The Hearthstone Thread

Better in terms of climbing the ladder or better in terms of fun? I’ll look into it. I don’t have a lot of druid cards.

C’thun warrior is super easy to play. I’m 15-4 to start with (although climbing from 20) and the only thing that seems to slow me down is when I have a really bad set of draws where I can’t land a card to get my c’thun above 10, brawl, or execute at the right moment. And it’s sort of fun going nuts and having 60 armor.

I’ve had a few times where an aggro deck has bursted me down to like 1-5 hp, but between justicar hero power (4 armor per turn) and playing guys like the ancient shieldbearers they were never able to burn me down. In particular against one rogue I spent about 9 turns at 1hp and varying levels of armor before I finally drew my C’thun and finished him.

Bran Bronzebeard is an amazing card in this deck. The ultimate play which no one has been dumb enough to let me pull off is doubling a C’thuns battlecry. But there’s tons of stuff to use it with - dropping it with a disciple of C’thun is 4 damage on the board and +4/+4 to the c’thun, using it with an ancient shieldbearer is 20 armor, and using it with the twin emporer is a 3 emporer play. ravaging ghoul does 2 damage to everything one at a time (great for acolyte of pain). The only problem is that I no taunt or board control to protect my bran on the board so he gets eliminated quickly. I was thinking of integrating a Thaurissan to make Bran/C’thun one turn combos possible. Unfortunately he wouldn’t see much usefulness except for that one specific play though. The cards in this deck are otherwise usually very low cost (shield slam/execute) or high value and executed when I have 10 mana anyway which limits Thaurissan’s value.

I missed a fun Brann synergy. Doomcaller. Get your c’thun killed and put two of them back in your deck. Usually by the time this happens you have 0-5 cards left, so that pays off rather quickly. Avoids fatigue, creates another 10-20 battlecry damage, and creates a giant unit to work with again. Twice.

This has to be the best Brann deck.

Brann is pretty fun in dragon priest (and probably dragon anything with the new “discover a dragon” card in it.)

I managed to lose a game - totally dead - by turn 4. As a defensive warrior archetype. I will leave it to the imagination.

Edit: Turn 5. His turn 5, I hadn’t taken my turn 5 yet.

It used to be a much stronger ladder deck (although it’s apparently fallen off the meta snapshot), although I don’t know if it’s more fun than C’Thun Warrior. Those Shieldbearers are kinda hilarious. :smiley: It’s a shame my favorite C’Thun archetype (C’Thun priest) is just dead on arrival. Like all priest decks. :frowning: BTW, check out this list; it’s very different from the classic C’Thun warrior and is apparently really good.

The trick is to go for Brann->Twin Emperor after having played most of your deck’s big threats. This makes it so that they’re almost certainly not going to kill Brann with minions, and they’re probably low on removal. Mass removal like Flamstrike doesn’t clear your board, either, leaving it a mediocre or bad play. Then, next turn you drop C’Thun.

That, or you check out that OTK list I mentioned above that runs Emperor and tons of cycle. :smiley:

Also, I have had a ton of success recently running a really stupid variant on Dragon Paladin. And when I say “stupid”, I mean “the prefab plus a few new cards”. It’s a solid midrange deck with the added bonus of Equality+Consecrate being good just because the minion quality is so consistently insane. You can win or lose the early game and it doesn’t really matter. I’ll post it here when I get home today, it’s shockingly effective. Oh, and thanks to Netherspite Historian, I can afford to end my curve at 8 with Tirion and Lightlord.

A bit of ranting, if I may…

Arena is completely assfucked broken, and these upcoming shifts are not enough to fix it.

Mage is the best class in the game. Not maybe, not barely, but easily head-and-shoulders above every other class in the game. Best hero power, best common, second-best common (from the new set, no less), almost every class common is really good and requires no synergy to be good, and can do things no other class can do, such as come back from a devastatingly bad board state in lategame thanks to Flamestrike. No other class gets that luxury. Flamestrike basically defines Mage in arena, due to the fact that Mage actually can run a high-value control deck and get away with it, while no other class can. There isn’t another class in the game that can afford to lose the early game. The classic maxim, “Good 1-2-3-drop going first? You probably win” simply does not apply to mage in the same way it does to other classes. If you extend into Flamestrike, you lose. If you don’t extend into Flamestrike, mage just gets to pummel you because they can afford to, say, spend turn 6 playing a few dudes with 3-4 health, because no other class can consistently drop 4 AOE damage from hand on turn 7. Another luxury you have playing against other classes? Being able to afford not trading aggressively. Against mage, it’s not an option - you trade aggressively, or Flamestrike ends you.

Now throw in the most burn, the most removal, and the best hero power in the game (Rogue is better early-game, but as established, Mage can undo a lot of the damage done in the early-game on turn 7).

So now they’re removing the third-best common in the game from mage. Whoop di fucking doo. The next-closest class, Rogue, is losing two great commons, mage still has the unique comeback potential because they didn’t touch Flamestrike or Firelands Portal, and the format is still fucked.

Time to start saving for the next expansion.

Firelands portal did seem like it was custom made to make mage even more ridiculous in arena. I don’t think they can remove flamestrike - they want to maintain class flavor and flamestrike is as important to mage as fireball or frostbolt.

I like that they’re removing bad arena cards from bad classes to give more viable decks. I wish they’d make rare, epic, and legendary choices come up more often to increase deck diversity. Having every deck made up of like 85% commons makes it kind of stale.

Yes, mage is really really broken. I just completed my first ever 10-win run (with a mage, of course!) and out of my 13 matchups I faced 8 mages. It’s almost like people are just retiring their run if they don’t get a mage or rogue.

And I didn’t even have Flamestrike. Just a decent curve, a few removal spells, a secret, and a Firelands Portal…that’s all it takes as mage.

They released a “welcome pack” of 10 classic packs and a random class legendary for $5 today. Every account (not just new ones) can use it once. It’s the only time it’ll be worth it to buy packs probably.

Ended up getting an Antonidus, which I already had, and a Malygos in one of the packs. 900 dust and a Maly is a reasonable get for $5 I guess.

I have two golden Molten Giants. Should I disenchant them to make other epics? Do any decks still use them after the nerf? Yeah, I should’ve dusted them after the nerf but I forgot I had them.

Anyone playing the brawl? I went with Malchezar, astral projection and innervate. I have no idea if it’s any good, because people keep conceding. I really don’t think it’s concede worthy, considering the mechwarper-iron sensei-? deck was trading pretty well with my Gazlowe captain greenskin, which are the only legendaries I saw before he conceded.

I don’t understand why people play these brawls the way they do. They don’t come up with fun experiments, they just pick whatever the most brainless overpowered deck is (like mill druid) and run it over and over again. What could be more boring than that?

Made a fun deck: Innervate, wild growth, Yogg-Saron.

It’s just a slot machine. It dies to any aggro decks. But if you get it against a control deck, you can run a 15+ spell Yogg over and over. Turning wild growth into an extra card at 10 mana means you actually get to add two spells to the yogg ticker, and you can still cast innervate even at 10 mana just for the extra spells too.

I actually dropped like 7 yoggs in a game against a control mage where neither of us had any good board presence. It eventually ended when we were both down below 10 hp, no minions on teh board, and a 50/50 Pyroblast hit me in the face.

Yeah, innervate/growth/yogg is fun.

Been doing something similar with innervate, raven idol, yogg. The raven idol can n help,with some of the early game, or occasionally you get astral communion out of it, which can be nice if you draw into a yogg.

I’ve decided to act as a force for justice. Been playing backstab/gang up/malchezzar, which brings your deck up to 60 cards, and ganging up the coldlight seers and milling the druids back in the face.

I actually came up with a priest build that’s been working pretty good in the brawl - Inner Light, Mind Blast, Forbidden Shaping. Shaping gets minions out there quick, Inner Light keeps them alive and gets you card draw, and then by turn 6 you probably have 15 to the face in Mind Blasts.
Still needs a lot of luck to beat the mill Druids, but otherwise holds up pretty well.

I haven’t played wild since they split the modes because I figured it’d just be endless secret paladins. That hasn’t been the case yet, but I’m climbing up from level 25.

I decided to make a very silly freeze/reno/yogg mage. Every frost spell in the book. Minions that generate spells. Cabalist tome. Ice block, reno, and echo to set up a double reno. And of course a massive Yogg. Not sure how competitive is, but it’s fun and silly and probably very annoying to play against. I’ve thought about putting a second ice block in there for double ice block / reno for maximum annoyance but even with mad scientist you can’t guarantee you’ll draw out one of the ice blocks against aggro decks by the time you need it.

I almost had such an amazing Yogg comeback in wild. Paladin has like 5 big minions on the board, I’ve been stalling for Yogg all game and have 2 cards left. I just used my ice block and have 1 hp. No reno left to use. I top deck Yogg. Casts gang-up on his Alex, buffs my Yogg, clears most of his board, casts tree of life to get me back up to 30. Actually turned it around and was headed for a win, had him down to 6 hp, when he dropped an N’zoth reviving 2 of those 2/3 taunted guys and a deathlord. No good cards left to burn face. Boo.

Had the strangest game. Played against a priest who had a self-sience deck loaded with things like ancient watchers and eerie statues. He would use the zero-mana silence card and silence minions like the spellbreaker to silence those minions.

He did not use purify.

So in the one deck where purify could work…