Buff Paladin is as ass as we thought
Hunters are relevant again (finally)
Handlock might be a thing again because of the Humongous Razorleaf
Elemental Shaman is the deck to beat, it's... so good.
Taunt warrior looks pretty weak.
Quest rogue seems too slow to win the board back
I haven't seen a Druid yet.
Quest rogue is actually pretty good if you pool out the quest by turn 5-6 and if you also use moroes with it.
Quest hunter is just cancer, literly i played only vs this deck and i managed to beat it only 1 time with n'zoth jade rogue. It is really hard to win back the board after he finishes the quest.
I'll also try to see how elemental shaman will work, my first encounter with it was pretty bad for him, managed to comeback with 7 health with n'zoth jade rogue and beat it.
The problem is decks that are pretty good aren't good enough. They used to be. But win conditions are so polarizing in hearthstone that you can't just play good cards with reasonable synergy.
Yesterday I was playing against a pirate warrior who had set my life total to one by the end of his third turn. I was going first. When that type of power can exist, you don't have time to play 1 mana 1/1's, let alone 3 mana 1/1.
Decks swing in power too hard by draw order in hearthstone at the moment.
Need help? Creati0n says: still my favorite. <3 I sacrificed my firstborn for this great human being to join (M) ~R Just Use Thunder!
Jade Druid, a deck with Taunts... and swipe. Not a combo deck. VS. Face Warrior. The face warrior, is a no-name. The Jade Druid, is Firebat, a player who won the Hearthstone World Championship. Only player in the game to have a card named after him.
Mulligan: Firebat's starting hand is Coin, Jade Idol, Wild Growth, Jade Blossom, Fandral Staghelm, and Nourish. A 0,1,2,3,4,5 mana cards in order. Which have synergy with each other. It's a fucking dream come true.
Turn 1: Warrior plays N'zoth First mate, summoning patches. So he has a 1/1, a 1/1, and a 1/3 mana weapon for 1 mana. Swings face, 2 damage dealt by turn 1
Turn 1b: Firebat coins Wild Growth
Turn 2: Warrior swings with everything and plays fiery war axe. 5 damage dealt by turn 2
Turn 2b: Firebat uses Jade Blossom, summoning a 1/1 that contests the minions on the board, and making him have 5 mana for the next turn. So +2 ramps on this pirate warrior.
Turn 3: Warrior kills 1/1 with weapon, summons a 3/3 captain, and goes face. The player now has dealt NINE damage, has a 3/1 weapon, has two 2/2 minions, and a 3/3 minion on turn 3.
Turn 3b: Firebat summons a 5/4, bare in mind he's summoning the 5/4 on TURN 3. But it gets better, he adapts it, it's a 5/7. A FIVE SEVEN on turn 3.
Turn 4: Warrior uses a 2 mana spell, Heroic strike, killing the 5/7. Plays ANOTHER war axe. Hits face. The warrior now has all those minions on the board, and has dealt 16 damage. Firebat has less than 50% health. It's turn 4, and the Warrior has a board, a weapon, and a ton of health.
Turn 4b: Firebat summons a 6 mana 5/7 taunt minion. Doesn't get much better value on taunts than Dark Arrokoa. He's summoning a 6 mana 5/7 taunt on turn 4, after summoning a 5/7 last turn. Just so we're clear.
Turn 5: Warrior plays Southsea Captain, Southsea Deckhand, and Weapon. Kills the taunt, and goes face. It took 7 extra damage to kill that 5/7 taunt, and it took 7 extra damage to kill the 5/7 prior. Firebat now has 3 health. In total, By turn 5, the Warrior has now dealt 7+7+1+27 damage, for a total of 42 damage. In addition to dealing 42 damage by turn 5, he has a 4/3, a 3/3, 2 4/4 minions, and a 4/2 weapon all in play.
Turn 5b: Firebat concedes, after looking at the Ancient of War he could've played on curve this turn.
So to be clear: Pirate went face. Druid summoned huge taunt minions that cost almost twice as much as the total mana available to the warrior. Without even an execute, the warrior had Lethal, with overkill, and a weapon, and a board, going into turn 6. The warrior wasn't punishing a miracle rogue accruing combo pieces, he ate through 2 humongous taunts and would've had no time at all killing the absolute best 7 mana taunt minion that's existed in the game, a 5/10. That 7 mana minion being played on turn 5b wasn't even close to enough. Even if the warrior drew literally nothing, he could've overkilled the Ancient of War by 1, and and dealt 5 overkill to face. That's even if he didn't summon a single burn spell, or charge. By turn 6, the warrior, had he drawn literally nothing, would've dealt a grand total of 60 damage while still having 2 4/4 minions on the board and a card in hand.
Fast forward:
Trump, professional hearthstone player, vs. No Name Face Warrior. 15:15 into the video. Trump has TWO mistress of mixtures, AoE hellfire, taunts, and Earthen Ring Farseer. He's essentially has the anti aggro dream. How'd he do?
By the end of turn 5, taking into account Trump's Hero Power and Hellfire damage to self, despite running many healing cards, Trump has received 27 damage, has only 2 health left, and face a 7/3 and 4/3 board. Trump clears, puts a 4/8 on the board ready to be double taunted. Sets himself to 6 health.... AND warrior plays 7 damage of charge from hand. 1 damage overkill.
If anyone's curious, he queues into another Face Warrior, only hero powers once, summons taunt minion, and by turn 5, the warrior dealt a total of 46 damage, and of course, hit for lethal. So even if somehow trump summoned all of that stuff with only one of each in his deck, and was lucky enough to have reno, and reno was still in standard, he would've died before even getting to play Reno.
Pirates - fun and interactive. These games were played within the last 24 hours.
Last edited by Bodhisattva; Apr 8, 2017 at 12:59 AM.
Need help? Creati0n says: still my favorite. <3 I sacrificed my firstborn for this great human being to join (M) ~R Just Use Thunder!
I remember watching a video a while back explaining the underlying problem of Hearthstone. The person posited that the reason Hearthstone has these problem decks is that everything in Hearthstone can be separated into "questions" and "solutions".
Threats and win conditions are "questions", while answers that deal with threats or avoid the win conditions are "solutions". The problem that arises in Hearthstone is that "questions" are universal, while "solutions" are specific. As such, it's easier to play "questions" than it is to field "solutions", which leads to decks optimizing their "questions", since finding "solutions" to answer a specific "question" may not necessarily apply to a different "question".
Unfortunately, I think what ultimately contributes to this problem is Blizzard being reluctant to provide broad, efficient, "solutions". It makes more sense to just keep posing "questions" and just try to win as fast as possible since "solutions" are generally higher cost and rarely actually reverse match momentum on their own.
And here it is:
Firebat is pretty on the money, it's about Power Swings. Drawing things at the right time = you win, no, = you lose.
In the first time in the history of Hearthstone, starting last expansion (Un'Goro isn't AS BAD as an offender, and I have some hope for Un'Goro), you can literally predict who will win prior to turn 1 based off the mulligan, with reasonable certainty. You used to say that about turn 4 if your hunter opponent got the insane high roll on The Undertaker. Which was rare. And not this shit.
Need help? Creati0n says: still my favorite. <3 I sacrificed my firstborn for this great human being to join (M) ~R Just Use Thunder!
Elemental Shaman it's so fucking nuts. I never had so much fun with a deck for a long time. This deck destroys nearly all the decks on the ladder, especialy mage, even that cancer quest hunter has no chance. The quest warlock kinda annoys me, got 2-2 vs it because a lot of luck and bad draws from me.
The only minus to this deck that i have is the new sinergy with if you played an elemental last turn, do X thing this turn. If i don't have any of these cards in my hand and i have other elementals for their effect to trigger, i'm forced to play an elemental so i can be prepared if i draw one of sinergy elementals.
Last edited by azzeffir23; Apr 8, 2017 at 08:24 PM.
I do use these early game elementals which also give another elementals, i just wanted to state what i consider a minus to this mechanic. If it was if you control or have elementals on the board, it was more better.
I do use these early game elementals which also give another elementals, i just wanted to state what i consider a minus to this mechanic. If it was if you control or have elementals on the board, it was more better.
You mean the mechanic would be brainless and have even less counterplay
Need help? Creati0n says: still my favorite. <3 I sacrificed my firstborn for this great human being to join (M) ~R Just Use Thunder!
Elemental Shaman it's so fucking nuts. I never had so much fun with a deck for a long time. This deck destroys nearly all the decks on the ladder, especialy mage, even that cancer quest hunter has no chance. The quest warlock kinda annoys me, got 2-2 vs it because a lot of luck and bad draws from me.
The only minus to this deck that i have is the new sinergy with if you played an elemental last turn, do X thing this turn. If i don't have any of these cards in my hand and i have other elementals for their effect to trigger, i'm forced to play an elemental so i can be prepared if i draw one of sinergy elementals.
you should tech in 1-2 fire flies. it has helped my curve a lot. for example that 4/3/5 that gets taunt and divine shield if you played an ele last turn, isn't an elemental. so i combo it with a firefly
edit: just realized you guys are talked on this topic.