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The Rate/Improve my deck thread.

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11 hours ago, Leonmorte said:

well I tried out some of your recommendations, and it seems to have unfortunately made it worse. Before i was halfway in rank 15 and since the changes have fallen to the bottom of rank 18. with my previous build i was at least winning as much as i lost, now I've lost about nine matches and won three. i don't have either legendary you stated, but i did have the rest, but it seems to have slowed the deck down considerably. could it just be me?

 

another tip:

If you use any program such as hearthstone deck tracker You'll be able to share replays with us. that way we can help you with whatever you're doing right/wrong in a step by step manner.

This thread was recently opened for exactly that purpose. Might help out climbing the ladders past whatever rank you may be stuck at.

Edited by Shine

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On 12/25/2016 at 9:13 PM, positiv2 said:

@LaxbertYou could replace Humility and one Stampeding Kodo with Sludge Belchers. One Murloc Knight for the Bog Creeper should work fine as well. I also run a Tuskarr Jouster instead of Guardian of Kings when I feel like I need heal on my NA account. Then, second Keeper of Uldaman in place of Sen'jin Shieldmasta sound nice. Piloted Shredders are pretty much a must-have in wild, and you should include them in place of second Sen'jin Shieldmasta and the Sea GiantSunwalker is also not exactly amazing, so you should replace him with Dr. Boom if you have him, or Elise Starseeker if you don't.

Then, the swap of Ivory Knight for Earthen Ring Farseer and Boulderfist Ogre is really nice. The second Boulderfist Ogre should be swapped for Tirion Fordring once you get him.

@positiv2 Thanks for the help, man. I touched up things a bit, bought the first wing of Karazhan and crafted some cards. 

Here is what it looks like now, I've yet to test it.

wboKhIY.png

Since I decided to add the Tuskarr Jouster, I figured that in order secure that sweet, sweet heal, it would be better to keep high cost minions such as the Bog Creeper, which I quite like and has saved me from pretty rough spots. 

Regarding Elise Starseeker and Dr. Boom, I have neither of them. I actually DE'd Elise Starseeker. While it's not the best decision ever, the dust came in handy, I don't regret it that much. Sunwalker has worked its spot in the deck, and, as you say, she is not amazing, but she does her job well. I also figured the second Stampeding Kodo is good for dealing with those pesky Knife Jugglers or to combo with Aldor Peacekeeper

I also had in mind a pretty standard Ramp Druid deck, but I'm struggling to come up with a good curve. Here is what it looks like right now:

mKVme5Z.png

What would you guys swap or change?

Edited by Laxbert

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@LaxbertI would remove the Keeper of the Grove and Ironbark Protector for 2 Shades of Naxxramas as the value is simply higher, then Boulderfist Ogre and one Starfire for 2 Ancients of War to have high value taunts, and second Starfire for Fandral Staghelm or, if you don't have him, Kel'Thuzad. Additional possible swaps are Piloted Shredders (simply the best 4-drop), Sneed's Old Shredder and/or Ragnaros the Firelord (both for late-game value) for any card mentioned for swapping out.

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1 hour ago, Laxbert said:

@positiv2 Thanks for the help, man. I touched up things a bit, bought the first wing of Karazhan and crafted some cards. 

Here is what it looks like now, I've yet to test it.

wboKhIY.png

Since I decided to add the Tuskarr Jouster, I figured that in order secure that sweet, sweet heal, it would be better to keep high cost minions such as the Bog Creeper, which I quite like and has saved me from pretty rough spots. 

Regarding Elise Starseeker and Dr. Boom, I have neither of them. I actually DE'd Elise Starseeker. While it's not the best decision ever, the dust came in handy, I don't regret it that much. Sunwalker has worked its spot in the deck, and, as you say, she is not amazing, but she does her job well. I also figured the second Stampeding Kodo is good for dealing with those pesky Knife Jugglers or to combo with Aldor Peacekeeper

I also had in mind a pretty standard Ramp Druid deck, but I'm struggling to come up with a good curve. Here is what it looks like right now:

mKVme5Z.png

What would you guys swap or change?

If you have Nourish, add two copies, card is insane. Even if you dont have it, if you want to play druid in long term, you should craft 2 copies, it is pretty good, no matter where you put it. If you have them, you can put them into the deck instead of Starfires.

Not sure about Cenarius too, but since I don't know what is in your collection, I can't suggest a replacement.

Why no use Living Roots, with Azure Drake, they can be used to clear some stuff or put some tokens on board. Maybe take out a Keeper of the Grove, I don't know, I don't think that card is good after it was nerfed. 

I mean, main problem is, even though you shouldn't have problems with ramping up, what is high valur cards, once you hit 10 mana lets say. Except CenariusIronbark Protector and Bog Creeper, other cards does not need ramp really. Add more high mana cards, I don't know what you have and whatever feels right, but having 2 copies of Druid of the Flame is not necessary. If I understand the main point of the deck, early cards have either good value (like one and only Fandral Staghelm) or removal and card draw spells. Your late game should be stronger than this though.

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@positiv2 @FanOfValeera Thanks for the recommendations. I looked into some of the changes you mentioned, and I agree wholeheartedly with the fact that a Ramp deck should have a better late game than that.

Since I understand it is pretty hard to make suggestions without any semblance of a collection, here is mine: http://www.hearthpwn.com/members/Laxbry/collection

I thought about the following changes:

- Replace 2 x Druid of the Flame for 2 x Living Roots. Druid of the Flame is rather good in the early game, but gets really weak as turns pass, also Living Roots can make a cheap combo with Azure Drake, as you mentioned.

- Replace 1 x Raven Idol and 1 x Keeper of the Grove for 1 x Ironbark Protector and 1 x North Sea Kraken. I think the Kraken is both a good option for late game on a budget and packs a mean punch with its battlecry. The Ironbark is there mostly because I can't think of a better late game minion that's not too expensive.

Regarding Cenarius, I really like him. I think he embodies well what a Ramp deck should have, as it can strengthen your board when you're ahead or create some defenses with those 2/2 Treants. And of course he is pretty costy so if you can get him out on turn 6/7, you have a huge advantage.

And Happy New Year, everyone.

Edited by Laxbert

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57 minutes ago, Laxbert said:

@positiv2 @FanOfValeera Thanks for the recommendations. I looked into some of the changes you mentioned, and I agree wholeheartedly with the fact that a Ramp deck should have a better late game than that.

Since I understand it is pretty hard to make suggestions without any semblance of a collection, here is mine: http://www.hearthpwn.com/members/Laxbry/collection

I thought about the following changes:

- Replace 2 x Druid of the Flame for 2 x Living Roots. Druid of the Flame is rather good in the early game, but gets really weak as turns pass, also Living Roots can make a cheap combo with Azure Drake, as you mentioned.

- Replace 1 x Raven Idol and 1 x Keeper of the Grove for 1 x Ironbark Protector and 1 x North Sea Kraken. I think the Kraken is both a good option for late game on a budget and packs a mean punch with its battlecry. The Ironbark is there mostly because I can't think of a better late game minion that's not too expensive.

Regarding Cenarius, I really like him. I think he embodies well what a Ramp deck should have, as it can strengthen your board when you're ahead or create some defenses with those 2/2 Treants. And of course he is pretty costy so if you can get him out on turn 6/7, you have a huge advantage.

And Happy New Year, everyone.

Druid of the Flame can be transformed into a 5/2 as well. Don't forget that when you play it in the late-game.

Raven Idol is much better than Ironbark Protector or North Sea Kraken. It can give you late-game cards, but mainly can give you cards that can get you there. It should not be replaced.

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41 minutes ago, positiv2 said:

Druid of the Flame can be transformed into a 5/2 as well. Don't forget that when you play it in the late-game.

Raven Idol is much better than Ironbark Protector or North Sea Kraken. It can give you late-game cards, but mainly can give you cards that can get you there. It should not be replaced.

So do we say Druid of the Flame is keep-able in this deck? I am not objecting to it, I just wondered. I feel like, the card is versatile enough to be a part of beast druid, especially in early game, but in late game, 2/5 and 5/2 doesn't make a whole lot of difference.

@Laxbert Btw, if any of the cards you don't feel like working, you may add the Volcanic Lumberer maybe. I think it is a  good body, and its cost could be reduced even more. About Raven Idols, Positiv2 is right, those cards are really versatile, you can get early spells, or big late game minions, depending on opposing deck and the stage in which the game is in. If you want to add one of the cards you have mentioned, you may try excluding Boulderfist Ogre.

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4 hours ago, FanOfValeera said:

So do we say Druid of the Flame is keep-able in this deck? I am not objecting to it, I just wondered. I feel like, the card is versatile enough to be a part of beast druid, especially in early game, but in late game, 2/5 and 5/2 doesn't make a whole lot of difference.

A 5/2 is still acceptable in the late-game. It's also better in more matchups than Living Roots, as they are limited to aggro or midrage matchups, which I haven't seen often enough on wild ladder lately, though I am not sure about lower ranks where aggro *might* be a more common sight. So, in current wild meta, I'd say that Druid of the Flame is better than Living Roots. There are certainly better cards than Druid of the Flame, but those are out of budget limitations, sadly.
If I wanted to add Living Roots, I would do so in place of Starfires.

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Hey I have been playing for a little while so I thought I would try to make a Aggro Murloc Paladin Deck. I've gotten to Rank 16 with it and I would like to see if you guys could recommend some changes to the deck. Any help would be appreciated. I have a lot of MSoG cards and a pretty good vanilla set. 

http://www.hearthhead.com/decks/edit/aggro-paladin-172

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12 hours ago, CheifClapFam said:

Hey I have been playing for a little while so I thought I would try to make a Aggro Murloc Paladin Deck. I've gotten to Rank 16 with it and I would like to see if you guys could recommend some changes to the deck. Any help would be appreciated. I have a lot of MSoG cards and a pretty good vanilla set. 

http://www.hearthhead.com/decks/edit/aggro-paladin-172

Murloc Knights are too slow, one Vilefin Inquisitor and one Small-Time Recruits should be faster and fit into the deck better. Blowgill Sniper's value is too small. Consider running Sir Finley Mrrgglton and Murloc Tidecaller. Running 2 Coldlight Oracles weakens your aggro matchups - consider running only one and swap the other one for a Meanstreet MarshalLoot Hoarders are too weak compared to Meanstreet Marshals, so include a second one and a second Murloc Tidecaller.
If your aggro matchups are bad, include one Consecration in place of one Murloc Tidehunter.

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Hi, same old guy that doesn't like crafting cards here. I've been playing for some time this deck, but recently I'm just getting loss after loss, even after tweaking it a bit. It's not like I reached legend with it, but I'm not moving from rank 20 now. How should I fix it/create another working Warlock deck with my current collection? Thanks in advance.

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1 hour ago, Syrc said:

Hi, same old guy that doesn't like crafting cards here. I've been playing for some time this deck, but recently I'm just getting loss after loss, even after tweaking it a bit. It's not like I reached legend with it, but I'm not moving from rank 20 now. How should I fix it/create another working Warlock deck with my current collection? Thanks in advance.

Hey, nice to see you again!
Double Siphon Soul is too slow. One should be more than enough. Replace the other one with Flame Imp
Mistress of Mixtures is not exactly a great card in zoo decks, as the stat gain is not good enough and the heal will benefit your opponent more than yourself quite often. Include Abusive Sergeant to have a good early game tempo generator.
Violet Illusionist is too slow. One Bilefin Tidehunter for synergy and second Dire Wolf Alpha to buff you board are better. 
Cult Apothecary has too bad stats. Acidic Swamp Ooze is a better card in current meta.

You should try to get a second Flame Imp, second Darkshire Councilman and two Doomguards. This means that you should try to pour some gold into classic set.

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5 hours ago, positiv2 said:

Hey, nice to see you again!
Double Siphon Soul is too slow. One should be more than enough. Replace the other one with Flame Imp
Mistress of Mixtures is not exactly a great card in zoo decks, as the stat gain is not good enough and the heal will benefit your opponent more than yourself quite often. Include Abusive Sergeant to have a good early game tempo generator.
Violet Illusionist is too slow. One Bilefin Tidehunter for synergy and second Dire Wolf Alpha to buff you board are better. 
Cult Apothecary has too bad stats. Acidic Swamp Ooze is a better card in current meta.

You should try to get a second Flame Imp, second Darkshire Councilman and two Doomguards. This means that you should try to pour some gold into classic set.

Yeah, I figured by looking at other lists I'd better invest more in classic packs. All of those healing/defensive cards were added since I found myself losing pretty often with a great board, just because my hp was too low and my opponent managed to get a spell lethal before me. But, thinking again, I guess these kinds of deck should try closing the game before that happens. I'll try this version and hope it works, thanks!

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Hi all!  This is a fantastic thread, thanks for maintaining.   

I've been looking for a Warrior Pirate killer and have had good success with the following deck (with some small changes from one published on Forbes)

  • Type- Druid
  • Ranking- Level 11 is personal best  
  • Deck/Dust- Please assume player has ALL cards or unlimited dust. Looking for perfect deck. 

IMG_0224.JPG

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11 hours ago, Mycrofthawk said:

Hi all!  This is a fantastic thread, thanks for maintaining.   

I've been looking for a Warrior Pirate killer and have had good success with the following deck (with some small changes from one published on Forbes)

  • Type- Druid
  • Ranking- Level 11 is personal best  
  • Deck/Dust- Please assume player has ALL cards or unlimited dust. Looking for perfect deck. 

IMG_0224.JPG

I don't see any wild cards in the deck and don't understand why you set it as a wild deck. Are wild cards possible suggestion, or do you want standard cards only?
By the way, beast druid is from experience a solid deck for beating pirate warriors but does not do as well against renolocks. Is your micrometa aggro enough to justify running this deck?

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I've personally had alot of success with rogue. especially spell heavy rogues. they blow up warriors faster than they can blink.

Also, I'm missing Acidic Swamp Ooze in your list. He has changed the game against pirates more than once for me.

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Hey guys, i've been looking to improve my deck or create as good as one can get, without buying the adventures.

The maximum i can afford for now is to gather money for a level 1 of the loe/kara adventure.

I'm looking for advice as to what class and deck archetype would be the best for my goal.

---

The other thing i want to possibly improve is my Tempo Mage.

I cant take a photo of the deck so i'll just write it down:

(1)Arcane Blast x2

(1)Arcane Missiles x2

(1)Mana Wyrm x2

(1)Mirror Image x2

(2)Cult socerer x1

(2)Frostbolt x2

(2)Sorcerer's Apprentice x2

(3)Arcane Intellect x2

(3)Spellslinger x2

(3)Twilight Flamecaller x2

(4)Fireball x2

(4)Water Elemental x2

(5)Azure Drake x2

(6)Emperor Thaurissan

(6)Faceless Summoner x2

(7)Archmage Antonidas

(7)Flamestrike x1

----

Note:

I bought 1st wing of BrM for this deck

 

The maximum rank i've achieved is 9 or 10.

Available cards/Dust:

I have tried implementing Bloodmage Thalnos but found it ineffective so i replaced him with a second mirror image, which can be quite useful both early as a play with sorcerer's apprentice and late as a spell for Antonidas

I am open to suggestions about any cards that can be crafted.

----

 

 

 

Edited by KotTakoa

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7 hours ago, KotTakoa said:

Hey guys, i've been looking to improve my deck or create as good as one can get, without buying the adventures.

The maximum i can afford for now is to gather money for a level 1 of the loe/kara adventure.

I'm looking for advice as to what class and deck archetype would be the best for my goal.

---

The other thing i want to possibly improve is my Tempo Mage.

I cant take a photo of the deck so i'll just write it down:

(1)Arcane Blast x2

(1)Arcane Missiles x2

(1)Mana Wyrm x2

(1)Mirror Image x2

(2)Cult socerer x1

(2)Frostbolt x2

(2)Sorcerer's Apprentice x2

(3)Arcane Intellect x2

(3)Spellslinger x2

(3)Twilight Flamecaller x2

(4)Fireball x2

(4)Water Elemental x2

(5)Azure Drake x2

(6)Emperor Thaurissan

(6)Faceless Summoner x2

(7)Archmage Antonidas

(7)Flamestrike x1

----

Note:

I bought 1st wing of BrM for this deck

 

The maximum rank i've achieved is 9 or 10.

Available cards/Dust:

I have tried implementing Bloodmage Thalnos but found it ineffective so i replaced him with a second mirror image, which can be quite useful both early as a play with sorcerer's apprentice and late as a spell for Antonidas

I am open to suggestions about any cards that can be crafted.

----

 

 

 

If the deck is working for you in the current meta I wouldn't suggest changing it .. I advise against crafting LOE/ BRM since they will rotate out in the next couple of months, unless you plan to play Wild format .. 

I haven't seen a Tempo mage after MSOG because of the aggro/ reno decks out there, everyone's playing Reno mage a few play secret mage ..

Note: These are suggestions not mandatory

Drop Spellslingers for Flamewaker's

Drop 1 Twilight Flamecaller and 1 water elemental for 2 Pavel Book's (aka babbling books)

For archmage synergy you could try Forbidden Flame 

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3 hours ago, KotTakoa said:

https://www.icy-veins.com/hearthstone/aggro-rogue-gadgetzan-standard-deck

 

What do you think is the optimal rank one can achieve with this deck?

The deck was used by Sottle in high(-ish) legend ranks successfully, so we believe the deck can be used to get to legend. Of course, it heavily depends on the player - there are people that can't get to rank 15 with aggro shamans, and there are people that get to legend with beast druids.

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Hello guys, I've been running this Medivh mage deck ever since I completed Karazhan and it's been pretty fun to play. I've hit ranks 14 and 13 in November and December. I used to have another flamestrike instead of the mirror image and a mirror entity instead of ice barrier, but I swapped those because of all the aggro decks that have been wrecking me. It didn't help too much, if at all.

Here's the link to my collection. I have 140 dust, but you can suggest changes that cost more than that. I don't want to get Blackrock and LoE this close to them rotating out, but I'm willing to craft common and rare TGT cards.

So, what are my options? I was thinking of getting rid of the ice block since I can remember it saving my ass only once, but on the other hand it's pretty useful in activating the valets. I was also thinking of ditching the secrets all together, but that means swapping the valets for something else. What do you think?

Edited by vogtlandbase

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18 hours ago, vogtlandbase said:

Hello guys, I've been running this Medivh mage deck ever since I completed Karazhan and it's been pretty fun to play. I've hit ranks 14 and 13 in November and December. I used to have another flamestrike instead of the mirror image and a mirror entity instead of ice barrier, but I swapped those because of all the aggro decks that have been wrecking me. It didn't help too much, if at all.

Here's the link to my collection. I have 140 dust, but you can suggest changes that cost more than that. I don't want to get Blackrock and LoE this close to them rotating out, but I'm willing to craft common and rare TGT cards.

So, what are my options? I was thinking of getting rid of the ice block since I can remember it saving my ass only once, but on the other hand it's pretty useful in activating the valets. I was also thinking of ditching the secrets all together, but that means swapping the valets for something else. What do you think?

I suggest using second Arcane Intellect in place of Vaporize. The expected value from Vaporize is very low and is oftentimes lower than the cost of the secret.
Acidic Swamp Ooze in place of Counterspell is good as a tech swap, as most of the spells you are going to counter won't have enough value to justify inclusion.

If you want to invest dust in mage, I recommend slowly working towards aggro freeze mage. You can start by saving dust for Bloodmage Thalnos and by buying classic packs.

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6 hours ago, positiv2 said:

I suggest using second Arcane Intellect in place of Vaporize. The expected value from Vaporize is very low and is oftentimes lower than the cost of the secret.
Acidic Swamp Ooze in place of Counterspell is good as a tech swap, as most of the spells you are going to counter won't have enough value to justify inclusion.

 

So you advise keeping the ice barrier instead of, for example, mirror entity? I think I like playing with only two secrets, I used to not play Medivh's Valet on turn two and I think that caused me to fall behind in many games. Now I don't hesitate playing him since the chances of him being activating are lower.

Quote

If you want to invest dust in mage, I recommend slowly working towards aggro freeze mage. You can start by saving dust for Bloodmage Thalnos and by buying classic packs.

Yeah, I was thinking of saving up for him, but I'm kinda unsure if he should be the first legendary I craft.

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If you lack a lot of cards I wouldn't place Bloodmage Thalnos as nr. 1 priority.

He can be replaced by Cult Sorcerer or (if you don't have him or if you need to replace Thalnos not in a mage deck but in a shaman deck e.g.) with Kobold Geomancer

Yes, in many situations this solution is not as good as Thalnos himself, but it is solid. And there are a lot of cards which are way harder to replace.

Especiall Cult Sorcerer is a realy great card imo. 3/2 instead of 1/1 - there are many situations where the better stats are even preferable the deathrattle card draw.

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This fellow is one of the strongest legends atm and it find's a place in almost any deck, this makes him a very solid legend to craft (I actually thought he was crap so I dusted him twice :S).

I cannot really give you any advice that @positiv2 didn't already give you. Maybe there could be room for Arcane Giants but I wouldn't know what to cut for em. Note that I have a personal vendetta against mage so my advice might be worthless

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      The second expansion of the year will be Hearthstone’s first-ever sequel: the return to Un’Goro Crater! Join Elise on a hunt for a mythical, lost Tortollan city. When you find it, join the Tortollans in a festival to celebrate the mighty dinosaurs of the crater in the 33.4 Mini-Set. 
      In the third expansion of the year, travel with Chromie through alternate realities to recruit Legendary Warcraft heroes like you’ve never seen them before. Leading to the 34.4 Mini-Set: an epic showdown against Murozond at the end of time! 
    • By Tomseno
      Raid/Class Spots Are Open To Any Applicant If The Player Is The Right Fit
      A guild formed with an ambition for progression and a love for M+ we decided to make the move from Silvermoon Alliance and form a guild to take our focus to the next level, Cutting Edge in 10.1 being the next step.
      We believe in building a guild by recruit players of a similar goal and mentality whether it be for raiding or for push score in Mythic plus. We value loyalty, honesty and a positive attitude towards setbacks. Communication skills are an absolute must.
      Raid Schedule
      Wednesday 20:30-23:00 Sunday 20:30-23:00
      Current Progression
      9/9HC 5/9M
      What are we looking for recruitment wise?
      We're currently open to recruiting DPS classes listed above, as we aim to solidify a stable 25-player roster. We're looking to provide competition to existing members and choose the best 25 players to proceed with for next tier.
      Contact Information:
      Discord; tomsen and lora1506
      Think you'd be a good fit?
      If you believe that you are a player that is looking to achieve the same goals as us then why not contact us and see if we can achieve our goals together!
    • By positiv2
      This thread is for comments about our Shadow Priest Leveling Guide.
    • By positiv2
      This thread is for comments about our Holy Priest Leveling Guide.
    • By HSEnthusiast
      Today, we're recapping the four Shaman cards revealed by Gamespot. We also have some dev clarifications on how they work.
      If you missed our previous Warrior recap, you will find it here.

       
      What a way to kick things off; this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. You’re looking at a 5-for-1 exchange on board.
      In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between.
      Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. This card is doing much of the same work that Sylvanas and Insatiable Devourer are without having to run through the trouble of infusing first.

      Once again, another big expensive card and a solid showy effect to go along with it. Obvious deathrattle/reborn synergy, as well as good with big minions in general. At 10 cost, it will take up your entire mana pool for the turn, though there are things you can do to play around that as a shaman.
      We’ve gotten some clarification from the devs on the mechanics of this one:
      All the copies summoned die at the end of the effect trigger after having attacked. Unfortunately, it won’t be some corruption-style aura effect that a cheeky Showstopper effect can silence off. Your copies are made from your hand from left to right until no more board spaces are available. Beware that Colossals will summon their appendages and take up potential board space from your other copies. Windfury minions will only attack. Sorry Drakuru, no double freebies for you ? Minions that enter Dormant won’t attack, but they won’t die either! The interaction of getting free dormant minion copies on board is interesting, but is there enough to build a deck around? In standard, there is Gangplank, Slimescale, and Pelican Divers, but outside of From De Other Side “synergy,” they might not be worth it. In Wild, at the very least, there is meme potential with getting Magtheridion and The Darkness out with this and getting their battlecries to awaken both copies when you play them out the turn after.
      There’s obvious synergy with the other big cards revealed here, with Prescience loading up your hand with some beefy bois, getting get off reborn, lifesteal and deathrattle value, summon a minion from Overlord Drakuru.

      That’s a lot of keywords for a single card, but they work together to become the stuff of nightmares for any board-based aggro deck. Taunt and lifesteal make this a nightmare to trade into, and even with enough removal to clear the main body and the reborn one, the deathrattle effect still will hit for 3 twice and heal you for 6. So while the 3 attack won’t be anything to write home about, plopping this down will buy you a good deal of time. There’s also the possibility to make use of the leftover reborn 3/1 body to evolve into a 9 or 10 drop.

      This card will get you 2 Mana 2/3 Ghostly Apparitions with the Undead minion type, which can matter for cards like Unliving Champion, or Invincible, for instance. Suppose you trigger the secondary ability here both times. In that case, that’s a pretty sweet deal right there, advancing a Big Shaman win con in 2 ways: The taunt on the Ghostly Apparitions advances your gameplan of stalling the game out until you can stabilize on board enough to play the 5+ Mana minions you’ve tutored out of the deck.
      We’ve theory crafted 3 potential builds that can use this package of Shaman cards.
      First, consider diving head first into the Big Shaman theme, bringing in Vanndar Stormpike and forgoing all other sub-5 cost minions to get max value out of Prescience and From De Other Side. We’re also going to run with the evolve subtheme to take advantage of any leftover bodies that we might get from Stoneborn General, Overlord Drakuru, or Blighblood Berserkers. The departure of the Knights of the Frozen Throne set will make evolving 10 drops better again now that there are no more Snowfury Giants in the Evolve pool, and we get to re-roll for the generally better bodies from the 10 costs. We’re adding in some early-game removal to compensate for the lack of early drops so we can better survive the early game.
      Deck code / link: 
      AAECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Next, let’s try to use the standard Renathal Control Shaman archetype that’s doing rather well in the meta as a starting point. One safe idea is to look at slotting Overlord Drakuru and potentially Brightblood Berskerker and From De Other Side into this standard XL Renathal Control Shaman as ways of fighting back on board while getting your infuse cards stacked up.
      Deck code / link: 
      AAECAaoIFKjuA6bvA4b6A6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBNWyBODtBIqSBdWyBPuRBfSgBbzwBODtBArG+QPTgASVkgTblATgtQSWtwSywQTFzgS12QS22QQA
      We could instead also try and drop all the duplicates from the list and convert it into a Reno deck, as the deck was already playing a lot of one-offs. That gives us just enough room for one of each of these bad boys, which together with Reno will up the turnaround potential of the deck at the cost of a little bit of consistency. Doing so we can end up with this list:
      Deck code / link: 
      AECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Why not use both and make it a Reno-thal deck? Prescience and Windchill will try to compensate for the loss of card draw from droping one copy of Gorloc Ravager and Famished fool. We are adding in Convincing Disguise to have still enough evolve effects around. The idea of including Bracing Cold and Far Sight is to hopefully discount From De Other Side or the evolve cards so we make use of any leftover bodies in the same turn. Ozumat’s in here not just to get us up to 40 cards, but because it’s a near guaranteed board clear combo with From De Other side, if you manage your hand and board space just right, that leaves you with all its appendages afterward.
      Deck code / link: 
      AAECAaoIKKjuA6bvA6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBMb5A9OABJWSBNuUBNWyBOC1BJa3BLLBBMXOBMbOBLXZBLbZBODtBLzwBIb6A6/ZBPrsA/SgBcSsBNnsA4fUBIXUBLGwBJrUBLzOBIahBfigBYqSBfuRBQAA
       
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