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Nope. Not even the bloodlust can save the Shaman. I had several and I still got smoked.

My 12 win Shaman deck with no Bloodlusts says hi:

UxZH5UV.jpg
 
On the bright side, he can kill all three trees with his hand and still have a board.

Of course, it takes like all your resources and two turns and you'll probably die to whatever the Druid plays in those turns but hey, at least you can kill a bunch of trees.

Bloodlust isn't even that good. No one lets shaman build up board presence because they know blood lust exists.

For Arena, it's a decent 1-of to have. Even 2 minions yield +6 Damage so that's not exactly the worst value. In most cases, a massive Bloodlust is definitely just a win-more card but it can clutch out a win from a close board that you'd normally just trade minions on and end up with the game dragging out longer than you'd want.

Edit: Also, it interacts really well with cheap Charge minions.
 
I double boosted my Knight to kill the damaged tree and dropped Vaporize. He plays Wolfrider (blows my Vaporize) and kills me

Darn :(

Figured it was a Charger of some kind or just died a turn later since you didn't have the cards to answer whatever followed the trees.

3 Ironbarks feels a little excessive though :x
 
So word must be getting around about these hunters... Played 2 games in a row against them, both times just got destroyed by turn 7 or 8. Just full on charge all the way, and unleash really adds to that deck now. Can't say it needs to be nerfed, as taunts should really mess it up. But wow, I can totally see Blizz nerfing it, since they nerfed the warrior's charge.
 
Bloodlust gives cheap accessible reach to a class that isn't loaded with it like Mage is.
 
Unleash should probably be 3cc.

And speaking of FotM, I tried a gimp version of Reckful's Miracle Rogue, but it really doesn't work without at least both Preparations and Leeroy, if not Pagle and Van Cleef as well, and I'm not sinking dust into the Preps without having a Leeroy as well.

Not sure if I craft giants or other neutrals or what with my excess dust. Already have one Sea Giant, so I'd only be the dust short of a second Snake Trap from being able to run the new hunter deck.
 
So word must be getting around about these hunters... Played 2 games in a row against them, both times just got destroyed by turn 7 or 8. Just full on charge all the way, and unleash really adds to that deck now. Can't say it needs to be nerfed, as taunts should really mess it up. But wow, I can totally see Blizz nerfing it, since they nerfed the warrior's charge.

The difference is that Warriors could do 30+ damage from a clear board in a single turn. Hunters can't do that. But I do admit, the deck is very strong.
 
Secrets, I believe, are a huge huge problem with this game at the moment, having something with 0 counterplay, outside of 2 class specific cards I can think of (Counter spell and the secret reveal card) is rediculous.
 
Secrets, I believe, are a huge huge problem with this game at the moment, having something with 0 counterplay, outside of 2 class specific cards I can think of (Counter spell and the secret reveal card) is rediculous.

Secrets screw me over EVERY time. Its all mindgames, and I don't think that its an 'interactive' element of Hearthstone.
 
Secrets need to be worth playing before they warrant "counterplays".
 
You're supposed to learn what secrets each class has and then pick away at them. Play a cheap minion if you think it's Mirror Entity or Snipe. Throw away a cheap attacker if you think it's Noble Sacrifice or Vaporize. Plan for it if you think (it will be obvious) that Mage is playing Ice Block.

I don't think secrets are the greatest, but they aren't that bad.
 
Not a huge fan of playing vs secrets, most of the time it wastes a turn while I try to get weak cards to trip them.

Is there any guides on advice on how to build a deck? The priest deck I made feels a bit too luck based, and I think I put to many spells in it (I think there was 11 when I last counted)
 
Secrets need to be worth playing before they warrant "counterplays".

The rush Hunter deck is finding good use of some but I think the bigger this is this: If there's a counter to secrets, why would you run it in a deck anyway? Like, you don't really run Ooze for weapons and they're more common than secrets are.

You're supposed to learn what secrets each class has and then pick away at them. Play a cheap minion if you think it's Mirror Entity or Snipe. Throw away a cheap attacker if you think it's Noble Sacrifice or Vaporize. Plan for it if you think (it will be obvious) that Mage is playing Ice Block.

I don't think secrets are the greatest, but they aren't that bad.

Lose your minions if it's Explosive Trap, take damage based on the RNG if it's Misdirection :x

Though those are really the only two I can think of that kind of suck to deal with even if you know (well, besides Ice Block).

Bloodlust is better the worse your deck is. Sounds very strange I know.

The less sophisticated the deck (e.g., less removal, less Battlecry values, etc.), the better Bloodlust is. It just really rewards having a bunch of dumb dudes to throw at them.

Not a huge fan of playing vs secrets, most of the time it wastes a turn while I try to get weak cards to trip them.

Is there any guides on advice on how to build a deck? The priest deck I made feels a bit too luck based, and I think I put to many spells in it (I think there was 11 when I last counted)

Probably somewhere but I don't know of one off-hand. The best tip I can think of, though, is to go in with a pretty narrow focus on what the deck should do and then find the best ways to accomodate that. Use as many cards as you can that have a lot of value without relying on other cards. Above all, you want your deck to run consistently. Don't plan for the highs, the 3-4-5-6-etc. card combo.
 
Secrets, I believe, are a huge huge problem with this game at the moment, having something with 0 counterplay, outside of 2 class specific cards I can think of (Counter spell and the secret reveal card) is rediculous.

Most secrets have lots of counter play. The paladin redirect attack secret you just attack with a X/3 you don't care about first or a 1/1. The mage spell counter you just cast something cheap you don't care about first. Copy minion, cast something like novice engineer, they get no draw out of it. etc Seldom I see a secret get any huge value to it these days.
 
Was hunter always this broken when it comes to card synergy? Ever since the patch. I feel like hunters are freaking unstoppable. The hyena combined with those hounds or that snake trap is just ridiculous. The buzzard synergy as well feels crazy good for the cost.
 
Was hunter always this broken when it comes to card synergy? Ever since the patch. I feel like hunters are freaking unstoppable. The hyena combined with those hounds or that snake trap is just ridiculous. The buzzard synergy as well feels crazy good for the cost.

This is more like going back to what Hunter used to be.
 
Most secrets have lots of counter play. The paladin redirect attack secret you just attack with a X/3 you don't care about first or a 1/1. The mage spell counter you just cast something cheap you don't care about first. Copy minion, cast something like novice engineer, they get no draw out of it. etc Seldom I see a secret get any huge value to it these days.

I think the main concern is that you can know what the secret is but still have to trigger it. I don't think they matter for the most part (sans Ice Block, honestly), though, but that's usually where the argument comes from.

Was hunter always this broken when it comes to card synergy? Ever since the patch. I feel like hunters are freaking unstoppable. The hyena combined with those hounds or that snake trap is just ridiculous. The buzzard synergy as well feels crazy good for the cost.

They've always had a ton of synergy, it was really more an issue of UtH just costing way too much pre-patch to really be used.
 
Was hunter always this broken when it comes to card synergy? Ever since the patch. I feel like hunters are freaking unstoppable. The hyena combined with those hounds or that snake trap is just ridiculous. The buzzard synergy as well feels crazy good for the cost.

+Sea Giant. Fun times.
 
I think the main concern is that you can know what the secret is but still have to trigger it. I don't think they matter for the most part (sans Ice Block, honestly), though, but that's usually where the argument comes from.

Most secrets aren't that powerful, but there should be counters nonetheless. Flare and Counterspell just aren't enough. For example, give Warlocks a Felhunter minion that has Battlecry: Destroy an Enemy Secret, Gain +X/X or +X/Y. Like a Mudcrab for secrets. Or Purge for Shamans, etc. The card pool just isn't big enough to handle them properly right now, particularly noticeable when not all classes have them. Warriors would love Spell Reflect (just imagine the delicious tears from reflecting Pyros) and Intervene effects, as one example. Or Rebirth/Soulstone for Druid/Warlock respectively. Lots of possibilities.
 
The value of secret spells is that they force the other player to make non optimal plays just to "eliminate" the various potential secrets. Forcing the other player to play a smaller creature when they want to be playing that Yeti turn 4 have long term effects on the game.

As value cards they don't rank high (most only go 1 for 1)... their value is in the mind games against a human player.
 
Most secrets aren't that powerful, but there should be counters nonetheless. Flare and Counterspell just aren't enough. For example, give Warlocks a Felhunter minion that has Battlecry: Destroy an Enemy Secret, Gain +X/X or +X/Y. Like a Mudcrab for secrets. Or Purge for Shamans, etc. The card pool just isn't big enough to handle them properly right now, particularly noticeable when not all classes have them.

Right. I think it would make sense to have some cards that interacted with destroying Secrets. Would seem to make sense, though perhaps Blizzard just wanted Secrets to be this sort of mindgame thing that you deal with and not just "welp, I play this card and deal with it instead." That way it forces the whole puzzle angle that you play around the secret as opposed to just going through it.

That said, the problem is ... would you run those cards if they were added? There's so few classes that use Secrets and so few Secrets that warp the game enough to warrant the card slot. It would end up being a card in a deck that exists for one card in one match-up and that's just not ideal due to how the ladder works.

Again, I don't think that means we shouldn't have them. I'm just thinking more from a usability angle, really. If we get a way to deal with Secrets, it may just end up being that you can Silence the Hero to deal with them. Maybe. I think it's far more likely that Blizzard will just leave Secrets as they are.
 
I like Flare.

It does more than just reveal secrets AND it draws you a card. That's the type of card I like to see. I honestly would never pick a card that only counters secrets.
 
Just opened tinkmaster, the exact card i needed to complete the 3 decks I used most! Ah this is glorious :D
 
I like Flare.

It does more than just reveal secrets AND it draws you a card. That's the type of card I like to see. I honestly would never pick a card that only counters secrets.

On that note, Flare is actually neat to have around right now with the super-aggro Hunter deck going around. The cycle is nice and it stops their Explosive Trap :x

3 of my last 4 Arena runs I've gotten double legendaries. Did they up the rate which they appear?

Buy a lotto ticket.
 
Someone please tell me how I am supposed to deal with these combos:

wild pyro + avenging wrath

equality + wild pyro

equality + consecrate?

3 amazing board clears coming from one class.
They only have so many. They're also a very clunky class and have difficulty applying pressure while clearing your half of the board.
 
I thought a hunter misdirect was supposed to cause the opponent attacking to be misdirected into their own minions, not misdirected from my attacking face to another of my minions.

Loving the new hunter change though

ECef7nT.jpg
 
fuck this game. Minion shuffle costed me yet another arena win. It's infuriating. Why don't they finally sit down and fix this shit? Should be priority number #1 and not some stupid queue timer...


edit:
New patch just hit, that presumable reduces the minion shuffle.

edit 2:
Fixed my ass. Just lost another game because DoA is a dick. They didn't even shuffl around, he just flat out refused to give the buff to the left minion :X
 
I thought a hunter misdirect was supposed to cause the opponent attacking to be misdirected into their own minions, not misdirected from my attacking face to another of my minions.[/IMG]

Read the card. It can misdirect to any other character.


Though those are really the only two I can think of that kind of suck to deal with even if you know (well, besides Ice Block).

Yeah, well, Hunters are jerks.
 
You gotta love this game. I draft 6 weapons in arena. 3 Fiery war axes, 2 Arcanite reapers and an Arathi Weaponsmith. My entire deck is built around weapons, armor and upgrades. I get down to 9 cards and I don't pull any of the 6 cards mentioned above. That means that of my 9 remaining cards 6 of them were weapons. The Priest I'm up against uses a Thought Steal and plays an Arcanite reaper before I can play a single weapon. I love RNG.
 
So, here is what I have been able to put together so far with a bit of crafting for the Alchemists. Any thoughts on this deck:
Prestdeck011814.jpg


There are a few ideas. One is to try and buff the lightspawn to high hell and go for a 1 hit KO if I can get it out with a Temple Enforcer. The other is to in general just give a minion a ton of HP, then swap the HP and Attack, or just to have a really tanky taunts and chip away with a bunch of cards. Got a decent number of cards to try and deal with what the enemies tries to play (Shadow Words, the Shadow Menace, Mind Control, Holy Nova) to try and buy time until I can get a hand I need.

Does this kind of deck have any obvious flaws to it? Or is the overall idea just weak maybe?
 
So, here is what I have been able to put together so far with a bit of crafting for the Alchemists. Any thoughts on this deck:
Prestdeck011814.jpg


There are a few ideas. One is to try and buff the lightspawn to high hell and go for a 1 hit KO if I can get it out with a Temple Enforcer. The other is to in general just give a minion a ton of HP, then swap the HP and Attack, or just to have a really tanky taunts and chip away with a bunch of cards. Got a decent number of cards to try and deal with what the enemies tries to play (Shadow Words, the Shadow Menace, Mind Control, Holy Nova) to try and buy time until I can get a hand I need.

Does this kind of deck have any obvious flaws to it? Or is the overall idea just weak maybe?

Take out Gold Shire footman immediately lol. The problem with spending several cards to buff the crap out of something is that its extremely vulnerable to silence, hex/poly, and similar effects.
 
Finally got a beta invite, played a few games with a friend a few months ago in his house and I've been waiting for my invite since then, sadly for some reason I didn't understand he's in EU server (I'm in NA)... so if anyone want to play, or anything just add me, battle-tag is Kitsune#1237

So far I played all the practice games with Jaina (including expert), won 3 games in casual, tried twice The Arena, in both I won the first and lost three in a row. ):

What's a good place to learn more about the game, which cards are good, or is just the ones you like the most?
 
Well, what I'm doing right now is playing the bots with each character until they get to about level 5, then making a deck for that character, and trying some casual games until I get to 10 with them, then move onto the next. Not sure what to do after that, but I'm likely going to try and read up a guide before I loss the rest of my gold in the arena after I go though all 9 heroes.
 
The quests seem to be bugged quite badly. Didn't recieve a daily quest at all today and yesterday I lost a quest when trying to change it to a different one.
 
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