The Hearthstone Thread

I left out the Tinkertown Tinker, or whatever his idiot name is. Still seeing it every other game.

Is that par for the course, or is it a flaw? Should a new deck so easily supplant the last one?

Every. Other. Game. There are now 100 Blastmages for every other player. It becomes simply a matter of whether or not I can draw to stem the tide. No real debates, no skill, just throw the cards you get out there. I am not amused with this new trend.

I do think that’s a little bit douchey, but what gets me are the guys that spam emotes to brag or rub in things they’re doing. Like every time he kills one of your units or you get a poor result from the RNG or whatever, they spam “sorry”. I’ve gotten in the habit of dragging my turn out until the last second as a way of revenge douching. If they stop spamming emotes after the first time, but after that, every time they emote, I wait.

As far as the wave of new mech mages, I’m not encountering nearly as many as you are. I tried the deck myself mostly because I wanted to play around with unstable portal, which is a lot of fun. I’m finding it not to be a great deck so far, it peters out just when you need it. I’ve lost a lot of games where I left the enemy with under 8 health. I need some sort of finisher.

Didn’t you pull Antonidas? Fireballs galore!

I think you may be exaggerating slightly? :slight_smile:

I keep meticulous track of my Ranked games. In my last 50, mostly in the Rank 10-15 range, I’ve played against 10 mech-mages. So, more than average if all classes were played equally, but not ridiculous. In that same stretch, I’ve seen 9 Paladins and 7 Druids.

Maybe you really are seeing 50% mech-mages, but if so, I humbly submit that your experience is probably particularly unlucky. (In fairness, I admit the possibility that I am the outlier. Or maybe you play at a different Rank-range where mech-mages are much more common. But if it really was 50%, I’d think I’d have heard more about it from my friends who play, or from on-line articles.)

Nope, Vol’jin and Leeroy are my only legendaries. Antonidas is something that would probably add significantly to my win rate. I’m thinking about including Leeroy in the deck, simply because I seem to lose by a few HP very frequently, but it doesn’t really syngergize with anything else in the deck.

Maybe…

I just notice them more because, to me, they’re completely draw dependent. If I get some kind of containing cards or board clears, I’ll win (and they’ll resign just as soon as they realize they’ve petered out, which is kinda douchey if you ask me), if not, it’s over. It’s not strategy, it’s draw.

Has anyone estimated the amount of money that Wallet Warriors have spent on their accounts?

I’m still sticking with the free to play route. It has been going fine for me so far, since my primary enjoyment out of the game comes from arenas. The past month I’ve actually made more gold in the arena than I spent on arena tickets so I’ve been able to play a lot of arenas.

Does any one else think the ladder cycles are too short? I just don’t play enough ladder games in a month to even find out where I would stabilize in ranks.

From a recent article on http://www.icy-veins.com:

Personally, I have played the daily quests since the beginning and some additional time (much more in the early months, much less the past couple of months) and there are 83 cards I do not have … there are also quite a few epic and some rares that I only have one of.

Why isn’t Kel Thuzad used in more decks? Paired with a tough taunt minion like a sludge belcher or silvermoon guardian, it becomes a very tough nut to crack. And at the very least, even if it’s removed from the board from next turn, if you have a few minions you basically get a free attack/reset with them.

It’s harder than you think to be in a position where you have some minions that are able to trade-to-death into your opponents board for a clear or something and have KT in your hand.

I used to run KT in my mech mage deck and I got some pretty powerful turns from reviving Piloted Sky Golems. After a while though, I realized that more often than not, if I just went face with everything and KT was a Pyroblast, I’d straight-up win the game on that turn instead.

They’re going to have to nerf the goblin blastmage aren’t they? At 5/4 it’s already good value, and to add 4 damage right off the bat is just overpowered.

I wouldn’t be shocked if they did, but Blizz seems okay with overpowered class cards. If they want to rein in mech-mages I’d bet on a nurf to Mechwarper instead.

Yeah, the real problem is mechwarper, not Blastmage. I mean, you know she’s coming down on 4, so clear the board of mechs on 3. Worst case is a Spider Tank or Harvest Golem, Spider tank would be worth eviserating or hitting with Truesilver etc, Harvest Golem is actually a bit more tricky since it’s a bit more sticky.

Or just not have anything worth blasting. Responding with your own Spider tank or some such will make that blastmage rather poor value (a 3/3 or 3/2 isn’t that much worse than a 3/4), if you can get 1 damage from somewhere the blastmage didn’t do all that much in the end.

What tends to happen is that mechwarper gets his portals online, floods the board on 2-3, and then blastmage comes down on 4 and seals the deal and you can never stabilise from there. You tend to blame the blastmage, but really you were pretty done after being unable to deal with mechwarper, it’s a lot easier to deactivate the blastmage than the mechwarper. Always keep your 3 damage options and board clears against mage during mulligan!

That is exactly it. The mechs all synergize with each other, once you get a mechwarper out there, it doesn’t really matter which one you get, as long as it’s a mech. It’s frustrating as hell.

The nerfs won’t come right away. Putting out overpowered cards is good for selling card packs.

That savage roar/forces of nature play is ridiculous. Almost half your total health in one play, with no chance to stop it.

Of course there is, play a taunt on 8, heal above 14 (force savage on an empty board is 14 damage). Clear his board, it’s not hard. Force him to spend either force or savage early to clear your board or die.

It’s part of getting better at the game, anticipating whether a druid runs force savage by the cards that he’s played so far (if he plays wild growth and big minions, force savage less likely, if he plays things like echoing ooze, definitely force savage), and whether he has it in his hand (has he been keeping exactly those 2 cards since the beginning of the game, you know they’re either big cards or combo pieces), or whether it’s ok to go for the gamble since you’ll win in 2 turns if you don’t play around force savage.

I love it how you make it sound so easy. Of course I didn’t have to use my taunts earlier, I was able to draw my flamestrike, and, duh! while doing all of that, I was able to keep my health above 14 the entire time. Piece of cake!