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Hearthstone Players!
- Matt Thrower
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- Shiny Balls
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- Number Of Fence
Playing against, the big horror so far is the Druid quest which looks absurd. Really easy to trigger and then generates massive value for the entire remainder of the game. It should be able to beat most mid-range and control decks hands-down, as far as I can see.
But it's early days yet. There may be a lot I can't see.
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- Space Ghost
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- fastkmeans
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I’ll post the deck as soon as I’m off my phone.
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As an aside, I feel like Knife Juggler's stock went up, right? Between Reborn, BEEEES! and that new Hunter card, I feel like crazy shit can happen if you have a Juggler out.
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- Jackwraith
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Granted, Druids often have real problems with wide boards these days. Notice the Vultures sitting in my hand? They're starting to strike me as a "win more" card, except that there are so many things that take advantage of them in the deck/class and they'd certainly be useful in longer contests or against things like Control Warrior that have a variety of removal.
But now that Murloc Paladin is taking over the game again, I'm sure board clears will be even more prevalent, so my time in the sun with Warlock may be ending soon. Still screwing around with the Reborn deck. I think I'm on version 5.
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T2: Juicy Psychmelon
T3: Zilliax
T4: Coin, Linecracker
T5: BEEES! targeting Linecracker, swing for 80.
It was against Quest Druid though, so I still feel good about myself.
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- Jackwraith
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Part of the chatter about them being too easy to complete is that their rewards are inferior to the Un'Goro quests. I don't think that's really the case in a lot of examples. Clearly, Ancient Blades isn't as good as Crystal Caverns. But the Shaman reward is vastly superior. So is the Druid reward and the Warlock reward. Still very hard to tell how things are going to shake out. At the very least, I see new versions of the Paladin quest deck every day (with and without Immortal Prelate; with and without Micro Mummy; heavier Mechs; lighter on Mechs; etc.) so there is room to experiment, which is a good thing. I still think the Tip the Scales deck is completely degenerate, though.
I've seen Vulpera Scoundrel showing up in a number of decks, most prominently Shaman (2/3 for 3; Battlecry: Discover a spell or pick a mystery choice.) I didn't pull any (Epic) and it strikes me that this, like Un'Goro, seems to be one of the more expensive sets, dust-wise. Not only do you need a legendary to play the appropriate quest deck, as before, but in a lot of cases, it seems like key cards are Epics and legendaries, contrary to the previous trend which was seeing more Rares and even Commons become backbones of decks. I did pull two Splitting Axes for that totem deck, though!
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I also think folks are obsessed with the Quests—you don’t have to finish it right away, and it can be bad for your deck to be so focused. I finally tried out my Shaman Quest after playing against the meta version a few times, but honestly I didn’t want to give up on Thunderhead like everyone else. I love that card. So I added the Quest to Thunderhead.dec, making a couple swaps for things like Vulpera Scoundrel and that crazy ping-for-3 wasp and I rollllll people. Sand Elemental is so good, and when you get some Sparks too? Come on.
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- Jackwraith
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- Matt Thrower
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I hate them in Wild, but at least they weren't that common. Now, with a bunch of new toys, they're back. But of course, they're also back in Standard, ruining any chance of a fun, dynamic back-and-forth with endless block, block, block until they can pull off some stupid combo and win the game.
I'm on the verge of quitting. It's probably about time. I think the only thing that might keep me around is adopting a mega-aggro deck like Murloc Paladin, but I've got Golden Paladin, and I don't really want to play the class.
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- Jackwraith
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Interestingly, the need for specific cards has even made playing only a few classes unviable, from an economic sense. I still don't have all the cards I'd need to play particular decks among the three classes I play. In fact, because of how poor the dust return is on burned cards, even the few legendaries I've opened can't generate enough to make building those decks a reality. If I got even half the dust value from the six other classes' legendaries that I've opened, rather than 1/4, I'd probably be OK. I don't want to get back into a tendency to casually toss away $ just because I need that one card. I think I'd rather just quit and find something else to do in my spare moments.
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I was able to pull off the Linebreaker/Beees! on a Shaman. I was somewhat on the ropes and had two Linebreakers and a Beees! in hand. I played a Linebreaker with several minions also on my line, but not taunts. Shaman cleared everything but the Linebreaker and then went face. I played Beees! and did 80 to the Shaman's face. It was quite satisfying as he was playing the Shaman Quest and had been using it to good effect. Thank you.
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I committed to Priest, as is my way. I am playing Lady in White and it's hilarious. I cashed in my dupes and extras (you can search for "Extra" in the deck collector to find golds that you have in excess of the plain versions) to get the Priest Quest and the fat stack of Epics to get this going. I don't even have High Priest Amet.
I am looking for a close enough list at hsreplay and nothing is really hitting it well. This might be the best one and it's off by quite a bit:
hsreplay.net/archetypes/310/quest-resurrect-priest
The one I am using leverages Batterhead. 8-mana, 3/12 Rush, can attack again and again as long as it kills things. Mind you, after Quest, it's a 6/15. Mind you mind you, after Lady and Quest it's a 15/15. It's pretty good is what I am saying.
The Quest reward is really just disgusting. Heal for 3 and give a minion +3/+3. It's oppressive. It makes Damaged Stegotron playable. 5/6 Taunt for 6 is an 8/12 after you healbuff it. 5/12 --> 5/6 --> 8/9 --> 8/12. You also use the Stegotrons and Divine Hymn to get the Quest completed. Synergies abound.
Here's my list:
### Battery
#
# 1x (1) Activate the Obelisk
# 2x (1) Power Word: Shield
# 2x (2) Divine Hymn
# 2x (2) Penance
# 2x (2) Seance
# 2x (3) Shadow Word: Death
# 2x (4) Bone Wraith
# 1x (4) Mass Dispel
# 2x (4) Psychopomp
# 2x (5) Convincing Infiltrator
# 2x (5) Mass Hysteria
# 2x (5) Sandhoof Waterbearer
# 1x (5) Zilliax
# 2x (6) Damaged Stegotron
# 1x (6) Khartut Defender
# 1x (6) Lady in White
# 1x (8) Batterhead
# 2x (9) Mass Resurrection
#
AAECAZ/HAgbWCrD7AqCAA4OgA6GhA92rAwzlBNMKvfMC+/4Cl4cD5ogDgpQDmZsDr6UD0aUD8qUDmakDAA==
#
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- Jackwraith
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vs Quest Rogue: hsreplay.net/replay/6mhGU6pBZehUiQyQR8cBH2
Easy pickin's. With Carpet. Without Carpet. With Vulture. Without Vulture. With Tekahn. Without Tekahn. Zoo is in a good spot right now. Neither of those are the real problem children for the deck (Warrior and Mage), but that's just another example of how polarized the meta has been for the past year. It's either win after first turn or lose after first turn.
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- Jackwraith
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### Toteload
# Class: Shaman
# Format: Standard
# Year of the Dragon
#
# 2x (0) Totemic Surge
# 2x (0) Zap!
# 1x (1) Lightning Bolt
# 2x (1) Sludge Slurper
# 2x (1) Voltaic Burst
# 2x (2) EVIL Totem
# 2x (2) Likkim
# 2x (2) Rockbiter Weapon
# 1x (3) Feral Spirit
# 2x (3) Flametongue Totem
# 2x (3) Lava Burst
# 2x (3) Mana Tide Totem
# 1x (3) Unbound Elemental
# 2x (4) Splitting Axe
# 2x (4) Thunderhead
# 1x (4) Vessina
# 2x (5) Bloodlust
#
AAECAaoIBO4B+QOGBualAw3vAYEE4AbwB5MJ9vACj/sCnP8C9ooDxpkDnaMD2qUD+aUDAA==
Total jank, right? It's not as fast as regular aggro Shaman (no Murlocs, no Spirit of the Frog), doesn't have the extra finish of Doomhammer (although I thought about it, since NO ONE runs weapon destruction right now), and WTF with the totems? But in four games against Quest Rogue, Quest Priest, Murloc Paladin, and Highlander Hunter, it's undefeated. Now, I know what you're thinking: I've ducked the two best/most consistent control decks currently in the meta: Control Warrior and anything Mage. With the latter freezing everything and the former using all 25 board clears, I'd get wrecked. And I probably would.
But I still feel like there might be something here. I think the Unbounds might still be weak, despite all of the Overload. I think Earth Shock might be a must have. I've been able to power my way through Ziliaxen and Khartut Defenders without worrying too much about my opponent regaining six life. But against bigger Taunt stuff like Warrior can throw down, it's probably not viable. Or I just accept that Control Warrior is always going to be a problem (duh, aggro deck) and stay where I am. Weirdly, both Totemic Surge and Splitting Axe are really useful and good ol' Mana Tide Totem and Flametongue Totem have been more than good. The weird thing is that my opponents have largely been ignoring the Mana Tides in favor of trying to kill EVIL Totem, as I've usually had both in play. In three of those four games, I've had a Mana Tide in play for six or seven turns which, of course, gives me ridiculous card advantage. Won't work against Flame Ward, unfortunately.
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I am still playing Batterhead.dec; currently testing out Faceless Manipulator over Archmage Vargoth. Vargoth is amazing if he comes back on a Mass Resurrection turn, but otherwise a little tame. Not to mention he can fuck you up with your Quest's Hero Power and SW:Death. Everyone around Rank 12 is playing greedy though, so Faceless usually ends up as some cool thing. Paladin makes huge weird Mechs, Hunter makes weird Mechs, everyone makes Giants all day, &c. I can hang with Control decks for the most-part. Warrior will win if they get both Dyn-o-matics early. But maybe today's nerf (Dr. Boom hero to {9}) will tame them a little bit. Mage games are usually pretty nuts--they aren't running Counterspell much, which makes my life a lot easier. I basically need to keep them off insta-gibbing me with lots of heals, clears and hassle-Taunts (like Infiltrator). They will extend too far into my Plague of Sand and run out of threats. Priest games tend to get really weird, especially if they are also Quest-oriented. Most folks are looking for the Combo win with Divine Favor, which is jank.
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