So basically any late game minions are out of play now because rogue can cheaply remove them wirh buff effects etc. Well done Blizzard. Just print card 1 mana - your opponent can't play minions this game.
Against agro? They were conceding around turn 6 or 7 mostly, but sometimes you encounter guy who doesn't know he lost long time ago. Against druid? It takes until they will finish playing solitaire with their draw/ramp cards and start playing their overpowered kazakusan cards, unless you mutinize their Kazakusan on turn 7 obviously (happened to me right now in first legend game).
Let me tell you it was hard grind. After new miniset hit, that Sick Druid with turn 7 fifteen mana and 24 dmg face dmg spells was a nightmare for me with this deck, but in some games it was still winable (aggression is the key, not focusing on quest, rather having minion on board).
Against any aggro (basically all decks trying to beat Sick Druid), this deck is slightly favorable, just keep some healing in hand and use it when you have Xyrella.
Going throuh rank 2 diamond was really hard, for some reason going through rank 1 was not that hard. I met two Sick Druids (one win, one lost) two hunters and aggro druid for legend rank battle (pretty hard fight, not usual net deck list).
Well here is the deck, enjoy climbing.
### Quest Priest # Class: Priest # Format: Standard # Year of the Gryphon # # 2x (1) Gift of the Naaru # 2x (1) Renew # 1x (1) Seek Guidance # 2x (2) Condemn (Rank 1) # 1x (2) Insight # 2x (2) Wandmaker # 2x (3) Amulet of Undying # 2x (3) Entrapped Sorceress # 2x (3) Palm Reading # 1x (3) Venomous Scorpid # 2x (4) Hysteria # 1x (4) Xyrella # 2x (5) Spirit Guide # 2x (6) Lightshower Elemental # 2x (6) Undying Disciple # 1x (7) Mutanus the Devourer # 1x (7) Soul Mirror # 1x (8) Mo'arg Forgefiend # 1x (8) Xyrella, the Devout # AAECAd35AwjIvgP73wOW6APU7QOm7wPd9gPM+QPoiwQLk7oD/tED4t4D+OMDmusDnusDzfIDjIEEhaMEiKMEiqMEAA== # # To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Does anybody know what idiot designed 1 mana mage buff for ping hero power? It should NEVER go to more than 1 and if it does there has to be bigger payoff for this shit to have basically better hunter hero power. But Blizzard went further. This shit can be 6 damage after using Hero card, basically pyroblast, plus additional 6 damage by rare, i repeat, rare 3/5 miniom plus additional pyroblast with 8/8 body for 8 mana. This shit is really sick and beyond bad design. It is like Warrior would have hero power "gain 12 armor" and rare cheap minion "for every enemy minion gain armor equal to your hero power" - than HS would be fair.
I made this deck tk beat meta. It does EXTREMELY well against Secret Pala, Aggro Hunter and Spell Mage and very well against Rush Warrior and usual Control Priesr. From D5 to Legend it was smooth ride with minimum loses.
Yeah I know that Kibler was playing something similar. I brewed this deck before his youtube video actually. I checked it out and if I remember correctly he was not playing 4 mana AOE minions, which are key cards against aggro decks.
Welcome to HS where classes with cheap devastating spells, mana cheating and free minions are dominating. Aggro mana cheating HS entertainment since 2014.
There are several problems in HS since day 1:
Charge mechanics and cheap face damage (charge was almost eliminated years after developers finally realized they fuck up) - cheap face damage means damage from generated spells and any direct damage spells from mage, rogue or shaman (also cheap and doing too much damage for its cost) and cheap indirect damage (that rush beast in Hunter now, 0 mama buffs in Paladin, that 8/8 minion in demon hunter, new Alextrasza etc.)
Buffs are problem - weapon minion, doesnt matter.
Some mechanics destroying whole round for opponent - counter spell.
In some cases there is not problem with card itself, but that some classes can't counter that.
Look at Priest for example: they don't have weapons, secrets, direct face damage, good buffs, they have a lot of healing this expansion and two mana cheating spells (which are probably best priest cards right now), but usually spells and minions are too passive and too expensive to counter damage spams from opponents.
Lets say that elemental for 6 - 6/6 taunt with 8 healing.
It is too expensive for a little healing ans bad stats. It will just delay your devastation about 1 round. Any 1 cost or 2 cost spell doing 3 damage will clear half of it, second half weapon and that 8 heal is irrelevant in this scenario.
Good, annoying Rogue was shining long enough. Hope this class will Vanish (pun intended) for a few years together with overpowered 0 and 1 mana spells and cycling through all deck before turn 7.
The problem is mage spells in general. Fireball is crazy, 6 dmg for 4 mana, compare it to the similar rare spell of Warrior where you have crazy condition to do 6 dmg for 4.
Counterspell usually causes auto lose, but fortunatelly spell mage doesn't have minions for counterspell to be that relevant.
But they have more cheap face damage. 5 dmg for 5 mana create 5 mana minion, lol. Janice who was nerfed do similar effect and it is legendary card, but there you have a chance to clear it next round.
7 mana deal 10 dmg is ridiculous. On top of that the generated spells usually contains that 4x3/5 minions going face.
Yeah, the deck is broken. Whole game is broken. I have just tried Paladins and didnt feel any weakening there.
I actually stopped playing two years ago because HS got really boring. I tried it last december again and it was best meta I have ever experienced. Of course Shaman with evolve weapo was very annoying, but it was not Quest Rogue or Shudderwock annoying.
After Shaman nerf the meta was amazing. Any class could beat any class basically, there were huge amount of various decka in Tier 1 and Tier 2.
Now we are back on the old trail and I see reasons why I quit Hearthstone before. I hope the nerfs will help, but I don't think that Paladin/Mage/Rogue will stop being dominating classes.
Nerfing Pen Isgrinder makes total sense. It is most played card in all decks at this moment. It has effect like legendary minion yet it costs 1 mana. It is too powerful in decks which are already too powerful even without Grinder. It is mind blowing that they marked it as common card. Design fail in tier of old good Quest Rogue. Turn 5 board full of 5/5 divine shields.
I believe that last expansion was probably best. Every class had strong deck, tier 1 and tier 2 had like 15 different decks. You could play bomb warrior, highlander mage, ress priest, galakrond warlock, pure pala, miracle rogue, otk demon hunter, totem shaman, big druid, highlander hunter and have a chance against all other decks. Every deck had second variant with same strenght - demon warlock, big warrior, big priest, aggro hunter and rogue, pen flinger paladin etc etc
Now you have literally 2 competetive classes with 3 competetive decks....
-3
So basically any late game minions are out of play now because rogue can cheaply remove them wirh buff effects etc. Well done Blizzard. Just print card 1 mana - your opponent can't play minions this game.
-6
Lol, so Spellcoiler text is basically spells only Combo Battlecry Discover Spell only with different wording... Ideas are running out.
0
Against agro? They were conceding around turn 6 or 7 mostly, but sometimes you encounter guy who doesn't know he lost long time ago. Against druid? It takes until they will finish playing solitaire with their draw/ramp cards and start playing their overpowered kazakusan cards, unless you mutinize their Kazakusan on turn 7 obviously (happened to me right now in first legend game).
1
Let me tell you it was hard grind. After new miniset hit, that Sick Druid with turn 7 fifteen mana and 24 dmg face dmg spells was a nightmare for me with this deck, but in some games it was still winable (aggression is the key, not focusing on quest, rather having minion on board).
Against any aggro (basically all decks trying to beat Sick Druid), this deck is slightly favorable, just keep some healing in hand and use it when you have Xyrella.
Going throuh rank 2 diamond was really hard, for some reason going through rank 1 was not that hard. I met two Sick Druids (one win, one lost) two hunters and aggro druid for legend rank battle (pretty hard fight, not usual net deck list).
Well here is the deck, enjoy climbing.
### Quest Priest
# Class: Priest
# Format: Standard
# Year of the Gryphon
#
# 2x (1) Gift of the Naaru
# 2x (1) Renew
# 1x (1) Seek Guidance
# 2x (2) Condemn (Rank 1)
# 1x (2) Insight
# 2x (2) Wandmaker
# 2x (3) Amulet of Undying
# 2x (3) Entrapped Sorceress
# 2x (3) Palm Reading
# 1x (3) Venomous Scorpid
# 2x (4) Hysteria
# 1x (4) Xyrella
# 2x (5) Spirit Guide
# 2x (6) Lightshower Elemental
# 2x (6) Undying Disciple
# 1x (7) Mutanus the Devourer
# 1x (7) Soul Mirror
# 1x (8) Mo'arg Forgefiend
# 1x (8) Xyrella, the Devout
#
AAECAd35AwjIvgP73wOW6APU7QOm7wPd9gPM+QPoiwQLk7oD/tED4t4D+OMDmusDnusDzfIDjIEEhaMEiKMEiqMEAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
1
Does anybody know what idiot designed 1 mana mage buff for ping hero power? It should NEVER go to more than 1 and if it does there has to be bigger payoff for this shit to have basically better hunter hero power. But Blizzard went further. This shit can be 6 damage after using Hero card, basically pyroblast, plus additional 6 damage by rare, i repeat, rare 3/5 miniom plus additional pyroblast with 8/8 body for 8 mana. This shit is really sick and beyond bad design. It is like Warrior would have hero power "gain 12 armor" and rare cheap minion "for every enemy minion gain armor equal to your hero power" - than HS would be fair.
1
I made this deck tk beat meta. It does EXTREMELY well against Secret Pala, Aggro Hunter and Spell Mage and very well against Rush Warrior and usual Control Priesr. From D5 to Legend it was smooth ride with minimum loses.
Yeah I know that Kibler was playing something similar. I brewed this deck before his youtube video actually. I checked it out and if I remember correctly he was not playing 4 mana AOE minions, which are key cards against aggro decks.
Johnny's Priest
Class: Priest
Format: Standard
Year of the Gryphon
2x (0) Desperate Prayer
1x (0) Raise Dead
1x (1) Draconic Studies
2x (1) Renew
2x (2) Horrendous Growth
2x (2) Insight
2x (2) Thrive in the Shadows
2x (3) Apotheosis
2x (3) Hysteria
2x (3) Palm Reading
2x (3) Venomous Scorpid
1x (4) Blademaster Samuro
1x (4) Xyrella
1x (5) Dark Inquisitor Xanesh
1x (5) Fleethoof Pearltusk
2x (6) Lightshower Elemental
1x (7) Soul Mirror
1x (9) Carnival Clown
1x (10) N'Zoth, God of the Deep
1x (10) Y'Shaarj, the Defiler
AAECAd35AwrIvgPezAPXzgOb2AP+2wP83gPq4QP54wP76APU7QMKk7oDr7oD4t4D+98D9eED+OMDlugDmesDmusDrYoEAA==
To use this deck, copy it to your clipboard and create a new deck in Hearthstone
0
Yes
0
Welcome to HS where classes with cheap devastating spells, mana cheating and free minions are dominating. Aggro mana cheating HS entertainment since 2014.
There are several problems in HS since day 1:
Charge mechanics and cheap face damage (charge was almost eliminated years after developers finally realized they fuck up) - cheap face damage means damage from generated spells and any direct damage spells from mage, rogue or shaman (also cheap and doing too much damage for its cost) and cheap indirect damage (that rush beast in Hunter now, 0 mama buffs in Paladin, that 8/8 minion in demon hunter, new Alextrasza etc.)
Buffs are problem - weapon minion, doesnt matter.
Some mechanics destroying whole round for opponent - counter spell.
In some cases there is not problem with card itself, but that some classes can't counter that.
Look at Priest for example: they don't have weapons, secrets, direct face damage, good buffs, they have a lot of healing this expansion and two mana cheating spells (which are probably best priest cards right now), but usually spells and minions are too passive and too expensive to counter damage spams from opponents.
Lets say that elemental for 6 - 6/6 taunt with 8 healing.
It is too expensive for a little healing ans bad stats. It will just delay your devastation about 1 round. Any 1 cost or 2 cost spell doing 3 damage will clear half of it, second half weapon and that 8 heal is irrelevant in this scenario.
0
When I play against Warlock with my Priest Tickatus is basically the only card destroying me.
1
Fireball should be hofed long time ago. Or should be made legendary or something.
I died too many times by 2 fireballs in my face, sometimes three because one was RNG.
It is Leeroy Jenkins of spells. Definitely top 3 spell in Hearthstone.
0
Good, annoying Rogue was shining long enough. Hope this class will Vanish (pun intended) for a few years together with overpowered 0 and 1 mana spells and cycling through all deck before turn 7.
1
The problem is mage spells in general. Fireball is crazy, 6 dmg for 4 mana, compare it to the similar rare spell of Warrior where you have crazy condition to do 6 dmg for 4.
Counterspell usually causes auto lose, but fortunatelly spell mage doesn't have minions for counterspell to be that relevant.
But they have more cheap face damage. 5 dmg for 5 mana create 5 mana minion, lol. Janice who was nerfed do similar effect and it is legendary card, but there you have a chance to clear it next round.
7 mana deal 10 dmg is ridiculous. On top of that the generated spells usually contains that 4x3/5 minions going face.
Yeah, the deck is broken. Whole game is broken. I have just tried Paladins and didnt feel any weakening there.
0
I actually stopped playing two years ago because HS got really boring. I tried it last december again and it was best meta I have ever experienced. Of course Shaman with evolve weapo was very annoying, but it was not Quest Rogue or Shudderwock annoying.
After Shaman nerf the meta was amazing. Any class could beat any class basically, there were huge amount of various decka in Tier 1 and Tier 2.
Now we are back on the old trail and I see reasons why I quit Hearthstone before. I hope the nerfs will help, but I don't think that Paladin/Mage/Rogue will stop being dominating classes.
0
Nerfing Pen Isgrinder makes total sense. It is most played card in all decks at this moment. It has effect like legendary minion yet it costs 1 mana. It is too powerful in decks which are already too powerful even without Grinder. It is mind blowing that they marked it as common card. Design fail in tier of old good Quest Rogue. Turn 5 board full of 5/5 divine shields.
0
I believe that last expansion was probably best. Every class had strong deck, tier 1 and tier 2 had like 15 different decks. You could play bomb warrior, highlander mage, ress priest, galakrond warlock, pure pala, miracle rogue, otk demon hunter, totem shaman, big druid, highlander hunter and have a chance against all other decks. Every deck had second variant with same strenght - demon warlock, big warrior, big priest, aggro hunter and rogue, pen flinger paladin etc etc
Now you have literally 2 competetive classes with 3 competetive decks....