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    Hearthstone Newbie Tuesdays Weekly Discussion

    Hearthstone Newbie Tuesdays Weekly Discussion


    Newbie Tuesdays Weekly Discussion

    Posted: 17 Feb 2020 04:08 PM PST

    Hello members of the /r/hearthstone community,

    This is part of a series of weekly threads aimed at both new and old players from the community. It is designed so that everybody may ask any and all questions regarding the game's mechanics, decks, strategies and more.

    Please keep it clean and try to add more than just a one or two word response. As the goal of this post is to increase the community's knowledge, the thought process matters as much as the answer! There is also a Theorycrafting Thursday weekly post, for those who wish to discuss some of the more intricate aspects of the game.

    Sticky Threads and Guides - Great resources for new players!

    Note: I am a bot. Questions or feedback regarding this thread? Message the moderators.

    submitted by /u/AutoModerator
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    Thank you Reno, very cool!

    Posted: 17 Feb 2020 06:10 AM PST

    Zephyrs shouldn't offer bloodsail corsair against immune weapons

    Posted: 17 Feb 2020 03:43 AM PST

    I better kill him before Galakrond's fully invoked.

    Posted: 17 Feb 2020 03:33 AM PST

    Thank you, Waxmancy. Very cool.

    Posted: 17 Feb 2020 01:04 PM PST

    First time I've seen E.M.P. Operative actually player in ranked. Teching against Mech Paladin maybe?

    Posted: 17 Feb 2020 11:29 AM PST

    I did it, I finally did it, I managed to lose to a Quest Priest without them finishing the quest.

    Posted: 17 Feb 2020 05:43 AM PST

    My First Ever Golden Khadgar comp! Clown fiesta to say the least!

    Posted: 17 Feb 2020 03:58 AM PST

    Bug! If Transmogrifier transforms your Galakrond to a class card you gain the invocation of that class

    Posted: 17 Feb 2020 03:11 PM PST

    Not cool, Reno, not cool!

    Posted: 17 Feb 2020 09:27 AM PST

    Hey, that’s a pretty good hand... oh

    Posted: 17 Feb 2020 01:50 PM PST

    The Amazing Reno has been out for a week and i already hate how random his hero power is.

    Posted: 17 Feb 2020 05:04 AM PST

    So much of the game depends on what his hero power is going to cast.

    Often it does nothing.

    Sometimes it clears your opponents board.

    Somtimes it clears your own board.

    Sometimes he does even worse stuff (like dealing face damage, discarding your hand etc.)

    I get that, on average, its neither to strong nor to weak.

    But its for neither player a nice feeling to just pray and hope that something good happens.

    Every . Single Turn.

    I really like his battlecry and I love the deck he is played in currently , but I hate having my games decided by something so random. Especially if the deck is Tier 1 or 2.

    I dont have a suggestion for how to change him. I just hope that the coming months arent too defined by this card (especially the competitive scene).

    submitted by /u/Herr_Bayer
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    Battlegrounds Examination: Goblins and Gnomes/Curse of Naxxramas

    Posted: 17 Feb 2020 12:28 PM PST

    In a previous post I looked at the minions from Classic and Basic and how well they would fit in battlegrounds, in this one I will examine the minions of Goblins and Gnomes and Naxxramas.

    ----------------------------------------------------------------------------------------------------------------

    Tier 1-6: If they'd be in Battlegrounds this is where they probably would be based on currently available cards, and individual power.

    Tier 0: So weak it probably couldn't be added into the game

    NA: The card has some effect that would essentially make it next to useless in Battlegrounds and would probably never be added.

    B: Boring, the card would be too boring to add into Battlegrounds as it would add very little.

    ---------------------------------------------------------------------------------------------------------------------

    Thoughts on Spare Parts:

    The vast majority aren't terrible. Assuming that because of how battlegrounds work that anything in your hand has 0 mana cost then for most of them it would end up being a free +1 health/attack or stat swap. The freeze would simply act as a single minion freeze which is a strong effect. The Stealth would simply let you make a single minion untargetable until it attacks which is pretty useful/strong as well but temporary. The only real issue card would be the bounce effect. Still as most spare parts generating minions are mechs it would be a lot harder to abuse consistently as it would require having a spare part generator on a battlecry team with maybe a brann. It would limit the amount of bouncing you could do, and most gold cards would probably have magnets which would come off during the bounce.

    Still if spare parts were in the game "whenever you cast a spell" minions could be put in the game depending on the effect, but since they currently are not in the game "whenever you cast a spell" minions are still in NA tier.

    ------------------------------------------------------------------------------------------------------------------------------

    Naxxramas:

    Webspinner, Tier 3: low stats but it would be giving you a lot of resources over time and can let you high roll things like mama bear.

    Dark Cultist, Tier 2: probably ok. Could help in some neutral deathrattle build.

    Anub'ar Ambusher, NA: I don't think it's effect of returning a friendly minion to your hand on deathrattle would work out well.

    Voidcaller,NA: It's an interesting idea and could make your hand actually useful but it would also make a mess when the rounds reset.

    Undertaker, Tier 1: Too bad we can't have unnerfed Undertaker as that could make the basis of some interesting deathrattle build. Too bad it's not and would only be good early as something that has some chance of getting high attack.

    Zombie Chow, NA: No healing

    Echoing Ooze, NA: There were stories that in an early part of battlegrounds they had doubling imp and there just was too many doubling imps in the store as they generated themselves. Echoing Ooze has the same problem

    Haunted Creeper, B: We already have a lot of token generators and since these tokens aren't even beasts... it's low power and would add little.

    Mad Scientist, NA: No Secrets

    Nerub'ar Weblord, NA: increasing the cost of battlecry minions makes no sense in battlegrounds

    Nerubian Egg, Tier 2: Could have some use as an egg.

    Unstable Ghoul, Tier 3-4: The Anti-divine shield guy.

    Dancing Swords, NA: No card draw

    Deathrlord, NA: There is no deck

    Shade of Naxxramas, Tier 3: Starts out weak but with a tirion combo has the potential to grow and grow and grow.

    Stoneskiin Gargoyle, NA: It's effect doesn't do anything in battlegrounds.

    Baron Rivendare, Tier 5: It's a tier 5 unit

    Wailing Soul, NA: You don't want to silence any of your minions.

    Feugen/Stalagg, NA: Not that they'd be bad but requiring you to have both just kind of feels bad.

    Loatheb, NA: No spells

    Sludge Belcher, Tier 3: can keep stuff behind it safe for a decent amount of time.

    Spectral Knight, NA: Can't be targeted by spells or hero powers is a bad effect for battlegrounds.

    Maexxna, Tier 6: It's a tier 6 minion.

    Kel'Thuzad, NA: a bad effect for battlegrounds.

    ----------------------------------------------------------------------------------------------------------------------------------

    Goblins and Gnomes

    Anodized Robo Cub, B: It's either a 3/2 mech with taunt or a 2/3 mech with taunt...

    Grove Tender, NA: No mana crystals or drawing cards

    Druid of the Fang,Tier 3: it just becomes a 7/7 beast. Close to boring outside of beast interactions and it's as battlecry minion

    Mech-Bear-Cat, Tier 4: As long as the spare parts don't actually cost anything they tend to be either stat increase/manipulation, adding taunt or stealth, freezing one particular minion, or returning a minion to your hand. None of that is inherently wrong in Battleground. It could be interesting.

    Malorne, NA: No deck to shuffle into

    SteamWheedle Sniper, NA: "Your Hero Power can target minions" doesn't apply to many hero powers

    Metaltooth Leaper, Tier 2: It's a Tier 2 unit

    King of Beasts, Tier 3: A boost for beast builds and can help protect hyena

    Gahz'rilla, Tier 5: It's a strong minion... just good luck getting it to survive more than one attack.

    Snowchugger, Tier 1: Could be interesting see minions skip their attacks.

    Soot Spewer, NA: No Spells

    Goblin Blastmage, NA: The battlecry wouldn't work in the battlegrounds.

    Wee Spellstoper, NA: No bad hero powers to stop or spells to stop.

    Flame Leviathan, NA: You can't draw Flame Leviathan in battlegrounds

    Shielded Minibot, Tier 2: It's a tier 2 minion.

    Scarlet Purifier, NA: the battlecry would be a bad idea in battlegrounds.

    Bolvar Fordragon, Tier 3: Keep Bolvars in your hand for awhile and then drop it as like a 50/7

    Cobalt Guardian, Tier 3: It's a tier 3 minion

    Quartermaster, NA: No silver hand recruits... yet

    Shadowbomber, NA: Bomb doesn't enjoy getting hit in the face with shadow magic

    Shadowboxer, NA: No healing

    Shrinkmeister, NA: battlecry wouldn't really work

    Upgraded Repair Bot, Tier 3-4: ok body, and would be decent at buffing certain units.

    Vol'jin, Tier 3: The bigger issue is what are you swapping health with? Maybe one of your deathrattle minions?

    Goblin Auto-barber, NA: No weapons

    One-eyed Cheat, Tier 1: Assuming more pirates are added in having a 4/1 that can't be attacked directly could be useful... at least at first.

    Iron Sensei, Tier 4: it's a tier 4 unit.

    Ogre Ninja, NA: 50% chance to attack the wrong enemy is funny but would probably just elongate the time too much.

    Trade Prince Gallywix, NA: No spells

    Vitality totem, NA: No healing

    Whirling Zap-o-matic, Tier 1: 3/2 stats is around tier 1 status and windfury is interesting.

    Dunemaul Shaman, NA: No overload

    Siltfin Spiritwalker, NA: No overload or card draw

    Neptulon, NA: No Overload... although the battlecry is interesting.

    Queen of pain, NA: No healing

    Fel Cannon, NA: bad effect for battlegrounds

    Floating Watcher, Tier 4: It's a tier 4 minion.

    Anima Golem, B: It's just a 9/9 mech

    Mal'Ganis, Tier 5: It's a tier 5 minion

    Warbot, B: It has an enrage effect but it's kind of boring

    Screwjank Clunker, Tier 3: It's a tier 3 minion.

    Siege Engine, NA: No healing/armor

    Iron Juggernaut, NA: Bob doesn't enjoy being handed mines that explode in his face

    Shieldmaiden, NA: No healing/armor

    Target Dummy, B: it's a 0/2 mech taunt

    Clockwork Gnome, Tier 1: Low stats for tier 1 but it gets you a lot of spare parts which can help ramp things other than itself.

    Cogmaster, B: if you have a mech it's a 3/2

    Annoy-o-tron, Tier 2: it's a tier 2 minion

    Explosive Sheep, Tier 1: it's good as long as you don't care about your own minions

    Gilblin Stalker, B: it's just a 2/3 stealth

    Mechwarper, NA: reducing costs of mechs doesn't really make sense in battlegrounds

    Micro Machine, Tier 1: It's a tier 1 minion

    Puddlestomper, Tier 0: It's a weaker rockfin hunter

    Recombobulator, Tier 3: Could provide some interesting shenanigans

    Ship's Cannon, NA: Pirates tend to not summon themselves through deathrattles and this type of direct damage isn't good for battlegrounds.

    Stonesplinter Trogg, NA: No Spells

    Flying Machine, Tier 2: Needs some buffs to get going, but the windfury could make it interesting.

    Gnomeregan Infantry, NA: No charge

    Gnomish Experimenter, NA: no drawing.

    Goblin Sapper, NA: Your opponent doesn't have a hand size really.

    Hobgoblin, NA: not a ton of 1 attack minions in the battlegrounds.

    Illuminator, NA: No Secrets or healing

    Lil' Exorcist, NA: Not that the effect would be useless... it's just random and in a bad way.

    Ogre Brute, NA: 50% chance to attack the wrong enemy is probably a bad mechanic.

    Spider Tank, B: It's just a vanilla mech

    Tinkertown Technician, Tier 2: getting a spare part could be great or bad.

    Arcane Nullifier X-21, NA: can't be targeted by spells or hero powers.

    Burly Rockjaw Trogg, NA: No spells

    Enhance-o Mechano, Tier 6: It's kind of like gentle megasaur but for generics.

    Jeeves, NA: no drawing

    Kezan Mystic, NA: No secrets

    Lost Tallstrider, B: Vanilla beasts

    Mechanical Yeti, Tier 3: spare parts can be strong.

    Mini-Mage, NA: No Spell Damage

    Piloted Shredder, Tier 3: Tier 3 minion

    Antique Healbot, NA: No healing

    Blingtron 3000, NA: As much as Bob may enjoy being given a weapon it would be a bit weird.

    Bomb Lobber, NA: Bob doesn't appreciate his minions being destroyed.

    Fel Reaver, NA: The effect does nothing.

    Hemet Nesingwary, NA: Bob doesn't like his minions being destroyed and you probably dont want your minions being destroyed.

    Junkbot, Tier 4: Tier 4 minion

    Madder Bomber, NA: Bob really doesn't like the bombers.

    Mimiron's Head, Tier 3-4: It would be interesting for a menagerie build. Turning some buff bots into V-07-TR-0N.

    Salty Dog, B: vanilla Pirate

    Gazlowe, NA: If Spare parts were added into the game... It would still probably be a bad idea to add Gazlowe as it could become really powerful.

    Mogor the Ogre, NA: Could be a little funny in a way but not good most likely.

    Piloted Sky Golem, Tier 4: Tier 4 minion

    Toshley, Tier 5: An interesting way to get spare parts.

    Dr. Boom, Tier 4: Only issue is that there may not be enough room for the boom bots

    Troggzor the Earthinator, NA: No spells bob could cast.

    Foe Reaper 4000, Tier 6: Tier 6 minion.

    Force-Tank MAX, B: besides the divine shield it's a vanilla Mech and Mech's have decent ways of getting divine shield.

    Sneed's Old Shredder, Tier 6: It's a tier 6 minion.

    Mekgineer Thermaplugg, NA: Summoning minions when an enemy minion dies isn't the issue... it's just that it's leper gnomes which deal direct hero damage.

    Clockwork Giant, NA: Wouldn't work in battlegrounds.

    submitted by /u/water2770
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    The Amazing Reno shows his dark-side, first spell he casts “randomly” is shadow form.

    Posted: 17 Feb 2020 06:32 AM PST

    Had to respect concede..

    Posted: 16 Feb 2020 11:46 PM PST

    There's nine people in my lobby...

    Posted: 17 Feb 2020 11:01 AM PST

    The most obnoxious game I’ve ever played. Infinite Kel’Thuzads and infinite N’Zoths, thankfully I won.

    Posted: 17 Feb 2020 10:24 AM PST

    First time legend + experiences and thoughts on HS after playing for 5 years

    Posted: 17 Feb 2020 04:52 AM PST

    Hey all! I've been playing HS since spring 2015 on EUW. Last month I reached legend for the first time which led me to make this post. I would like to share my personal experiences and thoughts about the different aspects of HS (ranked ladder, quests, economy, RNG, player experience etc.) over the last 5 years.

    Climbing ladder

    While I have consistently gotten rank 5 over the last 3-4 years the climb to legend always felt a bit too grindy to fully commit to. I came close a couple of times when I finished rank 2 but I could never motivate myself to go the full distance. Last month however I looked up some of the best decks in Wild and picked one that I thought would be strong as well as fun and interesting to learn/play: Reno Quest Mage.

    I started at around rank 12 with the intention of reaching rank 5 whilst learning a new deck. I had a record of 53W-26L (67% WR) around rank 3-4 where I noticed I was vs'ing a lot faster decks (Pirate Warrior, Secret Mage, Even Shaman, Mech Paladin) and I decided to cut some cards that were dead cards vs aggro (Barista Lynchen and Frost Nova) and replaced them with Volcanic Potion and Licensed Adventurer.

    After these changes I went 14W-3L (82% WR) to Legend. So overall I played a total of 96 games (67W-29L with 69% WR Kreygasm). Distribution of classes I faced the most are as follows:

    • Mage: 21 games (21.8%)
    • Shaman: 12 games (12.5%)
    • Warlock: 12 games (12.5%)
    • Paladin: 13 games (13.5%)
    • Hunter: 10 games (10.4%); mostly Hunter games were in lower ranks.
    • Warrior: 8 games (8.3%)

    One tip I would give to players looking to climb is to PLAY A DECK YOU WILL WANT TO PLAY. You might enjoy a certain deck and/or you might want to learn a new deck, the fact remains that you'll have to grind around 100 games on average to reach Legend (lower for rank 5 obviously).

    Hearthstone over the years Here I'll discuss some of my experiences playing HS for the last five years and offer my thoughts/criticism on various aspects of the game.

    • Ladder change: When I first started playing ranked ladder, every month all players would get a pretty big reset. Your last month's highest rank would give you the same amount of stars heading into next month. This meant that at the start of a month ranks 18-17 were full of players who had been rank 5-Legend the previous month. This turned me off playing the first week of a new month: games were tough, getting quests done was even harder. Initially when I had limited cards this experience was like when a group of high school guys come over to primary school to play football and you don't get a kick and get run over and bullied. EVERY MONTH! You also got no rewards for playing ranked!.

    Blizzard added ranked rewards in August 2015. Ranked floors were added in Feb 2017 and it was only in March 2018 that the grind on ladder was shortened significantly by changing the ranked reset to 4 ranks below your last month's highest finish. While these changes improved the ladder system, they were waaaaay overdue by the time they did come.

    • Quests: If I remember correctly, initially we only had 40g quests (apart from the 100g win 7 games quest and the spectate quest that grants a Classic pack). In Oct 2016 Blizzard added 50g and 60g quests and more 100g quests. In April 2018 they removed 40g quests and made quests a bit easier to complete (i.e. play instead of win). So again, while these changes have made quests easier to complete and more value in terms of rewards, the changes should have been made earlier.

    • HS economy: In my experience HS is a free game to play but an expensive one to enjoy. Packs are way too expensive for what you get. You need to open far too many packs to get a decent card collection. The balance of dust value in terms of disenchanting cards vs crafting them is hilariously skewed. I am not expecting a free game here. I am asking to not get hung up and dried whilst trying to get into the game as a new player.

    Technically I'm not F2P. Over the years I've spent about 10 euros on Amazon coins to buy about 16 packs and I got the welcome bundle (10 packs and guaranteed legendary) for 5 euros. By grinding quests, tavern brawls, ranked rewards, free packs at expansion launch etc I've managed to get a nice collection. I have enough dust to build all the tier 1 decks if I wanted to. But that's after FIVE years!

    I don't want to compare HS to other card games as I haven't played other CCG's. I am arguing that the amount of gold/dust you earn by playing the game is ridiculously low if you consider the bigger picture of building a couple of strong decks and staying relevant in the meta. This brings me to my next point...

    • Standard vs Wild: When standard was introduced, it was a new and fresh concept in HS. No more dr7 in every deck, no more hiding behind 8/8 giants while at 5 health, no more X-mas tree paladin and no more everyone getting in there (RIP Warsong Commander). Welcome to the very first Warriorstone meta where Warrior had about 5/6 good decks. Who knew War Axe turn 2 was so powerful? I didn't mind at first because the concept was new and meta was fresh with a limited card pool. I kept playing Wild too as most of my cards were viable there but Standard was definitely the place to be.

    Blizzard sold it as 'no need to keep up with all the old cards' and 'you won't have to buy old packs, just the new ones' to con us that Standard was the better choice. First of all, it should never have been a choice. Wild should have received support and hype just like standard did. Instead Blizzard made Wild the old and ugly wife while pretending Standard was the 20-year old hot blond mistress you should really care about.

    Well it seems the old wife is economically more viable than the new hottie. Old cards remain staple in most decks. You don't have to buy tons of packs to keep up with the standard meta. Wild has more diverse decks (especially in lower ranks). The power level of tier 1 decks is higher so while your opponent might get the nuts once in a while, you get to pop off too! In Standard the overall power of decks is lower so very often you get a rock-paper-scissor kind of meta. And that feels bad. Let me explain: let's assume a power level of a deck to be between 1 and 10 (1 being weakest and 10 being strongest). Most tier 1 decks in Standard are about 6/7 out of 10 in terms of power compared to Wild. Most tier 1 decks in Wild are 8-9 out of 10. Most matches are determined by individual powerful cards rather than the matchup itself. For example: in my climb last season I faced a lot of Secret Mages/Mech Paladins and some Darkest Hour Warlocks with my Reno Quest Mage. I knew that the aggro decks are not a good matchup but they aren't terrible either. It comes down to me drawing certain cards (Flame Ward, Reno, Ray of Frost etc) to stabilize. The individual cards I play have a big impact. If I don't play certain cards I will most likely lose, but I have a chance. If the Dankest Hour Warlock draws his combo by turn 4 while having the coin I lose. But if he doesn't, I have a chance!

    In Standard the matchup feels much more polarizing. The cards you play seem to have a weaker effect than in Wild. Some matchups you might as well concede once you know what you're facing while this is rarely the case in Wild.

    In Standard the meta tends to become stale very quickly. After every new expansion there is a period of about 2 weeks where the meta is getting figured out and everything seems exciting. Less exciting for F2P players as you feel like watching from behind a glass window while all the rich kids get to enjoy the new toys. Watching Kripp open a THOUSAND packs is the equivalent of hungry Ethiopian kids watching a Wolf of Wall Street themed party. You as a F2P normie are waiting for the pros and streamers to show what decks are good so you can craft the cards you need with the limited dust you have gathered over the past months.

    I have kept a spread sheet of every card pack I've opened since Whispers of the Old Gods. Most packs are from Rise of Shadows (101 packs). Least packs opened are from Descent of Dragons (37 so far). The fact that I've opened so few packs from one of the strongest expansions ever should indicate why Wild is financially so much more viable. I don't need to open a lot of new packs when I just need a couple of the new cards. And I craft them.

    The staleness of the Standard meta led me to fall out of interest for the game. In Sept 2019 I didn't play a single ranked game for the whole month. For the first time since May 2015 I missed out on a card back. While this may seems trivial, it showed me how little interest I had in HS to not even play 5 ranked games in a month. I thought about making a similar post then but I was too lazy LUL.

    • Expansions/Adventures/Dungeon Runs: Initially Blizzard adopted a Adventure-Expansion-Adventure policy. Adventures were fun to play, quite easy to complete in normal mode but challenging in heroic mode. Every adventure had important cards that you needed and freshened up the meta somewhat.

    In terms of economics this also meant that you had to save up gold for the adventures which cost 700g per wing with usually 4-5 wings. So I would aim to save up for about 40-50 packs and then hoard 3500 for the adventure and so on. If you're a casual player like me, this means completing quests almost every day and even then barely getting to the 40 pack mark. Back when I started quests gave 40 gold so nowadays it is a bit easier but not by much. Thankfully Blizzard removed the adventures and went to 3 expansions per year system. This did mean that the meta got stale after a month of a new release and especially the month before the next expansion we would be biting our nails out of frustration. However, economy wise this was viable to keep up with as I could hoard about 5000g for the next expansion and still get a lot of packs for the current one. Recently Blizzard has re-introduced a kind of 'mid-expansion adventure' with Galakrond's Awakening. While this is a nice way to influence the meta with new cards, it does hurt the F2P player.

    • RNGesus at the wheel: HS is a card game. Once you queue up in ladder, you already have pressed the RNG button. The deck you'll face is RNG. The cards offered in the mulligan is RNG. Every card you draw each turn is RNG. And then you have cards that generate RNG by themselves. When I started playing Piloted Shredder and the Booms Bots from Dr. Boom where some of the most consistent 'RNG-cards' you would face. But you could still somewhat play around that RNG. Ahead on board? Don't trade opps Shredder in case of Doomsayer. Behind on board? Trade his Shredder first and hope for a Doomsayer (emote WOW if you are skilled enough to get it).

    Nowadays there are so many cards that are (at least somewhat) based on RNG. Discover this, add random that to your hand. How am I supposed to play around my opponent getting 4th Ice Block? Or my Mage opponent being at 1 health, playing Dragon Queen Alex and skillfully getting Nozari, a paladin legendary? I remember Lifecoach (former pro player) quitting HS because of the direction Blizzard took in terms of RNG-based cards. For the last couple of years this has gotten out of control. HS being a card game has enough RNG as it is. You shouldn't be printing cards to generate even more RNG!!

    • New player experience: From what I've read on Reddit and from personal experience of creating alt accounts (plz no ban Blizzard) the new player experience now is much better than when I started playing HS. However, being better than terrible doesn't make it good.

    I remember Blizzard saying 'more deck slots would be confusing to new players', 'basic cards are good for new players so they don't get overwhelmed'. That's like saying a baby pooping in its pants is good. No, it just doesn't know any better. Cut the crap Blizzard!!

    I think there is a lot more Blizzard can do to cater towards new(ish) players. This ties to my point about the HS economics above. I don't blame the devs for this. Blizzard as a company made a decision to cater more towards whales in HS. 10 old players paying 100 bucks is more important to Blizzard than 100 new players paying 10 bucks AND raising more awareness and helping others get into the game. Seems odd to me. I don't have 200+ years of collective experience but the fiasco around WC3 and Diablo (KEKW) should make Blizzard think again!

    Thanks for reading and being an awesome community! <3

    Trivia:

    • First legendary: Bolvar Fordragon; I was very proud of this one and one of the main reasons i started playing paladin so much. I remember thinking this was a super strong card until someone played BGH against it. FeltBadMan

    • First epic: Lightbomb; I thought it would dmg enemies only (why would an EPIC card hurt yourself? 3Head) and I was holding this card until I was about to win. So I have a full board and more than enough minion dmg for lethal. I play Lightbomb and watch in horror as all my minions die. My opponent rubs it in and keeps emoting me 'Sorry' (back when this was a thing). I close HS and go cry in a corner. Hate priest ever since...

    • First time rank 5: April 2016, just when Standard launched. I played Midrange Hunter with double flare because of those pesky Mech Mages and Secret Paladins. Last opponent before rank 5 was a Warrior who was playing Patron Warrior. He had lethal but aoe'd once too many so all his minions died. He committed seppuku.

    TLDR

    • Reached legend for the first time widepeepoHappy

    • HS is free to play but expensive to enjoy.

    • Ranked ladder and quest value changes have been good but long overdue.

    • Wild has more interesting and explosive gameplay and is financially more viable in the long run.

    • HS has too much RNG.

    • Mid-expansion adventures with new cards are good for the meta but hurt F2P plebs.

    Proof: https://imgur.com/a/CoUuB4w

    Deckcode: AAEBAf0EHooBwAGrBJYF9w3WEcMWhReBsgKCtALpugLYuwLQwQKYxALD6gLO7wKggAPSiQPWmQOfmwPimwP/nQP8owOSpAO/pAO7pQP7rAP9rAOBsQO4tgMAAA==

    EDIT: spelling

    EDIT 2: added deckcode; I don't consider this to be the optimal decklist right now. Skycaptain Kragg has come out and running a dragon package seems more consistent. Tempo Storm and Teamrankstar have good lists.

    submitted by /u/attila420
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    Overflown with value

    Posted: 17 Feb 2020 04:01 AM PST

    One of the best feelings in HS

    Posted: 17 Feb 2020 04:15 PM PST

    Is rogue due for a new portrait?

    Posted: 17 Feb 2020 02:15 AM PST

    Wondering if anyone else is thinking the same. I'm a rogue main and wish a had a new portrait for my main bb but I think 1,000 wins might take a minute or two long & maeiv is impossible to get...

    submitted by /u/KimkardALPHA
    [link] [comments]

    Safe to say I won this game

    Posted: 17 Feb 2020 03:25 PM PST

    Hearthstone Reportedly "A Free Throw-In" In Blizzard's YouTube Deal

    Posted: 17 Feb 2020 06:53 AM PST

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