Hearthstone

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Remmy

Lord Nagafen Raider
330
433
Beat him 2 out of the 3 times - just finding it odd regardless. (and the loss, second game was from Warsong + Molten x2 the same turn - had him ready to die next turn)
There is the long shot that you legitimately pulled him 3 times in the span of his single draft series. There's been times that I only have time to play 1-2 games a day.

It's increasingly possible if schedules aligned.
 

Famm

Ahn'Qiraj Raider
11,041
794
Anyone have a deck that is good for new player? When people throw around decklists with 4 legendaries...yeah, not gonna happen. I have played MtG before so I'd like to think I have some experience.
Hearthhead has basic only decklists with lots of user ratings for every class. Probably other websites also.
 

Morrow

Trakanon Raider
3,341
948
I think druid is just a well designed class. Most of the popular classes have cards you just hate to play against. Lose to a warlock and you feel like blood imp needs a change. Play against mage and you rage about pyroblast. Play against warrior and there's like 5 OTK cards you get annoyed about. When I lose to a druid though, there's not any game I feel like I lost to an unbalanced card. It's just a class with a lot of options, but no single card being overpowered. I hope they can bring all the classes to that position, though rogue is probably in the same boat as well.
That's cos they are adapting the classes based on WoW. And in WoW a Druid is the most versatile, being the only class in the game with FOUR specs. And they actually designed cards for all 4 of those specs. Whereas for other classes, such as Shaman, they just totally neglected certain specs entirely. Game has a lot of fine tuning to do.
 

Hatorade

A nice asshole.
8,463
7,209
Anyone have a deck that is good for new player? When people throw around decklists with 4 legendaries...yeah, not gonna happen. I have played MtG before so I'd like to think I have some experience.
Focus one class to unlock all the basic cards then focus on a play style. When new trying to get a balanced deck isnt going to work. Start with shaman rush deck, low cost minions, cards that summon companions, with hex for control, and group buffs for all in play works really well in the beginning(do need some lucky totems).

Finding a lot of opponents that have zero 1 and 2 mana minions and I just splatter them in the beginning and keep them off tempo until dead.

Find a list of best neutral cards to strengthen as you progress, but again stick with one type.
 

chthonic-anemos

bitchute.com/video/EvyOjOORbg5l/
8,606
27,290
Anyone have a deck that is good for new player? When people throw around decklists with 4 legendaries...yeah, not gonna happen. I have played MtG before so I'd like to think I have some experience.
I recommend some shaman axes as starter crafts. If axes are in hand at start you can keep their minions dead till bloodlust, People think you have to bloodlust last but you can do it first just to push/clear then next turn windspeaker/rockbiter/flametongue your last standing minion for the win.
rrr_img_56554.gif

I think I picked it up here:Basic Shaman (master ladder) - Deck Guide - Hearthstone
 

Vaclav

Bronze Baronet of the Realm
12,650
877
There is the long shot that you legitimately pulled him 3 times in the span of his single draft series. There's been times that I only have time to play 1-2 games a day.

It's increasingly possible if schedules aligned.
Nod. I do realize that possibility as well. I've noted TONS of odd decks in Arena though but he's the only one I've seen multiples since keeping notes.

Regsrdless it was odd enough to report it to Blizz to check into. If it was all the same odd pool they'll note it and ignore me probably with no changes. Only if they find a smoking gun will they look deeper.
 

Morrow

Trakanon Raider
3,341
948
Made a Paladin deck with the potential to heal 138 health. Pretty funny. Although it's highly unlikely to cap 80. See if you can figure out how!
biggrin.png


Omg do not craft Stormforged Axe lol ><
 
282
0
Holy nerfs Batman!Hearthstone Update: Upcoming Changes 1/13 - Forums - Hearthstone

Hearthstone Update: Upcoming Changes 1/13

Thank you so much for continuing to play, test, and give feedback on Hearthstone as the closed beta testing phase begins to draw to a close. We are monitoring card balance over time, and without your continued testing efforts, we wouldn?t have the necessary data we need in order to make changes to cards that may warrant them. This should be our last big set of balance changes; once we go live, we plan to make very few card changes, and only if they are absolutely necessary.

We will be making changes to the following cards: Unleash the Hounds, Sylvanas Windrunner, Blood Imp, Defender of Argus, Pyroblast, Dark Iron Dwarf, Abusive Sergeant, Warsong Commander, Charge and Novice Engineer.

Unleash the Hounds? mana cost is now 2 (down from 4)

Unleash the Hounds was intended to give Hunters their own form of AoE and to have synergy with other beast cards, but its old cost was too prohibitive.



Pyroblast?s mana cost is now 10 (up from 8)

The 8-cost Pyroblast made for an un-interactive experience where the Mage only needed to do 10 damage during the course of a game and then double Pyroblast you for the win. We want Mages to be more interactive with the opponent to achieve victory, rather than delay the game until they can Pyroblast.



Blood Imp is now a 0/1 and now reads: Stealth. At the end of your turn, give another random friendly minion +1 Health.

The Warlock has three very strong 1-cost minions and that made the Warlock rush deck slightly stronger than we were comfortable with.



Warsong Commander has been reworked and now reads: Whenever you play a minion with 3 or less Attack, give it Charge.

Charge (the spell, not the keyword) has been reworked and now costs 3 mana. The card?s new power reads: ?Give a friendly minion +2 Attack and Charge?.

Both of these cards were key components in ?One Turn Kill? or ?OTK? decks that kill your opponent in one turn without requiring any cards on the board. We want the game to be about playing minions and fighting for board control rather than just waiting until you can play your big combo and win in one turn with no interaction from your opponent.



Abusive Sergeant now reads: Battlecry: Give a minion +2 Attack until end of turn.

Abusive Sergeant was changed to make its power the same as the Dark Iron Dwarf and to give it additional versatility.



Dark Iron Dwarf?s buff now only lasts until the end of the turn.

This change was made to reduce the Dark Iron Dwarf?s overall power slightly. We also wanted to make the Battlecry effect the same as Abusive Sergeant?s as to not force you to permanently buff one of your opponent?s creatures.



Defender of Argus is now a 2/3 (down from 3/3)

Defender of Argus was a card that found itself automatically included in many decks due to its power and stats. We want players to have an option of what cards they put in their decks, so cards that feel like they must be in all decks (especially Neutral ones) are not ideal.



Novice Engineer is now a 1/1 (down from 1/2)

The Novice Engineer was played in most non-rush decks (and even some rush decks) due to its cost and power. Similar in reasoning to our Defender of Argus change, we want players to have an option of what cards they put in their decks.



Sylvanas Windrunner?s mana cost is now 6 (up from 5)

Sylvanas had power and stats that made it a bit too powerful compared to other 5-cost cards, which made it automatically included in many decks. We want players to have an option of what cards they put in their decks, so cards that feel like they must be in all decks (especially Neutral ones) are not ideal.



Expert cards that are being changed can be disenchanted for their full cost for a limited time when the patch goes live. We hope these changes will increase the variety of cards you will see at all levels of play, and make playing Hearthstone a more fun and interactive game for everyone.
 

Byr

Ahn'Qiraj Raider
3,802
5,421
they hit all the high notes. defender of argus, pyroblast, dark iron dwarf, blood imps and something related to the OTK warriors. personally i thought blood imps were pretty unique and id have just removed their stealth. they would have still been useful in their current form but not nearly as hard to kill.

look forward to dusting my 3 golden argus' to make all the epics im missing.
 

The Ancient_sl

shitlord
7,386
16
Are you counting Alexstraza as a heal?

You could have quite a lot of life heal with Lorewalker Cho and two players trading Holy Light. I hope that's not what you mean though.


Wow, holy crap that nerf list.

That Dark Iron change isn't that bad, since most of the time you are boosting a minion that's trading. The ability to play it when you have an empty board is a nice buff.
 

The Master

Bronze Squire
2,084
2
Made a Paladin deck with the potential to heal 138 health. Pretty funny. Although it's highly unlikely to cap 80. See if you can figure out how!
biggrin.png


Omg do not craft Stormforged Axe lol ><
Holy Light x2 (12), Lay on Hands x2 (28), Guardian of Kings x2 (40), Brewmaster x4 on GoK (64), Farseer x2 (70), Elune x2 (78), With Doctor x2 (82), True Silver x2 (90), Captain Greenskin x1 (92), Darkscale Healer x2 (96). Which is literally every possible piece of healing available to a Paladin. So unless you're counting some weird Alexstraza combo happening multiple times, or counting minion healing on the Darkscale... not quite. Though considering the way the numbers line up, I'm guessing you expect to Brewmaster an Alexstraza four times and always have it take you from 1 to 15. Which is a little silly to contemplate.

The Abusive Sergeant Change is strong for Priests. It means any 4 attack minions can be boosted in SW: Death range to remove it, so for 4 mana and two cards you can remove a difficult threat and end up with a 2/1 on the board. I was playing with a Priest deck for a while last reset and other than losing to agro 'lock if I didn't draw perfectly, my primary issue was dealing with 4 attack minions.
 

Angelwatch

Trakanon Raider
3,053
133
Holy crap. That's a lot of nerfs. Here's my thoughts on them (and note that my opinions might not be the "correct" opinion but simply my gut reaction).

Unleash the Hounds: No real opinion on it. I guess Hunters have been a bit weak and this helps address them somewhat. 2 mana might be too low though and 3 would have been better IMO.

Pyroblast: This nerf frees up two spots in all of my mage decks because Pyroblast is, effectively, useless now except for control mages which are a dying breed due to previous nerfs. Aggro Mage needs to win by turn 8 or 9. They can't hold out to turn 10 because the game is over one way or the other. This one hurts bad but at least my Mage is already level 60... And I'm also thankful that I only crafted 1 Pyroblast and opened the second one in a pack... Just when mages were clawing their way back to a prominent position again, this nerf slaps them back into the "useless" set of heroes. And the official forums are going to be unreadable for the next couple of weeks as people go to the mage section and post "ha ha, suck it mage losers u got nerfed"

Blood Imp: Nerf went far more drastic than I was expecting. There's a reason I hung on to 8 extra ones but that's bittersweet at best. Doesn't kill Warlock Rush but it hurts them in the jimmy.

Warsong Commander and Charge changes: Someone, someday, will find another way to abuse the Giants. While the Warrior was able to abuse Charge effects for 1 turn kill combos, this makes Warriors a dead class again.

Abusive Sergeant and Dark Iron Dwarf: Same effect now but the nerf makes DID really lackluster.

Defender of Argus: Not the nerf I was expecting and it's still a "must include" card because people weren't playing him for the 3/3 minion but for the buffs and taunt he gave out.

Novice Engineer: Needless nerf IMO. She's not included for the 1/2 health but for the fact that she cycles the deck. I, never, once thought "if only my opponent had a 1/1 instead of that 1/2 minion on the board..."

Sylvanas: Don't agree with the nerf. She's a Legendary. She's supposed to be powerful and a game changer.

This quote stuck out at me and it's one I, wholeheartedly, disagree with: "We want the game to be about playing minions and fighting for board control rather than just waiting until you can play your big combo and win in one turn with no interaction from your opponent." This was in regards to the Warrior OTK combo but it has implications for the rest of the game. Specifically it makes it sound like they hate mages and a direct damage playstyle. As other people have put it, we're going to be left with a game where the only way to play is to put down minions and turn them sideways (a Magic: The Gathering reference).

I'll be able to cash in on a crap load of dust when these nerfs go live but that's bittersweet to me. These nerf implications really have soured me on the game.
 

Byr

Ahn'Qiraj Raider
3,802
5,421
the novice engineer is a great nerf for priests too. with all the ways to take control of low attack minions, the more they use deathrattle rather than battlecry to draw cards, the better.

also the charge changes hardly make warrior a dead class. for 3 cards and 6 mana, a worgen can do 16 damage. they cant OTK anymore, but they are definatly a strong class still. Id look for "era a unorthodox way to play warrior" thread on reddit for the most common warrior deck youll find after the patch.
 

Mures

Blackwing Lair Raider
4,014
511
I don't get the abusive sergeant "change", do they not know that is already how the card worked?
But yeah, it is really more of a buff for did. The majority of the time the +2 just went on a minion to trade and now you can play it with nothing on the board.
 

Pyros

<Silver Donator>
11,221
2,367
I don't think the nerf kills warriors, just kills the OTK ones. But what Kripp is currently playing works fine even without these. I mean the charge nerf is the one that actually hurt, but not that bad. It's a control warrior deck with a shitton of legendaries to kill people and like azure drake(since it spends the first few turns doing nothing but armoring up or cleaving). I don't even think he has warsong commander in that deck. It's Nhyx's deck idea but it's fairly common nowadays.

The novice engineer is a big nerf. Cycling the deck is useless if you get a shit card for it. The point of it was that it was a 1/2, that could become a 2/3 the turn after, or do "2" damage with heropower+attack, while not dying to argent squire which was perfect. The 1/2 was very important, at least for early game of control decks. Now it seems loot hoarder is always better early, since you don't need to cycle instantly when you have 2 mana anyway and even if the opponent can ping, he has to ping it while he might not have to ping a novice if his mobs have 2-3health. Forcing a ping on turn 2-3 is a decent advantage. On the other hand loot hoarder is shit lategame so that's kinda interesting now, but I'm not sure I'd play novice anymore. Cycling a card is nice if you get something good/decent out of it, but a 1/1 isn't really that. It's like why people don't use Shiv either, it cycles but 1damage spell is underwhelming. Only used in the spell centric rogue deck.

Sylvanas nerf seems stupid to me. 6 cost doesn't really change that much. It does make it impossible to sylv+starfall for random MC on your own turn without innervate/coin, but other than that meh. I would have expected something like 5mana 3/5 or 3/6, basically so it doesn't kill shit as easily before it deathrattle, nor does put a large threat on the board to your opponent's health. Same for Argus nerf, seems like the wrong nerf. Especially reducing its attack instead of its defense. Making a 2/2 could maybe balance the battle cry, barely, 2/3 it's still good and the battle cry is still insane anyway. 3 is enough to avoid blizzard, consecration, holy nova, starfall, backstab etc.