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Official hearthstone thread

Creator: Pølsemanden December 8, 2013 1:59pm
1091 posts - page 67 of 110
Searz
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"Hearthstone tournament recaps"

Oh. Tournaments. Those things that mean nothing.

Wooow.. Now you're just being silly.
Quoted:
Tournaments: where if your pagle goes off and you get a 1/1 with your tinkmaster, you automatically win.

Silly statement. Such things have big impacts on the game regardless of whether it's in a tournament or not.
Quoted:
Watch some legend streamers. above rank 5, probably 25%+ decks are hunter. I personally got to rank 6 last season but only after fine tuning my deck to *****tomp hunter.

I got to rank 4 with Hunter right after the nerfs(when Unleash the Hounds was at 4mana). And I didn't (and still don't) even have Leeroy.
I also placed in rank 3 with Druid once. I'm gonna tryhard for Legend when I get my Cairne.

throatslasher
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BOW DOWNBOW DOWN
YayaFTW
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Any tips to make it better? Right now it depends 100% on my starting hand, and I want it to be more consistant.

One trick pony deck as you can see. Playing this deck feels more like gambling than playing, like if I get tidecallers and tidehunters in my starting hand, it's a 90% win.

Sometimes it feels like a game is lost until I draw a leeroy and hero a power overwhelming.
Sometimes I end up with 2 soulfires and a Leeroy in my starting hand. You just...never know what to expect.
Searz
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^If you're going for consistency in your earlygame you can start by removing at least one of your Arcane Golems. They're finishers and have considerably bigger downsides than Leeroy if played before turn 9 for other things than finishing an enemy off. Running two can really clog up your hand if you draw them, even one can do that.
You might also wanna skip one Soulfire for better consistency. It is powerful, but volatile.

Things to run instead would be Knife Juggler(3+ triggers each, easy), Abusive Sergeant(to help punch through taunts) and possibly a one of Ironbeak Owl to completely ignore a taunt of your choosing.
Google has a job title called "Head of Black Community Engagement"..
I don't know whether to cry or laugh.. or both.
drakon136
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Lost in round 2 0-2 as expected, done for the day. :c
Searz
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YayaFTW wrote:

Any tips to make it better? Right now it depends 100% on my starting hand, and I want it to be more consistant.

One trick pony deck as you can see. Playing this deck feels more like gambling than playing, like if I get tidecallers and tidehunters in my starting hand, it's a 90% win.

Sometimes it feels like a game is lost until I draw a leeroy and hero a power overwhelming.
Sometimes I end up with 2 soulfires and a Leeroy in my starting hand. You just...never know what to expect.

After seeing a Murloc-ish aggro deck do okay in a tournament I decided to give it a shot myself.
This is the deck I came up with:
http://www.hearthhead.com/deckbuilder#cMmo7Mbt7MkF7zau7Mhn7Mdq7Mhq7zsn7Mhx7MRc7Mwg7Mhz7zbn7Mwx7zsD7MU7MjH8s

I skip out on the low-impact Murlocs like the Raider and the Oracle and instead focus on strong aggro units and tech units that help in certain scenarios.
You'll likely want to try to save your Warleaders for when you get one of your three charging Murlocs(or have several on the field ofc).
The Faerie Dragon is a tech against removal-heavy decks.
Harvest Golem is just really strong in general. A persistent little bastard he is. He also triggers twice from Knife Juggler if you're lucky.
Tinkmaster can be replaced with an Ironbeak Owl.
Thinking of replacing one Soulfire with a Power Overwhelming for even more consistency, but it's a tough call, Soulfire is very powerful.

Vapora Dark
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I've never clicked on this topic before, but I just had to post this.



666 comments.
YayaFTW
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Searz wrote:


After seeing a Murloc-ish aggro deck do okay in a tournament I decided to give it a shot myself.
This is the deck I came up with:
http://www.hearthhead.com/deckbuilder#cMmo7Mbt7MkF7zau7Mhn7Mdq7Mhq7zsn7Mhx7MRc7Mwg7Mhz7zbn7Mwx7zsD7MU7MjH8s

I skip out on the low-impact Murlocs like the Raider and the Oracle and instead focus on strong aggro units and tech units that help in certain scenarios.
You'll likely want to try to save your Warleaders for when you get one of your three charging Murlocs(or have several on the field ofc).
The Faerie Dragon is a tech against removal-heavy decks.
Harvest Golem is just really strong in general. A persistent little bastard he is. He also triggers twice from Knife Juggler if you're lucky.
Tinkmaster can be replaced with an Ironbeak Owl.
Thinking of replacing one Soulfire with a Power Overwhelming for even more consistency, but it's a tough call, Soulfire is very powerful.


I like this.

Power Overwhelming is strong enough to actually replace one Mortal Coil or one Abusive sergent with it imo.

This deck is more oriented towards the actual meta, I also like your reasoning behind getting rid of the low impact murlocs. Mages and druids were able to easily kill them with hero powers while stalling the game and saving the removal.

Harvest Golems and Faerie Dragons are also a good pick up. Many times I've been victim of Turn 2 Holy smite and Turn 3 Shadow word Pain, something both Faeries and Golems handle pretty well.

Been thinking about going back to Blood Imps instead of Priestesses, for more chances of +1 hp procs at the cost of 2 damage source. Priestesses are just way too vulnerable to most classes. Imps also force early AOE, which is good for this deck. I don't know, just speculation.

Not a huge fan of Tinkmaster, but since I got him recently (after a 0/3 arena run lol, 3 straight dcs, our ISP called us to let us know some underwater cable got stolen lol) and never knew in which deck to put him in, I'd give this deck a shot very soon :)

EDIT: Just made the deck card for card. Won 3/3 games played, seems less aggro-ish than my full aggro deck, but definitely shows less weaknesses. Hunter's still a ***** with his traps though lol
Searz
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YayaFTW wrote:

I like this.

Power Overwhelming is strong enough to actually replace one Mortal Coil or one Abusive sergent with it imo.

This deck is more oriented towards the actual meta, I also like your reasoning behind getting rid of the low impact murlocs. Mages and druids were able to easily kill them with hero powers while stalling the game and saving the removal.

Harvest Golems and Faerie Dragons are also a good pick up. Many times I've been victim of Turn 2 Holy smite and Turn 3 Shadow word Pain, something both Faeries and Golems handle pretty well.

Been thinking about going back to Blood Imps instead of Priestesses, for more chances of +1 hp procs at the cost of 2 damage source. Priestesses are just way too vulnerable to most classes. Imps also force early AOE, which is good for this deck. I don't know, just speculation.

Not a huge fan of Tinkmaster, but since I got him recently (after a 0/3 arena run lol, 3 straight dcs, our ISP called us to let us know some underwater cable got stolen lol) and never knew in which deck to put him in, I'd give this deck a shot very soon :)

Glad to see that.

Power Overwhelming is pretty good, but it's just hard to justify when it's not a targetable spell like Soulfire. It also brings less flexibility than Soulfire because the damage is lumped together with the attack of a minion and can't be distributed.
The mana-cost is another obvious disadvantage of Power Overwhelming.
And the obvious advantage to it is that you can choose which card you lose, while Soulfire is volatile, tossing one at random.

Yeah, Blood Imps can work.

You should be a fan of Tinkmaster. If Leeroy is a classless Fireball on a stick then Tinkmaster is a classless Polymorph/Hex on a stick.
Let's compare all the Poly-like spells and effects:
Polymorph: 4mana, give enemy 1/1 unit.
Hex: 3mana, give enemy 0/1 unit with taunt.
Lucky Tinkmaster Overspark: 3mana, give enemy 1/1 unit, give you 2/2 unit.
Unlucky Tinkmaster Overspark: 3mana, give enemy 5/5 unit, give you 2/2 unit.

1 mana is usually worth at least 1/1 in terms of stats. Let's generalize the value of stats at 1/1 per mana.
So Polymorph gives you a value of -4mana and the enemy a value of 1mana. Making it a total of -5mana per stats(not counting the stats of the unit the enemy loses).
Tinkmaster gives you a value of -1 mana(-3 + 2) while giving the enemy a value of 5 mana. Making it a total of -6mana. That's just one point worse, even for the unlucky result.
For the lucky Tinkmaster result you only get -2mana, which is far superior to what Polymorph and Hex are able to achieve.
If we value 0/1 with taunt at the same value as 1/1 then Hex is at a total of -4mana. Which is right in between the two Tinkmaster results.
I'd personally grab Hex over Tinkmaster because of reliability, but being class-specific kinda limits the use of Hex.
Having heavy removal like these is very important against units like Ragnaros and Ysera who simply win games if not dealt with. That is why Tinkmaster is ran in so very many decks right now. I run it in every single deck I have except for Hunter decks, cuz Owl is a beast and removes taunts just as well.
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drakon136
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Just got two more legendaries (Baron Geddon and Old Murk-Eye although he doesn't count). Baron seems pretty good to me, although I may just be stupid. Is he actually any good?

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