• 1

    posted a message on Legendary Tier List & Crafting Guide
    Quote from beppe946 >>

    Hi everyone,

    a few weeks ago I managed to hit rank 5 with Midrange Hunter despite having Zul'jin in my deck. Since then I've played very little in ranked due to university exams and a couple of days ago (after the Balance Patch) I started climbing again, but I haven't been able to go beyond Rank 4. Because of that, I'm now considering to craft Zul'jin in order to get that nice late game push and to justify most of the spells I'm running.

    Now, some questions: considering that I'm playing a regular Midrange Hunter list (more or less this one), is it a deck worth the craft? Cause I'm feeling like I'm being annihilated by this new meta: maybe it's not that good anymore (or maybe it's just some bad luck of mine). Moreover, I think that there will soon be another balance patch, as the Devs left intended a week ago. Considering this case scenario, would this craft lose some of its value?

    Thanks!

    I'm going to assume that you did not have Zul'jin in your Midrange Hunter deck since you are considering crafting him. Also, there is going to be a balance patch (18 card buffs and 1 card nerf) on June 3rd which will likely affect the meta in some way. If you are on the fence on crafting, please hold on for a few weeks.

    However, since I would still very recommend crafting Zul'jin, lets look at his strengths, status post the rogue nerf, and speculate about usage post the Boomsday Buff patch.

    Zul'jin's power comes from being able a single card to "reload" your board, and in some cases, your hand. He is most useful with secrets, summoning spells (with one exception), and and enemy-targeted spells like Deadly Shot. He is somewhat less useful with neutral-targeted spells like Kill Command as it can (and will!) hit your side of the board, or spells like Tracking where you don't get to discover what card you pull. Well worth the 10 mana to play, plus as a nice bonus you get 5 armor and permanent Steamwheedle Sniper effect for the rest of the game.

    Of the five hunter archetypes (Secret Hunter, Midrange Beast Hunter, Bomb Mech Hunter, Deathrattle Mech Hunter, and Spell Hunter), Zul'jin was in use in all but Bomb Hunter which tried to close games before turn 10. Midrange Hunter also tried to close games before 10 but if you did have to go longer, he was invaluable.

    Tempo rogue was one of hunter's boogeymen being able to kill much faster. Tempo rogue is dead now, however, all hunter archetypes still struggle against Token Druid, Murloc Shaman, and Zoo Warlock; decks that can flood the board so that hunter can't keep up. If hunter can survive into late game, they will often win simply due to value from Zul'jin. Bomb Hunter suffered at the hands of Tempo Rogue like all of the other archetypes, but it preyed upon Tempo Rogue's counter deck Control Warrior. With Control Warrior not having their favorite prey anymore their numbers dwindle so Bomb Hunter's advantage dwindles too. Terribly sorry for those who crafted Boommaster Flark but Zul'jin is by far the superior late game card.

    With the Boomsday Buffs approaching, we have to look at if the two buffed hunter cards (Necromechanic and Flark's Boom-Zooka) and SN1P-SN4P will help, and we have to see if there are any distinct problems that other buffed classes will impose.

    SN1P-SN4P will be a moderate boost to Bomb Hunter and a very minor boost to Deathrattle Hunter. Will it make Bomb Hunter want to use Zul'jin? No. Will it make Zul'jin better in Deathrattle Hunter? Not really as it makes Nine Lives slightly worse filling up precious Zul'jin board space with 1/1s.

    Will the Flark's Boom-Zooka buff make a difference? Ha ha ha no, not in standard at least. Wild Big Charge Beast Hunter may climb up to being a tier 4 deck, so at least there's that.

    How about Necromechanic? This one is very interesting. Houndmaster Shaw has shown us that even playing a minion like this on curve is viable as it can be difficult to clear. Deathrattle Hunter will definitely use this and Bomb Hunter may think about it over SN1P-SN4P. Having Nine Lives trigger twice off of Zul'Jin is not bad but it's certainly no game changer.

    About the other classes? Warrior and Paladin may improve slightly. I don't think that they will give hunter too many problems. Shaman and Mage are getting a slight buff that will make them better against hunter. That's about it though.

    Posted in: Card Discussion
  • 3

    posted a message on How Zayle, Shadow Cloak Works + All Five Decklists
    Quote from GhostPoro >>

    All of Zayle's decks seem to be a pretty good reflection of the current meta with the priest deck being the only exception. Wizbang is less reliable and also contains some pretty off meta decks. 

     I come across Silence Priest on the rare occasion. I never see Plot Twist Warlock though.

    All in all these decks aren't completely terrible. People should be able to use Zayle to reach rank 5. I wouldn't want to do a legend grind with them though. They are all a little too greedy to be competitive but I suppose that they did have to include each EVIL villain card.

    * Priest - Madame Lazuldoesn't help much because even if you know what your opponent has you don't have that many options to play around it. Seems playable although I don't think it's fast enough to take out control.

    * Rogue - Oh dear this is a mess. This is less like Tempo Rogue and more like Thijs' Control Rogue. What the heck is Bloodmage Thalnos doing in here? It all seems rather clunky with some really questionable choices. Let's throw a bunch of rogue cards and see if it works! I will say that this deck not including Raiding Party is rather telling...

    * Shaman - Overall I like this, although I would prefer something with Spirit of the Frog and a few spell changes. What is with no Rain of Toads?

    * Warlock - Good luck and always keep Rafaam in the mulligan. That's about all I can say. Against control, you will never have Fel Lord Betrug or Dollmaster Dorian stick around to get value from them. Against aggro you'll have won at that point. I do look forward to seeing videos of late game Dr. Morrigan cycling though.

    * Warrior - Even if you just type in "Rush" in the collection manager and add everything doesn't mean that you should ever put in Spirit of the Rhino. After you're done adding all the Rush minions, don't forget to add "Bomb" as well. I think the goal was to create a Rush Warrior deck, which you would still include Dr. Boom, Mad Genius in because of the insane value, then they realized that they also needed Blastmaster Boom to fit with the theme. No Omega Devastator which makes me sad, unless that is also a bit telling..

    Posted in: News
  • 2

    posted a message on Legendary Tier List & Crafting Guide

    I consider Lorewalker Cho to be a Tier 4 card. It has uses. They aren't great, but they are there.

    Harbinger Celestia on the other hand is just a bad card.

    Posted in: Card Discussion
  • 5

    posted a message on 5 Decks for Your Unpopular Rise of Shadows Legendaries

    For only 12,560 dust, you too could play a deck that currently has a 42% winrate. On the plus side, Zilliax and Harrison Jones are both good cards that you should have anyway.

    Posted in: News
  • 2

    posted a message on Legendary Tier List & Crafting Guide
    Quote from Highwayman37 >>

    Hey Slyde just a few questions about Mech Hunter which appears to be a Tier 1 deck right now...the vast majority of decks I've seen are running Flark and not running Shaw, and even less Oblivitron (who was a staple previously but is nowhere to be seen these days), what are you thoughts on Flark being Tier 1, Shaw Tier 2 and Oblivitron Tier 3?

    There are essentially 2 different Mech Hunter archetypes in the current meta. There is the old and busted Deathrattle Hunter and there is the new hotness Bomb Hunter. They have a bunch of overlap as there are decent exclusive mechs like Venomizer, Ursatron, and Spider Bomb.

    Deathrattle Hunter uses Oblivitron to cheat out Mechanical Whelp and make a powerful board that is Brawl resistant. The problem was though that it wasn't Sap resistant at all, and to fix that required a huge overhaul into

    Bomb Hunter which instead of going tall, focuses on making a wide board with many little mechs, mech support minions, and Goblin Bombs (note: don't actually use the Goblin Bomb card) and many many magnetic cards. Where deathrattle mech hunter was similar to handlock, bomb mech hunter is similar to zoolock. Boommaster Flark shines here due to him being a wide board in a single card, however, he certainly isn't the backbone legendary of the deck (that honor goes to Ziliax).

    This brings us to the hunter legendaries and where they fit into the meta.

     

    Boommaster Flark - Just because bomb hunter is good you shouldn't go out of your way to craft Flark yet. Being a zoo deck, the longer you're playing, the likelihood of a win gets lower and lower and playing a 7 mana minion that doesn't change the board state doesn't win you games. Tier 2 as he is helpful but don't go expecting miracles. Craft the rest of the deck, play a bit, and if you really enjoy it, then craft Flark.

    Zul'jin - Still quite the solid Tier 2 late game legendary. He works best in decks that play lots of secrets, summoning spells, and Deadly Shot. Unfortunately hunter damage spells (with the exception of Multi-Shot) don't differentiate between friendlies and enemies so plan your deck accordingly.

    Houndmaster Shaw - Alas poor Shaw. He doesn't fit into midrange beast hunter as Master's Call requires only beast minions in order to be viable. He isn't needed in bomb hunter due to magnetic minions having soft charge. He isn't that useful in secret hunter as your big plays often happen on your opponent's turn. In a vacuum he's still amazing, but in this meta he's a solid Tier 3.

    Oblivitron - Rogues are rampant right now which means that this thing sits at Tier 3. Even if you removed Sap, there is zoolock and token druid that prey upon Obliv's greed.

    Vereesa Windrunner - Spell damage hunter is a failing archetype and Vereesa's best use seems to be as support in other archetypes. That doesn't mean that she's trash, just that she's Tier 4.

    King Krush - Now that insane mana cheating Kathrena Winterwisp has rotated, the King slides back into the Tier 4. He still has synergy with Master's Call and he can be useful as a replacement for Flark or even Zul'jin while you consider crafting them. Don't craft him of course, but if you have him simply because you've been playing a while, don't go out of your way to dust him.

    Halazzi, the Lynx - He can be used to over inflate Scavenging Hyena but that's about it. Unfortunately, even though he is a beast, to get actual value from him you need Spirit of the Lynx which negates Master's Call. He's a Tier 4 loa so he's still better than Jani, the Saurid, loa of trash... or Hir'eek, the Bat, loa of actual trash hearthstone legendary cards.

    Emeriss - He was never really any good even in the days of Dire Frenzy Stonetusk Boar decks where he tried to rise above the Tier 5 trash that he is. He does often get played in this meta, but it's only by warlocks.

    Flark's Boom-Zooka - Even paired with good deathrattle minions and Nine Lives this card can't rise out of the Tier 5 shadows. Oh well, at least there are memes.

    Posted in: Card Discussion
  • 2

    posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?
    Quote from atbillings >>

    I am no dirty Rogue player (well...not since my trusty Kingsbane was nerfed, boy that still hurts)

    Since we are talking about nerfs, I would like to point out that the card Kingsbane was never actually nerfed. It was Leeching Poison that got nerfed. Therefore if you had recently crafted the deck (which used several legendaries and epics) you would get all of your 80 dust back from those two Leeching Poison cards. Kingsbane was shadow nerfed.

    Posted in: News
  • 3

    posted a message on Legendary Tier List & Crafting Guide
    Quote from tekkenpro >>

    Why in the name of the seven kingdoms is Millhouse Manastorm Tier 4, and not Tier 5? What "Niche" are you referring to?! :D

    It may have been a hold over from when paladin was using Call to Arms to pull him. I wouldn't play him for that but some people do and that's why he was tier 4.

    As for now? No clue. I mean I can see uses for Lorewalker Cho but Millhouse is just plain bad.

    Posted in: Card Discussion
  • 5

    posted a message on Conjurer's Calling

    The biggest problem with this spell is only due to how it functions with 10+ cost minions. Since the pool is extremely low, the spell is essentially a 3 mana duplicate a minion spell with a bonus. More on this later.

    Currently in the entire game there are:

    Fortunately for standard, only 3 of these (Mountain Giant, Grave Horror, and Shirvallah) exist and Shirvallah is a non-mage class card so no easy shenanigans there. So now we only have two problem cards left: Mountain Giant and Grave Horror.

    The main problem here is that it's easy for a mage to play a Mountain Giant. With Book of Specters, Research Project, and the old standby of Arcane Intellect it's very possible and can be done as early as turn 3. This is something that has been in the game and while very powerful is not an automatic win condition. Conjurer's Calling turns it into a near automatic win condition though.

    Playing Conjurer's Calling on a Mountain Giant has two potential outcomes. Either it destroys the giant and summons two fresh ones or it destroys the giant and summons two fresh Grave Horrors. Either outcome is fantastic!

    Scenario 1: Turn 3 - Play Mountain Giant. Turn 4 - Play second Mountain Giant. Net outcome is 2x Mountain Giants.

    Scenario 2: Turn 3 - Play Mountain Giant. Turn 4 - Play Conjurer's Calling. Net outcome is 50% 2x Mountain Giants or 50% 2x Grave Horrors.

    So it doesn't seem that unfair on the surface. It's still a nuts draw that will usually win the game at that point. There is a notable difference of the fact that the first scenario requires both copies of Mountain Giant and the second scenario only requires a single copy of Mountain Giant and a single copy of Conjurer's Calling. This is not insignificant and while it makes the draw into the second scenario essentially twice as likely, this isn't the main problem with this card.

    We can compare Conjurer's Calling in this respect to similar card effects. Faceless Manipulator could be used in a Scenario 3 to get a second giant on the board (Faceless is 5 mana so it would be slightly slower) at essentially the same draw rate as the second scenario. So being a class card and having lower mana cost is par for the course, except it also has Twinspell which creates another 8/8 or 7/8 taunt next turn. It also has synergy with Khadgar so for the same cost as a Faceless, you can get four giants and have the twin spell copy for making another one (or three if Khadgar remains) next turn! Yes, this is stupid powerful but it's still not the problem with this card.

    If we compare it to the priest spells of Vivid Nightmare or Unsleeping Soul we get a better look at what the power level should be. Vivid Nightmare is the same cost but would make an 8/1 so not ideal. Unsleeping Soul costs 1 mana more but at least it would copy the health as well. It's lacking twinspell too so it's not as good. Compare Mark of the Lotus to Blessing of the Ancients; Twinspell is essentially costed at 2 mana.

    No, the main problem with this interaction is that the opponent must completely destroy the 8/8 giant on the turn it comes down. If it is still alive, Conjurer's Calling will essentially heal it to full and then duplicate it! This means that the giant can even make an unfavorable trade and then be "copied" and still be fresh for next turn should it need to trade and then be "copied" again. The closest card effect I can point to would be Ancestral Healing with this only having a 50% chance of giving it taunt.

    Clearly a large part of this is with the mana cheating ability of Mountain Giant. If the summoned minions were the same cost of the giant when it was played to the battlefield, this wouldn't be as bad of an issue. The randomness Spiteful Summoner was nerfed nearly a year ago for a similar minion "mana cost" small pool sizes in standard. This is a similar problem. If Spiteful Summoner was only generating 4 mana minions from Fireball or something, there would be dozens of choices (102 to be precise) ranging from high rolls (Houndmaster Shaw, Lakkari Felhound, Pit Lord) to low rolls (Keeper of the Grove, Wicked Skeleton, Rattling Rascal, or god forbid, The Darkness). However, when generating only 10 cost minions the pool was only 5 (Deathwing, Tyrantus, Ultrasaur, Emeris, and Sea Giant) a low roll wasn't a possibility. For 6 mana, you were getting at least 11 attack and 12 health of stats.

    So how can this be fixed? Should this even *be* fixed? Am I making a mountain (giant) out of a molehill?

    Possibility 1: Increase the cost of Conjurer's Calling. This seems to be the standard Blizzard response to these types of problems. From my listed mana calculations for the Mountain Giant interaction only, the cost would be around 6 or 7 mana. While this solves this particular problem, it makes the card unplayable for people using it as its likely desired use - on smaller minions. Not ideal.

    Possibility 2: Change the cost of either Mountain Giant or Grave Horror to not be 12. While this doesn't directly fix most of the interaction problems (Conjurer's Calling would still heal and then duplicate Mountain Giants), it would destroy the possibility of gaining taunt so the traditional rock-paper-scissors gameplay of Hearthstone where control beats aggro which beats combo which beats control would still be preserved. Trying to simply mass giants against token druid would likely result in a loss. While it would still be very possible to have 2 early giants with taunt via Sunfury Protector, trying to heal those giants via additional casting of Conjurer's Calling would remove taunt. This is perhaps inelegant but very manageable at least in the short term; making Grave Horror an 11 mana card (potentially with a stat change to 6/8) would keep the 11 mana slot to class minions in classes that hopefully won't have any offending mechanics.

    Possibility 3: Change the mana cost of a played giant to be mana that was spent placing it on the battlefield. While this solves the interaction problem completely, this would be a major mechanics change and one that would severely impact evolve decks and possibly create a whole new series of issues.  This may be the best choice long term, but I couldn't say for sure.

    If you made it this far, have a cookie or at least watch a humorous clip of what happens when this goes wrong.

    TL;DR Conjurer's Calling and Mountain Giant interaction is broken. It is currently being exploited. Could be a big problem.

    Posted in: Conjurer's Calling
  • 2

    posted a message on Legendary Tier List & Crafting Guide

    So even though we're still very early, there is some settling occurring. Here are my suggestions based off of playing, watching, and studying. As always, thanks SlydE for your work on this list!

    Tier 1

    Archmage Vargoth - Yea, he's still performing really well even though it's not in gallery priest. Currently insane in token druid and hunter with some experimentation with value warrior, mage, and priest.

    Blastmaster Boom - While I still believe that he will drop tiers when the meta settles, I can't deny that he's an excellent closer in warrior. I can count the number of times I've still won after my opponent played him on a single hand.

    Tier 2

    Archivist Elysiana - Performing very well as a control anti-fatigue mechanic as well as having some use against opponents who try to corrupt your deck with Dr. Boom's bombs or Hakkar's blood.

    Keeper Stalladris - Great in token druid and will probably get better over time (as well as in wild with Jade Idol). Why not tier 1 right now because token druid is a tier 1 deck? He's not really adding much to that deck beyond a mid-game Power of the Wild buff.

    Khadgar - Surprisingly performing better than expected. Most people are combining him with Jan'alai, the Dragonhawk and that's why they are having problems. Without Baku the Mooneater, Jan'alai is horribly under-performing.

    Oblivitron - In a vacuum this card is terrible, but when combined with Zilliax, Mechanical Whelp, and Nine Lives, it's performing pretty well... much better than people originally thought.

    Tier 3

    Catrina Muerte - A good card which is unfortunately stuck in one of the worst performing class at the moment. She is doing fine in wild where they have access to all of the (playable) resurrection cards. If you play priest, she is recommended, but it's not really recommended to play priest. ;)

    Heistbaron Togwaggle - Sure the treasures can be powerful but not as much as you might think and he's a major tempo loss unless you are playing on turn 10 with lackey, him, then the treasure. The games where he's winning are due to rogue being strong; he's just along for the ride.

    Kalecgos - A very powerful card if you can manage to stay alive long enough to play him.

    Tier 4

    Arch-Villain Rafaam - Zoolock is a tier 1 deck right now, but Rafaam is probably only helping win every 20th game or so. If you get to the point where you *have* to play him, it's a crap-shoot. He is certainly not on the same tier as Deathstalker Rexxar was in midrange hunter. At least he has taunt.

    Barista Lynchen - There has been some experimentation with her but she comes off as a win-more card at best. Zola the Gorgon worked better because you could often play both her and the card that you wanted to copy in the same turn.

    Chef Nomi - It looks like Rise of Shadows gave us a lot of the "last ditch legendary" archetype. You only run him if you are planning on fatiguing and his played winrate is mediocre. I want to put him in trash tier but pros have been winning with him so what do I know.

    Commander Rhyssa - The loss of Divine Favor isn't the only thing hurting secret paladin, it's the fact that many of the paladin secrets (at least in standard anyway) aren't that much better when they trigger twice.

    Jepetto Joybuzz - I think he'd be doing better if it weren't for the loss of all of Year of the Mammoth's infinite survival mechanics. Being a well performing lynch pin in tier 3-4 decks is the perfect definition of niche.

    Scargil - Murloc shaman is a decent deck but it's not because of him but because of Underbelly Angler. Murlocs are already pretty cheap so making them cost 1 isn't really going to change things too much. He may actually end up going into trash when people cut him to improve their winrates.

    Swampqueen Hagatha - A decent tempo loss for a decent value gain but not on the same turn. She isn't performing terribly but not great enough to warrant inclusion in most decks. Note, her Horror's battlecry is currently not being copied with Shudderwock. Blizzard has not confirmed if this is a bug or not.

    Vereesa Windrunner - Spell damage hunter is probably a tier 2 deck at best; most likely being tier 3. She is a staple in that deck though, so if you're going to try it you need her.

    Tier 5

    Fel Lord Betrug - Plot Twist warlock is really really bad. It seems his best use is meme charge decks in wild and even then, you're better off playing the degenerate Darkest Hour deck.

    Lucentbark - Whether heal druid will become the next freeze shaman or the next discard warlock remains to be seen, but one thing is for sure: it sucks now and it will still probably suck later whether it gets more support cards or not.

    Madame Lazul - So instead of being a worse version of Drakonid Operative, it seems she really is just a worse version of Chameleos. While there is merit to knowing 3 cards in your opponent's hand, she still requires you to play her to get that info. Priest scrying minion heirarchy: big lizard > small lizard > Lazul

    Nozari - I guess that she would be alright if you could play her immediately following High Priest Thekal. She is probably the worst 4/12 stat line dragon ever printed, and that includes the nameless Sleepy Dragon and the uncollectable Razorgore. Probably the only reason she is a paladin legendary instead of a class legendary isn't because of use in control decks, but to cut back on priest mutually assured destruction memes.

    Tak Nozwhisker - Ouch. If you enjoy thief rogue, by all means play Tak for the memes. Just don't expect to win that many games.

    The Boom Reaver - It takes a lot of effort to make big warrior a tier 4 deck. So much effort that this thing would probably still be bad at 8 or 9 mana.

    Posted in: Card Discussion
  • 1

    posted a message on Cards that you'll miss in rotating sets and new ones in expansion

    Cards I will actually miss

    Fire Fly - Best 1 drop ever made. You can't take this guy from me!

    Defile - This is probably the single best card in the history of Hearthstone. It rewarded smart playing and there was never a time when I felt cheated when my opponent played it well. If only its big brother Spreading Plague wasn't so broken shoring up class deficiencies and taking forever to animate. ...or its useless twin sister Roll the Bones which is essentially spend 2 mana draw a card.

    Cornered Sentry - I love so much about this card. It's essentially a combo card for Brawl but it can be played on its own for a 2 mana 2/3 taunt. Nice little raptors!

    Gluttonous Ooze - So much better than your standard ooze weapon removal, this gives you armor and has 1 more health all for 1 more mana.

    Stubborn Gastropod - This is such a powerful card with so many ways to play around it.

    Vilespine Slayer - Assassinate with a 3/4 body but only if you could combo it. Nice.

    Stitched Tracker - Sacrificing tempo in hunter is something that you don't usually want to do, but it also meant that you had a better chance to get the minion that you needed for that match.

    Primalfin Totem - A good general purpose token generating card. It wasn't hard to deal with either making it never unfair.

    Cards that went a bit too far but didn't completely break things

    Tar Creeper - Power creeper of tasdingo for 1 less mana but without 2 attack on your turn. This card slowed aggro but didn't stop it completely.

    Rin, the First Disciple - This card was absurdly fun to play with. She's much less scary then people seem to think she is; only really punishing the slowest of the slow control decks. 41 mana for 33/36 worth of stats and destroy your opponent's deck. I didn't think this would work but I was glad that it occasionally did.

    The Lich King - An 8/8 taunt for 8 mana is useful most of the time, but the random cards that he gave you were why you used him. The fact that each card was useful on its own but only in certain situations meant that he was scary but still manageable.

    Despicable Dreadlord - This really starts to get into unfair territory but it wasn't usually a single "I WIN" minion. Usually.

    Direhorn Hatchling - Cute card that combined with its Matriarch is slightly overstatted.

    Saronite Chain Gang - It's funny how a card designed to work with handbuff mechanics was nerfed so that it wouldn't work with handbuff mechanics.

    Cards that can go straight to hell

    Stonehill Defender - Perhaps I just hate this card for odd paladin players who use it for its battlecry of adding Sunkeeper Tarim to their hand.

    Ultimate Infestation - This card killed ramp druid mechanics. Out of all cards to nerf, why was this never chosen?

    every single death knight including Thrall, Deathseer - Deathstalker Rexxar and Frost Lich Jaina were probably the worst due to their ability to simply win games on their own. I won't miss you bastards. You were not fun to play against.

    every single mana-cheat card from Kobolds and Catacombs - Seriously, what was up with the power level of this expansion? I think I'd be fine with removing the recruit mechanic from the game.

    Baku the Mooneater and Genn Greymane - You two should be ashamed of yourselves. Especially you Baku, as you ruined Cold Blood.

    Posted in: Card Discussion
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