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    Saturday, September 4, 2021

    Hearthstone Just noticed Swolefin's buff is Swole, golden buff is Swoler

    Hearthstone Just noticed Swolefin's buff is Swole, golden buff is Swoler


    Just noticed Swolefin's buff is Swole, golden buff is Swoler

    Posted: 04 Sep 2021 09:03 AM PDT

    Excellent Strategy

    Posted: 04 Sep 2021 12:30 AM PDT

    Yeah........my 1 attack baron has 5.5 million health......ever heard of it ?

    Posted: 04 Sep 2021 01:30 AM PDT

    H.P.P.C - Hearthstone Personality Political Compass

    Posted: 04 Sep 2021 03:28 AM PDT

    No, I mustn't... Must stick to Boar Hunter... But...

    Posted: 04 Sep 2021 11:44 AM PDT

    That one hunter card nobody uses

    Posted: 04 Sep 2021 08:33 AM PDT

    Does anyone know what happened to Firebat?

    Posted: 04 Sep 2021 11:07 AM PDT

    Just curious as he was always my favorite HS content creator. I know he was taking a break from HS (Maybe permanent? Never saw an announcement) but I haven't seen anything from the other game he had been playing for a while either. Last tweet was in July.

    submitted by /u/McDawkins
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    [Bug] If you mirror entity a Stockades Prisoner only your opponent can awaken it.

    Posted: 04 Sep 2021 12:07 PM PDT

    My opponent turned into a rogue while they were already a rogue.Now that surprised me.

    Posted: 04 Sep 2021 01:19 AM PDT

    How was your experience with this card?

    Posted: 04 Sep 2021 06:31 AM PDT

    The most annoying bug of all time.

    Posted: 04 Sep 2021 04:27 AM PDT

    Heroic Bosses are easy with these new combo decks that are ready to go on turn 5. I cleared the entire adventure in 4 hours with ease while watching a young trump from 6 years ago struggle with it.

    Posted: 04 Sep 2021 03:17 AM PDT

    This is the current state of Arena. Previously, Druid and Warrior were on top, but well... here we are now. This huge of a spread between top and bottom is unheard of, and it's the biggest, or at least one of the biggest, spreads in the history of the game.

    Posted: 04 Sep 2021 12:10 AM PDT

    Hearthstone’s Wild format is broken. Can it be fixed? | From Tempo Storm Wild Meta Snapshot Lead therottedzombie

    Posted: 04 Sep 2021 10:36 AM PDT

    How I see mercenaries rewards.

    Posted: 03 Sep 2021 05:57 PM PDT

    Finally got my brb achievement.

    Posted: 04 Sep 2021 07:00 AM PDT

    Comparing the Progression between Legends of Runeterra and Hearthstone for F2P Casual Players

    Posted: 04 Sep 2021 09:50 AM PDT

    I'm considering to try out LoR because it seems to have a better mobile app than HS. LoR is widely known as the most F2P card game. However, as a broke filthy casual gamer, I know that time commitment is often hiding somewhere within such games.

    I went through some guides, videos, and maths to see if LoR is as casual-friendly as HS.

    My tl;dr: LoR enables better collection progress than HS only if you put more time. HS is better the more casual you are.

    Parameters Legends of Runeterra Hearthstone
    Incentivized play pattern Daily Per 3 days
    Approximate deck obtainable within 4 months* 1-4 decks 2-3decks
    Long-term progression More stable but might change in the future Either play Wild or constantly catching up for Standard

    * aside from the new/returning player deck

    But first, what is considered "casual" in this post? In both games, I consider that casuals still complete all quests every week. The difference is in what is done aside from it:

    Light casual: prioritize fun more than winning, doesn't care about ranked

    Heavy casual: cares about winning/ranked but not aiming for the topmost rank

    New Player

    Both games have improved their new player experience. HS gives you cards from the core set, while LoR gives you 7 starter decks. You get free cards often (HS: apprentice ranks, late core set, rewards track; LoR: prologue, first 7 login, early region rewards).

    In HS, you can build a deck based on the legendaries and epics you get from your packs (guaranteed 1 legendary in the first 10 packs of a kind). You can turn cards into dust (shards) manually, so you can craft some cards you need from epics and legendaries you don't like or don't need. After getting out of the apprentice ranks, you get 1 prebuild deck for free. If chosen wisely, it could be 1 free viable deck in your collection.

    In LoR, Elise and Jinx are popular aggro starter champions, and you'll have 2 copies of each. Both also seem to be playable without another champion in the deck, so new players might be able to build decks around them by getting 1 more copy of them. You get shards (dust) more often, but you can't convert cards you get into shards.

    General Progression (Gathering Resources to Build Viable/Fun Decks)

    Your progression in LoR is from the weekly vault. In HS, your progression is from the rewards track. It lasts for 4 months (17 weeks), so I'll compare it to 17 LoR weekly vaults.

    HS

    You advance through the rewards track mainly by doing quests. HS quests are relatively quick: you can often progress through several dailies in one game at once, and they can also progress your weeklies. You only need to clear quests once during weekdays (supposedly on Wednesday to save 3 dailies), and finish the rest on the weekend. Some issues might come from the weekly quests which is not always related to constructed. You'll have to reroll them if you really don't want to play those other modes.

    By only finishing all daily and weekly quests, you can get at least 7-8k gold. This is already considering that you reroll the most valuable weekly quest that requires 5 ranked wins. With that gold, you can obtain all commons and almost all rares of the next expansion by buying 50-60 packs and the miniset. Free packs from rewards track, event (in-game, twitch, youtube), ranked rewards, and free arena tickets can complete any missing rares.

    However, we're going after the legendaries and epics for most meta/fun decks. I'll assume 2-4 legendaries are needed for 1 meta/fun deck on average. Epics are counted as 0.5 legendary (0.25 per copy).

    60 packs = 2-3 legendaries + 5-12 epics.

    Duplicate commons dust = 30x20 = 600

    Rewards track = 2 legendaries + 1 epic

    Miniset = 4 legendaries + 2 epics

    Total cards = 8-9 legendaries + 8-15 epics

    Worse case scenario (none of those are viable/fun):

    Total dust = 600 + 8x400 + 8x100 = 4,600 (2.9 legendaries)

    You get 1 deck of choice in the middle of the expansion.

    More likely scenario (50% random cards are viable):

    Total cards = 4-5 legendaries, 4-8 epics

    Total dust = 600 + 4x400 + (4 to 8)x100 = 2,600-3,000 (1.6-1.9 legendary)

    You get 2-3 decks that are partially determined by what you get. You're likely to get 1-2 decks at the start of the expansion, and 1 more in the middle of the expansion.

    Unaccounted/unreliable resources: weekly tavern brawl packs, extra dust from high ranked rewards, 2 free uncraftable legendaries, golden cards, good arena run rewards. You might be lucky and get 1-2 more legendary and/or a few more epics from these.

    LoR

    In LoR, you're guaranteed to get weekly vault level 7 by only finishing quests. However, getting a random legendary will severely slow down your progression compared to getting a champion wildcard at vault level 10.

    You need 3 copies of 2 exact champions for a viable/fun deck most of the time.

    Light casuals: 17x vault lv 7 = 51 capsules, 17 random champions, 18,360+ shards (6.12 champions of choice), 17 epic capsules from expeditions

    Worse case scenario (none of those random champions are viable/fun): you only craft 6 champions.

    You get 1 deck of choice after 4 months.

    More likely scenario (50% random champions are viable/fun): you get 14-13 viable random champions and craft 6 champions.

    The 6 crafted champions are likely to be 2 copies of 3 viable random champions, so you get 3 copies of 3 champions. This will still end up into 1-2 decks, depending on the synergy between those three champions.

    If you're very lucky, you might get 2 copies of 6 champions that you want to play. The 6 crafted champions could be the third copy of those champions, and you end up with 3 copies of 6 champions (3 decks or more if some champions see play in more than 1 deck). Remember that this is very unlikely.

    Now, if you put the effort to get 6k xp per week:

    Heavy casuals: 17x vault lv 10 = 102 capsules, 17 champion wildcards, 28,560 shards (9.5 champions of choice), 17 epic capsules

    You get 26 champions that you want. That's 3 copies of 8 champions (4 decks of exclusively different champions). That's 1 deck per month. The game is good.

    Unaccounted/unreliable resources: region rewards, upgraded vault/capsule/cards, good expedition runs, events.

    Accounting region rewards are difficult. You can complete 1-2 region in the 4 months (119-221k xp) to get 6 random champions of that region + 1 champion wildcard, or progressing 10 regions evenly (12-22k xp each in 4 months). If you choose the former, you're more likely to open the same copies of champions, but the chance is still low. The latter is more recommended, and you're likely to get 1 random champion from each region. It might also not give you any champion, or give you champion wildcards instead (milestone 18 or 19).

    Random champions from region rewards will still need 2 additional copies crafted or opened randomly from vaults. Your freedom to choose decks are still limited by your shard gain from vaults. You might get 1 extra deck from region rewards per 4 months if you're lucky.

    Ok, so LoR is more generous than HS if we can get vault lv 10 consistently. How do we get it?

    This post is a guide for xp farming. However, it relies on you logging in daily. If you can log in and win almost every day, vault lv 10 is unlikely to be a problem. What if you can't or don't want to log in daily?

    In HS, you can progress well by logging in 3 times per week. In LoR, this means you need 2000 xp on top of finishing quests every time you log in. Considering that most of us have no in-game friends, you can gain this winning 2 PvP and 2 Lab of Legends games. If your constructed decks cannot compete well, Labs might help.

    Let's say you lose 1 PvP match when going for that 2 pvp win. You'll have to play 3 pvp and 2 Lab of Legends. If 1 game takes 5 min, that's 25 min.

    You'll need more time if you don't play aggro, had long games, and lose more games. After all those, you might still have some quests uncompleted, so you'll have to play again to complete them.

    It also seems that LoR quests will take more time to complete than HS (needs confirmation). Aside from generally longer matches than HS, most quests require cards with specific keywords that are only available in a certain region. You're less likely to progress multiple quests in one game. Several quests also require specific cards, so your collection matters. The two reroll opportunity might help with these issues, though.

    Long-term Progression and Returning Players

    So you've played for a while. You might love the game and keep playing. You might also feel burned out and leave the game. What awaits you when you come back?

    In HS, 3 of the oldest standard expansions enter the wild format every March. That's half of your collection becoming obsolete in standard.

    However, if you left for more than 4 months, you can get one free deck just like a new player and 15 recent expansion packs. Aside from this, your latest standard deck might still be viable with little modifications.

    You could also save resources to make wild decks. They are often more expensive than standard decks, but they age much better. You can search for cheap wild meta decks as well.

    In LoR, your collection isn't going anywhere. As far as I know, there's no free stuff for returning players. If you don't entirely leave, you can still collect 6 commons just by claiming the weekly vault. Your biggest challenge as a returning player would be the meta which may or may not be relevant for your mmr.

    However, LoR is rather a young game. I don't know if the devs have in plan about formats and card rotations.

    Conclusion

    HS requires low upkeep to progress reasonably as a casual. You're not pressured to win. Budget decks are easy to get, but fun and wild decks may take some time and luck. Leaving the game and returning could reset your progression in Standard format similar to a new player, unless you have a viable Wild deck.

    LoR might be most generous card game, but only if you really spend your time on it. They want you to log in every day and play a bit for the daily first win bonuses. Games are longer, so does completing quests. If you don't reach vault level 10, your progression might be similar or worse than HS. Your collection isn't going anywhere unless the devs changed the system in the future.

    Feel free to discuss and point out if there's anything missing or wrong.

    submitted by /u/MeowingDisgrace
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    Red Birb has 32 million attack & health? WUEWUEWUEWUE

    Posted: 04 Sep 2021 10:15 AM PDT

    Enable chat issue

    Posted: 04 Sep 2021 08:47 AM PDT

    Summary of the 9/4/2021 Vicious Syndicate Podcast (first one post 21.2 patch)

    Posted: 04 Sep 2021 03:31 PM PDT

    Listen to the most recent Vicious Syndicate podcast here - https://www.vicioussyndicate.com/vs-data-reaper-podcast-episode-57/

    As always, glad to do these summaries, but a summary won't be able to cover everything and can miss nuances, so I highly recommend listening to their podcast as well. Next VS report comes out this Thursday (9/9).

    General - Notion that the Flesh Giant nerfs aren't "significant" is complete nonsense. Flesh Giant at 8 mana was so busted, especially after the quest being introduced, that nerfing the card to 9 wasn't enough in the first place. Data definitely shows a big impact in the most recent Flesh Giant nerf. Even if the card can eventually go to 0 mana, the fact that it's coming down later makes a huge impact. Thinks it's okay Team 5 makes these small incremental adjustments versus completely nuking cards like they've done in the past, points to things like Watch Posts being a successful nerf - still a very playable card. It's more exciting introducing a powerful expansion and then going back and changing cards versus introducing a more safe expansion that changes nothing (like the Rastakhan meta). Giant nerf absolutely made a difference, if you don't think otherwise, it means you don't play the deck (I'd recommend listening to the podcast so you can hear the "rant" in full).

    They briefly talk about potential buffs with the next patch. Warrior will likely be a primary target for potential buffs. ZachO says the main thing they need to do is buff or add a card that will entice people to actually want to play Rush Warrior again. Hat brings up going off meta right now gets punished really badly by any refined deck, buffing some off meta cards can help out with that. Any potential nerfs would likely focus on Quest Shaman (Perpetual Flame to 2 mana seems like the most likely candidate). Reiterated late game lethality added in Stormwind is not a design mistake, although they needed to nerf some of the speed some of those win conditions came online. Realizes content creators like Kibler may not like this if they enjoy playing slower decks with lots of 9 and 10 drops, although they recognize Questlines do make it more difficult to play off meta. Hat points to Iksar's tweet about decks that play to the extreme late game will always have a place in Hearthstone, although they may not be viable in every meta. The narrative that Blizzard is killing control and they don't know what they're doing is incorrect. Hat points out right now we're hearing complaining primarily from the people who enjoy longer games because they don't have a current format they can go to in order to get those types of games, despite the Barrens meta being one of the more grindier metas. There's a pendulum swing, those types of metas will eventually come back, but "everyone gets their turn". 4 set metas tend towards longer games, and 5-6 set metas tend towards shorter ones. Adding lethality to late game strategies like they've done in Stormwind does pose risks - those strategies can be too fast, and they can outclass other late game strategies (if a win condition comes online turn 7 and another comes online turn 11, the turn 11 one will always be outclassed), but balance changes can address these.

    Warlock - Stealerlock gone from the format. Even with people testing out the deck, the fact that Nightshade Matron can now accidentally discard Stealer instead of Hand of Guldan basically invalidates the deck entirely. Zoo not showing any signs of life either. Handlock's matchups against Face Hunter and Priest got worse due to the Flesh Giant nerf. Probably the biggest difference in the archetype post patch. Those matchups went from slightly favored for Handlock to unfavored. Still one of the best decks in the format, likely better at top legend with the number of Quest Shamans running around, but the deck will now have to tech for its bad matchups, potentially with things like Bakers. Flesh Giant still a good card.

    Shaman - Quest Shaman stronger post patch as expected. With Stealer gone from the format, the only bad matchups it has are Quest Mage and Handlock (around 70/30 matchups). Almost everything else gets demolished by Quest Shaman, matchups are 65/35 or better for the Quest Shaman. Deck would be Tier S if Handlock alone wasn't part of the format. Overdraft still shown to be a good card in the deck, likely will still be a 2x in the deck once they get more data in. Elemental Shaman still around, probably a little worse w/o Stealer in the format, just overshadowed by Quest Shaman right now. One of the least polarizing decks in the format right now, only matchup that's lopsided against it is Quest Shaman.

    Mage - Quest Mage will continue to stay popular despite what its winrate is. Did get stronger postpatch, but its still not a super strong deck. Has favorable matchups against Handlock and Quest Shaman, but you still get run over by Face Hunter, Shadow Priest, Poison Rogue, and others. Hat points out the deck is one of the forerunners of the polarity concerns, ZachO says that it's nowhere near the polarity issues that people saw in the Boomsday meta. Bad matchups are 40/60 and not 30/70. Shooting Star does help with some of those unfavorable matchups. ZachO brings up Magtheradon as a card he's interested in the archetype, but may not be enough data by the report to determine if it's worth running. Antonidas is a super fringe card that people have run solely for the mirror match (they specifically point out this does not mean it's worth running in the archetype LOL).

    Priest - ZachO points out to Shadow Priest as a "higher skillcap" aggro deck - it's definitely not brainless and sees its winrate rise at higher levels of play. Mulligan can be difficult because it has so many cheap cards, it's often correct to throw away various one drops. Can be hard to know how to setup your Gangling and Voracious Reader the best. Illucia timing can also be a difficult thing to gauge correctly too. Handlock matchup now better, good against Face Hunter. Is competing for the best winrate of all decks, but data is still low and that can change. Winrate does go up at higher rank brackets, including top legend. The Quest Priest deck that uses Crossroads Watch Post and Ogremancer "is not complete garbage", but still not a good deck. ZachO also brought up a Twitter deck that plays C'Thun with the only minions being Malygos and Illucia somewhat as a meme tweet, but Zach wants to play the deck regardless. Uses Shadow Word:Ruin, which is good if people are playing Handlock. He doesn't have data, so play this deck so he can!

    Hunter - Face Hunter got worse after the patch since Stealer is no longer in the meta. Better against Handlock, but it does not want to see Quest Shaman on ladder. Right now Priest takes priority over Hunter at higher levels if you're wanting to play an aggro deck. Quest Hunter - someone did hit #1 Legend with Quest Hunter. Picked up a little bit of popularity because of it, but probably still not a super viable deck. Not good against Handlock for the most part, but can have some fight with Scorpid + 0 mana Spell or Professor Slade + Bola Shot. Good against Quest Shaman and Quest Mage, but falls apart in other matchups. However, because top 3 most played decks right now are a combo of Handlock, Quest Shaman, and Quest Mage, its winrate looks okay. Might settle in Tier 3 territory. Has a strong win condition, it just doesn't have a strong support shell right now in Standard. How it functions in Wild shows the archetype is likely going to get much better as it gets more support.

    Demon Hunter - Deathrattle Demon Hunter still exists, still good, but just boring and no one cares about it. Tier 2 and above at all rank brackets. Fel Demon Hunter got a bit worse post patch since it struggles more in Handlock matchup than Stealer matchup. Usually has to use most of its resources to clear big minions, which means it'll lack the necessary damage to close out games. Still does fine against other decks in the meta, especially aggressive decks. Still in the Tier 2 range. Quest Demon Hunter also got worse for similar reasons (rather see Stealerlock versus Handlock). That matchup will probably get even worse for the Quest Demon Hunter as people learn how to play the matchup better as the Handlock - you shouldn't do things like Backfire on turn 2/3 since Glide can counter you, but pressure them with minions like Neophytes and Raise Dead them back. There will probably be a top legend meta where Quest Demon Hunter will look better since people don't play as many aggro decks there, but it will continue to not be a good deck to climb most of ladder. Lots of similarities to Poison Rogue (but more fun to play!)

    Druid - Not much has changed post patch. Taunt Druid still good, still gets farmed by Quest Shaman. Won't get talked about by pros because it gets countered by relevant tournament decks, but it can put work in ladder. New build running around of Celestial Druid that cuts C'Thun for a package that runs around rush minions (2x Owl, 2x Goldshire Knowl), Malygos, and Survival of the Fittest. ZachO thinks the deck is better without looking at the data. Beats certain strategies, but gets blown out by others.

    Rogue - Resurgence post Masters Tour of Field Contact decks running Garrotes. ZachO sees promise with the build, but he needs more time/data. Another "high skillcap" deck, but even more complicated than Stealer Warlock was. It's essentially an OTK deck, but has flexibility to pressure with small minions + Kazakus (even though Kazakus may be an optional inclusion). Different than Barrens Field Contact in that your Field Contact really needs to draw the majority of your deck and not just 3 cards, and you usually want your Octobot to hit a ton of cards and not just something you coin out turn 1. Deck could be like Lifesteal Demon Hunter or Stealerlock where it's dumpster through most of ladder but competitive at higher legend, but they need more data to more accurately determine where it stands. As mentioned in past podcasts, complicated decks always see a rise in winrates over time as people learn how to play the deck. "There's something here". Did have one of the highest winrates in Master's Tour, Orange and Fr0zen both went 8-0 with the deck. Poison still same case as in the past, but got worse post patch w/o Stealer matchup. Quest Rogue isn't being played, ZachO does think it's still underrated. Old variant isn't good anymore, and because people aren't bringing it to tournaments, people aren't refining or paying attention to the archetype. The stealth build is probably 2 tiers better than the original build is right now.

    Paladin - Paladin still looks strong as a class, but playrate is still low at legend and above (around 10% at other rank brackets though). Outside of Legend still the best class (around 54-55% WR), and still very good at legend/top legend (around 51% WR). Reiteratted that Handbuff may be better than Secret, and cutting Conviction in Handbuff is 100% the correct move. Hat points out that at top legend Demon Hunter is the 2nd most popular class over the past day, and Paladin dumpsters all over Demon Hunter. It's still incredibly underrated at higher levels of play. Paladin's winrate would probably be closer to 60% if the Battlemaster and Conviction nerfs didn't happen.

    Warrior - ayyy lmao

    submitted by /u/EvilDave219
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    Please do more Tavern Brawls like these

    Posted: 04 Sep 2021 12:23 PM PDT

    As someone who is f2p and really can't bother to grind cards to do something a little viable for constructed, and who got cucked by doing my first ever big card opening and getting 2 legendaries (47 packs), I'm really enjoying the current brawl. No turn 5 otk, about the same powerlevel accross all decks (maybe not warior but that's alright). I can finally actually.. play the cards I see revealed. And with no stupid modifiers this time.

    So, if possible, please keep this tavern brawl for a while, or at least do more in the same vein. :)

    submitted by /u/NotHeco
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    It may not be much but it means a lot to me!

    Posted: 04 Sep 2021 05:47 AM PDT

    Easiest among us match I ever played

    Posted: 04 Sep 2021 12:39 PM PDT

    What brought you to hearthstone? For me it was a video from Amaz losing a game. to me the gameplay and animations were so good so i had to download the game and im still playing the game after 6 years lol

    Posted: 04 Sep 2021 07:20 AM PDT

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