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Heroes Community > Other Games Exist Too > Thread: Hearthstone
Thread: Hearthstone This Popular Thread is 148 pages long: 1 20 40 60 80 100 120 ... 130 131 132 133 134 ... 140 148 · «PREV / NEXT»
blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted November 25, 2017 11:52 AM
Edited by blob2 at 18:14, 26 Nov 2017.

Mage Secret, Explosive Runes, seems really strong to me. Even if you want to play around it, you will always get punished. I think it's an unfair card. I don't know if Divine Shield negates it's dmg but even if it does why would you want to risk "exposing" your opponent DS minion to an opponent? Cause he potentially might've played Mirror Entity for instance... Mage also gets another strong Elemental (it's effect that is) which let's you armor up for free if paired with a spell. Again, where's the balancing, Mage isn't exactly in a tough spot right now...

Rouge Legendary, Sonya, looks like a really useful utility card, especially for combo decks. Stats aren't great, but there's no doubt she's meant to be played with an established board (you actually only need a few cheap cards like Swashbulgrar to already make her effective). And I really like the art.

They've released card reveal schedule for the next week, and it appears to be brimming with Dragons (3 at least) which makes me happy

EDIT: I like Arcane Tyrant (0 cost 4/4 if you played a 5+ cost spell). He's perfect for those tempo loss turns in which you would normally reconsider playing things like Cabalist's Tome. And he's an Elemental, which adds to his usefulness, as he helps you keep the Elemental combo chain intact in case of playing a costly spell like Flamestrike or the said Tome. Really well-thought card Elementals are getting a real boost this expansion.

EDIT 2:
Lol, isn't this too strong? No tempo loss when playing it (which was Beneath the Grounds biggest weakness) and gives incredible potential value (and Rouge has ways to draw cards mind you). It might be one of the strongest Rouge cards in recent time, and might push Tempo Rouge even furher. I can't see why you would'nt want to play it in a Rouge deck. Sick!

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Minion
Minion


Legendary Hero
posted November 27, 2017 04:59 PM

I could not agree with you more about Explosive Runes. I can't imagine how to exactly play around it, I guess you should just play  a small minion because at least then you don't lose the game immediately if it is a Mirror Entity and you try playing a Lich King lol. Which means that you are tanking lots of face damage. Burn Mage will be gooood.

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emilsn91
emilsn91


Supreme Hero
posted November 27, 2017 10:15 PM
Edited by emilsn91 at 22:15, 27 Nov 2017.

What is up with the latest reveals. I really feel a little hype! Some really strong and some are just really fun.

Seen the three new shaman cards?! Shaman is going back to be more totem based. Been a while since we've seen that. Yay.

EDIT: Oh and the new paladin legendary.. I find it horrible..

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted November 27, 2017 11:26 PM

Yeah they really picked up the pace with the reveals. I really like where this expansion is going, although some cards might hit the meta hard. Too hard, like Priests 'Psychic Scream' for instance...

New Shaman cards: hard to pull off (the Al'Akir summon I mean), but I for one will want to make a Totem Shaman deck. It's been ages since Thunder Bluff Valiant wrecked havoc, but I will try to build a deck around Totems even if it fails miserably

Paladin Legendary: might be interesting, and might even work in a Paladin buff deck, but I'm afraid it's more of a nerf for any "summon a Legendary" card out there.

Warlock Cards: mainly those revealed by DT. It seems Warlock got what players wanted: some really strong cards for Control. But knowing how Hearthstone works though, this will be probably stronger in aggro decks

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Markmasters
Markmasters


Famous Hero
Dragon of justice
posted November 28, 2017 08:50 AM

it seemed to me that carnivorous cube is a good explosive rune counter. eat your minion, instantly get 2 back working around polymorph vs mage.

also....eggs. that can be devastating a 3 mana 5/5. thanks runes .


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emilsn91
emilsn91


Supreme Hero
posted November 28, 2017 07:15 PM

Midway conclusion on the current reveals.

I am WAY more excited about this expansion than the previous. Something is up with this expansion that reminds me of Un'Goro. There is a playfulness that I like and that they should try to master like in Un'Goro and transfer it to their more "dark sets" (Knights etc.).

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted November 28, 2017 07:42 PM
Edited by blob2 at 19:46, 28 Nov 2017.

Yes I'm getting a good vibe here. So many revealed cards are playable, there aren't that many bad Epics (KotFT was horrid in this aspect), and most Legendaries appear solid (though Grumble is still my first pick probably ).

So the newly revealed Warlock Weapon which summons Demons from your hand at the start of your turn does seem to have potential. It might get destroyed before it even takes any effect, but on the other hand it overrides some negative battlecry Demon effects and generates value constantly if left unchecked. It's a risky, but interesting Weapon in a class that normally does not have access to any other Weapon. It appears that Team 5 is trying to mimick things like MtG's Enchantment/Aura or Artifact effects without overcomplicating things (I think they don't want to add another 'layer' into a game which is based on simplicity and thus they're using a single available "slot" for new mechanics).

Looking forward to making the Man'ari Skull work in a deck... sometimes you may want to have the effect trigger on you (the newly introduced Warlock Spellstone for instance), but there are Demons which aren't getting any play because of their negative effects. So there are new ways to construct a Demon based deck. I like how they are trying to make different things work. Want to play Demons like Doomguard but don't want to make them Discard your cards? Why not use this Weapon?

Speaking of 'Ooze' meta, as it might be apparent seeing how many Weapons might be used, I wonder if there will be a card that will actually defend against Weapon removal. Such a tech-y card might be gimmicky, but without some countermeasures the Weapons might not be played as much as Team 5 hopes by adding it to each class. Yes there's Rummaging Kobold, but using this understated card in a deck only for the purpouse of eventualy bringing back a lost Weapon does not seem very tempting (plus playing a Legendary Weapon again seems like a huge tempo loss). That reminds me, this whole "Ooze destroys your weapon" motif does fit really well into the theme of the expansion. Annoying as it may be, this kind of event is actually a very common thing in Dungeon crawlers or tabletop games.

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Minion
Minion


Legendary Hero
posted November 28, 2017 10:27 PM

It is really hard to predict what kind of meta it will be, but Ooze meta seems very likely at least for starters Warlock weapon? Meh, it get's you nothing if it is destroyed. You are falling so far behind with it, especially if it is Harrisoned :S But hope to get it and try it, Warlock is one of my fav classes.
____________
"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor

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emilsn91
emilsn91


Supreme Hero
posted November 29, 2017 07:26 AM

The warlock weapon can pull out doomguard without drawback. I find that pretty good. The issue is of course if it gets oozed on the following turn.

New totem shaman? I like the 2 drop. I find it pretty useful to choose the totem you want. Is it gonna be a new archtype for shaman. Nope. But a good addition to the shaman collection.

New evolution card: pretty good I guess...

New Warrior legendary - just like Rotface they really want warrior to summon legendaries in one way or another.

Evasion for rogue. A great secret. It does remind me of something.. what could it be? OH WAIT! Iceblock!

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted November 29, 2017 06:43 PM
Edited by blob2 at 18:47, 29 Nov 2017.

Elemental decks (mainly Mage and Shaman) will be sooooo strong in this expansion. I'm a big fan of the archetype but I'm also afraid those will be too OP now. I know that initially in Un'Goro those seemed and were strong at first, and they diminished later as the meta evolved, but now it appears they're handling each and every weakness of Elemental decks. They negate tempo loss by reducing spell cost (atm sometimes you need to play a spell and will loose an elemental chain). This will be done either with Leyline Manipulator (now you will be able to squeeze in that spawned Flame Geyser for instance) or/and by adding bodies on board with Arcane Tyrant. Looking forward, Leyline Manipulator is a card that might be even played in almost every Mage deck (4/5 is a perfect 4 mana body plus it has a strong effect). Even outside of Elemental decks, reducing the cost of every acquired card (so for example Elise, Pyros which are played in non-Elemental decks also) seems like an obvious gain. In case of Mage they also increase survivability until late game with Arcane Artificer which is guaranteed to give you at least some armor when played in tandem with a spell. Ugh, now it will be easier to survive until Mage DK is played.

And Grumble is in a league of it's own. Salvaging and re-playing a Blazecaller is even better then using a spell I think. I think Elemental Shaman was always a bit stronger then Elemental Mage, but this single card might make it reach new hights.

And there are so many good Epics this time around, my dust reserves (not very awe-inspiring mind you) will scream in agony.

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emilsn91
emilsn91


Supreme Hero
posted November 29, 2017 10:23 PM

So far you are the only one I know who is talking about an elemental meta
I hope that at least elemental shaman makes a return. I liked that archtype. Never got elemental mage to work, but they have indeed recieved a lot of new great tools

Now I am no warrior fan.. but that new Reckless Flurry is disgusting. Damn control warrior will dominate and destroy us all now. Insane mana cost and insane boardclear.

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted December 01, 2017 11:28 PM
Edited by blob2 at 13:39, 03 Dec 2017.

Few new cards to comment on

Ixlid, Druid Legendary, seems like a fun card. Stats make him impossible to keep alive for more then a turn but we're talking about Druid, a class that has means to ramp up mana. You can play two Ancients of War for instance

Spellstones - because all were revealed I can say this mechanic looks like a good idea. True value depends on how often you will be able to maximize their effect, but the thing is some of them are pretty useful even in their initial form already, and that is what makes them playable...

...which isn't as obvious with Recruit cards. Well I understand the reasoning behind it, but the actual Recruit cards are either understated or simply too slow/expensive. It will be hard to build decks around them cause they limit your card choice, and the question is how much the effect is actually worth when you're risking drawing a card you didn't want. Let's take Dragonhatcher, a card that makes me question Team 5's sanity. I mean this card looks so bad that it will take a miracle to make it work. Well, you can run Malygos for instance? Or Deathwing? So what, those are summoned at the end, so opponent can kill them off easily. This card is bad, and they made it an Epic to add to the misery. And getting this from evolve or some other RNG card is pure madness. What's the point of this bad and boring mechanic?

Oh and there's an interesting Paladin Legendary Weapon (an actual lore item, wow!), which can be trolled hard with Priest shenenigans, a Mage Legendary which is cool and all, but probably too slow for the game and yet another boardclear for Mage, which might see play in some greedy decks. Oh and another OP Ressurect card for Priest.

EDIT: Yikes, Rouge Legendary Weapon is strong, probably the strongest revealed so far. Putting away the fact it's shuffled into your deck (and thus might be hard to reach), and "unending", ooze-imprevious weapon that keeps all it's buffs (Lifesteal + Poison anyone?) and only costs 1 is absolutly bonkers...

EDIT 2: Aaand to "counter" all good cards we got a weak card like the Hunters Epic "To My Side!". Unless there are synergies we still don't see this might be even worse then Dragonhatcher... maybe they want to push a non-minion Secret Hunter? This would probably make the most sense when looking on other revealed cards (Hunter Spellstone for ex.). But how do you even run a Hunter deck without minions?

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emilsn91
emilsn91


Supreme Hero
posted December 03, 2017 11:23 PM

Trump made a theory about dragon hatcher that you want to Barns it out or Shadow Essence it out in order to get those big dragons out.
But other than that I do not understand how they value the recruit mechanic, because atm it looks OP since they need to stat the minions so freaking bad.

The mage legendary and the general cards give a picture of a big spell mage, which is weird as they also push elemental and "spells not in your deck" mage. Too many types of mages?

The new rogue weapon is great! The paladin weapon is great! Looks good so far.

But as I have already mentioned the vibe about this expansion is so good! Almost UnGoro like. I feel the whole dungeon crawler theme, I feel their inspiration of the D&D and RP-genres. I feel their passion (again).

I am so hyped I am thinking about pre-ordering. Which I said I wouldnt after last expansions failure.

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted December 04, 2017 06:40 PM
Edited by blob2 at 21:35, 04 Dec 2017.

Expansion still looks good imo, but atm there are some things that bug me:

1. Priest got so many good cards it's not even funny. And I hate playing against Priest as I said so many times already. Most irritating class for me, even though I enjoy playing it from time to time. Based on the cards revealed the class will be a nightmare to play against:
- early board clear (Priest will run a few Dragons just to make it work)
- late game boardclear which wrecks havoc in token decks (in truth, possibly against every deck)
- cheap and pure value Deathrattle ressurect spell
- a cheap minion which can neutralize a minion or steal it late game with the help of Cabal SP. Ysera, Malygos, Y'Shaarj, you name it...

What I mean is that each popular Priest archetype just got a boost. And tell you what, if meta will be full of Priests, then I'm out. Only chance is that people will try to counter Priest with other decks, but this will hit diversity...

2. Balancing seems off (as always). Some classes got too many meme cards if you ask me. And those cards won't see play, even in niche decks. We already went through this a couple of times. "Maybe this card will see play in the future" is not a good argument, those simply won't cut it. Ever. Purify ultimately saw some play, but this didn't last very long...

3. I'm still not convinced about Recruit mechanic. Too much RNG. Joust was RNG based and it didn't work. You can Recruit a Garrosh or you can Recruit an Alexstrasza. Or Novice Engineer. I don't want to loose games because of this little difference.

Of course it's hard to judge a card set before it's even released, but I hope these small things won't hinder something that otherwise looks like a good expansion.

EDIT: Final reveals went, and here are my quick thoughts after those showcase matches:
- No minion Hunter. Interesting, but they're really risking here. It will take some time until it works. IF it works... Shame they made a Legendary Weapon strictly for this as it really limits its usability...
- The 9 mana neutral Recruit Legendary looks stronger then you might think. It's easy to summon a wall of Taunts with it. Or Hadronox as Brode mentioned. My Taunt Druid will like this And damn that Astral Tiger. Jade haters will hate even more
- Kobold that draws a weapon for Rouge. Kingsbane meta!
- The Darkness seems meh. Might work in Mill, but it's really clunky. If your opponent happens to have a removal the turn it activates (and he probably has) there goes your preparation.
- Buff Paladin looks tempting. The Pony is sooo good, it will be a staple in Paladin. Turn 3 coin and this, turn 4 Blessing of Kings. Paladin Legendary also looks strong and I might even dust off my Galvadon

PS: Day[9] is even more irritating then Frodan as a presenter, who would've guessed

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emilsn91
emilsn91


Supreme Hero
posted December 05, 2017 04:22 PM

My only problem with the stream and final reveal was: All the exciting cards had already been revealed
Oh well! I like this expansion (before launch of course). I feel like the theme is strong and they had fun making it. Dungeon runs looks like fun. Something I could be doing for hours.

No minion hunter. Agree with you. If it does not work out they wasted a weapon.. a legendary weapon..
Priest is gonna be insane.. again..
Rogue .. sure.. weapon nice.
I think I am gonna stick with Paladin. Seems like buffadin is still viable, so I will be over there buffing stuff.

I miss Frodan, to be honest. I like that dude. Day9 is alright. I do not understand why he gets all that heat.

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted December 05, 2017 06:09 PM
Edited by blob2 at 18:10, 05 Dec 2017.

So I want to play around a bit and try to summerize how each class stands in the expansion imo (it will be interesting to reevaluate after meta settles):

Druid - I feel like this class always gets a solid boost each expansion (maybe it was once in a tight spot, alas I don't recall). Playable Legendary minion, Legendary Weapon not so much cause it's too slow (but who knows). Two great Epics and a slew of cards that work with each other nicely. Might be even stronger Recruit class then Warrior, who seems to be THE class oriented into this mechanic. Very good.

Hunter - Well it got a few solid cards, even the Legendary minion seems solid, but it's all outhshined by a (new) archetype push that has a high chance of "not going to work". Bad.

Mage - great Elemental cards (counting the neutrals also), Legendary Minion that seems worthwile (a late game boardfiller which can give you at least two 5/5s shouldn't be neglected) and a killer Secret. On the other hand standard RNG spell gimmicks. Somewhere in the middle but leaning towards 'Good'.

Paladin - hard to judge. Basically some boosts to existing mechanics: token 'Silver Hand' decks and buff decks. I ought you to not discard the Legendary minion. She might be very strong in Paladin: BoK + the new buff card and you already have a 7/7 minion with DS. Weapon needs to be playstested. I vote Good/Solid.

Priest - I already said it. This class will rule the meta in the coming weeks. Crazy Good.

Rouge - not easy to tell which class is 'winner of the expansion', but imo Priest and Rouge are the main contenders. Rouge players got almost exactly what they dreamed of (aside from strictly Control tools maybe): Secrets, a Weapon Tutor and a crazy Weapon. And Kingsbane can be coupled with Lifesteal for the ever requested Rouge heal. Legendary minion is also solid. Very Good.

Shaman - OP Legendary minion, bad L-Weapon. Some interesting Totem boosts, but will Totems work in the meta once again? Hard to say. A few other interesting tools, like the 12 HP heal and something for Evolve decks. The class will probably stay strong. Good/Solid.

Warlock - if there's a class that got a lot of love in this expansion after Priest and Rouge, then it's Warlock. Control Warlock got so many crazy new tools: mainly sustain. Voidlord, Amethyst Spellstone, Hooked Reaver or Dark Pact will make Control Warlock great again. The class also got a few other nice Demons to play around with . Very good.

Warrior - this class actually might be the resident sleeper of the expansion. I don't think Recruit will work out in this, but Control Warrior on the other hand got so many new interesting tools: Bladed Guntlet, Reckless Flurry, Drywhisker Armorer or Gemstudded Golem. Legendary Weapon might also work out in Control, some extra value is always good. Good/Solid.

There are also quite a few interesting Neutral minions that can work with each class.

As things stand I do think this will be a better expansion then KotFT when looking at the bad/unplayed vs good cards ratio, but this is pure speculation atm.

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emilsn91
emilsn91


Supreme Hero
posted December 07, 2017 04:05 PM

It seems like you have a lot of faith in elemental mage. An archtype that never took off?

Care to elaborate on why?

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted December 07, 2017 06:55 PM

emilsn91 said:
It seems like you have a lot of faith in elemental mage. An archtype that never took off?

Care to elaborate on why?


Because I really enjoy it I'm especially keen on it. I remember it being strong for at least a month or two after Un'Goro, but after meta reshaped it was either too slow for aggro and it had not enough value for decks like Priest (I remember it went quite well against Druid though). Now it not only gets more sustain, but also good tempo swings for aggro which will help you set for Jaina DK for instance. I doubt it will work agaisnt Priest still, but Priest will dominate the meta so it's not surprising

I suppose it's wishful thinking, but on the other hand people are only looking at current Tier 1 decks, that's why the don't talk about Elemental Shaman I think...

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emilsn91
emilsn91


Supreme Hero
posted December 07, 2017 07:12 PM

I really wish elemental shaman and mage would be stronger. I loved them when Ungoro was a thing

What! Expansion live in EU?! ALREADY! I got Paladin Legendary and druid weapon!

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted December 07, 2017 08:00 PM
Edited by blob2 at 21:18, 07 Dec 2017.

Woah Blizzard outdid themsleves with releasing the xpac in EU this early. No more 'FeelsEUMan'

I've opened 21 packs for now. Got Man'ari Skull as guaranteed Weapon and Ixlid from packs (so a usefull one), plus a few decent Epics (not the ones I wanted but not bad either). As a fun fact I've got 6 out of 9 available Spellstones which is interesting as those are Rare's

So all in all a solid pack opening. I have a few more packs to acquire.

EDIT: Oh, and I crafted Grumble as he was the only must-craft Legendary for me. I still have some dust left so I'll wait a bit for other cards to stand out. Maybe it will be Kingsbane or Oakheart (these two interest me quite a bit)?

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