The Hearthstone Thread

I think team 5 badly manages running a computerized CCG. Being computerized, they have a great opportunity to take a more nuanced, quick, experimental, and involved approach to balancing. And they completely waste that opportunity by not acting on overpowered cards for months and months and then eventually just nuking them from the game rather than tweaking them to be balanced. They’re basically throwing away what should be one of the primary advantages a computerized CCG has over a printed one.

There are a lot of things they could’ve tried with Corridor creeper. Make it cost 10-12 mana. There are a lot of things they could’ve done with patches. Maybe “after your pirate attacks” or “after you play two pirates”, but instead they basically just give them the warsong commander death treatment.

Bonemare to 8 mana seems reasonable. Not sure about Raza, if that kills the deck or not.
Edit: Craft cube lock. Somehow in this balance pass Cubelock got nothing hit. Cubelock is going to be the top 5 or 6 decks going forward.

Well shit. Corridor Creeper and Bonemare are staples of my deck. I’m not exactly sure what to do now.

Ya, I’ve been sucking hind tit since the Druid nerf. I’ve barelly put together a passable priest with bonemare and Corridor Creeper. I may need to go all in on cubelock since it has been untouched. When is the next expansion? Maybe it is better to just save up for that.

I’m in the same boat with a cheap janky Spiteful priest. I can use this dust to fill it out and go with another Summoner + 2 free from ambers. But I think the best play is to wait until the next expansion to see what happens.

I will probably keep the Bonemare’s in for now. Creepers are donezo and I have some decent replacements.

Well, that’s 4,000 dust to play with. (The Raza nerf kills the deck pretty dead, I think. Maybe not in wild where people still have Reno to play with).

It’s an indirect buff to evolve shaman, since they’ll be the only people still playing creepers.

I wonder how much this helps aggro Pally. Their goal is to have a wide board that is buffed or as a target for Sunkeeper Tarim. If they vomit their hand, an aoe clear to creeper is a huge swing. Even if they come back with a creeper of their own, you should be able to take out a minion before trading creepers.

Samething with Bonemare. A Bonemare on 7 is a huge swing and can stop aggro in it’s tracks.

Thinking about this more, this really does a number on Satellite priest. Not only do they lose 3 cards, free from Amber and the spiteful summoner drawing FFA have gotten not insignificantly worse. Without the battlecry Bonemare is shit and unless I am mistaken is now the worst started 8 Mana card.

Not quite, turtle power is worse (5/4). King Togwaggle is as bad.

Well, this is good news for the three decks I play the most - Murloc Paladin (I don’t have creeper so I didn’t include it), Elemental Mage and No-minion Hunter…
I had stopped playing Pirate Warrior after they nerfed the Fiery Win Axe last time.

I recently revived the first deck I built with the KaC expansion. It’s an aggro paladin deck with lots of divine shield synergy and Val’anyr. I don’t run Sunkeeper, but I may craft him and add it. The stupid thing is that I’ve had this deck around and on the back shelf for weeks unplayed and it’s been the most effective deck I have over the last couple days. The nerf hits the Patches I run, but that’s not a huge loss.

Corridor creeper isn’t great against the deck because the shields provide significant mitigation against board clears.

Nothing is as satisfying as hitting them with the Val, having it buff the Leeroy in my hand, then hitting them with that Leeroy in the same turn. That’s typically a turn 7 play (Val on turn 6 to set it up), so adding one mana to Bonemare is going to be a little insurance that I can get that turn off without a big taunt in the way.

Patch is out. Be sure to get your sweet sweet dust while they are full value.

Coldlight getting Hall of Famed.

I’m just really, really sad now. Goodbye mill Rogue, I will miss you.

Bout time for Ice Block, really. I’m a bit sad I dusted my molten giants way back when they got nerfed, but only a little.

If you don’t even own non-gold versions, you can craft those for basically free now.

Good point.

I can’t say that I’m disappointed. If I didn’t have a 80%+ win rate against them, I would auto concede like I do against quest mage. Those games are almost exclusively determined by chance and I don’t have the desire to spend 5 minutes to see which way the cookie crumbles. Freeze, fatigue, and mill decks are just boring to play against. There’s little you can to do to affect the game and you’re basically watching your opponent play solitaire.

I feel like ice block is a pretty big part of mage’s identity without being too good. I don’t like that one so much. It gets rid of a lot of what mage does.

In a vacuum ice block is not that big of an issue. It’s the combination with freeze spells and the Mage’s ability to generate copies that becomes problematic. There’s been games where I’ve had six or seven turns of doing nothing against a Mage because my minions were frozen or they had ice block up.

See. I’ve been hearing that a lot, and I really disagree. Play out your minions, use your spells more inefficiently. Unless you’re playing a super top end heavy deck, there’s stuff you can do. Potion of poly, explosive runes, stop drawing so much.

If you want to talk about uninteractive, Quest Mage and Quest Rogue are far more uninteractive. Cubelock is far more uninteractive - every strategy that works against Cubelock also works against Mill, and Cubelock has a far better winrate.