Nothing about Handlock dropping 2 Molten Giants and a sunfury protector for no mana was fun.
Plenty people would stop dealing face damage to handlock precisely to avoid that situation, back in the day, that is.
Nothing about Handlock dropping 2 Molten Giants and a sunfury protector for no mana was fun.
I can't believe i won this.
Made a renomage today (since i was getting bored of playing renolock only), so far i'm 3-3 which isn't that great. This is my deck list. Open for suggestions. Want to add medivh & mind control tech but idk how to fit them in. Also, i don't play doomsayer, really don't like the card.
But it was fun as hell pulling it off!Nothing about Handlock dropping 2 Molten Giants and a sunfury protector for no mana was fun.
That was not really a viable strategy unless you got considerable burstPlenty people would stop dealing face damage to handlock precisely to avoid that situation, back in the day, that is.
As fun as my opponents having to attack into my MC board.But it was fun as hell pulling it off!
Don't forget:
0 Molten Giant 2x, Shadowflame one, Healbot for 8.
That was not really a viable strategy unless you got considerable burst
As fun as my opponents having to attack into my MC board.
Doomsayer is stupidly good in reno decks. Not playing it is handicapping yourself.
Super greedy list and fitting medivh in there would make it even greedier.
I would ditch pyroblast at the very least.
And mountain giant would be way better than arcane giant. But i wouldn't use either.
It's not like there is anything you can do to prevent an arcane giant or two form Malfurion's hand. Anyway, I did say "most fun giant" not "most fun card" to play.
Also about STB vs Patches. I completely agree with Blizzard here. Yes obviously Patches is still a great card even if they delete STB from the game. I think that's ok. The thing that fucking sucks is that STB is there also hitting you in the face for 3 every turn for 1 mana. The card should be 2 mana or 2 atk total and 1 HP. I think nerfing it into the ground is completely fine here. Patches will still be great and the actual card dealing all the damage will go away.
I don't know, i played doomsayer for a long time but i can never get good value out of it.
That article is something else. I mean if I didn't think Brode was a complete fool before, the part about Arcane Golem would certainly convince me.
Nah he is just in way over his head. They need to bring in actual card game designers.
Team 5 seems to be flip flopping quite a bit with their balancing.
This was really bizarre. I was playing against a jade rogue and they played a second Aya Blackpaw by about round 9.
I specifically killed the first Aya Blackpaw several rounds earlier. What card could a Rogue have used to duplicate it? I'm pretty sure they didn't use Lotus Agents to discover, I'm pretty sure no minion effects did it, I'm pretty sure there were zero other legendary minions played on either side, and I didn't notice any other duplicating cards.
They also had two different duplicate cards in their first 11 cards, plus about 7 jade cards in their first 15, which was pretty lucky to begin with.
*edit* It looks like Thistle Tea and Gang Up are the only possibilities. I have zero memory of it but that must have happened.
I think they played 2 swashburglers so that would have been it. So, really bad luck.Are you still playing Druid? If so, they can burgle an aya from you, because it counts as a class card
That's exactly what flip flop is. They were called out on it a while back with their whole "soul of the card" non sense and now they have finally "learned from their ways".... one and a half year afterwards.It's not flip-flopping, it's doing things one way and finding out from experience what the problems with that way are. He's correct that these nerfs that fundamentally change what the card does are lame and just changing numbers is a lot cleaner.
That's exactly what flip flop is.
They have like five long-term MTG designers on staff, there's literally nobody on the Earth better qualified here.
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Ah the classic "you mad" response. What am I mad about exactly?
I highly disagree. As someone who plays a wide array of card games, both CCG's, LCG's let me tell that there are a ton of games today that are vastly more balanced and better designet than MTG.
I'd consider Netrunner (another Richard Garfield design originally) here as a reasonable possibility, but Codex? Really?
Regardless, if we're talking about hiring designers, none of these is remotely comparable. All the LCGs are designed and developed by a single person, and none is played competitively on a scope anything like Magic, much less Hearthstone which is yet that much bigger again. If the specific point at issue is that minor balance choices are resulting in imbalances in the competitive metagame, there's no gig you can get in a game remotely like Hearthstone that'll build that specific skill (and the related skill of working as part of a large team to balance a game that has to be fun in multiple different formats) as effectively as Magic R&D.
If you want a full critique then I can deliver that tomorrow at a better time because I am about to go to sleep. So it's clear I will bullet point my position on the matter and where I stand:I mean it's kind of hard to tell! You talk a lot about how Ben Brode is a "broken clock" and how they never listen to players and how their terrible choices are breeding rampant mistrust, but the actual underlying point is that... what, Pirates and Shamans are a little too good in the current meta? You're responding to an interview with a designer who's being pretty open and communicative -- more than anyone in design on WoW ever was, for example -- with vitriol and twisting statements about learning from their past mistakes into complaints about long-dead balance issues of the past. This is not a coherent critique.
I did something similar against an Anyfin Paladin. He played his Tirion fordring when I had like 3 cards left in my deck, and I double ganged up it. So I just played another Tirion each turn until I won.
I highly disagree. As someone who plays a wide array of card games, both CCG's, LCG's let me tell that there are a ton of games today that are vastly more balanced and better designet than MTG.
Let me name a few: Star Wars LCG, Ashes, Android Netrunner (the lcg), Codex just to name a few.
You simply dismissing valid critique as "you mad bro" says it all really.
Hearth-GAF, I have some noob questions. Would anyone mind indulging me?
1. Are there any ways to somewhat efficiently obtain new cards? I'm going through all the Adventures, so I'll have all of those. Do you get enough gold/packs as rewards that you can build competitive decks or will I need to buy some?
2. How do you track your obtained cards to determine what kind of decks you can build? I'm finding the 'My Collection' UI very hard to see what all I have. Any online or installable tools to help with this? It's a little overwhelming.
3. Which cards are 'Standard' vs 'Wild'? I don't want to buy packs that aren't Standard for now, I think. Nothing in the game really clarifies that.
4. Any other overall tips for a noob (I played a lot before any adventures and major changes to the game)
You are drinking the FFG juice if you think the games you listed are anywhere close to MTG. All their designs suffer from tons of edge cases and poor rule sets that lead to mountains of interaction questions and an overall clunky experience. The only game you listed that is even worth a second look is Netrunner due to it's asymmetrical play and strong unique theme but even it can't stand up over time design wise to MTG.
I don't consider that a problem. Yeah you're gonna lose a couple games to variance but both matches being Bo3 and the ability to use 4 of each card drastically reduce variance otherwise.Magic has a huge problem with its resource system which was fixed in several other games. Netrunner and Star Wars LCG do it the best and least random way, without it simply beeing a fixed curve like i HS.
Hearth-GAF, I have some noob questions. Would anyone mind indulging me?
1. Are there any ways to somewhat efficiently obtain new cards? I'm going through all the Adventures, so I'll have all of those. Do you get enough gold/packs as rewards that you can build competitive decks or will I need to buy some?
2. How do you track your obtained cards to determine what kind of decks you can build? I'm finding the 'My Collection' UI very hard to see what all I have. Any online or installable tools to help with this? It's a little overwhelming.
3. Which cards are 'Standard' vs 'Wild'? I don't want to buy packs that aren't Standard for now, I think. Nothing in the game really clarifies that.
4. Any other overall tips for a noob (I played a lot before any adventures and major changes to the game)
Was 4-1 on an Arena run but ended up 4-3.
Is it me or are people more aggressive in Arena? I did manage to claw my way back against a Warrior with 28 HP and 10 Armour while I was at 6 HP (copying his hero power helped, plus topdecking Taunts), but it didn't work the next two games.
4. Any other overall tips for a noob (I played a lot before any adventures and major changes to the game)
I'm fairly new as well, but I'll try to help.
1. You are going to need to buy packs in order to be competitive. Full stop. Adventures will give you some good staples, but you really need to fill out your collection. General rule of thumb is that the most efficient way to earn packs and dust for crafting is to get good at Arena. If you can 3 wins in an Arena run, on average you will break even. If you can get more than that, you'll earn rewards more efficiently than just buying packs directly. (I don't like Arena and I have more money than sense, so I just buy packs.)
2. Hearthpwn is an awesome website for tracking your collection and finding decks. They have a software tool called Innkeeper that will automatically sync your collection and you can search for decks based only on what you can build with the cards you have. You can also use this spreadsheet tool made by a Redditor called PACT to sync your Hearthpwn collection and it will tell you the most efficient method of buying packs based on your collection depending on whether you're looking for new cards or dust. https://www.reddit.com/r/hearthstone/comments/5fr0pd/releasing_pact_v23_msog_and_adventures_support/
3. Cards from the Classic set (both Basic - the cards you get for free - and Expert - the cards you open in packs) are in Standard, as well as cards from the most recent purchasable packs and Adventures. Goblins vs. Gnomes and Naxxramas have rotated out of Standard. The Grand Tournament and Blackrock Mountain will be the next things to rotate out of Standard when new sets and Adventures come out. Probably sometime this summer. Wild is literally any card, old or new.
4. Learn what all the different archetypes are but don't feel forced into playing a particular way because it's "meta." There is a lot more viable out there than most people think. The enthusiast Hearthstone community, particularly reddit, can work itself into a fervor over things. Try not to get caught up in that. Play what you enjoy and have fun.
1. Adventures are a good start. You don't technically need to buy packs with real money, as long as you do your daily quests and have patience. It can be a lot easier to fill out your collection, but that's how people end up spending hundreds of dollars on a "free" game.
2. I only play on iOS, so I'm not too sure. I believe there are a number of add ons that can help you out, but I'll let someone else
3. They introduced rotations last year to try to keep the meta fresh. Cards in standard are the expansions and adventures from the last two years, plus cards from the basic and standard sets. Wild is all of those, plus older cards. They only offer packs in the store from cards that are currently in standard, so don't worry about that. The next batch of cards rotating to Wild will happen when the next adventure/expansion is coming out, but no one's 100% sure when that will be. Sometime between March and June, probably.
4. My biggest tip is that if you've lost a bunch of games in a row, and you've started yelling at the game, it's probably a good time to switch to something else. That took me a while to learn.
One more thing... you can reroll one daily quest per day. If you get a 40 gold quest, always reroll. There's a chance you'll get a daily quest worth more gold but you'll never get one with less.
Also, check out Hearthpwn or a similar site for a list of all the hidden quests. Knock out as many as you can for free gold and packs. For example, you can earn free packs for playing on an iPad, iPhone, Android phone, and Android tablet. I was able to get free packs by installing Hearthstone in an Android emulator on my PC without having to actually use a real device. You can get free stuff for just using spectate mode in game to watch a friend win. Simple stuff.
Basically, search out every way you can to squeeze every ounce of efficiency you can from the grind. It adds up.
I don't consider that a problem. Yeah you're gonna lose a couple games to variance but both matches being Bo3 and the ability to use 4 of each card drastically reduce variance otherwise.
Just comparing to Hearthstone for instance you can easily play fewer unique cards than in hearthstone.
Have you already bought the $5 welcome pack? That gives a great value for a bunch of packs.Hearth-GAF, I have some noob questions. Would anyone mind indulging me?
1. Are there any ways to somewhat efficiently obtain new cards? I'm going through all the Adventures, so I'll have all of those. Do you get enough gold/packs as rewards that you can build competitive decks or will I need to buy some?
2. How do you track your obtained cards to determine what kind of decks you can build? I'm finding the 'My Collection' UI very hard to see what all I have. Any online or installable tools to help with this? It's a little overwhelming.
3. Which cards are 'Standard' vs 'Wild'? I don't want to buy packs that aren't Standard for now, I think. Nothing in the game really clarifies that.
4. Any other overall tips for a noob (I played a lot before any adventures and major changes to the game)
I look at the Rogue class in Classic and it had a defined class identity. Combos for tempo with stealth flavor thrown in. Now I look at the class with stuff they have gotten in the past two years and I can't think of the core identity. Is Rogue trying to play for value late game with Gang Up, Beneath the Ground and Anuburak? Am I supposed to make a deck that specializes in stealing the other classes cards? Pirate Rogue? Deathrattle Rogue? Jade Rogue? It would be cool to have a class that can play most of these decks but Rogue does not have the basic toolkit to support these decks so all these deck types end up falling flat and keep robbing Rogue of its identity.
Magic has a huge problem with its resource system which was fixed in several other games.
Also the popularity of Hearthstone dosnt mean Its a better designed game.
Neither of those statements is quantifiable in any way. You want a certain amount of variance for games to actually be interesting but you also don't want too much for games to still feel rewarding instead of completely random.Different strokes ofc. For me the less random the better. For others tackling a lot of random is fun.
Best meta was GvG after the Undertaker nerf. As far as dominant decks go, Mech Mage and Midrange Paladin were the fairest and least annoying.