Hearthstone - Streamer Sundays Weekly Discussion


Streamer Sundays Weekly Discussion

Posted: 26 May 2018 05:11 PM PDT

Do you enjoy watching streamers? Do you wish there was an easier way to find new up-and-coming streamers beyond the well-known, established Twitch goliaths?

Do you have a stream yourself? Are you looking to get exposure but not sure how given how Twitch displays streams and how one-shot stream promotion posts on Reddit tend to get ignored? Is anyone still reading these questions?

This thread is for you!

If you are a streamer or know of a cool, lesser-known (read: doesn't regularly pull in 1K+ viewers) streamer feel free to post the URL and a short, informative pitch about why you feel others would be interested to watch it. Why should someone watch your suggested stream rather than one of the hundreds of other streams out there?

The next great streamer might be just one comment away.

Enjoy!

Note: I am a bot. Questions or feedback regarding this thread? Message the moderators.

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Gilneas in Peril ! The infographic

Posted: 27 May 2018 04:14 AM PDT

Deathstalker Rexxar into jeweled macaw into chameleos into Amara

Posted: 26 May 2018 12:57 PM PDT

3 Cheapest and Best Budget Decks for Current Meta - Less than 2k Dust

Posted: 27 May 2018 04:57 AM PDT

Hi guys, Asmodeus here. I've been asked to recommend very cheap budget decks so I've prepared 3 very inexpensive lists. All of them are below 2k dust and don't require any epics or legendaries while at the same time being good enough to get decent ladder ranks with them.

Here you can see a video featuring a more detailed description, gameplay footage with these decks and a golden turnip :D https://www.youtube.com/watch?v=ph9E8T6Hx4k

And here are the decklists with the deck codes:

Budget Paladin

### Budget Paladin # Class: Paladin # Format: Standard # Year of the Raven # # 1x (1) Argent Squire # 2x (1) Lost in the Jungle # 2x (1) Noble Sacrifice # 1x (1) Redemption # 1x (1) Repentance # 2x (1) Righteous Protector # 2x (1) Secretkeeper # 2x (2) Dire Wolf Alpha # 2x (2) Hydrologist # 2x (3) Divine Favor # 2x (3) Unidentified Maul # 2x (4) Bellringer Sentry # 2x (4) Blessing of Kings # 2x (4) Saronite Chain Gang # 2x (4) Spellbreaker # 2x (5) Fungalmancer # 1x (7) Vinecleaver # AAECAZ8FBIwB6AH1BYPHAg2eAcgEpwXyBa8H2QezwQK4xwKbywLjywLR4QLW5QKt8gIA # 

Budget Warlock

### Budget Warlock # Class: Warlock # Format: Standard # Year of the Raven # # 2x (1) Argent Squire # 2x (1) Fire Fly # 2x (1) Flame Imp # 2x (1) Kobold Librarian # 2x (1) Voidwalker # 1x (2) Acidic Swamp Ooze # 1x (2) Demonfire # 2x (2) Dire Wolf Alpha # 2x (2) Vulgar Homunculus # 2x (3) Tar Creeper # 2x (3) Vicious Fledgling # 2x (4) Saronite Chain Gang # 2x (4) Spellbreaker # 2x (5) Cobalt Scalebane # 2x (5) Doomguard # 2x (5) Fungalmancer # AAECAf0GAooH9ggOMPcE8gX1BdkHwgifwgLrwgLKwwKbywLKywLx0ALy0ALR4QIA # 

Budget Hunter

### Budget Hunter # Class: Hunter # Format: Standard # Year of the Raven # # 2x (1) Candleshot # 2x (1) Dire Mole # 2x (1) Hunter's Mark # 2x (2) Crackling Razormaw # 2x (2) Scavenging Hyena # 2x (2) Vicious Scalehide # 2x (3) Animal Companion # 2x (3) Bearshark # 2x (3) Eaglehorn Bow # 2x (3) Kill Command # 2x (3) Unleash the Hounds # 2x (4) Flanking Strike # 2x (4) Houndmaster # 2x (4) Lifedrinker # 2x (6) Savannah Highmane # AAECAR8AD40BqAK1A+sH2wntCYEK/gyOwwLXzQLd0gLh4wKL5QL27ALv8QIA # 

GL&HF!

Asmodeus

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Blizzard pls fix

Posted: 27 May 2018 03:07 AM PDT

420 Blazecaller OTK it!

Posted: 27 May 2018 09:22 AM PDT

What you do in 2 turns, I do in 1 turn

Posted: 26 May 2018 11:59 AM PDT

Voyage through Vashj'ir: A 135 custom-card fan made expansion

Posted: 27 May 2018 07:05 AM PDT

Hearthstone's heroes need a vacation, bringing them to the tropical city of Vashj'ir, and underwater civilization full of nagas, sea monsters, murlocs, pirates, and more! This expansion features a new keyword, Salvage, and a minor theme of adjacent minions.

Salvage is a new keyword that, when activated, gives you a copy of a card played (from hand!) earlier, that matches the description that follows. A card can't Salvage itself, and unless it specifies otherwise, can Salvage from any card type, rarity, or player.

Druid is a class featuring sea monsters, and places focus on big cards and big hands.

Hunter also features sea creatures, but is more aggresive with wider and stronger boards.

Mage has plenty of elementals, and introduces many ways to keep generating and interacting with old and new spells.

Paladin develops big boards of murlocs and uses multiple buffs to power them up, along with a minor appearance by dragons.

Priest has many tricks and nagas to steal enemy cards and keep their own minions alive.

Rogue uses pirates and 0-cost cards to develop extra value and keep their pressure up.

Shaman has murlocs and elementals that work together to widen the board and deal with enemy threats without losing card advantage.

Warlock can uses its nagas to turn demon's drawbacks into potential upsides.

Warrior has pirates that generate value from whirlwinds, and plenty of larger defensive options.

Neutral commons, rares, epics, and legendaries help to supplement archetypes and decks with a variety of mechanics.

I hope you enjoy the expansion, and leave any feedback you have!

submitted by /u/otterguy12
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For the Damaged Warlock..

Posted: 26 May 2018 01:31 PM PDT

This jungle hides many secrets! [Elise cosplay by Issabel]

Posted: 26 May 2018 12:27 PM PDT

Quityourbullshit: HS Edition

Posted: 26 May 2018 05:29 PM PDT

When is Cairne Bloodhoof getting some animation love.

Posted: 26 May 2018 07:42 PM PDT

He is a legendary, when played is like dropping Yeti, his play voice is also weird imo don't understand a word.

submitted by /u/phoeniks314
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Warlock cards that reward low health work better than "self-damage on your turn". There should be more of them.

Posted: 27 May 2018 12:01 AM PDT

When I saw the Warlock Witchwood cards that reward damaging yourself on your own turn such as Duskbat and Duskweb Spider. So I tried to make a midrange "self-harm" deck incorporating them. However, this is the deck I ended up with:

https://www.hearthpwn.com/deckbuilder/warlock#85:2;122:2;305:2;368:1;398:1;422:2;482:1;55466:2;55488:1;55529:2;62901:2;62903:2;76924:2;76925:2;76926:2;76991:2;77010:2;

There are no Witchwood cards there. Not a single one. There are, however, two cards that reward self-harm in very different ways: Hooked Reaver and Amethyst Spellstone. But why are these so much better than the Witchwood cards?

Because the reward is substantially better with self-harm.

Why does this matter? Because self-harm isn't free, especially on your own turn, and done on your own terms. There is a degree of control over the flow of the game that is necessary to make sure your health as a resource is something you can afford to spend. There is also a degree of risk, which justifies the reward, which are often cards that are efficient and cheap in mana.

The problem with the Witchwood cards is that they are minimal risk for minimal reward, but you spend a lot more in mana and sometimes more cards for the effect. Let's look at the bat: it's 3 mana 2/4, but with self-harm you can get two 1/1s. It's a decent reward, but the earliest you can get it is turn 4 with a 1-mana self-harm card, or turn 3 with a 1-mana self-harm card and a coin. The only way you can avoid spending an extra card is with hero power, and always on turn 5 at the earliest, because the self-harm reward cards are all Odd cards and can't be played with a 1-mana hero power.

At that point, the Witchwood cards are basically Combo/Inspire cards that force you to be inefficient for a small boost. You need to draw well just to get them out as soon as possible. Meanwhile, it's entirely possible to get a 4-mana 7/7 with Taunt or a deal 7/heal 7 spell out on turn 4 and have that swing the game.

In short, in the future, please make Warlock's self-damage reward cards more efficient, more worth the risk, and something where I have to earn control over its effects for myself rather than have it built-in to the card at the cost of efficiency and reward. Hooked Reaver is my favorite example of this card; instead of rewarding spending extra cards on your own turn like a Combo card, it simply rewards having lost health with a big board swing.

I suspect the point of the Witchwood cards is to avoid having cards like the Magma Giants creating giant busted board states that reward you for "losing" and punishes the other side for hitting you and "winning". But the problem isn't in the playstyle, you just have to modulate the reward.

PS- Jaraxxus is cooler and sexier than Bloodreaver Gul'dan that's why he's in the deck also he automatically activates the Hooked Reavers and also shut up I love him.

submitted by /u/moodRubicund
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[Spoiler] Congratulations to the winner of the Titanar Invitational!

Posted: 27 May 2018 06:34 AM PDT

Orange takes the grand finals with a dominating 3-0, grabbing the lion's share of a $30.000 prize pool!

submitted by /u/Matthieist
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Idea for a level 60 reward: class themed card back

Posted: 26 May 2018 11:30 AM PDT

I saw a video from a couple months ago where ben brode was answering twitter questions about hearthstone, and one of the ones that came up was "would there be any special reward for maxing out a class?" and I thought a special themed card back could be a great way to show your devotion to the class you just finished the long level grind on.

I looked to wow, specifically the class order halls, for ideas on this. The themes (and a bit of the lore behind them) I came up with were these:

  • Paladin: Silver Hand. United order of paladins who get broken up but reunited and chill in the paladin order hall. It's the order Uther, Arthas, and the recruits you summon all belong to. Alternate idea: Army of the Light. This is the army of draenei led by the human paladin Turalyon that players help fight the Legion on their home world of Argus. This technically fits both priests and paladins, but with Turalyon being the latter I think it belongs here.

  • Warrior: Valarjar? I know they were hanging out in the warrior class hall but I also know a lot people didn't really like them, so a card back devoted to them as a warrior reward might also make people a bit upset. I think if there were enough of an iron theme in there it could fit.

  • Hunter: Trueshot. I couldn't come up with anything better than this. It's a bit lazy to just name it after the class hall itself but I think it still fits well enough.

  • Druid: Cenarion Circle. I haven't played a druid in wow so I'm not sure if these guys actually show up that much in the class hall, but I do know they're the big organization of druids that shows up literally almost everywhere else in the game. Certainly a great candidate for a druid themed card back.

  • Shaman: Earthen Ring. No brainer here, these guys are like the Cenarion Circle for shamans.

  • Rogue: The Uncrowned. I also haven't played a rogue in wow, so this is from Wowpedia, but it seems like they're the big united rogue faction in WoW: Legion so I thought it fit.

  • Priest: Saa'ra/Netherlight. This one could be like half-light half-shadowy to fit that theme they pushed for in Legion and a naaru themed card back (with all their crystal shapes and stuff) seems like a both intuitive and overdue choice.

  • Mage: Tirisgarde. More order hall stuff here. These guys are the order of mages players belong to in Legion, who were called upon by the Council of Tirisfal (more mages) to hunt down the rogue guardian Aegwynn (super powerful mage, mother of medivh). Alternate idea: Kirin Tor. A bit like the Cenarion Circle or Earthen Ring but for mages this time. The reason I put them second is that, being led by Jaina, they haven't always exactly been faction neutral.

  • Warlock: Black Harvest. Still more order hall factions here. This is a council of 6 warlocks who get together and do their warlock thing. Players help them fight the legion in WoW. This card back could be themed after them or their hideout, Dreadscar Rift.

If y'all have any better ideas than those or if I got some lore wrong in there, please let me know. I don't know my wow as well as some other people.

Edit: I suck at reddit formatting

submitted by /u/Deathbrush
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Can we make an advertisment for the Anubarak + Entomb gamebreaking bug?

Posted: 27 May 2018 04:31 AM PDT

This has been in the game for at least 2 years and Blizzard seems to outright refuse to even acknowledge its a thing. Best polishing in the industry btw.

submitted by /u/facetheground
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Let me tell you a little story

Posted: 27 May 2018 04:01 AM PDT

Back in February 2015 one afternoon i was really really bored. I was on Youtube watching some random stuff, but as a recommended video i saw this:

https://youtu.be/dL_aTWu3Tcc

I had no idea what was happening, just somehow something related to WoW. "Well...lets give it a try" i thought to myself. In one clip Day9 was crushed by a wisp and he had so much fun. By his reaction i figured that this is something unusual. "Hey this game looks fun, how much does it cost? It´s for free?!?! Awesome..let's download this."

12 hours later i finished all the AI stuff and i was ready for some PvP action. Man..i was nervous (and tired).

2 months later i spent my first money on hearthstone. I bought Naxxramas, shortly after that the new adventure Black Rock Mountain. And for the first time i also bought some packs (15). Times were good back then (had no clue about the undertaker stuff before my time).

It´s no surprise that mage was my class with the most wins for a long time. I mean it´s the first class you play and it´s relativly easy to get good results with the basic cards. There was also this other class...druid...with this well known Force of Nature + Savage Roar Combo (14 damage from hand for those who don´t know). "I will never play brainless class" i thought to myself.

But then my all time favourite card was introduced: Aviana. The cards looks cool and the effect is just awesome. I actually played some Astral Communion Druid and some combo decks. An Expansion later C´Thun was introduced and after that Kun the Forgotten King. I think at this point you may know what my all time favourite and most played deck is. OTK C´Thun Druid.

And now after 3 years, 3 months and 15 days i finally have my first hero with 500 wins: https://imgur.com/a/DpXvw2Q

It´s been a long journey with some up and downs, with fun and frustration (i´m looking at you shaman), but overall i can say that hearthstone is above average... :D But seriously... a game which can entertain me and still has my interest after 3 years playing is doing something right. A big thanks to the developers (especially BBrode), to all the streamers (especially Trump, Kripp,Toast and Savjz) and to the community who cares a lot about this game.

submitted by /u/Snoxk
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Ok, this kinda makes me want a mountain dew

Posted: 27 May 2018 09:31 AM PDT

If Hearthstone was an IRL CCG game like Magic, what cards would be the expensive/sought after ones?

Posted: 26 May 2018 10:27 PM PDT

With games like Magic: The Gathering, a lot of times, the rare, powerful cards end up being really expensive to purchase because they are meta-defining.

In your opinion, which cards in Hearthstone would be high value if this game was an actual card game, without crafting, and how would it affect the meta?

For example I think that [[Psychic Scream]] would be a pricey card, as its core to control priest decks, much like Settle the Wreckage is core to white control decks in MtG.

I also believe that [[Frost Lich Jaina]] and [[Bloodreaver Guldan]] would be the equivalent to the Karn and Teferi of Dominaria, as just very rare, very sought after cards.

And I think [[Bloodmage Thalnos]] would be a high value card not because he is the strongest legendary, but because he fits so well in so many decks, similar to the latest Karn.

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Thijs getting memed in top legend

Posted: 27 May 2018 02:02 AM PDT

Completed the Priest Quest as Thief Rogue

Posted: 26 May 2018 01:00 PM PDT

Picking A Deck: The Frequency-Dependent Effect

Posted: 27 May 2018 06:57 AM PDT

Summary: In maximizing your win rate, picking the most powerful deck according to the statistics isn't always the best way to rack up those legend points. While it's not a bad strategy, it opens you up to an important weakness: your opponent knows what you're doing and how to beat you. If you can throw your opponent off and cause them to make poor assumptions about what you're likely doing, you can inflict heavy costs on them.

I've played at one of the preliminary events for the HCT event before. This might be strange, given that I never tried to get HCT points or played in any tournaments that would give them. I just happened to receive enough points one season because of a top-25 finish by accident.

This was right after the release of Whispers of the Old Gods. I had seen N'zoth's First Mate and Bloodsail Cultist and thought to myself, "well, those cards look nuts," and so put together a Pirate Warrior deck (in the days before Patches). This was the deck that carried me to the top-25 finish, and it performed absurdly well. But why? The answer lies in what the meta looked like at the time: when it came to Warrior, just about everyone else on ladder was playing Control Warrior. It was basically the default list. This means when I queued a ladder game, my opponents often made a bad assumption about what I was playing, and they tended to mulligan for their slower, greedier cards over anti-aggro tools. The result was many people getting run over well before they could do anything about the pressure I was putting out.

This demonstrates the power of frequency-dependent power levels: some classes exhibit a higher-than-expected win rate at times because of what decks that class typically plays.

One of the classic examples of this - beyond the one I just listed, was the old case of Warlock playing both Zoo and Handlock decks. When you didn't know which Warlock you were playing against in advance, it was hard to mulligan correctly, and making a bad decision in that opening stage of the game can determine the entire course of the match. Did you keep that Big Game Hunter? Well, if you're playing against Zoo you're now sort-of down a card. Did you keep that Backstab? Well, now that doesn't kill Drakes or Giants.

If you're hoping to reap this advantage, three things need to hold true. First, the class you're playing needs to have decks with opposing strategies. The more different the two decks of the same class approach a game, the better off you can be. Second, though this isn't really it's own point, the more common one of those strategies are, the better off you are. Finally, the decks you are facing need to have different game plans you can exploit. Let's go through each in turn

This advantage can be reaped by classes which play different decks that have opposing mulligan strategies on the part of the opponent.

We've already seen two examples of this in Pirate/Control Warrior and Zoo/Handlock, but let's also consider some non-examples. Right now, Rogue has two popular archetypes: Miracle and Odd Rogue. This might lead one to think that Rogue can gain this competitive advantage, but they really cannot. The reason is that both Rogue archetypes have a similar game plan - pushing for early-game tempo and burst killing - and even play many of the same cards. If your opponent is looking for largely the same cards in both matches as both tend to work well against your deck, you cannot reap the advantage.

However, lately I have been able to reap this advantage with Rogue by playing Kingsbane lists instead. Though the edge isn't huge, when my opponents are mulliganing for early game removal, they quickly find that it gains no purchase against the Kingsbane list and they're often ending up down a card or two - effectively - in the early stages of the game. This gives me more time to set up my combos and cement my position.

The more common one strategy is, the better off you are

This is related to the above point. When Warlock is about 50/50 between Zoo and Handlock, one can make a pretty decent guess about what to mulligan for and their deck is more likely to contain answers to both decks. But what if Zoo was 90% of Warlocks instead. Now people will almost always mulligan for Zoo (the win maximizing decision), leaving you a window to exploit with Handlock. Moreover, they may not even have cards for dealing with Handlock effectively in their deck at all. Being aware of the pulse of the meta is important for this end.

This can make some novel decks look better than they actually are when they catch an opponent off guard. When you're the only person on ladder running around with a new list and people are making mistakes against you, it's easier to capture those wins. However, as the deck becomes more popular and people understand what they're playing against, the win rate drops accordingly.

The decks you are facing need to have different game plans you can exploit

As I've written about before, in constructed, good decks usually amount to decks with consistent and powerful synergies, the sum of which are greater than the individual parts (Lackey + Pact being a good example). Good decks are rarely just piles of good cards put together. This is why I'm very critical of decisions to include tech cards in decks, as they are only there to stop your opponent's game plan, rather than further your own.

The reason this point is important in this context is because it highlights another benefit to playing a deck with a straightforward game plan that is usually looking to do its own thing - largely the same thing - each game no matter who their opponent are. Face decks are a good example. These aggressive decks are largely looking to do the same thing every game, almost regardless of what their opponent is doing. As a result, novel decks that trouble leveraging this advantage against their straightforward competition: your opponent isn't making as many assumptions about your deck in the mulligan phase, and so you can't really throw them off their game by making them make bad decisions. This is a strong point in favor of playing decks of your own with such game plans; it simplifies your mulligan and game play decisions and you should, in principle, make fewer errors there (though you can still get punished by unexpected AoE or play around non-existent AoE).

A related point is that control decks - those looking to react to their opponent's strategy - are easier to exploit and also tend to do worse in non-established metas as they simply don't know what they need to control well enough (and, accordingly, how) until things have settled. They need more information to settle

For more like this, follow on Twitch and Twitter

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Do you think is it still worth to play weapon removal and silence in this post-nerf meta?

Posted: 27 May 2018 09:15 AM PDT

In aggro? In control? And why yes or no?

Just want your opinion.

Edit: Add Geist in this tech cards list.

submitted by /u/vanille159
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The Meta Looks Beautiful, Let's Take A Moment To Appreciate That

Posted: 26 May 2018 09:29 AM PDT

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