The 100g quest also works when u play against the Innkeeper :dFor everyone not getting their quests just log off and log back in to get them. Has worked for me every time so far
Sick. The 100g dominance quest works with dungeon run
I think the quest works even against the practice single player games you get at the start.For everyone not getting their quests just log off and log back in to get them. Has worked for me every time so far
Sick. The 100g dominance quest works with dungeon run
Jade Druid demolished Renolock when it came out. It was a huge part of why Control Warlock decks disappeared.Jade didn't really destroy the control meta til way later, maybe JTU but probably KFT. There were plenty of other reasons besides jades though. Even then there were a few control decks that were viable. Not saying you're wrong about jades being strong vs control, but largely vs a specific type of control.
You have that decklist?Yeah I was watching Dog play mill rogue with kingsbane and it actually destroyed almost any slower deck. The mill portion allows you to draw all your weapon parts and Valeera and you then win with a combination of mill + pressure from and insane dagger. He beat a quest warrior by outhealing the rag shots every turn (leeching). Even was running a blade flurry to help clear. These were games at top 150 legend too.
Still succeptible to dying early against aggro/high tempo decks though. So pretty useless on most of ladder lol.
Jade Druid demolished Renolock when it came out. It was a huge part of why Control Warlock decks disappeared.
Yeah what happened to pieces of shit like Flame Leviathan that I didn't even have to consider crafting. Cheap times.I'm talking about money. Double class legendaries and 3 sets per year has driven the cost of maintaining your set up significantly.
I am just talking about the initial release period, not the mature meta that developed.Jade druid was tier 3 at best back then and they actually did not demolish them since renolock was running combos back then. This is just flatly inaccurate.
edit:
Control warlock didn't even disappear, it was a strong force almost entirely throughout the MSG meta. Are you just forgetting how vulnerable jade druid was to shaman which was half the meta?
I want quest rewards to significantly increase.Yeah what happened to pieces of shit like Flame Leviathan that I didn't even have to consider crafting. Cheap times.
thats the only quest that , iirc, has always worked with everything, friend wins to beating the innkeeper, again iirc, even before the recent quest friends changeFor everyone not getting their quests just log off and log back in to get them. Has worked for me every time so far
Sick. The 100g dominance quest works with dungeon run
The event they had before frozen throne with the double gold was very nice. I'm disappointed they didn't do it for this one. It would be great if they changed that to be the default amount of gold you earned per quest. 100g a day on average would be great.
i've been adiment that those cards are incredibly strong ever since revealed, in my opinion, i can't imagine regretting them. the value on both is insanely high, and they aren't difficult at all to build around. honestly i think you'd be fine. but others have said they don't agree, from a game design perspective, a 4/4 for 4 mana, and 4 4/4's that auto draw, is absolutely nuts imo, despite how ppl say 'oh they're easy to clear'. go for it imoSo, Rogue is my favorite class currently.
Considering buying crafting the legendary weapon and the epic that lays spider ambushes. I know I should probably wait for the dust to settle more, but I really want to put these in my decks.
Think they'll pan out as solid choices longer-term? I've not played with them myself obviously, but from what I can gather from decks/responses they seem pretty solid.
I think most of the cards in this game that are like that draw a card, not sure why it wouldn't be like that.i've been adiment that those cards are incredibly strong ever since revealed, in my opinion, i can't imagine regretting them. the value on both is insanely high, and they aren't difficult at all to build around. honestly i think you'd be fine. but others have said they don't agree, from a game design perspective, a 4/4 for 4 mana, and 4 4/4's that auto draw, is absolutely nuts imo, despite how ppl say 'oh they're easy to clear'. go for it imo
the spiders should not auto draw, and should not be 4/4's. the weapon, is nice, it protects you from fatigued and even with one +2 attack buff, makes it insane value and even on the first play 1/3 is a fair weapon lol
So, Rogue is my favorite class currently.
Considering buying crafting the legendary weapon and the epic that lays spider ambushes. I know I should probably wait for the dust to settle more, but I really want to put these in my decks.
Think they'll pan out as solid choices longer-term? I've not played with them myself obviously, but from what I can gather from decks/responses they seem pretty solid.
even if auctioneer gets sent to the hall of fame and miracle rogue dies in standard they 4/4 spider will still be a good card. even if you only get 1 ambush that's still 8/8 worth of stats for 4 mana.
the weapon is fun to play with but you're right we really need to wait for the dust to settle on the meta before we see just how good weapon rogue is. i'm a bit skeptical since warlock and druid have such an easy time putting up big taunts. but i think it's safe to craft because it gets better every time they add weapon buffs to the game. plus it's just fun to who cares if it's not tier 1.
Naah, looks like he just got a decent quick awakening throwing total 6 candles into opponent's deck with double Darkness.
### Bane of Kings
# Class: Rogue
# Format: Standard
# Year of the Mammoth
#
# 2x (0) Backstab
# 2x (0) Counterfeit Coin
# 2x (0) Preparation
# 1x (1) Cold Blood
# 2x (1) Deadly Poison
# 1x (1) Doomerang
# 1x (1) Kingsbane
# 1x (2) Bloodmage Thalnos
# 2x (2) Cavern Shinyfinder
# 2x (2) Eviscerate
# 1x (2) Leeching Poison
# 1x (2) Sap
# 1x (3) Edwin VanCleef
# 2x (3) Fan of Knives
# 1x (3) SI:7 Agent
# 2x (4) Elven Minstrel
# 2x (4) Fal'dorei Strider
# 1x (5) Leeroy Jenkins
# 1x (5) Vilespine Slayer
# 2x (6) Gadgetzan Auctioneer
#
AAECAaIHCowCsgLNA68E7QXdCIHCAqnNArHOArvvAgq0AcsDmwWIB6QHhgn1uwLc0QLl0QLb4wIA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
I don't think I have lost yet to the rogue 4/4. Late game the tokens are just meaningless.
I decided to spend all my dust on the two overload giants, and they paid me back the first game with a very good turn 9. This is with a completely empty board at the start of the turn.
bc, imo, from a game design, card does not have proper downside. vanilla stat for 4 mana is what, 4/5 yeti??? so it sacrifices one stat point??? off vanilla for insane bonus. at first i thought they didn't auto draw and i was like, ok , you really have to build around it and do a hyper draw deck. but its not so. the downside is so small. its like explosive rune. compare the downside of that card to snipe, don't even look at the extra damage. your change gets carried over. your opponent feels dumb no matter how he tries to play around it, unless he has a very small niche type to counter.I think most of the cards in this game that are like that draw a card, not sure why it wouldn't be like that.
that doesn't mean anything. no one lost to totem golem until tunnel trogg came out. these cards get built on. still OP for what it is, IMO, but obviously most disagree. just following game design principles i learned at art institute (lol), i'd get an F- if i released that card, doesnt have proper downside, again imoI don't think I have lost yet to the rogue 4/4. Late game the tokens are just meaningless.
The downside is that it's a 4/4 minion that doesn't do anything to the board on that turn. The one point of health can make a big difference toobc, imo, from a game design, card does not have proper downside. vanilla stat for 4 mana is what, 4/5 yeti??? so it sacrifices one stat point??? off vanilla for insane bonus. at first i thought they didn't auto draw and i was like, ok , you really have to build around it and do a hyper draw deck. but its not so. the downside is so small. its like explosive rune. compare the downside of that card to snipe, don't even look at the extra damage. your change gets carried over. your opponent feels dumb no matter how he tries to play around it, unless he has a very small niche type to counter.
I decided to spend all my dust on the two overload giants, and they paid me back the first game with a very good turn 9. This is with a completely empty board at the start of the turn.
you should change decks, or just turn off the game when you get tilted.From 15 win streak to impossible to win anything. It's a conspiracy theory to think Blizzard restricts access to ranked levels, but one thing is for sure: this kind of variance is not indicative of a game of skill. You can of course play wrong, but the skill ceiling must be absurdly low. And I mean ceiling in the sense of enabling your win through creative gameplay, not the kind where you make a convoluted fatigue warrior that folds when you make a single mistake.
you should change decks, or just turn off the game when you get tilted.
i make a lot of fun meme decks. when i get mad my turbo awesome deck isn't winning i just play the dumb meme in casual or at a floor and laugh my ass of the 1/4 times i live the dream and do some bonkers OP shit. its a game
It's a huge work in progress right now, but this is my most current version. I welcome any suggestions for changes.Can you share your overload list, and more experiences with it? I really want to play shaman.
I hadn't thought about charging minions. A midrange overload deck that runs Unbound Elemental might like something like that, but it's a lot of mana and combo pieces. Can't even devolve away the taunts on the same turn.There is another powerful combo you may not have thought of, although it might be too memey it's a way to finish the game. Southsea deck hand + rockbiter + spellstone = 20 damage from 3 cards, of course you must have a weapon equipped.
Hope you don't take offense to this, but I have to ask. It feels like every single one of your posts now is complaining about the game; why even play it if you think it sucks so much?
Lock and Load doesn't belong in any deck ever. Such a bad card. Play Ball of Spiders instead if you want the pseudo card draw.heres my haggard ass wild spell hunter. i dont have a lot of the new cards and dusted my COTW's when they nerfed, LOL.
### RHOK'DELAR
# Class: Hunter
# Format: Wild
#
# 1x (1) Candleshot
# 1x (1) Hunter's Mark
# 2x (1) Tracking
# 1x (2) Bear Trap
# 2x (2) Cat Trick
# 2x (2) Explosive Trap
# 1x (2) Flare
# 1x (2) Freezing Trap
# 1x (2) Lock and Load
# 2x (2) Quick Shot
# 1x (2) Snipe
# 1x (2) Venomstrike Trap
# 2x (3) Animal Companion
# 1x (3) Deadly Shot
# 2x (3) Eaglehorn Bow
# 1x (3) Kill Command
# 2x (3) Unleash the Hounds
# 1x (4) Flanking Strike
# 2x (5) Lesser Emerald Spellstone
# 1x (6) Deathstalker Rexxar
# 1x (7) Crushing Walls
# 1x (7) Rhok'delar
#
AAEBAR8OjQGoAocErgaAB8UItBPRFJ3MAt3SAunSAobTAuHjAvLqAgi1A8kElwjbCf4M1BH4sQLj0gIA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
getting the weapon late game most def makes all the difference. its ok, but it does suprise you how well you can do even with a haggard one. its a shame you can't reno it or yogg it lol
If you have a lock and load in hand when you rhok 'Delar though, it's a trip man. Oth and double kc def would be nice. Crushing walls is surprisingly clutch, I was skeptical but considering it's hunter, it's kinda clutch. Of course this archetype will probably be hot garbage once we revert to the same four netdecks but for now its surprisingly funLock and Load doesn't belong in any deck ever. Such a bad card. Play Ball of Spiders instead if you want the pseudo card draw.
On the Hunt is worth considering to help justify a double Kill Command, and finish off the Hunter's Mark targets.
Has anyone tried any druid recruit decks? Kripp was playing one that got pretty nasty.