The Hearthstone Thread

Oh boy, I open 20 packs with gold and get no legendaries. I finish one arena and get a Gahz’rilla.

I bought 4 packs and got Confessor Paletress.

I wish I got the sky capn! I’m not sure if I’ll craft it though, it’s just for a fun pirate rogue deck

That’s pretty ridiculous - I tried 2 runs and went 2-3 both times. :frowning: It was pretty experimental for me though in picking new cards without having much basis for determining what’s good besides my gut, which is obviously not very keen (I usually use the ArenaValue tool but it doesn’t have values for any of the TGT cards yet).

I’ve seen a number of my opponents make some pretty sub-optimal plays trying to get maximum value out of of the Inspire mechanic.

I think you pretty much have to value the new cards as if a) you’re just using the vanilla body or b) for Inspire treat them as 2 mana higher than they are and only count on one activation.

I’ve had good luck with North Sea Kraken and Murloc Knight was MVP of my Paladin run. Other than those two I’ve been using the new cards purely for their stats and not playing around Mage and Paladin AOEs as much.

That sucks. After opening 15 packs (didn’t have time to open the rest yet) I had a Chillmaw and Aviana, and a couple of golden rares and commons and one rare epic. Not a bad draw at all.

I cracked about 10 packs. Notable pickups were an Icehowl and an Enter the Coliseum.

I’m pretty interested in getting a second of the latter, and more joust cards. It looks like a late-game taunt-heavy paladin may actually be viable. EtC will be great board clear against rush decks.

I thought you meant elite Tauren chieftain there.

Pff, get with the program. That’s E.T.C., not EtC. :stuck_out_tongue:

(I mainly didn’t want to struggle with spelling ‘coliseum’ again)

Pre-purchased 50 packs and I got a Sky Cap’n (blech… I hate Rogue) and Nexus-champion Saraad (the one whose Inspire gives a random spell). Two legendaries out of 50 decks seems a bad ratio, not sure. Very happy with Saraad, he seems usable.

I shouldn’t have binged on arena after the expansion came out. People who planned ahead did the same thing, and so the arenas have been harder than they would be with the average player at any other time. I’ve been winning about 2.2 games on average, wasting most of my gold.

All of you hating on the Sky Cap’n can suck it.

Pirate! on a PARROT! IN YOUR FACE! WHAM!

… I wish I had one…

… I wish I had any legendary… :frowning:

I’d like some input from the experts on this board. I’ve never really played Paladin up until this point, but I got some nice cards out of my 50 pack preorder that I want to build a pally deck. The idea is that I want to get as much Silver Hand Recruits out as possible, and buff them up to zerg the opponent. Much like a Murloc deck, but classier.

So far I had a few decents wins with this deck, but that was mainly when the opponent didn’t have anything to play the first two rounds. If I can keep at least one recruit alive until turn four, I’m golden. However, this proves to be much more difficult than I imagined. Paladin doesn’t have good low-cost, one-card removals. Anyone have any suggestions how to get around that?

My first instinct would be to remove the Aldor Peacekeepers and stick in Shielded Minibots or Equalities. Most of your stuff has 1 health or divine shields, so reducing minions’ health to 1 may be more useful than reducing their attack to 1, and Shielded Minibot is just a really strong card.

The idea of the Peacekeepers was that my minions would go face all the time anyway, making the health of the opponent’s minions irrelevant. Reducing the attack of opponent’s minions to 1 means that my hero would last longer if they decide to go face, or my minions if they were buffed up to 2/2 or higher. But I’ll try out your suggestion and see if that makes a difference. Thanks.

I feel like the new cards are really trying to encourage the sort of deck you’ve built, but I think the strategy might still be too slow. I’ve also made a deck similar to this one (though it uses mostly high cost minions with joust), but I haven’t tried it yet because I’ve got quests that need clearing.

The problem as you can see is before turn 4. Your deck looks most similar to the quartermaster synergy decks that used to be run in GVG, but you’re running practically no 2 and 3 drops. The quartermaster deck is a midrange type deck, with no comeback mechanics (unlike control paladin, which used to run things like pyro equality and equality consecrate in order to take the board back after losing turns 1-4.

For a midrange deck like yours, hero power turn 2 is suicide, if your opponent plays a quality 2 drop you can’t contest at all.

Among your 2 and 3 mana cards, only muster and silver hand regent I would consider drops. Things like argent protector you obviously want to play when there are things in the board, and aldor is meant to neuter late game threats, or bug threats. Aldoring a 2 drop is probably always bad, especially if you want to keep dudes on the board - 1 damage can kill dudes just as good as 7 damage can.

Also, sword of justice is super, super slow. It’s just not a very good card, mainly because it’s only good early game (+1 usually doesn’t do anything late game) but giving up turn 3 for it is usually unrecoverable. Also; it blocks turn 4 true silver, which is a real big swing. True silver is never more power than in turn 4, and sOj blocks that.

Look at the old quartermaster lists and take inspiration - definitely minibot, maybe haunted creeper.

Lastly, a midrange pally deck is not a face deck by any means. Think of it this way - the aim of value decks (and silver hand synergy is all about value and stats) is not to push face with those stats. It’s to make trades that you otherwise wouldn’t be able to make, or leave 3/2 dudes on the board where an even trade was the only option. So, don’t think of face, think of clearing the board and keeping it clean, and pushing damage at your leisure.

In time, you will be able I tell when you can push face even with an unclean board and force him to respond and make bad trades, but often, new played tend to err more on the face side then th cleaning side. Always think of cleaning first, build good habits.

Thanks for the suggestions, I’ll have a good look at it. I’m not sure I agree with your assessment of SoJ being super slow though. On it’s own yes, however, together with Muster it’s very useful, I think. Turn two: coin + SoJ, turn 3 Muster. However, I do agree that True Silver would then be useless in turn 4. So maybe I’ll switch it for another Consecration in stead, leaving turn 5 for Quartermaster, Silver Hand Regent + Hero power or Warhorse Trainer.

Still struggling what to do with turn 1 and 2 though. Shielded Minibot seems like a good choice. And maybe give the usually useless Goldshire Footman a try. Or Argent Squire.

Think about your ideal SOJ combo (2 cards), and think about the common 3 and 4 drop cards that would deal with it. Harvest golem, senjin, spider tank, yeti, si:7, shielded minibot, zombie chow. None of these are unreasonable cards, and they all deal with your ideal turn 3-4 combo, even assuming you could draw the combo in the first place. On its own, SOJ is pretty useless. Turn 3 SOj turn 4 dude is almost like missing 2 while turns. Muster on the other hand can sti
Combo with quartermaster and other dude buffing cards, as well as knife juggler(which you aren’t running).

Hope this helps you to think about how to deal with the early game and how to value combos.

I’ll have a good hard look at it. Thanks :slight_smile: