Hearthstone - Really bad matchup


Really bad matchup

Posted: 07 Jul 2018 01:47 AM PDT

Just met a guy called “WastingTime” who roped consecutively every turn. Whoever you are, you are not human...

Posted: 07 Jul 2018 06:53 AM PDT

The perfect quests for this week

Posted: 07 Jul 2018 12:03 AM PDT

Turns out the 7/12 teaser isn't for the next expansion but for an official Hearthstone gathering in Brazil

Posted: 06 Jul 2018 09:55 PM PDT

The most forgotten neutral epic from each expansion

Posted: 07 Jul 2018 05:29 AM PDT

It`s a Nagrand Expansion!

Posted: 06 Jul 2018 12:53 PM PDT

It`s a Nagrand Expansion!

So far we got two clues for the next Expansion.

The first one most people have rightfully linked to the Ethereals because the "Expansion 2" Symbol for year of the Raven matches an Ethereal portals from WoW.

https://i.redd.it/pu1gm7z4ud811.png

https://i.redd.it/3breejhoae811.png

The second clue is the orc hand holding a red skinned fruit.

https://i.redd.it/j7ulslc9ud811.png

Remember that most of the expansions has been based on a specific location in WoW. Kara, Naxx, Blackrock, Gadgetzan, TGT, Witchwood, Un`Goro.

I believe the fruit is a Nagrand apple.

https://i.redd.it/1n5q1dlcud811.png

That would fit all the clues, since Nagrand has several Ethereals, Orcs and Red apples.

What do you guys think?

Edit: Further it might explain the odd timing of changing Molten and Mountain Giant to be Elementals. That could in fact also be a clue, since Nagrand has the Throne of Elements, and have several different elemental types spread out across the zone. The upcoming patch also changes some beast tags, which Nagrand also has tons of.

... Or maybe Not

As many of you have noted by now, the Nagrand fruit clue, turns out to most likely not be a clue after all. As the announcement won`t be about an expansion and that the fruit clue is based on wordplay in Portuguese.

https://i.redd.it/kq1f182lwh811.png

But one day! We will get a Nagrand Expansion!

For now we still have the first clue left, so i`m still betting my money on an Ethereal expansion, though not necessarily taking place in Nagrand. Yet there`s still the odd timing of changing the giants to be counted as Elementals?

submitted by /u/ClarkeLS
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Some of you non-OTK Druid decks are cool. Do not come to the Tavern Brawl tomorrow.

Posted: 07 Jul 2018 12:31 AM PDT

Top Cards of the Week from r/CustomHearthstone (07/07/2018)

Posted: 07 Jul 2018 07:30 AM PDT

Album

Kon'nichiwa! Welcome back to another installment of Top Cards of the Week from r/customhearthstone where the most popular ideas from the last 7 days are showcased for you all to see. There's a large diversity of cards this week ranging in rarities, card types and effects, but certainly all interesting in their own way. Something to note about these card ideas is that they are just that, ideas. Many people over on our subreddit are great at coming up with exciting ideas and designs, but balance can sometimes be an afterthought for them too. So letting them know that their card is too strong or weak is still good feedback, but how can their card be fixed? Is there a more elegant way of implementing their idea? Constructive feedback such as that is a valuable part of design that viewers like you can help contribute towards both here and over on r/customhearthstone.

One last thing for those that may not have caught it last week, but the first episode of our community podcast has been posted. Check it out if you haven't already and leave some feedback if you have. It's an exciting, but still young, project that we're hoping to continue where constructive feedback is also of value.

Last Week

submitted by /u/Coolboypai
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Sindragosa: The only counter to Taunt Druid.

Posted: 07 Jul 2018 06:47 AM PDT

200IQ Healing Rain

Posted: 07 Jul 2018 06:03 AM PDT

A Comparison Of Aggressive And Defensive Tools This Standard Year

Posted: 07 Jul 2018 06:44 AM PDT

Hey all, J_Alexander_HS back again for look at card design direction in Standard. Inspired by a recently discussion, I decided to go back and check out what the quality/quantity of Standard legal aggressive cards has been, compared with the defensive options.

This analysis will be limited only to cards which have seen appreciable amounts of constructed play. That is, reliable play in decks people have played competitively, past and present. I won't spend time on cards that never went into serious constructed decks.

The format for this undertaking will be somewhat brief; I won't do a card-by-card analysis. Instead I will cover four general kinds of cards: true aggressive/defensive options and accidental aggressive/defensive options. This roughly corresponds to cards that were intended to be aggressive/defensive decks, and those that seemed to fill the role even if their design doesn't appear overtly focused on one or the other.

I understand there will be some corner cases and overlap (Tar Creeper, for instance, is a defensive card that found its way into aggressive decks and defensive ones), but I think this list should cover the bases well enough. Overlapping cards will be found in the archetypes they most usually fit into based on their effects.

With those lists created, I'll say a little about each set's options, then some overall thoughts

Journey to Un'Goro

  • True Aggression (10): Firefly, Lost in the Jungle, Rockpool Hunter, Hydrologist, Primalfin Totem, Crackling Razormaw, Vicious Fledgling, Gentle Megasaur, Bittertide Hydra, Living Mana

  • Accidental Aggression (3): Arcanologist, Primordial Glyph, Sunkeeper Tarim

  • True Defense (12): Iron Hide, Earthen Scales, Binding Heal, Cornered Sentry, Tar Creeper, Stonehill Defender, Gluttonous Ooze, Direhorn Hatchling, Volcano, Spikeridge Steed, Meteor, Primordial Drake

  • Accidental Defense (3): Golakka Crawler, Kalimos, King Mosh

In Journey to Ungoro there was a pretty decent balance between aggressive and defensive options in terms of quality and quantity. Nothing particularly game breaking at the time or in the current meta. Overall, very good offerings across the board. The Mage options for Arcanologist and Glyph can go everywhere, but their largest impact felt like their role in aggressive secret mages.

Frozen Throne

  • True Aggression (6): Righteous Protector, Acherus Veteran, Prince Keleseth, Druid of the Swarm, Bearshark, Cobalt Scalebane, Bonemare

  • Accidental Aggression (6): Happy Ghoul (recently), Shadow Ascendant, Crypt Lord, Saronite Chain Gang, Despicable Dreadlord, Thrall Deathseer

  • True Defense (17): Spirit Lash, Leeching Poison, Defile, Bring It On!, Blood Razor, Fatespinner, Spreading Plague, Deathstalker Rexxar, Malfurion the Pestilent, Scourgelord Garrosh, Shadowreaper Anduin, Obsidian Statue, Hadronox, Valeera the Hollow, Uther of the Ebon Blade, Frost Lich Jania, Bloodreaver Guldan.

  • Accidental Defense (3): Doomerang, Corpsetaker, Ultimate Infestation

Dreadlord was both offense in Zoo and Defense in control, but was more a staple of the aggro lists. Lich King kind of went both ways, so it's hard to classify him, though he leans more defensive than offensive on the whole. However, that card notwithstanding, the balance clearly shifted in Frozen Throne, in large part due to the Deathknights being overwhelmingly defensive. There was also a marked difference in quality. While Keleseth is the aggressive high-roll card to end them all and Bonemare was running wild, there was also Spreading Plague and Defile; two of the most powerful anti-aggro tools ever printed. The aggressive cards also tended to get more expensive here. There just wasn't much in the way of powerful and cheap neutral options.

Kobold & Catacombs

  • True Aggression (12): Dire Mole, Explosive Runes, Unidentified Maul, Fungalmancer, Level Up!, Call to Arms, Emerald Spellstone, Aluneth, Val'anyr, Spiteful Summoner, Corridor Creeper, To My Side!

  • Accidental Aggression (3): Void Ripper, Fungal Enchanter, Kobold Librarian

  • True Defense (21): Arcane Artificer, Jasper Spellstone, Dark Pact, Plated Beetle, Drywhisker Armorer, Wandering Monster, Reckless Flurry, Healing Rain, Shroom Brewer, Ironwood Golem, Hooked Reaver, Duskbreaker, Oaken Summons, Amethyst Spellstone, Branching Paths, Dragon's Fury, Rin, Possessed Lackey, Psychic Scream, Voidlord, Sleepy Dragon

  • Accidental Defense (7): Kingsbane, Candleshot, Vulgar Homunculus, Raven Familiar, Twilight Acolyte, Master Oakheart, Dragonhatcher

Lots of cards in the set are hard to classify because they went into multiple archetypes (like Call to Arms); others went into archetypes that aren't clearly one or the other (like Spell Hunter). I tried to classify them by their design accordingly. Cards like Candleshot are more powerful when used defensively, whereas Emerald Spellstone is the reverse. Librarian went everywhere but at 2/1 for 1, it's more offensive than defensive.

There were some very powerful aggressive options here, though several had since been nerfed. Cards like Corridor Creeper were powerful, for instance, but clearly design mistakes as well. No one intended them to be that good. Nevertheless, the number of defensive options still outstripped aggressive ones by almost 2-to-1. Also again, almost all of the aggressive cards had substantial mana costs.

The Witchwood

  • True Aggression (6): Murkspark Eel, Tanglefur Mystic, Nightmare Amalgam, Henchclan Thug, Book of Specters, Cinderstorm,

  • Accidental Aggression (4): Druid of the Scythe, Blink Fox, Baku the Mooneater, Genn Greymane

  • True Defense (9): Warpath, Divine Hymn, Phantom Militia, Witching Hour, Witchwood Grizzly, Rotten Applebaum, Ferocious Howl, Lord Godfrey, Hagatha

  • Accidental Defense (4): Town Crier, Vicious Scalehide, Witchwood Piper, Darius Crowley, Raging Worgen

Here, the quality and quantity of cards is generally lower and we have come a bit closer to parity. The Rush package was only ever really a part of control warrior lists, though a tempo list is possible to emerge in the future, meta permitting. Scalehides were most prominently recovery mechanisms in Quest Rogue, making them defensive. Almost all the aggressive options are 3 mana, however, suggesting a shift away from early-game punch.

Overall thoughts

Generally speaking, in the new standard meta, defensive options (76) seem to outnumber aggressive ones (50) by a fairly wide margin. Moreover, the aggression options have been getting progressively more expensive to play, focusing on the 3-5 mana range, on average. Long gone are the days of Tunnel Troggs and Small-Time Buccaneers. The best aggressive options in this period were good - like Corridor Creeper, Call to Arms, and Bonemare - but many have suffered nerfs (well deserved in most cases, don't get me wrong) and largely fallen out of favor because of it.

By contrast, the defensive options have been among the most powerful the game has ever seen: Defile, Spreading Plague, Duskbreaker, and almost all the Deathknights. The only one that received a nerf was Plague, from 5 to 6 mana, and it's still a stable in the best 3 decks in the game at legend, according to VS. While these tools had been used to keep pace with the previous crop of offensive cards, the offensive pools have weakened while the defensive ones largely haven't. The best aggressive option right now is Baku, which is less a card (as the card itself is basically unplayable) and more a deck build around a theme.

In general, it seems like the design team has been erring on the side of caution, steering away from truly aggressive options and pushing their mana cost up and nerfing them more regularly. At the same time, the defensive tools remain some of the most powerful the game has ever seen, suggesting they're willing to take more risks that domain.

I am definitely excited to see what's coming down the line with the new set. I'm curious (perhaps hopeful) to see if the pendulum will begin to swing a bit in the other direction when it comes to solid aggressive tools, though given recent trends I suspect that answer will be no.

Curious to hear about your hopes for the next set in this regard, or thoughts on my exploration here

For more like this, follow on Twitch and Twitter

submitted by /u/Popsychblog
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Someone stole Vustrasz's treasures

Posted: 07 Jul 2018 05:19 AM PDT

New to the game, trying to make a decent deck but don’t know if I have good cards

Posted: 07 Jul 2018 01:26 AM PDT

I don't really understand howthe decks work and I will see a card and think it looks good to find out it is terrible. I want to build a decent deck and stop getting stomped but don't know if I have any good cards to build one around. I also have like 150 dust and want to create some cards but don't even know where to begin.

submitted by /u/DontToewsMeBroh
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HCT Italy production is abysmal

Posted: 06 Jul 2018 11:44 AM PDT

WTF is going on?? Is it so hard to have the mics of both speakers on same volume?? One is super extra loud, the other one is barely hearable... Thought that this was a one time problem during an initial Sottle / Raven cast, but no, the problem just drags on and on... now you can't hear half of the commentary. Also, why these age long breaks between matches where the same add runs on endless loop?? After the well-produced Summer Championship this HCT's Tour Stop production value is so low that I am about to just stop watching. Sad thing is that the videos will be fucked up as well.

edit: The show was stopped ~20 mins after this was posted. They even mentioned the issues discussed in this post as the reason to end the stream. Did they have someone reading reddit, but not doing the production?

submitted by /u/FYallyoufckngfuckers
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A mill/control druid I made. I would switch Bewitched Guardian vs DK but I don't have him. Please share your thoughts.

Posted: 07 Jul 2018 05:43 AM PDT

Sometimes it‘s just about the one drop in Arena.

Posted: 07 Jul 2018 01:38 AM PDT

Blizzard please un-renounce Renounce Darkness.

Posted: 06 Jul 2018 09:21 AM PDT

Hmmmm, I wonder what is in his hand

Posted: 07 Jul 2018 08:10 AM PDT

Spiteful OTK! No, the other one

Posted: 06 Jul 2018 10:13 AM PDT

[CONCEPT] Hearthstone new game mode: The Market!

Posted: 07 Jul 2018 08:53 AM PDT

We all know that Hearthstone is a collectible card game and not a trading card game because it's much more profitable this way, but what if a trading card game was a playable mode like tavern brawl or arena? Introducing "The Market"!

If something like this would ever be implemented, I think it would be a limited event or something that you would have to pay gold/money to play (just like arena).

Basically my idea would work like this : every player starts with a certain amount of gold, dust and a random deck with a specific amount of each rarity (for example 10 commons, 10 rares, 8 epics and 2 legendaries).

Once you acquire your "market deck", start trading!

For example :

  • Start a bid with one of your cards or partecipate in one.
  • Put your cards on sale for a specific amount of gold or dust.
  • Put your cards on sale for a specific card (or more than one, for example you could offer a rare card for multiple commons).
  • Bet it all on your luck and use everything you can to buy expansion packs! (with boosted probabilities ,meaning it is a little bit easier to find legendaries and much easier to find epics and rares).

There could be also "bundle pack" or incredibly rare or powerful cards offered by the game for a limited time that require specific things to be purchasable (maybe a specific amount of gold/dust or specific cards).

This process can go on as long as you want, the only thing that you have to keep in mind is that you need a 30 cards deck to start playing!

Once you are happy with your deck, you can lock it in and start playing with it!

From here it could be like an arena run (meaning that you have to win 12 before you loose 3) but with a twist!

For example after a won match you could get offered a card or multiple cards in exchange for some of the cards in your deck! (not really sure how to exacly implement this because you could get to a deck with not exactly 30 cards, if you have any suggestion they are kindly appreciated).

Also, you could get offered the chance to get into the market once more! Obviously it would need some limitations, the one I thought about are the following :

  • You can exchange only a limited amount of cards (based on rarity, for example only 1 legendary, 2 epics, 3 rares or 4 commons).
  • You can only "reroll" a card automatically, using a certain amount of gold/dust (based on the card rarity).
  • You can only use the gold/dust you still have to get cards or packs (if you have more than 30 cards, you would need to select the one you want to use and then the unused one either get dusted or are kept in your market collection or something like that).

Finally, the end : What do you get after all of this work?

Your deck! The deck you used to win gets added to your collection!

This allows more variety and a completely different meta because people would try to play with cards that they don't have, not necessarily the most powerful.

I also thought of some ways to considerate how many losses a player has gotten before getting to the end (obviously somedoby getting a 12-0 deserves a better prize that someone with 12-2).

Basically, I thought to either "give more to the ones who do better" (like maybe giving them extra gold/dust, or maybe extra cards on random for example a chanche to get 1 leg / 2 epics / 4 rares / 16 commons) or to "cut" the prizes for the ones that have lost a game or two (again maybe spinning a wheel that removes a certain amount of cards from your deck based on rarity).

Either way, this is my idea explained to the fullest, let me know if you like it or hate it! Any suggestion about how to make it better or cooler is deeply appreciated :)

submitted by /u/Wingo21
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