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Hearthstone Closed Beta - Open beta in NA, elsewhere next few days. New thread soon!

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ahaha, just saw Trump getting killed Turn 3 in Arena.
Opponent double Dust Devil Turn 1, then Flametongue Totem Turn 3 .. gg

Hey would you mind explaining this a bit more?
So dust devil do 3 and can attack twice. So first turn play 2. Turn 2 attack total of 9 dmg. Then next turn flametongue gives them 5 each with double attack of 20dmg. How did he lose the last point?


edit* aww I see it turn 2 attack was 12 dmg 3*2*2.
 
You are completely missing the point. It's about the starting hand deciding the game. In the current meta not getting an early drop basically costs you the game because Hearthstone is prone to snowballing.

I agree with this. I'm noticing more and more if you get a solid combo out on turn 2 and your opponent doesn't have removal you're in a very strong position. Very hard to recover from unless you're playing against a mage with a lot of board wipe.
 
Hey would you mind explaining this a bit more?
So dust devil do 3 and can attack twice. So first turn play 2. Turn 2 attack total of 9 dmg. Then next turn flametongue gives them 5 each with double attack of 20dmg. How did he lose the last point?

Turn two: 3+3+3+3=12.
 
Hey would you mind explaining this a bit more?
So dust devil do 3 and can attack twice. So first turn play 2. Turn 2 attack total of 9 dmg. Then next turn flametongue gives them 5 each with double attack of 20dmg. How did he lose the last point?

Here's the video of Trump losing to that sick combo on turn 3. Your numbers are off, it's turn 2: 3 damage x 4 hits (12), turn 3 5 damage x 4 hits (20). The double overload goes in to turn 2, so it actually brings him to negative crystals in turn 2 lol.
 
Mages are ******** and *****. Seriously, how can people enjoy playing that? >_>

2x Wyrm. Then COIN into Missles and voila double buff. Get to attack on me once then he didn't care about board control and just used 2x Fireball and 2x Blizzard (which basically does 2 damage to everything AND buys him a round for free). and then pyro my 10 health on turn 8 for the cheesy, low skill win.

HEY - SO MUCH FUN. >_>


Also, how the **** can I draw NONE of my 8 1 drops on my start hand + completely mill THREE TIMES IN A ROW?

only mage can stop the fearsome dustdevil turn 3 win!
 
1 Toughness and 1 drops in general being unplayable is a huge problem. The mage/rogue/druid hero abilities are creating a lot of issues and need to be looked at.

This is why top players say going second is better- everyone's curve starts at 2.
 
only mage can stop the fearsome dustdevil turn 3 win!

:'(

Another mage. "Why do I need minions or board control? Here's my Cone of Cold / Flame Strike / Sheep / Ice bolt / Blizzard" just to use PYRO ON YOU WHEN I DRAW IT FOR AN INSTANT WIN.

Screw this game. Seriously. This needs to go. NOW. There is just no smart playing against mages. They have more CHEAP AoE clear and board control (freeeeeeze) than anyone can play around. And the most stupid thing is "well played" when they draw their pyro. Well played MY ASS.


I'll probably build a Shaman deck, once my Warlock deck is full (which can take a while. Missing 2-3 Legendaries :3). I want to herp derp as well. Bloodlust-Dust Devil-Windfury-Totem-Aramada of Doom.

Btw is there any gain to play ranked when you're at master III? What's the difference to "unranked" at that point? Do loses count against you? Can you drop a rank? Asking because I consider forfeiting against mages. Even if I win, it's just no fun. There is just no strategy involved.
 
:'(

Another mage. "Why do I need minions or board control? Here's my Cone of Cold / Flame Strike / Sheep / Ice bolt / Blizzard" just to use PYRO ON YOU WHEN I DRAW IT FOR AN INSTANT WIN.

Screw this game. Seriously. This needs to go. NOW. There is just no smart playing against mages. They have more CHEAP AoE clear and board control (freeeeeeze) than anyone can play around. And the most stupid thing is "well played" when they draw their pyro. Well played MY ASS.


I'll probably build a Shaman deck, once my Warlock deck is full (which can take a while. Missing 2-3 Legendaries :3). I want to herp derp as well. Bloodlust-Dust Devil-Windfury-Totem-Aramada of Doom.

Btw is there any gain to play ranked when you're at master III? What's the difference to "unranked" at that point? Do loses count against you? Can you drop a rank? Asking because I consider forfeiting against mages. Even if I win, it's just no fun. There is just no strategy involved.

play PoE or LoL
 
Must have lost 5 games in a row tonight. I love to play as priest but it's really hard to beat an aggro deck with this class. Then I discovered Shadowform. Really good to pick up all those annoying high attack but very low health minion. I found it really great when you have good minions with taunt then you simply pick them up with it each turn until you draft holy novato wipe the board and finally play your good minion. Had 2 aggro rogue concede with it. Shadow Madness is also really good since you are usually able to kill 2 of their minions with it since they all buff their attack ridiculously high.

Now I need to plan a good deck around that.
 
My current dream right now with Knife Jugglers is to have two down, then with ten mana, constantly replay two Youthful Brewmasters five times.

Extra points being a warlock and having a summoning portal down.
 
there's an 0/4 taunt that's pretty bad too. forget the name, it's a draenei on the art.
At least it's a good stalling one cost. Silverback gains one attack over it (or one health over Voidwalker) for two more cost.

Frostwolf Grunt and Felguard are bad, too.
 
My current dream right now with Knife Jugglers is to have two down, then with ten mana, constantly replay two Youthful Brewmasters five times.

Extra points being a warlock and having a summoning portal down.

knife juggler procs twice on minions that summon another minion :)

i discovered this when i accidentally combo'd knife juggler with imp master, harvest golem, razorfen hunter n murloc raider

shud also work with violet teacher n hero powers :O
 
My current dream is getting 2 spiteful smiths enraged on the board, plus 2 faceless manipulators to make 4 spiteful smiths, assassin's blade on, with 2 blood poisons buffs...

15 damage weapon.

Attack once.

Blade flurry.

Game over.
 
knife juggler procs twice on minions that summon another minion :)

i discovered this when i accidentally combo'd knife juggler with imp master, harvest golem, razorfen hunter n murloc raider

shud also work with violet teacher n hero powers :O

Yeah, I've been thinking/playing Knife Juggler decks. Best part is that since most things that summon more than one minion or have summon effects are strong anyway, so even if your jugglers die, you have an alright deck.

Best juggler moment for me was having a juggler with a noble sacrifice up. He gets attacked by a 2/1. Summons a defender and the knife kills the attacker. I couldn't stop laughing.
 
Ice_Barrier.png


Just lost a game because I didn't realise this wouldn't be triggered when I was being attacked with a spell.

I guess if it were universal, it would say "as soon as your hero is damaged" etc. Oh well.
 
Ice_Barrier.png


Just lost a game because I didn't realise this wouldn't be triggered when I was being attacked with a spell.

I guess if it were universal, it would say "as soon as your hero is damaged" etc. Oh well.
Oh, wait, no, that's what its supposed to do. I misread your sentence. "Attacked" means physical.
 
Yeah, I've been thinking/playing Knife Juggler decks. Best part is that since most things that summon more than one minion or have summon effects are strong anyway, so even if your jugglers die, you have an alright deck.

Best juggler moment for me was having a juggler with a noble sacrifice up. He gets attacked by a 2/1. Summons a defender and the knife kills the attacker. I couldn't stop laughing.

I love the noble sacrifice guy's voice clip when attacking.
 
Oops, misread preparation as "the next card you play costs [3] less" and not "the next SPELL you play costs [3] less". I don't know what I was thinking.

Considering the only spells in this arena deck are 1 eviscerate and 2 deadly poisons, I guess that's a dead card for me!
 
I love the noble sacrifice guy's voice clip when attacking.

Is that the one that's like "GET DOWN!"?

Oops, misread preparation as "the next card you play costs [3] less" and not "the next SPELL you play costs [3] less". I don't know what I was thinking.

Considering the only spells in this arena deck are 1 eviscerate and 2 deadly poisons, I guess that's a dead card for me!

I made that same mistake as well when drafting a deck. "I don't understand why people don't like Preparation more. Oh..."
 
Lost a Pally on Pally match because I played a Blood Knight on like Turn 20 alongside a 6/7 Ogre to try and gain positive board advantage after holding it the entire game (I was at 6, him 24, he killed me on the last card drawn while I had 4 left.) Still can't figure out if I was right to play it there. Wish they had a replay feature.
 
Preparation seems to be good for only assassination and sprint really (I guess vanish if you're into that card). It also pairs pretty well with gadgetzan auctioneer or cards that get buffed by cards played like questing adventurer and van cleef.

I think people over-value coin->defias ringleader. It isn't a bad move by any means, but can be countered without too much hardship by several classes... forked lightning, arcane missiles, hero powers, death coil, that 2/1 charge murloc, backstab + rogue power. It sometimes does help get maintain field control early on. But it definitely is not something you cannot recover from with a decent deck.

Murlock tide hunter 2/1 + 1/1 exists. It definitely is a weaker version but still puts the same kind've early pressure. Even if you just get them to waste weapons/mana on taking it out. It is a 2 cost and a druid or mage would take 4 mana to remove both cards. Not a terrible trade.
 
Speaking of - the voicework in this game for all the cards is pretty wonderful. Adds a lot of character that you don't realize you're missing when playing paper MtG or similar.
 
What league are you in? I've tried the deck quite a bit but I feel it's just way too slow. Playing your first minion on turn 3, or more commonly turn 4 while your opponent already has 2-3 on the board simply doesn't cut it and makes it almost impossible to regain board control.

Missed this post, sorry.

Playing solely the Drakes deck took me from Silver to Diamond in a couple of days. For some reason it flows very well just by clearing the board and usually extends out until the mind control phase. I rarely lose with it, but that just speaks to the cheapness of the Priest class, I think.
 
I just got into the beta over the weekend. I've never played a card game and am having a lot of fun. I've only messed around with the Mage (level 21 now) and Priests seem to be my kryptonite. I dread seeing that class pop up and have only managed one win against them.
 
Is today Legendary Day in Arena or what is going on?
3 out of 3 Games opponent had a Legendary. Who needs Skill if you have 2 Flamestrikes, Ragnaros and a Pyroblast ...

Edit: Make that 4 out of 4 .. stupid Hogger
 
Think I need to take a break from the game.

Played a lot on Saturday and averaged .50 in Arena. Played on Sunday and was going 8-x and 9-x. Played today and I had about 6 runs, none of them going over 4-x and most ending around 2-x.

I felt so disgusted. Like I was drafting the cards I was "supposed" to draft while watching my mana curve. Sometimes, the RNG just gave me crap. I drafted one Arena with a druid that gave me 0 druid cards costing over 4 mana. No Swipes. No Druids of the Claw. No Starfires. No Starfalls.

Over and over again I just kept losing to stupid stuff. It felt like whatever I dropped died and no matter how hard I tried to keep board control from the beginning my opponent always got the drop.

Frustrating. Not fun. Yeah, I probably need a break. Maybe play some constructed in a week or so and just try to get better at the game. Seems like everything is just rush, rush, rush. Play non-Arena, non-ranked, get rushed. I feel like I've seen everything and the game is stagnating.

Yeah. :/
 
Yeah, the rushing meta combined with no real options to answer, because of the low number of cards in your first turns is really crippling, especially in Arena.
If you lose board control in the first 2 Turns you need AoE to come back. If you didn't get any in Arena you might as well concede.

I mean a Shattered Sun Cleric on Turn 3 can decide a game that way, because your Turn 2 Minion doesnt die .. hard to recover from

Edit: 1-Drops seems to be flavor of the Week in EU-Arena. Facing multiple 1-Drops every other game. Abusive Seargeant, Argent Squire + Young Priestess ..
 
Preparation seems to be good for only assassination and sprint really (I guess vanish if you're into that card). It also pairs pretty well with gadgetzan auctioneer or cards that get buffed by cards played like questing adventurer and van cleef.

I think people over-value coin->defias ringleader. It isn't a bad move by any means, but can be countered without too much hardship by several classes... forked lightning, arcane missiles, hero powers, death coil, that 2/1 charge murloc, backstab + rogue power. It sometimes does help get maintain field control early on. But it definitely is not something you cannot recover from with a decent deck.

Murlock tide hunter 2/1 + 1/1 exists. It definitely is a weaker version but still puts the same kind've early pressure. Even if you just get them to waste weapons/mana on taking it out. It is a 2 cost and a druid or mage would take 4 mana to remove both cards. Not a terrible trade.

The problem is, what are the odds of having said counters on turn 2? Even when you take in consideration some of your suggestions, the fact the opponent forced you to play these cards so early in the game already means trouble to you, especially when spending said mana on trying to contain them will mean the opponent will have a free turn to set up as you won't have any creatures on the board, and in early game where mana management is essential, that's a lot.
 
The "upcoming" patch won't even really address the rush meta imo (Mind Control is so not a threat in my games at all), so it'll be around for probably a good 6+ more months I think (and continue to grow in popularity) until they release another patch or new cards.

But rushing will never go away. If anything it will get more and more viable as new cards come out that are even better at rushing.

Going first with your three cards being 4 or higher... you might as well quit on your opening turn more often than not these days, you'll be lucky to play 2 cards before you're dead.
 
The "upcoming" patch won't even really address the rush meta imo (Mind Control is so not a threat in my games at all), so it'll be around for probably a good 6+ more months I think (and continue to grow in popularity) until they release another patch or new cards.

But rushing will never go away. If anything it will get more and more viable as new cards come out that are even better at rushing.

Going first with your three cards being 4 or higher... you might as well quit on your opening turn more often than not these days, you'll be lucky to play 2 cards before you're dead.

As someone who enjoys playing control it's not a fun development. Hope Blizzard will see it and make changes to make both play styles viable.
 
It's frustrating how often I'm seeing Legendaries. Lost twice to a druid who gained early crystals and had Ragnaros+Thalnos. Then I fought another druid that played, in this sequence: Ragnaros, Baron Geddon then Black Knight.
 
Was reading a bit and found a turn 2 kill for arena, not sure if anyone will come up with a turn 1 kill that doesn't involve conceding lol.

Warlock with coin, round 1 young dragonhawk, round 2 power overwhelming x3 + soulfire. Game over, no conceding involved. I can't even remember any turn 2 kills in MtG, but there probably was 1 or 2 at some point involving some loophole to cycling mana or cards.

I'd love to see a video of the above happening in game if anyone came across it.
 
Was reading a bit and found a turn 2 kill for arena, not sure if anyone will come up with a turn 1 kill that doesn't involve conceding lol.

Warlock with coin, round 1 young dragonhawk, round 2 power overwhelming x3 + soulfire. Game over, no conceding involved. I can't even remember any turn 2 kills in MtG, but there probably was 1 or 2 at some point involving some loophole to cycling mana or cards.

I'd love to see a video of the above happening in game if anyone came across it.

Not bad and things like that should probably be handled. I think more and more people are picking up early removal weapons though so it might not be 100% effective even when you do get it.

I'm still not a fan of too much randomness in arena due to things like that :)
 
Was reading a bit and found a turn 2 kill for arena, not sure if anyone will come up with a turn 1 kill that doesn't involve conceding lol.

Warlock with coin, round 1 young dragonhawk, round 2 power overwhelming x3 + soulfire. Game over, no conceding involved. I can't even remember any turn 2 kills in MtG, but there probably was 1 or 2 at some point involving some loophole to cycling mana or cards.

I'd love to see a video of the above happening in game if anyone came across it.

Nm misread
 
Holy shit!!! I got a beta key!!!

Ofcourse, i get it right as i barley care anymore and have a brand new console to play. But ill definately have to find time for it now..

Im pumped!
 
Arena is so fun with a Draft that includes zero card-draw and zero AoE .. as a mage(!!!)
I'm sad.

Edit: And now Shaman without Hex, without Lightning Storm and without Fire Elemental.
That was it for today.
 
I have an extra beta key if someone would like it. Just drop me a PM. First person gets it. :-)

/edit - and gone. Have fun Barzul! :-)
 
I used to run Dust Devil but the odds that your opponent has a 1/2 mana answer, either in the form of a card or hero power, are just too high to be worth giving up your turn 2 entirely in what I assume is an aggressive deck. That and the fact that I like Shaman better in midrange now, where I feel it's one of the more consistently strong decks, has lead to me cutting the card from use entirely. Flashy fast kills are nice and all, but tcgs are all about consistency, and the Dust Devil doesn't offer enough to make up for what it removes in that aspect.

Was reading a bit and found a turn 2 kill for arena, not sure if anyone will come up with a turn 1 kill that doesn't involve conceding lol.

Warlock with coin, round 1 young dragonhawk, round 2 power overwhelming x3 + soulfire. Game over, no conceding involved. I can't even remember any turn 2 kills in MtG, but there probably was 1 or 2 at some point involving some loophole to cycling mana or cards.

I'd love to see a video of the above happening in game if anyone came across it.

I'm pretty sure we can come up with a multitude of turn 1 or maybe even a turn 0 kills (Flash Hulk?) if we're talking godhands requiring specific cards on either the play or draw specifically that use more than the constructed limit of a card. Furthermore, vintage and legacy decks have certainly had the potential to go off turn 2 throughout Magic history. Even modern had a turn 2 kill earlier this year at a Grand Prix.

The "upcoming" patch won't even really address the rush meta imo (Mind Control is so not a threat in my games at all), so it'll be around for probably a good 6+ more months I think (and continue to grow in popularity) until they release another patch or new cards.

But rushing will never go away. If anything it will get more and more viable as new cards come out that are even better at rushing.

Going first with your three cards being 4 or higher... you might as well quit on your opening turn more often than not these days, you'll be lucky to play 2 cards before you're dead.

Yeah, as much as we've seen concerns regarding the more higher cost cards and strats, (unleash the hounds is a lategame kill) aggro is considerably more consistent and effective in constructed than the top heavy control decks. I just don't know how they approach it though, because the good aggro decks tend to win off a bunch of just solid value cards like Harvest Golems, Shattered Sun Cleric, Defender of Argus, etc. and none of these really cry out for a nerf. The strategy itself is just strong because you constantly draw gas in HS, (no lands to worry about here) having creatures on board first is very important to controlling the board, and control players cannot interact with attacks out of nowhere/offboard damage on your turn, ironically enough given that that lack of interaction is also responsible for the "unfair" feeling around Unleash the Hounds, Mage Kills, Mind Control, etc. There's no problem card they can single out like Unleash the Hounds or Mind Control (which I think is getting nerfed more for its presence in arena than constructed anyway) to tone it down. It's just consistent.
 
Really enjoying the game so far. I like the quests and earning cards for free. Working my way through each character and earning all of the basic cards now.

If anyone has a spare beta key I'd be so grateful, I'd love to play this with my son.
 
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