• Hearthstone: Heroes of Warcraft V3 - The Argent Tournament is GETTING IN HERE *Uhuhuhuh*
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[QUOTE=Hellreaver;49022098]Honestly I'd rather use my divine shields to trade favourably rather than end up making a massive Blood Knight that will lose me a ton of value when it gets removed.[/QUOTE] Except most of the time on turn 3 it totally swing the game in your favor
I feel like rogue really need some card draw at around mid game I always loose late in the game because of no cards Sprint is fine but it's kind of meh to use. It costs so much
[QUOTE=General;49029559]I feel like rogue really need some card draw at around mid game I always loose late in the game because of no cards Sprint is fine but it's kind of meh to use. It costs so much[/QUOTE] that's usually why you run prep too
[QUOTE=General;49029559]I feel like rogue really need some card draw at around mid game I always loose late in the game because of no cards Sprint is fine but it's kind of meh to use. It costs so much[/QUOTE] Cards usually used by Rogues: Prep + Sprint Bloodmage Thalnos Azure Drake Shiv Fan of Knives Burgle Plenty of card draw there. Wanna win late board with minion? Use Anub'arak.
IMO a good way to get counterplay into the game beyond just secrets is to have more neutral minions like Loatheb AKA imagine a 2/2 for 2 that caused enemy minions next turn to have -1 attack Another one could be a 6/5 for 6 legendary that caused enemy minions next turn to be unable to attack. AKA freeze except applies to charge as well And another: a 4/3 for 4 that caused enemy minions to cost 1 more to play next turn. Just stuff like that to disrupt key turns you anticipate for your opponent.
[QUOTE=KorJax;49032712]IMO a good way to get counterplay into the game beyond just secrets is to have more neutral minions like Loatheb AKA imagine a 2/2 for 2 that caused enemy minions next turn to have -1 attack Another one could be a 6/5 for 6 legendary that caused enemy minions next turn to be unable to attack. AKA freeze except applies to charge as well And another: a 4/3 for 4 that caused enemy minions to cost 1 more to play next turn. Just stuff like that to disrupt key turns you anticipate for your opponent.[/QUOTE] Cards too balanced, let's Blizzard them up. That 2/2 now costs 8 mana and is 8/5 with "Enemy minions have -1 attack" so it dies and does fuck all, 4/3 costs 6 mana and 6/5 costs 5.
[QUOTE=KorJax;49032712] Another one could be a 6/5 for 6 legendary that caused enemy minions next turn to be unable to attack. AKA freeze except applies to charge as well Just stuff like that to disrupt key turns you anticipate for your opponent.[/QUOTE] That is a card that will stop the enemy from disrupting your key turns as much as it would disrupt the enemy's key turns.
[QUOTE=NotAName;49032878]That is a card that will stop the enemy from disrupting your key turns as much as it would disrupt the enemy's key turns.[/QUOTE] That isn't really a bad thing The point is that these cards sacrifice tempo/aggro in favor of counterplay. Even if aggro/tempo uses these cards that is a good thing since they are going to actively slow their decks down to play them. Such minions aren't the highest value minions you can play on their turn, and if you don't time it right you actually lose tempo. The reason why Muster for Battle is bad against an aggro/tempo meta is because it's equally as good in the hands of an aggro/tempo deck. These cards are inherently better in decks that are not aggro/tempo focused, because you need to sacrifice your tempo advantage or aggressive nature to play them. For a deck that doesn't rely on aggro or tempo plays every turn to win that isn't a huge deal.
[adorable spider screeching] [IMG]http://i.imgur.com/VuDEkTd.png[/IMG] Btw, how's it haunted by [I]two[/I] ghosts?
[IMG]http://i.imgur.com/AG8epSb.jpg[/IMG] good brawl
[QUOTE=Sandvich9;49036386][adorable spider screeching] [IMG]http://i.imgur.com/VuDEkTd.png[/IMG] Btw, how's it haunted by [I]two[/I] ghosts?[/QUOTE] Ghosts can go through ghosts like ghosts can go through walls.
[QUOTE=Sandvich9;49036386][adorable spider screeching] [IMG]http://i.imgur.com/VuDEkTd.png[/IMG] Btw, how's it haunted by [I]two[/I] ghosts?[/QUOTE] I've always assumed that they're it's dead babies.
Yo guys, any tips for not sucking in arena? Can barely win there, I try to keep an eye on the manacost curve and pick stuff that kind of fits together but I go like 0-3 or 1-3 anyway.
[QUOTE=Jericho_Rus;49038560]Yo guys, any tips for not sucking in arena? Can barely win there, I try to keep an eye on the manacost curve and pick stuff that kind of fits together but I go like 0-3 or 1-3 anyway.[/QUOTE] It comes down to knowing card quality, generally. Can you post a picture of a deck you build? We could maybe critique some of your picks.
[QUOTE=Spacewolf;49038657]It comes down to knowing card quality, generally. Can you post a picture of a deck you build? We could maybe critique some of your picks.[/QUOTE] Yeah, here's the one I just built: [IMG]http://i.imgur.com/mW4vbvi.png[/IMG] Got Eaglehorn Bow and the only secrets to show up were snipes :v:
[QUOTE=Sandvich9;49036386][adorable spider screeching] [IMG]http://i.imgur.com/VuDEkTd.png[/IMG] Btw, how's it haunted by [I]two[/I] ghosts?[/QUOTE] One ghost from the spider you just killed, one ghost that had haunted the spider previously.
This week's tavern brawl confirmed for the coop one that was datamined [url]http://us.battle.net/hearthstone/en/blog/19932702[/url]
Interesting way to do co-op within the engine limitations. I was hoping for a real co-op system that could be used without predetermined decks in actual adventure like scenarios, but that was wishful thinking. Maybe they'll get around to it in some future adventure.
[QUOTE=Jericho_Rus;49038792]Yeah, here's the one I just built: [IMG]http://i.imgur.com/mW4vbvi.png[/IMG] Got Eaglehorn Bow and the only secrets to show up were snipes :v:[/QUOTE] As a long time arena player I can assure you this is a fairly strong deck, a few holes excluded (Good enough for 5-6 wins maybe, oost of the cards are 'okay/good' but have a poor stat distribution). Arena is about 20% luck and 40% skill [del]and 100% concentrated power of will[/del] with the remaining 30% hinging on your deck quality. Best recommendation is to just keep at it and try to really get a feel for how your decks work. Eventually all the decision making becomes very natural and you start factoring in "higher level plays". Also don't be scared of cards when you can't afford to play around them. With the inconsistent variety of cards available since TGT it's often more viable to just smash face when you're ahead since board clears are less prevelent. Do you lose if he topdecks Flamestrike? Yes? Do you lose slower if you play less minions? Yes? Don't play around Flamestrike.
[quote]On the plus side, you’ll walk away with your Tavern Brawl Hearthstone pack whether you win or lose![/quote] ...so you can instaconcede for a minimum effort pack?
[QUOTE=Marik Bentusi;49042847]...so you can instaconcede for a minimum effort pack?[/QUOTE] Don't let the gnomes win.
[QUOTE=Archimedes;49042819]As a long time arena player I can assure you this is a fairly strong deck, a few holes excluded (Good enough for 5-6 wins maybe, oost of the cards are 'okay/good' but have a poor stat distribution). Arena is about 20% luck and 40% skill [del]and 100% concentrated power of will[/del] with the remaining 30% hinging on your deck quality. Best recommendation is to just keep at it and try to really get a feel for how your decks work. Eventually all the decision making becomes very natural and you start factoring in "higher level plays". Also don't be scared of cards when you can't afford to play around them. With the inconsistent variety of cards available since TGT it's often more viable to just smash face when you're ahead since board clears are less prevelent. Do you lose if he topdecks Flamestrike? Yes? Do you lose slower if you play less minions? Yes? Don't play around Flamestrike.[/QUOTE] Thanks for the tips! I've actually managed to finish this run with 5 wins which seems to be an incredibly rare occurence for myself, but it might be because I mostly play hunter (don't judge) so building a deck for the class was pretty natural. Next step is getting some legendary/update cards so that my ranked decks aren't vanilla garbage.
[QUOTE=Jericho_Rus;49038792]Yeah, here's the one I just built: [IMG]http://i.imgur.com/mW4vbvi.png[/IMG] Got Eaglehorn Bow and the only secrets to show up were snipes :v:[/QUOTE] Boy that's a lot of snipes. Well it looks pretty good as far as arena decks go. Hunter tends to not want inspire cards as much since they have a really weak hero power in arena, one that doesn't affect the board. Cards like pit fighter are really strong since it's just full-on stats for cost. A card like dragon egg is usually quite bad, but you do have enough cards to activate it that it seems okay. I think the biggest problem here is the inspire cards given the hunter's hero power. They're not terrible but a maiden of the lake for example is getting you 1 mana off 2 damage to face rather than a 1 mana 1/1 if you were playing paladin or something.
[QUOTE=Jericho_Rus;49042936]Thanks for the tips! I've actually managed to finish this run with 5 wins which seems to be an incredibly rare occurence for myself, but it might be because I mostly play hunter (don't judge) so building a deck for the class was pretty natural. Next step is getting some legendary/update cards so that my ranked decks aren't vanilla garbage.[/QUOTE] For future reference the strongest Arena classes are Paladin, Mage, Rogue/Druid. In approximately that order. Rogue is better than Druid I'd argue but actually harder to play. Low Average tier is Priest, Warlock/Shaman, and Hunter. Never pick tier is Warrior. [editline]3rd November 2015[/editline] Also watch ADWCTA. He and Merps are currently one of the better arena streamers for explaining out their reasoning methodically (I've even learned a few more decision making tricks). Ratsmah likes to fuck around a lot despite being very, very good and Kripp has reached a point where he's so salty he doesn't really go much in depth as to why he makes the choices he does.
[QUOTE=Archimedes;49043347]For future reference the strongest Arena classes are Paladin, Mage, Rogue/Druid. In approximately that order. Rogue is better than Druid I'd argue but actually harder to play. Low Average tier is Priest, Warlock/Shaman, and Hunter. Never pick tier is Warrior. [editline]3rd November 2015[/editline] Also watch ADWCTA. He and Merps are currently one of the better arena streamers for explaining out their reasoning methodically (I've even learned a few more decision making tricks). Ratsmah likes to fuck around a lot despite being very, very good and Kripp has reached a point where he's so salty he doesn't really go much in depth as to why he makes the choices he does.[/QUOTE] Some official hearthstone people revealed in Hafu's chat that MERPS is actually the highest rated arena player overall with people like Hafu and Kripp also in the top 20.
[QUOTE=sgman91;49043445]Some official hearthstone people revealed in Hafu's chat that MERPS is actually the highest rated arena player overall with people like Hafu and Kripp also in the top 20.[/QUOTE] Hafu and MERPS together have a 100% winrate in arena, every single run they've done together has been 12-0
Unite Against Mechazod is live! Battle against the dastardly clockwork gnome, and just completing a match will already give you a pack. With many evil and nasty stuff in his sleeves that you will hate (and alot of unused stuff it looks like), I recommend teaming up with someone in your friendlist (no, you cannot beat him otherwise).
Actually, it is possible if you can quickly pull out Troggzor the Earthinator before your "opponent" has used up all of their cheap spells. It's all about combo potential, I'm sure after one or two days this brawl will be possible to do in random play too. Still recomending playing with friends, looks more fun. Just make sure your board is not full. If it is, when he switches back to your side he destroys your board.
Millhouse can be a huge MVP even on an empty board if you manage to coordinate it so that the Priest plays him when the Paladin's hand contains Icehowl and spells like Blessed Champions plus other smaller buffs. I already got a 30+ attack Icehowl once thanks to it.
Yay, we did it! [THUMB]http://i.imgur.com/Tyif6q4.jpg[/THUMB]
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