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Antrax

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So, rogue is pretty much dead, right? Didn't get any new weapons at all, Blade Flurry nerfed to oblivion, Oil is out and the only card they got to support any sort of combo style is the new legendary.

 

Warrior even got the better pirate cards...

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Depends who you ask:

 

Although i'm pretty sure Yogg Saren - a 10 mana card with an incredibly random effect - isn't going to be playable, I'm more positive about the future of rogue in standard.

 

The main thing in Rogue's favour is that it lost almost no playable cards in Nax/GvG (Tinker's Oil, Goblin Autobarber?) and getting rid of Dr Boom is a huge plus.

 

Xaril, Shadowcaster and Shadow Strike all look solid and are likely to spawn a new rogue archetype.

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Have you played around with the Yogg wossname simulator that was posted on /r/Hearthstone? I think it's also mentioned in the comments to the thread I linked to. It looks like an okay-ish "come back in the game" tool.

 

Yogg Simulator

 

I hadn't seen that link before, thanks! It's definitely a very cool card and all the non-targeted positive effects that you get are pretty strong.

 

I'm still unconvinced it will turn out to be playable though - 10 mana is just too expensive. I played quite a bit of mill rogue, and although it was fun, even with heal-bot and blade-flurry I couldn't consistently survive long enough for it to be viable.

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My first impressions regarding WOTOG standard (about 30 games in) is that they've made a mistake with the balancing for C'Thun druid.

 

Twin Emperor is almost always two 4/6 Taunts for 7 and the Klaxxi Amber-Weaver comes out as 4/10 consistently.

 

It seems really strong against everything.

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My first impressions regarding WOTOG standard (about 30 games in) is that they've made a mistake with the balancing for C'Thun druid.

 

Twin Emperor is almost always two 4/6 Taunts for 7 and the Klaxxi Amber-Weaver comes out as 4/10 consistently.

 

It seems really strong against everything.

 

Well except when RNG takes the piss, 7 cards left in my deck when I lost, 6 of them being the 6 pump up C'Thun cards.

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I played more Hearthstone in the last two days than I have the two weeks before. Gone through pirate warrior, Dragon Priest, C'Thun Druid (so dull to play, druid is just a lame class), a couple of Midrange Hunter attempts and several iterations of C'Thun mage.

Today I got Edwin in my brawl pack, and unpacked Deathwing the Dragonlord (meh) and Yogg Soggoth (perfect. I wanted to play this card but it's awful so not worth crafting). So, I think I'll craft the new Rogue legendary and try a bit of miracle Soggoth. Maybe some C'Thun warrior too.

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C'Thun Druid (so dull to play, druid is just a lame class)

Before the Old Gods hit I was actually having some fun with Beast Druid. Beast Druid gains one great card (Mark of Y'Shaarj), but unfortunately it also loses an incredible card (Druid of the Fang), so once again it's just on the verge of competitiveness. Still, probably more fun than standard ramp druid.

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My first impressions regarding WOTOG standard (about 30 games in) is that they've made a mistake with the balancing for C'Thun druid.

 

Twin Emperor is almost always two 4/6 Taunts for 7 and the Klaxxi Amber-Weaver comes out as 4/10 consistently.

 

It seems really strong against everything.

 

Brann, twin emperor for 3 of them, 18/18 C'thun the following turn had to hurt. This was C'thun rogue, things like preparation, brann, thaurissian and shadowstep work really well with it, being able to conceal Brann is great. Being able to gang up Brann is even better..

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Brann, twin emperor for 3 of them, 18/18 C'thun the following turn had to hurt. This was C'thun rogue, things like preparation, brann, thaurissian and shadowstep work really well with it, being able to conceal Brann is great. Being able to gang up Brann is even better..

Don't forget to Shadowcaster yourself two mini-Branns while you're at it.

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Don't shadowcast Brann, the effect doesn't stack up.

 

Arena rewards have really improved. You can now get two packs for as few as four wins, and a 9-3 run last night netted me 265 gold (which used to be 12-win tier).

Hm, 265 gold for 9 wins, while above average, was already possible previously according to this wiki page:

http://hearthstone.gamepedia.com/index.php?title=Arena&oldid=223860

 

So now I wonder whether they actually did change anything other than the chance of getting a second pack.

 

(As for shadowcasting Brann, I know the effect doesn't stack but the problem is Brann has a tendency to die so having a spare Brann on hand helps later.)

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I am toying with evolve and a deck that spawns loads of totems, it is quite fun, although a lot of RNG, and it is sad to use your hero power just to evolve your minions into some Inspire card, specially when it is Confessor Paletress.

 

Onbiously you don't normally evolve when you have overload minions, but the thing from below... it usually evolves before staying a single turn :)

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I think the 1-mana Evolve spell doesn't fit a normal midrange Shaman deck very well. I was toying with the idea of a battlecry evolve Shaman deck with Rumbling Elemental, Brann Bronzebeard etc. but I couldn't make it quite strong enough. Master of Evolution is a fine addition though, you want to hit specifically stuff like your Tuskarr Totemic, Azure Drake etc. with strong battlecries.
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The deck I Was testing had 2 argent squires and I changed them for totemic fusion and evolve, both are probing useful, but when the fusion is, it is normally not needed to win.

 

The 5-5 taunt thing is a solid card to evolve, it normally costs 1 or 2 mana to put on the field and you get a 7 mana minion.

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