Hearthstone: Heroes of Warcraft V4 - We're gonna be RICH!
5,000 replies, posted
[QUOTE=Lolkork;49805631]Kinda feels like the first player to play a minion will be at a massive advantage.[/QUOTE]
Unless you wait a few turns to board clear and drop a charging Molten Giant I suppose.
[editline]24th February 2016[/editline]
Also, look at that Warsong Commander value.
Thanks, Blizzard!
[QUOTE=pipantarctic;49805613][B]New Tavern Brawl released in NA![/B]
[B][U]CLASH OF THE MINIONS[/U][/B]
[I]"No time for cowards, soldier! Playing minions gives them Charge and Taunt! Ok, here's the Mulligan..go, go, GO!"[/I]
[B]Special Rules:[/B]
1. You need to build a deck for this Brawl.
2. Whenever you play a minion, it gains Charge and Taunt. Gnomeregan Infantry is finally viable! /s[/QUOTE]
I still don't get why Europe gets the Tavern Brawl after America - it comes out at 10pm here which is a completely stupid time :what:
[QUOTE=Mythman;49805862]I still don't get why Europe gets the Tavern Brawl after America - it comes out at 10pm here which is a completely stupid time :what:[/QUOTE]
It used to be at 4pm/5pm (summer/winter time) in here, but the whole servers usually overloaded and crashed. This led Blizzard into changing this without even compensating Europe for the time lost. Not to mention, they could just fix their potato servers.
this brawl is basically rogue/warlock otk with dragonhawks and weird patron decks
rogue has op removal, pitsnake/patient assassin is amazing
warlock can draw like crazy, and get to their OTK easier
warlock otk is pretty fun
[img]http://i.imgur.com/Tjr8TIp.png[/img]
Deck I was having fun with. You just draw like mad then dragonhawk -- > double po then hit twice, then play a void terror to make a giant minion with charge.
Pretty good.
Djinni of Zephyrs is a God-Tier card in this brawl, with so many buff cards it has to be in every deck.
[t]http://i.imgur.com/uPBSLek.jpg[/t]
Omelette Deck doing well with Finley addition, fun having a RIPPED 1 MANA MURLOC
Mid-Range Paladin works for the brawl. Mostly because I just kept drawing curving cards against a Shaman :v:.
Sadly I beat him into submission by turn 7 before I could unleash a charging Tiron.
Pack was crap but whatever.
I just put together a quick Reno Mage deck and so far its been insane. I'ts currently going 19-2 (Admittedly its in casual mode).
[t]http://i.imgur.com/iODLYD9.png[/t]
[QUOTE=YogPoz;49814458]I just put together a quick Reno Mage deck and so far its been insane. I'ts currently going 19-2 (Admittedly its in casual mode).
[t]http://i.imgur.com/iODLYD9.png[/t][/QUOTE]
I'll try it out. Looks fun
[t]http://i.imgur.com/qlzz8yO.png[/t]
I got to rank 10 with this deck but can't seem to get past it
I hate secrets btw
Any tips on what to add/remove?
I'm at a similar rank with a similar deck so maybe my advice isn't great but I feel like snake trap just isn't too good, it doesn't seem like it's as impactful as the other secrets
I also use anothe Webspinner + 1 Jeweled Scarab, having extra stuff from those cards is so good for me
[IMG]http://i.imgur.com/d5tnVd0.jpg[/IMG]
Don't have SI:7
Don't have SI:7
Don't have SI:7
Why does stuff just not auto merge sometimes
Got double combo'd (force + savage + innervate + savage) to death twice in a row earlier by different guys
Standard please
I thought I might pick the game up again. So I turn it on, start an arena run, and get a decent draft. I'm absolutely dominating my first game, about to win next tern, and the other guy drops a Bran Bronzebeard + MCT combo and stole my two best minions out of 6.
NOPE, reminded me real fast why I stopped playing in the first place.
[url=https://www.reddit.com/r/hearthstone/comments/47yca6/standard_faq_updated_rewards_cards_like_old/]Old-Murk Eye and other Reward cards will be Wild.[/url]
Does it weaken the Murlocadin by any chance?
[QUOTE=Pvt. Martin;49828289][url=https://www.reddit.com/r/hearthstone/comments/47yca6/standard_faq_updated_rewards_cards_like_old/]Old-Murk Eye and other Reward cards will be Wild.[/url]
Does it weaken the Murlocadin by any chance?[/QUOTE]
yes, but it also allows them to print new murlocs that aren't cancerous bullshit
[QUOTE=Pvt. Martin;49828289][url=https://www.reddit.com/r/hearthstone/comments/47yca6/standard_faq_updated_rewards_cards_like_old/]Old-Murk Eye and other Reward cards will be Wild.[/url]
Does it weaken the Murlocadin by any chance?[/QUOTE]
Doesn't weaken it, pretty much kills it.
[QUOTE=Pvt. Martin;49828289][url=https://www.reddit.com/r/hearthstone/comments/47yca6/standard_faq_updated_rewards_cards_like_old/]Old-Murk Eye and other Reward cards will be Wild.[/url]
Does it weaken the Murlocadin by any chance?[/QUOTE]
Okay, excuse my french and onslaught of sperg for a moment here but I'm just going to outright say this.
This is the most retarded decision possible when it comes to the standard format.
These Reward Cards are unlocked through collecting classic cards, they are part of the classic SET.
This is only a knee jerk reaction to anyfin can happen which will eventually be phased out anyway. In other words they are gimping the very fucking core of the standard set, a scummy band-aid patch on the implications of making the standard format, which could EASILY be fixed by simply BALANCING it. Wink wink nudge nudge.
Adventure cards being phased out and sent to wild was ridiculous enough imo, I understand WHY they did it but this one isn't as excusable.
[QUOTE=o DefcoN o;49830281]Doesn't weaken it, pretty much kills it.[/QUOTE]
Nono, it just forces the deck to not be a pure OTK deck anymore, and run actual stuff other than removal or minions that slow your opponent down. It's still going to be a hefty amount of burst.
Still, I'm quite sad that they took this decision when they could have rebalanced Murk-Eye in the nerf batch they are preparing.
I hope Standard will allow me to play Handlock without much difficulty.
[QUOTE=Lolkork;49831696]They'll probably nerf handlock[/QUOTE]
As sad as it is for us, this statement is true. There is no way Blizzard would allow Handlock, Mid-Range Druid and Freeze Mage to go past Standard without nerfing some cards, since those decks can work mostly off Classic and Basic cards. There is however some hope, as the new expansion may introduce some cards to fit a control Warlock deck.
I get the feeling Warlock in general will be fine
Darkbomb's the biggest loss but that wasn't crucial imo
No more Zoolock is going to be kind of sad but the loss of those Naxx cards in Standard is probably better for the game as a whole
[QUOTE=Lolkork;49831696]They'll probably nerf handlock[/QUOTE]
Healbots and belchers won't be in standard though so it'll be fine
giants are getting nerfed for sure
I mainly only play Hearthstone now to make fun and unconventional decks. I've barely got the cards to do all that and already the game is shifting away from that style of deck-making. I expect the issue of seeing the same decks for each class over and over to become a much bigger issue. Of course there's still wild, but I highly doubt Blizzard will keep their promise in keeping it balanced.
I really think they are pushing to make the classic set a "core" set that just doesn't work too well by itself, which is in contrast to how it was designed as the only set when HS first launched
Pretty much expecting most of basic/classic to get serious nerfs so classic/basic just turns into a big card pool you'll need to pair up with expansion content to get to work well.
thinking about dusting my golden Vol'Jin
he barely sees play and he's also getting rotated out, I could use him to insta-craft a nice new legendary from the coming expansion
Save him for now and duse him during expansion announcements or after opening some packs (in case you pull what you want). No reason to do it now
I just finished an arena run where I thought I had a fairly decent warlock draft, only to get destroyed by paladins in half the games I played. Ended up 4-3 with the final loss being to a full on secret paladin who had like 3 noble sacrifices that ruined all my trades, turn 6 MC that pulled 3 secrets and a turn 8 ragnaros.
You can't even play around this shit:
[img_thumb]http://i.imgur.com/gyXlUVC.jpg?1[/img_thumb]
So I decided to fiddle with the Hearthstone RNN thing (after much frustration trying to set it up) and create 4 iterations.
[url=http://imgur.com/a/vLIFG]1st iteration was like what the tutorial said; 3 (hidden?) layers, evaluated every 300 batches, RNN size of 256, dropout rate (whatever that does) of 0.5, and temperature of 0.5.[/url]
[url=http://imgur.com/a/zZoz3]2nd iteration tweaked the temperature to be 0.53, and despite the little change, it made a [i]huge[/i] difference in the quality of cards, for the worse.[/url]
[url=http://imgur.com/a/BXfQz]3rd iteration tweaked the RNN size to 512 (which lengthened the batch-creation time), and [i]this[/i] is where it made the cards a lot more interesting.[/url]
[url=http://imgur.com/a/IZpUO]4th and last (so far) iteration tweaked the RNN size to 1024 (took [i]10[/i] hours for creating and extraction combined). Strangely, this actually reduced the amount of plausible cards.[/url]
Right now I'm considering tweaking the interesting cards to be something you could play, and then put that in the inputs to see if it can end up making more interesting results.
March 2016 Card skin is a little Furry
[t]https://bnetcmsus-a.akamaihd.net/cms/gallery/2p/2PFQVEWFC8LF1456338155851.jpg[/t]
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