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

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Saying "vulnerable to silence" in this metagame means diddly squat. Say that when the non-Keeper of the Grove silence cards are actually useful. Until then, most competent decks don't have a straight-out counter to Sylvanas and she needs to be played around... and the means to do that will usually far outweigh her cost to use, hence why she's so overused. Not to mention that Warlocks can use her as a six mana Mind Control, and the only counter to that is pre-emptive planning.
 
Are we ever going to have a profile? I want to see how many games I've played and be able to chat with others who aren't on my friends list.
 
It would still remain a 2-for-1 at 4/2. It shows the weakness of Blizzard's value assignment that it doesn't take into account the synergy of multiple abilities on a single card.

While neither Divine Shield nor Charge alone makes Argent Commander broken, it's having both of those on one body that pushes it over the top.

I'll be interested in seeing how these changes pan out but I don't expect a sudden decrease of Argent Commanders like this metagame needs.

Senjin... fen creeper... even bootbay bodyguard all survive a commander hit for less cost.

I think if you take away divine shield or charge you may as well remove the card entirely.
 
I find the hardest deck to win with is Warrior. Anyone have any suggestions without a ton of epics or legendaries? Is Gorehowl necessary? I never seem to have enough stuff to clear a board if it starts snowballing. Cleave and slam aren't so good in my experience. Execute and whirlwind is an alright combo but it's all up to RNG if I even end up getting them.

I guess it boils down to card draw. Too bad battle rage was nerfed.
 
It would still remain a 2-for-1 at 4/2. It shows the weakness of Blizzard's value assignment that it doesn't take into account the synergy of multiple abilities on a single card.

While neither Divine Shield nor Charge alone makes Argent Commander broken, it's having both of those on one body that pushes it over the top.

I'll be interested in seeing how these changes pan out but I don't expect a sudden decrease of Argent Commanders like this metagame needs.

It's a 6 cost card. Taking either the divine shield or charge away would completely gut the card and make the card pointless.
 
Senjin... fen creeper... even bootbay bodyguard all survive a commander hit for less cost.

I think if you take away divine shield or charge you may as well remove the card entirely.

No one is going to run those cards when Dark Iron Dwarf, Azure, Sylvanas, and Defender exist.

I'm not talking about taking away Divine Shield OR Charge, because that's its entire gig. But I think you're evaluating him wrong.

Argent Commander, for all intents and purposes is:

6 mana
Neutral
Deal 4 damage to target creature (or player provided there's no Taunters on the field)
Put a 4/3 into play.

With the changes, switch 4/3 with 4/2. Is it still amazing? Fuck yeah it is. Basically neutral 4 damage removal that gives you a body. I'd still auto include it in most curvy decks.

Now imagine if Blizzard nerfed its power instead.

6 mana
Neutral
Deal 3 damage to target creature (or player)
Put a 3/3 into play.

Doesn't that seem so much less threatening than 4 damage? If Priests' removal has a "deadzone" at precisely 4 Power, then Argent Commander has a "deadzone" at 5+ health.

Now, the thing about the current metagame is that getting a 5 health guy out takes a really long time and most of them are not worth playing. Sylvanes is one, Fire Emelental is another one, and these are rated highly for that reason on top of their own innate advantages. Currently the two strategies for deckbuilding involve either curving into an Argent Commander, or playing things so big it can brush off an Argent Commander.

If Argent Commander "dealt" 3 damage, the following cards would suddenly be less agonizing to play.

Booty Bay Bodyguard
Ogre Magi
Gadgetzan Auctioneer
Armor Smith
Frothing Berserker
Unbound Elemental
Druid of the Claw (ver. Charge)

Plus, with Shattersun Cleric and Defender of Argus around, all your 3 toughness guys (Harvest Golem, Defender himself, Mana Wyrm, Ardor Peacekeeper, King Cobra, SI: 7 Agent, Sunfury Commander, Acolyte of Pain, etc etc) can now survive a turn 5 Argent!
 
I feel like Argent is doing the same thing Thragtusk did to M13, except there's non color restriction whatsoever. Decks don't even need to reach to put in Argent Commander, the only decks that can afford not running him have giant dudes to walk over him.

If there's a change I'd personally make to Argent Commander, ignoring all of Blizzard's current design philosophy, it would be to limit him to Warriors and Paladins.
 
Theros is fun. Kind of like Hearthstone but there's actually interaction and shit.
 
wow I just won a match I thought I was definitely going to lose...

He had a dark iron 5/4 w/ buff, 2 mirror images and I had a small field. Then he plays onyxia.

I had an abomination and a big game hunter in hand (felt okay about the situation) but then top decked a swipe. Took out his entire field with BGH + swipe. Easy sailing from then on.


--

As for argent commander, I know how it works and evaluate it appropriately. It is exactly as you described, 4 damage + a 4/3 creature, soon to be 4/2. Stormpike commando does 2 damage and gives a 4/2 at 5 cost. But that 2 damage bypasses taunt. So you could explain the increased damage in the AC because it costs 1 more and is vulnerable to taunt.

I think at 3/3 it would be pretty gutted. It couldn't even handle the swath of strong power cards at 5 cost like azure dragon/gadgetzan auctioneer etc. Those cards should appropriately require taunt cards to make effective imho.

BTW fen creeper is an amazing card. It is the only taunt I really like to include in my decks atm, mainly because of DOA/SSC cause it can take a beating. Usually DOA and SSC are using on 2-3 cost minions (not including BGH cause I've rarely seen that played early), so they often have 2-3 minions on the field with 4/3 stats and occasionally 4/4+5/4. Fen creeper takes out two of them (or senjin) or leaves them vulnerable enough for easy finishers. It works out very well in my rogue deck at least. I'm sure you can make it work with other classes. I was thinking bodybuilder is a 5/5 earlier but forgot he is only 5/4 and pretty crappy for 5 cost. So mainly senjin + fen creeper.

edit:

Well you could be right but I think the 2 hp is a step in the right direction since it dies to perditions blade and si7 agent etc :)
 
Blizz picked me.

giphy.gif


STONEGAMES ON STONEBOARDS + MAGIC
 
Just got an invite. I had forgotten about this. :)

I haven't played a collectable card game in years apart from a brief return to MTG year this year that lasted no more than a couple of months, but I'll definitly give this a go.

Will download the client as soon as I get home from work.
 
I'm surprised this draft made it past 3-2:

Currently winning through sheer luck. I'll be glad when it's over though, it's such a nightmare playing a deck like this.

Lost to Molten Giant, Cairne Bloodhoof and Spirit Wolves on the same turn. Drew an Infiltrator and a Blessing but they got out a Stoneclaw Totem.

Ain't even mad, bad deck was bad.
 
I must say, I agree with the majority that Mage is a thoughtless, overpowered class in this game. I haven't seen a single Mage player who has any idea what they're doing, but they win anyway.
 
Wow just played a priest who dropped 3 northshire priests in the last round wtf was he holding onto those cards for. He played a aoe heal, healed 1 minion... then conceded cause he was going to lose next round... at turn 9 or 10 lmao. Dunno how I am 5-2 with this deck atm. I am not even relying on bloodlust nearly as much as I thought and I only have 1 of them anyway.

I must say, I agree with the majority that Mage is a thoughtless, overpowered class in this game. I haven't seen a single Mage player who has any idea what they're doing, but they win anyway.

Why do you assume they don't know what they are doing? They won... gotta give them some benefit of the doubt.
 
I fucking suck at this game.

Always, with my Warrior, I'm running out of cards mid-game, and the opponent always seems to have 2-3 more cards than me. So I always have unused mana. I'm putting 'draw' cards in my deck, but I suspect it has more to do with my playstyle.
 
SSC and Argent Commander both being at 2hp means that AoE spells are considerably stronger next patch. Blizzard, Nova, Consecration, etcetcetc.
 
SSC and Argent Commander both being at 2hp means that AoE spells are considerably stronger next patch. Blizzard, Nova, Consecration, etcetcetc.

Basically this. Now you're not going to feel bad leaving an Argent Commander at 1 health after a Blizzard, Holy Nova, Consecration, Explosive Trap, Cleave, Explosive Shot, Lightning Storm/Forked Lightning (which are both guaranteed kills now without need forspellpower totem) Now it basically dies to any basic AoE spell, while before, it lived at that annoying 1 health mark. It's still strong, but now it'll now at least lose to AoE clears.
 
funny thing about mages is that, you should know what you're doing more than all the other classes. after all you're a MAGE.

wait a minute, thats not right...
 
i totally cracked at illidian.

when i saw hit token appearing on the first tutorials i felt " oh no, not you again dude. i thought we were done with you back in the burning cruzade. "

then they started throwing the Illidian jokes all around and i overcame my trauma. it was so much fun.

but im still to play with other players.
 
Went against a Warlock that led in with Voidwalker and proceeded to Soulfire my next two minions. Then he played a carbon copy of the "pro" Warlock deck and fought for board control with his dwindling cards. Got me down to 13 and told me "Well played" as he Leeroy + Power Overwhelming'd me. Then he looked desperately for that last three damage he was supposed to have... and realized he blew both of them on one-cost minions.

I smacked him to death with the whelps.
 
My daily quests today was win 2 with mage or hunter and win 2 with warlock or shaman.

I think it probably means something that I won the 2 with mage in 2 matches. I like rarely lose as mage. But I am terrible and have no idea what I'm doing.

It really shows when I play another class. As warlock and shaman, it took me 2 hours of trying before I finally got 2 wins. And both were super lucky. One of them, the other player attacked their own hero by mistake.

I have no idea how to counter anything and even how to trade properly to control the board. Every single match I am in I lose control of the board but just have enough AoE/+SP or freezing to stall until I have the AoE/+SP.

I win almost all my mage matches (unranked play mode) and 92% of them are the exact same. I suck for like 7-10 rounds but have enough to hold out (sometimes even down to single digit health). Then I clear the board with flamestrike or +spell power and arcane explosion (polymorph if required). By that time, my opponent has like no cards left and is just drawing one and playing one while I have a bunch of trash starter cards. But since they can only play one, I finally control then and end up winning that way.

I feel like I have to apologize every match.

The only time I lose is if I can't draw the spell power or AoE cards that I need. And that kind of rarely happens because of my Arcane Intellect and gnome cards that draw more cards.

I have a lot of fun on the mage. Probably because I can win. I had significantly less fun trying to win on warlock/shaman when everyone seemed to be able to counter everything I did.

Also like everyone I come up against has a billion cards I've never even seen before. I've opened like 2 card packs and crafted 1 mana wyrm.
 
finally.

prepare to get crushed
I just started and I am doing alright. Went 3-3 in my first arena, didn't know any of the OP cards but now I am starting to understand. I started playing the Mage but now I am playing the Warrior. Doing alright in Ranked as well.

A lot of Mages online don't seem to grasp the concept of board control or "saving your shit". They will start going all in with the nukes from turn 1. As a Warrior I just use my armor and plus I have a card that gives me like 7 armor which neutralizes their big nuke. Then they have to default to top decking.

Mage are pretty powerful though... if they get a lucky draw they can wreck your shit. Rogues as well, some of their spell cards are just LOL worthy like Assassinate and especially Backstab. I did ran into an epic match with a Rogue, went down to 1 HP each character and he top decked a fucking Assassinate for the win.


Also I wished there were more chat options. There were times when I squeezed by a win and I knew the other guy got MAD SALTY. Would've loved to rub that shit in.
 
Also I wished there were more chat options. There were times when I squeezed by a win and I knew the other guy got MAD SALTY. Would've loved to rub that shit in.

Hah. I once played a game where I was facing down 2 Ragnaros's, the 15 HP dragon and had 1 HP he had 9. I drew my second swipe and swiped him twice and hero powered for the win. Guy must have been livid.
 
so with the Unleash the Hounds change it will combo with buzzard, scavenging hyena, timber wolf, raid leader, what else? not sure how well it would work but would be kind of funny to see what happens when using it with knife juggler vs someone who filled their board with a bunch of wheenies. double knife juggler + uth = fireworks/ghetto avenging wrath
 
Arena really has way too much of your win % based on Class Selection right now. If I see a Pally/Mage? Almost always an 8-X. Not so much with the others. Should probably try Rogue out a bit more since its apparently not as bad as I thought.
 
Got absolutly stomped by a Druid last night. Slime ozze boosted to 5/4 and that 1/2 taunt dude and I had a hand of cards I couldnt play till I had like 7 mana then he swiped and moonfired whatever I had . Was done so fast.
Still managed to win a few games a rogue so stocking pileing dat gold. Saturday i should be able to do 2 more arena runs \o/
 
Looks like maintenance started a bit early, as soon as I finished my game, it seems like my game had frozen, and after a few seconds, the sign came up that said that I was disconnected.

This maintenance is to apply the changes discussed in today's update, right?
 
I fucking suck at this game.

Always, with my Warrior, I'm running out of cards mid-game, and the opponent always seems to have 2-3 more cards than me. So I always have unused mana. I'm putting 'draw' cards in my deck, but I suspect it has more to do with my playstyle.

You underlined a basic problem with the Warrior deck. My Warrior is level 40, so I've done my fair share of games with him. The issue is that you often need 2 cards to do the same job where other decks will only need one. The weapons help to balance things out a bit; Fiery War Axe can remove two minions with 3 health each, which is huge value for 2 mana. The only downside is that you take damage from the minions.

Because the Warrior's card draw is fairly limited, you should think in terms of card efficiency as much as mana efficiency.

Good card efficiency spells:

Battle Rage (you'll usually get at least 2 cards out of this one)
Commanding Shout (amazing if any minion is prevented from dying)
Heroic Strike (outstanding in any situation)
Cleave (if it removes even one minion, but preferably two)
Brawl (if you are overwhelmed by minions)
Mortal Strike (removes many high-value cards, especially if you are at low health)
Upgrade (self-explanatory)
Shield Block (extra HP and a card)

Bad card efficiency spells:

Charge (rare for it to save you from spending cards)
Execute (limits the enemy's ability to trade more than 2 for 1, but you will ALWAYS have to trade 2 for 1 at a minimum)
Inner Rage (sometimes worth it to use with Enrage cards, but it also makes it easier for the enemy to trade up)
Rampage (significant trade-up for minions, but often a dead card)
Slam (since either you kill the minion and get no card draw, or you need another card to finish the job)
Shield Slam (too situational)
Whirlwind (does the same damage to your board)
 
The only downside is that you take damage from the minions.

Sometimes its a good thing. I rarely play warrior but when I do I use Molten Giants combo with Warsong Commander. This is a great finisher and most important its not affected by mage freeze control spells.
 
Won my first proper game, think ive got the itch now D: games too addictive

I was a mage, perhaps thats why

Can anyone tell me of some good streamers to watch? Ive been watching Kripp and Trump for the past month to get in the swing of things, preferably one who likes to explain their methods.
 
Man, I'm on a role. 4 consecutive ranked wins with my shitty basic only custom Mage deck.

The playstyle of a Mage really suits me (that is if I'm even playing it right...).

I think project Arena is on tonight ;)

Won my first proper game, think ive got the itch now D: games too addictive

I was a mage, perhaps thats why

Can anyone tell me of some good streamers to watch? Ive been watching Kripp and Trump for the past month to get in the swing of things, preferably one who likes to explain their methods.

Artosis uploaded his Blizzcon preperation on his Twitch channel with lots of commentary. The problem is however, and I would say that's the case for all streams, you will not have half of the cards used in these streams.
 
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