The Hearthstone Thread

I wouldn’t craft him. If you have two oozes that should be enough for you to draw at least one before they draw their weapon.

So here’s two cards nobody should sleep on: Call To Arms and Corridor Creeper. Both totally cheat the curve and are obscenely good - the former in literally any paladin deck, the latter in any deck that wants to fight for the board. a sub-4-mana 5/5 is kind of completely insane. Murloc Paladin is looking pretty darn good.

I actually haven’t seen any oozes or harrisons.

I actually haven’t seen many legendary weapons at all. Might be the rank I’m at though, currently around 12.

Yeah, the weapons are slow and some have significant downsides. Take the Mage one, for example. Draw 3 extra cards is great for about two turns until you start milling a bunch of cards on the way to being fatigued.

Changes I’ve noticed have been fairly subtle except for the notable arrival of secret/no minion hunter. For me, as a priest, Dustbreaker has been the only new card I’ve played in my deck. It’s definitely a great card, but it’s been a lot less powerful then I expected. A lot of that has been that there seems to be a lot less aggro decks out there. But it’s also clearly a situational card. You need to have the dragon to trigger it and it hits your side of the board as well.

Can confirm that Corridor Creeper is stupid. Just had two of those played against me for 0 Mana on turn 6.

Honestly I feel like I should just craft a second Corridor Creeper and put it in literally every deck. Seriously, in this meta, you’re either fighting for the board or killing your opponent’s board or losing badly. The only decks I wouldn’t toss it in would be the Big decks, which want to rely on very specific recruits, and no-minion hunter (obviously) - in everything else, from Control Warlock to Tempo Rogue to Murloc Paladin to Midrange Hunter to Control Mage, this seems completely batty.

Looks like this is only available in Dungeon Run…it’s not a “real” card you can play in a match.

Mage has a similarly broken card in Kabal Crystal Runner. With their new secret this card, at worst, is going to be a 5/5 2 mana. In most cases it comes out for free.

I don’t think people quite get how broken Hunter can be. The restriction on their weapon is no minions in your deck. It is not, never had minions in your deck. So you can do things like have Barnes and Y’Shaarj in your deck. That’s pretty close to an auto win if you draw Barnes before turn 4 with little downside.

We’ve always done Watch and Learn by having one of us beat the innkeeper on easy.

I was hoping it would be a Tavern Brawl card. Just go straight to coin-flip-for-pack.

Oh yeah, and it’s no surprise that tempo secret mage is really good right now. This is that without the restrictions of being in mage and needing secrets.

I crafted two of them. Results have been good and I’d recommend it.

Honestly, the biggest change I’ve noticed from this expansion is that my deck has become so much more draw dependent. If I get my Northshire Clerics, Corridor Creepers, DuskBreaker, SecretEaters, Bonemares, etc. in the right order I win. If I don’t, I lose. It’s taken Hearthstone into a direction where there are extremely powerful cards and devastating counters to them. I’m not sure the result is that much different than just playing Rod of Roasting on turn one.

Reynad thinks that the best archetype for every single class except Priest is pirates, and that Patches needs to go.

Which is an interesting take. Feels oversimplistic, but at least a heck of a lot more accurate than Trump giving Corridor Creeper a 1-star rating. It is worth noting that Southsea Captain is effectively 5/5 in stats (if not more thanks to Keleseth) with half of that having charge, making it easily the best 3-drop in the history of hearthstone.

Well… this is kind of how card games go, unfortunately. Hasn’t it always been the case that if you draw the nuts, you win? At least, for all good decks.

I’d reduce it further. I’d say it’s possible to make decks that are a lot more consistent, but the problem is that people don’t want to play vanilla stat stick decks, and so the developers have made more and more cards which power spike based on conditions. So when the conditions are fulfilled, you win, and if they aren’t, you lose.

It’s not always the case. In a control mirror, even if one player draws well and the other draws poorly, it’s entirely possible for player skill to be the primary deciding factor. Wallet Warrior was a great example of this in the past, and Dead Man Warrior is a great example of this today. Nowadays, what control deck isn’t running a one-hit kill? In some cases, the variance is downright absurd - the difference between a game where Raza Priest gets Raza on 5 and Anduin on 8 and one where one of those two cards is hidden in the bottom 5 cards is night and day.

I think that might have been true last expansion, but with this expansion the power curve increased and the pirate pack stayed the same. I had a Warlock basically hit the perfect curve against me, including a Southsea’s Captain and Patches, and I still won. The combination of Duskbreaker and Corridor Creeper is enough to swing basically any straight aggro. Even before the expansion, Tabby Cat -> Crackling Razormaw/Hyena -> Bow -> Houndmaster was more dangerous than Patches. I ran Potion of Madness specifically to counter that start.

Honestly, an aggro deck against Duskbreaker and Corridor Creeper hurts you more than it hurts me. I’ve had more than a couple turn 4 where Duskbreaker kills enough to make Corridor Creeper free. Playing Southsea’s Captain on turn 3. It’s just a crazy powerful combination against aggro.

Sure draw will always be important, but the issue comes when you start having very powerful cards with specific and overwhelming counters. You can’t just make a general deck because it will lose to decks using these very powerful mechanics.

This has revolutionized my deck. Cheap draw minions + Duskbreaker + Corridor Creeper = bonkers. Unless I get a super crap draw, I can expect to have a clear opponent board + Scalebane and a Corridor Creeper on turn 5 or 6 leading into a Bonemare on 7 for the win.

I have just been getting dicked with Secret Mage. Which is weird, because this is a really good deck and I’m drawing quite well. Is it just that hard to play? It shouldn’t be, but it took me a couple hours (and two ranks) to get 5 wins out of it for a quest. What the heck is going on here?

How are you losing? Could be just that the meta at your level is against Secret Mage.