• Hearthstone: Heroes of Warcraft V3 - The Argent Tournament is GETTING IN HERE *Uhuhuhuh*
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[QUOTE=AbeX300;48305883]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)[/QUOTE] I remember watching Reynoodles stream as he perfected that miracle list and at that point I knew the brawl was over. I was right, and I'm glad I got my 20 wins in before the brawl literally became "Miracle Rogue 2: Electric Boogaloo: The Return of Archimedes reading novels during his opponents turn". [editline]27th July 2015[/editline] New Card: [img]http://media.blizzard.com/hearthstone/images/the-grand-tournament/cards/coliseum-manager/en-us-full.png[/img] [editline]27th July 2015[/editline] Ben "All Brodes Lead West" Brode tried to warn us by encouraging us to take the left card, but they wouldn't listen!
[QUOTE=Archimedes;48306005]I remember watching Reynoodles stream as he perfected that miracle list and at that point I knew the brawl was over. I was right, and I'm glad I got my 20 wins in before the brawl literally became "Miracle Rogue 2: Electric Boogaloo: The Return of Archimedes reading novels during his opponents turn". [editline]27th July 2015[/editline] New Card: [img]http://media.blizzard.com/hearthstone/images/the-grand-tournament/cards/coliseum-manager/en-us-full.png[/img] [editline]27th July 2015[/editline] Ben "All Brodes Lead West" Brode tried to warn us by encouraging us to take the left card, but they wouldn't listen![/QUOTE] It would have been a very nice card, if not for the effect. As it is now, crap tier.
Okay, that card [b]has[/b] to be better than it looks. ...I think. Actually, what That card text, what even The only explanation I can give is that it's sturdy for a 3-drop and take out weenies, then once it has taken enough damage, you Hero Power and return it to your hand, then you can play it again. [b]BUT THAT IS SO SLOW[/b]
Why is that card even a thing?? Why do we want a 2/5 to come back into our hand every hero power use do they think people will trade into it so you can just keep replaying it????
[QUOTE=AbeX300;48306241]Okay, that card [b]has[/b] to be better than it looks. ...I think. Actually, what That card text, what even The only explanation I can give is that it's sturdy for a 3-drop and take out weenies, then once it has taken enough damage, you Hero Power and return it to your hand, then you can play it again. [b]BUT THAT IS SO SLOW[/b][/QUOTE] The only deck this card might work in is miracle rogue, except not really because it costs too much. The effect instead of making the card useful makes it worse when you have to use your hero power and don't want to waste 3 mana to play this card again.
Also, first Legendary to be revealed [t]http://i.imgur.com/DWO293q.png[/t] And if you retweet, it gets revealed earlier apparently. [url=http://us.battle.net/hearthstone/en/expansions-adventures/the-grand-tournament/]So get on it, I guess.[/url]
It's obviously made for the 8 mana knife juggler synergy.
Dare I say, that card is almost as bad as Stoneskin Gargoyle.
[QUOTE=AbeX300;48306278]Also, first Legendary to be revealed [t]http://i.imgur.com/DWO293q.png[/t] And if you retweet, it gets revealed earlier apparently. [url=http://us.battle.net/hearthstone/en/expansions-adventures/the-grand-tournament/]So get on it, I guess.[/url][/QUOTE] Watch the left one be the 6/7 for 6, divine shield at the start of you turn that was leaked.
[QUOTE=Louis;48306262]Why is that card even a thing?? Why do we want a 2/5 to come back into our hand every hero power use do they think people will trade into it so you can just keep replaying it????[/QUOTE] A 2/5 for three is a pretty good stat distribution. The Inspire effect isn't there for combo potential but to make up for him being undercosted and alleviate the tempo gain you might get from playing him on curve. He's essentially a neutral Druid of the Flame, but without beast synergy or the never used Magma Rager mode. Think of him as almost a bigger Zombie Chow. Some tempo deck could maybe find use for him as a one of if they're lacking strong 3 drops, and in Arena he's going to be a strong pick.
[QUOTE=MajorWX;48306312]Watch the left one be the 6/7 for 6, divine shield at the start of you turn that was leaked.[/QUOTE] Yeah that's the thing, I picked left but I realized too late how familiar that card looked. [b]DO THE RIGHT THING AND PICK RIGHT, EVERYONE[/b]
[QUOTE=AbeX300;48306306]Dare I say, that card is almost as bad as Stoneskin Gargoyle.[/QUOTE] Should have been 2/5 for 3 with Inspire: Gain taunt for one round. That would make it a really great anti aggro card without making it ridiculously broken. [QUOTE=AbeX300;48306335]It would be fine without any text. Just a plain 2/5 (and get turned into a common). I mean hell, we got Spider Tank and that's a good card.[/QUOTE] It would, except the design idea behind it was probably "anti-aggro card". You play it on curve, kill one or two of one/two drops and bounce it back to your hand, repeat. Except it's way too slow.
[QUOTE=Damjen;48306328]Should have been 2/5 for 3 with Inspire: Gain taunt for one round. That would make it a really great anti aggro card without making it ridiculously broken.[/QUOTE] It would be fine without any text. Just a plain 2/5 (and get turned into a common). I mean hell, we got Spider Tank and that's a good card.
[QUOTE=Archimedes;48306313]A 2/5 for three is a pretty good stat distribution. The Inspire effect isn't there for combo potential but to make up for him being undercosted and alleviate the tempo gain you might get from playing him on curve. He's essentially a neutral Druid of the Flame, but without beast synergy or the never used Magma Rager mode. Think of him as almost a bigger Zombie Chow. Some tempo deck could maybe find use for him as a one of if they're lacking strong 3 drops, and in Arena he's going to be a strong pick.[/QUOTE] Unless you have good curve for the next few turns having your hero power basically disabled is kinda shit
[QUOTE=AbeX300;48306278]Also, first Legendary to be revealed [t]http://i.imgur.com/DWO293q.png[/t] And if you retweet, it gets revealed earlier apparently. [url=http://us.battle.net/hearthstone/en/expansions-adventures/the-grand-tournament/]So get on it, I guess.[/url][/QUOTE] Nevermind, turns out [URL="http://facepunch.com/showthread.php?t=1446239&p=48255685&viewfull=1#post48255685"]this post[/URL] has different art for the twins, so the "leak" was a total fake.
[QUOTE=MajorWX;48306367]Nevermind, turns out [URL="http://facepunch.com/showthread.php?t=1446239&p=48255685&viewfull=1#post48255685"]this post[/URL] has different art for the twins, so the "leak" was a total fake.[/QUOTE] Placeholder art is a thing. We can't be sure of anything until the card is actually revealed.
[QUOTE=Louis;48306343]Unless you have good curve for the next few turns having your hero power basically disabled is kinda shit[/QUOTE] Topdecking a 1 mana 2/3 in the lategame is kinda shit as well, but that's just an example of worst case scenario and variance. If turn 4 your only option is hero powering you're already in a bad position, and unless your hero power is important to your win condition/match up deciding not to use it and instead 'pass' really isn't much different than pinging a minion or face. The option is still there as well, so if you absolutely need hero power you still can. You just get punished for it (maybe something to consider before playing this card on turn 3? Maybe having this card helped you clear a minion and helped stall against aggro?). This isn't an amazing minion with some incredible game changing meta ability, but it's not nearly as unplayable as you guys seem to think it is. The downside is pretty clear, but its also a unique mechanic because it DOES give you the option of replaying the minion in order to 'heal' it without using another clunky bounce card. A 2/5 is really annoying for face aggro to deal with because it can clear their minions pretty nicely, but has a big enough health pool that they might warrant a burn card which they want to send to face. Having a 2/5 clear some minions, get to low health, then get replayed is a very slow play but it's still a huge value play against aggro. The biggest issue with this card isn't the downside making it unplayable but instead just having better options that makes it irrelevant for the 3 slot.
I can see a situation involving Warlocks where they have Coliseum Manager, use Power Overwhelming on it, attack, then tap and return it to hand so that it doesn't get destroyed, but that's only a hypothetical.
It's obviously setting up for the "Every time you return a minion to your hand, deal 10 damage to your opponent." minion that's gonna bring Brewmasters and Kidnapper back into the meta.
Also: if enough people go on twitter and use the hashtag [B]#TGTLegendary[/B] both legendaries will be revealed.
[QUOTE=AbeX300;48306278]Also, first Legendary to be revealed [t]http://i.imgur.com/DWO293q.png[/t] And if you retweet, it gets revealed earlier apparently. [url=http://us.battle.net/hearthstone/en/expansions-adventures/the-grand-tournament/]So get on it, I guess.[/url][/QUOTE] Deathrattle: Summon Thaddius.
[video]https://youtu.be/_zcq_UWcgpk?list=PLmBNQlZMGQ3XogBniRTAHKDZxbjHITft 7[/video] Really good arena centric analysis but also includes a bit of general discussion of mechanics. The theory that Inspire could potentially slow the game down based on the intrinsic 'card advantage over tempo' nature of hero powers is an optimistic look at the future of Hearthstone if TGT has a significant enough impact.
[QUOTE=AbeX300;48306241]Okay, that card [B]has[/B] to be better than it looks. ...I think. Actually, what That card text, what even The only explanation I can give is that it's sturdy for a 3-drop and take out weenies, then once it has taken enough damage, you Hero Power and return it to your hand, then you can play it again. [B]BUT THAT IS SO SLOW[/B][/QUOTE] If it had Taunt, I could definitely see a use for it. If you could put it out and it ends up surviving the following turn, Hero Power could bring it back and effectively heal it to be sent out again. That said it'd also make it a potential removal target since no-one would want that thing to stay alive and chump for days.
Sacred Warrior kind of looks like the Priest's version of Frothing Berserker. Problem is he doesn't have any way to give it charge, to create those ridiculous one turn kills.
[QUOTE=V12US;48307301]Sacred Warrior kind of looks like the Priest's version of Frothing Berserker. Problem is he doesn't have any way to give it charge, to create those ridiculous one turn kills.[/QUOTE] Mediumwarden is still good though since it can survive Auchenai+Circle and will scale up into a threat quicker than Lightwarden can.
[QUOTE=Archimedes;48306955][video]https://youtu.be/_zcq_UWcgpk?list=PLmBNQlZMGQ3XogBniRTAHKDZxbjHITft 7[/video] Really good arena centric analysis but also includes a bit of general discussion of mechanics. The theory that Inspire could potentially slow the game down based on the intrinsic 'card advantage over tempo' nature of hero powers is an optimistic look at the future of Hearthstone if TGT has a significant enough impact.[/QUOTE] I think it does. Inspire will be a significant boost in power to deck archetypes that often involve hero powering, and even decks that haven't been invented yet. These deck archetypes are almost always going to be decks that are slower, more control focused, and care more about card advantage over tempo. Since by its nature, hero power is weaker in tempo vs just playing a card but you maintain card advantage if you can get value off it. AKA sure "aggro decks" will get better by virtue of more efficient cards being put in current aggro decks from the new expansion. But Inspire by its nature is extremely beneficial to slower decks, because it allows them to suddenly have efficent answers vs aggro/zoo the enemy has on the field without burning through their board clears or losing card advantage. As such I think this will slow the meta down significantly as pure aggro will have a lot of trouble against decks that stack inspire or buff hero power. It will have the potential to give a lot of decks options without needing to compete on board in the same way pure zoo/aggro does or rely on big board clears to be drawn late game to survive against them. People are also forgetting that inspire works like activated abilities in Magic - which are often very strong. Except in this case you need to only spend 2 mana to activate ALL abilities on all inspire minions vs needing to spend for each minion, and you get the bonus of your hero power on top of it. Some of these abilities have already been shown to be pretty strong. Imagine a card that is both a minion and a spell. Minions that survive on board snowball in value as we already know due to it trading/going face multiple times to get higher damage numbers in. But for inspire minions you can use your hero power to cast the same "spell" over and over again too on top of having a minion out. That is basically creatures that had activated abilities in Magic. This middle-ground card archetype is going to give decks that don't focus on pure tempo or pure control to be successful against aggro. What is also important is that it will give decks a lot of success against aggro without having to be slow as shit or expensive as shit (potentially) to play. A big reason why aggro is so popular is because its cheap n fast. Right now you have to play aggro if you want to ladder climb without breaking the bank, even if you don't like playing such decks. Some inspire minions are going to have weak effects but be decent bodies, while other inspire minions will likely have very strong effects with weak bodies. It's going to be fun figuring out what works as tech in other decks, what kind of new inspire-focused decks will work, etc.
Uhh guys turn 3 coliseum turn 4 wailing soul
It would be cool to see a Colosseum type mode where it's either a triangle of 3 players all against eachother or a team mode with 14 cards on each side and 2 players on each team with their own mana pool and decks. The latter could make for some interesting combos. Just for fun though.
I love Mech Paladin, it has really fun combos! Redemption on mechs have insane value because of their divine shield or their deathrattle abilities, but my favorite combo has to be with the Cobalt Guardian and the Harvest Golem. If you didn't know, if you play a Cobalt Guardian on turn 6 and you can trade an harvest golem you already have on the board, you will instantly gain divine shield because of the 2/1 summon.
Progress report on the Warrior Mech Pirate deck...it's not doin' so hot. [t]http://i.imgur.com/kpHEyDK.png[/t] Warsong Commander's looking to be pretty useless in this kind of deck. It does have synergy with quite a number of minions (normally ~43% of the deck, in fact), but the thing is, the Warsong Commander works better with rush/aggro or combo decks (see: Patron Warrior), and this is a midrangey-deck, so it barely does anything besides be a 2/3 that costs 1 more mana than it should. Maybe at times it gives an immediate answer to something, but Fiery War Axe, Arcanite Reaper, and even Cleave fits the bill well already. Force-Tank MAX is too slow, Antique Healbot doesn't really do enough, Annoy-o-Tron...I'm not even sure why it's on the bottom as well, but perhaps its not a good enough as a Taunt. But hey, who knows, maybe Annoy-o-Tron will escape the 1% pit once I get to 30 matches. What's also surprising is that Dread Corsair and Arcanite Reaper are now tied with Fiery War Axe. I get that the former has Pirate & weapon synergies, and the latter is a decent weapon, but performing as well as a Fiery War Axe? Again, might change once I get to 10 more matches. :v: (I'm not even sure if I should keep doing these analysis posts)
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