Hearthstone - I pulled off a turn 2 Tyrantus as Priest


I pulled off a turn 2 Tyrantus as Priest

Posted: 28 Apr 2017 01:13 AM PDT

Against Ramp Druid I played mind vision turn 1 and innervate mind games turn 2 into Tyrantus. I have peaked. http://imgur.com/a/MmhZD

submitted by /u/orangutangonlsd
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The Day of Volcanosaur and ETC proved that single card releases are awesome

Posted: 28 Apr 2017 03:36 AM PDT

Both times after releases of Volcanosaur and ETC (Blizzcon 2013 promotion) I was super excited and had a lot of fun. I am sure you guys too.

Maybe it's a good idea for Blizzard to release one or maybe a dozen of cards between expansions? That approach would make the game much more interesting. Also, it's sad that Blizzard abandoned the idea of promotional cards. ETC was awesome, had a cool effect and didn't affect the balance in any way.

submitted by /u/Sighma
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Just Realized: Arcane Intellect, Nourish, and Sprint Cost the Same Per Draw

Posted: 28 Apr 2017 02:40 AM PDT

This might be something everyone else in the world has already figured out, but I just realized this. The idea may seem somewhat counter-intuitive to some, so I will explain in case it's not obvious. Arcane Intellect is (3) for draw 2, and Sprint is (7) for draw 4. Logic might dictate that you're paying more per draw to play Sprint, but that actually isn't so!

The flaw is assuming that every card draw is equally costed. In actuality it seems that the first card draw (AKA the cycle) is actually discounted, and subsequent draws are more expensive. The cycle is actually (1), and subsequent draws are (2) each. This makes sense, because the first draw is also costing you a card from your hand. So if you think about it...

Arcane Intellect = Draw 2 (1 + 2) = 3
Nourish = Draw 3 (1 + 2 + 2) = 5
Sprint = Draw 4 (1 + 2 + 2 + 2) = 7

Like I said...everyone else may have already figured this out, but I thought it was interesting and figured someone else might find it interesting as well.

submitted by /u/matrix_man
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Kripp: The Button Will Be Pressed

Posted: 27 Apr 2017 12:01 PM PDT

Savjz - skillful game

Posted: 27 Apr 2017 05:44 PM PDT

[Showerthought] Caverns Below makes everything a Thing from Below

Posted: 27 Apr 2017 08:07 PM PDT

Whaaaaat?

submitted by /u/Noxious_HS
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Tavern Brawl - Free from Amber into Free from Amber on turn 1&2

Posted: 28 Apr 2017 04:06 AM PDT

insta concede lmfao

turn 2 board

this into this

submitted by /u/reiyashi
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Kripp: "Can I get a twisting nether please"

Posted: 27 Apr 2017 11:54 PM PDT

Yesterday i "outgreeded" Savjz in an impossible to win matchup

Posted: 28 Apr 2017 06:43 AM PDT

Hey,

yesterday i had one of the most fun and crazy games in my time with hearthstone against Savjz and just wanted to share it with and talk about the game from my point of view. I also think that this is a very interesting game to watch, especially with the game comments of Savjz.

Link to the Game: https://www.twitch.tv/videos/138446542 ( maybe someone can tell me how i can link the video that it starts directly at the game? :/ )

My Game starts at 02:29:01.

Link to HSReplays: https://hsreplay.net/replay/LdxwMbvcCZ5HtSLVbR5A64

I played as quest warrior the whole season. So when i saw that i play a druid i automatically mulliganed the quest, as in most cases this would be an aggro druid. I actually didnt see that it is savjz playing against me until turn 2. When i quickly realized that this is rather a jade or a ramp druid i actually was about to concede, because its just time wasting to play it as warrior without the quest..however because it was Savjz playing..i kept playing the game.

Enough of talking..just enjoy the game and have hope for every matchup ;) Miracles can happen haha. With a little bit of luck.

Just to answer to some points from twitch chat: * I really thought it is an aggro druid * No, i didnt snipe. It is too much fun to play the game against a famous pro and watch the game on twitch afterwards to hear the comments and chat. * I waited one turn with the brawl because i had enough hp to survive easily and i hoped he would get something more big out. Especially from the Y'shaaraj. Then just had luck with brawl. * When he baited that i had no brawl i actually thought that it maybe isnt the real Savjz playing, but someone with the same nickname. Never thought of him playing so hard into it. * have not much friends that i can talk to about hearthstone. Eventhough i told some about this win, no one could really understand the meaning of this win for me and my enthusiasm about it haha.

submitted by /u/HissatsuGER
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It's still happening...

Posted: 28 Apr 2017 06:42 AM PDT

So it's been about a month now? I have to pull up Task Manager every single time I quit HS because it won't respond. It gets quite annoying...

submitted by /u/itsmechrisssss
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The NFL Draft made me think of a new play mode for Hearthstone

Posted: 27 Apr 2017 05:31 PM PDT

The Gauntlet.

150 gold to enter. Queue into a random standard 60 card list with another player.

Player 1 picks first. Player 2 picks the next two, then you alternate afterwards until both players have 30 cards.

Selection Timing

To avoid pointless stalling during the draft:

90 seconds per pick for the first 4 rounds (2 cards per player)

60 seconds next 12 rounds (6 cards per player)

30 seconds next 12 rounds (6 cards per player)

15 seconds rest of draft (16 remaining cards per player)

If time runs out, a random card is chosen for you.

Games

Play best 2 out of 3, and the winner gets 50 gold and gets to choose 5 cards from the 60 card list to keep.

Edit: Timing of the selections and formatting

Edit2: Wow. More interest in this than I thought. I definitely think the rewards would have to be balanced like people have suggested. It might be like a pauper mode where there's mostly commons and rares with the occasional epic and legendary. But considering the time commitment and the fact that it's winner take all, it's not going to be worth it for some to even try. So, no, it's NOT "give me free stuff". It's giving skilled players an opportunity to play a different mode with high stakes and high rewards.

submitted by /u/thewave983
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The best part of this meta is the adaptability of decks.

Posted: 28 Apr 2017 02:09 AM PDT

The meta is still in flux, and is also extremely diverse, from all in Aggro to Combo control, from mage to Paladin, all classes and archetypes are seeing play.(well not warlock, but at least it's good in wild.) but this aside, the aspect of this meta that's making me so happy is the tech and adaptability of the decks.

Almost all decks optimal builds change on the day, based on what your playing against. You could build you taunt warrior with tar creepers to lock up the aggression, or play deathwing to counter control. Hunter has hundreds of different variations, all better or worse not only by the speed of decks your facing, but how wide the go on the board. Even quest rouge is highly techable, from playing fans and crawler for aggressive decks, or bile fins and shield bearers. And don't even get me started on paladin. The murloc list is basically a spectrum, going from all in aggro to the greediest control, and everything in between.

I feel like i'm never playing or playing against the same lists at legend. Personally i'm constantly switching 1-6 cards out of my deck based on what the meta looks like at the time. I love being able to play so many possible variations, all powerful, but each stronger or weaker based on that days meta. This too makes the game much more skillful as you don't only need to play well, but know how to build and rebuild your deck. It's been a while since hearthstone has been so fun and dynamic, and the adaptiveness of the decks is a large reason why.

submitted by /u/mr_narwhalz
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TIL: The Un'goro card "stampede" was first used by The Cow King in the dark wanderer brawl

Posted: 28 Apr 2017 03:53 AM PDT

Druid is fun in Un'Goro!

Posted: 28 Apr 2017 04:39 AM PDT

For the first time in ages, I've felt thrill in playing, satisfaction and pride and happiness when winning, respect for opponent (rogues excluded, not sorry) when losing a game, and all while playing [[Giant Anaconda]] Druid.

No other deck has made me want to play Hearthstone beyond completing my quests for a long time, I suggest everyone gives it a try.

P.S. For extra fun, try to putting in 2 [[Blood of The Ancient One]]. The fizz when you manage to summon [[The Ancient One]], via [[Barnes]], [[Y'Shaarj, Rage Unbound]] or by simply playing bloods, is awesome :D

Edit: decklist

submitted by /u/Skayaar
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DreamHack Austin day 1 starts a few minutes few minutes! Stacked line-up, diverse meta, it's gonna be amazing!

Posted: 28 Apr 2017 08:56 AM PDT

Here you can find the stream

Here the full player line-up!

submitted by /u/Matthieist
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Lothar Uses a 10 Mana Forbidden Flame with Atiesh

Posted: 28 Apr 2017 05:07 AM PDT

Another subbed video from Chinese Trolden

Posted: 28 Apr 2017 04:45 AM PDT

3 Meteors, 3 Firelands Portals and a Flamestrike= 81.5 on hearth arena

Posted: 27 Apr 2017 08:20 PM PDT

Seriously this is crazy I am honestly wondering if this is a record for highest tier score.

http://imgur.com/UtefFxU

submitted by /u/RichardPennsylvania
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What exactly has the Hydrologist done?

Posted: 27 Apr 2017 03:36 PM PDT

She keeps saying 'eureka!' like she's made some important discovery but what kind of scientific breakthrough is 'Eye for an Eye' or 'Repentance?'

submitted by /u/Frostivus
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Drawing of C'thun I did for an art class

Posted: 27 Apr 2017 11:21 AM PDT

#justpriestthings

Posted: 27 Apr 2017 01:13 PM PDT

https://imgur.com/gallery/dyY1s when there is just nothing to do

submitted by /u/SteveOreO
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Opponent lived up to his name

Posted: 27 Apr 2017 08:39 PM PDT

Kripp wasn't kidding about Mage being random...

Posted: 27 Apr 2017 02:12 PM PDT

Deck Analysis- In-Depth Archetypes

Posted: 28 Apr 2017 08:05 AM PDT

I've noticed that people here like to discuss decks strictly as aggro/midrange/control/combo, but they never really go into the specifics of the deck. There are many types of sub-classes, which can be useful in explaining how a deck really works.

I want to use this graphic here:

http://imgur.com/a/KvGgL

It's from MtG, but it works perfectly well for hearthstone. In magic however you can regularly kill turn 3-5 with combo decks, so we will ignore that little section and focus simply on how the deck intends to play (does it control the board before combo or rush the combo? How necessary is it to combo to win?).

I decided to go through a lot of popular decks in the standard meta right now and try to label them more appropriately. Some fall exactly where you would think, while others are not easy to label because they have multiple strategies or unintuitive mindsets.

Jade Druid: Control-Combo This deck runs progressively larger threats until you can't deal with them. Does not run much early game, and has few removal options. However, it is very hard to outvalue this deck late game, where Gadgetzan and Fandral combo with Jade Idols to provide a stream of X/X's for 1.

Token Druid: Aggro-Combo Early to mid game oriented, it plays simple creatures and buffs hoping to kill you before you can wipe the board. It uses Violet teacher/Power of the wild combo to go wide quickly and can kill by turn 4 with Savage Roar if left unanswered.

Midrange Hunter: Control-Aggro (Midrange) This deck has strong early to midgame, and uses mostly fair strategies to establish a board presence. It can play aggressively against control, pushing lots of damage from beast synergies. It can also play control against aggro, with a curve of just 2.6 (pirate warrior is 2.5 for reference), but the stickiness of its minions give it a trading advantage.

Burn Mage: Aggro This deck is very aggressive early game from Mana Wyrm/Sorcerer's Apprentice, and tries to dish out as much damage as possible with early game minions. It can also stall with Iceblocks to deliver the final blow with burn. Wins in short order, and is very reminiscent of MtG's typical burn decks. Damaging spells are used primarily to go face, and almost never as removal.

Exodia Mage: Combo Pretty straightforward. This deck cares little for the opponent's plays, rushing to complete the quest and set up its board. The random spells make it inconsistent at dealing with serious threats, but it kills in two back-to-back turns.

Freeze Mage: Control-Combo The hard control variant of burn mage, this deck abandons early minion tempo in favor of freezing/stalling until Alex and then sending all the burn spells to face. It locks an opponent out with freeze, and is heavily disrupted by disruption (Dirty Rat pulling out Alexstraza).

Secret Mage: Aggro-Control (Tempo) This deck is value town in the early game, with strong secret synergies and some counterplay options available. It gets very strong and can finish out a game with burn spells if the minions are lacking damage in the later turns.

Control Paladin: Control This deck is the textbook definition of a control deck. They remove all of your threats, and eventually exhaust you of resources and then incrementally chip away at your life total until your soul begs for mercy. N'zoth is a powerful finisher here.

Midrange Paladin: Control-Aggro (Midrange) A very strange deck, it has early synergies with murlocs to establish a presence, and then maintains it with control cards, or wins quickly with Gentle Megasaur/Murloc Warleader if the board is left unanswered.

Murloc Paladin: Aggro-Combo It goes wide, and everything gets bigger from strong murloc synergies. If you don't kill it soon you will die, but it suffers from board clears.

Dragon Priest: Control Another hard control deck that wins with incremental advantages. Dragon synergy gives it efficient removal and card advantage into the late game.

Miracle Priest: Combo-Control Lots and lots of healing, and control synergies. Lyra is the main target of the deck. Spam cheap spells late game with Radiant Elementals and Lyra, and outvalue the opponent with random spells.

Purify Priest: Combo Throws generally useless cards together and sacrifices card advantage to play strong minions for less. Can one turn kill, and threats are hard to deal with since they are above the curve.

Quest Rogue: Combo The entire deck is warped around getting the quest out ASAP, and then bringing out an unstoppable army of 5/5s for 1. If the combo is disrupted, the deck loses hard (counterspell, Dirty Rat, etc). Susceptible to strong aggro decks.

Miracle Rogue: Combo Use cheap removal to get early board presence, don't die, and vomit your deck out in a turn or two later in the game. All or nothing deck for the most part. Sherazin helps get removal out and push some damage earlier in the game before the combo goes off. Razorpetal rogue can use spell damage and petals to finish off an opponent if the minions can't get through.

Elemental Shaman: Control-Aggro (Midrange) Typical midrange deck. Stay on curve and get value from battlecries. Has some late game with jades and Kalimos, and some elemental synergy for the early to mid game.

Quest Warlock: Combo-Aggro This one is tough to categorize. It uses "unfair" strategies and then abuses them if the combo pieces align. Malchezar's imp is critical for this deck to function. Wins hard if the right cards get hit, and loses too much value and gas if the wrong ones do.

Pirate Warrior: Aggro I don't think I really need to explain this one. Linear, doesn't care about disruption much, has some powerful pirate synergies. Face is the place.

Quest Warrior: Control-Combo Although many would argue this is a strict control deck, it plays with a mindset similar to freeze mage. it stalls (with taunts) and then uses the quest to outvalue and damage the opponent quickly in the late game. It trades minion stats for survivability in taunt, and usually runs very little removal (some only run brawl).

The meta seems very healthy, with basically all deck types represented and several strategies per class. Classes like Paladin, Mage, and Warrior have very different archetypes all available in standard. This is what a healthy environment looks like.

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