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    posted a message on How do you all deal with ladder anxiety/frustration?

    Some of the answers here have pinpointed the solutions, i.e. playing optimally and lose the steam when you're on a losing streak. I know it's not as easy as it sounds, especially when you feel the odds are against you. But based on my experience in climbing the ladder (esp on Diamond 5 to Legend), optimal play is the way to lose the anxiety and most importantly, enjoying the game experience.

    Playing optimally means: 1) Keep your head cool, 2) Think before you play a card (expect what your opponent will counter and see if you can do a mind game to your opponent), 3) Squelch early to avoid frustration trigger.

    If you're aware that you played under that circumstance, you're less likely to get frustrated or anxious with your matches.

    Posted in: General Discussion
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    posted a message on Refreshing spring water in comparison with Pot of Greed ban.

    I agree to issue a nerf on the card. I did not expect for the development team to bring such a card into production since it obviously puts the power weight of Mage into the Pure Spell archetype. Throughout every expansion, drawing cards in Hearthstone has always been in parallel with some sacrifices taken. Some classic examples are Arcane Intellect and Sprint. It is understandable that those spells come with a high mana cost just to show how powerful drawing card is. In Hearthstone, topdecking has always been a big factor to decide who wins the match. And with Refreshing Spring Water it seems the card has crossed that line. Drawing cards with no cost are simply unfair and not to mention the cost reduction from Incanter's Flow, makes the match feels overly favored to the Mage player. If there's a nerf solution, I would propose its cost moved to (6) or each spell drawn recover (1) mana. Otherwise, if the developer's team feels Mage is okay with how it is, then each other class should also have their own ability to draw a card without a cost, just to make it fair.

    Posted in: Card Discussion
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    posted a message on Calling Rush Warrior Players

    Heya, I’m glad that my advice worked out for you. Hope you’ll reach legend before end of month.

    Facing priest should be easier than warlock. You could chip their face by tempo’ing crabrider on turn 2 or just play parade leader turn 2 followed by crabrider on turn 3. Priest is a bit struggling to answer this threat on turn 4 or turn 3 (if they’re going second) since they don’t have a good single removal for this (Hysteria + Holy Smite is the only answer). I often saw many priest players just used hysteria for this situation, leaving a 3/2 crabrider on the board, which is very risky. On your turn, you could apply shield of honor on the crabrider and get that 12 damage on their face quite easily. Then they’d get panicked and start to rush find the right removal. You could also bait them to use Soul Mirror, usually when you have playmaker and bumper car in play. This is green light for your troublemaker follow-up next turn. Then the game should be over rather quickly.

    I still think the hardest matchups are Pure Spell Mage, Paladins, and Warlocks

    Posted in: General Discussion
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    posted a message on Calling Rush Warrior Players

    I reached Legend using Rush Warrior in 2 days from D5, with around 4-6 matchups are Warlock. I agree that this matchup is a bit 50-50. The way to win against this matchup is to utilize Warmaul ChallengerShield of Honor and hoping that it won't be cleared by Cascading Disaster. Knowing that it has a high HP in early game, means that Warlock will only have Cascading Disaster to answer the board. Other spells won't be enough to remove this minion. If the Warlock couldn't answer after this threat, make sure that you widen your board enough to avoid Cascading Disaster, but short enough to avoid Hysteria. You also need to avoid greedy play against Warlock, meaning that you should maintain enough board pressure with minimal minions in play, so that it will force them to use any removal they currently have. This is achievable by buffing up your hand using Conditioning or Runthak. Then usually you could finish them using Troublemaker or Alex.

    Kargath is inefficient as the meta is currently at aggro to midrange, and by the time its Prime has been utilized, you're losing your opportunity to keep hitting your opponent's face. Making sure that you keep reducing your opponent's face in every turn is crucial for this deck to work.

    Whatley is pretty important in this deck, since it tutors your important cards - Sword Eater for Taunt & Weapon, Bumper Car for enabler on Parade Leader / Playmaker / Conditioning, Tent Thrasher for Big Threat, Alex for finisher or big minion removal.

    P.S. This is my list for Rush Warrior. I also benchmarked it from NoHandsGamer's list and modified it since I don't have Rokara and Samuro.

    Athletic Studies x 2
    Imprisoned Gan'arg x 2
    Shield of Honor x 2
    Stage Dive x 2
    Bumper Car x 2
    Conditioning (Rank 1) x 2
    Crabrider x 2
    E.T.C., God of Metal
    Parade Leader x 2
    Darkmoon Dirigible
    Playmaker x 2
    Warmaul Challenger x 2
    Sword Eater x 2
    Overlord Runthak
    Ringmaster Whatley
    Tent Trasher
    Troublemaker x 2
    Alexstrasza the Life-Binder

    Posted in: General Discussion
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    posted a message on new player seeking lessons

    Hi there. Happy to help you here. First of all, I know as a new player, understanding Hearthstone will take quite a while. It needs some time investment to learn about the terms revolving around Hearthstone as a TCG. For starter, you could experiment on card synergies while browsing your collection. For example, having a Sorcerer's Apprentice means it's best to have more spells in your deck to synergize with that card, especially with 1-mana spell cards, since it will cost 0 when she gets played in the board. From that point, you could then start looking at the "good" 1-mana spell cards that you have in Mage class. Ray of Frost and Magic Trick are usually a must-have's in current Mage decks which you could also include in your deck. Then you'd imagine the situation where you could play Sorcerer's Apprentice and those cheap spells altogether. What can be synergized again from that situation? Mana Cyclone seems a good card to get a combo with it to generate even more spells to your hand and getting more values from this.

    That's an example in building Mage decks. Each class has a certain identity and typical playing style that have different synergies in its cards. Knowing the right combination is the key to make a good deck in Hearthstone. Now, in order to reach that level of knowledge, it will definitely take some time. However, you could also check on professional HS players on YouTube or Twitch to see how they construct their decks, how their thought process goes on each match, and why the deck is made that way. Then you apply what you've learned into your gameplay and you might do several tweaks in order to suit your style better.

    If you need more advice, you could add me in-game, Zephyrus1291#1731 and I'll be happy to help. Good luck and Have fun!

    Posted in: General Discussion
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    posted a message on You people deserve sweet f all - Opinion on the community

    Imo, the prices of packs in HS have always been expensive since it's released. But with the new battle pass system, it simply mocks the f2p players for not contributing "enough money" to the company. Forcing f2p players to put more time and effort just to enjoy the same condition with the previous system is a bad marketing strategy. People have different priorities in life and they shouldn't be forced to prioritize HS or any kind of game just for the sake of its enjoyment.

    I think this is a general knowledge for any player: enjoying HS is more leaning on the deck experimentation. That means having more collection = more fun. In the previous system, f2p players could get at least one pack per day by completing one daily quest and several hours of playing, assuming they get at least 15 wins worth of 50g. This means that by tomorrow, they could experiment with new cards/dusts they received yesterday to enjoy a new deck in the game. This is what Hearthstone means to me and probably several other f2p players. Everyday is a new opportunity to experiment and enjoy a new set of cards to play. I could always look forward to play a few hours a day and getting excited for opening one new pack a day or saving those golds for later. That is the Hearthstone I've been looking up to, until now.

    The problem with getting rid of f2p players is simple: they are the free marketers for the game. People who could spread the word about Hearthstone and how it's enjoyable to play for new players. Both people who'd love to pay and who'd continue to play as an f2p player are more likely to have started from someone who spread these words. If these f2p players have decided to stop playing, then it's a declining business for Hearthstone. Surely the team knows about this basic business condition and they're probably still thinking it's not that problematic. Time will tell about the future of Hearthstone. Right now, it has become too greedy and not enjoyable as it was. Some people say it's dying. I think it is.

    Posted in: General Discussion
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    posted a message on Galakrond Burst

    I'm not sure if there's any, since Kargath Prime is really important for this deck. I think it's worth crafting too though. It's quite essential in most warrior decks.

    Posted in: Galakrond Burst
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    posted a message on Galakrond Burst

    One corsair cache was to mitigate the other cache becoming idle in your hand. This happened often when you only have two weapons in your deck, instead of 3 or more.

    I didn't put Dr. Boom because it's too slow, since you want to maximize your invoke and galakrond's hero power to do burst damage. I'd prefer Dr. Boom to synergize with risky skipper rather than standalone.

    Posted in: Galakrond Burst
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    posted a message on Galakrond Burst

    Thanks, man. Glad that you enjoyed the deck :)

    Posted in: Galakrond Burst
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    posted a message on Is Demon Hunter still a problem?

    I don't think it's as much of a problem as before the twin slice nerf. DH's tempo play has taken a big toll because of the nerf, taking them to a more midrange-build. I've seen many DHs even playing a highlander version which is not as eye-rolling as the tempo version. They are now easier to counter using control or heavy aggro decks. They are still very powerful, though, and never to be underestimated even after those nerfs. Dealing with DH now can take up to turn 8 on average, compared to turn 5 or turn 6 before the nerf. This is a huge power difference and so many things can be done to outvalue them. Take highlander mage, for example. Turn 6 can be a winning setup due to the Dragoncaster combo. The deck previously struggled a lot due to not enough early power to fight the satyr + battlefiend + warglaives threats. By turn 6, the mage is already left with 14 health or lower and next turn is most often a lethal. I'd say that scenario was also felt when played with other classes. With the nerf, it is less likely for that scenario to happen and reaching a latter turn against DH helps balancing the meta. As for your case, although DH might be an unfavorable matchup, Rogue is still a tier 1 class in the current meta. By having less frequent matches against DH, it should be easier for you to reach that 1000 wins.

    Posted in: General Discussion
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    posted a message on Looking for Hearthstone friends? Post your BattleTag Here 2.0

     Battletag: Zephyrus1291#1731

    Region: US
    Usual Play Times: around 8pm-12am (GMT+7)
    Level of Experience: Advanced
    Preferred Heroes: Various (currently looking at Shaman and Hunter). Climbing legend usually with Warrior or Druid.
    I’m Looking For: Friends. Just wanna have some nice chats and improve each other's gaming skills
    Tell us something about you: Returning player since late march 2020. Reached legend for the first time on May. Hit legend again on June. I like to experiment with off meta decks. I've played hearthstone through beta until whispers of the old gods before stopped playing until my recent comeback. Following Thijs, RegisKillbin, Dekkster, Kibler, and Chump for learning how the pro plays.

    Posted in: Players and Teams Discussion
  • 1

    posted a message on Fungal Fortunes + EMS + Dream Portals Bug?

    The portals inexplicitly draw you a card. So in your case, you actually drew 3 spells with 2 EMS drawn due to the portal's effect

    Posted in: General Discussion
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    posted a message on Was I BM'ed by Thijs?

    Thijs no longer uses the nick ThijsNL since many years ago if I remember correctly. His IGN should only be spelled as Thijs. You must be playing against another person.

    Posted in: General Discussion
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    posted a message on Sticky Minion Priest

    Yes it is. It has that libram paladin vibe when you play it

    Posted in: Sticky Minion Priest
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    posted a message on Stormwind Knight OTK/Combo Priest v1.3

    I agree. More often the deck will face hard-to-answer board pressure, especially from aggro and tempo. I don't deny that the RNG and top-decking play a big part to ensure survival. However, also remember not to overcommit with the full combo since it takes a lot of turn to pull it off. I have only been able to pull the full combo when my opponent is having a slow game (priest is a favorable match). Always look out for alternative winning condition, especially knowing the Power Infusion, Faceless Manipulator, and Psyche Split could pressure your opponent quite hard without the OTK combo. Of course, this is given the dire situation when facing aggro and tempo. Overcommit for the combo could lead to many losses.

    Posted in: Stormwind Knight OTK/Combo Priest v1.3
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