• 0

    posted a message on Isn't the third expansion usually in December?

    Historically the expansions are usually April -> August -> December. However they are releasing this one a month early.

    Have Blizzard acknowledged this in any way? For example will it be 5 months before the next expansion, or are all now shifted a month forward? Or alternatively are they now hoping to move to 4 expansions a year with 3 months between each?

    I am wondering if anything has been said.

    Thanks

    Posted in: General Discussion
  • 1

    posted a message on New Paladin Legendary Card Revealed - High Exarch Yrel

    Wow.

    Strongest class legendary announced so far by a long way.

    As a player who usually uses Pure Paladin to hit legend with, this card is exceptional.

    7 damage, 7 heal and a taunt unit that the opponent has to get through. However in saying that, while I am sure it will fit into every pure deck, the deck doesn't really need it. In most cases it's going to be a more expensive but lower stat'd Libram of Hope (after discounts), but with the benefit of rush.

    It does have a few other cons though:

    • This is a late game card, where often how a pure paladin can lose, is to lose the board early to a high aggressive deck (eg Hunter)
    • It gets messed up by bomb warriors, on account of the bombs counting as neutrals
    Posted in: News
  • 3

    posted a message on C'Thun, the Shattered
    Quote from fjl93 >>

    This is the final piece for no minion mage. When they released that set of cards with no further support I was so dissapointed. Such a nice archetype left to die. The main problem with it was that it lacked of consistency. It was RNG-dependant. If you generated bad minions and bad spells, you had no win condition at all. Now it haves a solid win condition. And not only that, the generated spells are overall... OK. The one that destroys a minion is the slowest of all, the others seem ok. On top of that, they all go perfectly with Ring Toss.

    Before somebody says it, YES, C'thun will break your no-minion synergies. But C'thun is not intended for being used against agro or midrange. You just won't complete it on those matches. C'thun will be your good to go vs control win condition. Most of the times against control, if your value was garbage, you lost. Now you have a solid plan B. And vs agro and midrange, you have a solid taunt, and good removal/face damage.

    Hyped af. 

    It shouldn't break your no minion synergies, as I would imaging that at the start of the game he will instead count as 4 spells. I guess we won't know for sure until we try it.

    I often play no minion mage and I think this will be a terrific fit. Although the problem with no minion mages is that their biggest weakness is aggro (especially Hunter or Demon Hunter) and I don't think this card will change that.

    Posted in: C'Thun, the Shattered
  • 6

    posted a message on C'Thun, the Shattered
    Quote from ilPeco >>

    Rogue deck with stowaway ? Too slow ?

     Shadowstep would also work really well for Rogue as well for C'Thun.

    Overall though, I'm not sure that Rogue has enough tools to consistently survive the long game for a C'Thun strategy

    Posted in: C'Thun, the Shattered
  • 25

    posted a message on Yogg-Saron, Master of Fate

    Here is the effects, since they aren't show above:

    An interesting aspect of this compared to the original Yogg-Saron, Hope's End is that it looks like you get a 0 mana card, which means you can decide when to play the effect, rather than it happening immediately like with the original version.

    I am not sure if it will see play though, time will tell

     

    Posted in: Yogg-Saron, Master of Fate
  • 4

    posted a message on No Minion Mage

    I run a similar deck, which I used to get to legend last season (and just about to hit rank 5 this season).

    I would say that a single Puzzle Box of Yogg-Saron is a must.

    I would also say that one copy of Pyroblast is a must. It closes out the games so often.

    Victories often happen due to either of those cards, and I wouldn't replace them for anything.

    Other changes I have, but are less important

    • I have a Rolling Fireball in place of one copy of Power of Creation
    • I have 2 copies of Ice Barrier and only 1 copy of Netherwind Portal - There are some really dud 4 mana minions, and Netherwind Portal so often disappoints
    • I also don't run Ray of Frost - It's not often that I feel like it's an overwhelming board presence that loses me the games, although I  am open to give it a trial. Although not at the expense of the two cards I mention at the top of this post.

    Generally I feel like I am favored against most matchups. I almost never lose to tempo mage, Rogue and Shaman is usually favored and Paladin is maybe only slightly favored. Games against Galakrond Priest and Warlocks are favored, but the games often go a long time. Bomb warriors can be difficult, and I haven't played against a Druid in a while.

    Demon Hunter is an almost certain loss though, and you have to get a good start to beat Hunters.

    Here's a game I had against a Galakrond Warlock last night, memorable only because it went into fatigue:

    https://hsreplay.net/replay/X2bmL5yPuxx3znv2kEEAeA

    Posted in: No Minion Mage
  • 0

    posted a message on Does anyone else's Solo Adventures still say 'new' after clearing the Book of Heroes

    I cleared the book a second time and unfortunately it still came back when I restarted Hearthstone.

    Posted in: General Discussion
  • 1

    posted a message on Does anyone else's Solo Adventures still say 'new' after clearing the Book of Heroes

    I did the 8 missions when Jaina's Book of Heroes was released.

    However now every time I start Heartstone, the Solo Adventures still has a 'new' tag on it, and I can't seem to clear it.

    Dos anyone else experience this?

     

    Posted in: General Discussion
  • 0

    posted a message on Thoughts on the power rankings on the tribes

    Hello all, I'm curious on what your guys thoughts are on the power level of each tribe under their ideal composition.

    This is my impressions:

    1. Murlocs. (6 murlocs + Brann) - Still the strongest in my opinion. Having 6 50+/50+ poison units is still king. The removal of Gentle Megasaur means that they are no longer unbeatable, but overall power level is still extremely high if you pick up Brann and King Bagurgle's early enough.
    2. Dragons (1 or more Kalecgos's,  1 or more Nadina the Red's, Dragons + battlecry cycle spot) - The strongest element of this build isn't necessarily the scaling dragons, but rather the delayed divine shield, as well as the ability to reset the shields using more than one Nadina. It circumvents the typical strategy of using Unstable Ghoul to proc the shields.
    3. Beasts (Parrot, Wolf, Baron Rivendare, Beasts (typically Hydras and Mama Bears) - Strong in the right conditions, but the weakness of this build is that you typically only have 4 heavy hitters who rely on the buff to work, and whom have no protection for poisonous. Can single-handedly lose to Zapp Slywick
    4. Mechs (2 x Deflect-o-Bot, lots of refreshers and shields) - Sometimes it's amazing how much work 2 high attack Deflect-o-Bot's can do when the refreshers time correctly. It's not as reliable as some of the other tribes however as an unfortunate snipe of a bot after it's shield has broken can bring it all crashing down. Also weak to Unstable Ghoul.
    5. Pirates (Large Grubber, large Salty Looter, 2 x Ripsnarl Captain, supplementary pirates) - The biggest weakness of pirates is that, other than specific units or Southsea Strongarm, they aren't easy to buff outside of combat. Therefore that means key units, such as Ripsnarl Captain, generally aren't high stat'd and can easy be sniped. They also don't have any Cleaves, meaning trades are always 1 on 1. Pirates are more of a mid game composition.
    6. Demons (Golden Soul Juggler, one or more  Mal'Ganis, demons, optionally Wrath Weaver + Floating Watcher) - Probably the worst scaling of all of the tribes, with units that fall behind by the end game, and can single-handedly lose to a single high stat unit (for example golden grubber). Usually only competitive until the mid game if you pick up early Jugglers or a golden Wrath Weaver.

    Thoughts? Agree or disagree?

     

    Posted in: Battlegrounds
  • 0

    posted a message on Jandice will be extremly op.

    She is the strongest hero in battlegrounds they have ever published. Period.

    The game plan is usually one dimensional, which comes down to how early you pick up a Pogo. If you simply cycle 2 Pogos then they will out-scale anything the opponent can generate, aside from poisonous units. and it feels completely unfair to come up against Jandice when they have 2 60+/60+ units.

    The hero power should reset the unit you swap back to it's base level. Therefore you can still cycle buffing units, but it removes the ability to exponentially scale certain units. The hero would still be strong, but not broken.

    Posted in: Battlegrounds
  • 0

    posted a message on 1500 XP Quest Trading - Play A Friend! (#7)

    Battletag: LostKiwi#1268

    Region: US

    Trade Only?: Yes, you go first!

    Done, thanks

    Posted in: Players and Teams Discussion
  • 0

    posted a message on Which deck would u choose as ur main as f2p?

    Face Hunter has almost always been the best free to play deck throughout the history of hearthstone, although zoo lock is often a contender as well.

    Both are cheap, easy to play and the games are fast.

    Ironically the AoO Face Hunter deck is one of the more expensive versions compared to the past versions, since it has 4 epics: 2 x Toxic Reinforcements and 2 x Augmented Porcupine. (Teron Gorefiend is also optional, but the deck runs fine without him). There have been past versions that have been made up with only common and rare cards.

    The deck is effective as well, I've reached Legendary twice with Face Hunter, once before the new ladder and then also this season after the new ladder.

     EDIT: It's highly effective against Demon Hunter as well, I win around 3 out of every 4 games against them. You simply out damage them, and they usually don't have a lot of healing. Priests are a nightmare though, it's very difficult to win against them.

     

    Posted in: General Discussion
  • 0

    posted a message on Legend doesn't feel that Legendary

    I 100% agree with most of the posts here.

    I am happy that legend is no longer as much of a grind. It should be most accessible to those who have the time and willpower to try and achieve it. And it's not like the ranking stops at legendary. If anything, the ranking becomes even more competitive since you now can see you exact ranking in your region.

    The one change that I would have made for reaching legendary after the new ranking system would have to it reward a different card back, instead of the card back that was awarded prior. Essentially meaning those that was to 'show off' their former legendary status still could. (I don't have any interest in that, but I imagine there are people who would).

    Also, it's not like legendary is now a freebie. At rank 5 you are still competing against other players with highly competitive decks and a good understanding of the cards, and you still have to endure the fluctuating between ranks depending on who you get matched against and your draws. You still get exactly the same lose streaks in this format as you did in the others, the only difference now is that you need a net overall gain of 15 wins instead of 25 wins.

    Posted in: General Discussion
  • 1

    posted a message on I have a question about the no dup rule

    Hello there

    I have done some searching online but been unable to find a conclusive answer regarding the new no dup rule.

    In particuar, how does it worth with Golden Cards?

    If I recieve a golden copy of a card, does it follow the same 'collected' status as normal cards, or are they seperate?

    For example, lets say I get a golden card, and I disenchant it. Will I still get two normal versions, or is the golden copy considered 'collected'?

    Many thanks

    Posted in: General Discussion
  • 3

    posted a message on Reno hero power should be buffed to costing 0 gold

    The first time I played Reno I held in long enough to pick up a Bran, and then after that point I easily ran away with the game with a Murloc build.

    I've not had that success again though, (although I came close when tripling a mama bear) but he has extremely highroll potential if you hold out long enough to pick up the right card.

    I think 4 gold is fine. It costs 6 gold for the other two cards for a triple anyway, not including the gold costs for the rolls to get there, so it seems pretty fair, even despite not getting the discover from tripling.

    To illustrate my point another way, he is definitely stronger than some of the other heros, and despite having a weaker early game, he has the potential for a very strong late game.

    Posted in: Battlegrounds
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