Divine Spirit is almost confirmed.
I would like to see Edwin hofed, he is very powerful especially as compared to other classic class legendaries like Jaraxxus and Velen.
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Divine Spirit is almost confirmed.
I would like to see Edwin hofed, he is very powerful especially as compared to other classic class legendaries like Jaraxxus and Velen.
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After ladder the last few days, I'm ready to see Winged Guardian's ass HOF'd.
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Personally, I'd go with 95-100% of the classic set.
I mean, Rogue has been Backstab and SI-7 Agent and VanCleef in the early game, and Leeroy and Shadowstep to close things out--for the entire history of Hearthstone. Six years of the same cards. Is that too strong? Not really, but it's certainly way too ****ing boring. If you want to know why people quit, this is why people quit. The game is stale, because Blizzard has decided to have a stale classic set.
//
Barring that, Divine Spirit/Inner Fire has to go. Personally, I like Inner Fire. It's a fair card on it's own. The issue is really cheap access to "double." What if Divine Spirit became a plain, fixed +4 health? It can no longer be stacked into absurdity in easy-and-huge burst combos, and that was the only real issue.
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Leeroy Jenkins, Backstab, Freezing Trap, Edwin VanCleef, Stonetusk Boar, Southsea Deckhand, and Doomsayer all seem like potential candidates imo.
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Something very 'catfishy' about this post!
There's a 'looking for HS friends' thread on here somwhere where you can find people who may be interested. Would help others to know what server you play on.
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Yes but not at the same time
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Currently Top 20 Europe - If you'd like check out my channel and help a new creator grow :)
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If you spend money on hearthstone regularly then this adventure is one of the best things to invest your money if you only look gold/money ratio especially when you add golden pack that comes with preorder. But if the cards are bad than it is not worth it. If you start playing wild you should not even consider buying naxramas and black rock because there are few rare/common good cards easily craftable and only one good legendary per adventure.
But in my opinion if you preorder 50 packs or more for expansion then you should definately buy adventure with money too, but if you don't spend money on packs than that ratio money/gold can not be applayed to you and it might not be worth it yet. For example if I could get 50 packs for 5$ I would buy them but for 50$ i won't and I wouldn't buy them even if it was 20$ for 30 packs and than if I go with that logic I will not buy adventure either.
The biggest question is when you have someone like me who occasionally preorder when cards are great and I didn't save enough gold, which comes to about once per year, and then i think it depends on how many more packs of new adventure you want to buy and how much gold you have right now. I have little less than a 1000 and i won't be buying much more packs so i don't need to buy adventure with money
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Cash!!! :D :D :D
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Sometimes I think that wild is harder then standard because your all the time not sure about which archetype your opponent will play or which cards his/her deck would contain. Sometimes I make a totally wrong prediction in if my opponent would play an aggro deck for example. So I mulligan for some certain cards which I later regret. Somehow I have less problems with it in the standard mode.
I'm curious about other players opinion's and some strategies / tips to deal better with it.
Any tips are welcome, thanks :)!
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Be patience, my dudes.
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2 copies of Murloc Raider and just 1 copy of Toxfin? Feels like the reverse would be preferable.
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Play a deck with Arch-Villain Rafaam AND Archivist Elysiana for twice the shuffled-bomb cleansing capability!
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Reno Jackson's effect actively tests your deck for the absence of duplicates; meaning that when you have one (or less) copy of each card left in the deck, you meet the condition specified by his card text and his effect with be active. As your comment infers, Reno Jackson's effect won't always be active as the Highlander (no duplicates) condition will not always be met. Reno's inclusion in this deck is to fulfill the hail-mary heal role, providing a full heal later on in the game, and certainly once you have decked out, if the matchup reaches fatigue.
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Here's one hint to help you succeed in a common matchup you'll be having on Ladder:
Use Arch-Villain Rafaam to turn all the bombs they shuffled into your deck into legendaries that you can get value with! Prioritize Arch-Villain Rafaam in your mulligan and keep him until they've shuffled a majority of their bombs into your deck already, unless you need to use him earlier to survive or feel you can outright take the game by playing him. Arch-Villain Rafaam is not a card you use at the end of the game once you've hit fatigue. Ideally, you'd use him on Turn 7,
follow-up with a Princess Talanji (generated by Arch-Villain Rafaam) on Turn 8,
and proceed to out-tempo and out-value and oppress your opponent with your newfound legendary friends.
However, Archivist Elysiana is included in the deck as a handcuff (in Fantasy Football: the idea behind handcuffing is drafting a player’s direct positional back-up as an insurance policy should the starter get injured). To complete the analogy, Archivist Elysiana is included in this deck as an insurance policy should Arch-Villain Rafaam, our star player, get "injured". In this case, the term "injured" refers to Arch-Villain Rafaam being played just shortly before or during fatigue, with little or no resources and/or value generated. By including Archivist Elysiana in the deck, you have the opportunity to generate 10 net cards (assuming fatigue), which can be upgraded to legendaries with Arch-Villain Rafaam. Additionally, Archivist Elysiana can provide you with another deck cleansing, should those pesky bombs be plentiful.
Why would you wait so long to play Rafaam? Well, here are a number of possible reasons:
1. Rafaam was taking a sweet vacay at the bottom of your deck, so you didn't get a chance to play him earlier.
2. Rafaam wanted to join the party but you had to send him away with a Plot Twist in order to survive a significant threat presented by the opponent. This is not ideal but may prove necessary over the course of the match against a Bomb Warrior, specifically if you find yourself without an answer to an early Blastmaster Boom with prior bomb-shuffle investment by the opponent.
3. The opposing Bomb Warrior thought they were clever by holding onto their bomb-shuffling cards until you only had a few cards remaining in their deck, expecting you to blow Rafaam early. The aforementioned strategy does not work in Bomb Warrior's favor, for reasons I would love to explain, if it didn't play right into the hands of Bomb Warrior players viewing this deck (this is war, people).
Not this time, chiefy ;P
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Please don't go rogue when spelling rogue or I will blush a rather rouge hue.
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Nice to see the "When you draw this" text again, unless my memory has failed me, we haven't seen a similar effect since Sea Reaver
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Thanks for the feeedback, I'll keep that in mind during my mulligan phase and make sure to prioritize a good curve over all else. I'm currently 3-1 with the deck and will post an update with the final result.
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Warrior is a lot of fun. I can do that next for you, I'll have it up by 1:30PM EST at the latest.
EDIT: Come to think of it, Warrior is rather similar to Rogue, which I have already posted. You go for a full weapon buffing pirate build that floods the boards with efficiently costed high stated minions with synergies to each other and the weapons. You can infer the rest from there until I can get to posting the actual Warrior guide. Hope this helps!
EDIT2: Here is a recording of a failed attempt that showcases the main build of the Pirate Warrior deck,