People dont need to buy anything. Play the mode of you like it or dont. But spare us the "I hope it fails" BS.
- IceD34ler
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Member for 6 years, 10 months, and 28 days
Last active Wed, Oct, 27 2021 09:43:53 -
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H1st0ry posted a message on A Brief Video Overview of The New Hearthstone Mercenaries Game ModePosted in: News -
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RAGEdarky posted a message on Why there is so much hate on Mercenary mode or on Hearthstone in general?Posted in: General DiscussionStupid people always tend to hate something they don't understand.
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OverholtNA posted a message on Neutral-to-Class card & On-Curve synergyPosted in: Card DiscussionThe one I'm enjoying this cycle is Circus Amalgam in Shaman. A few reasons it works:
1) Kindling Elemental (I guess this is another example, actually!) to get out a turn 3 (or coin + turn 2) Chillwind Yeti.
While you may not run the latter two in an elemental deck, you will likely still have some spell discovery that can generate those cards. In theory pretty much every class can make use of a tribal synergy, but Shaman effectively has three of them between Murlocs, Totems, and Elementals, so they tend to benefit most from this card imo.
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Infirc posted a message on More Reverted Nerfs Announced - Paladin, Priest & RoguePosted in: NewsIt's not a problem with a nerfed boar and patches, the toxic part of the card was the sudden amount of damage that they could deal with a bunch of 1 mana chargers
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KosovaLove posted a message on This Week's Nerfs Postponed Till Patch 20.0 Later This MonthPosted in: NewsMr Ben brode and his team did norhing whit the game we has some many sessons that whas only one deck they refused to change cards and ad new game mods to the game the new team is 100 times better hearthstone is so mutch better game now then on ben brodes time. Sorry for bad english
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Biomass posted a message on Who is preordering and if, which bundle?Posted in: General DiscussionBoth. Always. Whale.
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DarkArchon21 posted a message on Quill You Be Ready? - New Teaser!Posted in: NewsI think this is the first time it's been super obvious what it will be, some sort of Razorfen Downs that will have plenty of hogs. You can tell it's in the Razor dungeon with the cave and Bristlethorn everywhere. Should be a healthy dose of Undead and magic beings as well like mages/skeletons. Plenty of those dudes around in the Hog dungeons.
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suchti352 posted a message on Quill You Be Ready? - New Teaser!Posted in: NewsDwarfen Sharpshooter is litterely the opposite of a face card XD
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RaduGL posted a message on LightsteedPosted in: Lightsteedwhat do you mean "expensive"?
4 mana 3/6 is already good stats for the cost.
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HoraceWalpol posted a message on "There Are Big Changes Coming To Hearthstone In 2021" - Alec DawsonPosted in: NewsIn this thread: people speculating on Blizzard's nefarious motives to give us less dust or already deeming the changes to be a failure BEFORE KNOWING ANYTHING of what the changes will be (except that Edwin won't be in standard anymore). Apparently Team 5 has let us down so many times that they can't be trusted anymore.
A big part of the Hearthstone community has become so toxic, it seems like people are doing nothing but affirming each other's views on how bad Hearthstone has become. I honestly cannot see how Blizzard has "let us down" - on the contrary, it seems to me that Blizzard has delivered on almost all the wishes people have been expressing over the years.
People have been calling for more cosmetics, achievements, a greater sense of progression, more content, new play modes, a new class, more frequent nerfs, more rewards. We have gotten ALL of those things. The only things that are really missing is tournament mode and changes to the classic set. It seems we will be getting the latter this rotation.
IMO Hearthstone today is a much better and more generous game than when I started playing in 2016. Go ahead and call me a Blizzard shill or speculate that Blizzard is paying me for defending the game. It does nothing but prove how toxic the community has become.
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Mana Cheat is a combo mechanic which allows "Big" decks (Spells or Minions) to put pressure on Control. Control simply runs out of resources (board clears and single target removal) to deal with those threats (as often times multiple big minions are on the board). But most cards that provide a discount or draw cards don't do anything else the turn played (Palm Reading, Backfire, Free Admission, Arcane Intellect). You basically prepare your hand for a big mid-to-late game strategy to exhaust your opponents options - if he plays passive/reactive. Important to note: most Combo minions have even stats (e.g. Giants). They are neither aggressive nor passive, but mostly lack Taunt as they need a disadvantage vs. Aggro.
The counter to that is to play minions. Every.Single.Turn.
Minions are super valuable because, compared to Spells, they can attack multiple times, or trade with enemy minions. The downside is, they need to wait a turn to be valuable. This means they are vulnerable to one-off Spell cards that can react immediately.
So if a minion-heavy deck has to deal with a spell-heavy deck (spells which do not summon minions but immediately deal with your minions) you as an aggro player cannot build up minion synergy (murlocs) nor can you deal enough damage to face to end the game by turn 4/5. After these turns, if you opponent is not below 15 health, it's usually game over and you run out of cards.
So if you are having trouble beating mana-cheat decks you MUST play murloc decks or any other tribe based/non-tribe based aggro deck. Of course you are vulnerable to control then. And there you have rock-paper-scissors. Important to note: most new cards are combo cards as that's were you have the most freedom in design. And by now we have most combo archetypes in every class.
We have Swarm -> Paladin: Silver Hand Recruits, Divine Shield to counter board clears but you can't afford to wait to combo with cards that provide Divine Shields for your Silver Hands vs. Aggro| Hunter: Token Beasts with Rats and Hyenas to exhaust board clears | Druid: Treants with Deathrattles to counter boardclears | Demon Hunter: Illidari Swarm with Death events as triggers to boost Blood Herald and Nethrandamus and copy them with Zai, the Incredible)
Then we have BIG to counter single target removal -> Warlock: Big demons (Imprisoned Scrap Imp/Shadow Council Combo, mostly lack Taunt) | Mage: Big Spells Quest to go directly face | Hunter&Druid: Big Beasts and so on)
And then of course Deathrattle to counter boardclears -> don't need to summarize, we had it in every class.
The point is, most cards are combo cards as they only work with other cards in synergy. Mostly those are minion/spell combos (Nightshade Matron + Hand of Gul'dan, Feast of Souls + any Illidary Swarm cards etc. Those combos only really work if you draw cards in the early game. If you need to play the Nightshade Matron to answer Aggro (as you didn't have the time to draw into Hand of Gul'dan), you cannot draw cards, and if you play Coordinated Strike or Command the Illidari to answer aggro without Feast of Souls, you're screwed in the mid-game when Aggro finishes you off. So that's the mechanic that makes Combo run out of cards vs. Aggro because they can't combo to draw more in order to prepare for the big finale (in the Demon Hunter example Blood Herald and Nethrandamus). Starving Buzzard + Unleash the Hounds is the exact same example. Play Unleash to answer aggro but then you can't draw anymore with Buzzard nor can you Combo them with Scavenging Hyena.
Funnily enough these archetypes always existed, from the day Hearthstone was released, just not for every class. (the Combo variants - Aggro/Combo/Control was there for every class from the start) And we have lots of stuff inbetween, but generally combo decks always want to survive Board Clears and Single Target Removal (good example is also Rattlegore, he is a nightmare to deal with as Control, as he just won't die without morph spells - but he comes late, has no Taunt and is therefore often times ignored by Aggro)
Most players mix early control spells (some boardclears) and put some highly valuable minions into their deck. This strategy can work, but only if you get your spells first and the minions last. It's usually best to fully commit to one archetype though - because then you can beat other decks of the same archetype and the one you are in favor of anyways.
tl;dr: if you go purely aggro (98% minions) and face a pure control deck (80% boardclears, removals and then a few big minions) you will likely lose, but win any Combo Matchup which need time to prepare and lack Taunts to stop you. Mana Cheat is Combo.
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Thanks! Yes, this stuff is super interesting.
I'm doing some analysis on the Classic Set as well and it's funny that the archetypes never really changed over the years. There was a Swarmy Combo Spell Damage Deck for Warlock in Classic as well.
If you look at the Reward cards of Warlock, there is Kobold Geomancer and Ogre Magi. And there are two cards in the Classic Set that benefit from Spell Damage, Mortal Coil and Bane of Doom. Both have a condition that is easier met if boosted by Spell Damage (also Ogre Magi Turn4, Bane of Doom Turn5). We also have two Turn3 Spells as a follow-up for Kobold Geomancer (which isn't the case in Mage for example).
In later expansions this deck was buffed by Imp Gang Boss (in combination with Blood Imp), Imp-losion (which also benefits heavily from Spell Damage) and Mal'Ganis. This Swarmy theme is in every class btw. (Druid has Treants for example).
The other is the "BIG" theme, in the Warlock case it's Big Demons with another Reward card that just fits great in a Combo Big Deck, Gurubashi Berserker (followed up by Dread Infernal). This deck has Pint-Sized Summoner and the Combo Summoning Portal + Felguard as well, which is the only way to make Felguard work tbh. Also Sense Demons Turn3 + Pit Lord Turn4 is a thing in there.
Both deck types are Combo because they exploit the weaknesses of a Control Deck, board clears and Hard removals. Vs. a "Big" deck a Control deck wil simply run out of hard removals, and a swarmy deck that can fill the board with tokens over and over can overcome any amount of boardclears. After a while Deathrattle decks came into play as well to beat Control.
Funnily enough, if you try to make an aggro deck with Warlock and look at the reward cards, there is also Grimscale Oracle for a level 53 and 54 Warlock Class. Guess what the Aggro deck looks like? :D It's a murloc deck. Suddenly a Felstalker works great with so many 1-drops. Also not all Discard cards are played in the same deck, I'm trying out Soulfire in the Spell Damage/Swarmy deck and it just kills. A 6-damage Soulfire with that amount of Spell Damage (along with Bloodmage Thalnos) isn't that rare.
The real challenge is to find the appropriate Neutral cards to fill in the missing spots to 1. still have a great curve and 2. have enough synergy to be able to compete. With the Swarmy Deck I'm playing around in Standard right now, I have won some games vs. Quest Decks already, still refining though as I'm sure I'm missing the last bit. Rustsworn Initiate though works great with it already (it summons a Spell Damage Imp which helps with board buffing and Grimoire of Sacrifice. Also it's another minion from the "Rustsworns" (like Rustsworn Cultist) so I guess that's no coincidence.
What's worth mentioning here is that usually Combo minions have even stats (or close to) much like Ogre Magi or Kobold Geomancer as they are neither aggressive nor passive, but rather situational in combination with Spells. You see that with most Combo minions which sacrifice stats for a better ability.
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Updating this thread with another find. There is a swarmy token combo Warlock deck that I'm testing right now, and an obvious synergy is this:
Fiendish Circle Turn 3 -> Rustsworn Cultist Turn 4 -> Shady Bartender Turn 5
It also runs all the "Destroy your own minion"- cards like Ritual of Doom and Grimoire of Sacrifice in combination with Headmaster Kel'Thuzad. Wicked Whispers and Boneweb Egg are also in there (for obvious sacrifice/board buff reasons), just need to find the rest of the deck parts.
Will post the deck once I'm done with testing.
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Finally a new Dreadlord. Love it.
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Razormane Battleguard allows you to have a potential turn 3 Gold Road Grunt, would def. add this. Other than that you have too many Legendaries and 2-drops. I would only keep Greybough and Plaguemaw the Rotting.
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Hey,
so now after the release of the new expansion Forged in the Barrens it's worth looking a bit closer at card interactions and natural synergies emerging from a simple game mechanic: gaining one mana crystal each turn.
There are cards that are quite versatile and are only archetype bound. Twilight Drake and Doomsayer are good examples.
While Twilight Drake is useless in Aggro since it's usually out of cards at turn 6 and Control as it doesn't provide any Hero protection or immediate board impact on turn 4 it specifically shines in any Combo deck that wants to draw cards early at turn 3 with 3 Mana cards like Arcane Intellect, Sense Demons or Thoughtsteal. Doomsayer is great in any Control deck that wants to stall and reach later turns for more powerful cards.
Twilight Drake and Doomsayer can both be played in almost any class as they are not really class-bound or specific.
However, there are neutral cards that are clearly intended to be played in very specific classes and archetypes. Parade Leader is a good example. While it's only a common minion from the Darkmoon Faire expansion I was really surprised when I played it in a token Demon Hunter deck with a bunch of Rush cards like Coordinated Strike, Renowned Performer, Magehunter, Command the Illidari and Expendable Performers. (along with Nethrandamus, Wrathscale Naga, Feast of Souls, Blood Herald). It performed extremely well.
I wanted to discuss this in a forum thread since I believe we can find hidden, vey efficient combos much easier as a community. Such combos often times come up in the same expansion but also just emerge after multiple expansions. These of course require your first minion not to be destroyed before enabling that mini-combo. Here are some examples of Neutral-to-Class card synergy:
But this also sometimes works within a class itself, like Imprisoned Celestial on turn 3 and Stand Against Darkness on turn 5 in Paladin.
I found that in Deathrattle Demon Hunter the 5 mana Burning Blade Acolyte is the only 5 mana Deathrattle card (apart from Al'ar) that can work with Death Speaker Blackthorn and is prbly designed for this specific deck (as it also summons a demon). Also Barrens Trapper is a great card to play on turn 3, followed up by Burning Blade Acolyte on turn 4. Kindling Elemental seems to be good in Mage with Arcane Luminary (and also Arid Stormer in Shaman). Also the only 5 mana Taunt that could make sense as a follow-up to Razormane Battleguard seems to be Gold Road Grunt (apart from Greybough and Teacher's Pet), also because it shares it's "Armor Gain"-effect with the class card Thickhide Kodo. I'm curious, what are your observations/findings?
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Mainly for curve reasons (there is no reasonable 6-drop) but also because he is sticky to the board as lots of other cards are in this deck. The purpose of this deck is to destoy control (to make boardclears and removals useless) and Cairne Bloodhoof supports that idea, and he got buffed too. But you can certainly replace him with any other high value Legendary. If I play Cairne on turn 7 and know my opponent could play Twisting Nether next turn, I know I could still deal 5 damage after.
I was thinking about replacing him with Zai, the Incredible to copy beefed up Blood Heralds as they can easily reach 30/30 of stats.
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This. Quite honestly if they don‘t address Auctioneer+Conceal (which they never will) this will be a dead mode in a few weeks.
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Yep same here.
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Just bad luck, these high rolls can happen. If you were a mage with Flame Ward up and other control tools, he would prbly give up two turns later. So, just concede and move on.