Aya Blackpaw is simply too strong, you can usually get the full value of her as soon as you play.
Evolveon the charge side is usually enough to clear the board and go for the lethal.
I didn't have Aya Blackpaw and so threw in Unstable Evolution instead. On the charge side that card is nuts. As long as the minon it creates survives and can charge you can keep hitting things until you run out of mana.
I think the point is to be random. The name of the expansion is a twist on "Dungeons and Dragons", so the random nature not only serves to strengthen that theme, but make the mode VERY replayable and fun while not being too easy. It's not going to be "easy" by any stretch of the imagination, and since it is not tied to you having cards or your account level it can be as difficult or unfair as they want it to be without it making you want to buy more packs. Overall I don't understand the complaints people have about this mode.
"Dungeons and Dragons" started downplaying the random dungeon concept decades ago (mid 1980s) largely because the tables could result in totally wonky results and dungeons that were seemingly designed by drunk madmen. That is why even in the 1970s modules (the equivalent of adventures in hearthstone) were being produced like there was no tomorrow.
More over the modules were grouped into sets that could be played sequentially and later some of these were gather into omnibus formats (like GDQ 1-7 Queen of Spiders). In other words effectively the same way WoW does zones today.
It's called Greed and it grows more powerful with each patch.
You're correct in a way. The greed of the moronic vocal player base expands with every set release.
It is not greed to want something similar to the old adventures where you knew exactly what you were getting. Classes are now seeing two legendaries each while back when adventures were still a thing one was enough.
The only "moronic vocal player base" is the group that thinks the disappearance of the 700 gold per wing adventures was a good thing.
I think this is totally different from a rogue like, many of them if you're good enough you don't rely on rng, in hs you do. In roguelikes you don't start from 0 when you lose, in hs you do. In roguelikes you unlock things for your next run, in hs you don't... so, i think this won't be a roguelike gamemode.
Right. In fact, Guild of Dungeoneering builds on the fact that odds are your character will die...horribly but progress through the dungeon means you earn gold with which you get better and better characters and abilities. There is still permadeath but the go back to square one of the original Rogue has been replaced.
You'll shuffle up a 8-card boss deck and defeat 8 random bosses.
Each time you beat a boss, you'll earn new cards to add onto your inital lowly 10-card deck.
It's completely free!
Did anybody else catch to how wording gives the impression that their math isn't stellar? :-) "8-card boss deck" "add onto your inital lowly 10-card deck.". Would explain why pre nerf Quest Rogue was totally FUBARed.
Deck order isnt done server side at start of each game. You draw every turn random card from your deck. Its just visuals that let you see that u draw top card. Because deck order is random after shuffle in physical game how is it diffwrent to draw top card or draw random card
It's basically irrelevant how the order is handled, because either way you have no way of predicting what the next card will be or interact with what is more likely to be drawn. For all we know, we might as well consider it completely random until you actually see the card. But why would you expect the average hearthpwner to grasp this?
Right, but I gave this this card a Meta-Defining! ranking based on what it represents rather then what it actually does. This marks the first time in the post-beta game that you can remove cards from your opponent's deck without it substantially negatively effecting your own (Skulking Geist effects both decks equally and only for spells).
Since the average Gold for quests is higher than 50 Gold, it would make sense to reroll 50 Gold to maximize your Gold Outcome. Furthermore, you can consider to not do a quest on the same if you reroll and your new quest is only 40 Gold worth and to reroll it the next day. However, this will make it more complicated and you can't be precise anyway. If i get a "win 5 games with X or Y" quest, i gain another 16,67 Gold, while it is not clear how many wins i make when i do a "Play 50 xxx Cards".
Sites like Hearthstone Meta Decks help in creating decks that are more likely to win when doing quest other then the win x games as this class quests. This boosts the potential gold value of such quests.
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DIdn't have all the cards and so created a variant that took 3 tries to beat Sindragosa.
### Custom Priest
# Class: Priest
# Format: Standard
# Year of the Mammoth
#
# 1x (1) Holy Smite
# 2x (1) Inner Fire
# 2x (1) Potion of Madness
# 1x (1) Power Word: Shield
# 2x (2) Divine Spirit
# 2x (2) Lightwell
# 2x (2) Mind Blast
# 2x (2) Shadow Word: Pain
# 2x (3) Injured Blademaster
# 2x (3) Kabal Talonpriest
# 2x (3) Shadow Word: Death
# 2x (4) Greater Healing Potion
# 1x (4) Mass Dispel
# 2x (4) Priest of the Feast
# 2x (4) Tortollan Shellraiser
# 2x (5) Power Word: Tentacles
# 1x (5) Prince Malchezaar
#
AAECAa0GBJcC5QTWCqC3Ag34AqEEnQbVCNEK0wrXCpqsApK0ArW7Are7AvC7AtzBAgA=
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
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Didn't have some of the cards and so put this together. Got really good card draw and beat her the first time.
### Anti-Deathwhisper
# Class: Priest
# Format: Standard
# Year of the Mammoth
#
# 2x (0) Circle of Healing
# 2x (1) Binding Heal
# 2x (1) Northshire Cleric
# 2x (1) Power Word: Shield
# 2x (2) Loot Hoarder
# 2x (2) Novice Engineer
# 2x (2) Purify
# 2x (2) Radiant Elemental
# 2x (2) Shadow Word: Pain
# 2x (3) Coldlight Oracle
# 2x (3) Shadow Word: Death
# 2x (4) Greater Healing Potion
# 2x (4) Hozen Healer
# 1x (4) Shadow Madness
# 2x (5) Darkshire Alchemist
# 1x (5) Prince Malchezaar
#
AAECAa0GAtwBoLcCDvsBnALlBPgH0grTCtcK8gzsrgKstAKYuwK3uwLSwQLYwQIA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
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If real this could signal that options for messing around with your opponent's card draw will become more viable.
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This still works though it does depend on RNG.
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This deck took several tries but worked once I understood not to put anything down except to kill his minons.
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After about 10 tries this finally worked. Glad I don't have to do that again.