DrNoOne86's Comments
Gaia, the Techtonic
Two swipes on a 5/7 is a pretty decent board flipper (or even better if you had a mech stick beforehand). Even if mech mage doesn’t become a thing I can see both big spell and hero power lists making space for this.
What Will the Hearthstone Meta Look Like After the Rogue Nerfs In Patch 22.2?
I’ve got a Wild Thousand Truths Priest list that can reliably get the Sword by turn 7, and even as early as turn 5. In pre-Stormwind Wild, the venerable home of Razakus and Renolock, it would be considered toxic.
Which, in post-Stormwind Wild, is usually a turn too late, with the Seedlocks of yesteryear as well as Pirate Warriors, Odd Raza Hunters and Ignite Mages all having a pretty reliable turn 6 lethal, making my Truther Priest a fun tier 3 deck.
But now… who knows…
How Much Does A Full Hearthstone Expansion Cost (In Your Time Or Money)?
I have no idea where these numbers are coming from… I’ve been playing since launch, but didn’t spend any money on the game until KnC. Here’s how my usual expansion experience goes:
I buy both Prerelease Bundles, for 130 cards. I save 6000 gold through the expansion, an easy thing to do just by completing daily quests and playing moderately (while also wasting a fair amount of gold opening Wild packs for no particular reason). Between those two things, plus the 4-5 free packs from drops or whatnot and the dust that has accumulated through Brawl packs, I always have every card of the set on day 1 (barring maybe 1-2 of the meme epics of the set).
Control warrior (89% wr d4-legend)
I have to agree with the comment above. Granted, you have a lot more rush minions to help you vs aggro (which undoubtedly helped you vs the wave of aggro DHs), but without the Skipper-Armorsmith-Mercenary combo I can’t imagine how you stabilize and survive vs Soul DH or even Paladin.
Furthermore, without the Battle Rage draw engine (or even Cutting Class) I can’t see how you can keep up with more value heavy decks like Rogue, Priest, or the Warrior mirror.
(I made day 1 Legend on EU with C’Thun Warrior, currently #412)
Scholomance Academy Spellburst Decks Theorycrafting - Tempo Mage, Highlander Shaman, Malygos Druid
I don’t think Trick Totem belongs in a tempo deck. Most spells costing 3 or less are removal, and there’s going to be only so many times you pay 2 mana for a 0/3 that Wraths itself or another of your minions before you replace it with something better.
I Am Not Prepared: My Race to 1000 Demon Hunter Wins (Grand Finale)
Congrats! I finished my grind to 1k a couple weeks ago. Doing most of it during the period of warrior’s peak popularity was pretty bad, I lost about 3k ranks in Legend because of it, can’t imagine how it was to grind post the Warglaives nerf, I’ve been bullying DHs with mage all week.
New Expansion Teased - Announcement Coming Tomorrow (July 14)
Scholomance Academy, here we come!
17.6 Balance Update - Nerfs to Dragonqueen Alexstrasza, Corsair Cache, Metamorphosis, Kayn, Warglaives, Dragoncaster, Fungal Forntunes and Rogue's Galakrond
A tad strange that mage and rogue got hit harder than warrior and druid, but welcome changes overall.
This wave of DH nerfs might finally be enough to dethrone it as #1 performing class. After the Twin Slice change (wouldn’t call it a nerf) slower decks like mage or priest stood a chance to stick some early game minions, only to have them effortlessly swept away by Glaives on t5. Giving those minions the chance to challenge the board or presure life total is a complete game changer. And reducing the burst potential of Meta doesn’t hurt either.
Ashes of Outland Warlock Theorycrafts - Demon Days
Unstable Felbolt, Terrorguard Escapee, Supreme Abyssal, Infectious Sporeling… come on guys, there’s no way you put those in a constructed deck…
Dragon Control Warrior (Ashes of Outland)
This sort of pure “outlast everything” fatigue deck hasn’t worked in a while. Agro/midrange decks have too much sustain and/or hand reach.
Can You Combo in Ashes of Outland – Theorycrafting Decks for the New Expansion
Just 6 words: Young Dragonhawk, Scavenger’s Ingenuity, Hunting Party.
Ranked Ladder Rework is Out - Everything You Need To Know About the New Ranked System!
No errors, the page would just refuse to acknowledge that I pressed the log in button. I figured it out tho, for some reason I had to go to Chrome settings and (while I allow cookies in general) individually whitelist this page, and now I log in fine. Might be some weird interaction with Mac’s privacy settings, the devs might know. Thanks!
Ranked Ladder Rework is Out - Everything You Need To Know About the New Ranked System!
Hey, sorry for the out of topic comment, but is there a known issue with logging in from chrome? I can log in fine on my iPhone in safari but simply can’t on my Mac on chrome. Tried password reset and cookie wiping. Cheers in advance.
Worst Designed Cards and Mechanics in the History of Hearthstone
Shudderwock and Corrupt the Waters deserve a mention as well, for reasons very similar to Untapped Potential. Weak and (frankly) uninspired Battlecry minions such as Nithogg can be attributed directly to the perpetual fear of making something that would become broken when duplicated.
(People mostly focused their wrath on Corrupt Elementalist and Mogu, but Shudderwock’s duplication of the Galakrond battlecry played no small part in the deck being as oppressive as it was).
Galakrond Rogue - #3 Legend (Ruby) - Galakrond's Awakening
Way too many 1-offs, the normal Galakrond rogue which is almost entirely 2-offs is way more consistent.
Galakrond Rogue - #3 Legend (Ruby) - Galakrond's Awakening
The deck has no burgle synergy cards, the quest will never be completed (barring extremely long control games with ludicrous amounts of generated cards), it s there just as an activator for the quest synergy cards.
Descent of Dragons Post-Nerf Meta Decks - Best Hearthstone Pro & Streamer Deck Lists For All Classes
I believe that Shamankrond will still be a force in the meta, but will start being built with more control and sustain tools rather than the “rush to draw my OP cards” builds that have been popular so far.
As for the meta at large… midrange/control decks couldn’t hope to compete with Shaman that’s why the only other successful decks have been face or burn from hand. If Shaman becomes beatable and more control decks appear, face hunter will slowly go away as it always does.
Galakrond Shaman - #37 Legend (ChaosVLord) - Descent of Dragons
I just hit Legend in EU with a variation of this deck (+2x Lifedrinker +2x Evil Totem + Barista / -2x Mana Tide Totem -2x Lightning Storm – Electra)
Electra + Dragon’s Call is a strong combo, I won’t deny that, but Barista + Evil Totems gives you much more fuel than that on average. And having her in the battlecry pool together with Faceless Corruptor gives you a chance to get a second Shudderwock, which is insane.
Mana Tide is good on paper, but it loses mirrors, hard. You spend 3 mana and you only get to draw 1 card, since the opponent Shaman’s deck is so full of Rush minions. Cutting it bumped my winrate significantly.
DoD Highlander Dragon Mage Theorycraft
Thanks, the deck already exists and is really underrated at the moment (piloted correctly it farms both evolve shaman and n’zoth decks with its great board control tools, impressive reach from hand and broken Luna’s shenanigans).
What I did was add Dragonqueen along with a modest dragon package (made easy since the only two other DoD cards worth considering are both Dragons).
Things to test in practice:
– Depending on how good the new Malygos ends up being, Dragon Breeder might merit consideration.
– Depending on the meta, the tech choices will have to be adjusted (Blast Wave instead of Voodoo Doll for instance.)
Many thanks for the excellent guide and kudos to the amazing secret finding community. Also, personally I like a lot that this time around solving the puzzles for us mere mortals involved a bit more effort than just following a step-by-step guide. A little bit of elbow grease makes the reward sweeter as far as I’m concerned.
A few notes on the Cariel puzzle (by far the most fun):
1. Navigating the open world (and finding the breakable walls) turned out a lot easier than the guide cautioned. In most cases I could find Bob or my next destination just by spamming one direction till I hit a wall, then follow it till the next corner, and only having to count carefully from there. It still took me a good 2 hours, but reduced the mental load a lot.
2. I took the “risky approach” (5 gold from each dungeon and wasting dynamites with reckless abandon), but I still needed to visit 3 dungeons in total. After giving Bob my entry dungeon loot + the tree Coin, I returned twice with 5 coins and I still had to go to a 3rd(4th technically) dungeon for another 5, although the puzzle completed before I could give him all 5 of the last haul (not sure if it was on the 3rd or 4th, I was spacinf out by that point.)