Hearthstone - I just realized, the reason the Warrior Quest weapon costs 3, while all the other quest rewards costs 5, is because they are expecting you to hero power with it.


I just realized, the reason the Warrior Quest weapon costs 3, while all the other quest rewards costs 5, is because they are expecting you to hero power with it.

Posted: 03 Apr 2017 03:22 AM PDT

Literal shower thought.

submitted by /u/DarthEwok42
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I hope they recorded Garrosh and Magni saying "Die Insect!" when using Sulfuras

Posted: 03 Apr 2017 03:35 AM PDT

Otherwise it just wouldn't feel the same. Maybe Anduin and Tyrande too...

submitted by /u/fiskerton_fero
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What difference a year can make

Posted: 03 Apr 2017 07:10 AM PDT

Moonglade portal has a 57% chance of summoning a minion with 5 or more attack in Standard and 64% chance in Wild [post-Ungoro]

Posted: 03 Apr 2017 03:21 AM PDT

List of minions

This might be helpful info for those who are interested in playing the Druid quest. Moonglade Portal is a very interesting tech choice for druid quest decks especially against aggro where you need healing, minions on board, and a way to finish the quest. You're basically flipping a coin to gain a step further into finishing your quest. In the end, you get both healing and a minion on board. Just hope that Big-Time Racketeer doesnt show up.

submitted by /u/kuyayo
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trump on priest

Posted: 02 Apr 2017 06:10 PM PDT

[Fanart] Tribute to all the cards going to WILD

Posted: 02 Apr 2017 06:20 PM PDT

|Artwork by Yukie Tajima|

A tribute and thanks to BRM, TGT, LOE and the Hall of Fame cards.

Twitter: https://twitter.com/YukieTAJIMA
Pixiv: http://www.pixiv.net/member.php?id=27868
Homepage: http://norari.jp/

submitted by /u/LegendarySketches
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I reimagined the Hearthstone packs in the style of classic Yugioh boosters!

Posted: 02 Apr 2017 11:24 PM PDT

http://imgur.com/a/m0WjJ

Graphic design isn't my thing, but I decided I'd try my hand at making the Hearthstone packs look like the packs of my childhood - Yugioh's boosters. I like Hearthstone's unique pack designs, but there was always something about having this big epic (Legendary!) flagship monster staring down at you that just BECKONED for you to buy a pack or two (but you'd never pull it cuz it's a Ghost Rare or something).

Tell me what you guys think!

EDIT: Things that I consider thinking back now:

  • I intentionally chose Legendary cards for all of these only because highest rarity
  • I didn't do the Adventure sets because they weren't really "boosters"
  • Whoops I forgot about Don Han'cho :(( PEACE HAHA Well looks like we know who's really in charge of Gadgetzan
  • I believe I messed up and should have picked Galvadon instead of Amara for the Un'Goro pack as he is an Adapting dinosaur...
  • Obligatory thank you for the Gold kind stranger!
submitted by /u/ShisukoDesu
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What Unguro is missing: a desirable woman

Posted: 02 Apr 2017 09:02 PM PDT

With MSoG, Blizzard tried to appeal to everyone's tastes by adding both Inkmaster Solia and Aya Blackpaw. In the Old Gods things got a bit too freaky for my tastes, but for people who like that kind of thing Selfless Hero and Embrace the Shadow both provided ample waifu material. The Grand Tournament, the source of all the best-looking Hearthstone chicks, was the first to break the clevage to power ratio (CPR) once thought to govern all attractive Hearthstone ladies by adding Aviana and - the most attractive card of all - Silver Hand Regent.

With Journey to Unguro, the future has never looked darker; only FOUR females are present in the set, and none of them are attractive.

  • First, we have Bright-eyed Scout. While the happy-go-lucky attitude is nice and she really is rockin' those pig-tails, notice that she is looking up and away from the camera. She isn't cheering her fellows on; she's stopping in sudden terror as she sees the 5-cost creature you will draw next turn that is about to stomp on her and put her scouting days at an end - and she was only three/four days from retirement. Nobody wants to have a crush on someone about to literally get crushed.

  • Next we have Arcanologist. Now, I hate to bring up politics here and I applaud Blizzard for being brave enough to add a "social justice warrior" to the game - the colored hair, looking for symbolism in places where none exists, etc. - but she is completely under-qualified for her job and therefore unattractive. Sure she can draw tons of secrets, but she doesn't know what they actually mean - unlike a certain mad scientist we left behind in a raid encounter.

  • After that we have Amara, Warden of Hope. At first glance Amara has a lot of potential. Her bare leg and midriff place her high on the CPR scale. She's willing to sacrifice herself to save you and cares a lot about your health. Then, you realize she's about a hundred feet tall and made of stone. Nice try Blizzard, but an attractive statue is still just a statue; and all the people I have to send to their death to attract her makes me feel like there's something more sinister here than meets the eye...

  • Lastly, we have Elise the Trailblazer. In terms of work ethic Elise is the polar opposite of Arcanologist. Elise knows exactly what she's doing, has quality leadership skills, and lets you reap in the rewards. However, anyone looking for a good girlfriend knows that it is hard to deal with a workoholic with way too much respect for her field. You'll find far too late in the middle of some active volcano that she "doesn't feel about you that way" and "respects you too much as a fellow explorer" to "ruin our teamwork". Elise will keep shuffling feelings into your heart only for you to top-deck them far too late to save you from a life of loneliness.

If we analyze these four cards we can see they all have something in common.

They are ashamed to look in our direction.

I think Blizzard knows that they messed up here and that the eyes on the card art of these ladies indicates the artists' last symbol of defiance against a corrupt organization.

When I walk into the tavern to play Hearthstone and go over to my dark and unlit corner of the room with the other undesirables I could always count on my cards brightening the place up a little. Now we have none of that.

Blizzard, if you have any shred of decency left, bring back our waifus in the next set.

submitted by /u/thefluffyburrito
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I for one am excited to put the Free from Amber into Charged Devilsaur lethal onto the list

Posted: 03 Apr 2017 07:41 AM PDT

Discover Charged Devilsaur with Free From Amber and dodge the activation of the Battlecry and hit the opponent for 7. thats a lot burst for a priest

even more excited to the same thing with Atiesh equipped and then get two of these bad boys for the 14 dmg lethal

submitted by /u/MAXSR388
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Blizzard, you've been doing a great job recently, please add tournament mode :)

Posted: 03 Apr 2017 04:59 AM PDT

Looking to craft a legendary from Un'goro? Here's reasons why your favorite legendary from the set will be bad!

Posted: 02 Apr 2017 07:52 PM PDT

In the spirit of Reddit complains about everything, here's the reason every legendary in the set is bad and you shouldn't craft anything because liking things is wrong and you're wrong.

Jungle Giants: This is probably the only quest you can safely mulligan away if needed because this has to be the slowest quest, even as a Druid. Five minions of 5 or more Attack is a LOT of mana, and likely cannot even be safely started until you can start casting 6 mana creatures, and even then. Having this in your opening hand can actively hurt your ability to ramp to get this quest completed. Your reward is an 8/8 that makes your minions in the deck cost 0, but it (as far as I know) changes nothing in your hand, so it doesn't allow crazy combo turns the turn you play it. The other obvious issue is that, if you end up in a topdeck mode as ramp (and remember, you've played 5 minions with 5 or more Attack, so your hand is probably emptying once you play Barnie), you likely don't really need your minion to cost 0 because you're playing one minion a turn anyways. So clearly, this card is offering something the deck does not need.

Tyrantus: It's just a super expensive minions that is immune to Spells, but doesn't do anything to the board. This is just a win-more card. Even though Deathwing can be targeted, the fact that Deathwing can sacrifice himself to save you makes him infinitely more valuable than a 12/12 that saves his own life at your sacrifice.

Swamp King Dred: A cool card that has literally no support. Hunter's only hand-filling mechanics are designed for beast Midrange and Aggro decks, while this card is only going to work in Control. However, Hunter has lost nearly all of its Control tools, and the only remotely Control tool printed in this set beyond Dred was Grievous Bite, so Dred falls in the same trap Gahz'rilla did so many sets ago: A sick legendary in the wrong class. Not to mention, just like any Hunter card, its strength is its own weakness, for it may kill itself to Poisonous, and it still dies to hard removal, so it's not that reliable anyways.

The Marsh Queen: It's pretty hard to argue against this card, especially given our Lifecoach drama recently, but the biggest issue I have with this card is that it needs you to play 7 one drops in a class with no card draw, and sacrificing your opening hand for it. This is the opposite of the Druid Quest, in that this MUST be in your opening hand for maximum value, and when that means your opening hand only consists of at best 2 one drops, this quest is not likely to complete that quickly. The reward is still phenomenal, but getting there is rough without the ability to dig through your deck.

Open the Waygate: 6 spells that didn't start in your deck is not the easiest feat. Yes, Babbling Book, yes, Glyph and the new Elemental. The trouble is, you have to find times to PLAY those cards AFTER playing the cards that generated them. Most likely, this card is completed after a couple of Cabalist's Tomes, and even then, your reward is an extra turn after using half the mana of your last turn to take the extra turn. It doesn't impress me that much right now, though I understand the power of extra turns, and this COULD see play. I just don't think the quest will be able to be completed quick enough for an extra turn to matter if you weren't already ahead.

Pyros: It's a bunch of vanilla minions that relies on a 10 mana card to be good enough to think about, and even then it's not impressive. Just bleh.

Sunkeeper Tarim: So, you know how Eadric the Pure was a cool anti-Midrange card that could save you against a big board? Well, Sunkeeper Tarim is not anywhere near as useful as that relatively unuseful legendary. There's almost no way to spend a meaningful turn comboing this card with a bunch of tokens on the same turn currently, and if you had a bunch of Recruits lying around, your opponent is already not doing too well. Using this to reduce opposing minions is also bad, because most likely, they'll still do a bunch of damage to you if they have a large enough board. I just can't see any situation where this is a better play than Wild Pyro+Equality or Equality+Consecration. Yes, you won't always have those two together, but if you need that kind of board clear, Tarim won't give you that much extra safety anyways, since each minion is still a substantial threat on their own, just not as scary as they may have been. This doesn't even factor how this is actually an awful play against current-scare Pirate Warrior. Yes, we don't know the meta, but come on, that deck is literally losing one card, the deck is going to survive.

The Last Kaleidosaur: Cool reward. The absolute worst quest. This is a disaster of the most amazing kind. Demanding 6 buff spells, on top of having spent your mana making Silver Hand Recruits or casting minions (and, for some of the better buff spells, having those minions survive, which god knows is going to be impossible once you play this quest) while having only two cards to work with WHILE having to worry about your opponent trying to kill you...this just can't work. Galvadon is so cool, and it's such a shame that the quest for him is such a trainwreck of impossible demands.

Awaken the Makers: This is probably my favorite quest, so I might get biased in trying to make up a reason to say it's bad. My best assumption is that Priest already has the worst early game in Hearthstone, and putting them even further behind thanks to having one less real card in the opening hand and spending turn one playing this seems brutal. Now, there are quite a few good Deathrattles to play right now for Priest once Un'goro comes out, and the reward pretty much makes up for your weak early game by erasing all the progress your opponent had, but still...you have to get to completing this quest, and I think it could easily be too hard on Priest to complete when they already can lose the early game in a heartbeat.

Lyra the Sunshard: There are so many garbage Priest spells that this is going to become a Meme from Mike. I mean, the minion's size is already pretty poor, and it is likely to give you some of the worst spells in the game. I mean, many of Priest's best spells are leaving with rotation, so this is just poor showing. The flip side is this could get better with time. It could also get much worse.

Sherazin, Corpse Flower: Yes waiter, I do like worse-than-vanilla minions that require me to use over 10% of my deck's initial card count in one turn for the reward of having it die again instantly. You know me too well.

The Caverns Below: Fine, this card is hard to judge given all the bounce available. I still think it's generally unimpressive, because instead of bouncing a bunch of one minion in order to make your minions bigger to win, you could instead bounce Leeroy a bunch of times and win that way like we do right now. That just seems better.

Kalimos, Primal Lord: This is another White Eyes trap. Yes, it's SOOOO cool to have this many options...that also demands you played an Elemental the turn before. Which you may not have been able to do. Also, two of its modes are meant to fight aggro, and if you've lived to turn 8 without dying, you've probably stabilized a lot to win. I don't think the card is BAD, per se...I just think it's also too slow and narrow to see enough play. If elementals are bad, Kalimos isn't going to see play. And honestly, Elementals don't seem that absurd with how much it demands that you don't have a single break in flow from playing them.

Unite the Murlocs: My aggro decks work best when I don't play a one drop and have not won after playing 10 super aggro minions that were supposed to kill them by then. Blizzard thought this one through so well.

Clutchmother Zavas: This card needs to get discarded to be valuable, which can be hard if you have a decent hand built up. It's honestly probably really good, but I worry that it's too inconsistent to see a lot of play. It competes with your Silverware Golems in the "card I want to discard" slot, and neither this card or Golem is good if you haven't gotten it discarded.

Lakkari Sacrifice: This card asks that 20%...TWENTY PERCENT of your deck be thrown away in order to get a card that takes up a slot on your board to give you 3/2 minions. In aggro, sure, you have your silverware and Zavas, but you don't have that many discard cards you want to play, and if you end up discarding a Doomguard, there's almost no way you're going to complete this quest. And naturally, Control is out because any time you discard a card in Control, that's a valuable resource you have lost, unlike Aggro where you are ok with it since your deck is full of small minions. I just can't find where this fits and works out, because 20% is SO much of your deck, and any time you discard a card that discards a card itself, you hurt your own quest. It's like the only quest you can actually fail even if your opponent goldfished.

Fire Plume's Heart: Besides triggering me by being the only reward that doesn't cost 5 (yes, the hero power plus 3 makes 5, still triggers me), Taunt Warrior has never taken off, and we're losing Bolster and Fierce Monkey, two convincing reasons to play Taunt Warrior. Now, to be fair, Warrior has a lot of good Taunts right now: Bloodhoof Brave, Dirty Rat, Alley Armorsmith...I could see running Cornered Sentry and Direhorn Hatchling for lots of difficulty getting around it all. I just don't see how, if Warrior couldn't make Taunt work before, having Executus's hero power will make it work any better.

King Mosh: It's very expensive and needs setup prior to this. It's basically this vs Deathwing, and at least Deathwing will always destroy the board, even if it costs you your hand. This could just be a bad 9 drop if you can't draw the Whirlwind to combo that turn, or the Ravaging Ghoul for the previous one.

Elise, the Trailblazer: If I have to suggest crafting any legendary for Un'goro, this is the one, if only because it lets you play with the other legendaries. It seems really good...but it also has the potential to do nothing because you still need to draw the pack. It actually is the perfect card: saves you from a turn of fatigue like Elise 1, while giving you 5 cards of value like Malchezaar. I just think we need a slower format for this to work, and that may never happen with Pirates and Jade Golems the way they currently are.

Hemet, Jungle Hunter: This has to be the single hardest card to evaluate in Hearthstone history. I love the design, I just...the best removal in most classes is 3 mana or less. This card could just never be played because you can't risk destroying your removal, then suddenly your opponent plays a minion you weren't expecting and now you've demolished your best answer for it. I think this could be a real player, but it also could be the worst legendary in the set. Fascinating...but by all means the single worst legendary to craft opening day, because this really could do NOTHING.

Ozruk: Kalimos could be bad because it's super narrow and demands set up. Ozruk is just that but worse in every way. It doesn't just need one elemental to be good, it needs several, and even then, it doesn't make the same instant impact Kalimos has because it isn't immune to spells like Soggoth. Even in elemental decks I'd rather play Soggoth over Ozruk, and Soggoth isn't even that good.

Spiritsinger Umbra: Oh no...how am I supposed to argue against this ca-oh yeah all the deathrattles you probably really want are super expensive and now it's super slow for combo. Also we lost Sylvanas. Playing this card alone is going to do nothing but have it die, and most deathrattles worth getting are expensive enough that you need to wait until turn 10 to play this. It's probably good, but we also thought Huhuran was good.

The Voraxx: And inverse Djinni but with a much easier-to-deal-with statline that doesn't have the combo potential using Potion of Madness...buff spells aren't even that good anyways, I mean, Fjola, Eydis, and Djinni haven't seen real play ever, so I doubt this card will either. At BEST, this card works well with another bad legendary with Last Kaleidosaur, so have at it then.

Don't we all just feel warm and fuzzy now that we can hate everything? I sure do.

submitted by /u/Golblin
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Wouldn't 10/10 Pyros be way cooler if he returned to your hand as a 2/2?

Posted: 02 Apr 2017 12:38 PM PDT

I mean would this break the game in someway I'm not seeing? Would it break arena?

I want Pyros to be good, I'm sure they tested him this way so it may have been too good, but it seems balanced to me in a world of jade idol...

submitted by /u/Hopscotch_Victim
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Which card is The Boogeymonster of Un'Goro?

Posted: 03 Apr 2017 04:10 AM PDT

On launch day, what is the legendary that you will dread opening? The legendary that destroys your pity timer and dashes your hopes of receiving something useful.

submitted by /u/Call_Me_Meiby
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When you're me playing Arena in April 2017.

Posted: 03 Apr 2017 05:55 AM PDT

So this screenshot was made today, April 3rd 2017... It's not only a wild deck with Dr.Boom in it, it's also got snow chugger which was banned months ago. Kripp got nothing on me :P http://imgur.com/a/mFBZN

submitted by /u/Stelrika
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Toast puts his faith in Yogg again

Posted: 02 Apr 2017 08:16 PM PDT

Analysis on why The Marsh Queen will not break the game.

Posted: 03 Apr 2017 08:04 AM PDT

Well met!

So, I've been browsing various Hearthstone websites about the new expansion and in general, most everything is being received quite well. Well, except for one thing - that one thing being the hunter quest, The Marsh Queen.

At first, I was a little uncertain about it. After hearing other people's thoughts and specifically Lifecoach's opinion on it, I decided to take a closer look at it... And honestly? I don't see the hype around this card. I think it should consider itself lucky to be a tier 2 deck. Why?

Let me explain. The hunter quest reads that you need to play 7 1 mana minions in order to activate it. Sounds fairly simple, right? Well, as it turns out, 1 drops aren't the most impactful cards, and you have to fill your deck with them if you want to complete this quest in a reasonable amount of time. To those of you thinking of running a midrange-y sort of list with this, think again. Running 20 1 drops in your deck (that's twice as much as Zoo runs, for reference), you have a whopping 20.98% chance of dropping Queen Carnassa on 5, and about a 55% chance to drop it on turn 6. That's with having over 2/3rd of your deck being one drops and running 2 Tol'vir Wardens as well as 2 Fireflies and 2 Raptor Hatchlings. What does this imply? It means that most games, you're going to run out of cards before you actually get to complete your quest and rely on top decking a 1 drop on 6 in order to complete it. 40% of games you'll basically instantly lose because you've only played 1 drops till turn 6 with nothing to refuel yourself. You could try running even more 1 drops, leading to you running even lower quality cards overall, but even with 24 1 drops in your 30 card deck, you're only getting to play your 8/8 on 5 about 38% of the time, which is absolutely awful.

So why is running so many 1 drops so bad? Most hunter (and neutral) 1 mana minions are unbelievably fragile, a ton of them having just 1 health, leading to them being very easily wiped by most classes, completely crushing your momentum in its tracks.

Not to mention, eventually you run out of good 1 drops to play. You're going to have to start playing sub-optimal or even bad cards in your deck just to activate the quest in a reasonable amount of time to try and cash in.

But you know what? Let's be nice and assume you do highroll and get the mighty Queen Carnassa on turn 5. People have been dealing with 4 mana 7/7s for a while, and those decks had actual cards to follow those up, so don't expect your 8/8 to win you the game.

So what about the battlecry? By turn 5, you'll have drawn 8 cards on the play, and 9 cards on the coin, meaning you have roughly 20-22 cards left in your deck. Then, you shuffle your raptors in your deck. Now what? You're out of cards, you've vomitted your hand to play Queen Carnassa, and you have a higher chance to draw one of your shitty one drops than you do of drawing a raptor. So if you don't draw that raptor, you just played a 5 mana 8/8 with no immediate impact, and may as well have played Bitterhide. Drawing 2 raptors in a row at this point is about a 25% chance; 3 in a row is beyond unlikely. Even if you do draw 3 in a row, this is around turn 6; again, most classes will be able to wipe your board, and eventually you'll simply draw a one drop and completely fizzle out.

Now, let's get to the early game problems with this deck. Running such an all in strategy means you have to cut back on some powerful 2-3 drops, meaning your early game will be weaker than you expect it to be with so many low cost cards.

But perhaps the biggest issue with this version of hunter is that you're running a ton of 1 drops and skipping your turn 1. Against another aggro deck, you have absolutely 0 comeback potential with a deck like this, so often times skipping turn 1 will cause your doom. The same thing could apply to midrange; if they get on board first, you're in big trouble.

And also keep in mind that the quest isn't free. It takes up a card in your mulligan, making your deck of 1 drops start with one less card, leading to you running out of cards even faster than you normally would.

For all these reasons, I think Quest hunter will flop in spectacular fashion, and I'll be very, very surprised if I'm wrong.

special thanks to this post:`https://www.reddit.com/r/hearthstone/comments/62ykzt/the_marsh_queen_deckbuilding_simulator/ for helping do the maths

submitted by /u/Vega808
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Why is The Marsh Queen a strong deck?

Posted: 03 Apr 2017 05:36 AM PDT

I've seen a several opinions on the hunter quest from streamers and on this subreddit and the consensus seems to be that the Hunter Quest deck will be very strong. I actually believe that it will be quite weak.

The deck plays similarly to a Zoo and attempts to control the board early. But spamming one drops seems very vulnerable to AoE to me. If you dump your hand by turn 5-6 and your opponent plays Volcanic Potion or Lightning Storm, how does Hunter come back from that?

The 3/2 raptors do not have charge so they (and the majority of the other one drops) will have no immediate impact and will have to wait a turn in order to start controlling the board again. Even then, the swarm of raptors and one drops is still vulnerable to AoE. The only large threat Quest Hunter consistently has is an 8/8 on turn 7 or 8, which does not seem very hard to deal with.

Finally, how does Quest Hunter get through walls of taunts? Even if the deck runs some silence or Hunter's Mark, you can't consistently have enough removal in your deck to deal with more than 2-3 strong taunts if half your deck consists of one drops. You will be forced to trade in most of your board into your opponent's taunt minions or not attack at all. I believe anti-aggro Elemental decks (Tar Creeper, Tol'vir Stoneshaper) and Taunt Warrior will have many more taunts than Quest Hunter can deal with.

Why is the deck strong?

submitted by /u/NouveauRoman
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Won an arena game by only playing 2 minions

Posted: 03 Apr 2017 06:21 AM PDT

Saboteur on turn 3 and Tournament Medic on turn 4 http://prntscr.com/erwgt5 0/1 kept buffing 5/5 so he couldn't kill it Can't stop laughing

submitted by /u/tttkkk
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Before Un'Goro, Rexxar painfully sings about his time in Gadgetzan.

Posted: 03 Apr 2017 05:55 AM PDT

Mryagut reaching legend in the ratrace after streaming for about 25 hours

Posted: 02 Apr 2017 09:07 PM PDT

PSA: Don't Disenchant Wild Cards After Year of the Mammoth is in Effect, Brode Confirmed There Will be Wild Tournaments

Posted: 02 Apr 2017 12:10 PM PDT

Curious Glimmerroot now holds the title for most characters in a minion's text box.

Posted: 02 Apr 2017 04:54 PM PDT

The previous record was a three-way tie between Yogg-Saron, Hope's End, Mimiron's Head and Void Terror - each with 94 characters.

Curious Glimmerroot comes in with a hefty 96 characters marking the first time this record has been broken since the Classic set.

The next highest for Un'Goro are Stone Sentinel and The Voraxx, each with an impressive 86 characters, now drawing with C'Thun in joint eighth place.

EDIT: Incorrect figure.

submitted by /u/JTHertz
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Honest Journey to Un'goro Cards: Hunter Edition

Posted: 03 Apr 2017 05:47 AM PDT

This time I'm back with the Hunter cards!

http://m.imgur.com/gallery/qUriv

Expect a lot of cheap minions (in more ways then one)!

In case you missed them, here are my other sets
Druid

submitted by /u/otterguy12
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Trump mercilessly eviscerates a viewer suggestion.

Posted: 02 Apr 2017 01:28 PM PDT

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