in Eurem Browser.
Revisiting Solo Adventures with Grand Tournament Cards
There's always something immensely enjoyable about taking newly released cards and bringing them back to a time to challenges that were created before they existed. We did exactly this for three of the more infamous encounters with a bunch of Grand Tournament cards and each time we ended up with the victory.
You may remember the
challenge as the one with all the s. Dealing with early aggression and the consistent damage from his hero power is usually the biggest challenge. As such, we added TGT cards like , , and to keep you alive. Since all but two of his minions cost four or less mana, winning Jousts should really be no problem and they'll keep you alive in the Tempo game.
is a surprisingly good card in adventures so you'll probably see him in most future decks. In 's case, this forces him to decide between playing a bunch of cards or reducing his field presence for a hero power activation. is simply a way to get more of a board presence before you ping off his s.
We revisit a few Blackrock Mountain bosses after the jump.
24.09.2015 um 12:10
Check out the Winning Decks from the ATLC Finals
Last weekend Team Nihilum took home the Archon Team League Championship over Cloud9. It's been a good amount of time since
we last covered the tournament
, but thought it would be a good time to highlight the six decks that led the team to a $150,000 victory. Understandably there's no tremendous outlier as far as risks go, but as always there are some very important tech decisions that inevitably made all the difference.
The Grand Tournament has certainly instilled some amount of variance among Druids. Sometimes you'll see and , but the only card Thijs was sure about including was which has the chance to completely ramp the game out of control. There are few surprises in the deck aside from which simply looks to deal with aggro and pose a big problem for Grim Patron Warriors that have already blown their .
You always have a few decisions when running this deck archetype. You can see here that Thijs has opted for a instead of two s to help him relieve some early game pressure. Everything else is your basic run-of-the-mill Freeze Mage.
Four more decks from RDU and Lifecoach follow the jump.
22.09.2015 um 11:18
Joust Guide Now Live
Click here to go to our Joust Guide.
Though it doesn't have a keyword Joust is one of the most complicated automated interactions in Hearthstone. Understanding exactly how it works and in what situations you'll be favored is extremely important. As such, we've released a new guide to help you get a grasp on what many view as one of the trickier mechanics in the game.
Want a quick preview? The Introduction is available in the full post.
18.09.2015 um 15:12
Appreciating Randomized Tavern Brawls
It doesn't seem that long ago that anyone and everyone was clamoring for more Constructed Tavern Brawls. Especially following the release of The Grand Tournament, the entire community was anxious to see how the new cards changed some of the previous brawls. But as time has gone on, I've come to readily appreciate the purely randomized events where playing any class is quick and easy.
Aside from the fact that Heart of the Sunwell (start with 10 mana) and It's Raining Mana (gain two mana each turn) feel genuinely uninspiring every time they roll around, others like Double Deathrattler Battler make me feel as if I'm trying a bit to hard to win each match. I play ranked religiously and the Tavern is my main way of escaping some of the seriousness that comes with it. So having to run things like and can leave a slightly bad taste in my mouth. And lately, as I've found myself slightly burned out on the ladder, I've turned to these weekly outings as a way to keep playing the game I love without all of the seriousness.
Don't get me wrong, I had a ton of fun running a Combo Shaman with , , and . Those plays were fantastic when opponents actually failed to destroy me in just a few turns. But when Blizzard announced that this week's Brawl was Too Many Portals, I knew I was ready to spam it for the remainder of the week. For one, everyone has relatively the same deck (aside from the seven random spells), so you don't need to worry about maximizing its power. Random chance takes over from there: if you get bad spells, it's not your fault, bad s? Again, nothing you can do. And somehow that comes as a comfort to me.
Plus you get to see some crazy stuff. Yesterday as you may have seen from our
, I ended up playing into two s. It was amazing in every way possible and is representative of exactly why I've come to enjoy Encounter at the Crossroads, Too Many Portals, and Spiders, Spiders Everywhere so much. There's just so many situations that would never happen without these specific Brawls. Combined with the fact that you'll almost certainly see cards that are almost never played, you just never know what's going to happen next.
While I've been asking for Constructed Brawls just like everyone else for quite some time, being able to just select a class and hop into a match has become a welcome sight. (And plus you can finish pesky bounties for classes you don't really play).
17.09.2015 um 10:02
Seven Hearthstone Features You May Be Unaware Of
For the new player, there are a bunch of features in Hearthstone that aren't clearly explained or are never presented to you. The only way you might know is from a friend or browsing the Internet. Some are obviously more important from others and they range from simple quality of life details to things you really need to be made aware of. So regardless of your experience, let's check out some of the more important ones.
7. Buying More Than One Pack at a Time
You're sitting on a pile of gold and ready to buy a ton of packs from the latest expansion. But going to the shop is a pain since the only way you can buy packs with gold is one at a time. Right? Wrong actually. If you click on the 1 Pack button again, you'll be prompted to enter the number of packs you desire. Assuming you have the gold, once you hit okay it'll automatically grant you the packs and take your gold.
Certainly saves a ton of effort.
6. Seeing Your Ranked Percentile
The ranked system has been highly criticized, largely because there's no way of knowing how you stack up to the rest of the server (aside from that simple number). But what if you want to know how well you're doing on your server? Luckily Blizzard has hidden away a popup that tells you what percentage you're in. All you have to do is go to the Quest Log and hover over your ranked emblem. Whereas before it would just tell you what your next rank was, now it gives you this neat little bit of information that might give you a chance to brag to your friends. It's a heck of a lot easier than saying, "Oh man, I made it to Silvermoon Guardian!" Now you can just tell them you're better than roughly half of everyone in the United States.
5. Filtering Your Golden Cards
Just like everyone else, you've probably tried to type in "Gold" or "Golden" to filter your collection down to just the golden versions of your cards. Sadly this isn't possible, but the next best thing is. To do this, you want to open up your collection, click Crafting, and then check that little box next to Show Only Golden Cards.
Your golden cards will appear in full color with the ability to right click to either disenchant or craft another (assuming you don't already have the maximum number). Anything that has a blue tint to it can be crafted with your current amount of dust and anything that's completely grey and sunken into the background is too expensive for you to craft.
4. Searching by New
Once your collection starts to get large, it can be a pain to flip through page upon page looking for that one new card you got from your latest pack. Recently Blizzard added the ability to type in "New" into the Search Bar and have all of those come up for you. They'll even stay until you clear the search parameters!
The top three follow the jump!
15.09.2015 um 13:38
Inspire Guide Now Available
Click here to go to our Inspire Guide.
Production on our guides is picking back up and our latest is now live! Those of you who are new to Hearthstone, The Grand Tournament, or just want to learn more about the mechanic may find something helpful inside. We talk about some of the basics such as how you activate Inspire, what classes have cards that utilize it, and some of the special cases you need to be aware of. For those of you who are a bit more experienced, we also touch on the best Inspire cards for Constructed and Arena and highlight some decks that you can use to climb the ladder which use cards with Inspire.
Here's an excerpt from the introduction:
is the main mechanic added in The Grand Tournament expansion. These special abilities are activated whenever a friendly minion is on the field with the Inspire keyword and you utilize your hero power, regardless of the champion. Some may attract other allies to your cause (summon a minion) or simply become emboldened and gain stats.
The courageous deeds of champions have long served as a source of inner strength for others, and witnessing a hero’s gallantry in action can be enough to inspire even the lowliest of squires to great feats of strength.
As we said before, activating Inspire is as simple as using your hero power. It's theoretically possible to do this multiple times a turn through cards that upgrade it like , replace it like , or allow you to use it multiple times as is the case with . It's worth noting that your hero power only needs to be used, so healing a full health minion as a Priest will still activate the special text.
14.09.2015 um 14:34
The Arena Pack Problem
It's fitting that
Senior Game Designer Ben Brode released a video talking about some of the issues the Hearthstone team faces when dealing with new content releases. In it he discusses the two major groups of players: those that are new to the game and find expanding their collection a difficult task, and those that are veterans who are more concerned with power creep and sustainability. While both certainly would have an opinion on today's topic, this is something that effects the former group much more than the latter.
New players correctly feel that Hearthstone is becoming more daunting over time. And that's really important for us to solve.
One of the biggest and most controversial areas regarding this has always been the Arena. Everything was fine when Hearthstone was in its early stages and rewards were as simple as a mixture of dust, gold, a chance at cards, and a pack. When Goblins vs. Gnomes released, the Classic packs were replaced with the newer GvG variants such that players could earn these faster.
Due to the inherent chances of sustainability of Arena, it makes sense to play it as much as possible for anyone that can hope at averaging four to five wins. At that point you're earning back the extra 50 gold it took to enter, getting your 100 golds worth in the form of a pack and even some extra bonuses. Here's a look at what four to six wins can earn you:
Silver - 4 Wins
Gold - 5 Wins
Platinum - 6 Wins
One of these selected at random:
One common card
One rare card
One of these selected at random:
One common card
One rare card
One of these selected at random:
One common card
One rare card
As you can see, you'll almost always earn the full value of your gold with five wins and from there it only increases. For obvious reasons then, it makes sense that many want to keep playing Arena whenever possible.
After the jump we talk about the issues Arena has had since the launch of Goblins vs. Gnomes.
10.09.2015 um 11:51
Mysterious Challenger: An Examination
We're very close to officially being able to say is the of The Grand Tournament. Not only were folks unsure what to make of it, but has arguably emerged as the most important card from the set.
Secret Paladin would certainly not exist without it and it's easy to see why. Most variants of the deck are running five of the six
: , , , , and . So on average you're paying six mana for a 6/6 body that also summons up to five mana's worth of secrets. But why has this proven to be so popular? Aside from the fact that we're talking some pretty great value, also provides a tremendous tempo swing, and in the right situations is oftentimes unanswerable.
Played alone on an empty board, might just win the game outright. Assuming you play a minion to answer it, its health is automatically reduced to one by . If the Secret Paladin can't answer that, when you finally do get a chance to attack into the Challenger, you'll just be greeted by that pesky Defender from . At that point everything will trigger causing the to become a 9/8 in stats and resummoning the defender. And that's not even taking into account the that already triggered. So now you're one minion has already attacked and the enemy has 12 points of damage on the board. Without a to clear it off, you've already practically lost.
And that's exactly why this deck is so powerful. Assuming the opponent doesn't have an immediate answer or a significant board lead, there's frequently nothing you can do to stop the Secret Paladin from going off. This alone is enough to nudge a lot of 50/50 situations into your favor.
Different versions of the deck are discussed in the full post.
07.09.2015 um 13:27
Weekly Gathering: TGT Card Lore, Kripp Makes Legend, & Value Town Returns
Hey all! The Hearthstone community is a bustling place and we thought it's about time that we got around to highlighting its biggest happenings each and every week. We might not be fireside, but that doesn't mean we can't have our own kind of gatherings. From other ways to get your Hearthstone kick to particularly flashy plays or maybe we just want to highlight some of the best content around. All of it will be right here on the front page ready for your immediate consumption, saving you time from searching for it yourself. So let's get started!
Grand Tournament Card Origins
Our sister site,
, wrote up an awesome
Argent Tournament spotlight
that gives you a look at the origins of every single Grand Tournament card. It's particularly interesting if you're like myself and have never roamed Azeroth.
Many of you are probably playing the Grand Tournament this week in Hearthstone, so we're taking a closer look at the Argent Tournament which inspired all of the new cards. A few weeks ago, we covered the
Argent Tournament Rewards
, but this post primarily looks at the specific references to each card--the
Trial of the Crusader
raid, jousting, dailies, and more.
If you're not playing Hearthstone, this can be a fun nostalgia trip--or perhaps you'll learn something new if you've started playing after Wrath of the Lich King!
10% off your next Blizzard Gear purchase, Kripparian highlights, Strifecro's revenge, and details on Value Town after the jump!
28.08.2015 um 16:45
First Chance at Power Core Card Back, September Lootcrate to Contain Hearthstone Item
The European Road to Blizzcon has been announced for Saturday, October 3 in Prague, Czech Republic. With a prize pool of $25,000 for Hearthstone alone, those in attendance will also get to see Heroes of the Storm, World of Warcraft, Overwatch, and Starcraft. Best part? It's completely free (at least for now) and also comes with a slew of digital rewards.
The tickets in this first wave are free, and each comes with digital rewards for those who attend the event (see below). Please note that the free ticket will not guarantee access to the event if the venue is at maximum capacity.
For guaranteed access to the event, paid Early Access tickets will be available soon. These tickets will also come with additional rewards. More information will be available soon.
Note that you will have to check in at the event to earn your rewards including Power Core Card Back and the Illidan Hero and Shan'do Skin for him.
More information is available on both the
ticket ordering page
Q: Will I receive the rewards if I have a ticket but am not able to attend the event?
A: No, you have to check-in onsite to receive the digital rewards.
Q: Will I have to line up to get in?
A: Early Access tickets will be available soon for guaranteed access to the venue, but those with free tickets may have to wait in line for the chance to get it. But don’t worry; we’ll have entertainment for you to make your wait more fun.
27.08.2015 um 12:16
New Hearthstone Gear, Special Grand Tournament Card Interactions
Following the release of The Grand Tournament, Blizzard has update its store with a bunch of new Hearthstone merchandise. Included are two new shirts, in both men's and women's sizes, that are decorated with either the Hearthstone cupcake logo, akin to the April 2015 ranked card back, or the iconic compass. If accents are more your thing, they've also added a hardcover journal designed similarly to the Hearthstone box. There's also a themed scarf with a brown color palette accented by the blue logos throughout. All can be purchased for around $20.
Hearthstone Cupcake Tee -
Hearthstone Compass Tee -
Hearthstone Box Journal
Special card interactions via Disguised Toast after the jump!
25.08.2015 um 12:15
Ten of Our Favorite Grand Tournament Golden Cards
With the latest patch came all of The Grand Tournament legendary cards. Blizzard has certainly improved with each piece of downloadable content released but as always there are some that are just lackluster compared to the others. I've sifted through all 132 cards and found ten of my favorites, it's probably worth noting that they don't necessarily have to be good...
Okay, is levels of good. It looks fine and dandy until in just a few frames the frog's tongue shoots out to splatter a fly on the front of your screen.
There's just something about the way Blizzard chose to animate the spinning of 's weapons that makes me not want to look away. Her other two effects aren't exactly revolutionary though so she's a little low on this list.
The first time I saw , I was just entranced by the way the shields were rotating and I still am. Must. Keep. Watching.
Aside from being extraordinarily shiny, has good overall effect choices. The flowing of her hair, the light rays emanating from below, and the light energy billowing from her hands. Just a really solid overall gold card.
We crack into the top six after the jump.
21.08.2015 um 15:59
TGT: Evaluating the New Piloted Shredder Drops
The beautiful thing about cards that have randomness attached to them is that with each new piece of downloadable content, whether that be an Adventure or proper Expansion, they change. With the release of The Grand Tournament, some of your favorite cards like , , and all have new possibilities and less likelihood of spawning that one minion that you're looking for. By far though, is the most popular to utilize this mechanic and as a result, let's take a look at what you do (and don't) want to get out of this deathrattle.
only costs two mana because of its one mana Overload. Getting a 3/4 body without having to pay anything at all will be sigh inducing for your opponents. You really can't complain about a 7/7 in stats for four mana.
There's really only good news when pops out of your . If you're a class like Hunter or Warrior would be an excellent drop. Even if you're not, it opens up some new options that you might not have had before. There will be those videos when someone is two off lethal as a Mage and this gives them the win. Most foes will probably prioritize elimination of this as well, so that only increases its value.
Bad for Warlocks, good for everyone else, might help you ping off some pesky minions, deal a couple more damage to the face, or one additional life lost to yourself. It's not hugely important either way, at least most of the time, but it does have the possibility of being both good and bad.
18.08.2015 um 16:55
The Grand Tournament: What Should I Consider Crafting?
With 132 new cards on their way, undoubtedly some of us have saved up a heap of dust ready to craft a card we manage to miss in our first wave of packs. Oftentimes folks will tell you that you should be crafting the Epics and Rares that you need to complete decks, and that's ultimately a very valid point, but we're going to start things off with the Legendaries that look like they'll make the biggest waves.
Legendary Minions - 1600 Dust
It's a tough call at the moment whether or not you should craft these two twins off the bat. They're both low cost legendaries with good effects that are sure to fit in Tempo related decks. Aggro Paladin could see a pretty good buff as any sort of targeted spell will either give you a free trade with Divine Shield or three damage onto a random enemy. Both of those are great for decks that really need to keep the board rolling.
Many think is being underrated prior to release. While three copies of doesn't sound too great, it costs three less and does one more damage than . That with other combos such as and means this could be an absolutely fantastic card. The seven attack that has means it can't dodge , and strangely enough the higher attack is actually a significant nerf.
You could practically hear Control Warriors around the world rejoicing when was revealed. With a deck full of high cost minions, you're likely to get at least one or two free, large minions on the board. Even if you don't drawing three cards is tremendously powerful. Similarly to , the fact that it can be taken out by is extremely important.
Personally, I'm most excited for out of all the new legendaries. He might seem broken but on Turn 10, he brings Control Warriors a way of drawing cards, something they've oftentimes had issues with before. And yes, you do forfeit any Battlecries attached to those cards, regardless you're still getting an incredible amount of value for 10 mana. (As you should with any card that costs your entire mana bar)
We talk epics and rares after the jump.
15.08.2015 um 17:22
The Chances of a Good Joust
Many professional players have been wary of the new jousting mechanic. This is in part due to the fact that Blizzard itself might be too highly valuing their active effects but the mathematical chances of you winning a joust usually doesn't even break 50%.
Let's take a look at deck. Assuming we replace the five mana with arguably the best revealed card that utilizes joust, . Let's calculate your odds of winning that single joust against .
The average mana cost for minions in is 3.5, now compare that to our Paladin deck which is 3.85. Surprisingly, there isn't much of a difference. Yes, cards like and help inflate that and at face value it does look like you have more expensive minions, but you also have a bunch of early game whereas the Warrior relies mostly on a few key minions.
What makes matters worse is that the jouster does not win ties. If you both pull out five mana minions, you lose that joust and all the value that comes with it. Because of this, most decks already start off around a 60-40 chance of losing/winning.
10.08.2015 um 16:04
Choosing Your Ladder Deck Like the Pros
It's frequently hard to know exactly which deck you should be using to climb the ladder. Obviously one you're good at is a prerequisite, but even then you've undoubtedly had a moment where you've questioned whether or not this is actually the deck you should be running. With variance there are wonderful win streaks and painful losing streaks that you can't let sway your confidence.
Professional players like Trump use math to decide which would theoretically be the best to run. This formula accounts for your win rate with decks, against all of the other decks, and the rate at which you've been encountering them.
There's a whole bunch of stats that you'll need along with some basic math. We'll get more into that after the jump.
07.08.2015 um 16:45
Oh, Goody: Undertaker Hybrid Hunter
While I've never had the honor of reaching the heights of Legend, I have climbed higher than most other Hearthstone players, topping out at just about Rank 2. This season, during my attempt at making Legend, I ran into an opponent who was actually running . He took me down rather handily and as a result I thought I would try my own hand at making a decklist that utilized it. I experienced great success, climbing rapidly from Rank 10 to Rank 3 before finally stalling out as the season drew to a close. So while this isn't a Legend deck, it's one that has a possibility of competing with the best of the best given the right circumstances.
03.08.2015 um 18:26
Theorycrafting Mage's Grand Tournament Cards
We're back for some more theorycrafting of The Grand Tournament cards and this time we're tackling the four revealed Mage cards. Two of them: and focus on the hero power while adds a new secret to the arsenal, and looks to incorporate more spells.
Out of all the cards we've seen in action thus far looks to be one of the most game changing. Though the quicker meta may not permit it, it brings about a whole bunch of potential combos. One of the first to consider is that would theoretically allow you to cast a for five mana. And while that may not seem realistic, it certainly does give you the opportunity to board clear.
The dream involves and you'll want to be able to cast your hero power a few times to get value right away. That said, at the very least it is a seven mana 4/5 that gives you one random spell, probably worth on average around two to three mana. And that's not terrible, but it's also not fantastic. Comparing it to , it's strictly worse as it has a weaker body and requires you to hero power multiple times. However, with other cards new cards that make your hero power cost less like your value skyrockets. A lot needs to come together to make this happen, but one thing is for sure is almost certainly good in Arena.
For a 3/2 just might be competitive enough to see play. You'd most likely see it either coined out or played on turn two in expectation of pinging the opponents 3/2 and saving your own. This is fantastic in arena as it allows you to completely control the tempo and trade up into a five health minion given the chance. The real reason you might see it played in constructed however, is that even towards the late game there's a possibility of it being useful. One damage is oftentimes the difference between removing that large or pesky minion or dealing the final point of damage.
Combined with the new Inspire mechanic and cards that give you benefits for utilizing your hero power like to also gain a ton of spells. As more cards are revealed that might fit well in a Freeze, Tempo, Echo, or Grinder Mage deck, it'll be interesting to see what makes the cut and what doesn't. And when that time comes, what cards will we see fall out of favor?
Out of all the revealed Mage minions thus far, I think is tough to judge due to a few factors. In a Tempo Mage, more spells is strictly a good thing as it means more damage output. It's worth noting that if played on curve, your opponent gets to use their spell first so it's a roll of the dice.
Many have said that this makes it unfavorable in constructed but plenty of other random cards do, so that's not really a valid excuse. The body itself is comparable to which doesn't really see play outside of Mech decks, so we know for a fact that the cost for stats isn't broken. That said, the Tempo deck would have to be pretty aggressive for this to work: we're talking the kind that runs and such. It's hard to tell which card it would possible replace, particularly because it's inclusion means you could drop a spell. In hindsight, that would be less aggressive not more, so I suppose the question remains as to if you could cut another minion for this, and that might not be entirely possible. Time will tell.
Alright, so lets take a look at the Mage secrets already in Hearthstone. Most decks have a hard time differentiating between the next best secret. Aside from Freeze Mage, there's a lot of variance in what is currently being run. At the front of the pack is as the most commonly seen card when playing against Mage. and are explicitly Grinder and Freeze Mage. So what does the average Mage deck run as the second best secret? You'll always see some s, particularly in Grinder and Echo Mage but aside from that you only see the occasional or the even rarer . No one ever expects at this point.
All that considered, I think it's easy to see taking the title of second most common secret, only to , as far as universal play goes. The effect is certainly a good one, especially if you trigger it on a minion that costs five mana or more. Any than three mana and you're technically losing out on value, so that's worth noting when considering adding it.
I don't really see it being run in Echo/Grinder/Freeze Mage though that's where it stands to earn the most value. Those decks tend to be secret heavy already and adding another two would continue to dilute its consistency. That said, maybe there's a way that you can compromise a one for one trade off. In Tempo decks it might get enough value to justify inclusion even though this deck is the one searching hardest for another great secret to run. This is particularly strange since it's clearly better than most of the other Mage secrets, but if it doesn't see play there, it's tough to say where else it could make the cut.
31.07.2015 um 16:48
Theorycrafting Shaman's Grand Tournament Cards
As more and more Grand Tournament cards are getting revealed, it's time to consider how some of these cards will fare in certain decks. One of the classes more desperate for some improvements is the Shaman that has seriously been lacking thus far. One of the core reasons is that it relies so heavily on randomness and that Overload as a mechanic usually doesn't get quite enough value as it severely hampers the next turn. however, looks to change that.
It's hard to believe, but there is only a one Shaman creature to play on turn two at the moment. Even with Overload, aside from and defenseless totems, there isn't another minion in its arsenal that costs a net of two mana.
So along comes , a two mana 3/4 with Overload 1. And while it might seem a bit broken at face value, compare it to which doesn't see much play outside of Mech Mage.
Hopefully this is the beginning of a more control oriented Shaman as right now the only feasible archetypes are Mech and Midrange Combo.
is a four mana 4/4 that gains +1/+1 for each friendly totem. This basically makes it a one mana cheaper version of which does see some play in Arena. That said, it's a lot harder to have a field of totems specifically. Ideally you'll have two totems on the field, making a four mana 6/6 such that it can dodge . That said, removing one mana from it's cost doesn't make it broken as most players clear Shaman totems as it is, let alone when the totem synergy comes in with the Grand Tournament.
I wouldn't expect to see this played much in constructed.
This three mana 3/2 that summons a random totem is probably the hardest to judge right now. All of the totems currently available are:
Obviously you'd take a or a any day. But the hero power totems are generally only worth half a mana, meaning barring any specific circumstance, you're generally losing out on value. We'll see if more totems are revealed that would be good to come out as a result of the Battlecry however. Assuming they have good stats, it'll only make even better.
The is guaranteed to be good in Arena as six health means it can usually survive at least one turn, even if you can't activate its Inspire on the same turn it was played. The same is true to an extent with constructed, but it's unknown as to how the meta will shift due to the Grant Tournament.
These buffs are permanent, unless silenced, so does have psudo-taunt as your opponent will need to clear it as quick as possible unless they risk getting too far behind. It's probably one mana from being very good. It does have the stats of which only costs four mana, so right now it's just probably good.
Right now it's easy to see that Blizzard is pushing the whole totem thing. It'll be interesting to see whether the current Shaman archetypes: Mech and Midrange will see any additional love outside of these cards that
see inclusion. Unfortunately, the class did get the short end of the stick on the buff which lets you choose which totem you summon with your hero power while all the others got quantifiable increases.
25.07.2015 um 19:21
Heart of the Sunwell Tavern Brawl Deck Recommendations
This week's Tavern Brawl, Heart of the Sunwell, once again allows you to create your own decks. And with all ten of your mana crystals available on Turn 1, you know there are some incredibly innovative decks succeeding right now.
But before we get to the deck highlights, here's one true, undeniable fact: is broken. Play it on Turn 1 and you basically win. Even if someone takes it down with , you've done 15 damage already and not many people are running decks that allow them to come back from such a huge deficit. And that's not to mention that everyone has stacked their decks with the stickiest minions you can imagine.
' Priest deck sports a lot of the cards you'd expect to find. gets surprisingly good value because all of the minions are such high cost. and give you extra copies of what are undoubtedly useful cards. With ready to deal with any troublesome minions, you don't even have to run BGH if you don't want to.
Surprisingly, he chooses not to run even though one key minion is oftentimes the difference between a win and a loss. The zombie brothers and are undoubtedly troublesome if you manage to play both in the same match. Combined with and and the two are basically a win condition themselves.
Warlock decks like
's are bit scary to play against. Of course it has , but it also has as he continues to look for valuable trades.
will give you a virtual reset. can be buffed just about every single turn thanks to only four cards being more expensive than eight mana.
Interestingly enough, it looks like Squeaker is aiming for a hyper aggressive deck rather than one that fully utilizes the ten mana every turn. is perhaps the biggest surprise, but it certainly lets you play exactly what you want every turn, and no one wants to dedicate a large minion towards removing that.
Then we have
's in depth Druid deck. Replete with mulligans, overall strategy, and substitution, we don't actually have to tell you all that much, because rodmin's already done so!
The deck relies on its massive draw engine to flood your field with as many minions as possible.
By taking full advantage of your cantrip, you'll have to place an average of two minions per turn, in which one will "taunt" the opponent's attention (either a big minion or a taunt one) while the smaller one will chip away the opponent's life. Eventually the opponent will run out of options if his draw engine isn't potent, enabling you to gain the upper hand in control.
Personally I've been running a Combo Shaman deck. Your goal is to have a large minion, ideally or played on Turn One when you also cast . The next turn you ideally play and , resulting in three copies of whatever card you started with. will then help you win even more.
exists purely to be annoying as if oftentimes blocks upwards of 14 damage alone.
24.07.2015 um 17:05