The Hearthstone Thread

Unfortunately it’s an epic, so you won’t see it too often. But yeah, amazing arena card for all the reasons you mentioned when you do luck into it.

I do wonder if they’re going to weigh it towards class minions like they do with discover. The arguments over ‘use 10 mana on it’ vs ‘hero power first and use it for 8’ are already starting on Reddit.

So I got my first 12 in arena in a good long time; when I was drafting it I had a feeling it would go 12 because there were essentially no bad cards and only a handful that were average in the list:

1 Argent Squire
1 Zombie Chow
2 Amani Berserker
2 Flame Juggler
2 Gilblin Stalker
2 Knife Juggler
2 Mad Bomber
2 Shielded Minibot
3 Muster for Battle x 2
3 Seal of Champions x 2
3 Saboteur
3 Silent Knight x2
3 Tinkertown Technician
4 Blessing of Kings
4 Consecration
4 Keeper of Uldaman
4 Murloc Knight x2
4 Piloted Shredder
4 Senjin Shieldmasta
5 Darkscale Healer
5 Spiteful Smith x2
5 Tuskarr Jouster
6 Boulderfist Ogre
6 Drakonid Crusher
7 Captured Jormungar

There were only a handful of games where I didn’t have an overwhelming board advantage by turn 5 and then I had just enough late game to seal things up.

Yowza. Tinkertown Technician is the worst card in your draft, and even then you have two mechs to activate it :D. I’ve always maintained that the worst card in your deck is one of the best predictors of success in arena.

Your early/mid game is nuts, and you have the buffs/value engines to take that early advantage and win. I never hit 12 with Paladin anymore (for some ungodly reason its my 5th worst class, behind Warrior!) but even I might have managed to take that one all the way.

Looking back at it, the one thing it’s missing is some way to cash in the silver hands for bonus value - a direwolf alpha or a cult master maybe. The Seals were pretty good for that, though.

New legendary: Herald Volazj

So… how do you get the most value out of this guy? Ysera + Annoy-O-Tron? :V

Best case scenario, it copies 3 minions (3 originals + Volazj + 3 copies = 7 spaces). I’d definitely want Sylvanas to be one of them, since a deathrattle doesn’t care if you’re only a 1/1. Playing a Kel’Thusad the turn after to turn your 1/1s into full strength copies would also be good.

Mini-Ragnaros, of course. With a higher-pitched “Die, insect!” sound bite.

DOOM!

I’m not sure if it’ll be a good card. But this is the funnest card we’ve seen yet IMO. Warlock, 10 mana, clear both boards and draw as many cards a creatures destroyed. I wouldn’t even be mad if they reuse the Twisting Nether animation.

Finally! A way for Warlocks to get card advantage! :smiley: /s

Yeah I don’t know, you’ve already got Twisting Nether for 8 mana or Deathwing for 10 which gives you a 12/12 on the board, and neither of those are considered good cards. Good name though, for sure.

I think Handlock and Renolock might play it. T8 and T9 bait overextension, T10 DOOM! -> Molten Giant Molten Giant? Could be kinda sick.

Renolock will quite likely play Doom, possibly subbing it in for Twisting nether. I don’t see classic handlock playing this card though.

I don’t know if anyone’s been playing the current brawl with KT vs. Rafaam, but it’s a lot of fun. It seems to favor KT, but definitely winnable with both. KT is loaded with super value minions and a much better starting hero power, but Rafaam has some strong spells and board clears, and if he can survive into the late game he starts winning the value war with his upgraded hero power.

Some strategy tips I’ve found from playing it:

  • If you are playing KT, you want to mulligan for Heigan (the one that deals 4 random dmg at the end of turn) and/or Gothik (the one that summons the 0/3 for the opponent that makes him damage himself).

  • Your goal as KT is to be patient early game until you can start using your hero power to infinitely summon one of the above. Don’t play Haunted Creeper or really anything else that will dilute your resurrection pool. Duplicate is a good first secret.

  • If you are playing Rafaam, mulligan for the chalice spell that turns a minion into a Pit Viper, and the 3-mana spells that upgrade your hero power.

  • Your goal as Rafaam is to deny KT early and mid-game value by not killing his power minions (that’s where you can screw him over with the Pit Viper morph), and killing any weak minions if he’s foolish enough to play them. The naga chick that replaces all minions and Entomb will both screw over his resurrection pool as well (albeit for 5 and 6 mana, respectively). You want to manage the board and survive as long as possible until you can double upgrade your hero power. Make sure your upgrade spell doesn’t get counterspelled too, or you lose (there’s only 2 of them in the deck).

There seems to be some mechanic that forces a draw of both the staff upgrades by turn 8 or so. I’ve never had both of them NOT show up (though I have had them show up after it’s too late.)

Definitely look for the chalice spell and Entomb as Rafaam. If KT gets Heigan or Gothik out, it will suck to just take a pounding, but it will suck worse if he just keeps res-pawning those minions for 2 mana.

Best game I played as KT was getting Stalagg and Fuegen in my hand. After they killed Fuegen, I dropped Stalag and played Duplicate. When 3 Thaddius were on the board soon after, he conceded.

I got Kel Thuzad as Rafaam once, unfortunately I was so far behind in the game that he made no difference.

Are the cards used in this tavern brawl the cards from the new expansion. Some of them look pretty effin’ awesome.

None of them are, to my knowledge. They are reworks of cards and bosses from the Curse of Naxxramus adventure and the League of Explorers adventure.

Going from 8 to 10 mana is a huge downside, especially against aggressive midrange decks. Drawing cards isn’t good in every matchup either. You’re most likely going to play Doom in control matchups, and in those drawing extra cards can be a negative thing. If you clear a large board, you’re also in danger of overdrawing and discarding some key cards like Jaraxxus or the Leeroy combo pieces.

Anybody done the deal where you level a WoW character up to level 20 to get the new Hearthstone Paladin?

I had a level 20 twink on Wow several years ago but the account is long expired now … and it looks like existing characters don’t count, anyway … you have level a new character.

Up to level is 20 is free. Anybody have an estimate of how much time it would take a solo, unguilded player to reach 20?

13 to 20 took me about 1.5-2 hours. On the plus side I had lots of heirlooms. On the downside I was leveling through the Barrens and some ‘l337 PVPers’ were making a game of wiping out all the NPCs at quest hubs.

So unguilded, without heirlooms is probably 4ish hours; though I recommend doing it on unpopular races (Panda, Goblin, Worgen etc) to avoid most of the griefers. Apparently priest is a good pick for class since you can respec to healing at level 15 for instant instance queues. And there’s lots of fast n easy XP in those early instances.

In other news, new card reveals. N’Zoth is absolutely insane (and will make Wild very wild indeed) and the new Warlock card is … interesting; Renounce Darkness. 2 mana spell that replaces your hero power with a random class’ and replaces all your Warlock cards with cards from that class, with a 1 mana discount. I have zero idea what kind of Warlock deck they’re trying to make possible. But I fully intend to have fun experimenting.

In other Warlock news: I’m 8-2 into a Warlock arena run, with the worst average card score of any deck I’ve ever drafted. Shieldbearer is MVP :eek:

Okay, after browsing Reddit I found something that might make this deck work. All your early game is OP Warlock cards, potentially ones with downsides you don’t want to play lategame like Wrathguards, Flame Imp, etc. All you lategame is Neutrals. Play this spell in the mid/lategame to ‘thin’ your deck of low-impact Warlock cards for cards that, statistically, will be heavier.

I have no idea if this can work. But the idea seems interesting.