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

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Blood imps are fine as is and are easily dealt with. 2 mana for blood imps is way overkill.

Not really man. You get a 1/1 unit with two abilities... stealth and a passive buff that counters low damage aoes and pretty much guarantees board control for any decent warlock deck.

As a rogue I'd have to use FoK a 3cc aoe to deal with a single blood imp and the other minions on the board come off clean unless they were already injured. Then you have double blood imp which would then require a second FOK or 2cc spell power minion which would cost another 2-3 mana to the cost to remove blood imps.

Well, basically I come to the conclusion that a 1/1 with two strong text abilities should cost more than 1 mana. The main thing it would accomplish is slowing down tempo of a warlock rush deck that gets first turn, a position where they probably already dominate.

edit:
Its also a great set up for a poweroverwhelming + attack + shadowflame board clear and 5 damage to hero... really good card... it is hard to believe it isn't 2cc from my perspective.
 
Blood Imps should have 0/0, but also buff themselves with the +1 health bonus. Then you'd get a 0/1 Blood Imp that is also susceptible to the Priest's AoE silence. I know the 1 attack isn't much, but in a pinch I've seen Warlocks use it effectively, so taking that away would be good too.
 
Not really man. You get a 1/1 unit with two abilities... stealth and a passive buff that counters low damage aoes and pretty much guarantees board control for any decent warlock deck.

As a rogue I'd have to use FoK a 3cc aoe to deal with a single blood imp and the other minions on the board come off clean unless they were already injured. Then you have double blood imp which would then require a second FOK or 2cc spell power minion which would cost another 2-3 mana to the cost to remove blood imps.

Well, basically I come to the conclusion that a 1/1 with two strong text abilities should cost more than 1 mana. The main thing it would accomplish is slowing down tempo of a warlock rush deck that gets first turn, a position where they probably already dominate.

edit:
Its also a great set up for a poweroverwhelming + attack + shadowflame board clear and 5 damage to hero... really good card... it is hard to believe it isn't 2cc from my perspective.

Yes, it's good, but I don't see warlocks are dominating because of it. If it had no counter, then I could get behind a fix.
 
Yes, it's good, but I don't see warlocks are dominating because of it. If it had no counter, then I could get behind a fix.
You don't see Warlock dominating because of it? That's like the core part of all the rush down Warlock decks. Even the Murloc decks have those Imps in there.

Not really a problem for me personally because I play a Mage and I usually have a ton of AoE spells to handle Warlocks. Shit is still annoying as hell because they can get an early lead going fast before I can start using my good spells.
 
I really hope they introduce a tournament format in the near future, Arena is burning me out. After going 10-2 with a mage with all of the standard deck cards I run another mage with zero flamestrike, fireball or Pyro. Lock with no imps, Paladin with no consecrate or True-silver. I know luck is a huge part of any draft TCG, but it can definitely be draining.
 
I really hope they introduce a tournament format in the near future, Arena is burning me out. After going 10-2 with a mage with all of the standard deck cards I run another mage with zero flamestrike, fireball or Pyro. Lock with no imps, Paladin with no consecrate or True-silver. I know luck is a huge part of any draft TCG, but it can definitely be draining.
You just have to suck it up- the game can be very streaky, especially since they've nerfed chain-running Arenas. Some form of organized constructed format would definitely be appreciated though.
 
sStTAup.jpg

only the most deadliest mage board
 
I really hope they introduce a tournament format in the near future, Arena is burning me out. After going 10-2 with a mage with all of the standard deck cards I run another mage with zero flamestrike, fireball or Pyro. Lock with no imps, Paladin with no consecrate or True-silver. I know luck is a huge part of any draft TCG, but it can definitely be draining.

Once someone gets a set of good cards, I don't understand the appeal of Arena much. Constructed is just much more interesting and challenging. I see such dumb play in arenas.
 
I'm not in the beta :(

I've been watching kripparian streaming the game and i can't wait to get to play it.

Android/iOS version hopefully is great as I rather play it on the tablet
 
You just have to suck it up- the game can be very streaky, especially since they've nerfed chain-running Arenas. Some form of organized constructed format would definitely be appreciated though.

Yeah, the old reward system allowed for luck to play into your total prize money and even a bad run could break even. With the new reward system you need to hit 7 wins just for break even. Even the 10 win run I had only gave me 175 gold.
 
Yeah, the old reward system allowed for luck to play into your total prize money and even a bad run could break even. With the new reward system you need to hit 7 wins just for break even. Even the 10 win run I had only gave me 175 gold.
It was alway 7 wins, but the margins are way smaller on your net gains.
 
Fuuck. Dude played Velen (after I had to deal with Rag, fucking constructed). Thoughstole my Avenging Wrath and hit me for 16 damage when I was at exactly 16.
 
I went on a search to find the worst minion in the game by putting some of them into a Warlock deck. I think I've settled on Arcane Golem - giving away an extra mana crystal is just devastating. There are a lot of minions that just don't do much or are highly situational, but if you play an Arcane Golem, especially early on, you are almost certainly going to lose the game. Felguard is a close second, since he destroys your mana crystal, but he is at least a durable taunter.
 
Yeah, the old reward system allowed for luck to play into your total prize money and even a bad run could break even. With the new reward system you need to hit 7 wins just for break even. Even the 10 win run I had only gave me 175 gold.

I've had much greater luck with the new system personally. Getting 0 gold was much more common before especially with 4-5 wins.

Some win amounts have been nerfed no doubt, like 7 wins. But the old system was plain stupid with 9 wins giving less gold than 7.
 
Sign god damn Mages in arena. It's ludicrous how good they can be.
Listening to one of the designers speak about them was not comforting. He kept talking about the Mage's mass removal like it was Wrath effects, when they're Bonfires. They're two totally different animals, and you can't play around them like you can Wraths.
 
Frostbolt really should be 3 mana instead of 2. I understand that in theory it scales with the damage/mana curve for single-target cards, but because of the freeze it's essentially 4 guaranteed damage (with the fireblast next turn on the frozen creature) which is enough to kill just about any threatening card on the board, and it also synergizes with mana wyrm.

I'm just salty since I played warrior and priest for the last 2 days and there seems to be nothing useful I can play in the first 3 turns except maybe fiery war axe that won't die immediately. It's not even a matter of wasting a frost bolt since by turn 4 there's also fireballs and a ton of other removal available.
 
Yeah, the old reward system allowed for luck to play into your total prize money and even a bad run could break even. With the new reward system you need to hit 7 wins just for break even. Even the 10 win run I had only gave me 175 gold.

People are confusing breaking even and going infinite. You only need ~3 wins to break even, while 7 lets you go infinite and never need gold again to play arena.

Rewards are random though, I've seen people say they get 300 gold from 10 wins and over 500 for 12, and I've gotten 175+ from just 7.
 
Just got rolled in 6 (7?) turns by a Warlock Murloc deck. I'm ranked 12 and he was rank 10. Very painful. Not sure how to counter it just yet with my Shaman deck. Will need some more experience with it I think.

By the way, has anyone claimed duty for making an OT when the game goes to Open Beta, or will we just continue to use this thread with a title change?
 
Just got rolled in 6 (7?) turns by a Warlock Murloc deck. I'm ranked 12 and he was rank 10. Very painful. Not sure how to counter it just yet with my Shaman deck. Will need some more experience with it I think.

By the way, has anyone claimed duty for making an OT when the game goes to Open Beta, or will we just continue to use this thread with a title change?

Lightning storm and forked lightning. You gotta keep their fields trim. Wild Pyromancer helps a ton to counter the deck as well.
 
ha, Arena Opponent forgot that the Big Game Hunter Battlecry must be applied if summoned .. and shot his own Corehound accidentally. He then rageconceded =)
 
How are y'all getting enough dust to construct the cards you want? I don't know every card well enough to know which ones are useless and the return on disenchanting seems pretty bad. Arena runs are giving me barely any dust anymore (3 to 6 wins). I just keep running arena hoping for either a good card in the pack or duplicates.
 
I would say it perhaps works better with Blood Imp or Cult Master.

I don't have either of those cards. I can see what you mean though. And warlocks are dumb!

But with Imp Master constantly pumping out Imps and being healed, it's very easy to fill the board for some Bloodlust fun.
Not as consistent as getting a bunch of 1/2's though. But... warlocks are dumb.
 
I am really growing to despise Warlock murloc decks.

Blood imp + the Murloc card that gives +'s that don't go away when it dies = arrgh.
 
God I really hate this fucking game. I can literally sit and watch someone like kripparian play arena, and predict what he is going to do almost every turn in a run where he gets 12 wins. Yet whenever I try arena I get stomped so hard, and am lucky if I get 2 wins...

Edit - Oh great , I try out warlock in arena, get zero sweeper cards and run into agressive decks focusing on creatures with 1-4 hp, that's nice...
 
How are y'all getting enough dust to construct the cards you want? I don't know every card well enough to know which ones are useless and the return on disenchanting seems pretty bad. Arena runs are giving me barely any dust anymore (3 to 6 wins). I just keep running arena hoping for either a good card in the pack or duplicates.

Disenchanting Gold cards and Legendaries have been the only profitable method for me. Even then, I don't have all the Murlocs and have only 2 Legendaries but I used most of my dust on filling out all the class-specific cards that I needed.
 
People are confusing breaking even and going infinite. You only need ~3 wins to break even, while 7 lets you go infinite and never need gold again to play arena.
You can get nothing but dust off three wins.
 
Frothing Berserkers in Arena, man. If you don't have a way to get to them quickly it's nasty. Opponent played a Fiery War Axe and Dread Corsair on Turn 3, then Frothing Berserker on Turn 4 and I was without a way to get around the DC before the Frothing Berserker built up to a 6/4 and eventually a 10/4 to win the game.
 
I'm currently playing a hunter deck and while i'm winning fairly often I am struggling against mages and to a lesser extent priests. I'm trying to stay alive and clearing the board, taking shots at him and then finishing it with Krush for the most part. But both against the mage and priest I can't seem to go through my deck quickly enough. I have added the Snake Trap + an additional Starving Buzzard but the combo is to unreliable, should I be getting some other card drawers? This is my deck currently:

 
You can get nothing but dust off three wins.

You can also get 50g from 0 wins, so I was just going at a fair average (maybe 4-X is more fair than 3-X though). I wouldn't call breaking even going 0-X typically, or going 7-X, those are pretty extreme examples.
 
You can also get 50g from 0 wins, so I was just going at a fair average (maybe 4-X is more fair than 3-X though). I wouldn't call breaking even going 0-X typically, or going 7-X, those are pretty extreme examples.
I just had a couple of 3-3 runs recently, and while it's just an isolated set to draw from I really wasn't even getting close to 50g back. I'm not really sure what the average would be though.
 
And another small question, I just bought 7 packs and got a bit lucky with Jaraxus, harrison jones and old murk eye (because i got all the murlocs or something). I think I will hold on to Jarraxus but should I de the other 2 and get Ragnaros/Sylvanas/Ysera (I read that those are the top 3 legendaries)

Any advice would be appreciated and thanks in advance :)
 
And another small question, I just bought 7 packs and got a bit lucky with Jaraxus, harrison jones and old murk eye (because i got all the murlocs or something). I think I will hold on to Jarraxus but should I de the other 2 and get Ragnaros/Sylvanas/Ysera (I read that those are the top 3 legendaries)

Any advice would be appreciated and thanks in advance :)

I don't think you can get Old Murk-Eye from any other means besides collecting all the murlocs, so I'd hold onto him for sure. Harrison Jones is decent; not exceptional, but can be very good situationally. I'd suggest you play around with him a bit first and then if you don't enjoy using him you could DE him, but personally I'd probably hold onto him.

I... think I'd have a very hard time DEing any legendaries though, so maybe I'm a bad person to ask. I've only gotten one legendary out of... hell I don't know anymore, but I think over 60 packs, so you're pretty damn lucky to get 2+ in a stretch of 7.
 
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