People found a way, they just didn't use it, play copper tail/Drake into shudder, then grumble next turn for 5 shudders a turn, the only problem is there are too many otk decks to consistently do it
Disclaimer!! This is all just speculation, using the sparce information we have now to point towards an unlikely, but possible conclusion.
So if you haven't seen yet, we are getting a new Adventure mode this May, one meant to combine aspects of the original adventures with the newer PvE content for a new and entertaining experience. One of the rewards for beating all 5 wings of this is a golden legendary, Zayle, Shadow Cloak, which will act similarly to Whizbang with 5 new deck recipies.
But Wait
Why is there only 5 decklists if there are 9 classes? Why make another Whizbang when we already have one? Where are these new preset lists going to come from?
This is where I realized there was a possibility for something great. Multiclass Decks.
Now hear me out a bit, although it seems far fetched, it's not as insane as it seems, let's run down what we know:
There are 5 wings in the adventure mode containing this new legendary
Adventure Bosses tend to use cards from multiple classes
We could never get a card that just let us use multiple classes in construction due to the degenerate combos you could create, no matter how strict the restriction
If there was a way to prevent degenerate decks from being played, multiclass decks would be fun, interesting, and let underplayed cards see new light
So here's my prediction, one which if it turns out to be true, could spark a whole new way to play this game: The 5 decklists utilized by this new legendary will be balanced versions of the final boss decks from each wing of the adventure, adding multiclass decks to the game in a way that they can be handled.
Don't get it? Here's an example: You que into a game with the new legendary, and the game begins, with you're hero displayed as the final boss from let's say wing 3. The game begins and you look at your hand, Emeriss, Dragons Roar, and Cathedral Gargoyl. The entire deck is just dragons and dragon synergy cards made into a somewhat viable deck utilizing cards that see little to no play in their respective classes due to lack of support.
Basically, if Blizzard makes the decklists, blizzard can purposefully make the list less powerful than a normal deck utilizing cards from more than one class would be, creating 5 fun and only slightly suboptimal decks that give the player whole new archetypes to explore, promoting the opponent to buy the adventure too after seeing you with a all golden multiclass deck with an alternative hero. You could even have Zayle show up like a start of game effect to let the opponent know what card let you break the normal rules of Hearthstone as to not confuse newer players.
Now the odds of this actually happening are not high, but I think it is both a possibility and an amazing idea if this is the direction they chose to go with Zayle and I can't wait to find out what they do with him no matter what it ends up doing
Thanks for the post,you clearly put alot of effort into it, and you have some really good ideas. Unfortunately, they contridico with some of the goals blizzard has and so I sadly don't see this becoming a thing, first off, although adding rewards to adventures and creating a new format with it's own rewards would be awesome, it discourages people from playing ranked, which is the reason the current Adventure mode has no rewards in the first place, ranked is the main mode and should be the most incentiviced format to play, or at least that's blizzard's current thoughts on it, but in your model, it's basically the least appealing. In addition, although we would love more common rotations with different stuff legal, it would be brutal to casual players, even with the interest dust concept, simply cause everything would be constantly changing and you would have to get wild cards to really be competitive. Again, I love some of these ideas, it's just to unrealistic and counterintuitive to what blizzard has stated is their goal, and you'd have to price keys very high to make them less appealing than packs since you can open 30 packs and not get enough gold for 1 legendary, but just a few keys could easily net way more.
10 Mana 1/1, if you have no other neutral cards, and no duplicates, you may use cards from an additional class, but have no hero power. this extremely nerfed version would still see play and be just as busted as Baku and Genn if not moreso
Believe it or not, Rexxar is perfectly fine, especially once he rotate out. His played rate is only 41% and although that rate is known to be misleading, there is some things that can be learned from this fact.
1. Most decks that run Rexxar are aggro and midrange, using him as a finisher if they run out of steam to have a chance to beat slower control decks, so we can presume the games he is played he most likely raises that matchups winrate from near 0 to the previously mentioned 41% This is not a problem, polarizing matchups can lead to stale games where the game is basically already over turn one, cards like rexxar allow for a larger variety in gameplay promoting higher skill gameplay
2. Most decks in the current meta have a wincon besides outvalue-ing, hence why Rexxar doesn't even always allow you to autowin said control matchups. A few examples are Odd warrior, which run quest or a leeroy cube package to eventually find lethal, big spell/control odd mage which use ragnaros/dragoncaller alanna, and control/combo priest which use cards like mindblast, inner fire, and spellstone to eventually close out games. This is significant because when Rexxar initially came out and the control decks were much more value based than control based, he was more vital, leading to the current belief that he gives autowins versus control.
3. Rexxar isn't the problem. Although he is a stupidly powerful card, he isn't game ending in the current meta. He is a good card in terms of preventing polarizing match ups, and in wild for example where legit value based control decks do exist, he allows for a control hunter archetype, which is actually still inferior simply due to the insane amounts of value able to be generated in wild. He may be an autoinclude, which is definitely something that should be considered, but he manages to be a card that is both fun, interesting, and not game breakingly OP, i'd much rather lose to Rexxar on 6 than Barnes on 4 or the hero powers from Baku and Genn from turn 1
The point of wild is all cards are legal so trying to play a standard deck in wild puts you at a distinct disadvantage. Evenlock is a perfectly viable deck in standard and the wild version is very strong as well, so I'd either aim towards getting the cards you need for the wild version or continue playing your current list in standard. The legend thing is because there are tier floors at 20 15 10 and 5 where you can't drop below those however at legendary it uses a different rating system based on win loss ratio and since you can't drop out of legend you can concede a stupid high amount of times ( around 6 hours ) in order to play people at ranks below 20.this is something that is possible but people rarely do it except for the meme
0
People found a way, they just didn't use it, play copper tail/Drake into shudder, then grumble next turn for 5 shudders a turn, the only problem is there are too many otk decks to consistently do it
1
Is this a challenge?
2
This is a demon, which means you can cheat it out with Skull or Voidcaller into sense demons cube
*Crys in wild*
0
It's been 3 days, so I'ma go ahead and make a new challenge
Challenge 196a: This isn't the Tavern Brawl...
Class: Rogue
Format: Standard
Restrictions: You must Use one of the rogue lists used in the brawlesium from a few weeks ago, link here https://www.hearthpwn.com/news/6444-the-best-performing-brawliseum-decks-for-miniature , let's reinvigorate this game a bit
0
Challenge 193
Im F2P I swear!
Class: Any
Format: Any
Restrictions: Deck must contain 2x Snowflipper Penguin, Goldshire Footman, Chillwind Yeti, Boulderfist Ogre, and Ultrasaur
The remaining 20 cards must all be legendarys
0
Challenge 192 Done
### what's in a name
# Class: Hunter
# Format: Wild
#
# 2x (0) Snowflipper Penguin
# 2x (2) Crackling Razormaw
# 2x (2) Headhunter's Hatchet
# 2x (2) Kindly Grandmother
# 2x (2) Revenge of the Wild
# 2x (2) Scavenging Hyena
# 2x (2) Wandering Monster
# 2x (3) Animal Companion
# 2x (3) Stonehill Defender
# 2x (3) Unleash the Hounds
# 2x (3) Vicious Fledgling
# 2x (4) Piloted Shredder
# 2x (5) Witchwood Grizzly
# 1x (6) Deathstalker Rexxar
# 2x (6) Savannah Highmane
# 1x (6) Sylvanas Windrunner
#
AAEBAR8CuQ2G0wIOtQPbCe0JgQqQELm0ApvCAp/CAo7DAuLKAt/SAvLxArCLA9ePAwA=
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
0
https://m.imgur.com/a/Aip00Jy
Disclaimer!! This is all just speculation, using the sparce information we have now to point towards an unlikely, but possible conclusion.
So if you haven't seen yet, we are getting a new Adventure mode this May, one meant to combine aspects of the original adventures with the newer PvE content for a new and entertaining experience. One of the rewards for beating all 5 wings of this is a golden legendary, Zayle, Shadow Cloak, which will act similarly to Whizbang with 5 new deck recipies.
But Wait
Why is there only 5 decklists if there are 9 classes? Why make another Whizbang when we already have one? Where are these new preset lists going to come from?
This is where I realized there was a possibility for something great. Multiclass Decks.
Now hear me out a bit, although it seems far fetched, it's not as insane as it seems, let's run down what we know:
So here's my prediction, one which if it turns out to be true, could spark a whole new way to play this game: The 5 decklists utilized by this new legendary will be balanced versions of the final boss decks from each wing of the adventure, adding multiclass decks to the game in a way that they can be handled.
Don't get it? Here's an example: You que into a game with the new legendary, and the game begins, with you're hero displayed as the final boss from let's say wing 3. The game begins and you look at your hand, Emeriss, Dragons Roar, and Cathedral Gargoyl. The entire deck is just dragons and dragon synergy cards made into a somewhat viable deck utilizing cards that see little to no play in their respective classes due to lack of support.
Basically, if Blizzard makes the decklists, blizzard can purposefully make the list less powerful than a normal deck utilizing cards from more than one class would be, creating 5 fun and only slightly suboptimal decks that give the player whole new archetypes to explore, promoting the opponent to buy the adventure too after seeing you with a all golden multiclass deck with an alternative hero. You could even have Zayle show up like a start of game effect to let the opponent know what card let you break the normal rules of Hearthstone as to not confuse newer players.
Now the odds of this actually happening are not high, but I think it is both a possibility and an amazing idea if this is the direction they chose to go with Zayle and I can't wait to find out what they do with him no matter what it ends up doing
0
Thanks for the post,you clearly put alot of effort into it, and you have some really good ideas. Unfortunately, they contridico with some of the goals blizzard has and so I sadly don't see this becoming a thing, first off, although adding rewards to adventures and creating a new format with it's own rewards would be awesome, it discourages people from playing ranked, which is the reason the current Adventure mode has no rewards in the first place, ranked is the main mode and should be the most incentiviced format to play, or at least that's blizzard's current thoughts on it, but in your model, it's basically the least appealing. In addition, although we would love more common rotations with different stuff legal, it would be brutal to casual players, even with the interest dust concept, simply cause everything would be constantly changing and you would have to get wild cards to really be competitive. Again, I love some of these ideas, it's just to unrealistic and counterintuitive to what blizzard has stated is their goal, and you'd have to price keys very high to make them less appealing than packs since you can open 30 packs and not get enough gold for 1 legendary, but just a few keys could easily net way more.
0
10 Mana 1/1, if you have no other neutral cards, and no duplicates, you may use cards from an additional class, but have no hero power. this extremely nerfed version would still see play and be just as busted as Baku and Genn if not moreso
1
150 gold, an investment you made
Discovering allies to help on your way
Lunara or Malf, the hero emboldened
And you saw a great light, a glowing in golden
A 12/12 to finish, a 8/8 to clone
But also a 1/2 with features unknown
Which would you choose, the answer unknown
But I'd have chose loti for better tempo
1
You Fool!, I just top decked my Seance which I use to add another Mossy Horror to my hand which I can use to kill your Mossy Horror
1
You fool, I just top decked my own Mossy Horror which destroys yours
0
Shaman death knight costs 5 btw
0
Believe it or not, Rexxar is perfectly fine, especially once he rotate out. His played rate is only 41% and although that rate is known to be misleading, there is some things that can be learned from this fact.
1. Most decks that run Rexxar are aggro and midrange, using him as a finisher if they run out of steam to have a chance to beat slower control decks, so we can presume the games he is played he most likely raises that matchups winrate from near 0 to the previously mentioned 41% This is not a problem, polarizing matchups can lead to stale games where the game is basically already over turn one, cards like rexxar allow for a larger variety in gameplay promoting higher skill gameplay
2. Most decks in the current meta have a wincon besides outvalue-ing, hence why Rexxar doesn't even always allow you to autowin said control matchups. A few examples are Odd warrior, which run quest or a leeroy cube package to eventually find lethal, big spell/control odd mage which use ragnaros/dragoncaller alanna, and control/combo priest which use cards like mindblast, inner fire, and spellstone to eventually close out games. This is significant because when Rexxar initially came out and the control decks were much more value based than control based, he was more vital, leading to the current belief that he gives autowins versus control.
3. Rexxar isn't the problem. Although he is a stupidly powerful card, he isn't game ending in the current meta. He is a good card in terms of preventing polarizing match ups, and in wild for example where legit value based control decks do exist, he allows for a control hunter archetype, which is actually still inferior simply due to the insane amounts of value able to be generated in wild. He may be an autoinclude, which is definitely something that should be considered, but he manages to be a card that is both fun, interesting, and not game breakingly OP, i'd much rather lose to Rexxar on 6 than Barnes on 4 or the hero powers from Baku and Genn from turn 1
0
The point of wild is all cards are legal so trying to play a standard deck in wild puts you at a distinct disadvantage. Evenlock is a perfectly viable deck in standard and the wild version is very strong as well, so I'd either aim towards getting the cards you need for the wild version or continue playing your current list in standard. The legend thing is because there are tier floors at 20 15 10 and 5 where you can't drop below those however at legendary it uses a different rating system based on win loss ratio and since you can't drop out of legend you can concede a stupid high amount of times ( around 6 hours ) in order to play people at ranks below 20.this is something that is possible but people rarely do it except for the meme