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- Jackwraith
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Has possible application for Big Priest, too, although it only plays the Statues from the usual lineup there.
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Jackwraith wrote: Quest Priest love: www.hearthpwn.com/news/5281-new-priest-c...eveal-coffin-crasher
Has possible application for Big Priest, too, although it only plays the Statues from the usual lineup there.
"How much bullshit potential do you want in your priest toolkit?"
"Fuck me up, fam"
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i.imgur.com/rbT12Nl.png
Reward was a pack and 505(!) gold.
MVP was Deadeye. Turns out a 2 damage mage power is pretty good at value trading.
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I mean, it doesn't work with Glitter Moth. They were careful about that, at least. But, uh... wow. It's like the six mana Keleseth but, you know... better. Even just a 3/3 Cleric for 1 is some good, even on turn 7. 6/6 Shellraiser for 4. How about a 4/4 Stonehill for 3? But it is draw dependent, of course. You want the Lady as close to turn 6 as you can get her. Even so, for some minion heavy decks, like Quest, this is going to be pretty cool. (8/8 Statue?) All that said, it doesn't really impact a lot of the key minions like Duskbreaker and you certainly wouldn't want to play it with Twilight Drakes. And once you get into things like Sleepy Dragon, you're already paying a steep cost for a minion of that power (most 12/12s already cost 10.) Still, pretty cool.
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Jackwraith wrote: So... yeah. www.hearthpwn.com/news/5289-new-priest-l...reveal-lady-in-white
I mean, it doesn't work with Glitter Moth. They were careful about that, at least. But, uh... wow. It's like the six mana Keleseth but, you know... better. Even just a 3/3 Cleric for 1 is some good, even on turn 7. 6/6 Shellraiser for 4. How about a 4/4 Stonehill for 3? But it is draw dependent, of course. You want the Lady as close to turn 6 as you can get her. Even so, for some minion heavy decks, like Quest, this is going to be pretty cool. (8/8 Statue?) All that said, it doesn't really impact a lot of the key minions like Duskbreaker and you certainly wouldn't want to play it with Twilight Drakes. And once you get into things like Sleepy Dragon, you're already paying a steep cost for a minion of that power (most 12/12s already cost 10.) Still, pretty cool.
4/4 taunt shield-bearers for 1, 5-5 taunt Tar Creepers that are 7/5 as blockers for 3. Doomsayer now forces you to take damage if you want to kill it with minions or weapons, meat wagon gets new synergy.
But where it really goes off the chain is in Wild. 8/8 deathlords for 3, , 6/6 dirty rat for 2, every type of egg, 4/4 charge taunt gnomeregan infantry. sludge belcher is now 5/5, even dreck like Flying Machine becomes interesting.
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Ysera as a 12/12 is pretty nice. That was what I thought about first. 7/3 Injured Blademaster is OK too. Three mana 7/7 if you have Circle! Power creep!
You can get an extra two damage from Twilight Acolyte tricks too, swapping 4 dmg to your own dude if it matters.
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Rogue just got an interesting reveal in Cursed Castaway.
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Lady in White I am hoping proves out to suck. Keleseth 2.0 basically. Barnes going away only to be replaced by another card that when played on curve doubles winrate. Wish they would stop making super swingy cards like this.
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www.hearthpwn.com/cards/89382-cathedral-gargoyle
This is clearly a control minion. If it only had Shield like Minibot, it might be aggro, but it has Taunt, which makes it Coghammer target without the weapon. But it's also conditional, since you have to be holding a dragon in order to activate the Battlecry. That means we're seeing an attempt at making Dragon Paladin a thing, which was never successful and hasn't even been a concept since Dragon Consort in BRM failed. There are kinda enough neutral dragons extant to make Dragon Paladin a possibility, but clearly the best of those in the game have been Duskbreaker and the now-departing Drakonid OP. That means that at least a couple more of the cards in the new set for Paladin have to be viable dragons or Cathedral Gargoyle will never see play.
What makes it also likely to be rare (i.e. unless those dragons are damn good) is that it's conditional AND a Battlecry minion. That means that it's subject to being pulled by Call to Arms and being a vanilla 2/2, which is bad. Call to Arms is possibly the best card in the game right now, but mostly because it pulls minions with static effects (DShield for Protector and Squire, attack bonus for Wolf, Taunt for Dirty Rat, etc.) This card won't get them because it's a Battlecry, which means that any control or Dragon deck that uses it will be less inclined to use the best card in the game... which means that Gargoyle likely won't see play, again, unless those dragons are really good.
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- 2@ Kobolds & Catacombs
- 4@ Frozen Throne
- 1@ Journey to Un'Goro
- 4@ Classic
- 3@ Witchwood (+ 61 more in gold form)
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Also, one of the most interesting Hunter cards I've seen in a long time just got revealed: www.hearthpwn.com/news/5324-new-hunter-card-reveal-dire-frenzy
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jeb wrote: Anyone here know how pack timers work?
Legendaries are guaranteed one per 40 packs and Epics are one per 10 packs, minimum. Gold cards are also tracked but their probability is so low that no one bothers tracking them.
As for the different sets, the last time I looked into it no one could agree whether the timer resets between pack types or not. I never give a shit about switching between types when I'm opening the odd singleton from Tavern Brawls and special events/promotions and such, but when it comes to new expansions I don't take any chances.
If you don't plan on buying any more WW packs after launch day then I would open all your non-Classic, non-WW packs, one type at a time, in any order. Next, I would open all your WW packs, and then I would end on Classic packs so you can carry the pity timer into Tavern Brawl packs.
Depending on how many Classic packs you previously opened it probably won't make much of a difference if you open them first or not. Estimating that you'll be opening approximately 16 Classic Tavern Brawl packs between expansions, plus factoring in the 4 you have on hand, that would put you halfway to opening a Legendary by the time the next expansion drops.
That's only if you're interested in min/maxing your drop rates, and you'll still get the odd Legendary that you "shouldn't" get based on the pity timer. I pulled a Rin out of the three KnC packs we got for the servers being down, and I got the Warlock Quest (hey, they can't all be winners, and that's also something to consider when deciding if micromanaging the pity timer is worth it) from a single quest bonus KotFT pack last week.
Re: Dire Frenzy: It looks like this card will require some sort of card draw to get the most utility out of it. That leaves us with the usual inefficient Hunter draw methods (Unleash the Hounds + Cult Master, Starving Buzzard, Flare, etc.) that I'm not sure are up to the task of propping up this latest addition to Control Hunter.
If you're looking at tutoring effects rather than card draw things look a little better. Assuming that you're playing the value game with DS Rexxar, Kathrena might be a good choice for pulling one of your Dire Frenzied minions - and Kathrena + Dire Frenzy is a tidy 10 mana so you can DF and proc her on the same turn. Silver Vanguard, Corpsetaker and Guild Recruiter require good RNG from DS Rexxar's hero power so they almost certainly won't be used. Seeping Oozeling is also dependent on good hero power RNG but you could run Highmanes as a secondary synergy. However, when was the last time you saw Oozeling? Plus, all of these minions require some setup to get the most out of their synergies with Dire Frenzy; and they need even more setup and strict mana cost management if you're relying on the hero power.
Of course we haven't seen all the Hunter cards yet but it looks like draw is still going to be an issue.
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