I'm definitely in the minority here but I don't like the Dungeon Run style. I preferred the original adventures where you could bring your own decks, and puzzle labs.
- PsychicSpade
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Reelbigfreak posted a message on Book of Heroes: Illidan - Demon HunterPosted in: News -
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Skelos_bg posted a message on Mysteries of the Phoenix - Warrior and Rogue Puzzles Solved! - Instructions and Example Decks!Posted in: NewsSo, this is locked by the following cards:
Bamboozle, Yoink!, Plagiarize, Coerce, and Potion of illusion
Minefield, Bulk Up, In Formation, Feat of Strength, Shield of Honor
Solar Eclipse, Lunar Eclipse, Mark of the Spikeshell, Mark of the Wild, Partner Assignment, Guidance
Quick Shot, Overwhelm, Snake Trap, Adorable Infestation, Dire Frenzy
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FunkiMonki posted a message on New Control Warlock!Posted in: New Control Warlock!^ I second this. Removal that also generates tempo is the best kind
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FardHast posted a message on King Phaoris Clown FiestaPosted in: King Phaoris Clown FiestaI've played about 80 games with the different versions. I'd say a few thoughts yours. I might sound aggressive, don't take it too deep ;)
It's bad to run more minons, because in reality, you lose percentage by drawing that bad minion from Lens. Better to concede the games, where you drew 2 Clowns. You never corrupt the Clown with a 10 drop, there's just no late game, you either hit it in the mid game or not. Getaway Kodo isn't good for that reason.
Forbidden Healing is a bait. I mean it's cool when you swap with a 0, but you are oriented to swap with a 1 anyway and this card doesn't do anything, when you have it. Farraki Battleaxe is too slow. You are already skipping a whole turn with Lens and vs aggro you can't skip another. The buffs you potentially getting from it are redundant anyway.
So you're missing Rebuke, and it is a game changer vs control and mid decks, it is a must. And Competitive Spirit is a core too, at least 1 copy. It's slightly worse than Righteous Cause, but RC is the best buffing card so we always take a less superior version.
I'm kinda fine with everything else :)
If we are cutting Battleaxe maybe add more cards to corrupt with like Flash of Light/Hand of Adal. Add Underlight Angling Rod instead of Rallying Blade. Yes, Rod is less budget, but damn it's really good. The murlocs allow us to fight back and you can also corrupt with them. 3/4 murlocs in the pool are 2 cost or more, but they are usually for board, not the coruption :) Definitely worth the dust spent, much more than Forbidden Healing.
That's my version I took legend with, if you are interested: https://www.hearthpwn.com/decks/1375382-clown-pala-76-wr-to-legend -
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TheHiddenNinja posted a message on C'Thun, the ShatteredPosted in: C'Thun, the Shattered -
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Alexandru_91 posted a message on Turtle mage is going to become the best deck in the meta?Posted in: General DiscussionFlik Skyshiv makes sure this deck wont be tier 1.
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Mugen8 posted a message on It's TOTALLY FINE to netdeck in competitive environments.Posted in: General Discussion(Before I start, I refer to 'scrubs' a couple times in the below - for definition and explanation, see http://www.sirlin.net/ptw-book/introducingthe-scrub - it's something I found probably close to 2 decades ago now, and is as valid today as it was back then)
In a recent thread a lot of posters were complaining about players, presumably in ranked, netdecking. Things like "I only rope if my opponent is playing a netdeck; in that case they deserve it" or "netdeckers deserve every bit of BM that comes their way".
Now, there are times when this might be an appropriate call to make. Mainly, if the environment you're playing in isn't competitive - which will generally be something like a match with someone on your friends list. This isn't the case for ranked, which is a competitive mode.
When it comes to playing a game competitively - Hearthstone in this case, but it applies to most competitive games - using every legal (game rules and otherwise) tool at your disposal is what the best players will do. Creating arbitrary rules to challenge yourself like "use only homebrew decks" or "win without epic of legendary cards" is fine, but you enter scrub-territory when you try to impose those rules on other competitive players. There is absolutely nothing wrong with using the research of players that came before you in order to gain as much advantage as possible against the competition. Doing so means you're making effective use of the tools available.
Sure, you may feel annoyed if you lose to someone that's using the flavour of the month netdeck and made some pretty obvious misplays, and you may feel like the deck carried them. Maybe it did - but so what? It was a legitimate win. Whether it was the matchup, the draws, the plays or whatnot, the stars aligned in such a way that they won - and that's fine. Using a netdeck is not some secret advantage that player alone has - if you don't want to use one that's totally fine too, but it's bad form (and again, symptomatic of a scrub mentality) if you decry their victory just because they chose to use a deck that, in all likelihood, has proven to be strong in the metagame.
If the issue is because you don't actually want to play in a competitive environment, and would rather play in a more relaxed environment with more casual archetypes (and believe me, I know - kitchen table Magic is far more preferable to me than competitive events), then that's not an issue with people netdecking - that's an issue with Blizzard not offering such an environment (casual would be more accurately titled 'unranked', and while you can find friends online that will play casual decks with you, it's a bit like Destiny in that they make you do the legwork for multiplayer fun).
As another example, the first RTS I wanted to actually get good at (as opposed to just playing against the AI and taking advantage of their issues) was Starcraft 2. And when I first started out - hell, pretty much the whole time I played - I took advantage of build orders that others had submitted online. That's effectively the Starcraft/RTS version of netdecking (a build order basically defines what you build in the early game, where the decision tree is generally so narrow that you can refine a reliable opening to springboard into later stages of the game). As a new player, was I just supposed to head into games and flail about, hoping for the best? I would have stayed in bronze for much longer if I had taken that approach!
To sum up - there's nothing wrong with a player wanting to use every legal tool at their disposal, and taking inspiration (either partial or entire deck-wise) from players that came before them. Not only is it fair game, but if they're trying to be as competitive as possible it makes sense to identify and use the best deck for the current metagame. If you don't want to netdeck and want to impose the challenge on yourself to use only homebrews, that's totally fine and good luck with it! But to try and impose that rule on others when it isn't actually a rule within the game is a scrub-like mindset.
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Adusak90 posted a message on Balance Changes Coming - More Details Next WeekPosted in: NewsOne deck on standard gets mildly better than the others and is a stample in the format:
Players: "OMFG this deck is pure CANCER! Nerf it to the ground, it's op since it does broken stuff on turn 8/9!"
Blizzard: *makes patch*
Players: "Ok, Shaman is dead now deal with this deck! Because you nerfed this deck now these are OP!"
Blizzard: *makes patch again*
Wild drowning in secret mages, pirate warriors and hand buff paladin while the "oppressive" level of standard decks are "meme" level in that format: What a bloody kindergarten. -
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Kolraw posted a message on New In-game Shop Released, Tyrande & Sylvanas Tomorrow!Posted in: NewsBaby steps. I’m glad they the added wild packs purchasable with gold at all.
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GetchX posted a message on New Card Revealed - Desert ObeliskPosted in: NewsThe Star Aligner of the set, a card that seems too convoluted and difficult to pull off, and then breaks the meta when someone figures it out.
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Speaking from experience, she's usually a way to clear the enemy board and generate some tempo. She's 100% worth the craft, but if you need to replace her, my advice would be a second twisting nether instead.
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I got offered 2 legendaries and 35 packs for $30 USD. I admittedly have spent quite a bit in the past, but with a lot of the recent stuff that has been happening (especially the battle pass and the tiller combo that's been plaguing wild lately), I'm probably going to pass on this one.
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Haven't played it yet, but this looks evil :D
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They had to cheat a little bit with the new paladin secret, as they already made puzzle box.
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Grand Empress Shek'zara
I guess I'm playing mogu rogue day 1.
Edit: Apparently the page for the card is misspelled. I've got the correct spelling here and refuse to change it.
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Assuming the set follows the same pattern as the last two, there will be 52 commons and 35 rares. As most of the cards you open are common, we can safely assume rares will be the limiting factor in how many packs it takes to get a full set of commons and rares. Assuming you'll need 2 copies of each rare, 70 packs is the average with 1 rare per pack. You'll have some packs with an extra rare and some with no rare (replaced by an epic or legendary), but 70 packs sounds like a fair estimate.
This number also rounds out nicely with legendary probability, with one legendary guaranteed in the first 10 packs and one more on average per 20 packs afterwards for a total of 4 expected legendaries.
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The best use I see for this right now is tutoring The Fist of Ra-den. The fist can only summon one minion at 1 mana; Reliquary of Souls.
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This is a known issue with odd warrior in general, and the main thing keeping it out of tier 1. The deck is pretty much all-in on crushing aggro, forfeiting the control matchups and resulting in an extremely polarized matchup spread. The main way you beat control/combo is by milling key cards with Coldlight Oracle and Brann Bronzebeard. Silas Darkmoon and Soulbound Ashtongue can be added to give an otk option against control decks (drop Ashtongue, use Silas to give it to the opponent, and use Shield Slam on it with more armor than your opponent has health), but the deck is still grossly unfavored in those matchups.
Generally speaking, odd warrior gets stronger in an aggro meta and weaker in a control meta. Your main win condition is outlasting your opponent's threats and winning the fatigue match. We're in a meta where decks like embiggen druid and discard warlock make odd warrior a strong laddering choice, but the strategy is situational at best in the long term.
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I'm just gonna leave this here; it's a combo druid built around duplicating Arch-Thief Rafaam to generate a lot of 1 mana Timepiece of Horrors.
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Most of these are generally pretty safe disenchants. The only one here I would keep is Dollmaster Dorian; due to Bloodbloom's impending nerf, there's a decent chance that Dorian will become the only way to make mecha'thun warlock work. Outside of that, while some of these have niche uses (like Arugal in the occasional pocket galaxy mage), they're generally not worth keeping around if competitive laddering is your main objective.
Having said that, this advice only really holds up for the wild format. I'm not very well-versed in the standard meta these days, so I'm going to let someone more qualified give advice on the legendaries that are still legal there.