• Hearthstone: Heroes of Warcraft V3 - The Argent Tournament is GETTING IN HERE *Uhuhuhuh*
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[IMG]https://pbs.twimg.com/media/CKvg5DNUwAA39RQ.jpg[/IMG] [I]New card revealed. 4 mana 1/8, inspire: restore 2 health to your hero. [/I]
That just looks like Grim Patron fodder atm, very low attack, very high health.
That looks like bad card fodder. Another body for inner fire gimmick priest though
That looks like it can trade for three 3/2s with mage/druid/rogue hero power while healing you for 6. It can also take out 2/1s for days while, again, healing you whenever you ping something else. Heck, combine it with priest hero power to the face for 4 health per turn sustain. Seriously, it's not gonna give you a ton of tempo, but I think it'll let you survive rush decks better than you guys are giving it credit for.
4 drops are so damn important a 1/8 4 drop is essentially a nothing on the board on it's own
1/8 or 4/5 [editline]25th July 2015[/editline] [IMG]http://i.imgur.com/kmFTzoY.png[/IMG] Guys I broke Sneeds
[QUOTE=Chickens!;48290265]1/8 or 4/5 [editline]25th July 2015[/editline] [IMG]http://i.imgur.com/kmFTzoY.png[/IMG] Guys I broke Sneeds[/QUOTE] The Sneed's inside is trying to break out.
[QUOTE=MrFlashcat;48289655][IMG]https://pbs.twimg.com/media/CKvg5DNUwAA39RQ.jpg[/IMG] [I]New card revealed. 4 mana 1/8, inspire: restore 2 health to your hero. [/I][/QUOTE] Way too slow. Antique healbot is better, unless this lives for 5 turns. It should probs be "restore 3" or be a better body. I'd say a 2-6 would have been somewhat usable, or even a 5-4.
[QUOTE=Chickens!;48290265]1/8 or 4/5 [editline]25th July 2015[/editline] [IMG]http://i.imgur.com/kmFTzoY.png[/IMG] Guys I broke Sneeds[/QUOTE] I bet it was Hogger. Fucking Hogger.
[QUOTE=Suttles;48290675]Way too slow. Antique healbot is better, unless this lives for 5 turns. It should probs be "restore 3" or be a better body. I'd say a 2-6 would have been somewhat usable, or even a 5-4.[/QUOTE] If it takes 8 damage for you it's basically healed you as much as antique healbot.
[QUOTE=Spacewolf;48290859]If it takes 8 damage for you it's basically healed you as much as antique healbot.[/QUOTE] Healbot's instant and thus safer tho, that card needs to not be ignored by the enemy and not get trampled over by kodos or SW:Pain, etc. Kinda how Majordomo+Ragnaros "basically" also give you a combined 15HP on par with Jaraxxus Guess it's good news for decks playing around with Inner Fire tho? Guess we'll see.
[QUOTE=Chickens!;48290265] [t]http://i.imgur.com/kmFTzoY.png[/t] [/QUOTE] Sneeds is unbalanced.
[QUOTE=Tervez;48291406]Sneeds is unbalanced.[/QUOTE] If that was a Dr. Boom, that would've been like :godzing:
[img]http://i.imgur.com/xOtzl7j.jpg[/img] Maximo13 pls Pls stahp
Not to mention it also has Hobgoblin synergy. Suddenly that's a 3/10 and harder to remove. PLUS it'd probably be pretty powerful in Priest decks. Not only that you effectively faceheal for 4, but both Divine Spirits and an Inner Fire the turn after playing it (an unlikely play, but possible) could enable an OTKO against almost all heroes. Which is even more reason to try and remove that guy if you see him in a Priest deck. 'cause even ONE Divine Spirit into Holy Fire could turn that into a 16/16.
[QUOTE=ironman17;48294171]Not to mention it also has Hobgoblin synergy. Suddenly that's a 3/10 and harder to remove. PLUS it'd probably be pretty powerful in Priest decks. Not only that you effectively faceheal for 4, but both Divine Spirits and an Inner Fire the turn after playing it (an unlikely play, but possible) could enable an OTKO against almost all heroes. Which is even more reason to try and remove that guy if you see him in a Priest deck. 'cause even ONE Divine Spirit into Holy Fire could turn that into a 16/16.[/QUOTE] Hobgoblin Priest. In other news, strictly better then Mogu'shan IMO. Same cost, +1 health, better effect instead of taunt. I don't think I need to repeat myself :frown:
Yep, again the older cards just get left in the dust by newer ones that're objectively better in many cases. If this was still an era where new editions had to actually be PRINTED to fix a broken card, I'd be resigned to their fates. But it's the fact that we live in the Information Age, an age where things can easily be tweaked in a patch, that makes leaving older cards inferior and worthless feel so galling, since you know that they could easily go back and tweak away at all the cards that downright just suck on an objective level in comparison to the newest and shiniest. But this is a topic that's been done to death and we know they won't bother to update older cards. Still, I like it when the ante is upped with fun new things, so long as everything that came before is also raised to a similar level of competence so people actually have a chance when using the older stuff and will be bothered to play enough games to gain the gold for new packs to get the newer content, driving many of them to buy more packs later on down the line rather than quit the experience altogether because they've run into the latest netdeck using the latest and greatest new cards for the last goddamn time.
[QUOTE=SinjinOmega;48294278]Hobgoblin Priest. In other news, strictly better then Mogu'shan IMO. Same cost, +1 health, better effect instead of taunt. I don't think I need to repeat myself :frown:[/QUOTE] At the very least, Mogu'shan can have its use (albeit [b]very[/b] niche), being a forced Taunt if the opponent happens to be going so fast it can ignore a 1/8 and its Inspire effect. Unlike Dr. Boom where it's just outright better than War Golem. :frown:
Yeah too right. If anything War Golem should have some sort of special effect added to it. I was thinking of something like Trample, but in a game currently dominated by Face, Rushdown and Aggro decks, the last thing we need is creatures with Trample. If anything, the game needs more early defensive stuff to counter the aggressive stuff so slower decks can, well, actually survive until the later game. Speaking of which, do you think the max hero health should be upped to something like 40, or would that rock the boat too much and slow the game down a bit TOO much?
Woohoo I just got my first 12 wins in arena. [thumb]http://i.imgur.com/KTSeRUL.jpg[/thumb] Also insane portal value on the 11th win. [thumb]http://i.imgur.com/7ntJL0Y.jpg[/thumb]
and you didn't show picture of rewards!
I actually like Mogu'shan for arena, keeps your earlier minions protected and stalls the game a bit. At least in my last arena run I got tons of value out of my one Mogu'shan.
If I ever get a golden hero portrait I must make sure to only play totally off the wall decks with it to fuck with my opponents. ...which I already like to do, and is probably why I don't have one yet.
[QUOTE=smfE;48294491]and you didn't show picture of rewards![/QUOTE] Golden Shrinkmeister 235 gold and 2 packs, and the two packs had 3 rares and the disenchant dust resulted in 90 dust or something like that. Forgot to take a screenshot of the rewards.
I just realized Floating Watcher is a psuedo-Inspire card before Inspire was even a thing. Nothing spectacular to write home about but I found that to be funny.
So I used my 100 gold to buy a GnG pack. [t]http://i.imgur.com/YVonHiZ.png[/t] Afterwards I checked my collection and realized I had a certain amount of pirates and mechs that would synergize with Warrior a bit, so I attempted to make a deck. [t]http://i.imgur.com/HXTCCP5.png[/t] Failed it's first run, so I want your opinions on it. [editline]25th July 2015[/editline] also got some crazy synergy where I used two time rewinders to resummon my one heal bot three times.
[QUOTE=Pvt. Martin;48295882]So I used my 100 gold to buy a GnG pack. [t]http://i.imgur.com/YVonHiZ.png[/t] Afterwards I checked my collection and realized I had a certain amount of pirates and mechs that would synergize with Warrior a bit, so I attempted to make a deck. [t]http://i.imgur.com/HXTCCP5.png[/t] Failed it's first run, so I want your opinions on it. [editline]25th July 2015[/editline] also got some crazy synergy where I used two time rewinders to resummon my one heal bot three times.[/QUOTE] I wish the Ship's Cannon was a Mech so it could have more synergy. That aside, I like the idea of the two tribes mixing into one. Do want to give it a try tomorrow (and even try to make some tweaks to it after playing enough). There is one important thing to consider: What archetype is it? Is it a midrange deck where you try to curve out on your turns and get a good enough board to win, a control deck where you go long enough so that you turn your early/cheap drops into powerful minions (i.e. Arcanite Bloodsail Raiders) and being able to get out that one big guy (Force-Tank MAX), or even an aggro deck where you just slam your opponent's face fast enough before they can try to establish board control? Maybe even a hybrid?
Honestly I'm not that bright with Hearthstone to figure out exactly which cards make a certain archtype :v:. I just went for pure synergy, got it to work with a salty dog and a cannon. But that's about as far as it went. Then again first person it went against was a Mage so... [editline]25th July 2015[/editline] speaking of which I really want to do a Mech Mage. [editline]25th July 2015[/editline] Update: So I've been testing it against A.I. to get a handle on archtypes, even though I don't know what mid-tempo and what not mean, I do know what a rush deck is. So far I think I have a rush deck.
[QUOTE=Pvt. Martin;48296134]So far I think I have a rush deck.[/QUOTE] Rush deck would mean that you have an extremely low mana curve that almost always goes directly for face damage, only trading when forced to. If that's what you're going for I would take out big cards like force tank MAX and siege engine. They're much too slow. Cards like shield block, heal bot, and salty dog are also really slow for a rush deck. Based on your cards it seems more like a temp/mid-range deck.
[QUOTE=Pvt. Martin;48296134]Honestly I'm not that bright with Hearthstone to figure out exactly which cards make a certain archtype :v:. I just went for pure synergy, got it to work with a salty dog and a cannon. But that's about as far as it went. Then again first person it went against was a Mage so... [editline]25th July 2015[/editline] speaking of which I really want to do a Mech Mage. [editline]25th July 2015[/editline] Update: So I've been testing it against A.I. to get a handle on archtypes, even though I don't know what mid-tempo and what not mean, I do know what a rush deck is. So far I think I have a rush deck.[/QUOTE] Here's a summary of terms that can help identify deck, with a few example decks: Aggro - Aggressive deck with a low mana curve. Sometimes curving out at 3 - 4 mana. 'Face' Aggro Hunter, Aggro Paladin. Midrange - Deck with multiple low curve minions, but usually curves out at 5 - 6. Midrange Hunter, 'Zoo' Warlock, Demon Zoolock. Tempo - Similar to midrange but runs more efficient cards in order to gain board presence fast. Tempo Rogue, Tempo Mage. Control - Deck with multiple removal cards and large minions. Tries to slow the game as much as possible and win with big threats. Control Warrior, Handlock, Demonlock, 'Ramp' Druid. Combo - Similar to control, but tries to win with large burst damage combo. Oil Rogue, Patron Warrior, Malygos Warlock, 'Combo' Druid. Mill/Fatigue - Tries to use overdraw (any cards drawn past a full hand of 10 are discarded) and Fatigue (When you're out of cards, you draw a 'fatigue card' that damages you incrementally) to win. Decks typically use large amounts of healing and symmetrical card draw (Coldlight Oracle). Mill Rogue. Fatigue Druid. Fatigue Mage.
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