plz check blacklist!
niiin#21303 is a scammer
1
plz check blacklist!
niiin#21303 is a scammer
0
This tier list is actually good. The one in the article doesn't make sense.
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TIER S
Nefarian - Clears all Divine Shields.
The Lich King - Pair it with a Taunt/Divine Shield minion and you've got yourself a hard minion to kill. Works especially well with Mechano Egg.
Millificent Manastorm - Mechs reign supreme, so +1/+1 for all Mechs is absolutely crazy.
TIER 1
A. F. Kay - Taking minimal damage on your first two turns to have access to a tier 3 and 4 minion can take you to the top super quick.
Infinite Toki - This one is still up in the air. Seems to be pretty 50/50 when it comes to the consistency of that higher tier minion. Could be dropped to tier 2 or 3.
TIER 2
Ragnaros - Absolutely destroys everything early and mid-game. As it gets to late game, Divine Shields and big Deathrattles start to become a factor, therefore steers you to focusing on your minion play toward the end.
Patchwerk - Extra health helps you focus on big buffed minions by late game. Not necessarily a super helpful hero power - could be bumped down to tier 3.
The Curator - having a 1/1 Amalgam on the board immediately helps a lot with Mech and Beast synergy through to the early late game. Although toward the late game I find myself selling the Amalgam for something better.
TIER 3
Trade Prince Gallywix - A lot of times during mid game you'll find yourself having spare gold, choose wisely and take advantage of using his hero power whenever you get the chance, because those gold coins come in VERY handy in the late game.
The Rat King - Not sure why I put this here, too inconsistent when it comes to choosing minions. Single-tribe synergy is proven to be much better. Consider this an Honourable Mention if you have nothing better to choose from.
HONOURABLE MENTIONS
Shudderwock - Battlecries just aren't good enough to keep up against Deathrattles. But if you can find yourself pairing his hero power with the Menagerie minions, things can get pretty buffed pretty quick.
Yogg-Saron, Hope's End - An extra minion with +1/+1 for a discount is usually pretty good, even if it is random. Helps heaps to keep you safe and stable until mid to late game where you can start synergising properly.
TRASH
Queen Wagtoggle - +1 health just doesn't cut it. Especially when there's no synergy between your minions.
George the Fallen - 4 gold for one single Divine Shield? Nah, I'm good thanks.
The Great Akazamzarak - Good for mid game. Trash everywhere else.
Dancin' Deryl - 😂😂😂
Patches the Pirate - Good for early and mid game. Just not good enough for late game.
Professor Putricide - Again, good for early and mid game. A bit too weak for late game.
Giantfin - Fantastic for early game swarm strategies. Not so good for late game.
Lord Jaraxxus - 3 gold to give your Demons +1/+1 just isn't good enough and way too expensive. Plus Demons aren't overly strong and are quite hard to synergise properly with due to the strangely rare nature of them.
Pyramad - +2 health just doesn't cut it. Perhaps if it wasn't random it could be moved to an Honourable Mention. But no.
Bartendotron - Cheaper tavern tiers isn't good enough considering how easy it is to level them up regardless of the discount. Cboose your levelling turns wisely and this hero power quickly becomes irrelevant.
Lich Baz'hial - 3 damage for one gold coin is A LOT. See Gallywix for a much better version.
King Mukla - Beast synergies are very close (if not, on par with Mechs) for the top tier synergies, and quite often will even overpower Mechs given the right choices were made up to the end. But +1/+1 whenever you sell a beast, at the cost of 1 gold is just awful. Pick any other hero and you can still do equally as good as Mukla, usually better even.
INFORMATION
Keep in mind that all trash category heroes can still very easily win you the game if you choose your minion synergy well. By choosing well, I mean actually being blessed with what you need, rather than a bunch of shitty Murlocs and tier 1 minions.
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F
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I would also like to know the reason.
Its the number 1 source for so many players and reading all the comments i am not alone with that opinion
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Hearthstone has an economy problem. But it isn't with ftp players, it takes care of them well. Quite simply, paying doesn't do as much as it should.
If I am smart and save 7000 gold, I get to open 70 packs. I'll have almost all the commons, most of the rares, a decent chunk of the epics, and a few legendaries.
If I didn't save quite so hard because I knew I'd be paying, maybe I open 50 packs from gold. And, let's say I'm a whale, so I buy the 50 pack preorder, and then another 60 paid. 160 packs gets me all the commons, most (but probably not all) the rares, maybe 15-20 epics, and like...8 legendaries. The odds of those few extra legendaries and epics being the ones I actually wanted are slim anyway. So usually, purchasing packs leaves you with a down feeling.
It's odd, but hearthstones real problem is there isn't enough value in paying. Paying $300 a year should get you almost all the cards, while paying $150 a year should get you enough for the semi hardcore player. As it is you're almost better going free to play. The value is just so low after the first 50 packs or so, because everything you open is a duplicate that is worth 1/4 or 1/8 what it was in the first few packs.
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Alright, Dust is the easiest to figure out.
In order to craft every card in Hearthstone in Gold (that you can), you need:
(400 * 1,328) + (800 * 964) + (1,600 * 626) + (3,200 * 273) = 3,177,600 Dust
(Numbers pulled from our own Collection metrics - not sure where others were going wrong. Discounting Adventures maybe? You need to include those since they must be crafted Golden, as they can only be purchased as normal cards.)
Now, to get any sort of figure in Gold or money, we need to convert this into packs. We'll do two scenarios - the 'average' pack, and the absolute worst pack (ie the impossible maximum amount of packs needed).
You would need:
3,177,600/100 = 31,776 packs (at an average of 100 Dust per pack, and under the assumption that you open no Golden cards); or
3,177,600/40 = 79,440 packs (in an impossible worst-case scenario of 4 commons and 1 rare in every pack)
So in order to have a complete Golden collection you would need to use at most 7,944,000 Gold, or 3,177,600 Gold in an average case.
What if you bought the packs with money? We'll assume you aren't using any deals, and work in USD, again because I'm lazy.
31,776 packs splits into 529 60 pack bundles, two 15 pack bundles and three 2 pack bundles (assuming you want to spend as little money as possible but somehow also want to get all the packs with money - just roll with it).
79,440 packs splits into 1,324 60 pack bundles exactly - how convenient!
(529 * $69.99) + (2 * $19.99) + (3 * $2.99) = $37,073.66
(1,324 * $69.99) = $92,666.76
So even in the average case, you need to spend over $37,000 to get every card Golden. In the absolute (impossible) worst-case scenario, you'd need to spend almost $93,000. Remember, of course, that these calculations run under the assumption that you never open any Golden cards to add to your collection, so even the average case is an inflated number.
But wait! There are 3 Golden cards missing from these calculations, because you cannot craft them! What are they?
Gelbin Mekkatorque - Available to those who bought packs during Hearthstone's Beta - Minimum Price: $2.99
Elite Tauren Chieftain - Available to Blizzcon 2013 ticket holders - Minimum Price: $49.99
Marin the Fox - Avialable to Blizzcon 2017 ticket holders - Minimum Price: $49.99
So at the very minimum, you need to spend ~$103 for a full Golden collection, even if you obtain the rest of the cards completely F2P.
If I had to guesstimate an actual number, I'd say an active Hearthstone player would probably still need to spend around $10,000 in order to get a full Golden collection. You need to play the game anyway, since there's an additional 266 Golden Basic cards to get by leveling up.
I'm sure someone could come up with infinitely more accurate numbers for money spent, but the Dust number is at least accurate. It'd require several more hours of work than I'm willing to put into this to calculate any sort of accurate average for pack opening that takes into account that you won't dust gold cards, but keep them, especially since duplicates come into play. Not to mention trying to figure out how many packs can be shaved off by just playing the game.
Oh well, there are more numbers out there now for people to look at.
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Quote from iWatchUSleep >>Right because a rank 25 player who mulligans pre nerf Undertaker away shows that the deck wasn't broken.
I have no idea what you're talking about re: Undertaker, but a lot of people have put forward in this thread why the deck isn't as big a deal as the vocal minority likes to pretend it is.
I get that it feels bad. I don't like playing against it either.
But there is always going to be a next boogey man. I said that when people were railing against SADruid that Kingsbane and Big Priest still existed. THen, when people railed against Kingsbane, I reminded everyone that Big Priest still exists. Next, it'll be something like Kazakus/Reno or Jade Idol.
Wild is full of unfair, degenerate shit. That's what eternal formats are.
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It is really incredible in Wild Kingsbane aggro. It looks like the card has been made for this.
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"This card was at (4) mana until near the end of final design. Was one of the more powerful cards in the set.Opted out of (4) because it was too generic use, powerful in almost any game situation, and too good at something Druids tend to lack "
-August Dean Ayala (hs game designer) - 2017
Source : https://twitter.com/IksarHS/status/894068042132471808
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I don’t really care if the cards are balanced or not since it’s pretend time, but as a Diablo fan I look forward to seeing your other class sets.
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Hmm...so 3/5 decks HSreplay lists as tier 1. Not exactly a lot of research required for this.
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I honestly love playing against Big Priest, deck is so hit or miss. Everyone remembers the Barnes into Y'Shaarj on turns 3/4, but forgets about the hilarious Shadow Essence into Barnes on turn 6 followed by them conceding. There are way tougher match-ups on the ladder right now (like Renolock and Cubelock) that have insane power level and take 20+ minutes win or lose. Bring on the Big Priest!
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Such a cool idea, but the decks are just so bad it gets old quick. It's like net-decking, but with only bad decks!
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Easy win. They conceded after the second freezing trap.
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I ran a similar list to legend last month. Deck doesn’t need loatheb, but he will definitely win you some games that you might otherwise get rolled on t5 (ie, Big priest, renolock). Also good in the mirror to stop your opponent from chaining cold bloods for lethal.
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Yeah, Loatheb is pretty much the finisher in Odd Rogue.
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I didn't have cogghammers or prince liam, I just subbed in a Mechano-Egg and 2x Flying Machine thinking they might help with mech synergy and worked fine.
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I was kind of wondering about this, I bought it anyway because I like playing Wild, but isn't this a steal even if you dust everything?
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Opponent conceded on turn 3 after he doomsayer'd Rattling Rascal. TY!