Quote from UndeadRebel13 >>Similar to how the Silver Hand Murloc tokens from Vilefin Inquisitor are still Silver Hand Recruits for synergy effects, Mana Treants will almost definitely count as Treants.
Except they aren’t.
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Quote from UndeadRebel13 >>Similar to how the Silver Hand Murloc tokens from Vilefin Inquisitor are still Silver Hand Recruits for synergy effects, Mana Treants will almost definitely count as Treants.
Except they aren’t.
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Nice bait, tell me if it gets you the popular achievement.
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I am sorry to say this, but nobody asked you what you feel about them.Cheers
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Toast is laughing in his jail cell rn.
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Honestly, I've felt this was the most straightforward release yet, focusing on the cards and not spending a lot of time on filler content in-between reveals. I was suprised at the lack of flavor content until today, but I can't say I feel shorthanded here.
Let's look at what happened compared to the last few reveals:
I've personally found this reveal exciting because I didn't feel like I was being fed celery while I wait after being told I was going to get buffalo wings soon. This was all buffalo wings to me.
That being said, if the flavor posts and content is something you really tie into your Hearthstone experience, I can see how this was a disappointing reveal season. Hopefully the new meta makes that up to you tomorrow.
Best of luck out there!
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If it's me? I probably pop the vanilla Water Elemental out. You've got plenty of 4 drops and mid-game Elemental presence. So it's not much of a loss. You're adding one back in, in its place, just higher on the curve. So that's not much of an issue in terms of functionality. Besides, Jaina will start churning them out late game, if needed, anyway.
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I had considered a similar concept myself, so it was interesting to hit the thread today and see this.
I was actually going to make some comment about the Manipulators, but 9 cards that generate "not-in-the-deck" cards is plenty of value there. I almost wonder if you value the Tar Creepers and the Igneous Elemental enough to try out Prince Taldaram for added flexibility. Alternatively, you are also sitting on the best class to use Voodoo Doll if you want some spot removal without compromising your spell pool for Spiteful Summoner.
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FWIW, it got an 82 on heartharena. Could be my first 12 win run? Fingers crossed.
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Quote from StormTrooper23 >>let me preface this by saying you DO NOT KNOW what you're talking about. You see, there's this thing called meta and it has a domino-like effect on the decks. see, if you reduce the power of deck A, deck B, that used to be countered by A, is now more viable because A is not that strong or opressive anymore. Now here's the thing: B counters C, the deck left untouched on the nerf round. As a result, C cannot be the OP garbage deck that dominates the meta and makes you whine on the internet because of the nerf to deck A =)
I nominate Questmage as deck B
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I hit legend for the first time ever this morning with Even Paladin (sorry!) thank goodness for ranked floors and the new ladder system. Even with a great deck and good play starting at rank 7 this season made it way easier than if I had been back at 17 or 18 where I usually am.
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i beat houndmaster on the first try. I upgraded the hounds so they were 5/1's with rush and used them as removal. I also got the jungle giants quest which every summoned hound would proc.
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let us know how it goes.
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Jade idol was never broken.
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Because they probably feel the trade off of not having early game spells is worth great power. It is a build around card that dictates your whole deck. Spiteful priest can’t run shadow word pain, death or power word shield or potion of madness, some of the best early game cards.
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Kripp is playing a different deck. But this happens to him:
https://youtu.be/kY5RpdxErbk?t=5m34s
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I have been playing a lot of Quest Mage on the ladder in the mid-range ranks (mostly quest mage from 18-8) and a lot of people make basic mistakes that throw me the game. Which I appreciate, but I thought I'd write up some tips. These are methods you can use that will improve your win percentage against quest mage WITHOUT having to change your deck at all.
I know I'm that dude playing quest mage. I like combo/otk decks the most. Here's some way to make me lose a few more games.
1) Make them Actually have it:
Like a lot of decks if Quest Mage draws perfect you can be dead on turn 8 or 9, but my games frequently go to fatigue (at least I'm in fatigue.) A main thing is with any Quest Mage is that you know when you are dead next turn. If you are at 1 health and out of ice blocks sometimes you just drop the combo pieces you have and hope that you can find Archmage Antonidas or that last Sorcerer's Apprentice with the card you draw, or finish the quest with the random spells you get off a Cabalist's Tome.
So sometimes when you pop their block and they drop 2 apprentices, and 2 molten reflections they don't have a way to kill you yet. Don't concede until you see 4 Apprentices and Antonidas. [edit] AND a spell to start the chain of fireballs.
2) Don't clear their board:
EDIT: Kripp is playing a different deck, but here is a great example of why NOT to kill your opponents board: https://youtu.be/kY5RpdxErbk?t=5m34s
There are 2 different factors in board clearing. 1 Throughout the game as they drop minions, their minions aren't going to kill you, they are going to trade into your minions to prevent you from doing face damage. So unless you are protecting a major source of damage don't waste your resources killing their minions. Instead go face. They will usually trade into your minons.
Also Quest Mage can lose games because they are out of board space. Sometimes I play 5 Apprentices instead of 4 (2 Molten Reflection and a Simulacrum) so I can Cabalist's Tomefor free and finish the quest. Which means my combo pieces can take 5 or 6 slots. If I have Mirror Image on the board, or a silenced Doomsayer It's possible that I run out of board space and can't finish the combo.
I know you have a board full of huge minions, and you just popped the block at 1. But don't kill anything on their board you don't have to. You'll win a few more games.
3) Pop the block at 1, but more importantly pop the block.
If you have a way to pop Ice Block. Do it almost every time! Even if that means you lose your whole board to a Doomsayer. But do the math and try to pop the block at 1. Sometimes with the way the random cards play out, if the last combo piece is late in the deck. (This morning I had a game where Antonidas was literally the last card in the deck. I won.) The Quest Mage will need to take 1 fatigue damage. If they are at 1 health they lose, if they are at 2 health they win.
4) Save your silences/devolves:
A different game this morning someone devolved 2 Novice Engineers and a Coldlight Oracle... for some reason... A few turns later I Frost Nova and Doomsayer to kill 4 or 5 evolved Minons. That devolve could've helped him push a decent amount of face damage the next turn.
Silence effects can be offensive. Quest Mage will freeze your board when they are at low health to delay you popping the block another turn. Especially against priest who probably doesn't have face damage in their hand. If you can silence your own minion and pop the block then you mess up their plan and make them waste a freeze and need to complete the quest 1 turn earlier. Don't silence your minion and go face the first time they freeze your board. Save that silence until you can pop Ice Block.
5) If you can Mill a card do it. But don't rely on that.
The reason I run the ability to have 5 apprentices is so that the only mill that instantly loses me the game is Archmage Antonidas in addition to drawing my combo sooner on average. That being said, milling a molten reflection still makes things hard. And you have a 1/30 shot to mill Archmage and instantly win. So if you can make the quest mage mill a card then go for it. But just because you Dirty Rat out an Apprentice doesn't mean you won.
6) Secrets...
If you are playing Mage save a Counterspell and/or Spellbender until you think they are going to complete the quest. Spell Bender will mess with Molten Reflection and is much harder to test for. Don't waste them early trying to gain tempo.
If you are playing Paladin pick Eye for an Eye and get them to 1 health. You'll win almost every time.
Also Ice Barrier is a thing. You can't always play around it, but try. If they just played a secret and have low enough health test for counter spell then kill them with a spell rather than a minion.
Hope this helps! I look forward to losing a few more games against you all...
Let me know if you have any additional thoughts/tips.
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Corridor Creeper as a 7 mana 2/5 or a 0 mana 2/5 after 7 minions die could still be valuable. I think it is still likely to be used in a number of decks, especially aggro Druid and Hunter. Decks that put out a lot of minions and can take advantage of the beast tag.
In a hunter deck if you play Ally Cat into Kindly Grandmother into Animal Companion and trade for 2 or 3 of the opponents minions you could play 0 Mana Corridor Creeper with a Hound Master on 4.
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same thing here. It is probably a coding side effect of unnerfed cards.
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I run spell breaker in that slot. Does wonders in the mirror and vs spiteful summoner priest who always kind controls a void lord