• Hearthstone: Heroes of Warcraft V3 - The Argent Tournament is GETTING IN HERE *Uhuhuhuh*
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I'm just assuming rush since, when the synergies work, I can have some crazy board control with little minions, buffed pirates, and cannons firing. Also how do I best play Midrange/Tempo then?
Establish early board presence with efficient cheap minions (Knife Juggler, Flame Imp, Piloted Shredder) until you can drop medium sized threats like Bolderfist Ogre, Savannah Highmane, or Doomguard to fish off your opponent.
[QUOTE=Pvt. Martin;48296396]I'm just assuming rush since, when the synergies work, I can have some crazy board control with little minions, buffed pirates, and cannons firing. Also how do I best play Midrange/Tempo then?[/QUOTE] If you're going for early board control, then you're already doing it right. Those types of decks use a middling mana curve in order to get early board control. Once you get control you're able to drop bigger minions (like Savannah Highmane in Hunter) to dominate and finish the game.
[t]http://i.imgur.com/EI9wDNO.png[/t] The sad thing is after this, he used poison seeds, and turned out to be a mother fucking mill druid. Can't do any fucking testing at all with these players. I need improvements, Salty Dog is great for synergy, but only with one card sadly. [editline]26th July 2015[/editline] I need 300 dust to craft the captain, he would really help. Though I noticed maybe I should move this to Rogue since I could craft the one eyed cheat, and used the oil I unpacked today.
[QUOTE=Pvt. Martin;48296477][t]http://i.imgur.com/EI9wDNO.png[/t] The sad thing is after this, he used poison seeds, and turned out to be a mother fucking mill druid. Can't do any fucking testing at all with these players. I need improvements, Salty Dog is great for synergy, but only with one card sadly. [editline]26th July 2015[/editline] I need 300 dust to craft the captain, he would really help. Though I noticed maybe I should move this to Rogue since I could craft the one eyed cheat, and used the oil I unpacked today.[/QUOTE] That mechpirate setup makes me wanna get cards that have two unit types, like Mech + Dragon or something similar.
i'm so sick of waiting half my deck for my 4 board clear cards in my deck makes me not want to play hearthstone at all
Do you know what you get when you Nefarian anub'arak? A dissapointing tailswipe.
[QUOTE=Fadern;48298596]Do you know what you get when you Nefarian anub'arak? A dissapointing tailswipe.[/QUOTE] It's like that for every "boss" character, except Jarraxus I think.
I wonder if its true on ragnaros champion too. on another note the golden versions of "boss" cards dont seem to be animated.
Going to be playing that Mech Pirate deck in the span of 30 matches (10 matches per day), curious how it's going to turn out. So far, going 4 wins out of 10 matches. [t]http://i.imgur.com/eASTfPK.png[/t] I was debating whether or not to include card-cycle as giving a point for Shield Block. It does three things (and per card, if it did any of the three, it gains 1 point for the round and no more): 1) Buffs the Siege Engine. (If it does, and it deals the extra damage, +1 point) 2) Lets you take 5 more damage. (If I survive with equal to/less than 5/10 Health or Health+Armor combined, +1/+2 points, although kinda hard to tell when I have Antique Healbot in the mix) 3) Cycles a card. (If the most recent card I draw is what I play, +1 point) The third part is what bothered me because of the 4 matches I've won, it has buffed Siege Engine only once, never had a moment where I barely survived because of Shield Block (I survived against a Savage FoN + 4/4 Shade thanks to Antique Healbot), and all of the times where I did use Shield Block, they eventually got me topdeck answers. But, should I really be counting the Shield Blocks because they let me topdeck into the answers I've wanted? There are probably other cards I could replace it with like a Kor'kron Elite or a Shattered Sun Cleric so I could have a more immediate answer/card to play than having to spend 3 mana. In the mean time, I'll just include the #3 condition (if it was excluded, Shield Block would've just had 1 point). That aside, unsurprisingly, Fiery War Axe and Piloted Shredder are at the top. :v: What I didn't expect was Arcanite Reaper and Dread Corsair being up there as well. Also, Warsong Commander at the bottom, probably because its effect doesn't work too well with the times I've played her, or the effect just never happens (notably it doesn't work on a super-buffed Bloodsail Raider, but I never made that mistake).
[QUOTE=Pvt. Martin;48296396]I'm just assuming rush since, when the synergies work, I can have some crazy board control with little minions, buffed pirates, and cannons firing. Also how do I best play Midrange/Tempo then?[/QUOTE] Tempo is hard because you want to play on curve every turn and win by out valuing your opponent. You gain tempo by making the most efficient use of your mana, and by forcing your opponent to deal with your threats in the late game. Generally they fight for board control early on through efficent minions and spells (more of a minion focus though, cards that don't develop board are avoided), and late game once board control is accomplished they are played "aggressively" in that you focus on face. This causes the opponent to have to fight to take control. Every thing you do each turn when playing tempo should develop your board efficiently, take from their board efficiently, and use up all your mana. They are hard to play because it is easy to over-commit when playing tempo (losing to board clears), and they often don't run card draw or run very little. Since most card draw denies you tempo Midrange is slightly different, but similar. Midrange focuses on big mid-game threats, and aims to take control of the game in the midgame. They play very control focused games against aggro decks, but very aggro focused games against control decks.
[QUOTE=AbeX300;48298910]Going to be playing that Mech Pirate deck in the span of 30 matches (10 matches per day), curious how it's going to turn out. So far, going 4 wins out of 10 matches. [t]http://i.imgur.com/eASTfPK.png[/t] I was debating whether or not to include card-cycle as giving a point for Shield Block. It does three things (and per card, if it did any of the three, it gains 1 point for the round and no more): 1) Buffs the Siege Engine. (If it does, and it deals the extra damage, +1 point) 2) Lets you take 5 more damage. (If I survive with equal to/less than 5/10 Health or Health+Armor combined, +1/+2 points, although kinda hard to tell when I have Antique Healbot in the mix) 3) Cycles a card. (If the most recent card I draw is what I play, +1 point) The third part is what bothered me because of the 4 matches I've won, it has buffed Siege Engine only once, never had a moment where I barely survived because of Shield Block (I survived against a Savage FoN + 4/4 Shade thanks to Antique Healbot), and all of the times where I did use Shield Block, they eventually got me topdeck answers. But, should I really be counting the Shield Blocks because they let me topdeck into the answers I've wanted? There are probably other cards I could replace it with like a Kor'kron Elite or a Shattered Sun Cleric so I could have a more immediate answer/card to play than having to spend 3 mana. In the mean time, I'll just include the #3 condition (if it was excluded, Shield Block would've just had 1 point). That aside, unsurprisingly, Fiery War Axe and Piloted Shredder are at the top. :v: What I didn't expect was Arcanite Reaper and Dread Corsair being up there as well. Also, Warsong Commander at the bottom, probably because its effect doesn't work too well with the times I've played her, or the effect just never happens (notably it doesn't work on a super-buffed Bloodsail Raider, but I never made that mistake).[/QUOTE] Just out of curiosity, how do you measure usefulness and relevance in that spreadsheet? I really like the idea of your deck.
[QUOTE=Conspirator;48300334]Just out of curiosity, how do you measure usefulness and relevance in that spreadsheet? I really like the idea of your deck.[/QUOTE] His deck was inspired by the one I posted here. Which I made because I saw alot of synergy potential with weapon warrior, as well as the Warrior bot card that's battlecry is a 2/2 buff.
[QUOTE=Pvt. Martin;48300420]His deck was inspired by the one I posted here. Which I made because I saw alot of synergy potential with weapon warrior, as well as the Warrior bot card that's battlecry is a 2/2 buff.[/QUOTE] Ahh right. I thought it was you but didn't look at the name I guess.
I'm so fucking sick of dying to that druid combo with 30+ hp and one enemy minion on the board.
I secretly wish every person I play against is a streamer so if I do something cool, I can go and see their reaction to it.
[QUOTE=Mingebox;48302018]I secretly wish every person I play against is a streamer so if I do something cool, I can go and see their reaction to it.[/QUOTE] Someday I'll bump into Crendor or TB and I'll just spam greetings.
[QUOTE=Conspirator;48300334]Just out of curiosity, how do you measure usefulness and relevance in that spreadsheet? I really like the idea of your deck.[/QUOTE] Relevance varies from card to card. In general, if they have done something relevant at least once, it gets that one point, and its just one point for each card. For minions, if they dealt damage, took damage, or activated a mechanic that granted a benefit (not for the opponent unless the benefit backfired, i.e. Dancing Swords milling a card). For spells, its just whether the effect actually did something (i.e. Fireball dealing damage at all, doesn't have to be immediately lethal, or an Arcane Intellect that let you topdeck an answer you needed). Weapons, just bop 'em for bonus point. There are times where I don't give a point to the card (typically near the end of a match) if it didn't really seem to matter. i.e. I have an Old Murk-eye out already and play Mechanical Yeti, opponent is at 2 Health, Mechanical Yeti made no difference. There are also times like I play a Razorfen Hunter when I have a board of some sort and a Flamestrike counts. Did the Razorfen Hunter cause the Mage to play it, or would she have played it anyway? I just default to the latter and not add a point. This is all assuming that we're looking at a match that I've won. If I've lost a match, I set that aside (and rarely do I take a look at them if some card is so bad it makes me curious how it did in those matches). Here's a few examples: I play a Cogmaster, and plan on using Annoy-o-Tron. Shaman uses Rockbiter Weapon and gets rid of it. The Cogmaster didn't get to do much but it still gets a point for that round, since it got rid of a removal this quickly that could've been used on something else like a Bloodsail Raider or even a Piloted Shredder. Here's a more extreme example that I personally love: [t]http://i.imgur.com/0SRfOOt.png[/t] The scenario went like this. Play Fiery War Axe (which was topdecked), play both of my Ship's Cannons, then play my Dread Corsair. The two Ship's Cannons go into a wombo combo and hit both the Arcane Golem and Puddlestomper. (Literally best outcome ever) I then hit the Grimscale Oracle with the Fiery War Axe, Armor Up which buffs the Siege Engine, and go face with it (Enhance-o Mechano wasn't threatening). Fiery War Axe gets +1 point for the round for dealing damage to (and killing) the Grimscale Oracle. Even if I attack again, it won't get any more points unless I were to get another Fiery War Axe. Siege Engine gets +1 point for the round for dealing damage to the Warlock. Beating the opponent down's just as important, especially against a Warlock (unless they happen to be holding Molten Giants, then you're fucked). Ship's Cannon gets [b]+2[/b] points because both of them dealt damage to (and wombo combo'd) two minions. And the two best targets no less. After that, even when one of them trades up with the Enhance-o Mechano and one of them goes face, they won't get more points for the round. Dread Corsair gets +1 point, but he didn't deal damage nor took hits! Like I said, just being able to activate a mechanic is worthy enough, and since it was a Pirate, it allowed the Ship's Cannon to fire away. As I've mentioned, I had a hard time deciding whether to include cycling as a reason to give a relevance point for Shield Block. Arcane Intellect actually lets you cycle and gets a point if I get an answer in one of the two recently most drawn cards. But I decided Shield Block should get the same treatment since it is thinning out the deck. One thing to note; I don't halve the relevance on cards with two copies or double the relevance on cards with one copy. Cards with one copy can still do well. The deck runs only one Execute, and is still on the same level of relevance with Southsea Deckhand and Bloodsail Raider (both which has two copies). As for the Usefulness %, this is the following formula I use: ((Relevance / Wins) / Matches). Now, I'll be honest, I don't even know what made me thought of this formula, but it's worked for me fine whenever I would reach to 30 matches and analyze. Typically if it's in the 1% or 0% range, I replace those cards with something else. Notably, the later cards I've had in my decks were performing the least, going with how fast the meta goes. For example, my Midrange Warlock deck I've made before I actually got Naxxramas cards: [t]http://i.imgur.com/K0yr568.png[/t] v1.0 and v1.1: [t]http://i.imgur.com/NLpiWuz.png[/t] [t]http://i.imgur.com/Uik04CF.png[/t] Despite Sylvanas being a great card, and Troggzor being alright for a 7-drop, they are at rock-bottom. They're notably the biggest drops but seem to be too slow for this deck (or the meta). Same case with Siphon Soul. Demonheart is a bit niche and I had some hope for it, but it didn't work too well. Hellfire surprisingly doesn't do much for me, and Scarlet Crusader doesn't seem to be the most efficient 3-drop. The best of the bottom is Azure Drake, but considering that Warlock can draw cards just from his Hero Power (and even though a card draw without taking damage is nice), I just went with excluding it. Also, Flame Imp, Voidwalker, Shattered Sun Cleric, Bane of Doom, and Sunwalker have done alright despite being 1-copies. Went ahead and replaced the 7 cards with the following: Loot Hoarder, 2 Spider Tanks, 2 Voidcallers, Doomguard, and a Twisting Nether. Why Twisting Nether? Iunno, I feel adventerous and want to see how well it'll do as a very costly board clear. :v: As for the other picks, it felt like the cards needed to be a bit more cheaper, and I feel more happier using Doomguard now that I got the Voidcallers. Loot Hoarder is a cheap, efficient card draw that can take care of 3/2s or badly injured big minions, or even draw into an answer (for free if you kill it on your next turn). Spider Tanks are just big sturdy 3-drops and I've had success with them in the past, even without any Mech synergy.
Just lost an arena game because I never drew any of my 3 flamestrikes or my pyroblast, all which would have won me the game at basically any point, with 6 cards left in my deck. That's the kind of crap that makes me frustrated. [editline]26th July 2015[/editline] I really don't know sometimes. It feels like the vast majority of my losses are just luck based, but I know it can't be true because people consistently go 7+ wins in arena. My first loss was described above with never drawing any of those cards and my second loss was because he top-decked a shadowbolt to kill my abomination which was going to clear his board full of low HP creatures.
[QUOTE=AbeX300;48303144]Relevance varies from card to card. In general, if they have done something relevant at least once, it gets that one point, and its just one point for each card. For minions, if they dealt damage, took damage, or activated a mechanic that granted a benefit (not for the opponent unless the benefit backfired, i.e. Dancing Swords milling a card). For spells, its just whether the effect actually did something (i.e. Fireball dealing damage at all, doesn't have to be immediately lethal, or an Arcane Intellect that let you topdeck an answer you needed). Weapons, just bop 'em for bonus point. There are times where I don't give a point to the card (typically near the end of a match) if it didn't really seem to matter. i.e. I have an Old Murk-eye out already and play Mechanical Yeti, opponent is at 2 Health, Mechanical Yeti made no difference. There are also times like I play a Razorfen Hunter when I have a board of some sort and a Flamestrike counts. Did the Razorfen Hunter cause the Mage to play it, or would she have played it anyway? I just default to the latter and not add a point. This is all assuming that we're looking at a match that I've won. If I've lost a match, I set that aside (and rarely do I take a look at them if some card is so bad it makes me curious how it did in those matches). Here's a few examples: I play a Cogmaster, and plan on using Annoy-o-Tron. Shaman uses Rockbiter Weapon and gets rid of it. The Cogmaster didn't get to do much but it still gets a point for that round, since it got rid of a removal this quickly that could've been used on something else like a Bloodsail Raider or even a Piloted Shredder. Here's a more extreme example that I personally love: [t]http://i.imgur.com/0SRfOOt.png[/t] The scenario went like this. Play Fiery War Axe (which was topdecked), play both of my Ship's Cannons, then play my Dread Corsair. The two Ship's Cannons go into a wombo combo and hit both the Arcane Golem and Puddlestomper. (Literally best outcome ever) I then hit the Grimscale Oracle with the Fiery War Axe, Armor Up which buffs the Siege Engine, and go face with it (Enhance-o Mechano wasn't threatening). Fiery War Axe gets +1 point for the round for dealing damage to (and killing) the Grimscale Oracle. Even if I attack again, it won't get any more points unless I were to get another Fiery War Axe. Siege Engine gets +1 point for the round for dealing damage to the Warlock. Beating the opponent down's just as important, especially against a Warlock (unless they happen to be holding Molten Giants, then you're fucked). Ship's Cannon gets [b]+2[/b] points because both of them dealt damage to (and wombo combo'd) two minions. And the two best targets no less. After that, even when one of them trades up with the Enhance-o Mechano and one of them goes face, they won't get more points for the round. Dread Corsair gets +1 point, but he didn't deal damage nor took hits! Like I said, just being able to activate a mechanic is worthy enough, and since it was a Pirate, it allowed the Ship's Cannon to fire away. As I've mentioned, I had a hard time deciding whether to include cycling as a reason to give a relevance point for Shield Block. Arcane Intellect actually lets you cycle and gets a point if I get an answer in one of the two recently most drawn cards. But I decided Shield Block should get the same treatment since it is thinning out the deck. One thing to note; I don't halve the relevance on cards with two copies or double the relevance on cards with one copy. Cards with one copy can still do well. The deck runs only one Execute, and is still on the same level of relevance with Southsea Deckhand and Bloodsail Raider (both which has two copies). As for the Usefulness %, this is the following formula I use: ((Relevance / Wins) / Matches). Now, I'll be honest, I don't even know what made me thought of this formula, but it's worked for me fine whenever I would reach to 30 matches and analyze. Typically if it's in the 1% or 0% range, I replace those cards with something else. Notably, the later cards I've had in my decks were performing the least, going with how fast the meta goes. For example, my Midrange Warlock deck I've made before I actually got Naxxramas cards: [t]http://i.imgur.com/K0yr568.png[/t] v1.0 and v1.1: [t]http://i.imgur.com/NLpiWuz.png[/t] [t]http://i.imgur.com/Uik04CF.png[/t] Despite Sylvanas being a great card, and Troggzor being alright for a 7-drop, they are at rock-bottom. They're notably the biggest drops but seem to be too slow for this deck (or the meta). Same case with Siphon Soul. Demonheart is a bit niche and I had some hope for it, but it didn't work too well. Hellfire surprisingly doesn't do much for me, and Scarlet Crusader doesn't seem to be the most efficient 3-drop. The best of the bottom is Azure Drake, but considering that Warlock can draw cards just from his Hero Power (and even though a card draw without taking damage is nice), I just went with excluding it. Also, Flame Imp, Voidwalker, Shattered Sun Cleric, Bane of Doom, and Sunwalker have done alright despite being 1-copies. Went ahead and replaced the 7 cards with the following: Loot Hoarder, 2 Spider Tanks, 2 Voidcallers, Doomguard, and a Twisting Nether. Why Twisting Nether? Iunno, I feel adventerous and want to see how well it'll do as a very costly board clear. :v: As for the other picks, it felt like the cards needed to be a bit more cheaper, and I feel more happier using Doomguard now that I got the Voidcallers. Loot Hoarder is a cheap, efficient card draw that can take care of 3/2s or badly injured big minions, or even draw into an answer (for free if you kill it on your next turn). Spider Tanks are just big sturdy 3-drops and I've had success with them in the past, even without any Mech synergy.[/QUOTE] you should consider switching to decaf
trying not to spend my lump sum of gold because im waiting for the expansion and im dying lol
Imma just grab a game this week with my allowence and do pack buying next week when August Season starts.
Did two quests tonight, got a classic pack. [t]http://i.imgur.com/FaU8Iwq.png[/t] 4 rares! I hear the Perditon's is good, what about the others?
I don't think I've seen Perdition's Blade played in the past 3 months. Leper Gnome is good in basically any aggro deck Violet Teacher can have a place in combo druid or oil rogue decks. Upgrade & Holy Wrath don't really see much play either nowadays.
So dust everything except the Violet? I already have leper gnomes.
If you badly need dust, yes But in general I just keep any card I unpack that I don't already have 2 copies of.
[QUOTE=Fadern;48298596]Do you know what you get when you Nefarian anub'[B]rekhan[/B]? A dissapointing tailswipe.[/QUOTE] Because Anub'arak is NOT in Naxxramas, and I'm a lore-whore.
Don't dust every card you don't immediately want/need because having a big cardpool is huge in being able to theorycraft/deckbuild or try obscure decks that pop up. I.E. warsong commander and battle rage were considered not good cards for Warrior for the longest time. Patron warrior pops up, suddenly they are the key cards that make the deck work. I only dust non-extra cards if I'm trying to build a specific deck and need dust to do it at that moment. I go through my library and look for higher rarity cards I've never used or never will use more than 1 of. Or cards that are objectively very bad versus alternatives that do almost the same thing but better. I.E. upgrade isn't used at all right now, but with the new expansion it might become key in some kind of aggro warrior
Also, who knows, maybe the cards that seem useless will become the meta cards in the next constructed Tavern Brawl! (Which by the way, thank god that 10-mana brawl is over)
Holy shit I swear if I run into another face hunter/face paladin.
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