I think I’ve narrowed it down to Rag, Sylv, Boom, and Sneed. I know sneed isn’t good, but I really like the randomness from unstable portal and it’s kind of like that. What sucks is that sneed’s legendaries won’t invoke their battlecry, making them somewhat less fun for legendaries that need that, so probably one of those top 3.
Any suggestions? Boom is the most boring of the three, but probably the best one for pure value and being able to use in every deck, as well as being resistant to being taken out by one silence/removal/etc.
Deep down inside of Hearthstone, I can see there is a game with this kind of strategy. Where you plan based on experience on the kind of deck your opponent has and you manipulate the board to bring out the value of each of your cards.
Unfortunately, those kinds of games, especially at my 18 - 15 level, are few and far between. Usually, it’s “did I draw a card that lets me take out that guys legendary, and if I did, does he actually have 4 others waiting to make this matchmaking system an even bigger joke”.
This claims it’s the result of a poll of some hearthstone pro players about the best legendary to craft. All but one vote (Sylvanis) went to Dr. Boom. I don’t know how credible these people are, but given the prevalence of Dr. Boom and the total lack of downsides, it rings true to me.
As far as I can tell, the strategy for Dr. Boom is:
Are you playing an aggro deck? Play Doctor Boom
Are you playing a control deck? Play Doctor Boom
Are you playing a mid-range deck? Play Doctor Boom
Are you playing any Hearthstone deck? Play Doctor Boom
Is it turn 7? Play Doctor Boom.
Is it after turn 7? Play Doctor Boom.
Do you have some mana generating ability that will get you to 7 mana? Play Doctor Boom.
Are you ahead? Play Doctor Boom.
Are you behind? Play Doctor Boom.
If you try to drag the card for Doctor Boom and it doesn’t say “I need more mana”, play Doctor Boom.
Yeah, I crafted boom. Idea is that I’ll use its OPness now and then change it into a Rag or Sylv when they nerf it. If they don’t nerf it, well, then, I’m stuck with one of the top 3 neutral legendaries.
It is objectively the best single card in a vaccum right now. That said, cards that have other synergies can be better in certain decks. It also doesn’t really have a unique effect. Soooo… I dunno. If you prefer wins, make boom. If you want more interesting games, make sylv. If you want more yolo make rag.
I would definitely Dr. Boom or Sylv over Rag or Sneed’s, both because I think they are more impactful and able to fit into many more decks well. Dr. Boom isn’t too boring with the RNG of the bombs, and I am in the camp that believes it will definitely be nerfed since it is played in too many decks.
I got a Neptulon today, might give it a whirl for the fun of it.
I think I might try to see how far I can get in ranked next month. I’ve been grinding out arenas for the last two months so I am out of touch with the ranked meta. But I should finally do something with the dust and cards that I’ve been collecting in arena and start making some competitive ladder decks.
Rogue has 4 hp left. I have 7. I have 6 minions on the board, 4 with taunt. He has nothing. Dagger, tinker oil, tinker oil, bladeflurry.
I got to level 9 with my demonlock/zoo deck in one day, so that seems pretty good. Jaraxxus doesn’t come up as much as you’d think - he’s only relevant in a modest percentage of my games. Either he comes out late because it takes a while to get a void deployed and killed, or I use him as a hero - but if I’m ahead, he’s usually too slow to be a finisher, and if I’m behind the enemy can usually (but not always) kill that last 15 hp.
Also, I hate using zombie chows. I realize they’re really good for board control early on, but once we’re at turn 3+ and the enemy hero has some damage, the limited amount of board control a 2/3 can do isn’t worth the 5 hp healing it’ll do to an enemy. So I pretty much only use them as an opener. And I don’t like having 2 cards taken up by something that I’ll only play on turns 1-2.
Am I using them incorrectly? Am I not seeing the whole picture with them?
In my deck, what would I replace them with? Leper gnomes?
No, you’re on the money about Zombie Chows. They’re great as over-stat 1-drops but the heal is brutal if you top deck one on turn 8 or something.
I wouldn’t choose Leper Gnomes, since you’re not in a rush to kill your opponent. I’d either do Clockwork Gnome for its trading power and the ability to activate things with Spare Parts or an Argent Squire since it’s sticky and you have a ton of buffs to help it trade its divine shield into your opponent.
Those are the two minions I think of based on that deck’s origin in zoo, but even something like two Dark Bombs might be good enough to stem early pressure while being far more flexible in the other stages of the game.
I wonder what percent of the population of the game has Dr. Boom. It seems to me to be somewhere around 30-40%. The number of times turn 7 just features me and an opponent both dropping boom on each other seems rather high.
Once you get to a certain level, you’re expected to have played long enough/have bought enough cards to be able to craft the cards that you really need, I guess. That, and confirmation bias.
I gave oil rogue a shot at my first new meta competitive deck since I only needed 600 dust and it looked fun. God awful at first but I knew it was just due to my inexperience since it is relatively harder to learn than others. I never tried the miracle deck back in the day. After I got a hang of it it was quite fun and effective.
I only would need Antonidas for mech mage so I might go ahead and contribute to that cancer next. Then I’ll try the new pally decks since they seem quite fun with quartermaster now.
Playing Heroes of the Storm has kind of dragged me back into Hearthstone, so I’ve been fiddling with it again. I had a pretty solid collection of pre-expansion cards, and I think I have enough dust to craft a legendary.
I already have Sylvanus, but I guess I should craft Dr. Boom anyway? Or am I better off looking to craft up a pile of the more useful commons and rares?
Should I just be avoiding completely cards that require another to maximize their value. I took a Druid of the Fang with my second pick, and didn’t see a Beast the other 80+ options.
I don’t know about avoiding completely, but you certainly don’t want to bank on getting a later card combo like that. It obviously depends on what your choice is - if the other options are Young Dragonhawk and Magma Racer, hold your nose and take Druid of the Fang.
It also depends on what you’re looking for - getting a beast later on (or deathrattle, I’d guess) is far less likely then getting a mech.
At someone’s earlier suggestion, I’ve been using Heartharena for the last five or so drafts I’ve done. It seems to be helping with my overall game - averaging five wins over that small sample size, which is way better than I was. If anything else, it’s interesting to see what the “consensus” ranking on cards is. I would assume that Heartharena’s ranking of DotF (which I seem to remember is just middling) will take the likelihood of getting a beast later into account.
Dr Boom and Piloted Shredders (common) are by far the most commonly used neutral cards from GvG. Virtually every class is using them. Probably the best crafting choices.
Well, it really depends. Rogue, Hunter, Warriors and Warlocks in particular don’t care very much for the piloted things, Priest Paladin and Shaman might get some use out of them, Combo Druid and Mech Mage are the only ones that really lean on those piloted things.
I definitely see rogues, hunters, and warriors playing Piloted Shredders all the time. The card is excellent in those decks, since it’s basically a 4-mana Harvest Golem.