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In general, killing the hunter is the idea. Aggro decks are already the best decks in the format and hunters tend to hold a decent chunk of cards back that they won't even use while you're beating them to a pulp, so it's actually pretty easy to just crush them before they get a chance to do anything. If you're looking for specific cards, Defender of Argus is great card you should be running anyway in a lot of decks and it really puts a stop to their plans.

If you're playing a reactive class like a Priest, you're pretty screwed. Hence UTH getting reworked to remove the haste.

Wait, that's the change? Haha. No one will even touch the card anymore and it was pretty much the only thing hunters had going for them in constructed. I hope there are other tweaks on the way to make the class viable if that's the plan.
 
Wait, that's the change? Haha. No one will even touch the card anymore and it was pretty much the only thing hunters had going for them in constructed. I hope there are other tweaks on the way to make the class viable if that's the plan.
It's going to get reworked somehow. But based on dev commentsI suspect the haste part is just going to get nuked. It just doesn't mesh with how the game plays.
 
Rag and Ysera don't really stabilize though. You spend your whole turn dropping them and, in Ysera's case, the extra value can't come down till at least a turn later while your best case for Rag is removing their best dude. Those two are much better as finishers when you've already stabilized/near stabilized the board. (and, in some matchups, baited out their removal. Dropping either into a cheap removal spell or, worse, a mind control is often gg.) They're powerful, no doubt, but they can't turn the game immediately, especially if you're already losing.
What I mean is, that one of those cards alone gives your deck a late game option, which otherwise you wouldn't have.Of course it doesn't mean auto win. If a game goes into very late game (turn 10+) and both players have no cards in their hand, and almost nothing on the field because of constant trading, drawing one of those can win you the game. I struggle to keep up late game with my 1-3 mana drops vs something big on the field, as I'm centered on board control, early and mid game. As I said, I'd only run 1 of those anyway. They're by no means a must have, but I'm sure every deck can get some benefit from one legendary or another.
I plan on playing 2 personally, Sylvannas and Jaraxxus. Thanos only if I draw him of have everything else crafted, if at all.
 
If you're playing a reactive class like a Priest, you're pretty screwed. Hence UTH getting reworked to remove the haste.

After playing a couple games with hunter I think a cost rework would probably be enough. The charge is what makes the card interesting, so making it cost around 3-4 would be a pretty big nerf because you can't drop 5 beasts and give them charge in the same turn. It makes no sense that the rhino is a 5 and doesn't even buff, but UTH is a 1 cost. This way, the rush is still "viable" but it takes 2 turns to set up so if you have board control or if you kept your clear spells then it's possible to prevent it.
 
Most OP card in the game imo (next to almost all cards of the mage)
191.png

That value is just crazy. What's your pick?
 
the problem with rushdown in this game is that the best way to compete with rushdown is to rushdown better than them.

a developing metagame that does not make
 
Do Priests really need the ability to heal themselves AND minions?

Why is Holy Fire 6 mana and only rare? A 10 point swing ability (when used on the enemy hero), Pyroblast is an epic, costs 8 mana for 10 damage. Nobalance.jpg

Do Priests have to have Shadow Madness as well as Mind Control? For 4 mana? I'd like to fucking use my minions at some point during a game.

Do they really need two different ways of turning their heal into a 2 damage nuke? (Shadowform, Auchenai Soulpriest)

Thoughtsteal, Arcane Intellect for Priests - as if the bullshit from herp derp Cleric and Power Word Shield wasn't enough.

5 damage hero nukes, instant removal of minions that aren't 4 attack, an AOE damage heal combo, double attack and health cards, is there no end to the bullshit?


I'd like to punch the person who designed this class.
 
Most OP card in the game imo (next to almost all cards of the mage)
191.png

That value is just crazy. What's your pick?

Yep, Argent Protector is OP. Should be a at least a 2/1 like the Owl. Perhaps even 1/2.
I mean the Divine Shield Card is 1 Mana .. with Argent Protector you get that PLUS a 2/2 Body for 2 Mana.

My pick would be Shadow Madness. Sometimes you can just do crazy stuff with that.
Steal Loot Hoarder, suicide into Minion --> Kill 2 creatures and draw a card for 4 Mana
 
Shadow Madness is pretty fair though. It's costly, doesn't always have a target, and, even when it does have a target, doesn't necessarily do anything. If OP cards include all cards that can 2 for 1 in the right situation (which is basically what you're looking to do with shadow madness) we'd be calling a lot of pretty balanced stuff op.

Argent Protector, on the other hand, yeah.... he's pretty strong. Basically reads 2 for a 2/2 that destroys an enemy minion on being played. That's pretty good. 3 mana, as suggested below, would be perfectly fair.

It's hard for me to name specific cards as op because i tend to think of the issues with the game revolving around general design decisions and some synergies and hero powers rather than specific cards. If I had to call out specific ones, I would say that Blizzard needs to take a serious look at the value provided per mana cost for the buffing minions- namely SSC, DoA, and the Dark Iron Dwarf. The cards don't scream op to me, but when you can just go to value town turn after turn due to the ability to initate trades as the OFFENDING player rather than the defending player, buffs out of nowhere are just too strong.
 
Do Priests really need the ability to heal themselves AND minions?

Why is Holy Fire 6 mana and only rare? A 10 point swing ability (when used on the enemy hero), Pyroblast is an epic, costs 8 mana for 10 damage. Nobalance.jpg

Do Priests have to have Shadow Madness as well as Mind Control? For 4 mana? I'd like to fucking use my minions at some point during a game.

Do they really need two different ways of turning their heal into a 2 damage nuke? (Shadowform, Auchenai Soulpriest)

Thoughtsteal, Arcane Intellect for Priests - as if the bullshit from herp derp Cleric and Power Word Shield wasn't enough.

5 damage hero nukes, instant removal of minions that aren't 4 attack, an AOE damage heal combo, double attack and health cards, is there no end to the bullshit?


I'd like to punch the person who designed this class.

There're a lot of good 4-health minions

I kid
 
Priests, regardless of their arena performance or how I feel about specific cards, are probably one of the worst classes in constructed right now. I've come down on thoughtsteal- it's just a worse arcane intellect and arcane intellect isn't that great in this meta; most of their removal is 1 for 1, which you can't really be doing when the other guy is getting to poke you with 1 or 2 minions as you trade fairly with his most recent drop; and they have no good way to really get early board initiative, which is so much more important than the ability to steal 1 of your dudes late game.
 
From my own experience and seeing others drop Starving Buzzard as a Hunter on their first turn with coin or just early, turn 2 or 3, it leads to a loss. Now I only use a buzzard on a turn that it will draw me at least 2 cards in the same turn. Hunter without card draw doesn't have enough punch to win. It's better to play nothing than the Buzzard with a coin, because you will not have a good chance to win using it early and having it die without drawing you cards.
 
From my own experience and seeing others drop Starving Buzzard as a Hunter on their first turn with coin or just early, turn 2 or 3, it leads to a loss. Now I only use a buzzard on a turn that it will draw me at least 2 cards in the same turn. Hunter without card draw doesn't have enough punch to win. It's better to play nothing than the Buzzard with a coin, because you will not have a good chance to win using it early and having it die without drawing you cards.

Yeah, I always laugh when I see someone drop one of those alone as if I'm actually going to let it live.

The same principle you've cited here applies to other cards too, so think about it the next time you've got a cult master, auctioneer, or even northshire priest. CMs should generally be held until you can trade at least 1 of your guys in an ok trade and guarantee a card draw out of it. Getting to run multiple guys in for a good trade is just gravy- which is why the card is especially good in paladin drafts where you can often set up a number of 1/1s to trade in on their x/3 or x/4 as you drop the master.

I had a draft today where I got an auctioneer as pally and I held it for a guaranteed draw everytime. Even got to go turn 6 auctioneer, coin, noble sacrifice, divine shield the auctioneer for the absolute nuts ancestral recall drop.

Even outside of draw effects, it's generally a good idea to hold on to good "static" effects till you can get something out of them. Warrior decks usually hold warsong commanders back till turn 8 for the hasted raging worgen into cruel taskmaster blowout play. Holding Illidan, Antonidas, the charge beast, and others is pretty much always the right play as well.
 
From my own experience and seeing others drop Starving Buzzard as a Hunter on their first turn with coin or just early, turn 2 or 3, it leads to a loss. Now I only use a buzzard on a turn that it will draw me at least 2 cards in the same turn. Hunter without card draw doesn't have enough punch to win. It's better to play nothing than the Buzzard with a coin, because you will not have a good chance to win using it early and having it die without drawing you cards.

Yeah I wait a while before I put a buzzard out and typically have other mobs out that way he's not the only threat on the board.

I almost always have a snake trap out as well that way I'll almost always at least get 3 cards from him, unless they use a spell on the buzzard.
 
So is Blizzard even sending out invites anymore? I've been signed up since the second wave and have yet to get one - I thought I heard that everyone who has signed up for the closed beta would eventually get an invite, but I haven't been hearing too much about invites. That could be because I've tried to forget about the beta until I get an invite, but now I'm just wondering if they are still doing invites every day except for the weekends like they were doing. Of course, open beta should be here next month so I shouldn't have to wait much longer.
 
Yo Doomsayer is legit in some decks.
I should probably DE him shouldn't I?
I thought the same at first. He was the first epic I ever got and was really excited. Then I realized I never used him, and finally de'd him the other day.

What do you guys think of the rogue minion patient assassin? I think that's the name. The 1/1 stealth who can destroy any minion.
 
I thought the same at first. He was the first epic I ever got and was really excited. Then I realized I never used him, and finally de'd him the other day.

What do you guys think of the rogue minion patient assassin? I think that's the name. The 1/1 stealth who can destroy any minion.

It's okay but often too slow to reach it's target late game. Early game, a normal 2 drop would kill most targets as well, so it's effect only makes up for it's low stats. It's still okay due to the stealth. Can sit around and wait for a target, IF the enemy doesn't has any aoe / random spells or minion effects.

That said, it doesn't fit into most Rogue decks since they have better cards to chose from.

Would rate it 5/10
 
I thought the same at first. He was the first epic I ever got and was really excited. Then I realized I never used him, and finally de'd him the other day.

What do you guys think of the rogue minion patient assassin? I think that's the name. The 1/1 stealth who can destroy any minion.

I haven't gotten lucky enough to get him yet but since he only has 1 hp he is too vulnerable to too many aoes and non-target spells.

It could be potentially used with cold blood to sneak in 5 damage though. And if you have conceal or master of disguise you can keep him around another round. On the other hand, other cards do that (the neutral tiger cards) and they do it better since they can at least survive an arcane blast, although at a higher cost.

I think I'd find him more useable if they increased his hp to 2 or 3.
 
You know I think it's better to flat out just have charge in your deck for warriors rather than Warsong Commander. Commander is too much of a target.

Go Amani Berserker->Charge-> Inner Rage for a 7/2 mob with 2 crystals

Or with 3 replace the Berserker with a Raging Worgen for a 6/2 mob with windfury.
 
Yep, Argent Protector is OP. Should be a at least a 2/1 like the Owl. Perhaps even 1/2.
I mean the Divine Shield Card is 1 Mana .. with Argent Protector you get that PLUS a 2/2 Body for 2 Mana.

My pick would be Shadow Madness. Sometimes you can just do crazy stuff with that.
Steal Loot Hoarder, suicide into Minion --> Kill 2 creatures and draw a card for 4 Mana

Haha shadow madness can be nutty sometimes. I took a 3/3 windfury and killed two of his creatures and itself. A nice 3 for 1. I still lost that game :(
 
Haha, I just did the most infuriating thing to an opponent in arena. Opponent uses an Ironbark Protector late game when we both have very few cards/minions on board, so on my turn I manage to combo my Kidnapper to get his Ironbark unsummoned back to his hand. Since it costs 8 to cast it wastes his whole turn playing it. Then he casts it again, using another turn, and this time I sap it back to his hand, 2 turns wasted casting it. Then he casts it a third time, and I played my Big Game Hunter on it, making it 3 wasted turns on that card. He took it well and finished out the game, had a nice deck, but I just had too many cards in hand after playing a Sprint a few turns earlier and having a generally amazing draft as rogue.
 
What do you guys think of the rogue minion patient assassin? I think that's the name. The 1/1 stealth who can destroy any minion.
It's not a very valuable card. He can still be wiped off the board quite easily with spells or battlecries.
 
Haha, I just did the most infuriating thing to an opponent in arena. Opponent uses an Ironbark Protector late game when we both have very few cards/minions on board, so on my turn I manage to combo my Kidnapper to get his Ironbark unsummoned back to his hand. Since it costs 8 to cast it wastes his whole turn playing it. Then he casts it again, using another turn, and this time I sap it back to his hand, 2 turns wasted casting it. Then he casts it a third time, and I played my Big Game Hunter on it, making it 3 wasted turns on that card. He took it well and finished out the game, had a nice deck, but I just had too many cards in hand after playing a Sprint a few turns earlier and having a generally amazing draft as rogue.

I've done this so many times hahah. Sap - sap - assassinate. Lovely.

I like sprint as well but giving up an entire turn around turn 7 is almost impossible to do most of the time. I tried pairing it with preparation but still a pain to do.


@dimb battlecries cannot target stealth though.
 
It's not a very valuable card. He can still be wiped off the board quite easily with spells or battlecries.

Well, it has stealth, so only indirect attacks work on it. It's somewhat useful as a removal, but I'm not sure if it is reliable.
 


After a few days without playing much, I decide to start an arena run and this guy just keeps one of his cards hovered throughout the entirety of one of his turns.

This happened right as I bounced back into the game after being behind for most of it.
 
Well, it has stealth, so only indirect attacks work on it. It's somewhat useful as a removal, but I'm not sure if it is reliable.

Let's put it this way. At the very best, he'll trade one for one with another card. And if the opponent has any sort of aoe board clear, it will just be a worthless collateral. Is he worth the mana? Yeah, kinda. Is he worth a card slot in your deck? Nope. Emperor cobra is much better.
 
I started playing this a few days ago, I love it.

But, im wondering how to build a better deck. There are so many cards, its somewhat overwhelming. Anyone know of a place that shows good tips/deck building strats?

Ive been using Mage and Rogue.

I also have a few questions..

1) When you play with the pre-constructed decks, are you playing against people with custom decks? Or is it only pre-con vs pre-con?

2) Is it best to kill off the opponents minions before attacking his hero? Or is it all situational?

3) I dont have access to Arena yet, but whats the easiest way to earn packs in the mean time?
 
I started playing this a few days ago, I love it.

But, im wondering how to build a better deck. There are so many cards, its somewhat overwhelming. Anyone know of a place that shows good tips/deck building strats?

Ive been using Mage and Rogue.

I also have a few questions..

1) When you play with the pre-constructed decks, are you playing against people with custom decks? Or is it only pre-con vs pre-con?

2) Is it best to kill off the opponents minions before attacking his hero? Or is it all situational?

3) I dont have access to Arena yet, but whats the easiest way to earn packs in the mean time?

1) I'm pretty sure you will face people using own decks

3) There's only one other way, and that's buying packs for 100 gold each or throwing some real money at the game. I'd probably save my gold for arena though, it's my favourite way to play.
 
Opp has 4 HP left after turn 5. Nothing on the field. I'm left at 26hp and have a full board. Did I win? Nope.

Blizzard => Flame Strike => Pyro + a few minions in between.

From now on INSTANT surrender. Won't waste my time with this bull shit class. There is just NO strategy involved fighting a mage or playing as one.
 
Yeah like Kirblar said it's situational.

Some times you might wanna take a few hits if you are trying to execute a strategy. I'll give a few pointers for some classes.

Priests/Pallies- Any minion a Paladin or Priest plays should be considered a top level priority. With all the buffs they have at their disposal a 1/1 enemy can turn into a 5/5. Also dispose of buff minions quickly like the Northshire Priest. It may be 1/3 but a power word shield can make it a 1/5 and tougher to kill making it an easy resource for extra cards. If you have a chance to take it out at 1/3, do it.

Silence cards can make life easier against both these classes.

Druids- Druids have buffs similar to priests/pallies but to a lesser extent. Their buffs are more about utility like motw and mark of nature. Druid minions can be still be dangerous, again have some silence cards handy. Also keep some minion killing cards handy for their big minions. So always keep a hex,polymorph,deadly shot or whatever on hand for when they pull em out. Namely Ironbark Protectors and Ancients of War.

Hunters/Shamans- Both classes are about massing a horde of minions and buffing them to take you down quickly in one stroke. While shamans have a slow buildup and take time to get totems up. Hunters will more than likely try to take you out around turn 5-7 amassing an army in one turn. Always try to keep a shamans totems off the board if you can, same for a hunter's buff minions that have an ability.

Warriors- All about charge minions and weapons, keep their minions off the board and have a Acidic Ooze handy to destroy weapons.

Rogues- Honestly I haven't played mainly very much as a Rogue. Mainly they just peck you to death with small damage cards and minions.

Mages- Just gotta wing it man, you never know what to expect from em.

Warlocks- IMO they kinda suck, just beat em down when ya can and kill their minions.

This are just some general tips though and don't account for legendaries and neutral cards. It doesn't mean that every druid deck is the same though, you could fight a murloc druid deck, or a pirate one.

One thing that can make it easier for you is making adjustments once you recognize the strategy your enemy is going for. Example being a rush deck that hunters and warriors mainly use or a turtle deck like mages use to burn you down with pyroblasts.
 
You get nothing from constructed play. Anyone interested in building out their constructed decks should be playing arena even if they are losing, but the potential possibility for gains is just huge. I came away from my nine win arena run with two packs, more gold than the entry fee, and a pack's worth of dust.

I always seem to run into people who are luckier than I am in arena. I've had two different 0-3 drafts as Paladin, just completely disastrous decks, and 0-3 Priest as well. The rewards are so pathetic that I really am better off just buying decks.
 
I always seem to run into people who are luckier than I am in arena. I've had two different 0-3 drafts as Paladin, just completely disastrous decks, and 0-3 Priest as well. The rewards are so pathetic that I really am better off just buying decks.

same lol. I got so cheated with my pala drafts. went 2-3 and 1-3 (twice got top decked out).
It's really great when you get a epic choice between Murloc +1/+1, Murloc Crab and a Pirate lmao.

Where are my Truesilver? My OP Pala minions? My buffs? I got nothing over nothing. That's why arena can't be taken seriously. It's just so luck dependent. I need to get back into arena tho. Those 5g I have always left after a booster drive me insane >_> Why did I get 20g and not 15? >_<
 
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