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Heroes Community > Other Games Exist Too > Thread: Hearthstone
Thread: Hearthstone This Popular Thread is 126 pages long: 1 20 40 60 80 100 ... 112 113 114 115 116 ... 120 126 · «PREV / NEXT»
Ereinion156
Ereinion156


Adventuring Hero
posted April 07, 2017 03:00 PM

I just opened 20 packs and ...well I got Tyrantus, but I also got 5 nesting Rocks, 4 Macaws, 4 Volatile Elementals and so on.
I actually have another 1000 Gold, so I could buy more packs, but I don't want to see any more nesting Rocks.

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted April 07, 2017 09:27 PM
Edited by blob2 at 21:53, 07 Apr 2017.

Done some playtesting.

Elemental Shaman is really good OP. Kalimos is great OP. If I'll manage to refine this deck a bit more, I think it might be OP even. It's really easy to go on curve with it. Elementals are really versatile and you can spam a lot of tokens to trigger their effects, while their snowballing quickly gets out of hand if opponent does not react accordingly. But because most of their effects are battlecries you can't quite do much against them. As I expected even Glacial Shard is effective, for instance to stop early aggresion. It's curvestone as it's finest. And the funny thing is with Servant of K it's quite easy to discover a second Kalimos. Two of them are literally too much for my opponents so far, no one can't stop 12 dmg to face. That 3 dmg boardclear also wins me games. At this point I'm not even surprised, but I think this archetype will be the highlight of the expansion... unless someone finds a really good counter for it.

Swarm Hunter is inconsistent. Trying to make it work, but it really suffers from card draw... I'll need to work on it some more, find that perfect balance between having enough 1-drops to activate Marsh Queen while keeping tempo. Maybe the Quest will work as another win condition rather then having the deck oriented around it?

As predicted, Taunt Warrior got a huge boost with Plume, but at the same time it's hard to trigger outside a deck full of Taunts. Priest quest seems easier in comparison cause Deathrattle minions are more versatile.

Discolock might really be cancer, Zavas soaks discards nicely

I'm yet to meet the infamous Cavern Rouge

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Ereinion156
Ereinion156


Adventuring Hero
posted April 07, 2017 10:43 PM

I've mostly played arena for now, but there I sometimes got insane value out of the vicious fledling and also that stego-mount card (what was its name again?), which just provides enormous protecting as two at least 2/6 taunts.

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markmasters
markmasters


Famous Hero
Dragon of justice
posted April 07, 2017 11:57 PM

blob2 said:
Done some playtesting.

Elemental Shaman is really good OP. Kalimos is great OP. If I'll manage to refine this deck a bit more, I think it might be OP even. It's really easy to go on curve with it. Elementals are really versatile and you can spam a lot of tokens to trigger their effects, while their snowballing quickly gets out of hand if opponent does not react accordingly. But because most of their effects are battlecries you can't quite do much against them. As I expected even Glacial Shard is effective, for instance to stop early aggresion. It's curvestone as it's finest. And the funny thing is with Servant of K it's quite easy to discover a second Kalimos. Two of them are literally too much for my opponents so far, no one can't stop 12 dmg to face. That 3 dmg boardclear also wins me games. At this point I'm not even surprised, but I think this archetype will be the highlight of the expansion... unless someone finds a really good counter for it.

Swarm Hunter is inconsistent. Trying to make it work, but it really suffers from card draw... I'll need to work on it some more, find that perfect balance between having enough 1-drops to activate Marsh Queen while keeping tempo. Maybe the Quest will work as another win condition rather then having the deck oriented around it?

As predicted, Taunt Warrior got a huge boost with Plume, but at the same time it's hard to trigger outside a deck full of Taunts. Priest quest seems easier in comparison cause Deathrattle minions are more versatile.

Discolock might really be cancer, Zavas soaks discards nicely

I'm yet to meet the infamous Cavern Rouge


Hunter less good then expected....i had some minor success with using hemet after collecting queen carnassa and chain draw those juicy raptors in combination with stampede or infest

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emilsn91
emilsn91


Supreme Hero
posted April 08, 2017 10:42 AM

I too tried quest-hunter and I cannot make it work. It lacks serious card draw without giving up too many 1 cost minions. It annoys me a little

Elemental shaman is both fun and powerful. At the moment I have combined it with jade, which is just insane.

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted April 08, 2017 01:11 PM
Edited by blob2 at 15:05, 08 Apr 2017.

I must wait for doubles of Tol'vir, Macaw and Raptor Hatchling (I only have each one of those). Crafted second Tol'vir at least.

Deck looses consistency with too many 1-drops, but at the same time it's hard to pool off Carnassa if there aren't enough of them. I'm also thinking off adding a second Tracking and an old friend Starving Buzzard. I wonder if Stampede will work here.

If this won't work I'll try to mix it in a Beast deck as an alternative win condition.

EDIT: So I've added things like Abusive Seargent, Runic Egg (for draw) and Buzzard. I've also found a perfect minion for this quest: Ingenious Elemental (I think it's the key for this deck and people still don't realize it). I might even add an Acolyte of Pain. At this point I'm running 10 1-drops in my deck (I think that's max). My ideas were quite good, decks seems to be a bit more consistent. Actually if you're not focused on getting Carnassa as fast as possible, but rather as a mid to late game play, this does seem to work. It's crucial to draw Buzzard, it does draw two cards with one Raptor Thundra Rhino + Raptors also looks promising. I think a little bit more tweaking and this will be solid! Not tier 1 but solid. I think people are discarding this deck too fast, I think it has potential.

EDIT 2: Some more playtasting and I can say this deck is pretty nice! After few first plays I thought this won't work, but actually it does. The deck simply needs a bit different approach, more patience. It has a slow start, and there's a risk your opponent will either be too fast or overwhelm you. But if you survive chances are you'll pick up steam. It's good too keep Tracking after you cast Carnassa cause there's a high chance you'll be able to draw Carnassa's Brood. Play a Thundra Rhino and the machine starts rolling. If Carnassa survives (she's more of a lure though, but you can try to Adapt her into Stealth with that new 2-drop). Her 8 + 5 dmg from Kill Command + Hero Power is already 15 dmg! If you manage to play a few Raptors that's even more. For now it's quite fun to play, we'll see when the meta settles...

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emilsn91
emilsn91


Supreme Hero
posted April 08, 2017 03:10 PM

You seem to have tasted it a lot more than me. I can say that stampede does not work in this deck. At least it is a late game play. I tried at least.

I will try and look at your changes and match them with mine.

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted April 08, 2017 10:39 PM
Edited by blob2 at 23:35, 08 Apr 2017.

Another good draw engine which I noticed in a mirror match with another Swarm Hunter was Cult Master. Kinda makes sense with so many dying minions

I would share my decklist with you emilsn but I'm still experimenting with it so I don't want to post until I'm fully satisfied with the results. But I can summerize things I'm certain at this point. Please try those for your deck as well:

(whisper: it's actually not hard to trigger Carnassa turn 5. I'm getting her turn 5-6 on avarage)

- for this deck type to work you must approach Hunter deckbuilding differently then what was known to this point. There are still some staples like Kill Command or Savanna Highmane, but for instance Beast synergy should not be a focal point. Some other compromises should also be made: one Animal Companion at most, less Secrets (I'm using only one Cat Trick and Freezing Trap), no Houndmasters etc.
- because of the above, you don't necessarily need Hunters 1-drops for synergies. Argent Squire is always solid, and Abusive Seargent packs that additional punch. Our old friend Worgen Infiltrator is also useful here. I even find Runic Egg, card that wasn't very popular, quite useful in this deck
- 2 Trackings work pretty well. One can be used to help you draw a 1-drop ad help you activate the Quest, second is good to fish out Carnassas Brood
- Acolyte of Pain is actually too expensive for this deck. You loose a turn and you're not guaranteed to draw from him
- at least one Igenious Elemental is staple. I'm running two and they work really well. Because 1-drops it produces are 1/2 they're actually more sticky then one might think.
- I rushed a bit with crafting that second Tol'vir. I think one is enough, though two aren't bad.
- Starving Buzzard is great in this deck, but only after you play Carnassa and have at least one of her Brood. Also hold onto your Rhino until you play her
- Carnassa animation is epic. I won't ever get bored of it

Keep in mind I don't know if this deck will work in the long run when the dust settles, but it's fun to play nevertheless...

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emilsn91
emilsn91


Supreme Hero
posted April 09, 2017 11:20 AM
Edited by emilsn91 at 11:22, 09 Apr 2017.

blob2 said:

- for this deck type to work you must approach Hunter deckbuilding differently then what was known to this point. There are still some staples like Kill Command or Savanna Highmane, but for instance Beast synergy should not be a focal point. Some other compromises should also be made: one Animal Companion at most, less Secrets (I'm using only one Cat Trick and Freezing Trap), no Houndmasters etc.
- because of the above, you don't necessarily need Hunters 1-drops for synergies. Argent Squire is always solid, and Abusive Seargent packs that additional punch. Our old friend Worgen Infiltrator is also useful here. I even find Runic Egg, card that wasn't very popular, quite useful in this deck
- 2 Trackings work pretty well. One can be used to help you draw a 1-drop ad help you activate the Quest, second is good to fish out Carnassas Brood
- Acolyte of Pain is actually too expensive for this deck. You loose a turn and you're not guaranteed to draw from him
- at least one Igenious Elemental is staple. I'm running two and they work really well. Because 1-drops it produces are 1/2 they're actually more sticky then one might think.
- I rushed a bit with crafting that second Tol'vir. I think one is enough, though two aren't bad.
- Starving Buzzard is great in this deck, but only after you play Carnassa and have at least one of her Brood. Also hold onto your Rhino until you play her
- Carnassa animation is epic. I won't ever get bored of it



I too run Cult master.

- I still run two animal companion, but I have thought of leaving one or even both out! Which is weird leaving those stable ones out.
- I don't use traps.
- I think I should add 1 tracking to start with.
- Acolyte of pain i left out as well because he was too expensive and I wanted animal companion.
- Igenious elemental is really good! Those 1-drops are key.
- I use both Tol'virs, but you might be right that two are a little too much.
- Starving buzzard sure.. I still think that it is too expensive.
- Carnassa is fun, but she is not the win condition. Those great little raptors are!

I have not played this deck since launch. I went over to shaman-elemental-jade. I craftd Kalimos. He is great fun! And the deck is pretty bad ass.

I had priest quest. I made a wild deathrattle deck. It sucked. I cannot figure out how to play priest.. :/

I run into a lot of Quest-mages. They are fun, but they cannot beat an elemental shaman.

Oh and I auto-concede when I meet a rogue.. Hate them

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted April 09, 2017 12:49 PM
Edited by blob2 at 12:57, 09 Apr 2017.

Well like I said, Carnassa is a 'lure', not a win condition, but I think most of those Quest minions are that way, cause nowadays it's easy to remove a single big minion.

Some more of my expieriences:

- Because I got another 'Open the Waygates' in a pack as you might've guessed I dusted the Golden one. So far I didn't even try the Quest cause I think I must wait for more cards. I decided to craft 'Awaken the Makers' because I really like Deathrattle Priest and so far I'm having a blast. I made a Standard format Kazakus deck. It basically works like a Reno deck cause Amara replaces the old mustache guy. I think she's even better: you know exactly when you will get her (well if you draw enough minions to activate her at least) and you 'heal' for more. My only concern is a little lack of solid Deathrattle minions in Standard for a 'one-of' deck. I will try a Wild deck at some point of course, just thinking of using Piloted Shredder/Piloted Sky Golem with Umbra makes me giggle
Btw I think that concludes my must-craft Legendary list from the expansion. Of course there are more interesting Legendaries to grab, but those are less impactful/fun to play for me. Maybe Rouge Quest seems craft worthy, but for now I'm not interested.

- Taunt Warrior is still sloppy, but keep in mind I'm playing my own Wild n'greedy version. I must say the new additions are good. Somehow I always get 'spellproof' with the Adapt Triceratops (and that's useful as you might've guessed) and Tar Lord is more menacing then I thought. Fire Plume is a great Quest and seeing Ragnaros + 'Die, Insect!' in action leaves nothing more to desire I think it's good they made the Quest limited to Taunts, it would be OP otherwise...

- I faced Shaman Quest two times in a row and it's kinda bad. It fills your entire hand, so if you're not careful it will 'burn' the next card you draw which can be awful. I think it's meant to be played with Everyfin is Awesome the next turn, I don't see it working otherwise... it's worth noting that it's really easy to complete with 'Call in the Finishers'.

- Elemental Shaman is still OP. My only problem is when I face another one I encouraged my other friend to try it and he also says he's having a winning streak with it. But most importantly it's really fun to play! I'm afraid the deck will achieve Pirate Warrior frequency soon enough though...

Okay I write too much, enough

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emilsn91
emilsn91


Supreme Hero
posted April 09, 2017 02:17 PM

Also faced the shaman quest. Really needs something more. An extra oomph! Thought I feel like Megafin is the better version og Neputlon.

Can we discus a different thing I thought about yesterday.

Un'Goro is a great expansion. It really is. It is versitile. It tries to add an archtype to each class. There is a lot of great potential in the expansions to come with this one as a base.

But what makes Un'goro suck is Mean Streets of Gadgetzan. I find Gadgetzan totally useless for this expansions (except jades and pirates). Though I would argue that Jade is of limited use at it is strong on its own but plays rather bad with other archtypes.
Gadgetzan is a horrible expansion to have has the backbone of a new year of standard. That is my conclusion.

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted April 09, 2017 06:49 PM
Edited by blob2 at 19:03, 09 Apr 2017.

Oh, I see how you waited to get this out of your chest emil

I don't think we should discard Gadgetzan as a whole. At this point I can say it was not a good expansion when looking at the whole picture, but still a bit better then TGT I think. Personally I enjoyed it until netdecks completly overrun the meta. I disliked the fact that in it's last days there wasn't much variety to expierience. I never did feel the frustration I've felt back when I faced Secret Paldin or Patron Warrior meta, but facing 10 Pirate Warriors in a row was also not my idea of fun. I also grew tired of Reno decks. And while this isn't exactly related (or maybe it is), and I already said it a few times but the expansion was statisctically my worst yet when it comes to opening packs. 3 months later, and my collection wouldn't be very impressive if I didn't craft cards.

Problem with Gadgeztan was that it tried a few ideas some of which backfired (Pirates and Jade) or didn't 'click' like the devs wanted ('hand' buffs). Some were great like Kazakus or Dirty Rat, but I think the 'bad' ones overhwhelmed the good. It also produced a huge number of useless Epics. And Legendaries.

But you're right, it poorly meshes with the rest of the game. Un'goro seems like a lot better expansion to build upon. Quests or Adapt are things that will make a good foundation for future releases. There also seems the be an abundance of really usefull cards this time around. Epics and Legendaries included. I only hope we will not get too bored with Quests. But I can already say I like the idea and I would love to see more of them in the future.

The idea is simple but interesting. To promote some specific decks or mechanics. But they don't limit your cards choices, you can build a deck with the cards you want. With more quests more mechanics will be highlighted for each class. And opportunities for some less popular or even forgotten cards to shine: like Fire Elemental or Starving Buzzard (which I do find useful in Swarm Hunter). Maybe I'm too optimistic, but that's how I see it.

Speaking of which at the moment Un'goro is enjoyable, but people might once again spoil the fun when the dust settles and some really irritating decks will show. My bet is on Elemental Shaman. While I do enjoy the deck I think it's power level is too much...

PS: I don't know if you guys noticed, but when Year of Mammoth started a clock was visible in the 'passing' animation.
https://media-hearth.cursecdn.com/attachments/47/394/hearthstone-screenshot-04-06-17-13-05-05.png
I'm certain it spoils the next years symbols. There appears to be a Griffin silhouette as next, and sth looking like a Raptor after it...

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Ereinion156
Ereinion156


Adventuring Hero
posted April 09, 2017 07:01 PM

What definitely sets this expansion apart from earlier expansions, is in my opinion in itself the fact that there is another rogue-archetype that's actually playable next to Miracle-Rogue.

And, damn, I cannot see Miracle-Rogue anymore! It's just so frustrating to play, as long as you aren't drawing precisely the  right cards. I found the Crystal Core - Quest in a pack and, well, it's still often draw-dependent if you win or not, but it's so nice to do something else with rogue now. And to try different approaches on how to get your quest of. With Mimic Pod, with bounces, or elementals.

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emilsn91
emilsn91


Supreme Hero
posted April 09, 2017 08:20 PM
Edited by emilsn91 at 22:37, 09 Apr 2017.

Damn right I really wanted to yell it out man!

Quote:
But you're right, it poorly meshes with the rest of the game. Un'goro seems like a lot better expansion to build upon. Quests or Adapt are things that will make a good foundation for future releases. There also seems the be an abundance of really usefull cards this time around. Epics and Legendaries included. I only hope we will not get too bored with Quests. But I can already say I like the idea and I would love to see more of them in the future.


It is a great expansion to build on! It reminds me of LoE! LoE introduced discover which is a great and solid mechanic that really works well (unlike Inspire).

I do believe we will get bored with quest because they are very limiting. They force you to play 1 deck that probably when the meta settles does not allow flexibility. But I hope we get new quest in the last expansion of the year.

And about those rogues. You say miracle rogue is the only archtype they have ever had what about deathrattle rogue? :/ I loved playing raptor-rogue..

EDIT: I FREAKING BEAT ONE OF THOSE DAMN ROGUES! YAY!

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted April 09, 2017 11:17 PM
Edited by blob2 at 23:20, 09 Apr 2017.

emilsn91 said:
I do believe we will get bored with quest because they are very limiting. They force you to play 1 deck that probably when the meta settles does not allow flexibility. But I hope we get new quest in the last expansion of the year.


Here's what I think:

I agree they are limiting card type wise, that's why I said we need more of them. But what I've meant in my post is that there aren't limiting the choices of those cards. Of course there are weaker and stronger cards to choose, but as an amateur deck builder I like the fact that there's an ounce of flexibility in how you approach the Quest. Do you want to build a deck that has a lot of Deathrattles? Or do you want to add a Quest as an alternative win condition, and as such add just the required amount of the activation cards? Maybe I'm probably not clear enough with what I mean here because I think it's not fully visible yet: the fact that you're not building a deck around some irreplacable cards like for example Miracle Rouge which wouldn't work without Auctioneer or C'Thun Druid that wouldn't play without those few good C'Thun minions. In short archetypes that have only one way of building them. Netdecking aside, I think we will see more variety of cards in Quest decks, even between single decks, cause I don't think there's only one set way to build such a deck.

And each card added in the future with the corresponding mechanic might potentialy be used in a Quest deck. Wasn't the lack of 'synergy' your biggest plea against Gadgetzan emil?

Of course do take my words with a bit of restrain, those are my assumptions... it might turn out completly different.

BTW: I wonder if we do see more Quest per class in the future will we be able to activate two at the same time?

emilsn91 said:
And about those rogues. You say miracle rogue is the only archtype they have ever had what about deathrattle rogue? :/ I loved playing raptor-rogue..


Yeah I also miss it. That was the most interesting deck I've played when thinking about Rouge. And for quite some time I did have a nice winrate with it. There was also Mech Rouge, Mill Rouge and Oil Rouge but aside form Mech I disliked those decks and I'm glad there aren't here anymore.

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Ereinion156
Ereinion156


Adventuring Hero
posted April 09, 2017 11:48 PM

Yeah, all that other rogue-decks were before my time of playing Hearthstone, so I only ever met Miracle, Miracle and even more Miracle.

I would also really like if they would introduce more quests for the classes in the upcoming expansions. As of now, if you want to play a quest in a deck it is definitely about that one quest your hero has none other, because there are none other.  It would be interesting to give that a bit more variety. Although... I've got to admit that I'm a bit at a loss about what else these quests could present.

And I think the developers actually said something about the possibility of different quests for one class, but specifically excluded the possibility to  run two in the same deck.

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emilsn91
emilsn91


Supreme Hero
posted April 10, 2017 09:45 AM

I understand your point a lot better now.

Quote:
And each card added in the future with the corresponding mechanic might potentialy be used in a Quest deck. Wasn't the lack of 'synergy' your biggest plea against Gadgetzan emil?


That is exactly my point said in a more .. sensible way.

I do not believe you will be able to play two quest and why would you? It would be way to slow imo.

Deck ideas

I saw this on Twitter and found their quest-hunter pretty different than mine.

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Ereinion156
Ereinion156


Adventuring Hero
posted April 10, 2017 01:02 PM

Damn, I feel like Quest-Rogue is seen as the enemy No. 1 by now. I met quite a lot of decks that were directly countering this one.

Freeze-Secret-Mage is of course quite an issue, because your board can simply not attack (although it may have been a bit stupid of me to play the Crystal Core into a Counterspell that one game). Than I just met a hunter, which had always the possibility to deal exactly 5 damage. I met a Quest-Warrior, who did not only have "Sleep with the Fishes" to clear my board with primordial drake, but also Tar Lord, Brawl and even Deathwing! All good tools to counter Quest-Rouge.

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted April 10, 2017 06:20 PM
Edited by blob2 at 18:23, 10 Apr 2017.

emilsn91 said:
Deck ideas

I saw this on Twitter and found their quest-hunter pretty different than mine.


I don't like the decks:

- Quest Mage looks like Mill and I hate Mill. I don't have Primodial Glyphs, but when I do I will try a Mage Quest deck, but definately with Arcane (and Molten?) Giants combo... the idea with Arcanologist + Ice Block is a good one though.

- Quest Hunter seems bad to me. I tried an 'ultra' 1-drop minion variant and it's just doesn't work. This approach really struggles with draw mid to late game... I think my homebrew works better

- Elemental Shaman. Why would you throw Jades into this type of deck? I prefer more Elemental synergies, plus 1/1, 2/2 and 3/3 Jades don't give you that much. Jade only makes sense when you start snowballing them past 5+ stats I think...

Btw I faced Quest Druid and I wonder why people call it trash? It's really easy to activate with all the new 5 atk cards like Longnecks (with a good Adapt pick Elder Longneck is actually a dangerous minion). And when your opponent starts rolling 0 mana minions it quickly gets out of hand...

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Minion
Minion


Legendary Hero
posted April 10, 2017 07:19 PM

That Quest Mage is not a Mill deck at all. It is actually called Exodia(?) Mage, and it is an OTK combo deck. The combo is 4 Sorcerers Apprentices (you play 2 and copy 2 more with the new card Molten Refrection). Then you finish the quest, get a new turn and play Antonidas and you can actually do infinite damage with zero mana Fireballs.

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