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    posted a message on Questions Regarding Recent and Future Solo Adventures

    The solo content is f2p in the sense that you do not need to pay money, but only ingame gold. It is possible to unlock it without paying.

    However, it is not necessary to buy it for competetive reasons. You will most likely get no special cards that are better than the cards you get through packs. The maximum value usually depends on the specific prices and the rewards you get. For the last adventure it wasn't worth buying it with gold if yu do not like PvE content since it was overpriced if you only look at the costs and rewards in pack value (not too much though).

    In conclusion, you do not need to buy the adventures since they do not give you comptetive cards (at least not yet).

    Posted in: Adventures
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    posted a message on New Hunter Card - Wild Bloodstinger

    I think that this will trade on average for 2 enemy minions. Plus the combobreaking effect will make it at least playable

    Posted in: Card Discussion
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    posted a message on New Paladin Legendary Card- Sir Finley of the Sands

    WIth the present cardpool I cannot see a Reno Paladin in Standard. Firstly, you will not get the same hero power all the time. So it will not be reliable to get a useful hero power for your build. Secondly, a singleton deck is more on the control side since it will lack the necessary consistency in the early game. And thirdly, Paladin has not very good control cards after the nerf of equality. The upgraded hero power will not be a win condition on its own, even not The Silver Hand and Ballista Shot . And finally, you need to draw the card unlike Baku the Mooneater who will give you the hero power every time at the beginning (helping with the early game). So you cripple your deck and might benefit on turn 20+...

    I don't see it. Maybe with a bigger card pool or some crazy good Paladin cards. But then again, why not use two copies of a crazy good card?

    Posted in: Card Discussion
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    posted a message on Help building decks
    Quote from nantoli10 >>

     There are still some very questionable minions in there. Magma Rager is probably the biggest meme in hearthstone and Cauldron elemental is worse than War Golem (+1 mana and war golem is already not playable).  It is is just a win more card (the giants will smash you to a win alone, a +2 attack will nearly never matter) and much too expensive.

    My approach would be to get rid of: Magma Rager , Cauldron Elemental , Burly Shovelfist , Vaporize and probably Chillwind Yeti . Deathwing could also go, but I can see it as a hail mary safeguard and can serve as a good minion for a conjurer's calling that has been topdecked afterwards.

    Then I'd add Acidic Swamp Ooze , a second Arcane Intellect (you need some card draw) one or two Rabble Bouncer (is a common and can also serve as a target for Conjurer's Calling and protects early against flood decks). And then something like a Bonfire Elemental (nice on curve after a Water Elemental ) , a Mind Control Tech or a second Sorcerer's Apprentice .

    But give yourself feedback: Everytime you have a card in hand and you cannot play it, check whether it belongs to the core gameplan (like the giants) and what you would have liked to play instead. For instance, if you only meet control decks and never can play a rabble bouncer for cheap, they are not good minions for the decks you are encountering. Maybe swap them for more carddraw (e.g. Acolyte of Pain ) or some cheap spells to go with Archmage Antonidas to generate a couple of fireballs in one turn.

    Posted in: General Deck Building
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    posted a message on Help building decks

    Disenchanting all cards from other classes is not a good advice. Disenchanting is sometimes necessary, but it is always bad value. And you determine yourself on playing one single class, which can get boring when you play a lot. And in the beginning you might even not know what kind of decks you like.

    It is right to focues on one or two classes in the beginning, but that is more crafting not a hint to disenchant all the other stuff. If you disenchant everything else, you will have a hard time to switch to another class. And regularly some of the classes will not have very strong decks. For instance, if you would've disenchanted everything except Warlock, you could only play Zoo and that is not even a very strong deck at present.  It will take some time (f2p) and dedication (arena) or money to build a good basic collection.

    I am not an expert in mage since I don't like the class and the card list for your collection you linked is a mess (it seems to be not even sorted by classes), However, this is a cyclone deck you could use as insipration. You need for sure a second Conjurer's Calling and for the start, Fireball , Frostbolt , Flamestrike and Polymorph are solid removal cards.

    Remove bad minions like Shieldbearer , Frostwolf Grunt , Raid Leader (only playable in Odd Paladin Baku the Mooneater ), Unpowered Steambot , travelling healer , Abomination and use better minions like Chillwind Yeti (still better than a lot of minions you use), Water Elemental or Sen'jin Shieldmasta . Maybe craft another giant.

     

    Posted in: General Deck Building
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    posted a message on New Paladin Card - Brazen Zealot

    In face hunter this could be a useful card since it threatens 4 or more damage on turn 2 ( Alleycat + 1 drop). However, face hunter is long dead and this is a Paladin card. And all aggressive decks fight for board and for that purpose, this minion is worse than Elven Archer. I can see it played if a Faceadin deck emerges, but even then I am not sure whether it makes the cut. At present, I think this is just garbage.

    Edit: Where is the option "Dust it"?

    Posted in: Card Discussion
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    posted a message on New Warlock Card - Impbalming
    Quote from 1xbenx1 >>
    Quote from Horkinger >>

     Why? There is no condition to be met. This is what unconditional means.

     Fair enough. While it may be unconditional, the cost is very high.

     That's something we apparently disagree on. You might be correct though, since the later in the game you use this card, the more likely it is to draw the shitty cards. But I think the cost is acceptable for the advantage the card provides (early game removal).

    Posted in: Card Discussion
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    posted a message on New Warlock Card - Impbalming
    Quote from 1xbenx1 >>

    People need to stop memeing about how this is unconditional.

     Why? There is no condition to be met. This is what unconditional means.

    Posted in: Card Discussion
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    posted a message on New Shaman Card - Earthquake

    Malygos is too expensive to be comboed together.

    Posted in: Card Discussion
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    posted a message on New Warlock Card - Impbalming

    One issue of warlock is that early big creatures (like giants and magnetized or buffed creatures) are hard to remove. Shadow Bolt , Soulfire and Spirit Bomb cap at 4 damage which is not always enough (and they also have drawbacks or are overpriced). 

    Impbalming helps in that respect. Unconditional removal with the drawback of 3 bad draws. But since warlock can draw more than other classes, I don't think that shuffling three bad tempo cards in your deck will affect warlock too badly in an average game. The anti-fatigue effect will not matter in most games I think. If fatigue is your gameplan, Archivist Elysiana seems the option of choice. But I think that this card will see play in a viable warlock deck (if there will be one) as at least a one of.

    Posted in: Card Discussion
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    posted a message on New Shaman Card - Earthquake
    Quote from user-100412627 >>

    It's such a good card ! Also think about the spell damage synergy making this do +2 damage .

     I guess the spell damage minion would die from the 6 damage of the first blast. You could use Tainted Zealot in wild, but in Standard there is not a spell damage minion that can be combined with Earthquake and survives the first damage (even not Mana Reservoir ).

    Posted in: Card Discussion
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    posted a message on New Priest Card - Plague of Death
    Quote from Echtvad >>
    Quote from Davicuervo1345 >>
    Quote from HellOnslaught >>
    Quote from FortyDust >>
    Quote from DonBoba93 >>

    Have you people never played against a control deck that has a board clear after a board clear? Everyone is wondering what will priest do after this. What will they do? They will clear your board a few more times untill you run out of steam. Then they will drop something huge. Like the free priest 7/8 taunt? Or set up for a 1 turn combo kill with inner fire?

     THANK YOU.

    I was starting to feel like I was the only one here who has actually played Hearthstone.

    It seems Rank 20+ has a very interesting metagame

     Yeah, rank 20 has very interesting metagame.

    But I ask you: Rank 24??

    I think is very good in control matchups but in aggro you mostly can survive until turn 6

     

     Seems to me that people don't know how control decks works. Why would I need a play anything after my board clear, when my whole game plan is to outvalue my opponent and make them run out of steam?

    Most control decks have a different win condition than fatigue, in particular priest (inner fire, resurrection, machine gun/mind blast or velen/mind blast). At present, control warrior is the only class that has attrition/fatigue as win condition in Standard (and I also think in wild, because BIG Priest clearly does not win by attrition, but by resurrecting threats).

    If you play against aggro, chances are that you either lost or already won before you can even play Plague of Death . I see this card more as a board reset against other control and midrange decks. And if you do not play anything afterwards (i.e. have a a win condition), you will not outvalue them. You will be forced to stay on defense and they will eventually kill you. Priest doesn't have the amount of removal and the staying power as Warrior has and lacks in particular a value machine like Dr. Boom, Mad Genius (at least not yet).

    Don't get me wrong, I think this card is a good mass removal, but presently it wouldn't help priest very much without more support. At least and as mentioned, Grave Horror is something you could potentially play immediately afterwards in the same turn for a swing. We will see what priest gets on top of this.

    Posted in: Card Discussion
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    posted a message on New Shaman Card - Earthquake

    Not even overload. That is a crazy good AoE for the mana cost...

    Posted in: Card Discussion
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    posted a message on Any good game for phone? (Off internet)

    I like the kingdom rush games. But they are tower defense games...

    Posted in: Other Games
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    posted a message on Magnetic - is this mechanic too OP?

    Silence is strong against magnetic minions. If they go all in on a minion and you spellbreaker it, you basically had a x for 1.

    Vicious Syndicate proposes mage and shaman against mech Paladin and midrange hunter (which I suppose comprises mechs since there doesn't seem to be a mech hunter in VS). And rogue seems to be balanced.

    Posted in: General Discussion
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