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The God cards have given me no interest and bored of seeing them played already if I'm honest, it feels as though they need too much synergy for that win button after 20 or so turns. Murlocs is still faster, Druid mull deck still funnier, etc.

 

At the same time stepping into Wild and oh man, it feels like a fresh new game.

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I have been routinely getting wrecked playing Standard. I'm not sure if it's my choice of decks - a couple of shit brews and a couple of approximations of the top-rated stuff from Hearthpwn - but everything my opponents do feels much stronger than whatever I do. 

 

If nothing else it's injected a huge slug of much-needed freshness into Hearthstone, but at this rate my dailies are going to take way longer to get finished.

 

No legendaries yet, though I'm a mere ~20 packs in.

 

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I've only been paying half-attention to this expansion (having not played since February sometime) but the new and shiny got to me. I grabbed a few packs (plus the free ones) and threw together a half-decent looking deck from Hearthpwn as I've no idea what the fuck is going on. Lost the first one quite badly but then won the next twelve in convincing fashion. 

 

It only took me to rank 14 so it'll probably wither and die beyond Rank 10 (and I've just given it the kiss of death) but it's this one if anyone wants to try it. Only a couple of new cards too if anyone is light on the new stuff like me.

 

Edit: Aaaand lost the very next game. Typical.

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Been enjoying my ramshackle hunter deck I put together yesterday.  I'm sure I can tweak it a little more, but I've only lost once with it (admittedly my ranking is pretty low).  Call of the wild is pretty insane.  One game yesterday I dropped a 6/6 Sylvanas that had been buffed by that card that gives your deathrattle cards +1/+1, turn 7 played Princess to trigger Sylvanas's deathrattle and steal their minion, which was already a decent board, but then turn 8 I dropped call of the wild and that was it done.  You can build up pretty powerful boards pretty quickly in the mid game.

 

Ive also included a single bestial wrath just to test, and so far it's been pretty decent.  I've mainly used it to get rid of annoying early game stuff with smaller minions so I don't have to trade them away, but it feels like it's been helpful keep control early till the mid game ramps up with the bigger threats.

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My problem at the moment is there is so much new stuff i'm just all over the place 

like a kid in a sweetshop. I'm just unable to commit to anything 

 

So far I have made 2 new hunter decks, a c'thunt priest and warlock, a new patron, a pirate warrior, 2 shaman decks, (one face, one evolve), updated my zoo, dragon priest and dragon warriors and also put new cards into my tempo mage and casino mage decks. And that's before i even look at netdecking anything. I've also got 4500 dust burning a hole in my pocket but i'm going to wait for the meta to settle, in my mind I want yogg, twin emperor and princess beast thing 

I've no wild decks left apart from face warrior

 

So I'm bouncing between 12 and 14 because i'm barely playing the same deck twice.  

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I've just started playing Hearthstone again thanks to the release of the new cards but the deck building aspect is still a real turn-off for me. I don't have a good enough knowledge of effective curves and strategies, let alone the current meta, so anything I've ever built myself is like walking into battle with a wooden spoon.

 

I've looked online for deck suggestions but I don't have any of the legendary cards, such as those shown in TGP's decks above, so I just think 'why bother?' And I'm too much of a collector to want to dust any of the legendaries/cards I do have to get others...

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To be fair, the suggested decks in the deck builder are fairly solid starting points, with defined themes you can pick if they take your fancy.  Then just look through them and see if you can think of better replacements.

 

Anyway, just had a weird match against a weird Warlock deck.  His first turn he drops a blood imp, and I realise I have nothing that will hit stealthed minions, unless you count the ping from Fiery Bat.  This annoys me when I realise that his follow on minions are going to end up 1 health greater, which just makes keeping the board harder for me.  I think he realises this too, as he plays another, then gets one from a dark peddler, which he plays, so 3 of the buggers, none of which I can kill.  Except his plan totally backfires as his imps spend all their time BUFFING THEMSELVES like some weird blood imp circle jerk, so he ends up with something stupid like 3 0/6 imps that aren't doing shit for him, he's lost any tempo due to playing the imps that aren't helping his other minions, and he's dead by the time call of the wild comes out.

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Yeah I actually had a look at some of the suggested decks and they don't seem too bad at all.

 

@tnman You'll probably want to go aggressive if you're looking for budget decks that are still competitive, though yeah, at the moment you may struggle if you haven't been saving gold recently for a few of the new packs. After the meta settles in a few days try googling budget decks for WotOG and see what comes up. What legendaries/epics from the classic set do you have that you think are good/competitive? If you have even one Sea Giant then TGP's Zoo will probably still be pretty good. Or maybe try Stormwind Champions or Frostwolf Warlods instead of them? Just swap Bran for one Dark Iron Dwarf if you don't have him. Sometimes with aggro/midrange you can just replace legendaries with other strong cards and you'll still have a pretty decent deck.

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Hearthstone is fun again! :D

 

I actually made 18 new decks last night. I hadn't even used the 9 new slots up to now, but now I have two (fun, and at least temporarily semi-viable) decks for each class. It's insane.

 

After dusting all the nerfed cards, and the ones I'd never use in a million years, even in Wild, and then opening 100+ packs (and the dust that came from those), I've ended up with most of the semi-interesting Legendaries*, or at least most of the ones I see myself using soon. Well, apart from Hallazeal, who will be next I suspect, as I have an idea for a (probably completely rubbish but still funny) deck that would just be spells, Hallazeal, Yogg and possibly Malygos.

 

Speaking of Yogg - absolutely fucking hilarious. I've made a new Tempo/Casino Mage that's actually really competitive throughout the game, and can then just go completely haywire at the end when you play Yogg (who you can't even really call a finisher, the effect is so unpredictable). It's so much fun playing him though - it's just chaos, and resulted in my bursting out laughing several times last night. He's probably completely impractical long-term, but at the moment he's pretty much my favourite card. That new Mage card Cabalist Tome is really good (for it) too, despite my being completely underwhelmed when I got it in a pack. While the meta is pretty slow (and even possibly beyond), it's actually seemingly pretty great, and using that along with Spellslinger and Ethereal Conjurer can make Yogg even more absurd.

 

A warm welcome ack to Shaman, too; it's been painful (for me) with them being purely aggro/rubbish. I have two semi-similar decks, possibly without a legendary between them at present, but they're just really, really good. I'm still going to tweak them a bit more (I'm not even running Evolve in there yet), and there's a chance they've gone a bit far in making Shaman viable again (possibly going to be this expansions version of Paladin), but I'm looking forward to finally trying for the gold portrait of one of my old favourite classes again.

 

Anyway, sorry for the nigh-unbridled enthusiasm, but I'm fucking loving it again at the minute, not least because I've somehow managed to get to rank 8 without resorting to aggro (yet - I won't lie, have a few things ready to go). In fact, it was actually with a Deathrattle Rogue I got there! Granted, I've probably fucked the curve and/or tried to be a bit clever with the deck now, after a few changes I made after my last game last night (having HS on my phone now is likely to be very dangerous), but it's going to be fun finding out...

 

tl;dr - I for one have welcomed our new Old God overlords.

 

 

* I've been lucky and managed to draw or craft all of the Old Gods (three of which I'm already using in at least one deck), Deathwing (who's in my Dragon Priest), Princess Clearing-your-throat-noise (the Hunter one, in a fun Deathrattle Hunter), Xaril (the Rogue one, actually looking like a great card, will probably go in all the Rogue decks I make for now), Ragnoros v2 (in a Paladin deck I made and haven't actually used yet), Emporor Veklor (in everything vaguely C'Thun-related at the moment), the Druid one (for a Beast/value deck that I may even try at some point), and the Priest one, which I really like the idea of but haven't actually tried yet.

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My initial feeling is that C'Thun decks are hot trash right now. I've steamrollered every one I've come across. One guy even managed to get two C'Thuns out somehow and I still spanked him.

 

Shaman decks are grotesquely OP right now.

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beating cthunts just seems to come down to who gets the best curve and if they draw it, seems to be lots of priests or druids (round rank 11 or 12 anyway), the usual slower deck.

 

Although thinking about it, the most losses I've suffered have been as a result of that double massive taunt guy, coupled with the " if cthun has 10 then get 10 health etc" cards. They're quite frustrating. I think that taunt guy is going to be in every cthun deck,  

 

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Just reading some stuff over on reddit about how C'Thun decks appear to be somewhat geared towards newer players. The decks kind of build themselves as in, you put him in with a bunch of buffs, compliment it with some OP class cards and boom, there's your deck. And they aren't the most difficult decks to play either because they are designed to curve out and then finish with C'Thun. Only time will tell how good they are, but it's looking like, at the moment at least, C'Thun himself isn't that strong, but some of the cards that rely on his attack being 10 to get a some sort of huge benefit (Vek'lor, that warrior shieldbarer card, that Priest card that heals, etc) make some of the decks pretty damn good. Personally, everything's so fresh and interesting that I'm reserving judgement for the time being.

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That Zoo TGP posted is the nuts in this meta by the way. Must've just gone something like 10-1 with it (rank 10 woo!). Mine's a bit different (no Knife Jugglers or Forbidden whatsit) but most decks can't deal with the aggression.

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Ok, here's my Hunter deck I knocked together and I've been having some decent sucess with.  Feel free to add suggestions, I've already tinkered with it a bit and made a few changes from it's initial creations, and I'll go through those after.  Bare in mind that I'm still messing with it and shit, and some stuff I've put in to see if it works.

 

1x Bestial Wrath

2x Fiery Bat

2x Huge Toad

1x Loot Hoarder

2x Eaglehorn Bow

2x Animal Companion

1x Infest

2x Kill Command

2x Unleash the Hounds

2x Forlorn Stalker

2x Houndmaster

2x Infested Wolf

1x Princess Huhuran

2x Ram Wrangler

2x Savannah Highmane

1x Sylvanas Windrunner

2x Call of the Wild

1x N'Zoth the Corrupter

 

Its got some stuff going on that either makes it really strong, or a bit slow if you dont get the cards you want.  For example, Forlorn Stalker is great if you have deathrattle minions in hand, and can make your early game minions decent (and cheap!) mid game minions if you draw them late.  For example, I had a huge toad come out as a 5/4 for 2 mana on turn 8 because of it.  But playing it on curve if you havent got anything it can buff in hand isnt great.

 

Infested Wolf is great as a turn 4 play to help keep a beast on the board for a turn 5 Ram Wrangler.  If you curve into that, you're usually going to keep the board.  Houndsmasters can usually keep something alive from turn 4 to 5 for that as well.

 

Huhuran is great, but not usually on curve.  It's not terrible because a 6/5 is reasonable for the cost regardless and usually you'll have something to hit, but ideally you want to be hitting Sylvanas or a Highmane for the effect.  Though an infested Wolf isnt a terrible target.  Sylvanas followed by Huhuran to steal a minion without trading Sylvanas is crazy good though.

 

The ideal play is to keep the board till 4, then your curve goes Infested Wolf > Ram Wrangler > Highmane/Sylvanas/Huhuran (mix these for turns 6 and 7 - not ideal for 7 unless you have a 1 drop too) > call of the wild.  Unless your opponent has a really strong board, if you do get that, by the time call of the wild comes you should have enough still on there to do a shit load of damage.  Just remember on turn 8 if your board is full due to tokens from Infested Wolf or Highmanes, you can either trade till you have enough space for all three animals, or figure out if just 2 will be better - depending on how much space you have, it'll summon Huffer first, the Leokk and Misha last, so you can sacrifice the taunt for more immediate damage.  Then you have N'Zoth to re-summon those deathrattle minions for you, so often if you have an opponent with a decent board and a relatively even, unless they have a great play, you can trade away everything before you play him, hopefully clearing all his stuff, then pretty much fill your board instantly.

 

Changes I've already made;

Kings Elekk - I seemed to lose the joust more often than not, so dropped it for lack of consistency.  Yeah, a 2 mana 3/2 isnt bad, and a 2 mana 3/2 that draws a card is great, but the RNG was against me too often to make me want to keep it.  On that note, I really dislike joust cards.....

 

Ball of Spiders - this was out of curiosity really, as I've seen some decks use it, but it's too slow.  I was hoping that I'd be able to use it to re-fill my hand with beasts to play, but in a deck that wants to snowball minions on their side of the board, a 6 mana that summons 3 1/1s just doesnt work - I rarely had a decent time to use it.

 

Cards I'm thinking about changing;

Infest - it's occasionally decent to refill your hand, but my initial thought (unleash + infest combo) isnt actually that great, unless you're in a situation where unleash can clear their board too.  Which I havent had very often.  May still keep one, unless I can think of a better include.

 

Loot Hoarder - in for the early game card draw, plus it's a deathrattle.  I dont think it's a bad inclusion,

 

Forlorn Stalker - Great if you have deathrattle cards in hand, not so if you dont.  That said, you only really need to have 1 target to make it worth it.  Unsure, I've had games where playing it on curve wasnt great, but others where it's done well.  Inclined to keep, but still not sure.

 

Cards I'm thinking of adding:

Knife Juggler - Juggler + unleash is still kind of a thing, and really unleash can be a bit too weak by itself somtimes.

 

Explosive trap - currently it's not got much in the way of AoE, or ways aside from unleash of protecting against low health swarms of minions.

 

On the Hunt - I just like the concept of the card so might try it out.

 

Let me know what you think!

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36 minutes ago, HarryBizzle said:

I just got a notification saying I'd get free packs or something for playing today so I went in and completed the tutorial finally, except it hasn't given me anything.

 

 

How viable is it to play Hearthstone without spending any money?

I've only spent real money on the WWF Apps for Earth so It's perfectly doable. Just complete the daily quests and play Tavern Brawl each week. I saved 2800 gold in around a month. Play now to get your 13 free WotG packs too. 

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11 hours ago, George Clooney said:

Ok, here's my Hunter deck I knocked together and I've been having some decent sucess with.  Feel free to add suggestions, I've already tinkered with it a bit and made a few changes from it's initial creations, and I'll go through those after.  Bare in mind that I'm still messing with it and shit, and some stuff I've put in to see if it works.

 

1x Bestial Wrath

2x Fiery Bat

2x Huge Toad

1x Loot Hoarder

2x Eaglehorn Bow

2x Animal Companion

1x Infest

2x Kill Command

2x Unleash the Hounds

2x Forlorn Stalker

2x Houndmaster

2x Infested Wolf

1x Princess Huhuran

2x Ram Wrangler

2x Savannah Highmane

1x Sylvanas Windrunner

2x Call of the Wild

1x N'Zoth the Corrupter

 

Let me know what you think!

 

First thing I've noticed is that your curve is way too high and your deck is too topheavy. You can't afford to run 9 cards that cost 5+ mana as a Hunter, 4 of which require unreliable conditions to be met to be effective, with only four spells capable of removal, all of which are situationally effective (and for some reason none of them is Hunter's mark, the best removal a Hunter has at his disposal). Second thing is that your early game is really weak. On to an empty board in the first 4 turns you only have 11 cards you can realistically play to get full advantage of them, and even then some of them aren't that strong in comparison with what they'll be up against.

 

It seems this deck is trying to do two things and here, meaning that some of the cards you've put in, whilst being good cards, aren't being optimized properly, making them kind of average. Eaglehorn Bow with no secrets for example. You need to commit to either playing a beast mid-range hunter, or a deathrattle mid-range hunter that has Nzoth for if the game should last that long.

 

If you want to play N'Zoth, which seems to be the case, you need to remove Call Of The Wild, Bestial Wrath and Ram Wrangler as they don't really do anything for your win condition. I don't like infest as a card at all, it's completely anti-tempo and you will want to be tempoing out as much as possible, that and it doesn't synergise with N'Zoth anyway so you can chuck it. Loot Hoarder is a control card and does nothing for your early game as it can never trade up. I also think Forlorn Stalker doesn't have good enough stats or text to warrant its place in a deathrattle deck (especially when you only have 9 deathrattles). Of the two 3-drops that hunters got I think Carrion Grub is far superior a( 5 health 3 mana minions are generally great cards) and I wouldn't put that into this deck despite how good I think it is.

 

In terms of what you are missing, I think Eaglehorn bow is redundant unless you have traps, and to get to N'Zoth and your other big minions you need to have an effective stalling card, so you should be adding in Freezing Trap anyway. I also think Snake Trap is going to be great in this meta because people are going to be trading all day long and 3 1/1s for 2 mana is always good for a mid-range deck. For Card draw, given that you will almost always be having minions on the board, then cult master is a great drop, and seeing as you're going to be getting to get to turn 10 regularly with this kind of deck, unleash will combo with it incredibly effectively allowing you to actually get to N'Zoth. When it comes to board clear you are severely lacking, I've already touched on Hunters Mark, but the other thing sorely missing is Quickshot, as there will always be decks that run things you need to remove instantly and won't want to waste a kill command on. You also don't have enough burst for a Hunter deck. Even if you design the deck to build board control there will inevitably be times when that board gets wiped and you need to find that extra damage to get you the win. Two Kill commands and your hero power are not going to be enough for that, so quickshot also helps to remedy those potential scenarios.

 

I would try out something like this:

 

2 x Hunters Mark

2 x Fiery Bat

2 x Freezing Trap

2 x Quick Shot

1 x Snake Trap

2 x Huge Toad

2 x Eaglehorn Bow

2 x Animal companion

2 x Kill command

2 x Unleash the hounds

2 x Cult Master

2 x Houndmaster

2 x Infested Wolf

1 x Princess Huhuran

2 x Savannah

1 x Sylvanas

1 x N'Zoth

 

That should allow you to stand a chance of curving out well against aggro decks, whilst also being able to ramp up your power and board control against C'thun and co. Two of Hunters Mark and Cult Masters might be unnecessary, so depending on how you feel about them you could switch 1 of each for something like abusives or knife jugglers if you find they aren't bringing you as much use as they should.

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On a completely unrelated note, if anyone is really struggling against Old Gods decks then put Sylvanas in every deck you own that isn't aggro. She is essentially this metas Loatheb in terms of how she can stall the game out, yet she is also this metas Dr. Boom in terms of how incredibly powerful she is in relation to the rest of the game.

 

If you think your opponent has an old god in hand and you don't want them to play it then play Sylvanas. Against a good player, they will realise that playing their old god that turn would be a really bad idea, and it will give you at least one extra turn to kill them whilst they try to remove it. Against a bad player, they will play their old god in to your Sylvanas and almost instantly regret it. If it's C'Thun then chances are it will kill Sylvanas and you will steal it. If it's Yogg Saron chances are that Sylvanas will be killed and steal Yogg Saron, causing all of his spells to be cast for you instead (seriously, this is a thing). If it's N'Zoth, then it's incredibly likely you will have a way of ensuring that you can steal a really good minion whilst simultaneously removing a threat.

 

If you don't have her, I wouldn't yet go as far to say that you should craft her this very instant, but at the moment, in this ridiculously control meta, she is the god of all legendaries. If the meta settles like this, and Old Gods decks become an actual thing, then she will be the inevitable answer to the ever present question of 'I'm new at the game and have enough dust to craft my first Legendary, what should it be?'.

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Yeah, I agree with a lot of what you said about my deck, particularly about it being a mix of two different things.  That's partly me being indecisive and not really knowing which way I'd rather take the deck yet so trying to cram it all in and seeing what I think I like.  Which of course means I end up leaving stuff out like hunters mark (which you're right, I really should have in) so I can try stuff.  I didnt think of adding Cult Masters to it (which is odd, because I play it in my mid range hunter deck, pre-Old Gods, for the exact reason you said) but it's certainly something I might add.

 

I'm becoming oddly attached to keeping Bestial Wrath in there for some reason though.....

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I also for shits and giggle knocked up a Randuin deck for wild after getting shifter zerus (a legendary 1/1 that each turn in your hand, transforms into a random minion).  For those that havent heard the term, Randuin decks are short for Random Anduin, meaning you play a priest deck that has cards like thoughtsteal or mindgames, so you're often playing with cards/minions you have no control over, and you usually complment this with cards like Entomb and Mind Control so you steal your opponents minions.  So basically each game a fair portion of your cards will be completely different from the last game.  Gotta say - possibly the most fun I've had in Hearthstone.  Highlights include;

 

- beating a C'thun druid by entombing his C'thun, though I wish I could have seen the look on his face when he realised that his cards that buffed "his" C'thun now buffed MY C'thun.  He conceded pretty quickly after dropping 2 on the turn after I took it.

- Playing thoughtsteal and mind vision on turn 4, and getting Emperor Thaurissan and the coin so I could play it on turn 5.  Feels good man.

- a player who completely ignored my summoning stone, letting me get a Deathwing from a mind control, and before that a Sunwalker off of an Entomb, among many smaller minions.

- Sneed giving me a King Krush to kill off a taunted giant....I then played Resurrect and got Krush back for lethal.

 

It's not a deck that you could play to rank properly with (though I did win more than I lost), but it is fun, and even when your resurrects keep bringing back the Captains Parrot that your summoning stone gave you instead of the Confessor Paltress you hoped for.  If you dont mind laughing at the ridiculousness of some of the plays to get to when the RNG is gloriously in your favour and Paltress gives you Grom against a warrior when you happen to have thoughtstolen a cruel taskmaster already, this may be the deck for you.

 

Especially if you add Yogg-saron for super RNG madness.

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Totally agree re Sylvanas. First Legendary I crafted way back when (others being Leeroy, who I then dusted when he got nerfed, and Dr. Boom obviously) and never regretted it. Definitely agree with crafting her if you don't have her and you can afford it. Will be good in Control Decks probably forever.

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I haven't seen a single c'thunt warrior on ladder yet, 

 

i either play as my still a bit rubbish hunter deck and get lots of priests and druids, or play as my still a bit rubbish priest or warlock deck and get lots of shamans

 

@The Grand Pursuivant

 

Do you want to dissect where this is going wrong for me please? 

 

2 x fiery bat 

2x hunters mark

1 x on the hunt

2x explosive trap

1x snake trap

2 x quick shot

2 x huge toad 

2 x eaglehorn bow

2 x animal companion

2 x skill command

1x UtH

2 x houndmaster

2 x infested wolf

1 x faceless manipulator

2 x savannah highmane

1 x sylvanas

1 x the black knight

1 x call of the wild

1 x n'zoth

 

there's probably a few too many singles, on the hunt goes well with hunters mark/skill command/houndmaster and is a mini unleash the hounds. Faceless manipulator is in as there's loads of interesting cards in the meta right now, or also it's another syl or highmane if needed. 

Also huge toad has the best animation of all the cards on the gold version. 

 

Anyone got any good shaman decks? 

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