tailsfromvienna's Comments
Tavern Brawl - All-Star Squad
1.) Pogo is by far the superior strategy. It usually wins turn 4 and is very hard to counter.
If the Tavern brawl ever returns, I would advocate to ban Pogo Hunter from it
2.) The Pogo counters are mainly silence effects (Earth Shock, Smothering Starfish, Magehunter, Showstopper, Consume Magic). They still only work sometimes against pogo and lose to almost everything else.
3.) The bunker strategies (Ice Block, Time Out, Shadow Cloak, Doomsayer, Frost Nova) suffer from the fact, that you a) only have 22 of these cards and b) only have your hero power and random class cards to close out the game. You usually lose when you run out of defensive cards, especially against Warrior, Priest and maybe Druid which can defend against your hero power, or if you do not have a damaging hero power yourself. Shadow Cloak also falls prey to the Hunter Hero Power, Forst Nova loses to certain silence strategies targeted against Pogo.
Varden Dawngrasp is probably the best strategy in this group because it also has a win condition but it loses to Flik Skyshiv (as does Doomsayer)
4.) snowball strategies other than Pogo work very well, but lose against Pogo. Jade Idols, Wailing Vapor and Glow-Tron both can kill turn 5 and have quite resilent health stats. Murloc Tidecaller, Grimescale Oracle and Timber Wolf can theoretically also win fast, but the minions are too fragile in practice. Except for Jade Idol these strategies can also struggle against the silence strategies targeted at Pogo.
Mechwarper tends to start quickly but run out of steam before it can close the game with its 2/3s.
I personally like Firemancer Flurgl, because it can win on turn 5 (as Demon Hunter), controls the board well, has reach, and has some resilence to silence strategies too if you collect 3 or 4 Flurgls in hand to unload them on turn 6 or 8.
5.) Flik Skyshiv has a lot of “ifs” attached: you have to survive until turn 5 (on the draw) or 6 (on the play), only good against minion strategies, and if you are too low after flik hits, you might die to spells or hero power activations of your opponent. Still a lot of fun.
6.) weapon and spell based strategies (Mind Blast, Curse of Agonies, Upgrade, Elwynn Boar) circumvent the anti-minion strategies (Doomsayer, Frost Nova, Varden Dawngrasp, Flik Skyshiv), but usually fail against Pogo and maybe some other snowball strategies too. Priest, Warrior and Druid can steal a turn from Mind Blast by a single hero power activation
7.) Patches seems to be a case of its own: it can rebuild the board for 1 mana and can kill turn 5 (Hunter, Mage, Druid, Demon Hunter), but also loses to Pogo and struggles against taunt minions.
8.) Last but not least there are a lot of discover-type strategies that are too slow to compete against snowball strategies but win in rock/paper/scissors-fashion against some strategies that try to beat snowball (like silence). Examples are Nature’s Studies, Babbling Book, Reconnaissance, Sky Raider, Palm Reading, Wand Thief, Runed Orb, Dragon’s Hoard, Blazing Invocation, Asharan Scroll.
9.) Priest “card steal” decks (Psychic Conjurer) are usually ineffective at doing what the opponent tries to do, because they only get a few of the key cards for which they have to waste mana on 1/1 creatures.
Tavern Brawl - Battle of Tol Barad
one card that i did not read much about but worked quite well for me is Dune Sculptor.
apart from that most spellburst minions look good, and a low curve is advised, as your hand will overflow from the many cards you generate
Murder at Castle Nathria - New Hearthstone Expansion - Cards, Reveals, Release Date, New Mechanics, and More!
While infuse promotes the use of minions and combat, I hope it won’t be too easy to just play creatures and kill them immediately (thinking of Risky Skipper and Wild Pyromancer) and this making them solitaire cards again.
As for the locations: They cannot be destroyed or otherwise deactivated by the opponent, so I fear they will make the game less interactive. But we will see.
Shop Update: New Constructed Skins & Packs Bundle, Battlegrounds Board & Returning Bundle
We used to get :
2 legendaries + 20 packs of the last edition for 20,00,
or 2 legendaries + 25 wild packs for 20,00
now we get:
2 legendaries + 60 packs of the last edition for 50,00.
I think the new bundle is a much worse deal
Hearthstone Balance Update Is Coming Tomorrow (Thursday, June 16)
probably because of neptulon
(Live Now) Hearthstone Patch 24.4.3 Notes - Massive Balance Update For Constructed, Battlegrounds and Mercenaries
I completely agree!
I love it when my golden cards get nerfed. So much dust!!
Tavern Brawl - Half & Half
I went for the same route, but I did not use Totem Carver because it is still a Chillwind Yeti for them.
To bad I did not have Ey’sor, so I used Windshear Stormcaller as replacement.
Useless 10 mana cards like Ultrasaur can still give your opponent blanks until turn 10 (the game should be over long before)
The Complete Guide to Book of Heroes: Faelin - Challenges, Puzzles, and Achievements!
The thread also contains “a pretty consistent way to do the Ozumat achievement”
It actually works, i have tried it myself
The Complete Guide to Book of Heroes: Faelin - Challenges, Puzzles, and Achievements!
For anyone who tries to complete the lorebooks achievement, here is the thread in the blizzard forums:
https://us.forums.blizzard.com/en/hearthstone/t/read-40-lorebooks/89333/21
The Complete Guide to Book of Heroes: Faelin - Challenges, Puzzles, and Achievements!
thanks for that info!
The Complete Guide to Book of Heroes: Faelin - Challenges, Puzzles, and Achievements!
I have 15/40 for restless reader.
That achievement is ridiculous. Sometimes an end-of-turn trigger kills an opposing minion (e.g. finlays compass) and the book drops afterwards, just to vanish immediately without any chance to read it.
The Complete Guide to Book of Heroes: Faelin - Challenges, Puzzles, and Achievements!
What annoys me most among the multitude of achievements is that I cannot tell which legendary abilities are missing. I have Halus (8/9), Stormcoil (5/6), and Faelin (3/5) and I really tried to keep track of all abilities, but there is no way to figure out the missing ones.
Maybe the abilities only count if they trigger at least once, and it is not enough just to choose them.
The Complete Guide to Book of Heroes: Faelin - Challenges, Puzzles, and Achievements!
Thanks for all the work.
The information for challenge 16 is not too helpful though.
It seems that the AI concedes around turn 10 or 11 if you have a lot of attack/health minion stats (preferably with taunt) on the board. That means that you should not choose the “build cannons” ability, because, you will have too little board space to make the AI concede.
Is There Enough Depth in Voyage to the Sunken City Meta?
“To build one of the tribal archetypes from Voyage to the Sunken City, you need to use almost every available tribal minion”
After the first set of the year, the card pool is always smallest. If the next expansion brings more mechs, murlocs, nagas and rogue pirates, tribal decks will have more options to choose from
(Live Now) Hearthstone Patch 23.0.3 Notes - Nerfs to Kazakusan, Quest Warrior, Ramp Druid, Kael'Thas, Switcheroo + Battlegrounds & Duels Balance Changes
I guess they did not want Pufferfist (as a neutral card) to be better than Defias Cannoneer (as a class card).
Why did you spell “random” in capital letters? Random (i.e. unpredictable) is basically a bad thing (except if you want to circumvent shadow). The effect of Pufferfist is more predictable, but the ability of Defias Cannoneer is more effective if the opponent has few minions or minions with more than 2 health
COST 1 ANCHORED TOTEM - Queen - SUNKEN CITY
just let this run through google translator, for everyone who does not speak portuguese either (and corrected the card names):
The main victory condition is to buff the minions of cost 1 with the “anchored totem” and if the opponent has no response you generate a good field and you can grant attack with “bloodlust” and give lethal, there is also the “wildpaw cavern” that spawns strong minions, the “drek’thar” evokes easy field, and the “traveling merchant” gains many stats with a full field. I’ve had good results against aggro decks, but against control decks it’s more difficult because there’s a lot of cleanup.
Ideally you use “beaming sidekick” to grant life to the totem and “stockades guard” you use to grant taunt to another minion so you keep the totem safe.
Voyage to the Sunken City Launch Guide - Release Time, Freebies, New Mechanics, New Decks
I cannot play classic mode (decks show “0/30”)
Does anybody know when that format will be available again?
Tavern Brawl - Blood Magic
Thank you for the decks.
I replaced Celestial Alignment (which I do not own) in the Druid deck with Moonlit Guidance.
That card seems to fit well for this Tavern Brawl. Earned me a T2 kill (in T1 time ran out)
I tried the Warrior deck too, but what is Into the Fray for?
You never have taunt minions in hand, and it does not work on minions in play
(Updated) Patch 22.4 Known Issues - No Quest/Honor Progression, Rogue & DH Achievements, Tamsin's Phylactery And More
I think the problem is solved now.
Thanks for submitting!
i used mech mage, because the double turns allow me two mechashark massacres in a row, but i doubt that thats the best way to abuse that play mode