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    posted a message on Earning 700 gold a week
    Quote from Ramholdt »

    Assuming you get nothing but quests that pay out 40 gold a piece you'll still owe 420 gold. 

    That's actually wrong math, mate. It's 60 gold average per day on the long run. You should count that 10 golds/3 wins into your income. And always drop your 40 gold quest, there is a 40% chance to get one with better gold reward (60 or 100 plus the 10gold/3wins).

    Posted in: General Discussion
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    posted a message on Dream Patch Notes

    The warlock and warrior changes you mentioned would limit the usage of hero powers, they will never make these changes. Mind Control and Pyroblast has effects which should consume the whole turn of the player and they would be pretty tough, if could be used on turn9, so these are also fine. Mountain Giants are limited to 3 mana, because of handsize, and Molten Giants are also less then 4 if your opponent has =< 14 health. If you don't want him to put out a giant for less then 4 then don't attack him, until you have lethal. 

    If your opponent manages to draw more than 2 cards with buzzard+unleash, you have a lot of stuff on the board, so try to play around it. 

    If your opponent does manage to do these "tricks" he deserves it, so stop QQ. :)

    You only call these dream patch notes, because your classes (Mage, and Priest) would be buffed with it? Please, don't kiddin'.

     

    Posted in: General Discussion
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    posted a message on Shadowflame Sylvanas

    If Sylvannas is first, it goes > MC Cairne, he dies, you get Baine.

    That's not true. If they die from the same action (BrawlTwisting Nether), your Sylvanas won't MC the Cairne, because it is dying at that moment. So if Sylvanas goes first, you got nothing. In case of Shadowflame, which deals the damage of the target minion to all enemy minions, then destroys the target (in this case: Sylvie), then – i think – Cairne's deathrattle goes first, and Sylvanas' triggers second.

    If you suicide your Sylvanas into Cairne, than you won't get Baine, it is proven many times, but Blizzard should explain this. They said many times, that Deathrattle triggers in order of card played, which means, if you played Sylvanas, then your opponent plays Cairne, you won't get Baine, at the reverse order you should. It is a little bit messy.

    Posted in: Warlock
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    posted a message on Great until Rank 15, what could I improve?

    Malygos is clunky for any decks at the moment, it's too slow, and usually does not do enough to justify his high mana cost. If it stays on the board for more than 1 turn, you already won the game beforehand. I think you need 2 Sunfury Protector, to survive, with this many spells, you should use a Gadgetzan Auctioneer as well. +5 spell damage from Malygos is pretty much an overkill in most of the situations. You have Thalnos, Azure Drake, and Wrath of Air Totem, so Malygos should be kept out from this deck.

    Posted in: Shaman
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    posted a message on Injured Blademaster
    Quote from nameless_one »

    What is the point of Injured Blademaster's effect? All I can see is its a pumpredder for Frothing Berserkers but 4/3 for 4 is mediocre at rare. 

    I got two golden ones and I am contemplating on just dusting them for something better. 

    The effect is the reason, why you only have to pay 3 mana for it, instead of ~6 which could be the price for a 4/7. You get a 4/3, and if you manage to heal it, you got a really cheap minion. If not, well, you could used it as a simple 4/3 without text.

    Posted in: Card Discussion
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    posted a message on Is there any F2P option to counter control warrior?

    I'm not here to troll the OP, or this post, and have all the respect to those, who does not have all the cards which they want, but actually I really don't get this hype around "free to play" decks. I think Hearthstone has a pretty good learning curve, which makes sense. You play the introducing questline, you get your free arena pass. If you are knew to CCGs (like I was, when I got my beta-acces), you can and should utilize the arena to learn the mechanics of the game, and when you have your cards, you should jump to play constructed. It was pretty straightforward – for me at least. Arena teaches you a lot: how to play around certain cards, what is card advantage, what is tempo, how to make favorable trades. Is it random? Yes it is, but there is a lot of cards which is out of the meta in constructed, but you should know them, and you can learn about these cards is arena. People are impatient to acquire all the cards, and should have accept the fact: if you invest time (not money; I know, time is money, but this is a game for god sake), and learn the game, you can have pretty good chance against a deck full of shiny legendaries. But hey, none of the players sold their soul to Archimonde to get the legendaries: they have made effort to earn them. Everybody can do this. If you are lucky, the invested time could be shorter, but at the end, everybody will have their cards. Yes, it is bad, when you lose just because you had to sacrifice too much, to deal withYsera, or Ragnaros the Firelord, but if you lose a game only for this reason, it should not bother you anyway. Shit happens. Look things this way: you are competing in car racing, and the opponent had a faster car. At that moment, you could not do anything with it. Just do everything you can for the sake to get the cards, what you need. That's all. And after you have your dream deck, with all the epics and legendaries, there will be certain situations, when you are unable to deal with, just because the nature of the game, and your answers still lies in the deck. So I think everyone should stop these "How to handle legendaries" "F2P option to counter to legendary warriordeck", threads, and start playing, learning the game and earning their legendaries.

    Posted in: General Discussion
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    posted a message on Hogger

    Hoggeris not the worst legendary, but not the best, either. He won't win you any game, and he is a little bit fragile. For 6 mana, he has only 4 hp, which is not a huge problem to deal with on turn6 or after. He will win you any game, in which you are already winning, making more easier to maintain the board control, but he is usually bad, when you are behind, altough there are only few cards can bring you back to the match. Of course he can work, but do not expect miracles from him.  I could imagine it in a guy/token based druid deck with savage roar and Power of the Wild.

    I would only craft him, when I have all the other usually good legendaries (Cairne Bloodhoof, Ragnaros the firelordsTinkmaster OversparkBloodmage ThalnosYsera (in control decks), or Leeroy Jenkins in agro). But sure, hey, you can experiment with everything :)

    Sunwalker is more a pain in the arse to remove, Argent Commander has an immediate impact on the board, Hogger is just annoying, but can't provide either.

    Posted in: Card Discussion
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    posted a message on Far Sight Inquiry

    For the first glance, Far Sight remembers me the hypothetical card, which is often comes into topic when people theorycrafting about deckbuilding: the 0 mana cost spell, which says: draw a card. Far Sight "does the same", sort of/kind of, if you draw a card which cost is equal, or more then 3 mana, which is, if you take the overall manacost of your deck the same effect. And I look to this card the same way: it's the perfect filler, with a side effect. If you manage to pull an Earth Elemental with it balances with it's overload, if in the late game, you can't spend your crystals efficiently, and have three to spare, it's great. In combination with Gadgetzan Auctioneer, it's even better. The only negative effect of the card is, that shaman has a lot of tools which costs 3 or less, and the games usually don't go that long. But it can be usable in a control-deck, when it comes to a late-game battle.

    Posted in: Card Discussion
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    posted a message on Tinkmaster Overspark

    Tinkmaster Overspark is an answer like PolymorphHex, Mind Control and should be treated like that way. The paladins and druid does not have any hard removal, because their flavor, and they will be pretty stronger if they have. There could be way more threats in a deck, than the numbers of answers. You could include Ragnaros the FirelordSylvanas Windrunner, Molten Giant and Mountain GiantArchmage Antonidas (and so on...), but you only can include 2 answers from your class, and a couple of silences. Blizzard made Tinkmaster as a potential answer, which is available to all classes, but at a cost. You need to take risk.

    On the other hand:

    Blizzard made Hearthstone to be a game of fun, and the matches designed to be short, and replayable in huge numbers. You can highlight that "in a tournament where everything counts", but there is not such a match. However these kind of matches are present in football where you have 1 World Cup every four years, or other sports in the olympic games – one shot in four year. But in Hearthstone, there are a lot of matches in an hour or so. You've got bad RNG? Take another try, or another 5 try, play five-ten-twenty more game, spin that wheel of fortune again, you have a lot of opportunities, don't have to wait another four year, not even 4 hours. Try to relate HS more to online poker, instead of comparing it to the "truly competitive" sports like football. There are hundreds of thousands hands played in online poker rooms in day, every hand has a winner and a(some) loser(s). But this is the pecularity in HS. You've out from a tournament? Okey, there are a lot more today, or tomorrow. It's fine.

    Posted in: Card Discussion
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    posted a message on Building a solid foundation with a lucky pack of cards.
    Quote from Tarcrist »

    Personally I'd rarely use dust to craft rares, you will get plenty of rares soon enough :). However if you really want to do it, go for option 2. These good staple rares are good in many decks.

    I agree with you Tarcrist. I crafted some rares when I got my beta-key in october, but while the meta used to change so fast back then, I decided to start going for the Arena, and arena only. I ignored constructed play because I did not have the options (i.e.: the cards) to make the deck I really wanted to play, so made every single daily in the arena, learned all classes a little bit (this way, the game is even less likely to get boring). In three months, I got 90% of the cards ("only" missing 20 legendaries, 5 epics and 1-2 rares from the entire collection). I was a complete noob with CCGs/TCGs, Arena tought me you for a lot of aspects of the game, which I could utilized in ranked play. Going forward to play arena, because I still miss some cards, but now I have the power to make smaller steps in constructed. Last month, I got rank 9 with one day playing, in march, i think I'll try to make rank 3 or higher. Of course you really don't need all the cards, to play ranked, but I wouldn't like to stuck at X rank, because I need this card, or that to make my deck better, and go further. It's the slower way, but I think there is no need to hurry. It's still even beta. :)

     

    d3s0t0: I think there is no need to disenchant a useful legendary, like Tinkmaster Overspark for rares, because one day, when you feel you need it (it's not a Millhouse Manastorm, or Harrison Jones), you'll be missing it. Take it slow and steady. :)

    Posted in: General Deck Building
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    posted a message on Stuck at rank 5. How would you improve my deck?
    Quote from slipnn »

    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (16) Ability (12) Weapon (2)

    Basicly I feel like the deck does really well or so poor that it makes me want to cry. I do decent vs both rush and control decks but I feel like a hit a wall at rank 5.

    How do you guys feel about the deck?

    I see the 2x Argent Squire and the Bloodlust makes places for the replacements. Chillwind YetiHarvest Golem can be nice, Sylvanas Windrunner and Cairne Bloodhoof also, if you have them. One drop-minions can be and advantage, of course, but I they are not necessary in a control deck like this. I personally don't like the Doomhammer, but i think it's your finisher with Rockbiter Weapon, so it's fine until you don't have Al'Akir the Windlord or Leeroy Jenkins.

    Posted in: Shaman
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    posted a message on Card draw, is there a general "rule"?
    Quote from Rathik »

    How much card draw a deck needs to be effective?

    In arena and constructed.

    2-3-4?

    Is there a general number that you need to aim?

    It's actually really depends on your mana curve. If you have heavy early game, you can utilize more draw, than a late-game deck, and of course, your deck show, what is the best draw-engine for itself. 

    Lots of small minions? Then you need a Cult Master.
    Is your deck spell heavy? Take Gadgetzan Auctioneer.
    You can never go wrong with cantrip-minions like Gnomish Inventor or Azure Drake, and class-cards like Arcane Intellect or Nourish/Ancient of LoreMana Tide Totem or Nat Pagle

    From my experience: in arena, try to aim probably 3-4 cards, which provides you draw (mix of cantrips and draw-generators), in constructed play: if you can draw 5-6 additional cards from your deck in a game, that shoud be enough. These are approximately the same numbers. Depends on the deck for sure, but there are a really small number of situations, when you say "I don't need more cards". :)

    Posted in: General Discussion
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