The only thing I want, and the only thing that should matter, is a tournament mode.
The ladder methodology for qualifying people for big tournaments is just a marathon to see who can play the most especially on the last few days and ESPECIALLY the last day. it's so off-putting, I've never even tried to climb to legend. I end most months on rank 2-3 and then not play for a few days because it simply doesn't matter.
Putting in a tournament mode would generate revenue for the game, which could fund other things, and would start a real, actual method for getting people qualified for bigger events.
It's the only important thing that Hearthstone is missing. We can whine about skins and cardbacks and 37 pieces of flair, but at the end of the day, if there's not a way for a person to compete without investing 20 hours a day for a week straight, the end game is severely lacking.
Decided it would be a hoot to start running Gnomeferatu in my Cubelock deck against other control decks. 1st game out, turn 2 gnome, hit my opponent's bloodreaver, he concedes. Good times.
I have found Thalnos to be a big detriment in this deck. He only really helps with Defile. Also, the spellstone doesn't really help that much as there are only a few cards to trigger it.
What seems to be a really amazing meta choice right now is Gnomeferatu. While basically a river croc against aggro, against control and combo decks (priest & warlock both right now, along with quest mage, etc.) it can single handedly win you the game. Milling a death knight or a key combo piece can be an immediate concession.
As always, the game comes down to perspective in relation to money.
If you're comparing it to other phone games, yeah, this game's damned expensive to keep up with. I can't fathom dropping $300 every 4 months on a phone game.
However, if you're of the mindset of comparing it to other cards games (say, Magic The Gathering for example), this game is painfully cheap to amass a proper collection in comparison. If I spent $120 on magic cards, I may have a viable sealed deck and not much else. I could maybe rock the budget decks of all common/uncommons, but that would change in a few months anyway.
I've bought the pre-release 50, 2 blocks of 60 for $80 and one set of $50 for $60. So, I'm sitting at $270 and I've got pretty much the whole set sans 5-6 epics that I don't use. Thanks to the new legendary rule, I have all the legends (which was a huge cost saving measure introduced by Blizzard that I don't think gets enough recognition.) As a Magic player, dropping $270 for a full playable set is a bargain. And now I'm done spending until March or April. For a four month stretch, that's roughly $70 a month. Seems fine.
I get why some people would find that to be an insane barrier. I'm not disputing it, but at the same time, there's plenty of reason to think you're getting value on your $.
Look, if nothing else, it shows that public opinion matters to the company. Regardless of the errors in judgment they make, they aren't stubborn enough to keep doing things wrong. So I think this is an overall huge plus. Should it have just been done in the first place? Yeah. But kudos to them for acknowledging the right thing to do then doing it.
I feel like Defenders of Argus or even Sunfury Protectors would be vital in this deck, to force the issue w/the Skelemancers and what not. Would also help w/aggro matchups.
I wouldn't say free stuff is immediately the answer. The main problem I see is that you're a newb, you hop online to play against someone, and they've got golden legendaries and a finely tuned jade druid deck, that makes it feel like you can't ever win.
There should be divisions for players each month in addition to the ladder. There should be bronze, silver, gold, and platinum, each with their own ladders and each with their own rewards (more valuable up top, golden legends, etc but more quantity on the low end, uber rares & commons, etc)
f you finish Rank 5+ in a season or legend or whatever you want the entry fee at, you go up a league and you stay there. Forever.
That way, when newbs show up, they're playing in Bronze League, with other folk who have been bronze league all their Hearthstone life. And, there's new life breathed into ladder by not only trying to climb monthly, but climbing overall.
The other thing I would suggest would be 2/3 deck recipes for each class should consist of common/rares only. Experienced players don't use them, so they should be cheap to build with the 3rd one to be a "goal" of sorts.
So, say you're playing a bursty Miracle Rogue style deck. Turn 10, you play this, coin, hero power.
Next turn, untap, hero power, any random damage spell, eviscerate, then you have 2 more eviscerates. Or, play Leeroy, cold blood, now you have 2 more cold bloods, that's 18 damage. And if you had both cold bloods in hand, 22.
This is the beginning of a burst combo deck. I think it has real potential.
So this is a Gang Up for your hand instead of a creature. It does nothing basically turn 1-20, which doesn't make it unplayable, but it is fairly interesting. There might be a way out there to legit abuse it. But I don't know what that is or if it exists right now.
I do like the concept, but I'm really skeptical on its ability to win 12...
Raptor Hatchling is pretty weak. All it does is shuffle a 4/3 into your deck which isn't exciting to draw later game. And a 2/1 1st turn with no board rep is pretty poor. I know it's not Deathrattle, but Jeweled Macaw is way better and adds value. Also, in a world of Pirate Warriors and Quest Rogues and Zombie Chows, I'm really not keen on playing Desert Camel. Replacing it with Haunted Creeper would be way better IMO, give you another quality Stalker target on curve and avoid the awful times of a chow or god forbid a Mistress of Mixtures coming out.
I also think Princess is too slow on its own here. As an alternate late game card, how about running one infest? Triggering it on rat pack or creeper tokens gives mad value and can snowball effectively. Plus you can go combo crazy and play infest & feign death on the same turn, and at that point you've created enough value to compete with reno decks.
If you legit went 12-1 with this deck, consider yourself super fortunate. It can certainly steal games but as its built, there's just no way that's plausible to happen on a regular basis.
3
The only thing I want, and the only thing that should matter, is a tournament mode.
The ladder methodology for qualifying people for big tournaments is just a marathon to see who can play the most especially on the last few days and ESPECIALLY the last day. it's so off-putting, I've never even tried to climb to legend. I end most months on rank 2-3 and then not play for a few days because it simply doesn't matter.
Putting in a tournament mode would generate revenue for the game, which could fund other things, and would start a real, actual method for getting people qualified for bigger events.
It's the only important thing that Hearthstone is missing. We can whine about skins and cardbacks and 37 pieces of flair, but at the end of the day, if there's not a way for a person to compete without investing 20 hours a day for a week straight, the end game is severely lacking.
0
Decided it would be a hoot to start running Gnomeferatu in my Cubelock deck against other control decks. 1st game out, turn 2 gnome, hit my opponent's bloodreaver, he concedes. Good times.
0
I cut Thalnos & 1 of the spellstones.
2
I have found Thalnos to be a big detriment in this deck. He only really helps with Defile. Also, the spellstone doesn't really help that much as there are only a few cards to trigger it.
What seems to be a really amazing meta choice right now is Gnomeferatu. While basically a river croc against aggro, against control and combo decks (priest & warlock both right now, along with quest mage, etc.) it can single handedly win you the game. Milling a death knight or a key combo piece can be an immediate concession.
2
As always, the game comes down to perspective in relation to money.
If you're comparing it to other phone games, yeah, this game's damned expensive to keep up with. I can't fathom dropping $300 every 4 months on a phone game.
However, if you're of the mindset of comparing it to other cards games (say, Magic The Gathering for example), this game is painfully cheap to amass a proper collection in comparison. If I spent $120 on magic cards, I may have a viable sealed deck and not much else. I could maybe rock the budget decks of all common/uncommons, but that would change in a few months anyway.
I've bought the pre-release 50, 2 blocks of 60 for $80 and one set of $50 for $60. So, I'm sitting at $270 and I've got pretty much the whole set sans 5-6 epics that I don't use. Thanks to the new legendary rule, I have all the legends (which was a huge cost saving measure introduced by Blizzard that I don't think gets enough recognition.) As a Magic player, dropping $270 for a full playable set is a bargain. And now I'm done spending until March or April. For a four month stretch, that's roughly $70 a month. Seems fine.
I get why some people would find that to be an insane barrier. I'm not disputing it, but at the same time, there's plenty of reason to think you're getting value on your $.
0
Best use of Silver Vanguard I've seen yet. I may have to try this.
8
Look, if nothing else, it shows that public opinion matters to the company. Regardless of the errors in judgment they make, they aren't stubborn enough to keep doing things wrong. So I think this is an overall huge plus. Should it have just been done in the first place? Yeah. But kudos to them for acknowledging the right thing to do then doing it.
0
I feel like Defenders of Argus or even Sunfury Protectors would be vital in this deck, to force the issue w/the Skelemancers and what not. Would also help w/aggro matchups.
0
I wouldn't say free stuff is immediately the answer. The main problem I see is that you're a newb, you hop online to play against someone, and they've got golden legendaries and a finely tuned jade druid deck, that makes it feel like you can't ever win.
There should be divisions for players each month in addition to the ladder. There should be bronze, silver, gold, and platinum, each with their own ladders and each with their own rewards (more valuable up top, golden legends, etc but more quantity on the low end, uber rares & commons, etc)
f you finish Rank 5+ in a season or legend or whatever you want the entry fee at, you go up a league and you stay there. Forever.
That way, when newbs show up, they're playing in Bronze League, with other folk who have been bronze league all their Hearthstone life. And, there's new life breathed into ladder by not only trying to climb monthly, but climbing overall.
The other thing I would suggest would be 2/3 deck recipes for each class should consist of common/rares only. Experienced players don't use them, so they should be cheap to build with the 3rd one to be a "goal" of sorts.
0
I'm not understanding the value of Fireflies in this deck. Have they been really beneficial? I feel like they would be better served as hallucinates.
3
So, say you're playing a bursty Miracle Rogue style deck. Turn 10, you play this, coin, hero power.
Next turn, untap, hero power, any random damage spell, eviscerate, then you have 2 more eviscerates. Or, play Leeroy, cold blood, now you have 2 more cold bloods, that's 18 damage. And if you had both cold bloods in hand, 22.
This is the beginning of a burst combo deck. I think it has real potential.
0
So this is a Gang Up for your hand instead of a creature. It does nothing basically turn 1-20, which doesn't make it unplayable, but it is fairly interesting. There might be a way out there to legit abuse it. But I don't know what that is or if it exists right now.
9
Thank you all for noting it's 60 across and not 60 in one game. That makes this a LOT better. :)
2
I do like the concept, but I'm really skeptical on its ability to win 12...
Raptor Hatchling is pretty weak. All it does is shuffle a 4/3 into your deck which isn't exciting to draw later game. And a 2/1 1st turn with no board rep is pretty poor. I know it's not Deathrattle, but Jeweled Macaw is way better and adds value. Also, in a world of Pirate Warriors and Quest Rogues and Zombie Chows, I'm really not keen on playing Desert Camel. Replacing it with Haunted Creeper would be way better IMO, give you another quality Stalker target on curve and avoid the awful times of a chow or god forbid a Mistress of Mixtures coming out.
I also think Princess is too slow on its own here. As an alternate late game card, how about running one infest? Triggering it on rat pack or creeper tokens gives mad value and can snowball effectively. Plus you can go combo crazy and play infest & feign death on the same turn, and at that point you've created enough value to compete with reno decks.
If you legit went 12-1 with this deck, consider yourself super fortunate. It can certainly steal games but as its built, there's just no way that's plausible to happen on a regular basis.
0
Let's say I play Grimestreet Informant while playing Warrior, and I pull a Hydrologist. What secrets do I discover? Paladin? Anyones? None at all?