• 1

    posted a message on Is quest rogue unbeatable?

    To beat quest rogue you have to basically maintain a strong board presence and have a solid supply of removal. Rogue doesn't have any real healing, so feel free to SMOrc em down. Another way to try beat them is to use Counterspell and/or Mana Bind immediately after they complete the quest. Depending on the level of player, they might not test the secret and play the quest anyway, which will be their downfall if you have board presence.

    Posted in: Rogue
  • 0

    posted a message on Future Feature Funhouse
    Quote from FelyHS >>
     So never
     Exactly :)
    Let's be honest, mobile innkeeper would be a shit idea. Mobile hearthstone on its own is a casual setting. You don't get as much of the game in art and detail. So the idea that enough mobile-only players would want an app that will do basically nothing but take up limited memory, data, and bandwidth and not have any real visual feedback in app (no deck tracker or importer) to make it worth the developer's time is kinda absurd. They also wouldn't be able to openly alpha/beta test the app because the average interested person would not have the drive to properly test the app in all its features, which would not be as easy to do as it is on PC. 
    Posted in: Innkeeper Feedback & Support
  • 2

    posted a message on Question on Cavern Below Quest not triggering after plays

    The Quest does track every minion you play, but it only updates when you play more than the current max. 

    Posted in: Rogue
  • 5

    posted a message on Blizzard: "Journey to Un'Goro Card Distribution is Working Properly"
    Quote from CherubDown >>

    The problem IMO is that because there are 9 extra legendaries via Quests, the rate of legendaries aught to have increased

     Actually, there are only a couple more legendaries than usual. They made up for the quests by making fewer neutral legendaries. If you want a breakdown per set, I have a quote from the wiki.
    Quote from Gamepedia >>

    There are 161 collectible Legendary cards: 33 in the Classic set (1 per class and 24 neutral), 20 in the Goblins vs Gnomes set (1 per class and 11 neutral), 20 in The Grand Tournament set (1 per class except 2 for Hunter and 10 neutral), 21 in the Whispers of the Old Gods set (1 per class and 12 neutral), 20 in the Mean Streets of Gadgetzan set (1 per class, 3 tri-class cards and 8 neutral), 23 in the Journey to Un'Goro set (2 per class and 5 neutral), 6 in the Naxxramas set (all neutral), 5 in the Blackrock Mountain set (all neutral), 5 in the League of Explorers set (all neutral), 5 in the One Night in Karazhan set (all neutral), 1 in the Reward set (neutral), and 2 in the Promotion set (both neutral).

    Posted in: News
  • 0

    posted a message on Un'Goro Zoo Discolock

    Sorry sir, but this is not an attempt at a meta deck and I understand that it wouldn't work very well. If you must know, this was a first attempt that I made without referencing my then-current discolock deck, which is why this has the removal spells rather than more aggressive minions. The real issue is that I added all the new shiny things, rather than some of the old, more proven zoo minions.  As to having 10 chances for discard; I don't think I need to complete the quest to win, so having too much more doesn't seem needed.

    If you really do care, I will eventually be updating this when I can sort out everything.

    Posted in: Un'Goro Zoo Discolock
  • 0

    posted a message on PSA don't burn your quest
    Quote from CO1933 >>
    Well yeah, you trigger the quest quickly but Mill Rogues generally don't run a ton of minions that could really abuse the power of being 5/5s. That is, unless the deck was optimized a bit more to that extent.
     tbh, mill rogue needn't have things that abuse the 5/5 stats. 3 turns of fatigue damage is better than 5 turns of fatigue damage.
    Posted in: Card Discussion
  • 1

    posted a message on PSA don't burn your quest
    Quote from CO1933 >>

    Wouldn't have imagined the Rogue quest in someone's Mill Rogue deck lol.

     It does make sense. You want to use a ton of Coldlight Oracles to mill them out and 4 of them isn't bad
    Posted in: Card Discussion
  • 0

    posted a message on [Theorycraft] Midrange Quest Hunter
    Quote from Alphalegend91 >>
     What did it for me with Scavenging Hyena was the thought of T1 Alleycat, T2 him and trade with the 1/1s to create a 6/4. I know you're skipping playing the quest T1, but since it's not an aggro deck it's not as important.
     That is a fair point. And it's not like you're hurting on one-drop potential. You can play it on turn 3 and probably have 4 of 7 by turn 5.
    Posted in: Hunter
  • 0

    posted a message on [Theorycraft] Midrange Quest Hunter
    Quote from Alphalegend91 >>
     I like it although I think Raptor Hatchling is quite overhyped. I also think Swamp King Dred is going to be a card that people will be able to remove easily by adapting into poisonous.
    I'd switch them out for Igneous Elemental x2 (one immediately gets you 2/7 needed for quest) and Crackling Razormaw x1
     I feel in my deck that Raptor Hatchling will be the better choice when focusing on beast synergy. The only reason Fire Fly is included is because it gives immediate 2 procs on the quest, otherwise I would have something that works with beasts.
    As for Swamp King Dred, he really is an optional inclusion. I decided to use him rather than something else because I felt he fit the theme of the deck. In case you were wondering, the decks you would have to worry about adapting into poisonous are token and quest Druid, any Hunter, silver and quest Paladin, possibly some Zoolock, taunt warrior, and any murloc deck. Though the token Druid, Paladin, and murloc decks won't actually summon a minion with poisonous, but rather give current minions poisonous to quickly kill Dred (which isn't as easy). If I find that enough people are adding adapt minions as tech choices and it is interfering with Dred, I would elect to swap him out for something else.
    Quote from Alphalegend91 >>

    Edit: I really liked your idea of playing Scavenging Hyena so i took out Unleash the Hounds for it.

    Much better play against a wider variety of decks.

     I'm glad you enjoyed the Scavenging Hyena inclusion. What solidified it for me is just throwing the hyena down if I need to smash some raptors into the opponent's board. Why not get free buff for cheap? If Tundra Rhino is down too, I don't see how a 10/7 is that difficult to build and your opponent shouldn't have much board left to retaliate with. :)
    Posted in: Hunter
  • 0

    posted a message on [Theorycraft] Midrange Quest Hunter

    Fairly similar to mine. I more focused on strong beast synergy than intertwining synergies.

    Midrange Marsh Queen
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (22) Ability (8)
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    Posted in: Hunter
  • 0

    posted a message on Duck and cover!

    Not really a proposed change, more of a suggested budget adaptation, but if you don't have all the legendaries swapping 2 of them for 2 Stonehill Defenders could still be viable. As it is, I don't see anything wrong: a sufficient amount of taunts to complete the quest (10), board control (plenty), sustain (infinite), card draw (6), and solid finishers (5).

    Posted in: Warrior
  • 0

    posted a message on Is 100 packs enough of Un'goro or should I spend it all?

    The breakdown of the set is as follows:

    - 23 legendaries (36,800)

    - 27 epics (21,600 total)

    - 36 rares (7,200 total)

    - 49 commons (3,920 total)

    The preorder will fulfill basically all of the commons and rares, plus 1 or 2 legendaries. Epics are usually the optional cards, but this set looks pretty strong in the epic rarity, with 16-18 of the 27 being craft worthy. That might make the set more expensive, but that's up to your deck styles. 

    Posted in: General Discussion
  • 0

    posted a message on Is 100 packs enough of Un'goro or should I spend it all?
    Quote from latinvampire >>

    Look at your dust count.  I've got 100 packs too  but am sitting on 65k dust.  If you can fill up the missing card quota with dust, I'd do that.

    Short version: assess once you've opened your 100..

     Erm, you could basically craft the entire expansion with dust. The total dust cost for the non-gold set is 69,520. 
    Posted in: General Discussion
  • 2

    posted a message on Un'Goro Theorycraft

    You cancerous bastard. I love this. I didn't even think of using the Flame Elementals for the quest. Well played. I will say you forgot to include Biteweed vanCleef which would probably be better than Patches the Pirate. A second Shadowstep is also probably better value than Leeroy Jenkins(I never thought that was possible)

    Posted in: Rogue
  • 30

    posted a message on New Card - Meteor

    Will use on patches. Just one giant FUCK YOU

    Posted in: Card Discussion
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