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Official hearthstone thread

Creator: Pølsemanden December 8, 2013 1:59pm
1091 posts - page 69 of 110
Searz
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Forgot to update that I swapped out Polymorph for Fireball. I used spellbender and counterspell to keep big units safe. I currently don't own any of the giants so that won't really be an option for me.

Also fairly new to mage as a whole so I wasn't sure on what minions to include, does it show? xD

Spellbender is like a worse version of Counterspell. Sure it can be amazing if it eats a buff, but think about how many targeted buffs that are actually run in competitive play.. They can be counted on one hand and even those are very uncommon. Sometimes it won't even be activated all game, being completely useless. Don't bother running it. Run Counterspell and Counterspell alone if that's what you want.

Well, if you don't have any of the giants you'll want to add other win-conditions, because just two (one bad) are not enough when you run an extremely minion-light control-heavy setup. Also skip the early non-cantrip (no card draw) units. They really hamper a lategame-focused playstyle.
You don't really seem sure of what kind of playstyle you want. Maybe you should try an aggro-ish or midrange build instead and move away from control.
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This is a mage deck I'm working on. Atm it feels kind of hit-or-miss; either I draw the right cards and win easily or I draw utter **** and can't do anything while I watch my enemy swarm the field.

Any tips?

P.S. Don't bring up Malygos, I know he isn't the strongest out there but I like him and I think he's fun.

What's your goal with this deck? I see a lot of stalling cards, but your lategame is far from impressive.

Here are two decks I came up with:

1) Stall for Malygos. Earthering farseer, harvest golem and arcane missles will help you battle the early agression. One polymorph is usually enough to prevent the biggest threat. Two blizzards is overkill and I would maybe consider running two flamestrikes instead. Venture co. is an amazing card for decks with low amount of creatures and it will usually draw a hard removal (you might want to consider using two of those). Even then, this deck lacks big creatues, so you usually can't allow yourself to play Antonidas on turn 7, unless you saved a coin to get at least 1 guaranteed fireball (otherwise it will just get hexed, assassinated, what have you). Same applies to Malygos, but he's worse, because he costs 9 mana. Sunfury protector works wonders with water elementals or even harvest golems, so I think at least one of them is a must.

2) Aggro version. Swap Malygos for Ragnaros, because he is not a dead card for 1 turn and basically serves the same purpose. Amani berserker is good in a mage deck, because he has the potential to trade with much bigger creatures. Scarlet crusaders are pretty hard to deal with early game and are a solid drop in general. Argent commanders are amazing, because most of the time they will 2-for-1 the enemy and they are once again a pretty agressive drop. Venture co. and ogre will draw removal or make your opponents life a living hell. Ice block doesn't do jack for aggro mage, so get rid of it.
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Searz
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What's your goal with this deck? I see a lot of stalling cards, but your lategame is far from impressive.

Yeah, agreed. He doesn't seem like he knows what he wants..
Quoted:
1) Stall for Malygos. Earthering farseer, harvest golem and arcane missles will help you battle the early agression. One polymorph is usually enough to prevent the biggest threat. Two blizzards is overkill and I would maybe consider running two flamestrikes instead. Venture co. is an amazing card for decks with low amount of creatures and it will usually draw a hard removal (you might want to consider using two of those). Even then, this deck lacks big creatues, so you usually can't allow yourself to play Antonidas on turn 7, unless you saved a coin to get at least 1 guaranteed fireball (otherwise it will just get hexed, assassinated, what have you). Same applies to Malygos, but he's worse, because he costs 9 mana. Sunfury protector works wonders with water elementals or even harvest golems, so I think at least one of them is a must.

That's not much of a stall deck..
That deck is at its strongest in the earlygame and even there it's not that great.
There are no real win-conditions in the deck. And there are several questionable card choices.
For example: Pagle is not as good anymore. Why on earth would you pick him over something far more reliable such as Arcane Intellect for a control deck?
Quoted:
2) Aggro version. Swap Malygos for Ragnaros, because he is not a dead card for 1 turn and basically serves the same purpose. Amani berserker is good in a mage deck, because he has the potential to trade with much bigger creatures. Scarlet crusaders are pretty hard to deal with early game and are a solid drop in general. Argent commanders are amazing, because most of the time they will 2-for-1 the enemy and they are once again a pretty agressive drop. Venture co. and ogre will draw removal or make your opponents life a living hell. Ice block doesn't do jack for aggro mage, so get rid of it.

This is not aggro..
This is a balanced all-game deck.
Are you sure you linked the correct deck? Because it is missing several of the cards you described.
Venture Co. does not fit that kind of deck. It's also susceptible to BGH, which is why I'd stay away from it. It's too big a tempo-loss if you get shafted by BGH.
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Searz
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https://www.youtube.com/watch?v=5sorFvF-g-c&t=23m25s

Oh hey, lookie here. This is almost exactly what I thought of the nerfs.
The nerf of Tinkmaster by itself is good, but this will heavily move the meta towards big durable minions.
It's funny because exactly like they stated in the video I worried about how good Druids would be after the change, but I then realized that 6 of the other 8 classes needed Tinkmaster to even deal with Druids..

Silences will get more powerful, which is good.
But the problem now is that minions like Cairne that has 10+HP and Ysera that has 12HP will be almost impossible to remove.

Tinkmaster may have been too strong and swingy for the game, but he was needed to keep other cards in check. Now those cards are gonna go berserk in his absence.


I was expecting to see a big resurgence in Shaman players after this nerf, seeing as they have cards that effectively fill the exact same roles as the nerfed cards, but I'm seeing a ton of Mage players now, strangely enough. I was expecting some resurgence in Mages, but not this big.
I've faced a few that ran big units like Boulderfist Ogre and they were really hard to deal with as Druid.
I'm a strong independent black mage who don't need no mana.
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The worst thing about the tink nerf (although it is necessary) is that it directly hurts druid, paladin, and in a way, priest. These classes were already weak, and the fact that they don't have any spot removal (priest not reliable) doesn't help.
BOW DOWNBOW DOWN
Searz
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^Druids and Paladins were weak?...
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Hooray, just went 12-2 in arena. Considering that I have never gotten above 4 wins until now, I'm happy. Time to see what I get!

EDIT: Two packs, 250 gold, and a golden Conceal. Hooray! Only interesting things I got from the two packs were a Wisp and my third Mountain Giant. Yay?
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With Tinkmaster gone we're gonna see a big resurgence in use of Black Knight, BGH and silences.
Boulderfist Ogre and Giants just got a lot better. Now only BGH hits the giants as long as you don't give them taunt.

In light of these shifts in the meta I made a Mage Giants deck. No longer Frozen, just Giants.
http://www.hearthhead.com/deckbuilder#czsX7MsL7zd67Mnv7Mzt7MVG7ziz7Mqd7Mdq7zat7Mcf7Mmf7MAf7MwW7MmU7Mzh7MoH8R
I really think I'm onto something here. Too bad I'm missing key stuff like the Mountain Giants :/
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I'd be alright with seeing more silences see play. As an MTG player, i always love having more opportunities for counterplay
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Anyone else annoyed by how they broke the fullscreen mode?

And considering how many bugs there are still I don't quite think they made the right choice to release the game..
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