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I definitely want to try Big Spell Mage at some point. Aside from armor dude there's that awesome 2/2 bird that Jousts you your spells, the 4/4 elemental that costs 0 after a big spell, and that 5 mana Joust that's AoE to the whole board based on mana cost. It's a cool archtype to push, I hope they follow up on it with future expansions.

I actually like the Armor dude and free 4/4 in perfectly normal control mage builds. The Armor gain is real, even at lower numbers like 3. The free 4/4 is an elemental which gives it legs in elemental mage and you're going to play some number of expensive spells. The bird and board AoE need a critical mass of high cost spells though.

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I'd also love to try a Guy Paladin deck, but I hate crafting epics (I only just got around to crafting Primordial Glyphs when I started with my Mage deck) and I don't have any Corridor Creepers. That card is so insane, when I first saw it in a Dungeon Run I thought it was a boss exclusive card because of how strong it is.

 

[spoiler=I did have a fun time of it as Rogue once, though.]

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I actually much prefer making epics to legendaries. The power level on various epics is really high and I find you get way more value making 4 cards vs. 1 legendary. This isn't as true for rare vs. epic, but it can come up too. That is honestly one of the things I like about Hearthstone as a whole. If you are smart about it and balance it with what you already have it doesn't take a TON of dust to make good decks.

 

If you played the 1/3 you would lose your Hero Power right? Cause man, that is a terrible card to steal when you are the DK Rouge.

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Some epics. More often than not they're either bad and no one wants them, or they're meme/fun cards that, if you want to build a (poor) deck around them, you gotta shell out 800 dust or get lucky pulling packs. Any Joe Schmo can put together the dust to make boring cheap meta decks, that's never been the issue. In a lot of cases Hearthstone isn't pay-to-win, it's pay-to-have-fun. The dust economy is lame.

 

And holy sheet, Kabal Lackey can allow for some awesome high rolls sometimes. That Rogue needed Backstab + dagger hit but he wouldn't even let that happen: https://hsreplay.net/replay/9d39KNa6AEaeRUCfAHmKj3

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Something really interesting I've seen both on some streams and in my own games is that Control Warlock decks (the kind with Oakheart and the new Spellstone and of course Voidlords) are actually running Rin. They're just so heavy control with so many defensive cards that they can afford to use her despite how slow she is, and it can really actually put a timer on you since you're more than likely not going to be able to kill them before they destroy your deck with Azari especially with how good their healing is now. Plus, N'Zoth is there sometimes too to revive stuff like Rin and the Voidlords so even Dead Man's Hand Warriors aren't necessarily safe from deck destruction. I don't know if she'll remain in these decks once things get refined more but it's cool to see her being played at all.

 

It's a shame it's still countered by Jade Druid, though, cuz Jades remain the most degenerate mechanic in Hearthstone. I weep for Wild because it'll always exist there.

 

EDIT: Something fun I've also been seeing is Spiritsinger Umbra combined with Carnivorous Cube onto a Doomguard, so it eats the Doomguard and instantly summons the two copies because of Umbra which an attack with charge, then when it dies you still get 2 more Doomguards.

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Rin is also REALLY good in the control mirror for how long the games can go. Personally, I wouldn't main deck her, but run two Stonehills since that can pick her up, Voidlord, or a handful other really nice options.

 

Anyway, beat dungeon run with Shamen. Last two games were pretty good. 7 was won because the Mage spell a turn treasure gave me an Ice Block and I was able to use an insane number of spells to fatigue out the "whenever your opponent casts a spell draw a card and it costs 1". The final game started slipping away from me but I'm pretty sure I had higher life with the Pyroblast till someone dies and decided to YOLO it. That is an amazing emergency button. This was against the Treasure boss.

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Is there a way to check how many tries it took for you to clear a Dungeon Run with a class? I haven't been keeping track and I don't want to restart one just to see. My guess is I'll need to look on my desktop. CURSE PLAYING HS AS A PHONE GAME!!! Anyway, I just crushed the Beholder with a MEAN Jade Rouge deck. 4 Aya, 3 Jade Spirit, 5 Jade Shuriken, 3 Jade Swarmer with Spiritsinger and N'Zoth on top of double deathrattle. Also has Spell Power +3 and THE CANDLE (plus the Cube) as my other bonuses.

 

So far I've cleared with Druid, Mage, Shamen, and Rouge.

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You'll have to restart a run and just surrender to the first one so you can see how many bosses you've defeated so far (not how many individual tries you've had) as far as I'm aware. I haven't done much with Dungeon Run since completing them all, been more focused on arena/constructed. Still having fun with my Fireballs to the Wall deck (currently 36-17), got around to getting to rank 10. Most seasons rank 10-8 is about as far as I bother to get to, only gotten around to reaching rank 5 a handful of times and I've only made Legend once. It's just such a grind.

 

Also, for anyone who doesn't keep up with this sort of stuff, there's been the bug where people aren't getting daily quests, so in early January (when the Blizz people are back from holiday vacations and stuff I guess), we're getting 3 K&C packs.

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  • 1 month later...

This is a pretty fun deck I've been running, though it take some practice. It's somewhat popular and does well against things like Warlocks, since those are running rampant.

 

H1WydGz.png

 

Some versions run things like Tar Creeper, Primordial Drake, or Shadow Words instead of Priest of the Feast, Silence, or a second Potion of Madness. The main parts are the dragons, standard Priest staples, and Divine Spirit + Inner Fire. It's a relatively cheap deck, too.

 

EDIT: An addendum, here's some examples of the deck being played. Trump and Day9 are the only HS streamers I watch regularly so there might be other examples out there as well if you look.

 

 

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While at it. I probably having a big dust recycle to fuel additional cards i need to get for that deck or maybe more suggestion (expensive decks) down the line:

 

Jungle Giants

Fandral

DK Malfurion

Unite the Murlocs

Gul'dan DK

Elise the Trailblazer

Ysera

Nzoth

Abominable Bowman x2

Deck of Wonders

Vilefin Inquisitor

All Cthun archetype epics

Arcane Tyrant

Dragonhatcher

 

Which to keep and which to grind?

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Obviously this advice is only if you don't find the decks involving these cards fun, because I will suggest cards that I myself would not necessarily dust (such as Unite the Murlocs) just for the sake of having a silly deck. Given that, I would dust Jungle Giants, Unite the Murlocs, Abominable Bowman, and C'thun epics.

 

Maybe it's a bit conservative, only dusting 2 Legendaries and a handful of epics, but this is my reasoning as for the keeps: The DKs are obvious keeps, as are Fandral, Ysera, and N'zoth. Elise is sort of a toss up as she can be a nice tech in control decks but isn't necessary. Vilefin Inquisitor is necessary for Murloc Paladin. I feel like Dragonhatcher might still need more testing done (and possibly help from future expansions) so I'm hesitant to suggest dusting that, and Deck of Wonders and Arcane Tyrant see some niche play.

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Molten Giant going into Wild doesn't really impact standard, but its pretty big wild with the unnerf.

 

Cold Light kills mill Rouge. Interesting that they found the deck to be enough of an issue in standard that they'd move it. Other than that is sees fringe play from what I can so it won't have a ton of impact.

 

Ice Block is the biggest impact since most Mages run it. It was one of the more obvious hits so can't say I'm shocked.

 

Kind of wished some cooler went since I couldn't get the free Legendaries that got banished last year. O well, not like it is a bad thing.

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Mill Rogue's definitely not the main reason Coldlight's getting HoF, it's just the deck that's affected by it the most. If they're planning some Battlecry-related stuff then it makes sense to toss it for design space, and they have a precedence of nerfing/HoFing neutral cards that see a lot of generic play.

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Mill Rogue's definitely not the main reason Coldlight's getting HoF, it's just the deck that's affected by it the most.

Curious what exactly it has been doing then. Like I know it pops up here and there, but I've only really seen the one deck playing it. Though I suppose the only time it sees any play is to do unfair things so that would also explain why it's getting moved.

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I might've just stumbled into this since I didn't really think about it when making the deck, but my current Divine Shield Paladin seems really good against Kingsbane Mill Rogue, I have yet to lose a game against one.

 

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All the Taunt/Divine Shield really messes with Rogue's ability to use their weapon as effectively (especially the Lifesteal part). Paladin secrets like Noble Sacrifice and Redemption are nice as well, and with Rogues putting minions back in my hand occasionally I usually get more than just 2 chances. I often have many good cards in my hand at the high end, too, so even if I my deck gets milled out I've got more than enough firepower left in my hand.

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The fact that bubbles stop the life gain unless they go face does a lot.

 

Anyway, I normally climb to rank 15 for season play since the reset sucked to really climb any higher and the reward upgrade at rank 10 isn't really worth it imo. During my climb last month I was able to steal a win against a control Warlock I had NO right to beat by killing them with their own The Darkness.

 

For the Wild Brawl built a pretty standard Secret Mage. Didn't want to make the weapon so I only spent 560 dust (I've somehow opened zero explosive ruins). Went 6-3 which is pretty good for a deck I just built. Got 55 dust, 85 coins, and with the free pack + pack I bought got another 60 or 65 dust (can't remember), Kingsbane, and Call to Arms. Pretty good results.

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Man, Harrison Jonesing Skulls of Man'ari and watching Cubelocks fall apart is so satisfying. Once they can't cheat out so much stuff, Paladin has plenty of tools to deal with the boards they can put out cuz Equality clears + Tarim, as well as enough to weather the removal they run due to plenty of big targets (Spikeridged on small targets too) and the potential for more from Stonehills. Currently 13-2 with my Paladin deck, it's a lot of fun.

 

If I have the patience I like to grind to rank 5 for the golden epic, at the very least.

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Man, Harrison Jonesing Skulls of Man'ari and watching Cubelocks fall apart is so satisfying. Once they can't cheat out so much stuff, Paladin has plenty of tools to deal with the boards they can put out cuz Equality clears + Tarim, as well as enough to weather the removal they run due to plenty of big targets (Spikeridged on small targets too) and the potential for more from Stonehills. Currently 13-2 with my Paladin deck, it's a lot of fun.

 

If I have the patience I like to grind to rank 5 for the golden epic, at the very least.

That would be my target too. IMO the ladder rewards are weird. The gold rare at rank 15 is real nice, but just getting another gold common at rank 10 is super disappointing. Like, I'd rather it this way than the reverse, but that was the main reason I didn't try to get higher in rank. That plus the reset was SO bad. With the new system I might try climbing higher and I know I can do well since I've made it to either rank 10 or 9 before.

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