So, I guess I have to ask if anyone else is curious as to why the current system caps at 10 mana crystals available. I have to wonder if the druid's ramping mana crystals might be more effective if there was a higher cap on mana crystals in a turn. Has anyone else put any thought into expanding the max mana crystals allotted? Why cap at 10? There is already a lot the encourage lower curve decks but I have to wonder if there is a reason why the game couldn't continue giving crystals up to 12, 15, or even 20 available. If the max available increased would that give druids much of a buff on their ramp game? What all downsides would come from increasing this?
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Dec 11, 2013Posted in: Rogue
Hello, I really liked the rogue when I started this game but its been a while but I wanted to sort of see if I could come back to it. I toyed with warrior for a bit and so some of the concept of what I was looking at sort of came to me from that but I think there is a ton of potential for big output turns with the rogue so this is sort of a fast aggro warrior style of build.
Minion (16) Ability (11) Weapon (3) Loading Collection
As you can see, I run some of the enrage guys as well as a few of the poke effects. I was hoping to try to curve low and potentially poke these guys and explode big for some big damage turns. I dont know how valid of a concept it is but I was just sort of throwing it out there. I would run Leeroy but I dont have one yet :(
Dec 11, 2013Posted in: General Discussion
I was a little annoyed by changes to cards that were already in one of my arena decks. Its not huge but it really sort of throws a wrench in a deck when suddenly several of the cards in it get worse.
Dec 5, 2013Posted in: Paladin
Sword of Justice - I have to agree with you on a lot of your reasoning here. I only included one though as well because its mostly a if things are going wrong sort of plan. It might just not be worth doing at all though. It seems like it would be quite slow overall.
Coldlight Seer I have two of them and I have tried them before. It seemed sort of winmore in the fact that you really need to have a few merlocks in play already and have stuck them for a turn. Its really underwhelming if I dont already have a board position and trying to drop multiple merlocks with him in the same turn is mostly unreasonable outside of a mid game Divine Favor hand replenish. I have had to drop them on their own before or even with one murlock in play before and was generally unpleased with how slow and non aggressive they are.
Divine Favor its probably the number one reason I was contemplating a pally murlock build. Murlock builds tend to burn their hands out very quickly though was sort of the reasoning behind it but I can understand the logic in going with a class that would contribute a higher concentration of cards to the build. The question was partially how valid of a build strategy this card was but I get what you are saying, it might just not go anywhere.
Coldlight Oracle I could see going to two of them. Generally speaking my opponents have a grip of cards when you kill them with a murlock deck anyways because the objective is to overwhelm them before they can deal with your guys.
I like the idea of shifting to some of the secrets, a second Coldlight Oracle, and Knife Jugglers over Avenging Wrath and Sword of Justice I think. I contemplated the two mana haste murlock but it just felt like it wasn't enough power on average or trading power. It might be something I have to consider replacing the Wolfriders with though as I do have a fair bit of tribal cards in the deck to run it with.
Dec 4, 2013Posted in: Paladin
Hello, I started playing murloc aggro as sort of one of the first things I started putting together. My early drafts were usually rogue or hunter but I got to thinking what it would look like as a pally build. Then I realized that Divine Favor seemed really crazy good with a deck that fast dumped its hand. This is sort of where I got with the hypothetical build. I am currently without the Sword of Justice and missing one of the Murloc Warleaders but I thought I would get some hypothetical assistance with it if I were to try to finish it out and test it.
Minion (24) Ability (3) Weapon (3) Loading Collection
I was toying with a few cards but couldnt really come to a consensus on them:
Redemption generally speaking, this sort of deck moves very fast and paying one mana to potentially negate an opponents early removal and sort of blank their turn seems useful. Its super cheap and even if it just means that they have to use a hero power the next turn, it can potentially really screw with an opponent's removal. It has a downside though as well that lots of the creatures in the list are x/1s and so if someone leads with a hero ability against a lesser creature and then spot removes something better it would be unfortunate. I assume that token creatures created will also trigger this as well which would be unfortunate.
Blessing of Kings the problem with this is that its sort of a kill spell that requires a creature and then that creature is sitting there as a two for one potentially. Its should be ideally used and then the creature kills another creature and lives through it ideally. Still, I felt like it was a bit situational and really slow.
Hammer of Wrath it seems like something that might end up slowing me down. Generally speaking, I would prefer the Wolfrider for being cheaper to cast and having the option to play it out as a beater and go for the face. I like the hammer but at 4 mana it feels like there are a lot of 4 drops that this doesnt kill and it seems more designed for the card advantage fight than trying to fast pressure someone out.
Loot Hoarder I like him sort of but 2/1s just feel so fragile and he doesnt fit the merfolk tribe. I like drawing cards on death though so I could see myself adding him just as a nice little beater that I dont mind trading away in the early.
Demolisher I like that it has a big back end and the random damage seems like it would be good regardless of where it goes.
Fleasheating Ghoul it has some potential to get huge. But its starting stats are a bit low and it sort of puts you in the mind frame of trading creatures which then puts opponents in the area to 1 for 1 spot remove it which I dont like.
Anyways, anny comments are appreciated. Has anyone toyed with a pally murlock build?
Nov 25, 2013Posted in: General Discussion
So, its sort of irritating to me so far that secrets seem to be the only way to really interact with your opponent on their turn. Unfortunately though, you have no choice on if a secret is utilized so much as it just executes the next time that a requirement is reached. I was thinking about how they could change the system to make secrets slightly better. Would prompting the user if they would like to utilize or save their secret help at all when the normal prompt would execute it? It would allow users to set up secrets ahead of time and save them. It would also make the secrets really less secret but as it is, it seems like secrets aren't much of a secret anyways.
It just feels like on a whole, secrets are not very usable currently. There are a few good ones like the hunter's Snipe but many of them feel underwhelming I think in part due to their lack of choices. It seems like a system that could become more powerful still depending on what they might make for new cards in the future but as it stands, it feels like there are FAR more unusable secrets than ones that can even be really considered.
I guess my main complaint right now is the power of the current secrets feels like it needs to be brought up. I think as a whole its an ok system but for the most part you know what secrets might have been cast because there are so few playable secrets currently.
Nov 25, 2013Posted in: The Arena
Yes, that is in fact like a single answer out there. Perhaps I should hold the ooze as a higher priority than I have in the past? I generally dont like picking it because its a very situational cheap aggro creature that usually doesn't fit the mage build much other than its battlecry situationally. I managed to pull Harrison Ford once and I was actually quite displeased by how situational breaking equipment is since many equipment only have 2-3 durability so you already miss out on some of its value.
Nov 25, 2013Posted in: The Arena
Hey, I just wanted some feedback on sort of mage in general in arena. I played quite a bit of arena this weekend as I think I chewed through like 5 arena decks of which I think I played mage 3 times this weekend as I had heard its one of the better picks. I constantly sort of found myself though getting beat up by equipment with little to no answers for them. The worst one was definitely the shaman who managed to drop a Doomhammer and use all of the attacks from it which was horrible for me since most of its uses ended up killing my creatures leaving him wide open to swing into me.
One of my biggest issues with the mage is it feels like I dont have that much actual card draw / card advantage when playing mage. My biggest hopes are just getting Flamestrikes and hoping that my spot removal is good and they have to card disadvantage to answer my own position. In general, I loose my ass off generally to priests and most things with equipment are extremely difficult for me to beat. I thought I would sort of voice this and see if anyone has any suggestions or if its likely just a weakness of mage. I still did relatively good with the mage builds which I think I went like 6/3 and 5/3 with some of my builds but I was just wondering if anyone had any suggestions for this or if its just a problem for mages.
Nov 22, 2013Posted in: The Arena
There is also a large issue with the fact that if you set something to X class specific spells then you open yourself for min maxing based on the class you choose because there will be classes that get a distinct advantage as their class specifics are better than others.
I see no issue with random. If you get a bad pool you do what you can with it and roll the next one. Part of the fun is seeing what you get a crack at.
Nov 22, 2013Posted in: The Arena
Thanks but that hardly helped.I just went 3-3 after farming gold the whole day, there's no word to describe how frustrated I am. What I'm supposed to do now, farm again for another 6 hours and hope I get 7+ wins? No thanks, what a stupid concept.
And the worst thing about it is that I don't even know what I'm doing wrong, I get destroyed by someone who just throws every card he has early game without even thinking (like Polymorphing my 3/3 taunt, how the fuck can I lose to this kind of player?) but when I do the same, I lose cause I don't have any removals for late game. Meh, starting to hate that game.
You can't base your opinion on one arena run. It's better to spend that gold on arena runs instead of card packs anyways because you also get deck building experience. Eventually you will reach a point where arena gives you more value gold wise than simply buying packs.
Just keep practicing.
I don't really care about getting more gold than from buying packs, I just want to practice and it's not really doable when I get to enter the arena twice a week only.
On the flip side, you got into beta so there is that. You will have an advantage in testing when the real game comes out so even though its only a few times a week, you are getting experience that the non beta guys are not getting.
BTW: thanks for the info here. It was very enlightening. I was trying too hard to go with a really low curve or too high of curve. The guides made a lot of sense though.
Nov 20, 2013Posted in: General Discussion
i have to agree stealth feels a little underwhelming right now, even if those cards are mostly valuable and can make some nice planning and combos.
what if stealth made the minion "invisible" to the enemy? not completely but for example you play the 4/2 panther but your opponent sees a
?/? stealthed creature? could be a little OP but since their aren't many minions with stealth it's still fairly predictable because of the mana cost.
If stealth provided a ?? creature for opponents it could be offset by having a set cost for all stealth creatures and have a cost to stealth / use the creature. Creatures in stealth with that setup though would probably have to not have their static abilities apply though in that case as well and it would be a slight hinder to the ability in some ways but if you made a set cost for stealthing a creature into play and then a reduced cost to unstealth them I could see it working decently.
You could even look at some alternative ways to unstealth like it does damage to yourself or something. Just random ideas though really.
Nov 19, 2013Posted in: General Discussion
It might be in part just that we are still in beta and the card pool is small. I see a lot of potential for it but it still irritates me that it has so many similarities to charge really in execution.
Like I said though, the more creatures with static abilities or triggers every turn they print with stealth the better the effect will be overall but thats up to them to dictate.
Nov 19, 2013Posted in: General Discussion
Hello, it occurred to me that Stealth is probably one of the more lackluster abilities currently being utilized in the beta. Currently, it is mostly a bad Charge because charge gives immediate value from the creature and Stealth attempts to keep the creature alive long enough to generally make an attack. Stealth has possibilities currently to be useful as something more than a bad Charge ability such as on creatures like Blood Imp but too often, Stealth creatures do not have an ongoing value generating ability to them making it an awkward ability in its current implementation.
I felt like starting up a thread to discuss the mechanic as a whole and where it stands. I havent played a ton of hearthstone yet but I am so far unimpressed so I wanted to gather some more opinions of it. It has some difficulty offhand with allowing players to drop in taunt creatures or blow them up with AOE effects before they can be utilized still.
Anyone want to contribute some thoughts to this? I sort of wish the rogue had more ways to grant stealth but more as sort of an added on effect to a lot of what the current cards currently do. Unfortunately it has potential to become sort of an ability that encourages goldfishing and non interaction with opponents but as it is right now I am really unimpressed.
Nov 19, 2013Posted in: Other Games
Hello, I am a MTG Commander / EDH guy myself. I have been enjoying hearthstone so far. I come from a background of probably 8 years of playing MTG over the corse of 15 years (lots of breaks).
If you are familiar with MTGSalvation (another curse site now) you might have bumped into me.
Nov 19, 2013Posted in: Rogue
Hey guys, long time MTG player here and I have just been toying with some fast aggro based rogue builds. I did hunter for a while but I found I ended up somehow getting a lot of merfolk cards that seemed really strong and hunter kept pushing me into beast aggro so I went rogue with it instead. It has mostly been working well but I do run into some issues with the characters with ability harass and more so with AOE spells especially the cheap ones that occasionally get opening handed. This build tends to focus on over-swarming the board and trying to kill fast so understandably its just going to be a problem unless I shift to something else entirely. Even then though, its been quite successful so far for me. I thought I would post it and see what people thought of it as its not perfect and its sort of where it is based on what I can get / have.
Minion (25) Ability (2)
- 2x Cold Blood
Weapon (3) Loading Collection
I have an additional Coldlight Seer but am not entirely sold that its solid for the build. Being that its sort of a strictly defensive buff to the merfolk I dont know how I feel about it yet and I ran two of them for a while and was not too impressed. Murloc Warleader has been great though but I only have one of them unfortunately :(
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