• Hearthstone: Heroes of Warcraft V3 - The Argent Tournament is GETTING IN HERE *Uhuhuhuh*
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Is Elise Starseeker, or specifically Map to the golden Monkey bugged? I've seen it used twice, both times it "shuffled" the golden monkey card to the top of ~15 cards deck and immediately drew it.
[QUOTE=Suakeli;49300658]Is Elise Starseeker, or specifically Map to the golden Monkey bugged? I've seen it used twice, both times it "shuffled" the golden monkey card to the top of ~15 cards deck and immediately drew it.[/QUOTE] You are just fkin lucky. I played 4 rounds with Elise x Reno OTP and the golden monkey is always at the bottom 5 cards. I run a lot of draws so almost all 4 rounds had me going into fatigue. [editline]today[/editline] Also you need to watch out for Counterspell, that shit allllmost got me.
I kind of want to pick up playing again (stopped at the height of secret paladin) but the meta is so bonkers from LoE and my lack of knowledge of how the cards are being used, plus my lack of gold, that I'm kind of scared to lol
Other than Reno Jackson which can surprise the heck out of you with a full heal, I felt that LoE didn't bring anything TOO major to the game. You should be able to just play along and mouse over any new card you come across.
[QUOTE=Noob4life;49301158]Other than Reno Jackson which can surprise the heck out of you with a full heal, I felt that LoE didn't bring anything TOO major to the game. You should be able to just play along and mouse over any new card you come across.[/QUOTE] I disagree. LoE brought in more class diversity than before and made classes that were essentially unplayable viable and even top tier. It also created various sub archetypes of current decks like the Reno control variants, and Anyfin Midrange paladins which have dramatically different win conditions than other lists. Making Face Shaman and Miracle Rogue viable archetypes is pretty huge and we haven't even had that much time since the final wing launched. Even with having those two class types seeing play the games going to start to shift as the power levels settle and people figure out what wins the most consistently, as it stands now though this is basically a golden age for the Hearthstone meta as every class has a viable archetype with the exception of like Hunter (which is just weak but not unplayable).
[QUOTE=Archimedes;49301324]I disagree. LoE brought in more class diversity than before and made classes that were essentially unplayable viable and even top tier. It also created various sub archetypes of current decks like the Reno control variants, and Anyfin Midrange paladins which have dramatically different win conditions than other lists. Making Face Shaman and Miracle Rogue viable archetypes is pretty huge and we haven't even had that much time since the final wing launched. Even with having those two class types seeing play the games going to start to shift as the power levels settle and people figure out what wins the most consistently, as it stands now though this is basically a golden age for the Hearthstone meta as every class has a viable archetype with the exception of like Hunter (which is just weak but not unplayable).[/QUOTE] i don't think i've really kept up with the meta, what decks have become viable? is deathrattle rogue a thing?
Well yeah you are right, this expansion is indeed has way more impact than TGT, but in terms of low rank plays I don't think the new cards brought anything too alien to the game mechanic. Viable deck archetypes are aplenty now, but pre-LoE decks should can still perform decently (just switch out a few cards probably). [QUOTE=Zukriuchen;49301538]i don't think i've really kept up with the meta, what decks have become viable? is deathrattle rogue a thing?[/QUOTE] All around control decks are a lot more powerful; as for rogue: miracle, oil, mill, deathrattle and even mech have been seeing plays. Aggro decks are still around but relies a little more on synergy than straight on face now. OTK decks are still a thing.
[QUOTE=Zukriuchen;49301538]i don't think i've really kept up with the meta, what decks have become viable? is deathrattle rogue a thing?[/QUOTE] Deathrattle Rogue was playable to my knowledge but it dropped off the face of the earth after Miracle Rogue returned. Renolocks are popular as a slow control variant of Warlock. Two versions of Midrange Paladin became popular, one more like the standard old version and one that runs 2 Bluegills, 2 Warleaders, 1 Murk-Eye with 2 Anyfins for huge burst. I think they're seeing less play now though since Secret is still arguably more consistent. Malygoslock inexplicably became popular again at higher levels. Shaman was unplayable until Face Shaman became a thing, largely because of the Trogg. It's now debetably the most powerful aggro deck. Token Zoo was popular for a little while with Reliquary Seeker but seems to no longer see play. There's a non-dragon Control Priest floating around that plays like older priest variants that uses Holy Champion and Emtomb. Egg Aggro Druid was popular for a time but that's more because of a reddit post that turned it into flavor of the month.
It feels so great being able to beat scummy decks with a different/unique deck as the same class (Control Mage vs. Tempo Mage) Enemy plays Mana Addict from her Unstable Portal, I play Mad Scientist. Enemy Flamewaker, I portal into Grommash then Coin + Frostbolt to rid of that damn thing, and got Effigy from my Mad Scientist Turn 5, I play my Grommash and got rid of the Mana Addict, the enemy then wastes her turn using Flamecannon, Frostbolt, and Hero Power...and I get Sneed's Old Shredder. It hurts so good :excited:
Mech Mage makes my soul hurt
Couldn't resist making full golden miracoli deck again [IMG]http://i.imgur.com/VfiMbxO.png[/IMG] #worth
Reno is the purest husbando. Went 0-3 with my first try at Renolock, unpacked Aviana with the gold I got from my quest. Also, got a shot at doing Thaurissan-discounted Brann + Rafaam for two Artifacts. Currently trying to make Reno Druid work.
so I thoughtsteal Brann and Dark Peddler, gives me two flash heals I have zombie chow and peddler left on board next turn with 6 mana, I topdeck auchenai when my opponent is at 19 health, perfect lethal lol felt a bit dirty after that RNG
Timepeice of Horror and Lantern of Power both have pretty baller animations but what does an army of mummy zombies get? The same swoop animation we've had forever. I'm not bothered by them using that animation for a bunch of different minion summons but c'mon, summoning an army of the undead needs to feel cooler than just 'aye get in here lads shits about to get real rowdy'.
I also was really disappointed with Ball Of Spiders's animation being Muster For Spiders. I wanted an actual ball of spiders to roll into the board and leave 3 behind
Don't know if it's just me being a masochist, but does anyone else kinda enjoy playing against Secret Pally? Feels like I'm disarming a bomb, and it's so satisfying to clear the mess left behind a Mysterious Challenger without it screwing you over.
I made some card ideas [t]http://i.imgur.com/iDgd0VG.png[/t][t]http://i.imgur.com/ubgIGIt.png[/t][t]http://i.imgur.com/jVrC6bp.png[/t]
[QUOTE=ses;49308209]I made some card ideas [t]http://i.imgur.com/iDgd0VG.png[/t][t]http://i.imgur.com/ubgIGIt.png[/t][t]http://i.imgur.com/jVrC6bp.png[/t][/QUOTE] Being of the Void feels like it would almost certainly be run in Zoo but would be less good in arena. Still would be huge tempo in arena so it might be good as long as it doesn't just get removed efficiently. Recombobulate would be incredibly bad in arena, maybe slightly better in constructed. Don't really know how good Reforge would be, I'd probably rate it as average to above average in arena, but no idea about constructed. These all seem like the sort of card designs that would actually be used in game so if that's what you were going for you did a good job there. And the art is cute.
so I started an arena run for the first time in months, and every game people are just ignoring minions and going face non-stop what the hell is going on?
Thanks for the feedback! Yeah, these cards are crappy, but as Aero mentioned I tried to design these in a way that Blizzard would. Not necessarily good, but something different to play around with.
[QUOTE=ses;49308209]I made some card ideas [t]http://i.imgur.com/iDgd0VG.png[/t][t]http://i.imgur.com/ubgIGIt.png[/t][t]http://i.imgur.com/jVrC6bp.png[/t][/QUOTE] I'm not really on the boat of wanting Reforge to exist. Most of the Warrior's weapons are hard-hitters but short-lasting, so most of the time you wouldn't even want to use the card. The only exceptions would be the Cursed Blade (when you [i]don't[/i] want to be taking anymore beatings from hitting stuff, or if you're a poor Warrior being frozen) and Gorehowl (if you somehow managed to wear down the Gorehowl for [i]that[/i] long), but even then all it does, most of the time, give a marginal boost of damage. Out of 23 weapons... [b]1-Attack Weapons:[/b] 4 (~17.39%) [b]2-Attack Weapons:[/b] 8 (~34.78%) [b]3-Attack Weapons:[/b] 5 (~21.74%) [b]4-Attack Weapons:[/b] 3 (~13.04%) [b]5-Attack Weapons:[/b] 2 (~8.7%) [b]7-Attack Weapons:[/b] 1 (~4.35%) Compare the card to Shadow Bolt. That does 4 damage for 3 mana [i]without[/i] taking any damage yourself. That being the case, Warlock is the most fragile class whereas Warrior is the most tanky class, so I'm not going to up the criteria for value to 5 damage for that. If you want to get equal or better value with a 2/1 Cursed Blade...well, you might as well run Bash instead, because the second-best result gives a 3-damage boost. If you want equal or better value with a 1/1 Gorehowl (which I have no idea in what match ever you'd have that), the chances are only somewhat better (~13.04%), but still not good chances. But then what about those weaker weapons with card text? The sad thing is, all of them don't make up for the lost value on a 2/1. These ones come into mind, assuming we're talking about having a 1/1 weapon (and lets assume the 3 Armor from Bash is worth 1 mana): [b]Truesilver Champion:[/b] Trade 3 Armor for 2 Health. [b]Ogre Warmaul:[/b] Trade 3 Armor...for a chance to miss the right target. [b]Death's Bite:[/b] Trade 3 Armor for Whirlwind; the most acceptable one of the 4-Attack weapons, and even there is a chance you didn't want that Whirlwind. But lets assume you did want the Whirlwind. ~17.39%, still less than a fifth. What about the [i]even weaker[/i] weapons with card text? Arcane Shot and Holy Smite are 1 mana, so whatever 2 mana your spending better be worth it. [b]Powermace:[/b] 2-mana 2/2, but only if you have a Mech. If you do, however, it's like a slightly better Bluegill Warrior! [b]Charged Hammer:[/b] 2-mana replacing your Hero Power with being able to do 2 damage. A cheaper Shadowform! So as it turns out, pretty nice (if you happen to be having a 1/1). The chances now? ~26.09%; a lil' over a quarter, but keep in mind this is with [i]situational[/i] benefits. Another thing to keep in mind: I don't think anyone runs Cursed Blade, nor does anyone ever reach even 2/1 with a Gorehowl. TL;DR: Just run Bash. :v: ---------- At first, I thought it was ludicrously overpowered; however, you are basically killing off a card to buff it, similar to how Void Terror eats other cards. In fact, looking at what Demon cards there are, it's actually a [i]worse[/i] Void Terror (most of the time). Looking at what Zoo might have: Voidwalker, Flame Imp, Imp Gang Boss, Voidcaller, Doomguard. Of those cards, discarding Voidwalker has a +2 net profit of stats, Flame Imp has +1 net profit of stats, everything else is poppycock (unless Mistress of Pain also gets run in Zoo, then that's also +1 net profit). Plus, it's missing the benefit of being able to activate Deathrattles (Nerubian Egg and Voidcaller) or to eat up Power Overwhelming buffs. So, just run Void Terror. ---------- Recombobulate is ultra-situational. Compare it to Mirror Entity: It's 3-mana for whatever amount of tempo your opponent is putting out. Playing an Imp Gang Boss? You get one, too, AND you can attack with it on your turn! Playing a Sludge Belcher? You get one, too, and on top of being able to attack with it on your turn, you spend 2 [i]less[/i] mana to get it! Playing a Dr. Boom? ...Well, you don't get the Boom Bots, but at least you got a War Golem for [i]4 less mana[/i]. And what does Recombobulate do? Alter card text, and gives a random chance of either nerfing it a bit or [i]buffing[/i] it a bit, while giving you nothing in return. Just play Mirror Entity. ---------- But hey, I'll admit, Being of the Void and Recombobulate seemed interesting at first glance! [QUOTE=ses;49308859]Thanks for the feedback! Yeah, these cards are crappy, but as Aero mentioned I tried to design these in a way that Blizzard would. Not necessarily good, but something different to play around with.[/QUOTE] Then...I'll say you did a good job of making those cards pretty accurate to what they would make. In fact, that makes me really sad, because they totally would make those. :frown:
[QUOTE=AbeX300;49308869] At first, I thought it was ludicrously overpowered; however, you are basically killing off a card to buff it, similar to how Void Terror eats other cards. In fact, looking at what Demon cards there are, it's actually a [i]worse[/i] Void Terror (most of the time). Looking at what Zoo might have: Voidwalker, Flame Imp, Imp Gang Boss, Voidcaller, Doomguard. Of those cards, discarding Voidwalker has a +2 net profit of stats, Flame Imp has +1 net profit of stats, everything else is poppycock (unless Mistress of Pain also gets run in Zoo, then that's also +1 net profit). Plus, it's missing the benefit of being able to activate Deathrattles (Nerubian Egg and Voidcaller) or to eat up Power Overwhelming buffs. So, just run Void Terror. [/QUOTE] Not really easily comparable with void terror, you only have to have the demon in hand to get the buff, not have it on board. With this, you don't need board control (or the mana to play a second minion) to guarantee a turn 3 6/6. Void terror has the utility of denying favorable trades/eating bad minions with good card text, but sometimes you just get a 3 mana 3/3 or sometimes can't even play
Speaking of which, is Pit Fighter a good card just for its stats? I've been using it in my Warlock deck and it seems to be working out, but is the lack of an effect meaningful?
[QUOTE=Cesakich;49309785]Speaking of which, is Pit Fighter a good card just for its stats? I've been using it in my Warlock deck and it seems to be working out, but is the lack of an effect meaningful?[/QUOTE] It is meaningful, but 5/6 for 5 mana is really good, partly because most 5 mana cards that see play have 5 health but not 6 attack (Loatheb and Sludge being the obvious examples). Not having an effect does hurt the card but the statline is so damn good when played on curve that it is not a glaring weak point in a deck even without any impact besides the statline.
Pit fighter is positioned in a very important place stats wise, it kills a lot of four and five drops while not really dieing to five or six drops. It does a good damage, it trades well, it's a threat that's very mana efficient. It can be drawn early and held for a good turn 5 play or a great turn four+coin. On an empty board it will very often call for a spell response like Shadow Word:Death, Sap, Fireball, possibly limiting the mana your opponent has to spend on their big end game threats, possibly delaying Thaurassian or Dr. Boom a turn. On top of that, it doesn't feel like a good target for your opponent to hex, polymorph, mind control, assassinate, or execute, as there are bigger fish to fry. And finally, its threat level is not down sized by silence. So yeah it's decent.
Pit Fighter is basically in the same place as Yeti used to be. It kills a lot of the common cards like Thaurissan, Sludge Belcher and Sylvanas, and it survives Shredder + ping. Wouldn't use it in any of me decks tho.
it really depends on how contested the 5 mana slot is in whatever deck you're playing. the reason yeti doesn't see that much play is because there are tons and tons of amazing 4 drops, but it's one of the best possible picks for people without lots of cards [editline]13th December 2015[/editline] just wait for when they add the 6 mana sludge belcher and run that instead, hue
Do you think there'd ever be cards that makes you opponent discard cards? or have blizzard already said they'll never let you interact with a players deck/hand?
[QUOTE=Toyhobo;49310257]Do you think there'd ever be cards that makes you opponent discard cards? or have blizzard already said they'll never let you interact with a players deck/hand?[/QUOTE] I think blizzard said that, but you can mill your opponent to make them discard cards, so idk
[QUOTE=Toyhobo;49310257]Do you think there'd ever be cards that makes you opponent discard cards? or have blizzard already said they'll never let you interact with a players deck/hand?[/QUOTE] I would think that Mill decks are as close to interfering with the enemy's deck as we ever get.
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