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User-4142015 posted a message on All Mercenaries by role and rarityPosted in: General Discussion -
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b1ak1ce posted a message on Onyxia's Lair Meta PredictionsPosted in: General DiscussionMy prediction: Leave constructed as it is and not even open the expansion. Don't you guys are not bored and full of these vulgar reprints?
Don't Stand in the Fire! is more or less Volcano
Lightmaw Netherdrake is Duskbreaker
Onyxian Drake is Shield Slam on a drake
Mi'da, Pure Light is somehow Waxadred
Raid Boss Onyxia third Onyxia with similar effect, we will wait the forth Onyxia now. We already had Onyxia and Onyxia the Broodmother
Haleh, Matron Protectorate is a very costly Flamewaker
Scale of Onyxia there are a lot of similar cards, Command the Illidari for example
Lack of creativity is really a major concern. This game is really boring with these vulgar reprints.
none of these are reprints. They have different uses, have different keywords, are in different classes, or have different costs that change how they are built into archetypes. Reprints are 1:1.
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DatMageDoe posted a message on Drakefire AmuletPosted in: Drakefire AmuletSuch an expensive, clunky card is perfect with Tradeable. Draw it early, you can easily cycle it back in for when it'll be relevant later.
That aside, Dragons right now are very, very, very top heavy. Of the 17 Dragons Mage has, 7 of them are 8/8 or higher, and only 4 of them cost 5 or less. Real highlights of the pool include: Plagued Protodrake, Runaway Blackwing, Sleepy Dragon, Deathwing the Destroyer, and Onyxia the Broodmother.
There is a glaring flaw, however. This pool is mostly filled with big stat beatsticks, and a lot of those cards don't have Rush, Taunt, or effects to be immediately relevant to the boardstate (you're looking at 3 - Blackwing, Sleepy Dragon, and Amalgam). And of course, if you cast this off Iceblood Tower the odds of getting garbage is much more likely. I don't think this card will make Big Spell Mage good, but it certainly does look like a ton of fun.
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RaptorWithWings posted a message on Top Duels Moments of the HolidaysPosted in: NewsMaking another Duels Moments was a lot of fun (especially the thumbnail)! These all came from my experimentation with starting decks to include in the next Duels Guide update.
I’ve been thinking about reworking this series into recurring posts that come out once per expansion. Like this time, it would include plenty of tomfoolery that occurred during deck testing. But just like I did in the past, future posts would also include entries from you all! There would be a place in the Duels Forums to submit screenshots. This isn’t something I’ve completely decided on yet, but let me know what you all think of the idea.
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RendInFriend posted a message on Which nerf is more likely for pirate warrior quest? vote.Posted in: General DiscussionQuote from TinTinDance >>ahahahah pirate warrior has been buffed in last patch XD
Uhh... how do you figure? 1 of their minions now has less health.
That's good for them?
He’s not wrong… pirate warrior barely got tapped, paladin and warlock got smacked. Trogg is dead and several pally decks abused him. Warlock now has to wait an additional turn before rod, giving you one more chance to find that viper. Shaman isn’t going to punish your wide board at turn 5 anymore. These nerfs will end up making the meta more favorable for pirate warrior.
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BlueStripe posted a message on Quantitative assessment on mana reduction within the Year of the GryphonPosted in: General DiscussionOne of the most common critiques on the current state of the game is the exaggerated number of cards that involve mana reduction, therefore transforming Hearthstone into some sort of solitaire-like card game, as it allows you to play an abnormal amount of cards per turn. In order to bring some light into the discussion, I decided to share some figures about this.
Definition of mana reduction
When it comes to determining the number of cards that reduce mana costs, I only selected those that actually reduce the cost of cards in your hand and hero powers. Cards like Pride Seeker and Siphon Mana are included, but cards like Grey Sage Parrot and Rune of the Archmage are not considered, as they don't actually reduce any card's cost (although it could be considered mana cheating. I consider it myself just the effect of the spell/minion).
Year of the Gryphon overview
With the Year of the Gryphon complete, it is possible to examine every single card that belongs to this year (I'm excluding the essential set).
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Sets Cards that involve mana reduction Forged in the Barrens 13 Wailing Caverns 4 United in Stormwind 16 Deadmines 2 Fractured in Alterac Valley 19 An upward trend has been observed since the beginning of the Year of the Gryphon, starting from 13 cards in March 2021 (Forged in the Barren's release date) to 54 cards in December 2021 (Fractured in Alterac's release date). A chart evincing this upward trend can be seen below:
Here is the full list of cards that involve mana reduction:
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Name Description Set Blackwater Cutlass Tradeable After you Trade this, reduce the cost of a spell in your hand by (1). Deadmines Need for Greed Tradeable Draw 3 cards. If drawn this turn, this costs (3). Deadmines Arcane Luminary Cards that didn't start in your deck cost (2) less, but not less than (1). Forged in the Barrens Barrens Scavenger Taunt Costs (1) while your deck has 10 or fewer cards. Forged in the Barrens Barrens Trapper Your Deathrattle cards cost (1) less. Forged in the Barrens Cariel Roame Rush, Divine Shield Whenever this attacks, reduce the Cost of Holy spells in your hand by (1). Forged in the Barrens Celestial Alignment Set each player to 0 Mana Crystals. Set the Cost of cards in all hands and decks to (1). Forged in the Barrens Efficient Octo-bot Frenzy: Reduce the cost of cards in your hand by (1). Forged in the Barrens Kindling Elemental Battlecry: The next Elemental you play costs (1) less. Forged in the Barrens Living Seed (Rank 1) Draw a Beast. Reduce its Cost by (1). (Upgrades when you have 5 Mana.) Forged in the Barrens Power Word: Fortitude Give a minion +3/+5. Costs (1) less for each spell in your hand. Forged in the Barrens Razormane Battleguard The first Taunt minion you play each turn costs (2) less. Forged in the Barrens Scabbs Cutterbutter Combo: The next two cards you play this turn cost (3) less. Forged in the Barrens Tamsin Roame Whenever you cast a Shadow spell that costs (1) or more, add a copy to your hand that costs (0). Forged in the Barrens Yoink! Discover a Hero Power and set its Cost to (0). Swap back after 2 uses. Forged in the Barrens Amplified Snowflurry Battlecry: Your next Hero Power costs (0) and Freezes the target. Fractured in Alterac Valley Cera'thine Fleetrunner Battlecry: Replace your minions in hand and deck with ones from other classes. They cost (2) less. Fractured in Alterac Valley Dun Baldar Bunker At the end of your turn, draw a Secret and set its Cost to (1). Lasts 3 turns. Fractured in Alterac Valley Frostsaber Matriarch Taunt. Costs (1) less for each Beast you've summoned this game. Fractured in Alterac Valley Frostwolf Warmaster Costs (1) less for each card you've played this turn. Fractured in Alterac Valley Lokholar, the Ice Lord Rush, Windfury Costs (5) less if you have 15 Health or less. Fractured in Alterac Valley Pride Seeker Battlecry: Your next Choose One card costs (2) less. Fractured in Alterac Valley Reconnaissance Discover a Deathrattle minion from another class. It costs (2) less. Fractured in Alterac Valley Shield Shatter Deal 5 damage to all minions. Costs (1) less for each Armor you have. Fractured in Alterac Valley Shivering Sorceress Battlecry: Reduce the Cost of the highest Cost spell in your hand by (1). Fractured in Alterac Valley Siphon Mana Deal 2 damage. Honorable Kill: Reduce the Cost of spells in your hand by (1). Fractured in Alterac Valley Sneaky Scout Stealth Honorable Kill: Your next Hero Power costs (0). Fractured in Alterac Valley Stonehearth Vindicator Battlecry: Draw a spell that costs (3) or less. It costs (0) this turn. Fractured in Alterac Valley Stormpike Battle Ram Rush Deathrattle: Your next Beasts costs (2) less. Fractured in Alterac Valley Stormpike Marshall Taunt If you took 5 or more damage on your opponent's turn, this costs (1). Fractured in Alterac Valley To the Front! Your minions cost (2) less this turn, but not less than (1). Fractured in Alterac Valley Ur'zul Giant Costs (1) less for each friendly minion that died this game. Fractured in Alterac Valley Vanndar Stormpike Battlecry: If this costs less than every minion in your deck, reduce their Cost by (3). Fractured in Alterac Valley Wildpaw Gnoll Rush Costs (1) less for each card you've added to your hand from another class. Fractured in Alterac Valley Anetheron Costs (1) if your hand is full. United in Stormwind Auctionhouse Gavel After your hero attacks, reduce the Cost of a Battlecry minion in your hand by (1). United in Stormwind Celestial Ink Set After you spend 5 Mana on spells, reduce the cost of a spell in your hand by (5). Lose 1 Durability. United in Stormwind Deeprun Engineer Battlecry: Discover a Mech. It costs (1) less. United in Stormwind Felgorger Battlecry: Draw a Fel spell. Reduce its Cost by (2). United in Stormwind Final Showdown Questline: Draw 4 cards in one turn. Reward: Reduce the Cost of the cards drawn by (1). United in Stormwind Florist At the end of your turn, reduce the cost of a Nature spell in your hand by (1). United in Stormwind Goldshire Gnoll Rush Costs (1) less for each other card in your hand. United in Stormwind Granite Forgeborn Battlecry: Reduce the cost of Elementals in your hand and deck by (1). United in Stormwind Hot Streak Your next Fire spell this turn costs (2) less. United in Stormwind Irebound Brute Taunt Costs (1) less for each card drawn this turn. United in Stormwind Runed Mithril Rod After you draw 4 cards, reduce the Cost of cards in your hand by (1). Lose 1 Durability. United in Stormwind SI:7 Assassin Costs (1) less for each SI:7 card you've played this game. Combo: Destroy an enemy minion. United in Stormwind SI:7 Skulker Stealth Battlecry: The next card you draw costs (1) less. United in Stormwind Sigil of Alacrity At the start of your next turn, draw a card and reduce its Cost by (1). United in Stormwind Two-Faced Investor At the end of your turn, reduce the Cost of a card in your hand by (1). (50% chance to increase.) United in Stormwind Devout Dungeoneer Battlecry: Draw a spell. If it's a Holy spell, reduce its Cost by (2). Wailing Caverns Fangbound Druid Taunt Deathrattle: Reduce the Cost of a Beast in your hand by (2). Wailing Caverns Floecaster Costs (2) less for each Frozen enemy. Wailing Caverns Lady Anacondra Your Nature spells cost (2) less. Wailing Caverns Conclusions
It seems that printing cards that involve mana reduction is becomin more common expansion after expansion. As the upward trend suggests, it won't be any surprise if they printed more than 19 cards involving mana reduction in the expansion to come after Fractured in Alterac.
Abusing game mechanics has never been ideal to keep a healthy metagame, so the developers should revise this tendency. Otherwise, it will discourage long-term players to keep playing Hearthstone, as they will feel outraged by the "evolution" of the game.
I would like to study more things, like the evolution of mana cheating since the beginning of the game, but it involves a lot of time and I will like to know if you support this idea first. What do you guys think?
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Lounr posted a message on is there something in our power to have blizzard remove the questlines from wild?Posted in: General DiscussionI agree wild is not fun anymore. Its easy to hit legend, but deck building is very limited and games are boring because of warrior and hunter questlines. I dont know if we can do something. Iam so pissed that Iam making deck that are made only to f**k with them. Like priest with Kobold monk and Robes of protection vs hunter and rogue with Gollaka crawlers and Lab recruiters vs warrior, but it wont stop them.
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Pherosizm posted a message on Theorycrafting Livestreams - Today! - With Giveaways & Drops! Fireside Gathering Back Too!Posted in: NewsI love theorycrafting and talking about it with other people, but watching a well known content creator do it just makes me vomit in my mouth a little.
Maybe it's because they actually get access to the new cards before everyone else and they're only doing it because they're paid to?
I dunno.
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Muddler posted a message on What are Wild players looking forward to this set?Posted in: General DiscussionThere are actually some cards that would fit into my favourite fun-decks:
- Silence Priest ( Frozen Mammoth, Najak Hexxen, maybe Deliverance )
- Evolve Shaman ( Frostwolf Warmaster, Spammy Arcanist, Stormpike Marshal )
- Deathrattle Hunter ( Korrak the Bloodrager, Popsicooler, Piggyback Imp )
All surely not Top Tier, but at least fun to play.
And I'll surely try out different versions of Frost Shaman to see if this might finally be a viable thing (though I think they are pushing it too hard this expansion...)
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Thanatos2k posted a message on BlessPosted in: BlessGreat, Inner Fire idiocy is back.
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Playable in druid, if she makes the cut.
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Some beast druid lists are more focused on having strong combo turns like Oracle + Umbral Owl and/or Frostsaber Matriarch + some buffs. Even if its not a beast, this card kinda fits with this game plan.
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In my wild boar priest I wanted to play 4 copies of Insight. At 3 mana its a worse Insight in that deck, but it will help a lot with consistency.
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So you had bad RNG? Nah, its not rigged.
Bad matchmaking? Nah, its not rigged.
The Alliance won? WTF its rigged for sure!!!
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I didnt proof any bug because there is a chance that OP is just unlucky.
But when it comes to calculate the odds I am right. Maybe you are not familiar with the study of probalibity but chaining events like this results a probability that I have mentioned. So its very unlikely but it could happen.
BTW you can chain the odds of winning the lottery but its so low that on the long run it doesnt matter.
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Yeah, well its not how math works. The chance to NOT get DH is 70%. The chance to not get DH in 23 runs is 0.7^23 so its a 0.027% chance.
The rolls are independant but when you look at the 23 run sample size, they are not.
Its either just very bad luck, or OP should contact the devs on the official forums because he might have a bug.
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These rigging posts are getting more ridicolous every year. Why would they rig BGs in the first place? Why would they waste resources to keep everyone at 50% in a game mode thats pretty much free to play and has no rewards?
There is this game mode thats called arena. Maybe you have heard about it. If you are good at the game you can have a complete constructed collection just by playing arena. So it would make sense for Blizzard to rig it, so they can sell more packs. It would be actually beneficial for the company to keep everyone at 50% winrate in arena. But guess what? The best players winrate are not even close to 50%. Good arena players can maintain a winrate over 70%. So its pretty obvious that arena is not rigged.
But for some reason they are using some secret code to keep everyone at 50% in battlegrounds. OK.
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Cards have costs but its not just mana cost. There is also card cost. Usually 1 card has a 1-card-cost and hero powers have a 0-card cost. There are some exceptions, like Patches who doesnt cost mana, but he also doesnt cost a card, thats why he is so OP. Then there is something thats called opportunity cost. A proactive card with a small mana cost has very little to no opportunity cost, while a high-cost reactive card has a lot bigger opportunity cost.
If you upgrade the amulet twice it costs you 2 extra mana. Not just that, but it also costs you opportunity to spend your mana better than that. Even if its a 3-mana card, you dont play it on curve, you play it a lot later and it has little value unless you spend some mana and a ton of opportunity to make it work.
Im not saying that every card in HS is balanced because a lot of them arent. But when it comes to balanced cards like the amulet, you should weight its opportunity cost too, not just its mana cost.
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Should I wait for exactly 10 minutes or does it also work if I wait for like 11-12 minutes?
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The problem is that the deck has insane early game and infinite value from turn 5-6. You can outheal and outvalue other aggro decks like shadow priest, odd dh or aggro druid but you cant do that against the Juggernaut. The first reward gives them Ancharr consistently and the second reward is a big deal against other board based decks when they already have insane tempo. The deck was already tier 1 before Deadmines but the mini-set gave them their new best 3-drop and a very strong finisher in the form of Mr. Smite.
To be honest, the deck is beatable but there is a good reason why is it so popular in wild. IMO it should be nerfed by making the quest progression slower. I see that OP suggested a 3/3/3 change, but I would like a 4/3/2 version better.