Hearthstone - [SPOILERS] HCT Summer Championship | Group B, Loser's Match | Match Thread


[SPOILERS] HCT Summer Championship | Group B, Loser's Match | Match Thread

Posted: 30 Jun 2018 10:19 AM PDT

Tournament Overview


Watch live: https://www.twitch.tv/playhearthstone

Group B - Loser's Match

Decks

Player Deck 1 Deck 2 Deck 3 Deck 4
A83650 Taunt Control Miracle Cubelock
YuYi Taunt Miracle Even Evenlock
Game A83650 Score YuYi
Ban Cubelock Miracle Rogue
1 Control Priest 0 - 0 Taunt Druid
2 TBD 0 - 0 TBD
3 TBD 0 - 0 TBD
4 TBD 0 - 0 TBD
5 TBD 0 - 0 TBD

Notes:

  • We're discussing the games our Discord server! Come join us in #hct-summer-championship
submitted by /u/powerchicken
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I don’t have Shudderwock in my collection so I decided to craft the deck in Arena instead

Posted: 30 Jun 2018 01:35 AM PDT

Happy birthday Kripp! Hearthstone rollingstone article

Posted: 30 Jun 2018 06:29 AM PDT

I've reached dad legend this month, all with homebrew decks!

Posted: 30 Jun 2018 06:52 AM PDT

This man has been sent to the shadow realm

Posted: 29 Jun 2018 11:47 AM PDT

Pretty much sums up how I feel about this Arena mode.

Posted: 30 Jun 2018 03:45 AM PDT

Asmo does the dirty

Posted: 29 Jun 2018 08:38 PM PDT

My girlfriend drew me a hearthstone card for my birthday with my favourite art and play sound!

Posted: 29 Jun 2018 03:11 PM PDT

Top Cards of the Week from r/CustomHearthstone (06/30/2018)

Posted: 30 Jun 2018 05:25 AM PDT

Album

The heat these days eh? Especially tomorrow during my country's 151st anniversary (hello fellow Canadians!). Best thing to do during times like these is grab a drink, stay indoors, and browse r/customhearthstone. I do have something quite cool to announce though, and that's the first episode of our Commmunity Podcast. So if you have some spare time and want to hear some of the most experienced members of our community talk about custom cards, I highly encourage it. Being a pilot episode, we're also looking for any and all feedback you may have to help it improve moving forward.

Last Week

submitted by /u/Coolboypai
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What I just made for a friend. :D

Posted: 30 Jun 2018 06:23 AM PDT

TIL Heroes are coded like normal cards; the 9 basic heroes are considered “Basic” cards and all the other heroes are considered “Epic” cards.

Posted: 30 Jun 2018 08:12 AM PDT

Rixxar and Morky

Posted: 29 Jun 2018 10:10 AM PDT

Thought I had the dream against Mill Rogue

Posted: 30 Jun 2018 01:39 AM PDT

Who killed it better: The Whisperer Edition. Tess or Darius?

Posted: 30 Jun 2018 02:24 AM PDT

Wow, even when one gets hexed they still stick together.

Posted: 29 Jun 2018 04:30 PM PDT

Lord Jaraxxus and Ragnaros the Firelord having a friendly game of chess.

Posted: 29 Jun 2018 02:22 PM PDT

Finally...

Posted: 30 Jun 2018 06:38 AM PDT

Mobile widescreen support coming “VERY soon” confirmed by lead UI/UX designer for Hearthstone, including iPhone X

Posted: 30 Jun 2018 02:26 AM PDT

This update probably would also support other mobile widescreen devices as well, like the S9/S8.

Link to tweet: https://twitter.com/mxma101/status/1012127139808755713?s=12

submitted by /u/jltech
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Egg hunter legend

Posted: 30 Jun 2018 06:04 AM PDT

AngryChook's Hunter

Class: Hunter

Format: Standard

Year of the Raven

1x (1) Candleshot

2x (1) Tracking

2x (1) Play Dead

1x (1) Hunter's Mark

1x (2) Wandering Monster

1x (2) Freezing Trap

2x (2) Loot Hoarder

1x (3) Void Ripper

2x (3) Devilsaur Egg

2x (3) Terrorscale Stalker

2x (3) Tar Creeper

1x (3) Deadly Shot

1x (4) Houndmaster Shaw

1x (4) Dire Frenzy

1x (4) Defender of Argus

2x (5) Carnivorous Cube

2x (5) Corpse Widow

1x (6) Deathstalker Rexxar

1x (6) Savannah Highmane

1x (8) Kathrena Winterwisp

1x (8) Charged Devilsaur

1x (9) King Krush

AAECAR8OjQGHBPsFxQj4CO0JxsIC39IChtMC4eMCtuoC/eoCgPMCyfgCCPsBlwirwgLYwgLKwwKczQLGzgKL4QIA

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

Find this deck on https://hsreplay.net/replay/BUPPWGzUuGJuwfgigyDew6

Proof and winrates. https://imgur.com/gallery/QhOBqAv

Egg hunter

A fun deck which for me has an even to positive matchup accross the field to all the meta except odd paladin.

The basic plan is to stick anything preferably an egg Or corpse widow then pop off in the mid game with play deads Terrorscale stalkers and cubes. Close out any survivors with Kath and DK. Can be faster than other kath cube hunters and is immune to aoe basically. Nobody pops the egg until you start getting valu and its too late.

Notes on cards.

1x (1) Candleshot: Ping keep if expecting early aggression.

2x (1) Tracking: always keep to piece together combo pieces and search for eggs.

2x (1) Play Dead: Get an early 5:5 devilsaur to put on preasure. Or save for cube fun.

1x (1) Hunter's Mark: for giants or other big guys.

1x (2) Wandering Monster: Halt aggression pretend to be secret hunter. Can be swapped for rat trap or explosive trap depending on meta.

1x (2) Freezing Trap: for stalling...

2x (2) Loot Hoarder. Draw engine can be used in early game with twrrorscale. Or played for free with a corpse widow. Occasional cube target. If need be.

1x (3) Void Ripper : Flip your extra eggs! Flip doomsayers and totems! Lets tar creeper trade up to hench clans.

2x (3) Devilsaur Egg: Deck revolves around these eggs. Almost nobody pops them immediately. Can be used with terrorscale play dead or just a cube to pull out early 5:5's.

2x (3) Terrorscale Stalker great surprise after a geist. Good on 4 after an egg with a play dead.

2x (3) Tar Creeper early anti aggro. Dont be afraid to cube if getting ruahed down and have deathrattle activators.

1x (3) Deadly Shot: giant slayer

1x (4) Houndmaster Shaw: silence and removal bait. If lives great with cubes. Also a good cube target.

1x (4) Dire Frenzy: flex spot good if any charger sticks.

1x (4) Defender of Argus turn eggs into roadblocks that bite back.

2x (5) Carnivorous Cube. Eat anything you can. Careful of silence best used with play dead same turn.

2x (5) Corpse Widow makes kath 6 mana and cubes 3 mana. Copy this guys and half your deck becomes zero mana.

1x (6) Deathstalker Rexxar Ultimate fun death Knight card! Good to make late game cube targets.

1x (6) Savannah Highmane Usually comes out for cheap or free.

1x (8) Kathrena Winterwisp: too good not too run especially on turn 6.

1x (8) Charged Devilsaur: dino for kath and cube if sticks..

1 x (9) King Krush: bigger dino for kath. Often a finisher from hand favourite cube target.

Meta matchups!

These are my results from rank 5 to legend with some tips.

Warrior 5-1 quest warrior is a guaranteed with deathrattles everywhere. Rag Hero power just pops your eggs. Lost one game to rush tempo warrior.

Shaman 8-3 Shudderwock is too slow for you and even gets squished by void ripper try to stay ahead on board. Mulligan for eggs and early game, play around hex.

Rouge 10-4 If odd rouge puts on pressure and you draw no early game they got you. Try to mulligan a way to deal with henchclan thug.

Paladin 3-5 : Odd paladin, you need eggs plus activators or candleshot to stand a chance rexarr DK can help but always a difficult match.

Hunter 11-10 keleaeth kath, is easy beacuse you go off before them usually. Secret beats you if they spellstone and go face. Mulligan aggresively for eggs either way.

25-13 Token druid is an almost always lose. Can outtempo taunt druid in midgame. Or outvalue them in the late game be greedy with cubes and activators.

Warlock 16:3 . Unleaa you let therw giant hit you too much too early this should be easy. Try to stick shaw or a corpse widow. Keep hunters mark or deadly in mulligan.

Mage 11-7 Best bet is play defensive in case tempo mage tey to drop an egg (or better a dwvilsaur eating cube) into there explosive ruins. If it not tempo mage your deathrattlea will mess up there aoe.

Priest 6:6 Mind blast and velen squashes you unless you come out quick. Quest priest you are usually favoured just keep pressuring there face.

last notes

Overall 95-52 fir a 66% win rate for back to back rank 5 to legend climbs with this deck. It feels unoptimised but powerful mainly for surprise factor. Hopefully someone can improve it for me:)

General Mulligan guide

Always keep eggs loot hoarders and tracking. These are great against all matchups. If expecting aggro keep candleshot traps and/or creeper. Against slow control like druid( usually taunt druid) or control priest keep corpse widows, cubes, play dead and when on the coin. Keep shaw when you feel confident tou wont die quickly 6 health goes along way and ge always baits silence and / or removal.

submitted by /u/kyranblueit
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Player Experience Highs and Lows: Druid and Even Warlock

Posted: 29 Jun 2018 07:51 PM PDT

Hey everyone, J_Alexander_HS back again today to talk a bit about the experience of playing against different decks. While I will be talking about negative experiences (of course), I also wanted to focus on positive experiences and make a clear case for understanding good and bad card/deck design. To do so, I'll be discussing both my favorite deck to play against and my least favorite deck to play against: Even Warlock and Token Druid, respectively. The lessons from this extend into other matches as well; these two lists just provide a valuable and concrete example of them.

Worth noting: this isn't necessarily a discussion about power/balance. I'm not here to argue about what should be changed as much as I'm here to point out that two decks can have the same win rate but feel dramatically different to play against. And that matters.

  • So let's start with the positives: Even Warlock. What makes this deck so much fun to play against? There are few key components here, but they largely boil down to a main one: The resources the deck has feel meaningful. Let's break that down in more detail.

Even Warlock can do powerful things; there's no question about it. A turn 3 or 4 Mountain Giant is powerful. A 4-cost 7/7 Taunt is great. Defile and Hellfire are powerful board clears. The hero power of drawing cards is nuts. However, how do you get to make those powerful plays? The answer is by giving meaningful things up. Getting more cards in your hand and playing that early giant requires several turns of not developing the board and putting damage on your hero, as your hero power can only draw cards so quickly. The Hooked Reavers are balanced between giving up health to become powerful and risking death. Unlike Molten Giants at low life, Reavers still take mana to develop, which impedes other plans. The Warlock's health can be restored, but only in specified chunks (about 4 or so at a time with cards like Shroom Brewer and Spellstone). You need to mind that total and capacity to stem the bleeding.

When resources like mana, health, cards in hand, and board presence trade off against each other, decisions feel weighty and meaningful. That's not to say they're necessarily easy or hard to make, but rather that some mind needs to paid to their costs. When Odd Rogue is attacking your life in the early game, you need to decide between skipping taps to play early-game defense, developing that Giant and risking Vilespine, playing Giant vs Drake to Taunt with a Sunfury, trading power for protection, clearing with Hellfire and risking life, or feeling safe enough to drop that Hooked Reaver and risking burst damage. When you're facing a slower deck you need to pay attention to losing enough health to get your Hooked Reavers online, or figuring out which of your threats plays the best against what removal your opponent may have and what kind of clock you need to create.

  • Now let's turn to the negatives with Token Druid. While many of the lessons will apply to other decks, what makes this deck feel less fun to play against is the same point as above, but in reverse: The resources of the deck can feel less meaningful.

Ramping is a core Druid mechanic: you get more mana on future turns by giving up mana and cards now. This was a liability because it allowed your opponent to get under you, developing the board while you gained mana and did nothing. You'd have to use your additional mana later to overcome this immediate disadvantage. It also came at the cost of cards to help deal with the board: an Innervate accelerates your game plan at a cost to its value as a card you need to draw. If all you had was ramp, your big threat comes down quickly, but it might be one of the only threats you had left. Costs and benefits.

However, the downsides to this strategy have been - in very meaningful ways - markedly reduced. Losing out on value to ramp isn't quite as meaningful when Ultimate Infestations/Branching Paths/second copies of Nourish/Wild Growths on 10 mana showers you with draw. Rather than needing to weigh the benefits between spending that first Nourish to ramp or draw, the choice is almost always clear now: Ramp, because having lots of mana means cards will just be thrown at you. Losing out on board to spend mana/cards ramping is also less impactful in two ways now: first, Spreading Plague and other "board-in-a-box" cards (like Oakheart and Hadronox) mean that your board state is simply less of a resource you need to manage. Behind on the board? No problem, because one card can now even you up or even put you ahead while keeping you alive(further negating the value downside to ramping). Behind on life because you were behind on board? Not a problem either, as you have access to about 80 points of armor in your deck, not including Death Knight hero powers or Taunts (which is quite a bit more than the 30 health you start with).

This results in two things: first, it makes the Druid' plan feel substantially more linear: mulligan for your ramp/Oaken Summons and worry about the rest later. Warlocks need to worry a lot more about juggling keeping AoE vs threats vs early-game answers, and their plan is more likely to change on the basis on what the opponent is doing. Druid will usually always Oaken Summons on 4 mana if they can because its almost always just the correct play regardless of board state. As linear plans are usually less interesting play against ("Did he draw Wild Growth? Yes/No), this makes the play experience feel a bit worse (and boring). Further. if you're playing against the Token Druid, you ability to answer their two boards of Wisps/Soul of the Forest can all but determine the entire game, as the deck don't play lots of different and varied threats (like Even Warlock does). You can sit back and watch them flail helplessly or sit back and wait for them to do something you just can't ever hope to deal with.

The corollary point is that game plans are less linear when the resources of one deck are more meaningful and varied. A Warlock being behind on board and at 17 health has all sorts of implications. It changes how they play. This is not to say the Druid plan doesn't ever change, but rather that it changes substantially less. When things like Health Total, Mana, Board State, and Cards have less meaning (because singular cards - rather than whole strategies - can instantly refill them), you can focus much more heavily on just executing your primary game plan over and over again.

For the sake of perspective, this discussion resembles the ones that used to be had about Quest Rogue in many respects: namely that many people didn't find playing against the deck very fun, regardless of its power level. Clearing a Quest Rogue board post-completion had no meaning when their resources were effectively infinitely cheaper and more powerful than yours. The only resource the Quest Rogues usually valued was their own health total. They only really cared about cards in their/your hand, their/your board state, or your life total to the extent it impacted that one resource that mattered to them because, once they completed, those other things failed to matter nearly as much. Ahead on life? Doesn't matter; they'll just burst you dead. Ahead on board? Doesn't matter; they'll just outvalue you or Vanish you and burst you. Ahead on cards? Doesn't matter, as their cards are now all more than yours for their mana cost by a wide margin, on average.

It also, in part, echos a frustration some players have about Odd Paladin: the hero power seems to generate an infinite amount of board presence over time, making it feel like the Paladin cares less about committing resources to the board. In fact, that's the same complaint leveled against Divine Favor in the past as well: it just allows the Paladin to ignore trade-offs and commit blindly to the board, as they can just refill on resources the turn after.

tl;dr: The key takeaway here is this: when the resources within the game matter less to a deck, then meaningful trades-off become less common and the linearity of game play increases. This creates player frustration. Hearthstone is fundamentally about balancing and trading off these resources, and breaking that breaks what's fun about the game. (Too much discover can do this as well, by breaking the trade-offs in deckbuilding, but that's a story for another day).

For more like this, follow on Twitch and Twitter.

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[SPOILERS] HCT Summer Championship | Group A, Loser's Match | Match Thread

Posted: 30 Jun 2018 09:08 AM PDT

Tournament Overview


Watch live: https://www.twitch.tv/playhearthstone

Group A - Loser's Match (elimination match)

Decks

Player Deck 1 Deck 2 Deck 3 Deck 4
Rase Taunt Control Shudderwock Quest
Tansoku Taunt Recruit Miracle Evenlock
Game Rase Score Tansoku
Ban Control Mage Recruit Hunter
1 Shudderwock 1 - 0 Taunt Druid
2 Taunt Druid 1 - 1 Miracle Rogue
3 Taunt Druid 1 - 2 Taunt Druid
4 Taunt Druid 2 - 2 Evenlock
5 Quest Warrior 2 - 3 Evenlock

Notes:

  • We're discussing the games our Discord server! Come join us in #hct-summer-championship
submitted by /u/powerchicken
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returning player needs advice on buying packs

Posted: 30 Jun 2018 09:32 AM PDT

quit after KotFT, 3 DK, fairly solid collection, is K&C worth buying or should stick to witchwood only?

submitted by /u/magestick1
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Veteran Players Experience - How Important Are New Goals And Incentives?

Posted: 29 Jun 2018 11:01 AM PDT

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