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    posted a message on Opinion on book of heroes

    @n0Sp00n22 There's currently only three ways that I know that can beat her, all revolve around Taunt. Either you get Mirror Image from Wand Thief. You steal Garona's 6/8 Taunt through your hero power, or you use the Combo Weapon, Poison Blade + Oil to get your weapon to 9, then use Steeldancer for a Sleeping dragon. It will get Sapped, but you can replay it for some delay. 

    You only need to survive until you get Jaina to stick on board, after that your chances do increase. However, you're not in the clear yet. Garona can still draw her entire deck for the second Eviscerate. So if you drop to 8 health, beware that you can die instantly.

    Posted in: General Discussion
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    posted a message on Opinion on book of heroes

    @MuchBotijo Don't overcommit turn 8 when he plays his Twisting Nether. Be lucky enough to get Clutchmother Zavas on hand, so it keeps discarding it. Other than that, the fight isn't hard. You just need to be lucky, so just keep trying a couple of times.

    For the last fight against Ravenholt: Keep all cards on hand, play the 1 drop you draw turn 1. Kill his minion with your 2/1 for the mana crystal, but still hero power. Turn 3 Hero Power again. Turn 4 play the 1 drop plus Sabotage to remove the 7/5 that spawns from the secret he played. Afterwards you'll find your way through the midgame. Mind you, keep all further cheap minions on hand. Don't play anymore 1 drops. You need em to close out the game. Once you killed the first two invisible minions, wait until he plays another 2 invisible minions. Sometimes he does it in the same turn, sometimes he just plays one and then 2 more in the next turn. On that turn, play Knife Juggler, Poison on the Knife Juggler, then all the cheap minions you can to close out the game. The invisible minions are 1/15 and 1/16. They will kill you if you don't use Poison Knife Juggler to do this.

    Posted in: General Discussion
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    posted a message on ** Highlander Mage - Zephrys Revenge **

    Are you sure we're talking about the same deck?

    I have over 80% winrate against Warrior. Basically I rejoice for a free win whenever I face Warrior. The few quest Priest I face in ladder are easily dealt with too with this deck. If you'd said Quest Rogue and Secret Hunter, I'd have had to say you might have a point. 

    If you think it is too slow, take out some of the cards that make it slow and replace them with quicker cards.

    Alexstrasza to Stargazer Luna, Tortollan Pilgrim to Frost Nova are some suggestions that come to mind.

    As far as Matchups are concerned: Against Warrior, don't overcommit too early. Most Warriors run 2x Brawl, 1x the new Destroy all damaged minions card and maybe 2x warpath. So never have more than 3 minions on board, unless you're contesting for the board. You can easily summon bigger minions than he can and cheaper. So just hold your cards until he runs out of options.

    Quest Paladin is tricky, I try to go for Reno, Meteorologist and Blast Wave. But if I see Arugal, Khadgar, Zephrys or Vulpera Scoundrel, I keep them to play early (you don't need to rely on them to generate more value, but your enemy will target them as high priority targets, which helps you prolong the game until turn 5 or 6, where you can start winning). 

    Quest Shaman I cant speak to, I've only faced 2 shamans on ladder, won a game, lost a game. My intuition tells me that you can overwhelm your opponent easily with your minions, as Shaman lacks good removal. Yes, he has Earthquake, but that will empty his board too. And he has many small minions, you have many big ones. So unless he has a 2 turn lethal, push for the face.

    Quest Priest is really slow. Unless the have great draws, you will always have bigger minions than him on the board. As many decks on ladder have wide boards currently, they will choose to run board clears rather than single target removal. Just keep adding big minions and push em. If you see a favourable trade that prevents the priest from healing his minions, I take it. Otherwise I just freeze or destroy the board and go face.

    Quest Hunter is quite a challenge if they draw well early. And it is difficult to gauge when the time to play Reno or removal has truly come. In general, I finish half the games before the hunter was able to complete his quest, and those games are usually favourable. If you dont draw any decent removal before turn 6, things can turn sour pretty quickly.

    Quest Rogue is usually not that much of a problem, as the 3/2 Hero Power will not be enough to remove the 5-12 Health minions you can summon every turn. I try to go for cheap cards in this Matchup, so the board is not too wide once turn 5 rolls around. So Zephrys, Arugal, Khadgar and Vulpera Scoundrel. That way I can usually stay in the game and then start turning a corner with the usual suspects: Reno, Meteorologist, Blizzard.

    Posted in: ** Highlander Mage - Zephrys Revenge **
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    posted a message on ** Highlander Mage - Zephrys Revenge **

    Yes, definetely worth crafting. If you don't have it, your deck will lack board control. Reno is great for cleaning up the board and flipping rhe board state.

    As for Barista replacement, I'd reckon Colossus is too slow and heavy. it will sit in your hand and be useless in half your games. Probably it's better to replace it with a Messenger Raven or maybe Stargazer Luna. 

     

    Posted in: ** Highlander Mage - Zephrys Revenge **
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    posted a message on ** Highlander Mage - Zephrys Revenge **
    Quote from clawz161 >>

    The problem with people that have a lot of legendaries is they sometimes don't include a lot of thought into deckbuilding and they just throw in a card because it SEEMS good right?, i thought it was only a thing in wild, this deck can easily be made without at least 5 legendaries(Archmage Arugal,Luna's Pocket Galaxy,Kalecgos,Barista Lynchen,Siamat, and Alexstrasza) I was even generous enough to leave Khadgar in because unlike most greedy lists like this i've seen you are playing Conjurer's Calling AND Power of Creation where most lists i personally have seen only run khadgar  with just power of creationReno the Relicologist is not a card that i have played or seen played but i have a soft spot in my heart for it as a "Meteorologist that always deals 10 damage.

     I disagree with you on every count. :D Are there suitable alternatives? Sure. But all of these legs are valuable to the deck archetype and felt very useful when I play them. The deck you are building towards is much more aggressive, and I reckon you wouldn't even need to do a singleton deck. Just stick to burn mage, as you said you played before. 

    Your playstyle seems to be tilted towards the aggressive, whereas my goal is to win by turn 20. The current meta allows for this slower style currently. Many decks I face on ladder are not straight aggro decks. Mage, Paladin Warrior are all kind of slow.

    With this in mind:

    Archmage Arugal is useful as bait on turn 2, as opponents will want to remove it quickly. Later it is great when you combine it with Luna's Pocket Galaxy or Arcane Intellect. Gives you really sweet combos your opponent usually cannot foresee.

    Luna's Pocket Galaxy is just a plain solid choice. Given, it is hard to find the time to play it facing aggro, but in all other matches it will start pulling its own weight 2 or 3 turns after you played it. It is just important then that you can stall the game long enough until you outvalue your opponent.

    Well how can we stall the game then?Siamat is awesome for that. It's a 6/6 Taunt Divine Shield to slow the opponent. If there's 2 big minions on the field, Rush and Windfury can take care of them. Just one minion? Rush and Divine Shield has you covered. I never play this card aggressively. Siamat is there to bring me back when I fall behind.

    So the last thing we need is value.Barista Lynchen has got you covered. 4/5 at turn 5 is decent enough to play and keep you in the game. so the question just is, how much value can you manage to squeeze out? Zephrys the GreatVulpera Scoundrel,Reno the Relicologist  and Meteorologist  are all great single targets to copy. But having a 1 mana copy of a minion and then copying multiple of these insane battlecry minions will easily swing a game in your favour. Would definitely miss Barrista in the deck if she were replaced.

    Kalecgos is insanely strong as you can get additional removal, freeze, card draw or a  Conjurer's Calling. It often helps you get that one additional turn that you need to get lethal. 

    Alexstrasza is just an added bonus and generally strong card. Usually with Reno the Relicologist and Meteorologist along with Blizzard, Flamestrike you can easily delay until turn 9, where you can potentially use it defensively. I tend to not use it that way though. Oftentimes, opponents will overcommit to the board when you drop below 15 health. With the good removal options this deck has, you can oftentimes empty their board and put some stats on your side. The next turn you can Alex for a 2-turn lethal, or in some games have direct lethal ( 1-Mana Alex to 15, from turn before Reno  for 4, 5-mana Pyro for 10, Heropower for lethal). Really satisfying.

    Generally speaking, I agree with your sentiment, that many legendaries dont make a deck better. All of these cards are situationally great though. So unless there's a better alternative, I would not throw these out just because. 

    Posted in: ** Highlander Mage - Zephrys Revenge **
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    posted a message on ** Highlander Mage - Zephrys Revenge **

    Fun. Played only a couple rounds. As is usual with highlander decks, sometimes your draws just suck. But compared to the old reno highlander deck, this has a lot of versatility and plenty of options. I played it on ladder in Rank 10 and managed to climb to Rank 8 within the hour.

    Other decks can certainly be competitive at a much lower dust cost. Since I already had all of the cards, it was well worth my time. Thx. :)

    Posted in: ** Highlander Mage - Zephrys Revenge **
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    posted a message on Rank 4 to legend in 4 hours with Mr. Locks!

     Hit legend with this kind of deck for the second month in a row.

    Last month I went really aggro to compete with all the rogues and the high tempo decks. This month the meta is slower and therefore you're no longer in a rush to beat everyone as quick as possible. I readded Swampqueen Hagatha and Hagatha the Witch, as they really help against the control decks.

    So my suggestions for this month:

    -2x Knife Juggler
    -1x Hench-Clan Hogsteed
    -1x Nightmare Amalgam
    -1x Cult Master

    +2x Bloodlust
    +1x Coldlight Seer
    +1x Bluegill Warrior
    +1x Soul of the Murloc

    In my opinion, the only class that has decent removal right now is Warrior. For all other classes it is really hard to clear your board once you've got Soul of the Murloc active. So that card is really nice for you to trade and still maintain a board of 5 minions.

    Nightmare Amalgam is a decently statted card, but Coldlight Seer is just better in so many cases due to keeping your other murlocs alive. Just play it, even if it just buffs 2 other murlocs. Buff your Murloc Tidecaller and Underbelly Angler if you get the chance to, as your opponents will need to use their ressources to remove those quickly.

    Replacing one Hench-Clan Hogsteed for a Bluegill Warrior has proven helpful, as the Murloc will immediately benefit from Murloc Buffs and just gives you that much more pressure. It is also amazing to combo with a Toxfin for immediate threat removal.

    I still personally dont like Knife Juggler or Cult Master, as they are great openers, but are not great cards when you lost the board. Especially against Warrior, they straight up do nothing when you draw them later in the game. The two Bloodlust and the additional Soul of the Murloc make for a greedier build that will try to always maintain board pressure.

    Happy laddering!

    Posted in: Rank 4 to legend in 4 hours with Mr. Locks!
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    posted a message on Rank 4 to legend in 4 hours with Mr. Locks!

    I decided to try this deck starting from Rank 9 and went incredibly quickly from Rank 9 to 3. There I had somewhat of a stall and was unable to climb any higher, so I started to tweak some things. Here's what went down:

    The main opponents that I was facing were:

    • Token druids: were usually no problem at all due to knife juggler juggling everything away.
    • Hunters: as long as you keep the board free of mechs, they cannot Magnetify anything, so they will not pose a threat.
    • Bomb Warriors: If they get out their Dr. Boom before turn 10 and you did not draw really well beforehand, you will not win this game.
    • Rogues: They are simply too quick, especially if they get Raiding party and that stupid Pick.
    • Very rarely Mage: They were usually to slow against the board I was piling up, and therefore could not use their combos quickly enough.

    So basically, I steamrolled Hunters and usually druids, but lost quite a bit against Warriors and Rogues. So I tried to improve the deck by removing the weakest cards (imo). 

    So I removed Swampqueen Hagatha and Hagatha the Witch The reason being that usually when I got to turn 8 and needed to play (either) Hagatha, the game was basically already lost, since I only ever played those when out of better options. and removing their board usually wouldn't help me getting the board back. I replaced both of these with copies of Bloodlust.
    I also cut both copies Knife Juggler and one of the Hench-Clan HogsteedKnife Juggler work great when you can dominate the board and summon stuff, but they will not bring you back in the game when you have fallen behind. and the Hench-Clan Hogsteed is too slow in my opinion, as it does not get any of the Murloc Buffs. I replaced both copies of Knife Juggler with Bluegill Warrior and exchanged the Hench-Clan Hogsteed with a second copy of Soul of the Murloc

    This results in a much greedier build, that is able to persist on the board due to Soul of the Murloc much more easily, then Bloodlust will usually end the game quite easily. In my experience, I was able to turn many games using Bluegill Warrior when I already had Murloc Warleader for a surprise 4 damage, or even Turn 5 Bloodlust despite having only 3 Minions on the Board to bring the opponent down to below 15 HP to just force him to make more unfavourable trades to stay alive.

    How did that change the matchups, you may ask? I went form Rank 3 to Legend earler today. Especially Rank 1 was a breeze with 10-2 to Legend. :)

    • Token druids: still the same, as long as you can keep their board under control you will always outvalue them, as Underbelly Angler can create infinite value for you. Scargil and Coldlight Seer are the MVPs here though, especially in combination.
    • Hunters: as long as you keep the board free of mechs, they cannot Magnetify anything, so they will still not pose a threat.
    • Bomb Warriors: Won more than 50% of my games against Warriors, especially with the increased pressure from Bloodlust to close games early.
    • Rogues: Managed to win quite a few games against Rogues with the new setup, especially with Bluegill Warrior into Toxfin. To remove their early threats. Always keep Toxfin against Rogues!
    • Very rarely Mage:Mages were still too slow with the new setup.
    Posted in: Rank 4 to legend in 4 hours with Mr. Locks!
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    Just had a straight losing straight from Rank 4, 3 stars to rank 5 zero stars, losing to 3 Warlocks who all had Keleseth on turn 2, a Druid that had his Toggwaggle on turn 7, 2 Maly Druids that beat the crap outta me a Mecha'Thun Priest (although that game was kinda fun for a while) and 2 aggro spellhunters. 

    Deciding to take a break I went to arena where I had drafted a deck with 3 legendaries the night before (Caine, The Black Knight, Onyxia). That I went to lose 0-3, without being able to play any of my legendaries. Lost to a constructed-like tempo mage that topdecked a fireball (which I haven't seen in arena in ages) for exact lethal on turn 6, a paladin with 2 scalebanes and scalemancers rushing me down. So at 0-2 I figured not everyone can be as lucky as these two guys, but then I lost to a Rogue with Cold Blood and Crazed Chemist that rushed me down.

    Not believing in how unlucky I got (as I usually average 4-5 wins in arena, which is not great but certainly not terrible either), I started another arena, that I promptly lost again 0-3, this time to even more ridiculous RNG. I lost a game because a Knifejuggler and Kobold Geomancer were unable to remove a Scarlet Crusader from the board, which lost me board control that spiraled into a loss.  Lost a game because the Priest I was facing and had lethal on board against with a Frozen Crusher and a Giant Sea Giant topdecked a shadow word death and received an argent protector from crystalline oracle to remove my second big minion. And then the last game I lost because after committing to the board, my opponent got Deathwing from a Weaponized Pinnata.

    For fukks sake. I just wanted to play some relaxing games today before a stressfull week starts tomorrow. And everyone is playing decks that you either just sit and watch them play whatever they do as you have no way to deal with their hand, or you play retarded aggro decks to kill the opponent before they can pull said combo off. WHERE THE HELL DID THE FUN GAME GO THAT I USED TO PLAY IN BETA? Where you actually had to THINK to play. 

    Anyway. Long story short. I uninstalled HS from both my phone and computer. I'll not play for the remainder of the month. If I miss HS thereafter, see you next time when I complain here. If not: have a nice life.

    Posted in: General Discussion
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    posted a message on 100 gold Cap...

    Pretty easy: if you reach the 100 gold cap, then clearly you enjoy the game on its own merits, not the gold farming. However the higher the cap is, the more likely there will be bots trying to farm that gold. So leave it as is.

     

    Your argument is also invalid since you didnt say you get to the cap on a regular basis, you got there this once due to tavern brawl and probably will not get there again sometime soon. So seems fine to me at 100.

     

    Posted in: General Discussion
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    posted a message on Advice on what my next step should be

    I usually suggest to play arena, as it helps you get better at the game and once you get good in arena, you earn more gold than you pay as entry fee. That way you'll get the required dust a lot quicker.

    Use heartharena to help you build good arena decks and enjoy. :)

    Posted in: General Discussion
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    posted a message on On average how much dust is a pack worth for you ?

    Mathematically speaking, I know that each pack is worth 100 dust. But you asked about the subjective value, which differs from the true average, here's why: Dust is the resource I put towards crafting new epics and legendaries. Opening a legendary, since I dont have all legs yet, will always be anew card and therefore count not towards the dust I can spend on crafting new cards. The same can be said for epics, but there I have rougly half of all epics.

    To answer the question of how much dust I feel like getting from an average pack, let's assume I open 20 average packs, I'd get 2000 dust -400 from the leg I didnt have, -200 from new epics. Meaning from 20 packs I get roughly 1400 dust, which equals 70 dust per pack.

    So to me, the average pack feels like having value of 70 dust.

    Posted in: General Discussion
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    posted a message on Faeria - Strategy Card Game (now on Nintendo Switch)

    I've tried Faeria before, it is highly enjoyable. Anyone who hasn't tried it and is a fan of card games should go and have a look. :)

    Posted in: Other Games
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    posted a message on New Priest Spell - Extra Arms

    No Pikachu, More Arms! Does not have Echo.

    I think the card would've been quite decent if More Arms! cost was 2 instead of 3. Flexible +4/+4 at 5 mana would have been okay. But comparing this to Spikeridged Steed, it just becomes laughably weak.

    Posted in: Card Discussion
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    posted a message on New Legendary Minion - Harbinger Celestia

    I think this it's an okay to decent card, depending on the meta. If you play against aggro, obviously it's horrible. But still, it forces your opponent to consider this as either a Mirror Entity or a a Potion of Polymorph  either you play into Mirror Entity and give your opponent a strong minion, or you counter the effect by playing something small, but forces you to play your cards suboptimally. Not acting is not an option though, as leaving the 5/6 up for a turn is definitely a shortcut to losing board control, since it will still transform when you play your next minion.

    Great design, hope this will see some play, as aggro decks have always been quite frequent, I don't have high hopes.

    Posted in: Card Discussion
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