had been in the game for, what, 2 years? More? I forget. 

    Posted in: General Discussion
  • 0

    posted a message on How valuable is it for a card to start in your opening hand?

    Well, in the regard of a weak minion starting in your hand, I'd say giving it a mana cost hike doesn't work. Making some other sort of drawback would probably be more appropriate. Maybe 0 mana 3/0, "Starts in opening hand. Taunt. Destroy this minion after you gain 2 mana crystals. Can't attack. Battlecry: give this minion 3 health. "

    Or something like that where it's useful to have early, and can't play with silence shenanigans. Obviously too wordy for actual use, but displays what I mean I hope. A 2 mana 0/2 is just too bad for play regardless of starting in your hand. 

    Posted in: Fan Creations
  • 2

    posted a message on What time does Un'goro release?

    I think usually it's much much later than midnight, but I forget exactly. 10-11 is probably a good guess. 

    Of course with Blizzard the most accurate answer is "Soon(tm)". 

    Posted in: General Discussion
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