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Hearthstone

I agree with Bruce, without being able to buff the Wyrm early on it'll usually die to a 3/2 drop and then you waste your 2nd turn pinging the 3/1 which hurts your tempo.
"We are open to all opinions as long as they are the same as ours."
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My favourite booster pack so far:

[Image: vmxy.jpg]

Nat Pagle is my favourite card in the game, I think I will keep him in his golden version. smile

dancing
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Nice draw!

What's the source of your love for Nat Pagle?
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I am just a big fan of card economy and Nat Pagle provides exactly that. If you have him in your starting hand and go second, you can drop him in round 1 with the coin and give your opponent a headache, since it is not easy to remove a 4 health minion so early in the game.

Even if they are able to do it, if you only draw 1 card on the first turn he comes out, you have already an early 2 for 1 advantage. More often than not, my opponents are not able to remove him right away and play a 2 mana minion. Now, if you are able to kill that minion (not that hard as Mage or Druid) Nat stays alive for another turn and might draw you another card. I have seen people having to use a Fireball on turn 4 to get rid of him, which of course is an awesome trade in itself, not counting cards you might have gotten in the meantime.

I will freely admit that sometimes Nat might not draw you any card and is quickly removed by something like a Shadow Word: Pain. On the other hand there are cases where he draws you three extra cards in a row, giving you a winning boost right from the start. If you can accept the fact that Hearthstone has many cards that use RNG, he is just a fun card to play.

I am not claiming he is strongest card in the game by any means if you intend to climb the ladder in ranked play, I just really like the idea of the card. Also, since he is only 2 mana, you can usually even drop him late in the game together with another minion and many opponents don't know if they should go after Nat first or target your regular "attacking" minion.
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he dies quite easily against Crazed Alchemists :D
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Sunrise, that's an insane Arena deck late-game, if you can get there. I agree with Bruce that the lack of 3s is a worry. The lack of 2s is also very worrying... you have 4, maybe 5 2-drops (counting the Worgen Infiltrator) and 4 3-drops. But if you can get to the mid-game without having a significant board disadvantage you're set. The mage spells are insane, and if you manage to dodge the horrific early draws you're likely to get, I can see that deck going deep into an Arena run.

Edit: I would have taken the 2nd Ooze over the Yeti! smile
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I would also have taken the 2nd ooze over the yeti. Mana wyrm is definitely better in his deck than an ancient brewmaster, becuase of curve. Sure, one can make sick plays with the brewmaster, but normally it's just a good, but not amazing, 5/4 for 4.

As for Nat Pagle, he is good, but overrated. Too often, he is a waste of tempo and a card when he doesn't pull a fish. I might run him if I had him, but I think that card draw in Hearthstone is slightly overrated in general. Now, that's just my personal opinion, and I'm not the world's best, so rake it with a grain of salt.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(January 8th, 2014, 13:14)v8mark Wrote: Sunrise, that's an insane Arena deck late-game, if you can get there.

that's an insane Arena deck

Fixed that for you. lol

3x Fireball, 2x Flamestrike, 2xPyroblast....sure, with utility cards like that I can win without legendarys as well (nevermind the Ragnaros).

Just to give a comparison: I decided to give Arena a last try today and picked Rogue this time...at least no trouble removing minions, right?
Out of all picks I had the option of picking 1(!) single spell that deals damage to minions: Fan of Knives.
No Assassinate, no Backstab, no Eviscerate, no Shiv, no Blade Flurry. Thank god I at least got 2 weapons.
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My last three Arena runs have all been very promising: 10, 7 and 9 wins respectively before coming up against excellent decks and falling, albeit not without a fight. It's really a lot harder to hit 12 wins than it was to hit 9 wins before the patch (8 times harder, if the matchmaking system is always as claimed! I don't think it is, so probably 4-5 times harder would be accurate.) Congrats to Merovech on doing it twice - that's quite an achievement! At least I got a golden Acolyte of Pain as a reward and a Gruul from the resulting pack.

Gustaran: I usually find that if you have an idea of the deck you're going to build before you start drafting in Arena, you're usually going to end disappointed!
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http://www.youtube.com/watch?v=q2CzqqINh5s#t=32m25s

Warrior OTK.

He had 30 hitpoints and 22 armor, the enemy only had a 3/3 minion on board. Dead next turn.
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