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    posted a message on Yellow-Brick Brawl is This Week's Brawl!
    Quote from Dudu42 >>

    Very consistent and fun to play deck. Unless you're fed up with the evolve mechanic, which is not my case.
    Hence why I played with:

    It's me! Jade Evol!
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (7) Ability (2) Playable Hero (1)
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    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.

    Posted in: News
  • 0

    posted a message on Hands on with the Kobolds and Catacombs New Dungeon Run Feature
    Quote from JJroks543 >>

    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.
    Posted in: News
  • 3

    posted a message on Hands on with the Kobolds and Catacombs New Dungeon Run Feature
    Quote from rambs >>

    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. 
    Posted in: News
  • 0

    posted a message on Hands on with the Kobolds and Catacombs New Dungeon Run Feature
    Quote from Zyko >>

    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.
    Posted in: News
  • 1

    posted a message on New Single Player Mode: Dungeon Run
    Quote from N0Sp00n22 >>
    • Completing a dungeon run with each of the nine classes gives you the Candle King card back.
     Funny thing.  That is the name of a wholesale candle supplier out of the UK. :-)
    Posted in: Dungeon Run
  • 0

    posted a message on New Single Player Mode: Dungeon Run
    Quote from Sylicas >>

    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.
    Posted in: Dungeon Run
  • 3

    posted a message on SINDRAGOSA IS NOT EASY

    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

     

    Posted in: SINDRAGOSA IS NOT EASY
  • 0

    posted a message on New Warlock Card Revealed - Gnomeferatu
    Quote from batanete >>
    Quote from Tamponpakka >>

    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).
    Posted in: Card Discussion
  • 0

    posted a message on average gold gain after new quests

    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.
    Posted in: General Discussion
  • 0

    posted a message on Easy Peasy Lady Deathwhisper

    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

     

    Posted in: Easy Peasy Lady Deathwhisper
  • 1

    posted a message on Easy Deathbringer Saurfang Win
    Quote from Zeetchmen >>

    Not very good, took like 5 tries; very draw dependent and no mulligan guide

     I guess I got very lucky as I was able to beat him the first time by turn 6 with this deck.
    Posted in: Easy Deathbringer Saurfang Win
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    posted a message on New Warlock Card Revealed - Gnomeferatu

    If real this could signal that options for messing around with your opponent's card draw will become more viable. 

    Posted in: Card Discussion
  • 2

    posted a message on Heroic Chromaggus + Summoning Stone - Best Win Condition!

    This still works though it does depend on RNG.

    Posted in: Heroic Chromaggus + Summoning Stone - Best Win Condition!
  • 0

    posted a message on The most easiest deck to win against Heroic Lord Victor Nefarius

    This deck took several tries but worked once I understood not to put anything down except to kill his minons.

    Posted in: The most easiest deck to win against Heroic Lord Victor Nefarius
  • 2

    posted a message on Heroic Maloriak (Multiple Wins)

    After about 10 tries this finally worked.  Glad I don't have to do that again.

    Posted in: Heroic Maloriak (Multiple Wins)
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