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Hearthstone

(December 17th, 2013, 04:10)Jkaen Wrote: Is there some sort of design summary I coudl read to understand the basics better?

From a strategic point of view I liked this basic introduction:

http://www.hearthpwn.com/forums/managrin...-advantage

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Drafted another mage deck with barely any spells. The first game, I'm against a shaman. T2 he uses a lightning bolt. T3 he uses a lightning bolt. T4 he uses a lightning bolt. T5 he uses a lightning bolt and a forked lightning.
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Since my Arena is still bugged I've been playing constructed and having a lot of fun. The new ladder is much better than the old system: better matchmaking and a more tangible sense of progress. It's still a little annoying to play without any legendaries because sometimes your opponents will just plain win because they have them and you don't. But good deck construction and play can go a long way.

I recently switched from playing Priest and Shaman control decks because they don't have good win conditions without legendaries - you really need Ragnaros and/or Ysera if the game goes late. Instead I switched to a mid-game aggro Rogue deck. It is a slight underdog to Mage-freeze decks but seems strong against all other typical decks I run into. It is too aggro for Paladin/Priest/Druid stall decks and can effectively deal with Warlock's early pressure with a better midgame. It's also pretty cheap to make - I easily made it off disenchanting gold cards from my Arena runs.

The deck if anyone is curious:
2x Backstab
2x Deadly Poison
2x Argent Squire
2x Eviscerate
1x Shiv
1x Defias Ringleader
2x Novice Engineer
2x Harvest Golem
2x Shattered Sun Cleric
2x SI:7 Agent
2x Dark Iron Dwarf
2x Defender of Argus
2x Gnomish Inventor
2x Assassin's Blade
2x Assassinate
2x Argent Commander
It's basic stuff: efficient trades and combos (super efficient!) and don't be scared to hit your enemy in the face around turn 4 or 5. Coining a Defias Ringleader is even more obnoxious than Mana Wyrm->Coin->Spell.
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I did play two arena runs with even records, but what I find a bit disappointing is that well over half of my games were decided by a single legendary card. Once the game was even, I played Ragnaros and three turns later it was gg. Next game my opponent (a priest) played Gruul, gave it +health and the game was basically over once again. Neither the win nor the loss felt particularly satisfying.

I am wondering if anyone else is playing constructed and how you go about getting new cards? Just doing dailies and buy packs for gold or are good arena runs more time and cost efficient? Or did anyone spend real money on packs?

Also, if I choose the "play" option it just says "basic decks" (haven't unlocked everything yet). Does that mean I am only playing other people with basic decks? If I unlock new cards will these automatically be added to my basic deck, or would I have to create a new custom deck and switch cards?
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Some close finishes from today:





And got my first ragequit!


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(December 17th, 2013, 12:14)Gustaran Wrote: I did play two arena runs with even records, but what I find a bit disappointing is that well over half of my games were decided by a single legendary card. Once the game was even, I played Ragnaros and three turns later it was gg. Next game my opponent (a priest) played Gruul, gave it +health and the game was basically over once again. Neither the win nor the loss felt particularly satisfying.

I am wondering if anyone else is playing constructed and how you go about getting new cards? Just doing dailies and buy packs for gold or are good arena runs more time and cost efficient? Or did anyone spend real money on packs?

Also, if I choose the "play" option it just says "basic decks" (haven't unlocked everything yet). Does that mean I am only playing other people with basic decks? If I unlock new cards will these automatically be added to my basic deck, or would I have to create a new custom deck and switch cards?

You can make a viable constructed deck with just the free cards available to all classes. I would recommend never using the premade "basic" decks for each class - they are terrible. My simple guide would be to put 2 of each of the following free cards in a deck: Acidic Swamp Ooze, Novice Engineer, Shattered-Sun Cleric, Gnomish Inventor, Chillwind Yeti, Senjin Shield-Masta, Boulderfist Ogre, and (maybe) Stormwind Champion. Then just add class cards and a couple more neutrals for taste. Those are all strong cards that work well in any deck and should be fine for leveling, doing dailies, or figuring out the basics of play.
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(December 17th, 2013, 04:55)Gustaran Wrote:
(December 17th, 2013, 04:10)Jkaen Wrote: Is there some sort of design summary I coudl read to understand the basics better?

From a strategic point of view I liked this basic introduction:

http://www.hearthpwn.com/forums/managrin...-advantage

Along these lines here is a nice overview of card value:

http://www.reddit.com/r/hearthstone/comm...card_from/
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(December 17th, 2013, 13:00)Sir Bruce Wrote: Along these lines here is a nice overview of card value:

http://www.reddit.com/r/hearthstone/comm...card_from/

Hm, interesting read, I removed all the 2/1 creatures from my deck after seeing that. I still need to adapt to Hearthstone, in MtG a 2/1 creature for only 1 mana used to be very viable.
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That's because in Magic, you attack a player, while in Hearthstone, you can attack a minion directly. As far as I understand (and I don't understand Hearthstone well), 2/1 in Hearthstone has too short a window of being useful before it gets outclassed and killed off (if the opponent even bothers). The fact that in Hearthstone 3/3 is normal stats for a 2-drop, while in Magic that's above the curve, also plays its role

In Magic, worst case scenario is that a 2/1 for 1 gets in for 2-4 points of damage (which is more relevant than in Hearthstone because of lower starting life), then chomp blocks or eats a removal spell. If you can clear the path for it, it can easily deal 6 or 8. Even more if it has extra abilities (see Soldier of the Pantheon or Firedrinker Satyr). In Hearthstone, getting in for 2 is probably best case scenario
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I think the major difference is that to remove a 2/1 creature in MtG you would have to invest a card, going 1 for 1, while in Hearthstone there are just to many classes that can use their ability and make a 1 for 0 "trade".

Another thing that seems important to me is that card advantage and tempo are valued very differently. In the beginning, I had some great decks which gave me a substantial card advantage. Unfortunately I was killed along with my full hand of cards since my deck was too slow. I realized you can't really just use on big creature to block everything like you would do in MtG and then slowly convert your advantage.
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