Hearthstone - [0:31] The Switcheroo OTK


[0:31] The Switcheroo OTK

Posted: 04 Jun 2017 03:11 AM PDT

Anagrammed Hearthstone Cards

Posted: 03 Jun 2017 11:40 PM PDT

Hi folks, I got bored today and ran some popular cards through an anagram generator. Thought I'd share. Patches turned out particularly interesting.

Cards

submitted by /u/Great_Heep
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EU Wild Ranked around rank 5 is a bot fiesta.

Posted: 04 Jun 2017 03:46 AM PDT

EU Wild Ranked. Not quite as chaotic as people unfamiliar with Wild would perhaps imagine it to be. You can expect to face a Pirate Warrior about once in every 3 or 4 games, and the rest is almost exclusively filled with other aggro decks such as Murloc Paladin, Aggro Druid or Aggro Shaman. Less commonly, you'll see some Freeze Mages, Reno Mages and Quest Rogues, but nothing is quite out of the ordinary. Given the stupidly high amount of Aggro, I would still enjoy playing Wild if it weren't for the Elephant in the room - the absolutely insane amount of bots.

How do I know they are bots, you might ask? Well, for someone who's played since open Beta, it becomes easily recognizable in the way your opponent does his/her actions whether there's a human or a bot operating the cards.

The most obvious tell is the rhythm. Humans usually don't have a consistent rhythm when playing. Some turns would require considerable amount of thought whereas other would only take a couple of seconds. But a bot has a rhythm, even if it's not exactly the same all the time. It's hard to explain but easy to spot once you realize it.

The second tell is the class. For some reason or another, bot users prefer the Shaman class but it's not uncommon to face Pirate Warrior or Murloc Paladin bots as well. You will never face a bot user playing Priest, Mage or Rogue (at least rank 5 and above).

The third tell is the predicable greetings bots are programmed to do in response to a greetings from yourself.

Anyway, I'm freaking sick and tired of all these bots and I wish Blizzard would at least address the reality of the problem. What problem, you might ask? They're easily beatable so why are you complaining? Because it's bloody not fun. That's simply it, it ruins your enjoyment playing the game - whether you win or lose, playing against inanimate objects just is not fun.

Thank you for reading.

submitted by /u/RetrospecTuaL
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Reynad gets hit highlight

Posted: 03 Jun 2017 03:15 PM PDT

Innervate, Innervate, Coin, Living Mana on turn one

Posted: 04 Jun 2017 06:55 AM PDT

Thank you, unknown druid player, you have made my day. This is my personal "play of the month". You declined my friend request, so I thank you this way.

submitted by /u/BuckFlizzard34
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There should be some kind of rating system for new friend requests so you have an idea on whether they actually want to friend you or if they are just going to hurl abuse then delete you.

Posted: 04 Jun 2017 04:22 AM PDT

If they add you just to say "kill yourself idiot" then delete you, you can give them zero stars and the next people they try to add will know its not worth hoping they just want to talk about how interesting your game was.

submitted by /u/malgollllll
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Well, that happened. [Randomonium Tavern Brawl]

Posted: 04 Jun 2017 06:56 AM PDT

Was up against a paladin who had a 2-2, 2-1 and an innocent 1-1 silver hand recruit.. Never thought my end would be at the hands of a Dinosized triple Blessed Champion'd silver hand recruit when I ended my turn. http://imgur.com/a/Qy5Cx

submitted by /u/RDxBido
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Hotform faces down an insane Evolve

Posted: 03 Jun 2017 04:24 PM PDT

Three months ago, this post was said

Posted: 04 Jun 2017 05:23 AM PDT

Sad ending for Hone, after coming back from an 0-2

Posted: 03 Jun 2017 10:47 PM PDT

Explaining a hidden and misunderstood keyword: "Return", and it's cousin "Shuffle"

Posted: 03 Jun 2017 08:38 PM PDT

I would like to help spread awareness of a part of Hearthstone players don't seem to get: "Return" is a keyword (or rather, should be), and has a specific meaning and rules. What has sparked my desire to make this post is the recent patch 8.2 where Pyros was fixed and no longer incorrectly works with Spirit Echoes. Since that patch several people have assumed that nothing was fixed with Pyros or that the resulting fix is actually a new bug, but Blizzard really DID fix an existing bug, people just don't realize it because the rules haven't been laid out to them.

"Return" is a simple concept: Move from point A to point B, with point A being "wherever the card happens to be but not point B" and point B being defined in the card text (usually to the hand). It gets VERY complicated quickly though, as there are hidden rules to it. Note that Return (as I define it, and how it works in-game) MOVES a card, and does not copy it. This is why Spirit Echoes can not stack, if you move a card from your field to your hand, it's already in your hand and you can't move it to your hand a 2nd time as it's already there. Return also doesn't care about the current status of the card, which means if you force a living minion to Return (like though a Hunter's deathrattle trigger cards) it will leave the field instantly.

Now, as to what Blizzard fixed in the patch: Pyros is no longer compatible with Spirit Echoes. Why? Pyros Returns itself to your hand as a transformed card, and before the patch Spirit Echoes would Return a 2nd card of the Pyros that died to your hand. This is inconsistent with the "Return" keyword, which can't make a 2nd copy of a card, and can only move the copy that existed. so Blizzard fixed it by making Pyros incompatible with Spirit Echoes, which is now consistent with how Return works in Hearthstone. Someone has also mentioned how Getaway Kodo won't trigger on Skeleton Knight if he wins the joust, which is completely logical: If the card returns itself, it can't re-return itself because it's already there!

"Shuffle" is a similarly misunderstood card. Many players have tried to activate the Deathrattle of Malorne early to get extra copies, only to find their minion flying off into the deck. Well, Shuffle is essentially: Move this card directly into the deck, and then mix the cards. Now, that sounds obvious, but it's important to note as it means you cannot stack this with Return, as the card can't be in two places at once.

The confusion likely stems from the fact that "Return" and "Shuffle" are rare, and most cards have a different wording that isn't so limited. Thistle Tea and Mimic Pod both add COPIES to your hand, for example, which gives a lot of players the idea that cards can be copied or duplicated at any time, even though that isn't true in any case where "Return" or "Shuffle" is used. Many people have lost games due to the misconceptions of these "Should-be keywords", and I hope people can learn to check the wording on cards because they absolutely matter in these cases.

I'd love to here some better wordings or ideas on how to say this, if anyone has a better way to explain this concept. Blizzard can absolutely mess up, and this patch is full of bugs and oddities, but I want to give Blizzard props for fixing a bug that most people are treating as a NEW bug instead of a bug fix.

submitted by /u/thegooblop
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Vicious Fledgling is far too powerful, at least in Arena

Posted: 03 Jun 2017 01:00 PM PDT

I understand that a base, 3 mana 3/3 card is typically not that difficult to remove, however it is starting to become necessary to try and draft around that card. I feel that a vast majority of my Arena games are decided by Vicious Fledgling. You will hear plenty of people say that if it doesn't get windfury it is useless however with so many options like +3 health, cannot be targeted by hero power/spells, stealth, and divine shield it makes far too easy to avoid death and at that point, most times only a taunt can really stop it.

I like adapt, I think it it is an awesome mechanic. I'm okay with snowball cards like Vicious Fledgling as well. I'm not sure if some of the adapt options are just too versatile for the card to remain 3/3 at 3 cost and I get that it has a very specific condition to trigger but in the early game I feel you have to keep any removal cards in arena due to just how quickly things can get out of hand.

I'm no professional, and this card is certainly not completely broken but in arena it can be far too difficult to deal with and whoever draws it first is going to have an unbelievable advantage.

submitted by /u/tenfootgiant
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Reynad gets hit highlight

Posted: 04 Jun 2017 06:46 AM PDT

My 11 yo son drew a picture of a corrupted leper gnome from WOW, and it looks just like the GVG [[Gnomeregan Infantry]].

Posted: 04 Jun 2017 09:09 AM PDT

He's really proud of it. :)

For Gnomeregan!

submitted by /u/jackerez
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Justicar not working with Maiev

Posted: 03 Jun 2017 03:20 PM PDT

Theory about card backs/next expansion

Posted: 04 Jun 2017 02:12 AM PDT

So my good friend Ender890 came up with this little theory about what might be the next expansion about, based on the last 2 card backs released.

CB for May was Sunwell, and the one for June is going to be Dalaran. If July's theme is going to be Northrend, I think it's pretty much certain who are we going to see in the next update.

The themes of these cardbacks are the places that Arthas visited, in order.

What do you think? Is it a little far-fetched or plausible?

submitted by /u/KashDraggy
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This Pirate Warrior Is Going to Regret Playing Leeroy

Posted: 04 Jun 2017 03:57 AM PDT

[Serious] Theory and discussion about why we hate x deck.

Posted: 04 Jun 2017 07:02 AM PDT

Greetings! I have started playing hearthstone two years ago. Have not reached legend yet, but I did reach rank 5 a few times. I consider myself an active member of this subreddit, but I could never experience one thing, that most of the community apparently could. Hating an archetype. There were many "cancer" decks since I started playing (about when tgt launched) from face hunter, secret paladin, aggro/midrange shaman, pirate warrior, quest rogue, etc..

Some of you reading may think to yourself "found the pirate warrior/quest rogue/cancer player", and sometimes you are right. Sometimes I play and enjoy playing decks like pirate/dragon warrior. But, my favorite class is rogue, my favorite deck is renolock, my favorite card is deathwing (original), and generally like control/fatigue decks more, so hope that helps my case.

Most of the hate from the community is directed towards aggro decks. Though people hate literally any deck. ResidentSleeper warrior that does nothing but pass all game, or midrange decks that just plays mindlessly on curve, combo decks that do nothing just draw cards, and even meme decks get hated for being rng clown fiesta sometimes. In my opinion, this hate is mostly originated from a combination of two things (besides aggro, about which I will write more later).

1) People has to blame their losses to something. Hating decks often bring positive experience to the person hating it on multiple fronts: If he wins against it, he feels like he has beaten unwinnable odds, and feels like he brought a little justice to the world. So hating a deck makes you more happy to beat said deck. On an other front, it feels less bad losing against it, because he says to himself "he had an unfair advantage playing with that brainless cancer deck anyway". So you feel happier beating it, and less bad about losing to it. Shifting the blame to the other player instead of your deck choices, plays, and to an extent, rng. (of which I will not talk about in this thread)

2) Other people has told them to hate it. If I wouldn't have encountered the SMOrc song, I never would've thought of thinking face hunters have unfair advantages. It's probably the same for other people. A new player getting to the game, having them told by the community and their friends that midrange shamans with 4 mana 7/7's, 0 mana 5/5 taunts, and thunder bluff valiants are cancer, you are likely to follow it, as you probably don't consider yourself enough of a pro to question the community. A lot of people don't think for themselves, and this mentality will often not fade. It is also easy and useful to pick up this mentality, because of point 1).

About aggro decks: Hate may quickly grow against a balanced deck that sometimes wins in a way you couldn't prevent. Such as a pirate warrior winning turn 4 while you didn't draw anything. Sometimes the secret paladin had the nut curve and quest rogues has the nut opening hand. However, in my opinion, that is not the norm - just people tend to remember these events more (confirmation bias). They lose ~50% of the game, and we have no reason to think that they win all other 50% by making no hard decisions in the game. In fact, I argue that we have no proof, that, for example, pirate warrior in gadgetzan meta is any harder to play than renolock.

Sure, if you tell a beginner he only needs to drag minions to face, he will win games with pirate warrior, while with renolock you have to explain stuff about value trading, card advantage, etc.. But, beyond the basics of the game, which are fairly easy to pick up in a few weeks at max, your most hated aggro deck has to make complex decisions as much as your favorite control deck. Even in vicious syndicate articles stated in the gadgetzan meta, that aggro shaman had a high skill ceiling. Quest rogue is generally accepted as a hard deck to play. And I think if you play an aggro deck seriously and competitively, you have to make a lot of calculations about your and your opponents outs, as you are usually the one with the more options in the early game. I think it very often goes unnoticed, when an aggro player made the correct play, and more importantly, when it didn't.

I'm interested about what your thoughts of this topic are, if you hate a deck, why do you think you hate it, why do you think others hate it? Do you agree or disagree with the theory above? I'll leave my brief opinion here: I don't hate archetypes, I hate cards. I wish there were less babbling book and glyph type of cards, and more ysera types. But I generally accept these card's outcomes, and try to plan around cards I feel like I can afford to.

TL;DR: I think most commonly hated decks are hated because of a combination of social pressure and having something to blame losses to. I'm also interested in having a serious discussion about this, and hearing your opinions.

submitted by /u/gbBaku
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Reckful loses to bot

Posted: 04 Jun 2017 08:31 AM PDT

Congratulations to the 2017 HCT Asia-Pacific Spring Playoffs winner!

Posted: 04 Jun 2017 04:18 AM PDT

Mage!

Watch the finals here between Mage and Tredsred: https://www.twitch.tv/videos/149342501?t=07h49m26s

Great to see someone from New Zealand take out the local playoffs. Kranich, Tredsred, CitizenNappa and Mage all advance to Shanghai!

submitted by /u/Naly_D
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Where else future expansions might lead? Few propositions inside.

Posted: 04 Jun 2017 09:51 AM PDT

Despite not being canon, Hearthstone still takes flavor from it's spinoff older brother, World of Warcraft. Every expansion needs a theme to stand off from the other cards, probably for marketing value. Many zones are not as distinctive as Un'goro crater, however, here are some themes/locations Team 5 might use for the future expansions in Hearthstone. Let me start from two most obvious ones:

  • Icecrown Citadel is cold and scary place of reisdence of the Lich King himself - mostly that title means Arthas Menethil, final boss of Wrath of the Lich King, considered the best WoW expansion to date. No wonder it's heavily hyped by the community - but we won't see it any time soon. Team 5 would have to solve problem with epicness/strength balance of potential Arthas/Frostmourne card as well as fact of closing the door for new Death Knight class - even though they currently have no plans for creating additional classes.

  • Pandaria also known as Pandaland has same problem as ICC - it's a vast land with thousand of opportunities, but it could potentially serve to introduce Monk class along with Chen Stormstout as a hero. Either way, guess I don't have to explain why making 130 cards out of this inspired by eastern culture land shouldn't be a problem: jades, warrior monks, ninjas, dragons, koi and the Sha... actually, forget about jade.

Now here is where the fun begins:

  • Caverns of Time are located in southeast Kalimdor on the desert of Tanaris in close proximity of Gadgetzan. It's home of Bronze Dragonflight to which, among others, belong: Nozdormu, Chromie or Kairozdormu. Caverns of Time have a lot of potential, because of the endless timelines they provide, possibilities are also endless. The most famous alternative timeline would be End Time, featuring corrupted echoes of Baine, Jaina, Sylvanas and Tyrande as well as Murozond, corrupted version of Nozdormu and leader of Infinite Dragonflight.

  • Dalaran is a city-state of mages. Home of Kirin Tor and some pretty shit wizard Khadgar. Once located in Lordaeron it was moved to Crystalsong Forest during WotLK and then to Broken Isles, where it is a hub and safe haven for both Alliance and Horde players.

  • Gilneas used to be a capital city of the state of same name. It's been abandoned after it was attacked by Forsaken forces and the Worgen inflicting the curse turning most of the citizen into worgens, including King Genn Greymane himself and as well as Lord Darius Crowley, one tough motherfucker. Inspired by english victorian and gothic culture, Gilneas expansion could provide transforming cards (think Shadows over Innistrad cards or berserkers from Gwent).

  • Tol Barad is a secret prison located on the island west of Eastern Kingdoms shore. The expansion could be a follow-up to Mean Streets of Gadgetzan after crime-lords and leaders of the three gangs were caught and incarcerated - which probably won't stop them from plotting revenge. Flavor-wise sounds great, gameplay wise... plz no more jades.

  • Outland/Draenor so far has been barely touched by Team 5. Probably because it lacks coherent them as a whole and indivudal zones don't feel distinctive enough. Despite that Shattrath, Hellfire Citadel and the Iron Horde certainly don't lack potential, as long as we're not forced to run Garrisons.

  • Darkmoon Faire is a recurring in-game event and neutral zone. The magical faire is place where heroes can get some fun with such attractions as The Humanoid Cannonball or Darkmoon Carousel. Fits perfectly the quirky and whimsical climate of Hearthstone.

  • Broken Isles/Legion - the newest WoW expansion is known for the return of Illidan, the eponymous Burning Legion and yes, Artifact weapons. The latter being focus of the expansion - powerful weapons with interesting effects, similar to Atiesh. I think we should make them ooze-proof though. In addition Suramar is beautiful city that could get an expansion on its own.

  • Winterspring - if Team 5 ever decides to make an expansion tied to winter, but not as fierce and grim as in Northrend, Wintespring is perfect place for it. Do not mistake if for Wintergrasp.

  • South seas - they have pirates aaand... guess I should stop right here.

submitted by /u/Spikeroog
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FeelsToastMan

Posted: 03 Jun 2017 07:09 PM PDT

My opponent is no Sherlock...

Posted: 03 Jun 2017 01:08 PM PDT

Crazy Arena Deck (2 Booms, Deathwing)

Posted: 04 Jun 2017 06:50 AM PDT

So I don't post to reddit at all really but I've always wanted to post a picture of this arena deck I drafted a few years ago. I saved it until a few weeks ago when un'goro came out and finally tried it out. I ended up getting eleven wins which surprised me since its early game wasn't very good. Cards not shown: Avenge, Blessing of Might, Worgen Infiltrator, Argent Protector http://imgur.com/a/CxDb1

submitted by /u/rubrducky6380
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