Hearthstone - [K&C] New Paladin Legendary Minion Revealed by Gamers Origin - Lynessa Sunsorrow


[K&C] New Paladin Legendary Minion Revealed by Gamers Origin - Lynessa Sunsorrow

Posted: 27 Nov 2017 07:00 AM PST

New Kobolds & Catacombs card revealed by Gamers Origin, French gaming site.

Card Name: Lynessa Sunsorrow
Class: Paladin
Card type: Minion
Rarity: Legendary
Mana cost: 7
Attack: 1
Health: 1
Card text: Battlecry: Cast each spell you cast on your minions this game on this one.
Source: Gamers Origin

The translation is official and provided by Blizzard.

submitted by /u/stonekeep
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[K&C] New Warlock epic revealed by 掌游宝

Posted: 27 Nov 2017 02:04 AM PST

Cataclysm (image from Hearthpwn)

Class: Warlock

Card type: Spell

Rarity: Epic

Mana cost: 4

Card text: Destroy all minions. Discard your hand.

Source: Chinese site Zhangyoubao. Chinese Image

submitted by /u/czhihong
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Custom Card from a year ago. Glad to see it as an upcoming card!

Posted: 27 Nov 2017 02:54 AM PST

[K&C] 3 New Shaman Cards Revealed by TouchArcade: Kobold Hermit, Primal Talismans, & Windshear Stormcaller!

Posted: 27 Nov 2017 10:02 AM PST

[K&C] New Paladin Epic Spell Revealed by Kranich - Call to Arms

Posted: 27 Nov 2017 04:00 AM PST

New Kobolds & Catacombs card revealed by Kranich, a Korean player/streamer.

Card Name: Call to Arms
Class: Paladin
Card type: Spell
Rarity: Epic
Mana cost: 4
Card text: Recruit 3 minions that cost (2) or less.
Source: Kranich

The translation is official and provided by Blizzard.

submitted by /u/stonekeep
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Something's been bugging me about this card reveal season. Third party websites are using it to gain traffic, whereas it's supposed to give community contributors some exposure. Let's discuss this issue.

Posted: 27 Nov 2017 05:52 AM PST

So, what's happening?

Yay! It's card reveal season! Everybody can finally speculate and discuss the upcoming Kobolds and Catacombs set as cards trickle down into the community. Much like other expansion releases, many community contributors get to reveal a card. This a reward for the effort they put in keeping the Hearthstone community alive, and is supposed to give said community contributor some time in the spotlight and expose their content more.

During the card reveal season, websites like Hearthpwn, Hearthhead and HSTopdecks (and possibly a few more in non-English communities) get the to-be-revealed cards in advance. This is done so they can create a proper page for the card with the correct English translation of it, leaving no-one wondering what the actual effect is. Additionally the sites can write a nice article about the card, evaluating it a bit. In and of itself this is a great idea.

However, something that I've been noticing on this subreddit, is that some of these sites use their knowledge to gain traffic for their own site. Instead of posting a thread linking to the original source, the link directs you to their site with the English version of it. Here's an example of what I mean.

In those articles, and sometimes in the comments, these sites do mention the original source, but it still kind of defies the purpose of Blizzard giving the community contributors a card to reveal. Take Fal'dorei Strider as an example, to be revealed by Baumgott. The thread itself links to Hearthpwn. In the comments you'll find that the submitter has summarized everything there is to know about the card, including the source.

However, if you click on that source, you'll find that Baumgott has made a perfectly fine video. Sure, it's spoken in German and the initial reveal is of the German version, but the entire video is subtitled and not long into the video all cards shown are in English, including Fal'dorei Strider. It seems Baumgott put quite some effort into making it, and because of how (let me be clear: in this case) Hearthpwn submitted it, fewer people will notice that. No biggy for most redditors, perhaps, but I cannot imagine the community contributors being too happy about it.

My suggestion for an ethical solution

I want to make clear that I fully understand why these sites are doing. They've got a business to run and generating traffic is the way to do it. Still, it's not particularly respectful towards the community contributor who was supposed to gain some extra fame. They worked hard for it and deserve those couple of extra clicks.

The question now is: what would be a fair solution? After all, these websites post their articles first, so in a way it's fair they get attention. A step in the right direction was taken by Hearthhead's /u/Stonekeep, who created a text post for Call to Arms.

Still, I think it can be improved more. My suggestion would be that the title links to the source, or that in the text post itself only the source is linked. Then, in the comments, these third party websites can summarize the card and link to their own article. They know when the card is gonna be revealed, so this all should be able to be prepared by said sites.

Let's have a discussion about this. Should this be done? Should the mods enforce this, or is this up to the sites ethical values? What do you guys think?

submitted by /u/Matthieist
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Hearthstone's biggest problem isn't the rising cost of the game. It's the unwillingness by developers to balance the game correctly because of players purchasing cards. [Long Post]

Posted: 26 Nov 2017 10:03 PM PST

When Hearthstone first came out, I was enamored by the game. Like many others addicted to the game, I spent something like ~$2,000 on cards, and played ~10,000 games (I didn't count). I had a lot of fun. However, this is the first expansion where I will not keep up with the latest release of cards, because of the abhorrent state of competitive play, in particular how narrow and shitty the metagame is.

I've seen a lot of posts on the increasing cost of the game. While this is undoubtedly true, I think this is only a small part of the larger picture when it comes to the deterioration of the game. The largest issue I see is the unwillingness by developers to balance the game correctly because of players purchasing cards.

This has wide reaching effects. On the road to that major point, we need to touch on these four issues that are interrelated: the unwillingness to rebalance cards, the rising cost of good decks (and the loss of budget decks), the dust system, and the ladder system.

In the below comments I will be realistic as Hearthstone is a business, and speak from the perspective of Blizzard trying to make money. However I do think there are things that Blizzard can do where players will be more happy AND they will make more money.


Unwillingness to Rebalance Cards

This is by far the biggest problem I see with Hearthstone. Every time a card is changed, it's always a nerf (never a buff), it's usually designed to remove it from the game entirely, it happens way too late, and sometimes the actual offending cards escape the ban. The often cited motivation for not changing a card is because it jabs the people that buy them. But tunnel vision on this one benefit has led to large losses everywhere else.

First, it's not even as much of a benefit as people think. The large buyers pretty much have all the chase legendaries, and are relatively unaffected by such a nerf (think Dr. Boom). It's only the small buyers that saved up dust and crafted one legendary. There is an easy way out though - just look at who crafted the legendary in that season. Everyone who did, gets to undo their crafting. That neatly solves the problem, although implementation details are hairy (but possible).

I wish the fear of offering a dust refund wouldn't affect balance the way it does now. Even if the system switched to absolutely no dust refunds, I think that would be an improvement over what we have now. Plenty of other games have that. If eg. in League I buy a $35 Ezreal skin and they nerf Ezreal, well I'm shit out of luck, because the balance and competitive integrity came first. This has IMO proven to be a better approach.

I think there are also psychological reasons internal to Team 5 that aren't discussed. Changing a card admits failure in the original design. Instead of embracing that and trying to improve, Blizzard routinely closes their eyes on these problems until they are absolutely forced to. We have seen this countless times where Blizzard allowed Jade Druid to be played at a 90%+ prevalence rate in top legend for months (recently), but also Unleash Hunter, Patron Warrior, Totem Shaman, Miracle Rogue, Christmas Paladin, Mech Mage, Dr. 7, and so on (in history). Also, the standards seem to be too low. When you have statistics like some card is making the deck win 55% instead of 51%, that is a massive difference, not a small one, and motivates a substantial effort, not a passive approach.

I wish that Hearthstone balance were like most other games where they edited things monthly, constantly tweaking and readjusting. In other games, no one is complaining about the existence of regular balance updates. (For example, no one says "I wish that no balance patches ever happened, so that way my OP legendary sword doesn't get nerfed.") Blizzard also seems to have forgotten that it is possible to buff shitty cards. This mindset of being so resistant to balance changes is probably the #1 issue with the game right now in my opinion.

Only a short time ago, there was a fluke where something like a 16 deck meta existed where each deck was within 1% of each other. That was one of the best times I had playing Hearthstone. However, it is basically impossible for even the best balance team to get it right every time. Imagine how often that would happen if they were allowed to tweak cards every month.

My suggestion is resume informal discussions with pros, they should be discussing all the time about what buffs and nerfs should be made. They should communicate more, like we think these 5 cards are the most underperforming, and these 5 cards are overperforming, and we are considering these changes to come by the end of the month, etc. There should be monthly balance patches and the discussion about the health of the meta should be open so that feedback can happen and be acted on quickly.

For all the talk about protecting purchases, the number one customer they are not protecting is someone that buys all the cards every expansion. Those core customers are the customers they need to protect the most, and are evangelizing the game to other people. When that kind of player buys all the cards and then the meta is 1-3 decks and clearly broken for months on end, it is a huge slap in the face to those (most loyal) customers.

Food for thought: In theory, because class-specific cards exists, there should be at least 9 tier 1 meta decks, one per class.


Price of Good Decks Rising + No reasonable budget decks

Nowadays there are many chase legendaries that are required in a good deck, but that wasn't always the case. For example, in the Naxx patch, most of the top meta decks were between 1000 and 4000 dust. At the TGT launch, most of the top meta decks were 2000 to 6000 dust, with the exception of a couple decks like Control Warrior which was 12k dust (I'm fine with this.) By the launch of Gadgetzan, most of the top meta decks were 6000 to 12000 dust. (I used various meta sites and eyeballed the costs to arrive at these estimates.)

Today, the top meta decks are firmly at 12000 dust. Here I have copied the dust cost of each deck in the top 3 tiers of the TempoStorm Nov 19 2017 meta snapshot, which should provide a reasonable estimate.

Tier 1 Decks, Nov 2017

Archetype Dust Cost
Tempo Rogue 10300
Highlander Priest 10040
Jade Druid 10160
Big Priest 12320
Big Druid 15360
[Average] 11636
[Median] 10300

Tier 2+3 Decks, Nov 2017

Archetype Dust Cost
Midrange Hunter 2080
Aggro Druid 4120
OTK Priest 4160
Purify Priest 4320
Zoo Lock 5240
Pirate Warrior 5800
Tempo Mage 6920
Control Warlock 6960
Quest Mage 7800
Aggro Paladin 8160
Token Shaman 8760
Pirate Rogue 9080
Control Mage 9980
Murloc Paladin 10000
Miracle Rogue 12940
[Average] 7088
[Median] 6960

What happened? It's not just big decks, with Medivh/Alex/Lich King/Deathwing/Dragonlord/Kun/Y'shaarj, Ysera, Barnes, and so on. Every major deck now has must-play chase legendaries such as Patches, Kelseth, Sunkeeper, Finja, Raza/Anduin/Lyra, Greenskin, Malfurion, Aya Blackpaw. Many of these legendaries are class/archetype specific. This never used to be the case.

Only 1.5 years ago (April 2016), the very first HS Meta Snapshot looked like this. Top decks were half the cost, and weak decks had on average one legendary less. Many decks were playable for under 3200 dust. If one went back even further, the decks on average were even cheaper - 2.5 years ago almost every playable deck was under 4000 dust. Today, only a legendary-less Midrange Hunter fits that description.

Tier 1 Decks, Apr 2016

Archetype Dust Cost
Aggro Shaman 2600
Zoo Lock 4200
Miracle Rogue 6560
Nzoth Paladin 12160
[Average] 6380
[Median] 5380

Tier 2+3 Decks, Apr 2016

Archetype Dust Cost
Midrange Shaman 1740
Face Hunter 2520
Beast Druid 2680
Patron Warrior 2780
Overload Shaman 2840
Aggro Paladin 3320
Midrange Hunter 3580
Dragon Priest 4580
Tempo Mage 4600
Freeze Mage 5680
Maly Rogue 6360
Nzoth Priest 6920
C'thun Druid 7940
Ramp Druid 8960
C'thun Warrior 9720
Reno Lock 11000
Nzoth Rogue 12160
Control Warrior 13760
[Average] 6174
[Median] 5140

Whereas before legendaries did something unusual and interesting, nowadays it seems legendaries have become much more pivotal and unreplaceable in good decks. This is a growing problem where the gap between budget and good decks is way too large. It is also impacting gameplay substantially too (which is hurting the overall experience of the game), because so many more games are now decided on whether certain key legendaries are drawn or not, as their power level is way above the baseline because the power level has been pushed to where they are must-includes with no replacement.


Dust System

The idea behind the dust system is centered around being able to price discriminate whales by scaling the cost of the packs. Basically, you have some true average value of the pack (~100 dust), plus a bonus based on how missing your collection is, which can make the pack worth up to ~400 dust on average. This makes it so the same pack has less value the more of it you buy. This is a standard business idea for a free to play game, and incentivizes players to buy early in the expansion.

The problem with this system is that it has been tuned too poorly. To their credit, Blizzard has decided to guarantee an extra legendary in the first 10 packs, have Epic and Legendary "pity timers" that remove worst-case outcomes, and remove the ability to pull duplicate legendaries. These are all steps in the right direction but miss the elephant in the room.

The main issue is that the ratio between the best and worst average value of the pack is too high. For example, if a pack is $1.25 for X of value (let's call this "new pack value"), then later it is $1.25 for X/4 of value, this is the same as $5 for that same new pack value. This is way too high a ratio. This is exacerbated by the fact that it now takes 20% more packs to get a full set of the new expansions (because there are more legendaries), plus expansions are more frequent (say, 3 times a year instead of 2). This means there are now 180% as much total things to purchase (from 100%).

I think the reason for this choice was because disenchanting was pushed as a main mechanic of the dust system (which was a response to duplicate pulls - they want you to feel like you opened a nice card even if you already own it). If you could choose your legendary, they didn't want you to collect the chase legendaries too fast. But this leads to all sorts of problems. For example, a Standard-only player could feasibly dust their entire rotating-into-wild collection. This keeps the floor dust value of each card lower to compensate for this effect.

However, most of the card sales are pushed by people looking to get different complete decks that they want to either experiment with or play competitively. If by the time they get 1 complete deck, the cost of 1 new pack value is say, $2.00, or $2.50, etc. (and a corresponding increase in the time to get that value based on the free/quest rewards), then it starts to disincentivize playing to get gold to continue collecting new decks, and also disincentivizes purchases.

Before we look at fixes, let's ask what should the system do for three types of paying players playing relatively casually: $10/expansion, $50/expansion, and $250/expansion. In my opinion, that $10 player should have one legendary not of their choice that they can build a deck around, and access to reasonable tier 2 decks. The $50 player should have a few legendaries including a couple of their choice, build most/all tier 2 decks, and have access to at least one or two tier 1 decks. And the $250 player should have access to all tier 1 decks. (Of course like usual, more time spent playing the game and more progress in ranked play will reduce these prices.) Other players might be upset by this statement, but I think this is a reasonable expectation that is reflective of what others are willing to pay for what level of experience playing the game.

If we agree on these goals, then I think what they should do, (while it will be considered radical by many - similar to banning the auction house in D3), is the only real way to solve the problem. Here are just some initial thoughts on the subject.

  1. Remove the ability to disenchant a card if it will bring the number of copies you have of that card below the number playable.

  2. With no early disenchants, Blizzard is now free to make disenchanting give half the value back (commons and rares are 1/8 and 1/5 right now, rest are 1/4). This will reduce the ratio but also the variance in pack opening. This will increase the floor value of every pack massively. If everything went to 1/2 and commons went to 1/4, the floor value of a pack would go from 40 dust to 90, which seems reasonable.

  3. Make it so you cannot pull a triplicate epic prematurely (similar to no duplicate legendary rule).

  4. On every expansion, provide a welcome bonus of 1 random legendary when making a $10 purchase (10 packs), 2 legendaries when preordering $50 (50 packs), and 3 (golden?) legendaries when preordering $150 (150 packs.)

  5. Introduce intertemporal price discrimination. If an expansion lasts say 4 months, then in the last 2 months provide sales or other ways to gain value with purchases. Even something simple like repeating the welcome bonus offer at the $10 and $50 tier is great. This is based on the fact that the value of packs go down substantially over time, both as collections grow, as the cards become closer to rotating out, and as the new set begins for which initial pack openings of the new set exceed the value of the old set.

  6. Create a bundle of $40 that can be purchased only once, for new players to catch up on the most common cards in the Classic sets, including a few theme decks of varied Tier 2 archetypes that are actually playable. Also, create single player challenges (dungeon run or otherwise) similar to arena, that will reward random Classic cards [similar to Forge system in Eternal].

  7. For golden cards, make them occur a bit more often since now you can't disenchant. Whales spending $2k-5k should have a golden deck. I read a post recently where someone who spent $15k on the game doesn't even have 1/3 of a golden collection. Retune the golden card dust prices substantially so that golden decks aren't basically a pipe dream, and aren't just dust fodder. Right now a golden legendary essentially costs 8 times the "new pack value" of a regular legendary.


Ladder System

At the beginning of Hearthstone when everyone was bad, ladder was okay. But now with the cost of good decks being higher, deck trackers, net decking, and more gameplay experience from veteran players, veteran players are a lot better than new players. There is absolutely no reason legend players should be placed into the rank 16 pool. This is not just an insulting waste of time for the legend player (which can cause people to quit, because so much of the experience is gated by having to beat up noobs every month), but a terrible experience for the new player who is legitimately rank 16.

The top 100, 200, 500, 1000, and all Legend players should start at rank 1, 2, 3, 4, and 5 respectively. Everyone else should get 4 bonus stars, and these kinds of resets should happen less frequently (say, every expansion). You can still provide rewards every month without needing to reset. This is the easiest fix to the system. I think they should go even further and put in place a pro-ladder style system (similar to Gwent) but I'm not even asking for that (even though it's something that absolutely should already be in the game).


Conclusion

While I have touched on many of the issues, there is still a lot to discuss. Obviously, not every solution I have attempted here is perfect - it is not my job to fix the problem, and it requires a lot more thought. However, I am certain that Blizzard absolutely needs to rethink their policy on when card balance is appropriate, and any pillars (such as the dust system, and how casual players will be affected) that motivate that policy.

submitted by /u/awice
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Make Common and Rare cards worth 5 more dust when disenchanting

Posted: 27 Nov 2017 04:07 AM PST

This would make the disenchant-to-craft ratio align to Epics and Legendaries. Since right now you have to disenchant 8 Commons to craft 1, and 5 Rares for 1. While Epics and Legendaries both have a 4-for-1

This would also increase the average pack worth by 25 dust! May not sound like much but hey, it's something!

TLDR: makes crafting-disenchanting raito the same for all rarities, increase average-packs by 25 dust.

submitted by /u/olawan
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Disguised Toast banned from YouTube.

Posted: 26 Nov 2017 12:14 PM PST

Hearthstone Past Metas #3 - 2015

Posted: 27 Nov 2017 03:36 AM PST

With a new fresh meta incoming, what better time than this to reminisce about past metas of Hearthstone. In a series of five posts, we will wander through the metas of the past. We have already covered 2013, and 2014, and today we will move to the year of 2015.

GvG meta – Healbot era

It is early 2015, and the Goblin vs. Gnomes set has been out for almost a month. As discussed in the 2014 article, many of these new cards immediately got their place in already existing decks (such as Glaivezooka (Aggro Hunter), Shieldmaiden (Control Warrior), Imp-losion (Zoolock) and Antique Healbot (Handlock). These four deck archetypes in particular were pushed to the top in January 2015. Before the set came out, Antique Healbot was deemed to be too weak to see play, but the extra survivability was very much needed for especially the Handlock, which could now control its own life total even more.

The Zoo deck also tried to experiment with Undertaker, but the 29th of January 2015, Undertaker finally suffered for everything it had done to the metagame. The nerf to only buffing +1 Attack instead of +1/+1 whenever you play a Deathrattle minion hit very hard, and would change the metagame.

Post Undertaker – Mechs arise!

Now with Undertaker gone, another aggro deck had to step up to become the next control killer. In February this was definitely Mech Mage. With explosive starts like curving Cogmaster – Mechwarper – Shredder – Blastmage, this deck could finish games as early as turn 5. If the game was longer, they could utilise the spare parts they had gathered and conjure some extra Fireballs with Antonidas, or slam down Dr. Boom to finish the game. It was the perfect mixture of early pressure and sustain. During this period, a Fatigue Mage was also developed, where the strategy was to stall the game using freezes, Deathlords and Sludge Belchers, and then copy your board using Echo of Medivh. For a new player, this deck was very frustrating to play against, and the games were very long.

Another deck that was on the rise was the Midrange Paladin, which had just gotten plenty of new cards such as Shielded Minibot, Muster for Battle, Quartermaster, Piloted Shredder and Dr. Boom to finally push into the top tier. With very sticky minions, a Paladin with the right curve would just run you over. Two other decks that were very common in this meta was the Oil Rogue and the Ramp Druid. Statistics from a tournament infographic from this time showed that the most dominant legendary during this time was Dr. Boom, appearing in 70% of all decks. Because of this, the king of tech cards Big Game Hunter was featured in 42% of all decks, and these two cards really shaped the meta at this point. Piloted Shredder had outshined Chillwind Yeti in the four-drop slot, appearing in 64% of decks.

The second adventure Blackrock Mountain was just around the corner, and up until the release, the metagame shifted a bit. People started to experiment a bit more with the Oil Rogue, pushing it up to the top. Players like Kolento, MrYagut and Orange tweaked the decklist their own ways and proved to be successful. Players were also subbing out Mountain Giants in the Handlock for the more popular Demon Handlock. The Undertaker nerf didn't stop Firebat from continuing the SMOrc with Face Hunter, and the Midrange Combo Druid was developing in all kinds of directions, always being just behind the top decks.

Adventure 2 – Blackrock Mountain - (Everyone, get in here!)

April 2nd came the first wing of Blackrock Mountain, and it shaped the meta immediately. Two cards from the first wing already would change the way we look at the game forever, Emperor Thaurissan and Grim Patron.

Thaurissan opened up space for plenty of combo decks, and gave existing combo/control decks a major power level bump. In late April the card was featured in five out of the top six decks in the meta (Midrange Druid, Oil Rogue, Handlock, Control Warrior and believe it or not, Freeze Mage is back). The other card, Grim Patron, would create a whole new archetype in Patron Warrior (decklist). When the deck first emerged on the ladder, people thought it was inconsistent, but fun. This was possibly due to the high difficulty of piloting the deck. It is still viewed as one of the most skill intensive decks to ever have existed in the game. A few weeks into the meta, Patron Warrior had secured itself at the very top of the hierarchy, and it was the deck to beat. The Patron Warrior deck had shown itself to be the very thing that Blizzard was trying to counter with nerfs; interactive gameplay. It was not impossible to deal over 40 damage from an empty board, and the only deck that could possibly deal with it was the high-end decks such as Control Warrior, Handlock and Ramp Druid.

Another card from the BRM set that proved itself to be very useful was Imp Gang Boss, which got a spot in the Midrange Zoo Warlock. This deck had very high potential to high-roll, just winning games from the draw. However, it had two natural predators in the Patron Warrior and Freeze Mage, which kept it in check. Quick Shot was also a card that saw play in the new Hybrid Hunter, which rose to the top in May.

EDIT: /u/adilmaru mentioned that it would be a crime not to include Flamewaker, and I do not want to be in Blizzard jail. This card alone gave birth to the Tempo Mage which utlises cheap spells and strong early game to gain a tempo advantage. Despite being very weak to Grim Patron, Flamewaker was played a lot during its lifetime in standard.

Up until the second expansion The Grand Tournament that was to be released in August, the meta was fairly constant, with Malygos Warlock as the only new deck. It became popular in late June and stayed in the meta for about 2 months before it was falling out of favour for the more traditional Handlock.

Expansion 2 – Welcome to the Grand Tournament, champion

In order to understand the full turn-around that this set had on the meta game, we need to look at what classes haven't been mentioned so much in this article so far. Shaman had been struggling to find a good Midrange build for ages, with good support in the basic/classic set from cards like Fire Elemental, Bloodlust and Flametounge Totem. This expansion gave this deck archetype three really strong cards in Totem Golem, Tuskarr Totemic and Thunder Bluff Valiant, and even though it would take a little while for these cards to get their time in the spotlight for real, already now we saw Thrall as a real threat to our top tier decks (decklist).

Priest hadn't had a good deck since back in the days when Mind Control cost 8 mana, and while there had been decent attempts from Amaz and others of finding a good build, nothing had truly worked until now. Wyrmrest Agent, Twilight Guardian and Chillmaw finally added that last bit of power to the existing Dragon Priest shell that was introduced in Blackrock Mountain with Blackwing Corruptor, Blackwing Technician and Twilight Whelp. This deck was here to stay, and Priests had finally gotten an archetype worthy of top tier (decklist).

Paladin was a class that had seen little play in all stages, but no deck was powerful enough to break through. The Midrange version with Shielded Minibot and Muster for Battle was strong, but not strong enough to compete with the rest. However Mysterious Challenger (prediction video) changed that by introducing a new archetype in Secret Paladin. It really put the curve in "Curvestone" by putting down threat after threat until you couldn't answer them anymore, and after playing Dr. 6 you could enjoy watching your portrait fill up like a Christmas tree.

Some other notable cards from this set that changed archetypes were:

  • Justicar Trueheart, who pushed the Control Warrior into a very powerful state. This deck archetype would just get better in 2016.

  • Refreshment Vendor, who could be used as a supplement to Antique Healbot in Control decks that required much healing.

  • Gormok the Impaler, who immediately showed its worth in Zoo, and would go in and out of the meta game for a while.

  • Darnassus Aspirant and Living Roots, that would improve the already quite strong Combo Druid to a state where it could actually compete with the Patron Warrior and Secret Paladin.

  • Elemental Destruction and Healing Wave, that together would form the basis of the Control Shaman for the next two years to come.

  • Argent Horserider, who would get its time to shine in the upcoming Shaman meta game.

  • Bash and Alexstraza's Champion; two good cards that improved the quality of the Warrior decks, and helped creating the Tempo Dragon Warrior in a later meta game.

Blizzcon 2015 – A Swedish prodigy

Up until the World Championships of 2015, which was going to start in the end of October, the Secret Paladin, Patron Warrior and Combo Druid dominated the meta. At the 20th of October, a week before the tournament, Warsong Commander was finally nerfed, ripping the Patron Warrior charge combo to pieces, which was probably for the better. The deck had been in the meta for about 5 months and people were tired of it being too strong. For the World Championships, Ostkaka and Thijs didn't get the memo and both brought Patron Warrior without the charge combo. This turned out to be a 200 IQ move, since both players advanced to the semi-finals, where they battled it off in the best match of all time. This Freeze Mage mirror had exactly everything, and Ostkaka managed to win the series and take the finals over Hotform, thereby winning $100.000 in prize money.

Ostkaka brought a line-up with Patron Warrior, Oil Rogue and Freeze Mage. Three incredibly hard decks to pilot, and showed that a good deck in the right hands can beat the mainstream ladder decks in Combo Druid and Secret Paladin. Hotform's line-up was a bit different, bringing the Combo Druid and a Tempo Mage, which since the Warsong Commander nerf became very popular.

Adventure 3 – League of Explorers, Trogg's rule

Right after the tournament, the 12th of November, the third adventure was released in League of Explorers. This is one of my personal favourites, and arguably one of the most flavourful and interesting addition to the game. This was also the era of the Aggro Shaman, where Tunnel Trogg and Sir Finley Mrrgglton found a place. This was an incredibly fast deck, that ran 7 one-drops and relied on finishing with Lava Burst and Doomhammer + Rockbiter Weapon. This deck surpassed the Combo Druid and Secret Paladin on the ladder, and became the new #1.

A few weeks later, people started to realise the power of Reno Jackson, and hence the RenoLock was born. With the inclusion of Brann Bronzebeard and Dark Peddler, this deck found its way up to tier 1 very quickly. These two cards also made it into the Zoolock, which also was a force to be reckoned with at this time.

Freeze Mage players were happy to see Ostkaka win a tournament with it in the line-up, and the addition of Forgotten Torch made it even more popular (decklist).

Tomb Pillager proved to be a great addition to the Oil Rogue archetype, and the Miracle Rogue, providing some extra coins for the Auctioneer.

Other decks that were created during this time included the Anyfin Paladin, and the Egg Druid.

That's it for 2015. Hope you enjoyed it. Feel free to comment if there are any decks you feel should be highlighted from this time that I missed. I tried to keep it as short as possible without missing important information. Next time we will journey through 2016, with the cards added through Whispers of the Old Gods, One night in Karazhan and Mean Streets of Gadgetzan. There was also a huge nerf to some of the core cards in the beginning of the year, which we will go through to see what changed.

TL;DR

2015 was a turbulent year, with decks like Patron Warrior (decklist), Secret Paladin (decklist), Aggro Shaman (decklist, and Renolock (decklist) saw the daylight for the first time. Priests finally got a valid deck in Dragon Priest and the Combo Druid terrorized the meta with their 14 damage from hand. Cards like Emperor Thaurissan, Justicar Trueheart and Reno Jackson would spawn new ideas of control/combo decks that would emerge in 2016.

EDIT 1: Added some info about Flamewaker and Tempo Mage

submitted by /u/Reelox14
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Finally figured out why I am stuck at rank 9

Posted: 27 Nov 2017 09:33 AM PST

Disguised Toast, Trump, and Brian Kibler on Streamer Showdown today at 11AM PST/2PM EST (~3 hours from now)

Posted: 27 Nov 2017 07:49 AM PST

Who: Disguised Toast, Trump, and Brian Kibler with Garrett Weinzierl hosting.

What: Streamer Showdown is an online game show where contestants will be playing a series of fun games.

Where: http://twitch.tv/disguisedtoasths

When: 11AM PST/ 2 PM EST / Countdown


Cardology
Name the card based a series of hints.

Twitch Chat Says
Contestants guess how Twitch chat responded to survey questions.

Whose Kappa Babies? (NEW GAME)
Guess which two streamers are the parents of these face-morphed babies.

Artstone
Pictionary Hearthstone style.

Dank Memes
Contestants add the top and bottom text to an image and Twitch chat votes on the dankest.

EmoGG
Players guess what the voice line is based on the emojis shown.


Donate: https://matcherino.com/tournaments/9081

submitted by /u/Vindexus
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Behind the Scenes: Crushing Wall art

Posted: 27 Nov 2017 06:14 AM PST

First time it happened to me...and the last

Posted: 27 Nov 2017 09:46 AM PST

Hungry Ettin - Kobolds & Catacombs Card Revealed by Gamer (GNN Taiwan)

Posted: 26 Nov 2017 07:00 PM PST

New Kobolds & Catacombs card revealed by Gamer, a Taiwanese website. We have the proper English translation image below.

Hungry Ettin

Class: Neutral

Card type: Minion

Rarity: Rare

Mana cost: 6

Card text: Taunt Battlecry: Summon a random 2-Cost minion for your opponent.

Attack: 4

HP: 10

Source: Gamer (GNN Taiwan). Translation by Hearthhead. (Official)

Other Info: Standard 2-Cost minions. Wild 2-Cost minions.

submitted by /u/Skiffington_
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[Spoiler] Prediction on what the Paladin legendary weapon will be (with proof).

Posted: 27 Nov 2017 12:45 AM PST

The new paladin weapon will almost surely be Val'anyr.

First off there was a picture that clearly shows the weapon in one of the reveal pictures from week 2

compare this (the one from the reveals) with this (the ingame model) the hilt is very clearly the same.

furthermore the weapon could only be made with fragments of valanyr and can only be completed with Paladin,Shaman,Priest,Monk and Druid as you can see here

Monk doesn't exist in hearthstone and the other classes legendary weapons have already been revealed which makes it very likely that this is for paladin.

The weapon also was only used by healers, i believe it will support healadin (which makes sense considering blackguard and the new djinn)

Im very excited for it personally, feel free to discuss :)

submitted by /u/Gamefighter3000
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Firebat Blows His Opponent's Mind

Posted: 27 Nov 2017 08:34 AM PST

Prediction: Warlock weapon

Posted: 27 Nov 2017 01:50 AM PST

So since I saw Rin i thought, there is no way they will print something this awful with no support at all. Then it hit me.

Warlock weapon will probably read something like this : IF you discard a spell, cast it instead.

That way you can probably build the whole deck around Rin that can be fun and maybe powerfull.

submitted by /u/Woodpecker023
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Attending K&C preview event and interviewing Peter Whalen (Senior Game Designer) today. Anyone got any burning questions they want asking?

Posted: 27 Nov 2017 02:11 AM PST

I'm a journalist for Gamereactor.eu and heading to the Kobolds & Catacombs preview event this afternoon. I'm not a pro player by any means but I've been playing Hearthstone since 2015 and realise that some of the more hard-hitting questions and concerns that get raised here on Reddit often don't get answered by Team 5.

With that said, does anyone have any questions they want asking? Preferably Kobolds & Catacombs related as that's what the event is for.

EDIT: Interview is done, got a good few of your guys questions in. Keep your eyes peeled for the full article with all the responses.

submitted by /u/delqhic
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Post an overpowered/joke custom card. Then 'balance' it to be reasonably playable, in the comments.

Posted: 27 Nov 2017 08:38 AM PST

Let's see if the community is as good at balancing as it thinks it is!

The premise is in the title. Post a custom-made card (just text, or you can use this ), then in the comments, apply a reasonable balance patch to it (add developer-style commentary for extra fun/amusement).

By 'reasonably playable' I mean it doesn't end up in the auto-include or the never-played list. Bonus points if it's balanced for both standard and arena!

submitted by /u/Zarhon
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New Chinese Card Reveal, Hungry Ettin

Posted: 26 Nov 2017 07:14 PM PST

name a more iconic duo... I'll wait.

Posted: 26 Nov 2017 04:17 PM PST

When you open a golden blood of the ancient one, you know what must be done

Also TIL even if you have a golden copy of blood of the ancient one, barnes still pulls a non-golden copy

submitted by /u/RoyalCobalt
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Finally. First time legend. (wild...)

Posted: 27 Nov 2017 01:45 AM PST

Finally, after playing since release, I've reached legend. In wild.

Been a filthy casual for so long, didn't play a meta deck untill Mean streets and been hoovering around rank 5 till 1 since then, but only tried the push once before, and didn't make it. And apparently I love commas.

Being a filthy casual, playing mostly on my iphone during lunchbreaks and on the subway (And sometimes at home on my ipad) without any form of tracking, legend feels like an accomplishment, so I felt like sharing it with you guys.

Obligatory proof: https://imgur.com/a/h0JEK

I played from rank 18 to 10 with two different hunter decks, a trap/deathrattle and a deathrattle egg deck. 10 to 1 was mostly Recruits paladin and some token druid, before doing the last push with Token druid. The Recruit paladin had an insane win rate untill it suddenly didn't anymore. Got totally wrecked at rank 1...

Decklists: Egg: AAEBAR8G7Qm5Dbm0AoW4AqbOAobTAgz7BfcN+g2BDscP2w/RFLkXibQCk7sCq8ICnM0CAA==

Secret: AAEBAR8KhwTJBO0JuQ2QENEU4KwCw8wCnM0ChtMCCp4Blwj+DPcNgQ74sQLEtAKdzALTzQKmzgIA

Token: AAEBAZICBo4QmxCRvAKfwgKvwgLkwgIM9wPmBaEG5QfBqwK2swLNuwKGwQLrwgKbzQKVzgKR0AIA

Recruit: AAEBAZ8FBvQF+g7JFpG8ArnBAoPHAgynBdQFsQjqD+wP7Q/ZrgK7rwL/rwK4xwLZxwLjywIA

I can not claim real ownership of any of these decks. Both hunter decks and the recruit deck is from redditors, the Token one is "homebrewed" in the way a token druid CAN be home brewed, in other words, it's probably pure meta....

Last but not least some thoughts and tips:

-The tilt is real. For so long, i didn't believe in tilt. "it happens to shitty players, not me" I always thought. I was wrong. On some subconscious level losses make me lose more. This season is the first season I applied breaks after two consecutive losses and it did wonders. ONCE during this run I didn't apply my "two loss" rule and I de-ranked from 3 stars rank 1 to 4 stars rank 3. Sometimes I did something completely different and sometimes I played casual with Reno Hunter. Moral of the story: The tilt is real.

-Know thy enemy. Know the meta, is it a big priest or a raza? A midrange or a giant hunter? Secret or reno mage? Knowing the "enemy" is so important. And the best way to know the meta? Play the decks. I've played a lot of decks, but especially decks I've been losing to. It's no better way to know how to beat a deck than to lose with it yourself. The first time i did this was with pirate warrior. I used to hate pirate warrior, then I played pirate warrior and it stopped being terrifying. Besides it's fun trying the meta. Except for Jade Druid, never tried it, never will. Such a complete douche deck.

-The priest problem. Raza and Big Priest is smothering the meta. The decks are wicked strong, especially Raza. It's not unbeatable, but when 5 out of ten decks ( at times) you meet are priest, the meta gets stale and boring (just like it did with aggro shaman, quest rogue, jade druid, pirate warrior etc. etc.) I really hope they nerf Raza and that somethings happens with big priest, cause these decks bore me to death (Even playing them myself bores me) Priest deserves good decks, but not oppressive ones.

-Feed on the negativity and give back positivity. I always add friends. Some people are, like you all know, complete asshats. Feed on them. Feed on their salt and rage. Do they yell at you for playing aggro while the play Raza priest? Wallow in their rage. Do they wish cancer upon you and your family? Tell them to cry more. Fuck the haters. But the good people out there? Those guys who share deck recipies, those who spectate your games and give you encouragement when you struggle and cheers you when you win? Those guys are the best and worth all the slimy haters you have to add to find them. I love spectating games and to spectate you need friends. Don't mind the haters, be a positive part of the community.And don't spam emotes. It's just childish and you will get squelched. In short. Don't be a dick.

That's all for now. Sorry for going on and on. And if I can make it, you can too!

TL;DR: I made legend. Awesome!

submitted by /u/Spears001
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