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Hearthstone

(April 19th, 2014, 09:13)yuris125 Wrote:
(April 18th, 2014, 21:48)SevenSpirits Wrote: I was skeptical at first but I think the permanent damage and being able to attack creatures leads to a more interesting result than blocking.

I wouldn't say it's more interesting. It's a good concept, which works well in Hearthstone, but for me working out good attacks and good blocks on a complex board is more satisfying, as is being able to play a creatureless deck - in Hearthstone you basically can't win if you get behind on the board

Lack of instant-speed play is what ultimately made Hearthstone boring for me after a couple of months. Playing around 5 instant-speed effects the opponent may or may not have and may or may not want to use is much more challenging than playing around what they may play on their next turn, and the secret which you know is or isn't in play

I agree that I wish Hearthstone had instant effects, and the other thing I am most looking forward to being added is mana activated effects, but I actually prefer Hearthstone's battle system to Magic's, mostly because Magic's can become overly complex for simple things, a bit counterintuitive for blockers and such, kind of my same problem with Yugioh where the Battle Phase is a much more annoying beast than it is. I do think Hearthstone's also has problems though, mostly with aggro, but it feels much more streamlined.
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First arena game today: barely manage to gain control of a long game in a priest vs priest, but I was down to 5 life. I cast my second mind control of the match to take my opponent's last creature, a 8/1 gurubashi berserker, which along with my 8/8 lightspawn and 6/7 ogre means he's dead next turn. No cards in hand for him.

Naturally he top decks a Mind Blast. rolleye
Suffer Game Sicko
Dodo Tier Player
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I have been playing Hearthstone for a couple weeks and having a lot of fun. I detest the business model, but I'll spare the sermon. My idea of a card game is Euchre or Cribbage, but this isn't rocket science (at least against the bottom 50% hmm). Had a few 6 win arenas and a few not so good. I tried ranked games the last few days and pushed up to rank 15. Messing around with all of the classes here and there.

I thought I would share a bit about my last game which might be the most embarrassing loss ever. I played priest against mage in a ranked game. My death words took out Antonidas and Harrison Jones, so that is fun. I took control of game after my favorite minion the auctioneer went nuts. I was also healing the buffed auctioneer and drawing cards courtesy of a Northshire cleric, and my opponent had no answers. One turn away from winning, just ran out of cards, mage has nothing on the board and nothing in hand but lots of cards left. I have 6 minions on the board and hand full of cards. I have a buffed up berzerker but it is frozen. Two mind controls are still sitting in the hand just in case. Before hitting Jaina with everything and ending my turn, I thought I would just pop a holy nova and heal. Wouldn't want to risk hero having such low health against a mage. Now I get to draw a card. Now I get to draw another card. Now I get to draw another ca...
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Great story, Nystul! lol I haven't managed anything quite like that -- yet anyway. I am sure it will happen, though. lol

I like the arena set up, even though I have done poorly in my two tries at it so far. (2 wins each time.) Almost managed a third win on the last run, had my hunter opponent down to 1 health on the last round just waiting for my mage hero power to finish him. But I could not hold off his minions and was eliminated. Oh well, it was a fun battle. smile

I seem to be emphasizing too many lower cost cards, and have a tendency to run my hand empty while lacking later game punch. I need to shift the balance in my deck and add more high end stuff. What sort of balance do you generally aim for? Maybe I should also put a bit more emphasis on cards that would allow me to draw extra cards? That would help avoid the empty hand, but I still need to shift to more high end stuff. Hmmm.
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(April 20th, 2014, 03:50)haphazard1 Wrote: Great story, Nystul! lol I haven't managed anything quite like that -- yet anyway. I am sure it will happen, though. lol

I like the arena set up, even though I have done poorly in my two tries at it so far. (2 wins each time.) Almost managed a third win on the last run, had my hunter opponent down to 1 health on the last round just waiting for my mage hero power to finish him. But I could not hold off his minions and was eliminated. Oh well, it was a fun battle. smile

I seem to be emphasizing too many lower cost cards, and have a tendency to run my hand empty while lacking later game punch. I need to shift the balance in my deck and add more high end stuff. What sort of balance do you generally aim for? Maybe I should also put a bit more emphasis on cards that would allow me to draw extra cards? That would help avoid the empty hand, but I still need to shift to more high end stuff. Hmmm.

Hard to say exactly what the problem is, posting your arena draft (each round helps!) would give more information. Generically I'd say to stay away from most 1 cost cards in arena, they may be used in some aggressive constructed decks but you're probably going to have more success drafting and playing a control style deck since you can't get any guaranteed synergy. Card draw is obviously important (the more cards you play the more you need to draw) so make sure to get those Azure Drake's when you can.
"We are open to all opinions as long as they are the same as ours."
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Went 6-3 in my first two arenas although I wasn't really happy with either draft, I did take notes so you guys could laugh at me, any experts care to criticise?

Deck 1 - druid

*ancient of lore (7) / force of nature
*wolfrider (3) / ironbeak owl / southsea deckhand
*loot hoarder (2) / silvermoon guardian (4) / tauren warrior
*stormwind champion (7) / young dragonhawk / lord of the arena
*starfire (6) / frostwolf grunt / voodoo doctor
*acidic swamp ooze (2) / murloc tidehunter / healing touch
*ironbark protector (8) / flesheating ghoul / young dragonhawk
*blood knight (3) / ancient of war / murloc warleader
*senjin shieldmasta (4) / lord of the arena / bloodsail raider
*faceless manipulator (5) / force of nature / molten giant
*chillwind yeti (4) / mark of nature / bluegill warrior
*jungle panther(3) / ironbeak owl / stonetusk boar
*jungle panther(3) / frostwolf grunt / voodoo doctor
*loot hoarder(2) / ironbark protector / darkscale healer
*ironbeak owl(2) / tauren warrior / healing touch
*wolfrider(3) / magma rager / voodoo doctor
*earthen ring farseer (3) / nightblade / stranglethorn tiger
*amani berserker (2) / acolyte of pain / mark of hte wild
*stormpike commando (5) / nightblade / flesheating ghoul
*imp master (3) / ravenholdt assassin / secret keeper
*stranglethorn tiger (5) / priestess of elune / core hound
*naturalize (1) / youthful brewmaster / frost elemental
*starfire (6) / mark of the wild / mark of nature
*druid of the claw (5) / kobold geomancer / wild growth
*claw (1) / scarlet crusader / moonfire
*druid of the claw (5) / frost elemental / naturalize
*worgen infiltrator (1) / southsea deckhand / ironforge rifleman
*amani berserker (2) / argent squire / ancient brewmaster
*healing touch (3) / naturalize / reckless rocketeer
*emperor cobra (3) / imp master / pint sized summoner

Final mana curve

1: 3
2: 6
3: 9
4: 2 (yuck)
5: 5
6: 2
7: 2
8: 1

Deck 2 - mage

*Big game hunter (3)/ spellbender / hungry crab
*razorfen hunter (3) / dalaran mage / frost nova
*mirror image (1) / shieldbearer / frost nova
*silver hand knight (5) / river croc / fen creeper
*frostbolt (2) / fen creeper / wolfrider
*mana wraith (2) / lightwarden / coldlight oracle

What is this crap??

*senjin (4) / razorfen hunter / stonetusk boar
*frostwolf warlord (5) / mirror entity / leper gnome
*acidic ooze (2) / faerie dragon / stormwind knight
*blizzard (6) / counterspell / sunfury protector
*boulderfist ogre (6) / archmage / abusive sergeant
*kirin tor mage (3) / sunwalker / ethereal arcanist
*knife juggler (2) / argent commander / questing adventurer
*mana wyrm (1) / mirror image / jungle panther
*knife juggler (2) / ethereal arcanist / master swordsmith
*frost bolt (2) / arcane missiles / stonetuskboar
*water elemental (4) / boulderfist ogre / archmage
*sorcerer's apprentice (2) / worgen infiltrator / amani berserker
*spiteful smith (5) / frost elemental / core hound
*ethereal arcanist (4) / master swordsmith / mana wraith
*bloodsail raider (2) / magma rager / ice lance
*senjin (4) / flesheating ghoul / arcane missiles
*archmage antonidas (7) / baron geddon / leeroy jenkins
*stormwind champ (7) / spellbreaker / amani berserker
*frsotwolf warlord (5) / mirror image / darkscale healer
*wolfrider (3) / spitesmul smith / abusive sergeant
*polymorph (4) / ice lance / shatered sun cleric
*mirror image (1) / cult master / frostwolf grunt
*silvermoon guardian (4) / war golem / silverback patriarch
*baron geddon (7) / the beast / tinkmaster overspark

Where are my fireballs and AOE?? And no secrets after drafting Kirin really?? Screw you hearthstone

This deck had its losses to extremely aggressive enemy decks. I actually thought the mana wraith did a good job of slowing the early game down when it came out and Antonidas was a beast.
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@Uberfish:
My personal opinion here:
DRUID:
Naturalize - downside too painful, I've never drafted this card in arena. Youthful Brewmaster is IMO a great card - no downside to play it turn 2, and often you get extra battlecries/heals if you have to use him later on.

I think I might even take reckless rocketeer over healing touch/naturalize, even though that card is member of some crack suicide squad - you tend to kill 1 enemy card.

MAGE:
Hmm, not great cards offered, that is for sure. I think I grab CULT MASTER instead of second mirror image. And I even think I get the tinkmaster overspark in the last pick - but I've never had this card in a deck, so take that with a grain of whatever. I think you spark a friendly mirror image, or enemy threat. 50% of big gain, 50% same as before - better than the Baron?

Good job getting 6 wins on that mage
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
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thanks Molach for the comments! Actually what I did with naturalise is I don't play it unless I have to because the downside is scary, I think it did help me win a couple of games by killing something large which I had no good way to get rid of otherwise

6-3 (again...) with shaman this time, I think I was playing badly though, I didn't really have a good idea of what i wanted the deck to do and it probably suffered from this lack of strategy. I let myself take too much damage and then got pyroblasted out twice, oops.


*Sunwalker(6) / defender of argus / ravenholdt assassin
*Dark Iron Dwarf (4) / chillwind yeti / raid leader
*Cult Master (4) / thrallmar farseer / wisp
*Spiteful smith (5) / totemic might / dread corsair
*Harvest golem (2) / bluegill warrior / frost shock
*Chillwind yeti (4) / flesheating ghoul / direwolf alpha
*windspeaker (4) / bluegill warrior / silverback patriarch
*Direwolf alpha (2) / murloc raider / ancestral healing
*boulderfist ogre (6)/ frost shock /loot hoarder
*mind control tech (3) / alarmobot / violet teacher
*youthful brewmaster (2) / argent squire / dust devil
*unbound elemental (3) / booty bay bodyguard / amani berserker
*shattered sun cleric (3) / unbound elemental / dread corsair
*unbound elemental (3) / direwolf alpha / gnomish inventor
*lightning bolt (1) / venture co merc / mad bomber

(I needed something to activate the elementals now)

*reckless rocketeer (6) / silvermoon guardian / voodoo doctor

(Silvermoon guardian really sucked in the previous deck, rocketeer is a pseudo-kill spell)

*flametongue totem (2) / argent squire / murloc raider
*Lightning bolt (1) / dust devil / lord of the arena
*Forked lightning (1) / ironforge rifleman / silverhand knight
*lightning storm (3) / lava burst / defender of argus
*Faerie dragon (2) / worgen infiltrator / core hound
*chillwind yeti (4) / oasis snapjaw / bloodfen raptor
*jungle panther (3) / gurubashi berserker / reckless rocketeer
*windfury harpy (6) / ancestral healing / totemic might
*frostwolf warlord (5) / bloodlust / ironbeak owl
*lightning bolt (1) / unbound elemental / bloodsail raider
*stormforged axe (2) / abusive sergeant / earthen ring farseer
*stormforged axe (2) / frostwolf warlord / wolfrider

(tough one, I seem to be lacking high level creatures)

*venture co. merc (5) / stormwind champion / oasis snapjaw

(okay, so problem solved)

*wild pyromancer (2) / abomination / pint sized summoner
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Just had a casual play opponent hit me for 24 damage in one turn, with windfury on a heavily single-turn-buffed minion. Ouchie! Still won that game, though, as he emptied his hand doing it and then got minor cards the next two rounds while I finished him off. smile

So what is the largest single-turn damage you have received but survived? I guess with armor it could go above 30. Same question for most single-turn damage inflicted, survived or not. smile

Also, I got a confusing (to me, anyway) message pop up about the April Season. What is that about? Is this related to Ranked play? I have not tried that yet.
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(April 20th, 2014, 13:18)haphazard1 Wrote: Just had a casual play opponent hit me for 24 damage in one turn, with windfury on a heavily single-turn-buffed minion. Ouchie! Still won that game, though, as he emptied his hand doing it and then got minor cards the next two rounds while I finished him off. smile

So what is the largest single-turn damage you have received but survived? I guess with armor it could go above 30. Same question for most single-turn damage inflicted, survived or not. smile

Also, I got a confusing (to me, anyway) message pop up about the April Season. What is that about? Is this related to Ranked play? I have not tried that yet.

Ranked play is divided into "seasons", which is each month. After each month the "season" ends, rewards like card backs for that season are given out and the ranks are reset, with each person earning bonus starts to start the next season higher based on where they finished the last season.
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