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    posted a message on Warrior spell school

    Some existing cards can be fitted in existing schools. e.g. Forge or Mine can be Fire.

    Blood related should be new school 'Blood' spell. I mean blood mage is a thing. Rage related cards like Inner Rage might fit here.

    Commanding shout should be new school 'Shouts/Warcries'. Most should work like bridge/Sigil (effects last few turns). Sun Tzu's Art of War/Battle Formation kind of cards might fit here. e.g. 'Formation: Blockade' Your minions have Taunt this turn.

    Posted in: General Discussion
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    posted a message on New Warrior Legendary Card Revealed - Rokara, the Valorous

    It would be a lot cooler if it were 'Unstoppable Force: Your hero can dual-wield. Emotes 'I'm the Juggernaut, @#$%^!' when attack.

    Posted in: News
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    posted a message on New Warrior Legendary Card Revealed - Rokara, the Valorous

    Agree that Blizz should make Unstoppable force and Immovable object stay true and equal. When Rokara attacks Cariel game should end in draw.

    Posted in: News
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    posted a message on New Warrior Legendary Card Revealed - Captain Galvangar

    Did you just seriously put 'aggro' and 'gain armor' in the same sentence? No aggro plays heavy plate nor has time to gain enough armor to play this.

    This won't see play in aggro unless Blizzard 'somehow' prints aggro-stat minions who gain armor on attack or something.

    Posted in: News
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    posted a message on New Mage Legendary Hero Card Revealed - Magister Dawngrasp

    May actually be broken. Wildfire + Reckless Apprentice the whole board and get tons of boost if minions die at exact damage (which seems quite easily manageable with mage tools). Recast wildfire flurry and annoying spells?

    Damnnnn the boost may actually make hero power exceed that guitar legendary dude.

    Posted in: News
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    posted a message on Vanndar and Devolving Missles bug

    Now you learn something new. Good for you. I learned it the hard way few days ago, trying to shadowstep replay Vandarr and wonder why the f it was not working and after a few seconds came my realization.

    Posted in: General Discussion
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    posted a message on Vanndar Stormpike

    Actually won most games against quest mages yesterday but the sample is low. I adjusted quite a lot of changes so it's probably not control warrior anymore, more like control-oriented rush warrior, replacing removal spells into removal minions like rush.

    Mages can only freeze few times before getting run over or uninteractive grommash+faceless on turn 8.

    Still, you always lose if you don't draw new legendary early though.

    Posted in: Vanndar Stormpike
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    posted a message on New Hunter Rare Card Revealed - Revive Pet

    What control hunter? It's actually dope for face hunter to resurrect Rhino. Just play less beasts and add other strong face cards like Horde legendary to make it more consistent.

    Posted in: News
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    posted a message on FOR THE HORDE!

    I'm Horde by heart but I want that Alliance Legendary so I can play Rattlegore turn 6 though. Dilemma.

    Posted in: General Discussion
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    posted a message on Vanndar Stormpike

    Faceless Manipulator costs 5. Mr. Smith costs 6. I can already see OTK shenanigans. If only we can somehow tutor for this first....

    Control warrior seems good. Grommash will cost 5 Rattlegore cost 6. Can absolutely use 2 facelesses in 1 turn.

    Posted in: Vanndar Stormpike
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    posted a message on Blacksmithing Hammer

    With corsair cache it's pretty busted. Trade and draw with corsair for 4 mana 5/4 seems game-winning.

    Posted in: Blacksmithing Hammer
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    posted a message on Blacksmithing Hammer

    Corsair Cache exists so 4 mana 5/2 is still pretty bonkers. And if you draw it first, trade it and tutor with Corsair Cache, it's 4 mana 5/4. Opponents must run removal or they're dead.

    Although rarely, it provides 4 damage forever in fatigue matchups is also gamewinning.

    Posted in: Blacksmithing Hammer
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    posted a message on Expansion is great! Don’t believe the cry babys

    YESSS I agree that this expansion is great! Don't believe the crybabys! The expansion is the dream! It finally makes Hearthstone great again as a single player game YEAHHHH!!!

    Quote from PetiteMouche >>

    Lastly, could I get a link to that OTK rogue deck ? I don't understand how it's made. I'm assuming it's some sort of Garrote combo but how are they getting 30+ damage out of it ? I tried to theorycraft it, no luck, I came up with a weird and cool deck but definitely not OTK

     watch?v=gAjfBIKCV2M on YouTube has one of the clip Kibler's dead from 30 health on turn 6 against rogue. Spell damage Gatgetzan is strong.

     

     

    Posted in: General Discussion
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    posted a message on Ranking the Questlines
    Personal opinion after watching some streamers play all the quests. Numbers don't represent ranking cuz I just split into tiers and comments from what I've seen.
    Very Strong - fit the gameplan. naturally complete itself. high synergy. consistent.

    Warrior - Very strong quest line/reward. Fit naturally and progress naturally. High synergy deck. You're doing what you want to do anyway and still get rewards. Never run out of steam before or after the quest. Need a lot of fine tune to optimize to perform against various archetypes. Feels competitive enough unless meta heavily favors slow decks. The problem is the board of the deck itself can be countered effectively just like every warrior deck right now.

    Warlock - Self mill is already decent in term of synergies. I've seen some refined versions of self mill handlock control hybrid (no portal minion-don't need it). Warlocks gain a lot of extremely efficient tools to heal (minion that heal equals to handsize), boardclear (6mana 3/2 board clear equals to handsize) on top of existing clears/soul fragments. The quest always finish itself regardless of your action by endgame. I literally never see any quest rogues win against warlocks in every streamers I've watched so far. Definitely competitive.
    Solid - very strong reward with few limitations, inconsistencies. can potentially be metabreaking if polished/flaws fixed.
    Hunter - Basically Raza Priest but a bit overrated IMO. While the rewards are all good, easy to complete quest and deck looks smooth to play, it runs out of steam pretty fast after you completed the quest and went ham with spell/hero power combo. If the opponent doesn't die after a few turns, deck doesn't provide enough value in the long run. Unlike original Raza that refreshes ping for every card, this only refreshes for spells, limiting its potency a bit. Sentiment may change if deck is more refined since the reward has so much potential.

    Shaman- Bit tricky to complete, but reward is definitely strong for the deck that aims to win by combo/OTK. But the deck doesn't seem to be that strong in other aspects. It requires careful planning and sometimes unable to follow the intended gameplan due to the needs to respond to opponent's board. My observation sample size is low so my conclusion probably doesn't reflect true potential.

    Niche - quests with restricted/niche gameplan or rewards are insufficient by themselves. need quite a lot of works to fine tune.

    Druid- Despite the consensus' sentiment of disappointment, the quest line and reward from what I've seen so far is surprisingly beyond expectations. Currently, most streamers' quest druid decks feel unrefined since there are few non-support/inconsequential cards in the decks. But even then, the quest doesn't seem to be far-fetched to do (most streamers finish it within reasonable turns) and can also be game-winning. The deck does have some support cards like Wickerclaw. After watching quite some games, the on-curve plays already stack up a lot of damage and progress the quest simultaneously that by the turn of quest completion, the reward can actually kills opponent consistently, especially against heal-less rogues who almost always die to solar eclipse>pounce>guff 14 damage on turn 7. The deck seems to need a lot of polish and need more directional push towards an archetype since currently streamers are not really sure what archetype to make for this quest to fit in. So in the end it can really be powerful or not see play at all.

    Priest - Reward is the definition of game-winning but the requirements are difficult to follow in most cases. It's extremely rare to see any streamer actually finish it and play the reward since most of the time the game is over long before the quest completion. Either by priest dying before even completing tier2 or already winning by stabilize the board. Even against other control decks, it's still difficult to have time to play 5,6,7,8 cost cards (you'll die to handlock strong cheap minions, for example). Practically the reward seems usable only against control warriors or mirrors.

     

    Demon Hunter- Actually quite difficult to finish since the deck will need quite a few support cards so it feels a bit unnatural to complete. And the reward is not game-winning by itself since it's just tool to reduce the cost of the combo pieces which are your win condition. And you'll probably not get much value since you already draw most of your deck. Need more observations of the quest DH.

    Mage- One of the most difficult to complete since the deck have to run multiple types of spells. Heavily depends on draw (adding card draws reduce slots for said spells, making the deck a bit vulnerable to inconsistency. The spells of different schools don't quite synergize each other very well. So far it feels like it only works in spell mage. But recurring problem of mages is the survivability against fast decks. There might be more supports in the future or if the meta is slow enough, the quest may work excellently because the new card Ignite prevents mage from fatigue and synergize very well with quest reward. Still need more observation of this deck.

    Rogue - Quest rewards are okay but not game-winning by themselves. It can potentially be very strong if combined with bounce cards. The requirements are not very easy but not that detrimental since SI cards are decent for tempo and complement/blend with normal plays very smoothly. Deck absolutely needs another win condition though. It has potential if refined.

     

    Posted in: General Discussion
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    posted a message on All Cards Revealed!

    Many cards seem super fun to play until I read the priest's cards. Mass Silence for 1 mana and tradeable, okay.

    I can now officially confirm Priest class identity: Ruin the fun.

     

    Well, the rogue legendary and warrior questline seem very cool, especially rogue.

    Quote from Burebista >>

    Wow, all the cards look absolutely insane. I haven't seen a single one that was "meh". Waiting for the entire Warrior Questline to be revealed too. 

     Warrior's questline is: Play 3 Pirates>Draw a weapon. Play 2 Pirates>Deal 2 damage randomly twice. Play 2 Pirates>Cap'n Rokara 5 mana 7/7 Battlecry: Summon Juggernaut. Juggernaut seems like invulnerable token that summons a pirate, equip warrior's weapon and deal 2 damage twice at the start of your turn.

    Posted in: General Discussion
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