Hearthstone - This week's Tavern Brawl is "A Less Friendly Game of Chess " (June 27, 2018)


This week's Tavern Brawl is "A Less Friendly Game of Chess " (June 27, 2018)

Posted: 27 Jun 2018 09:04 AM PDT

Description: Things have gotten a little underhanded at Medivh's Magical Chessboard. Bring 6 unique cards and hide them under the table, they could swing the match in your favor!

Chalk Board

This is a WILD constructed deck Brawl, but you are limited to SIX DIFFERENT cards total.


Reward is a Classic Pack

submitted by /u/tharic99
[link] [comments]

There are 9093713256242809399874751986751480 possible deck combinations in Hearthstone.

Posted: 27 Jun 2018 04:29 AM PDT

There are 909 cards in Standard Hearthstone. Assuming you play 2 copies of 14 different cards and 2 legendaries, there are 9093713256242809399874751986751480 possible deck combinations...

And you all chose to play Hadronox Taunt Druid.

EDIT: The actual number is 45229429867344457095524929543449818089310754242 as pointed by u/Aaron_Lecon

submitted by /u/TheGarrote6998
[link] [comments]

Got my 6 year old an iPad for “Educational Purposes” ... here was his first ranked game. Welcome to Hearthstone, kid.

Posted: 26 Jun 2018 10:20 PM PDT

Positioning is key.

Posted: 27 Jun 2018 01:10 AM PDT

Don't forget to choose your champion (HCT summer championship) to earn 'a' WW pack.

Posted: 27 Jun 2018 05:51 AM PDT

Kingsbane should display attack amount on mobile

Posted: 26 Jun 2018 06:01 PM PDT

There must always be a Lich King, even if he is small, and green.

Posted: 26 Jun 2018 02:02 PM PDT

New mechanic from blizzard.

Posted: 27 Jun 2018 09:12 AM PDT

After 3 years I finally got my first portrait

Posted: 27 Jun 2018 06:33 AM PDT

When you thought a turn 1 tracking was a smart idea...

Posted: 26 Jun 2018 02:29 PM PDT

This is Gigagennadin. I would be very thankful if you try it and tell me what you think.

Posted: 27 Jun 2018 05:55 AM PDT

I was playing a dragon paladin deck, and I really liked a synergy between [[Twilight Drake]] and [[Drygulch Jailor]]. So I added 2x [[Mountain Giant]] and tried to maximize the chance of playing them on turn 3/4 (and removed all dragons except Twilight Drake). I went pretty fast from rank 5 to 4, but I know this isn't a much of a test. So I'm asking the community to try it and I would be really glad for any advice.

Deck Code: AAECAaToAgK5wQLN9AIO+wHcA/QFzwavB+EHjQixCLPBAojHAu3SAonmArfnAuHwAgA=

submitted by /u/maciejmaciejmaciej
[link] [comments]

Stop giving Druid high Armor gain cards as currently it is better than Healing cards.

Posted: 27 Jun 2018 12:29 AM PDT

Why Druid's card provide so much Armor, more than the best healing card in priest, and i think is even better than warrior at this point. If blizzard think healing is too good for most classes, im sure hell think armor gain is much more better than healing. As you all know Druid currently have alot of armor gain card that i think are too good. Example : <<Ferocious Howl>>, <<Branching Paths>>, <<Oaken Summons>>, <<Ultimate Infestation>>, <<Malfurion the Pestilent>> You dont need to take damaged to make full use of armor gain, most card you can play it whenever you want. It doesnt matter unlike healing as you cant heal and gain more HP after you max your health cap, so too much healing is abundant. So it doesnt make sense why they provide so much armor with no drawback.

Example : <<Branching Paths>> a card that so flexible that give you 3 choices but you can gain as much as +6 to +12 armor for 4 mana only. For comparison, Preist best healing card 4 mana <<Greater Healing Potion>> gives +12 healing (with a flexbibility that you can heal friendly minion, yeah) but you cant heal above your/minion HP Cap. Shoudn't armor gain card gives less armor than healing since you can use it at any point? And worst is that Druid card provide armor is also tied to card draw/recruit which they can cycle through their deck and gain armor at the same time with minimum to no risk. <<Ferocious Howl>>, <<Oaken Summons>> and <<Ultimate Infestation>> gives so much armor while cycling through/thin your deck. That is like giving Priest healing + cycle card but better in many ways as it gave same almost amount of armor.

Felt like the Hearthstone design team should be careful when designing card involving armor gain. Currently they kept giving Druid card that provide so much armor without any risk. They need to know in most cases armor is way better than healing. Suggestion in future design, they could : 1) Lower armor gain card provide, 2) Provide healing instead of armor, 3) have a condition/risk when playing armor gain card such as <<Bring It On>>

If you think Warlock is able to heal for more than 30 pre-nerf is bad, facing Druid gain up to 30+ armor every game in standard so easily is devastating. And it is only the 1st expansion of the year, it gonna be broken if Druid get good minion cards the next 2 expansion.

TLDR : Armor > Heal. Stop giving card to Druid that provide so much armor than healing. IMO bound to be broken in future. Suggest to lower armor provide or change to healing or have more risk in future design for armor card.

submitted by /u/yandidi
[link] [comments]

He doesn't expect that

Posted: 27 Jun 2018 05:15 AM PDT

Seconds after Dire Frenzy was played.

Posted: 26 Jun 2018 06:50 PM PDT

The rise of Naturalize in Druid decks

Posted: 27 Jun 2018 07:55 AM PDT

It used to not be long ago, when Naturalize was never in a single Tier 1 Druid deck. So what gave rise to this card?

A few reasons:

  1. Dealing with a Turn 2 10/10 Edwin Van Cleef or a Turn 3 Mountain Giant. We all remember the reverse sweep in last year's World Championship finals with Frozen vs Tom60229. Tom60229 got a Turn 2 or 3 10/10 Edwin Van Cleef off, and Frozen was powerless to stop it with his Jade Token Druid. Even with all the ramp in his deck, he didn't have enough damage or a way to stop the early 10/10 bomb. Shocking the community, I believe Naturalize became a lot more appealing after this game.

  2. Mulch rotated out. Mulch was good single target removal and was a 1 off in many Tier 1 Druid decks. Many people preferred it over Naturalize because the RNG of Mulch could destroy a big minion and just put a small minion in the opponent's hand. With Mulch gone, Naturalize is the only Destroy a Minion spell in Druid.

  3. Introduction of Witching Hour and the Taunt Druid Deck A lot of times we see Naturalize used on a Hadronox as soon as it is summoned. The reason is to prevent it from being Polymorphed, Hexed, Silenced, etc... This combo was available as soon as Hadronox was printed, but the deck didn't pick up steam until Witching Hour was introduced. However, even non-taunt Druid decks are running Naturalize now, including Malygos Druid and Togwaggle Druid.

  4. Togwaggle Druid Milling the Ransom Spell and switching decks is very fun. With Cold Light Oracle moved to Hall of Fame, Naturalize is the only card that can draw your opponent two cards, blocking the Ransom from being given to your opponent when you play Togwaggle. Its not a very powerful deck, but its fun.

  5. The Rotation of Dirty Rat and Coldlight Oracle Naturalize is a powerful tool to disrupt combo pieces and mill potentially important cards. Without Dirty Rat or Coldlight Oracle, it is harder than ever to disrupt OTK decks, because of the non-interactivity of the opponents hand.

Naturalize seems to have found its place in not only meme decks but several Druid decks in Standard (aside from Token), and it may have become an auto-pick for control style Druid for the foreseeable future.

Edited for formatting issues.

submitted by /u/pongohearthstone
[link] [comments]

Honestly I'd rather not

Posted: 27 Jun 2018 09:34 AM PDT

I drew the perfect card

Posted: 27 Jun 2018 02:16 AM PDT

That moment when a hunter is ramping better than you

Posted: 27 Jun 2018 06:34 AM PDT

I never want my deck auto-completed; instead give me the option to stay in the manager

Posted: 27 Jun 2018 09:49 AM PDT

This is minor but it has always made me slightly irritated when I hit done without completing my deck and the collection manager asks if I would like my deck auto-completed. I always hit no and I always go right back in to the editor to finish the deck. Why would I ever want a random card or two blindly thrown in? Instead the manager should warn me I'm 1 or more cards short of 30 and ask if I'd like to leave the deck manager or not. If I'm 30 cards short of a full deck I obviously know and absolutely do not want the game to randomly make a full deck for me.

Example: You're X cards short of a full deck, are you sure you're done?

Yes/No

Like...auto-complete? Really?

Rant over.

submitted by /u/lamseb2012
[link] [comments]

Brawl Idea: No Borders Brawl

Posted: 27 Jun 2018 01:50 AM PDT

I've been thinking about this kind of game mode for a while, and I've seen other people mention it on here.

What if we had a brawl where you could assemble a deck from any cards, regardless of class? Think of the insane combos and high-rolls that could be possible. Apprentice into unstable evolution, an insane burn deck with damage cards from all classes, The Ultimate control deck with all of the clears and healing you could want.

Blizzard brawl team, if (for some godforsaken reason) you are reading this, please make this a real game mode, I bet you've considered it yourselves, and you know just how awesome it would be.

submitted by /u/RusoDuma
[link] [comments]

Despite being an annoying glitch, it can look pretty beautiful sometimes.

Posted: 26 Jun 2018 01:24 PM PDT

Combo spellstone shaman is a thing baby

Posted: 26 Jun 2018 10:10 AM PDT

Post a Comment

Powered by Blogger.