Wasn't the cost for a golden common 400 dust? I think rare have always been 800, but I'm not sure.
This is correct, the costs of goldens are 400 (common), 800 (rare), 1600 (epic) and 3200 (legendary). And yes that's a lot for commons and rares.
Actually true. this system is so fuck'd lol. i dont really care about golden cards, but its insane how much they cost.
Nobody forces you to craft them;-)
Sure. its not that i dont have the normal ones. i just casually looked at the costs and it surprised me (never crafted anything in gold, ever), because i thought the golden ones are always the cost of a higher rarity card. (boy i was wrong about it :D )
I only crafted these HoF cards to get some free dust , because i wont play wild ever, im not really interested because i only play since ungoro came out. so it will be a good 700 dust profit on the 4 epics.
If you already have the normal ones, you won't make any profit crafting the golden cards. You will only get dust back for as many copies as you fit in a deck, so you will miss out on the dust you would have gotten from your normal copies.
"Self made" at this point is basically tweaking a known archetype. The powerlevel is far too high for Elelemental druids and mech warriors to have a chance...
Yandai's logic is the one thats right tho... To have value from the specific secret, it needs to go off by bringing its full value back at least and even more if possible...
For a card like Ice Block, which remains on the board for nearly the entire game, this value can be substantial because it allows you to use the Valet's battlecry at will.
The card is useful in most Secret Mage's matches for this reason, actually. And, if the opponent happens to pop it, it'll give the Mage the turn she needs to finish the game.
As stated in the OP, Ice Block is one of the worst tempo cards in the game. Did any of you think of why the card only recently found its way into a tempo archetype like secret mage?
The reason is Aluneth, and that card alone. Tempo matchups are won and lost on the board, but that extra draw MIGHT give you the edge in some games, if you don't draw lethal, it is also possible to play some more secrets and refill the board.
However, it is still not in every deck, and that extra turn does very little when decks like dudedin win the earlygame, and prevent any minions from hitting face.
Ice Block is most of all a card for combo decks, and they will struggle to ever see play in standard again.
Ice Block is the same tempo loss as most other mage secrets (ice barrier, duplicate, mana bind, etc). You pay 3 mana and get something later (although I admit that the other secrets used in secret mage provide more tempo than ice block). And due to Kabal Lackey and Kirin Tor Mage the secrets are often played without any tempo loss at all.
I also think you changed cause and effect. In my opinion it is not Aluneth that allows ice block to be played, it is Ice Block that makes Aluneth a viable card. Aluneth is a 6 mana tempo loss and only because of the protection of ice block you can start to ignore the opponents board and hope for enough damage to win the game in the next turn(s). I remember a burn mage after Karazhan and it played 2 ice blocks as well. Simply for the reason to get the additional 1 turn and find the burn to win. Ice block simply fits that strategy.
But you are probably right with your prediction about combo decks. On the other hand, who knows what cards Blizzard releases in the next expansions...
Edit: just for clarification, I do not think Ice Block is OP. but I also do not think that the tempo issue is a big thing if ice block fits the strategy of the deck (i.e. if a turn more can be the difference between a win and a loss).
Bro I don't agree over Aluneth. The issue with aluneth it is 6 mana so you can play it on curve with explosive runes you already secure your early game so when you play aluneth you don't face with board danger and aluneth allows you to collect burst damage at your hand only in two fkn turns and with upcoming turns especially with the aprentice mages you literally destroy your opponenr's face also you lock your oppenent on board because they also face against a board presence so at the end it leaves iceblock pretty much useless tho it gives feeling of security
The funny thing is that we all agree that Aluneth and Ice Block work very well together in secret mage.
Big spell mage is actually playable without Ice Block but exodia/quest/freeze is most probably dead in standard next season.
What I really would like is an unnerfed constructed brawl, though! It would require more cretivity, and most probably show that powercreep have made many of those nerfs irrelevant...
There has never been a build-a-deck brawl where you use a custom collection. Why start now? I much prefer this to premade decks. There have been plenty of other PTW brawls as well.
And i am pretty sure people have gotten 12 wins with decks without a single Wild card in them. Other decks just require a couple of commons you should craft anyway.
Yandai's logic is the one thats right tho... To have value from the specific secret, it needs to go off by bringing its full value back at least and even more if possible...
For a card like Ice Block, which remains on the board for nearly the entire game, this value can be substantial because it allows you to use the Valet's battlecry at will.
The card is useful in most Secret Mage's matches for this reason, actually. And, if the opponent happens to pop it, it'll give the Mage the turn she needs to finish the game.
As stated in the OP, Ice Block is one of the worst tempo cards in the game. Did any of you think of why the card only recently found its way into a tempo archetype like secret mage?
The reason is Aluneth, and that card alone. Tempo matchups are won and lost on the board, but that extra draw MIGHT give you the edge in some games, if you don't draw lethal, it is also possible to play some more secrets and refill the board.
However, it is still not in every deck, and that extra turn does very little when decks like dudedin win the earlygame, and prevent any minions from hitting face.
Ice Block is most of all a card for combo decks, and they will struggle to ever see play in standard again.
This would not really change much. The problem is that Warrior and Shaman are locked out of standard atm, and rogue and hunter are forced to play gimmick decks.
Firstly, well done on the list - it's comprehensive and informative, and serves as a good guide.
I would like to advocate moving Prince Valanar and Twig of the World Tree into tier 4. Twig is weaker than usual now due to premium weapon removal being a recurring feature in many decks. Valanar is also quite weak, having seen some play in koft, it is now outclassed by other options such as Fal'dorei Strider in miracle rogue. The effect is also weak comparatively and is especially bad with silence effects being commonplace.
Another point I was hoping to touch upon was rotating legendaries. N'Zoth, the Corruptor rotating does put him at a tier 2 craft for standard in my opinion, however I would also include Fandral Staghelm as a tier 2 craft, with the same qualifier of it being tier 1 wild. Continuing that line, can we modify the positions of the rotating cards, either ignoring rotation or taking it into consideration for each card?
I wonder if anyone would like to discuss DK Anduin, as he only rarely rears his head these days due to more tempo oriented priest decks becoming wide spread. He currently feels to me like a tier 2 craft (where incidentally I believe DK Jaina should be).
Thanks a lot. Posts like that are very important to keep the guide up to date. There are simply far too many cards out there to avoid easter eggs, don't be shy if you find one! Also interresting new uses are welcome!
The policy around the rotation needs to be discussed a bit, but in general classic cards are moved up when in doubt while cards with little time left in standard are moved down.
Also celebrating 100k views and a direct link at #3 when googeling "hearthstone legendary crafting":-)
Why dotn craft as meany as you have the dust ?? For exemple 4 x glden ice block ?
It should be explained pretty well... You only get dust for the cards you can fit in a deck, prioritizing golden copies. Can you put 4 copies of Ice Block in a deck?
I dont get it. I have all carts regular ( 2 x molten, 2 x oracle, 2 x ice). Discart it now anf craft the golden and dicrat it after the rotation and what will be the profit ?
No you don't. You get the same profit by doing nothing.
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"Self made" at this point is basically tweaking a known archetype. The powerlevel is far too high for Elelemental druids and mech warriors to have a chance...
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What I really would like is an unnerfed constructed brawl, though! It would require more cretivity, and most probably show that powercreep have made many of those nerfs irrelevant...
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There has never been a build-a-deck brawl where you use a custom collection. Why start now? I much prefer this to premade decks. There have been plenty of other PTW brawls as well.
And i am pretty sure people have gotten 12 wins with decks without a single Wild card in them. Other decks just require a couple of commons you should craft anyway.
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Priest/warlock/priest/warlock/priest/mage/priest/paladin/warlock/paladin...
This would not really change much. The problem is that Warrior and Shaman are locked out of standard atm, and rogue and hunter are forced to play gimmick decks.
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Skull of the Man'ari AND Voidcaller is overkill, the weapon is too slow imo. Sylvanas Windrunner adds a lot of disgusting combo potential to the deck. I would also cut 1 Doomguard or Emperor Thaurissan for Prince Taldaram.
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Please focus discussion on this topic in the thread already mentioned above.
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/212947-2018-updated-ultimate-dust-guide-for-hall-of-fame
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Discussions on this topic should be focussed in this thread:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/212934-ice-block-moving-to-hall-of-fame
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