I play Mecha'thun priest in Wild mode. Near the end, I have empty deck, and all the combo cards + extra coin in my hand. Opponent is priest as well. He plays Dead Ringer and Psychic Scream, maybe he doesn't remember I still have 1 coin (there were more during game for me). However I don't see the card added to my deck. This is now clearly a bug. Could it be connected to me playing Hemet, Jungle Hunter earlier ? But next turn I don't take fatigue damage (as if I had drawn the card I don't see). I try hovering over deck, and my hand multiple times, if I find some UI glitch that could explain it or show me the Dead Ringer, but without success. I continue to play my complete combo, with extra coin to empty my hand. At the end of my turn, it activates, pulls Mecha'thun, kills all my minions, I have empty hand and deck, and it doesn't destroy my opponent, as if the Dead Ringer was in my hand. After game, we talked together - he thought at first I misplayed, because he has seen the Dead Ringer (card he shuffled into my deck) in my hand, but after he saw me play coin and not Dead Ringer, he was confused. So from his perspective, there was no bug.
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May 24, 2019Posted in: General Discussion
I don't get how some people suggest her as anti-fatigue option or infinite value. She does not create more cards in your deck, she does not guarantee that there is anything left in the deck to swap with. 2 Morrigans could swap with each other only until you draw the one that "waits" in the deck. While you might get value from them swapping, it stops when it draws. Having Baleful Banker delays fatigue by 1 turn, which it does with any minion, not just Morrigan.
May 22, 2019Posted in: General Discussion
The biggest shortcoming of this combo for me seems turn time limit. I was experimenting with Glinda + mechs in Wild, which have the same goal - echoed minions with magnetic. It takes really long time for animations to give you new echo version of card to hand + to actually magnetize (join) the mechs on board. I was magnetizing Replicating Menace mostly, which has 3 attack, and it still wasn't enough all the time, depending on the hp + armor of my opponent. This Snip Snap has only 2 attack, and therefore will need 50 % more animations to complete.
Apr 26, 2019Posted in: General Discussion
I concede right at start, to any lvl (6, 7, 8) sometimes even repeatedly against same player queueing right back into me. I had opponents with 3 or 4 consecutive gifted wins (at non-peak time). Some thank me, even keep me in friend list and we talk about game from time to time.
Also, I do think and expect that normal people do this as favor (to others and to me), since the grind to the next bracket is already difficult as it is. Conceding at bottom of lvl bracket (5, 10, 15) takes a minute to be a selfless / decent / emphathetic to someone else, who can really appreciate it. And it can save possibly hours to the other player at lvl 6 (11, 16, ...) .
I see a lot of people take it as a die-hard competition. Well, there are also rewards, which I think for quite a lot of people (including me) are the only reason to (sometimes) bother with the grind. If you can't possibly give up a minute for someone to get reward or save a lot of time, I don't get it, but of course it's your choice.
Apr 12, 2019user-18075212 posted a message on Weekly Card Design Competition 9.14 - Discussion TopicPosted in: Fan Creations
Here's the first thing I came up with, I hope the effect is 'infectuous' enough. I'm probably going to try to come up with something else as well.
Will try to comment and submit at same time, because I like the idea of resummoning minions for opponent, repeatedly. The idea of which decks would want to use it for what purposes seems interesting to me. And balancing risk / reward plays (drawbacks / gains).
When or for what purpose would I want to include and play Manipulative Imp ? I can think of maybe this being buff target, but then again, I would prefer some other ones probably.
My own attempt:
In aggro / tempo matchups, it can have good tempo potential, for a drawback of helping opponent defend and gain more tempo over me. In control / combo matchups, I risk helping them gain advantage sooner, or need suicide right away for possible discounts on my own combo.
When tempo and combo decks face each other, I can either play it and hope for the best (as either side, attacker or defender), or hold to it to try get more information / time before playing it in better situation (e.g. as control, waiting til aggro players empties his hand, as aggro, waiting until I don't have better / other threats).
Overall, I'd use it for many decks, and may play it in many matchups, but need to think in what situations (not auto-pilot type of card).
Aug 20, 2018Posted in: Rank 4 Infinite Stats OTK Warlock
To make this more like a OTK just add, +1 Coppertail Imposter. The turn of stealth should make it more reliable, like a true OTK deck.
Speaking from my Experience, you won't have much trouble having 1 Mech stick on the board. Giggling Inventor for example does a great job leaving at least 1 of those mechs behind. However i think you made a good choice and I will try it out tho.
I also had better experience with Coppertail Imposter. Problem with Giggling Inventor is not that there does not stay at least 1 mech, but that there does not stay EXACTLY 1 minion, and mech. Sometimes you can trade off the rest, but that already is "not all the time", compared to the stealthy guy, who stays exactly 1 mech minion, far more often. Even if board clear is used (and not all classes can clear 4 health stealthed minion), that means your mass-mechs have more chance to stay alive, if they aren't lethal (time-wise, happens quite often).
Aug 20, 2018Posted in: Rank 4 Infinite Stats OTK Warlock
To deal with taunts, theoretically you just include Skaterbot, and your 4 mechwarpers with rush and enough magnetised stats can do it for you. However, as with many other interesting combos, the biggest problem is the game itself, specifically the echo + magnetise animations and delays. You need to practice few times, to see, how many actions (magnetise + attacks) you are able to do. And there are a lot of taunts, Giggling Inventor is everywhere, other warlocks have Voidlord, various classes have Mech decks with magnetised taunts, ... . From my experience with similar deck (same win condition idea), it is ruined by delays, which is shame, because it is interesting. I really hate HS for providing nice design / gameplay ideas and combinations, and ruining them on technical side.
Aug 16, 2018Posted in: Tavern brawlisium 12 - 2 control otk
I understand that you have cards to accumulate more riders in hand for the win condition. However, why is this called OTK ? The best you can do: have 2 riders in hand (Zola, Brewmaster). Then at start of turn with 10 mana, play those 2 riders, use hero power, use Pixie, and ... be 1 mana short to actually be OTK deck.
Jul 30, 2018Posted in: General Discussion
So, I was checking this post specifically on Sunday:
Because there already were fuckups with how long some events last. Happy to see I have another day to complete 3 of my quests, I only did 1 to get a new one after midnight. Now, I'm 150g shorter thanks to blue (blizzard) poster. I sure am glad I thought they know what they are talking about, its their game, right ?
Jun 5, 2018user-18075212 posted a message on Coming back to the game after 12 months - what to craft?Posted in: General Deck Building
If you managed to get away from HS, best thing to do is not coming back. One day, I'll have the strength to break free as well, one day ...
Jun 1, 2018user-18075212 posted a message on Managing the Collection Manager - The Hearthstone Team Has Tips For You!Posted in: News
If people don't have intuitive way directly in user interface to see these options, or better yet click preset filters instead of typing, it means this feature sucks. They were trying to raise awareness about it before, and now again, meaning that they know people waste a lot of time trying to search collection, and they still don't make it effective, just point to sucky half-solution.
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