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Guest Le_Goret

For druid, i've done easily with  jade idole x2, innervation x2,  wild growth, jade blowsome nourrish x2, Gadgetzan Auctioneer x2.

 

I've filled the rest of the deck with low cost minions (just to watch them burn by the mighty hand of arthas). 

The strat is easy to apply : just do your jade things^^.

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Suggested priest deck is not working so well.Too much depending on mulligan and in-game draw.Closest chance i had after 11 tries was to break LK 's armor and then he cast the "draw 6 cards and gain a s**tload of armor" card.Gonna try my ramp druid to see how it holds.

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What does

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Once you have Kel'Thuzad safely behind a Taunt minion you should try and get your Taunt minion to 1 Health, this will prevent the boss from Attacking in addition to playing no cards.

in the Warrior-Guide mean? Is this an AI-bug or do I miss something?

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@Taan Hearthstone AI sometimes does not attack taunts while there is Kel'Thuzad on your side of the board, in this case when the taunt minion has 1 health. During the Frostmourne phase, Lich King does not play any cards. This combined gives you a great advantage, as the Lich King will not play any cards and will not attack, basically giving you whatever amount of time you need to set everything up before you are ready to enter the next phase.

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1 hour ago, positiv2 said:

@Taan Hearthstone AI sometimes does not attack taunts while there is Kel'Thuzad on your side of the board, in this case when the taunt minion has 1 health. During the Frostmourne phase, Lich King does not play any cards. This combined gives you a great advantage, as the Lich King will not play any cards and will not attack, basically giving you whatever amount of time you need to set everything up before you are ready to enter the next phase.

Well...that makes it a lot easier indeed. Thank you

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4 hours ago, Karayan7 said:

Suggested priest deck is not working so well.Too much depending on mulligan and in-game draw.Closest chance i had after 11 tries was to break LK 's armor and then he cast the "draw 6 cards and gain a s**tload of armor" card.Gonna try my ramp druid to see how it holds.

Try getting a minion to WayTooMuch/WayTooMuch while the Lost Souls are up and avoid P3 altogether. It works wonders.

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Astral Communion druid makes easy work of this.

My first attempt went something along the lines of turn 2 innervate + astral into turn 3 Ultimate Infestation topdeck.

Lethal turn 5.

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Yeah! Did it with Hunter using this deck (and restarting countless times):

### Hunter LK-Adventure
# Class: Hunter
# Format: Wild
#
# 2x (1) Alleycat
# 2x (1) Fiery Bat
# 2x (1) Jeweled Macaw
# 2x (2) Cat Trick
# 2x (2) Crackling Razormaw
# 2x (2) Explosive Trap
# 2x (2) Freezing Trap
# 2x (2) Quick Shot
# 2x (2) Scavenging Hyena
# 2x (3) Animal Companion
# 2x (3) Cloaked Huntress
# 1x (3) Eaglehorn Bow
# 2x (3) Kill Command
# 2x (3) Unleash the Hounds
# 1x (4) Spellbreaker
# 2x (25) Molten Giant
#
AAEBAR8C8gX+DA6oArUDhwTJBNsJgQrcCtQRuK0C+LECxLQC6rsCicMCjsMCAA==
 

its basically the same idea as with mage...only without the mage-secrets

 

Hearthstone Screenshot 08-25-17 21.23.19.png

Edited by Taan
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20 minutes ago, Taan said:

Yeah! Did it with Hunter using this deck (and restarting countless times):

### Hunter LK-Adventure
# Class: Hunter
# Format: Wild
#
# 2x (1) Alleycat
# 2x (1) Fiery Bat
# 2x (1) Jeweled Macaw
# 2x (2) Cat Trick
# 2x (2) Crackling Razormaw
# 2x (2) Explosive Trap
# 2x (2) Freezing Trap
# 2x (2) Quick Shot
# 2x (2) Scavenging Hyena
# 2x (3) Animal Companion
# 2x (3) Cloaked Huntress
# 1x (3) Eaglehorn Bow
# 2x (3) Kill Command
# 2x (3) Unleash the Hounds
# 1x (4) Spellbreaker
# 2x (25) Molten Giant
#
AAEBAR8C8gX+DA6oArUDhwTJBNsJgQrcCtQRuK0C+LECxLQC6rsCicMCjsMCAA==
 

its basically the same idea as with mage...only without the mage-secrets

 

Hearthstone Screenshot 08-25-17 21.23.19.png

Wow...was it really that easy?I have had my derriere handed to me several times until now...What do you propose instead of Molten Giant?

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11 minutes ago, Karayan7 said:

Wow...was it really that easy?I have had my derriere handed to me several times until now...What do you propose instead of Molten Giant?

Well it wasn't that easy... a lot of luck and restarting.

The main idea behind this deck is to put exactly 15 minions in your deck (including Molten Giant). Then you draw 2 or 3 minions with your opening-hand and get shot in the face with 24 to 26 damage, putting you to 6 or 4 life, making it possible to play Molten Giant for free (or for one mana).

So the Giants seem necessary to deal 60 damage before turn 7. But maybe you could try to play two Alleycat on turn one and two. Scavenging Hyena on the next turn - run the cats in the Lich Kings creatures and then try to buff the Hyena with Windfury (Crackling Razormaw). Maybe Vicious Fledgling could work also.

Bottomline: Finishing the Lich King of before turn 7 is the only way I can think of.

Edited by Taan

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2 hours ago, Taan said:

Yeah! Did it with Hunter using this deck (and restarting countless times):

### Hunter LK-Adventure
# Class: Hunter
# Format: Wild
#
# 2x (1) Alleycat
# 2x (1) Fiery Bat
# 2x (1) Jeweled Macaw
# 2x (2) Cat Trick
# 2x (2) Crackling Razormaw
# 2x (2) Explosive Trap
# 2x (2) Freezing Trap
# 2x (2) Quick Shot
# 2x (2) Scavenging Hyena
# 2x (3) Animal Companion
# 2x (3) Cloaked Huntress
# 1x (3) Eaglehorn Bow
# 2x (3) Kill Command
# 2x (3) Unleash the Hounds
# 1x (4) Spellbreaker
# 2x (25) Molten Giant
#
AAEBAR8C8gX+DA6oArUDhwTJBNsJgQrcCtQRuK0C+LECxLQC6rsCicMCjsMCAA==
 

its basically the same idea as with mage...only without the mage-secrets

 

Hearthstone Screenshot 08-25-17 21.23.19.png

After a lot of frustrating attempts at nothing with the Barnes list, I used this, added in 2x vicious fledgling and won on 2nd try.

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After the first day, I only miss Mage and Warrior.

For druid, I used this deck

9 hours ago, Guest Le_Goret said:

For druid, i've done easily with  jade idole x2, innervation x2,  wild growth, jade blowsome nourrish x2, Gadgetzan Auctioneer x2.

 

I've filled the rest of the deck with low cost minions (just to watch them burn by the mighty hand of arthas). 

The strat is easy to apply : just do your jade things^^.

So thanks! ;)

For hunter, I used Vicious Fledgling and Scavenging Hyena

For paladin, I used a buff deck based on Young Dragonhawk. It was easy the first time I had the hand I wanted.

For Priest, I used a Cthun/N'zoth deck. Double Cthun did all the work.

For Rogue, I used a pirate aggro.

For Warlock, it was hard. I used a renolock with Krul and the deathknight as win conditions. It worked after some tries.

For shaman, I used a aggro murloc deck. Everyfin was awesome after all

 

I hope tomorrow to conquer my Arthas, as secret paladin is still my deck to climb ladder! It'll be cool to use that (old cancer) deck with the future Lich King!

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Can the Rouge deck has some other suggestions such as swapping out card X with Sabotuer?  Sabotuer on the turn you kill Frostmourne and his passive hero power should force him to spend 5 mana dealing 1 damage to your hero.  However, I say should because I am testing this now and I have terrible RNG.  Assuming you can stop his hero power then the minion Mindbreaker should also be perfect since the rouge does not really need their hero power late game whereas his passive will definitely wreck people.

I also feel like the rouge deck needs more draw but I just rely on cold light oracle mostly.

*Notice, MindBreaker DOES NOT stop his hero power.  He does however say "My power is not so easily eclisped..."

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Update, Saboteur DOES make his hero power cost 5 and forces him to use it.  Due to forcing him to waste 5 mana twice in a row, it really ruins what he can / can't due.  No Blizzard since it costs 6 mana and he never saves the coin long enough to use it in that situation.  Saboteur honestly won most of that game for me.  Him and Jeeves the card drawing machine.

Edited by Eton145
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I killed the Lich King with all 9 classes as a f2p player, AMA!

Jokes aside, it felt really frustrating yesterday. But today more people had tried it and suggested decks about it so I managed somehow to find decks for all 9 classes. I only had to craft a second Ice Block, a Brawl and a Scaled Nightmare.

Mage and Huntard were RNG-fests, I had to restart the game multiple times until I got the proper starting hand and after that things still had to go perfectly. Having a single Brawl was also a nightmare for my Warrior game.

I got quite lucky with Murloc Shaman, Paladin and Hunter; I didn't need too many turns for them. Murlocs in general seem to be very powerful, since I also used a Murloc Rogue and a Murloc Warlock (and I don't even have Gentle Megasaur).

The last one and the most difficult for me is actually what most people will find the easiest: Druid. Without Fandral and Aya, it seemed impossible and I am not used to piloting Jade Druid. I do have the dust to craft them both and maybe I should have since they are so dominant in the Standard meta anyway, but I like to spend my dust carefully. Anyway, thank Blizzard Jade Idol is such an OP card.

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13 hours ago, Karayan7 said:

Suggested priest deck is not working so well.Too much depending on mulligan and in-game draw.Closest chance i had after 11 tries was to break LK 's armor and then he cast the "draw 6 cards and gain a s**tload of armor" card.Gonna try my ramp druid to see how it holds.

I also struggled working with the cheap priest deck. It's pretty similar, I believe, to the kind of general cheap inner fire priest that is suggested for many bosses, with the addition of the two SW: Horrors, which may work, but I think there are a few easy swaps that make the deck a good deal better. 

First of all, I don't think the SW: Death are necessary. The only time I had the LK with minions over 5 attack was when they were buffed by his spell that also gives them immunity to targeted removal, so they were really irrelevant. I also never managed to get more than one draw off my Acolyte of Pain, he seems to very often (at least in my games) coin out a 3/4 before your third turn which makes navigating the acolyte onto the board difficult, and if I wasted buffs on the acolyte I wouldn't have enough for the kill, even with the draw. 

Oddly, the Pyros and Blademasters didn't work well for me, but the Circles did. The LK AI makes odd trades, I could very often draw 3 cards off a circle without relying on Pyro and Blademaster, even if it did heal his minions. 

Cards that I added that felt very impactful were Twilight Drake, which is a phenomenal target for health buffs, and Mass Dispel, which felt somewhat necessary when a lot of my solid draws were ruined by sludge belchers hiding under frostmourne and preventing lethal when I ended up using SW: Horror on the board.

I know the list is intended to be budget, but I felt that Shadow Visions was indispensable. Finding SW: Horror is imperative, and having two was often a blessing as a lot of his boards go wide with small minions. Also, having access to more Divine Spirit makes the combo much easier as I was often trying to deal over 50 damage in one go. The more doubles the better!

I also ended up playing Loot Hoarders instead of the Acolytes, just because they came down a turn earlier and I wasn't typically getting more than one draw out of the Acolytes anyway. 

At the very least take the Deaths out of the suggested list, the only card in his deck that they do anything against at all is Bonemare, and in all my attempts I was either winning or dying before we got to the stage where he cast one. It makes the list look very untested.

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For Paladin if someone want win with a cheap deck (0 legendary needed) i made a statues deck (the ones that can't attack Eerie Statue Humongous Razorleaf Ancient Watcher) and put taunt on them with argus bonemare spikeridged sunfury , Lich King killed them and filled his board with those minions and couldn't also play cards because his side was full of garbage: I finished him easy with 8/10 atk minions hitting his face (Dinosize Bonemare Skelemancer). If he takes a Skelemancer he never suicide it on taunts leaving it filling the board forever with a 2/2 that attacks only your face when you have no taunts so pratically never.

The only heal i used was a single copy Lay on Hands for a little draw late game.

0 attack minions are also good to give him because the only buff he has is bonemare and there is high chance he will discard them and if he use them he not target the 0 atk anyway, for 0 atk i used Runic Egg alone because is the best in this category.

His final board was 1x Eerie 1x Watcher 2x Razorleaf 2x Egg 1x Skelemancer and my side was something with 30+ damage that hit his face a couple times.

When he summons the ghosts either Doomsayer or Equality Consec them, those cards after that become useless because you shouldn't ever kill the statues.

Stategy in few words:

Early game start place your statues down in this phase you take a little face damage because you must spend some turn deploy your buff targets

Mid game give taunt to statues and use your argus/sunfury to attack ghouls or other weak targets

when he summon ghosts make sure he will resurrect only the statues so kill all his other minions before he summons them

remove the ghosts with a board clear

End game put down the big guns (skelemancer and bonemare and dinosize a token or anything with 2 or less atk ready to attack and end game, he can delay some turns with blizzards but he has no way to remove big minions because if he had Obliterated he already used on taunted statues you put down before

 

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Finally!

And I have to say, it was quite fun. Also:

- it is managable as a ftp-player, but...

- you need some specific, expensive cards. So a somewhat big cardpool seems necessary

- I struggled the most with Paladin, Hunter and Shaman

- I still think, that Druid is the easiest. Just fill your deck with cheap minions, Jade Idols and Auctioneers

 

...only one Problem: I don't have a playable Paladin-Deck to use Arthas *cry*

 

Hearthstone Screenshot Arthas.png

Edited by Taan

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Thanks for these guides, got me over the line.

Of the two not listed, I did Warlock first try with a death knight renolock. Turn 8 twisting nether into krul into the death knight did nicely.

Druid I did as Le Goret suggested. I just stuck in every jade card, innervates, wild growths, fendral, one nourish and the auctioneers. Was pretty easy.

For the others I used the guides here.

Hunter I switched one Feign Death for Cairne to save dust. Got it first time but maybe rather lucky, drew Barnes on Turn 5 with two play dead in hand, and then drew all the deathrattles on consecutive turns.

Mage seemed hopeless at first, but eventually Giant+Duplicate, obliterated, into  Giant X3 echo Giant X3 made for a quick win.

Paladin took a few tries but always felt close.

Priest I may have been lucky, first try eventually a turn 2 2/5 radiant elemental became a 33/33 hehe. Getting a big cleric draw from pyromancer seems crucial.

Rogue took me many tries. Felt it might be worth trying fitting in the Finja package to get some more oomph but eventually got there before I tried it.

Shaman felt completely hopeless time after time. But eventually drawing both hobgoblins early on and both devolves by turn 8 did it for me, without drawing any bloodlusts! (Tip: healing totem is nice, and keep your 3+ health minions above 2 health as much as possible even if it means making unfavourable trades).

Warrior seemed easy despite drawing a seemingly bad starting hand of Bring It On x2 and Death's Bite. Took a while to draw Deathlord so was low on health by the time Kelthuzad and deathlord stalled things but got back up to 36 armour thanks to an early justicar previously. Eventually played a couple of belchers to avoid burning cards which he suicided his lost soul thing into. So that forced an earlier than planned Brann+Oracle leaving him with a full hand and 2 card deck, and me with no more Oracles. But he never managed to clear Kelthuzad so just won by clearing his board and hitting face before his hero power got too big. (Tip: if your board is full kill the minions you want back first so they resurrect first. Then suicide your 1/2 taunts to make space).

Edited by Bozonik

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1 hour ago, Bozonik said:

Thanks for these guides, got me over the line.

For the others I used the guides here.

Hunter I switched one Feign Death for Cairne to save dust. Got it first time but maybe rather lucky, drew Barnes on Turn 5 with two play dead in hand, and then drew all the deathrattles on consecutive turns.

Paladin took a few tries but always felt close.

Rogue took me many tries. Felt it might be worth trying fitting in the Finja package to get some more oomph but eventually got there before I tried it.

 

Thanks for the feedback. The Paladin deck took rather longer to build than I hoped, and I'm glad to see that it works for other people. (That guide is longer than some full deck guides!). About halfway through building it, I realised there might be easier ways to build it, but the solution feels unique, and I wanted to stick with it :) Most of the early versions ended up with too many cards in hand, which made cycling through the deck awkward.

I completed Rogue twice in a row very early on, so I'll take another look at that at some point as I felt that one was quite strong. I'm catching up on some meta decks at the moment, so no promises on timescale though.

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I did rogue with this list, at first try. I didnt get lucky with any specific draw to be honest. Stealing buffed Maexxna was cool though.

Main Shadowcaster targets are Antique Healbot and N'Zoth, the Corruptor obviously. Cult Apothecary could be fine as well. But it is more situational.

Fight Promoter draws two cards almost always, later in the game.

Once 2/6s hit the board, I just traded them with my board, this decks mostly have a good board presence, because there are no spells at all.

Hearthstone Screenshot 08-26-17 17.56.08.png

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Guest Maive
Quote

Warrior seemed easy despite drawing a seemingly bad starting hand of Bring It On x2 and Death's Bite. Took a while to draw Deathlord so was low on health by the time Kelthuzad and deathlord stalled things but got back up to 36 armour thanks to an early justicar previously. Eventually played a couple of belchers to avoid burning cards which he suicided his lost soul thing into. So that forced an earlier than planned Brann+Oracle leaving him with a full hand and 2 card deck, and me with no more Oracles. But he never managed to clear Kelthuzad so just won by clearing his board and hitting face before his hero power got too big. (Tip: if your board is full kill the minions you want back first so they resurrect first. Then suicide your 1/2 taunts to make space).

Cant say Im a fan of the warrior deck... the rng is next to impossible to get right for a win condition... You were VERY lucky to win the above scenario. 

Ive played 3-4 hours of this warrior deck, each time missing Kelthuzad on the 7 round, or a deathlord, or a brawl with two of the sets of cards needed buried deep within the last 5 cards. I usually die from the Lich's hero power, but on the odd occasion where I survive long enough, i get the cards I need at the very end of the game, by which time hes amassed a group on the board capable of wiping me. Open to other suggestions deck wise to get the warrior done!

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48 minutes ago, Guest Maive said:

Cant say Im a fan of the warrior deck... the rng is next to impossible to get right for a win condition... You were VERY lucky to win the above scenario. 

Ive played 3-4 hours of this warrior deck, each time missing Kelthuzad on the 7 round, or a deathlord, or a brawl with two of the sets of cards needed buried deep within the last 5 cards. I usually die from the Lich's hero power, but on the odd occasion where I survive long enough, i get the cards I need at the very end of the game, by which time hes amassed a group on the board capable of wiping me. Open to other suggestions deck wise to get the warrior done!

I dare say I got a bit of luck, but it didn't feel that outrageously lucky to be honest.

The crucial thing to have is brawl available on Turn 8. By then you've probably drawn/mulliganed nearly half your deck so you might get unlucky a few times but more often than not you'll have one. The rest you just concede and start again.

It's nice, but not crucial to have Kelthuzad and Deathlord immediately available after that. He's just doing 7 damage a turn, which is 5 after armour up, 3 if you've played justicar (which you can play while he has one soul and the weapon, he'll just kill it with the weapon), plus shield blocks etc.

Once you've got Deathlord and Kelthuzad down you can recover a lot of health while he sits there doing nothing but burn cards.

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      Peter Whalen
      We’ve learned a lot about hero cards since we launched the Death Knights. In general, we like them to either have a fair amount of variance in their gameplay or to have their hero powers be at a power level more in line with Justicar Trueheart than, say, Bloodreaver Gul’dan. Zul’jin is a good example of this. There’s some wiggle room here, but the core idea is that we don’t want the hero power to drown out the rest of the cards that you’re playing. With each expansion, we’re going to continue to make powerful cards – a card being powerful isn’t necessarily a reason for us to change something. The most important thing here is that the game doesn’t feel hopeless or inevitable. I think the variance in Dr. Boom’s and Hagatha’s hero powers helps a lot there. You could get lucky, your opponent might get unlucky, and there’s still a lot of gameplay back and forth between you after those are played. It’s meaningfully different from some of the very powerful and more repetitive hero powers we’ve seen in the past.
      For the other question, will we change them, that’s more a question of how things shake out in the metagame. Things have been changing rapidly over the last couple weeks. Just looking at hsreplay, Warrior is around the fourth best class right now (and Shaman is fifth), so let’s see how things evolve. We don’t think that Dr. Boom feels inherently bad to play against and it doesn’t seem like a huge balance outlier right now, so we’re going to let things develop before we make a call on card changes. (source)
      Known player and YouTuber CzechCloud made a lengthy post on both Standard and Wild metagame. In regard to Standard, the team is keeping an eye on Rogue and Archivist Elysiana, but thinks Zilliax is fine. In Wild, they are taking a look at Barnes and Darkest Hour decks (more on that in the next post).
      Stephen Chang
      We learned a lot about Hero cards after we introduced the Death Knights and applied that knowledge to the Hero Cards in the Year of the Raven. The type of value that cards like Dr. Boom, Mad Genius and Hagatha the Witch provide are less reliable than those found on some of the Death Knights. We’re continuing to learn from these Hero Cards as well and will continue to monitor their use in the current meta. Dr. Boom, Mad Genius saw a lot of play at the start of Rise of Shadows, but his use is starting to taper off as the meta evolves and players are playing decks that counter Warrior. It’s unlikely that we’ll rotate these to the Hall of Fame early and if we felt a change were needed to any of these Hero cards that we would nerf them instead.
      In general, we like it when players find the answer themselves by playing decks that can counter the decks they find to be dominating the meta. That said, we’ll continue to monitor the play rate and win rate of Rogues to ensure it doesn’t get out of hand and if it does, we’ll step in as we have in the past.
      We know that players have concerns regarding Elysiana, particularly in the competitive scene. We’ll get a lot more information on her with the upcoming World Championship and we’ll continue to monitor her overall use and will step in to make a change if we think it’s needed.
      We like the way Zilliax is being used. As such a flexible card (due to having so many keywords) Zilliax naturally finds his way into a variety of decks for different reasons, and we like this. Some decks really value the Lifesteal, some value the Mech minion type, some use him to synergize with Rush or Taunt cards. Often how he interacts in each game or deck feels different and less repetitive. In general, Zilliax just feels great to play and doesn’t feel awful to play against so we’re pretty happy where he is right now.
      One of the things we enjoy most with each new expansion is the additional tools players have available to modify their existing decks and to create new ones. In Wild, there are interactions that simply aren’t available in Standard that players are able to explore, which is very exciting and can shake up the Wild meta. We do see this evolution with each expansion and experimentation that takes place.
      In general, we’re more comfortable with really powerful strategies in Wild than we are in Standard. That said, we have stepped in in the past, Aviana and Naga Sea Witch for example, when certain decks are too unfun to play against and have strategies that seem unreasonable to contend with. We’ve talked about potential changes to Barnes and Darkest Hour decks and will continue to look at the impact of the other decks you mention. We’re happy with Wild being a place where players can explore very strong synergies and decks, but will step in to make changes if we think the game will be better for it. (source)
      Misc #1: They have no plans on extending the no duplicates rule to Epic cards. As far as Wild is concerned, they've discussed nerfing Barnes and Bloodbloom but the meta hasn't completely settled yet after the release of Rise of Shadows. Standard seems fine for now.
      Stephen Chang
      We’re happy with the no duplicates rules for Legendary cards, but have no plans to extend it to epic cards.
      When we release a new expansion, we’re always excited to see players try out new cards and discover synergies and decks that will shape the meta. We’ve seen this with Rise of Shadows and have been monitoring the ebbs and flows as decks rise in prominence and get countered by other decks. With the Wild meta in particular, we tend to see crazier interactions and stronger decks and this is something we’re generally happy with. In certain cases when decks seem out of line with what we’re comfortable with, we have stepped in, like in the case for Naga Sea Witch and Aviana. We’ve discussed the possibility of nerfing cards, such as Barnes and Bloodbloom, but the meta is still settling down and we’d like to continue to gather more data before making any decisions. We’ll continue to monitor the meta closely to make sure nothing gets too out of hand.
      We’ve been watching closely as the meta has adjusted day to day and week to week since Rise of Shadows has been released. We’ve seen a variety of different decks be “the best deck” so far and are happy with how players are adjusting and countering what they’re seeing as the most prevalent decks on the ladder. (source)
      Misc #2: Celestalon talked about Tribes, what makes a specific type of minions worthy of a Tribe name and how they try not to mix Tribes with one another (apart from the special one-off amalgams). Same cards available to different classes, like the tri-class cards in Mean Streets of Gadgetzan, are something the team considers, especially since this year we have the League of E.V.I.L. vs the Defenders of Dalaran. Mana ramp cards will return in Druid.
      Chadd Nervig
      Tribes, or ‘minion types’, exist for a few reasons. Mechanically, they link a wide variety of disparate cards, so that they can be referred to and interacted with (“Whenever you summon a Beast…”, “If you played an Elemental last turn…”, etc.). They also help add flavor to a card. We have a variety of minion types right now, and are open to the idea of adding more in the future. However, each minion type we add does add a bit of complication, so we look at what the upside of each one is.
      Take Treants for example: We’ve designed Treants to be consistently 2/2 tokens, with “Treant” in their name. So, if we add a Treant tribe, what do we gain? Treants are already quite recognizable, and searchable. It would allow us to print cards that are Treants, but not named “Treant”… but that would conflict with the goals of Treants to be 2/2 tokens, so we aren’t particularly inclined to do that right now.
      Lackeys are similar; they keyword and consistent name already fill the role of the minion type, so an additional minion type there doesn’t really gain us much.
      Undead is another minion type that we see brought up. What would a build-around theme for Undead look like? Is there a clear delineation between what counts as Undead or not? Since minions currently only have 1 type (apart from the special one-off amalgams), minion types tend to work best when they’re exclusive. Pirate is one where that gets complicated; in order to keep things clear, we tend to not make Murloc Pirates, or Beast Pirates, etc. Undead would be even more problematic in that regard; we’d basically have to go to a world of multiple types per minion, since dozens of cards look Undead along with an existing type already. It’s not out of the question, but we’d have to have a very good reason to cross that big bridge of complication.
      Tri-class cards were pretty cool, yeah! I wonder if, in a world where the classes are divided between good and E.V.I.L., there would be a place for multi-class cards in the future? Hmmmmm… It’s definitely something we’d consider!
      Mana ramp is indeed part of the core identity of Druids in Hearthstone, and we do intend to maintain that going forward. While they may not currently be as extreme at that as they once were, that leaves us room to add more/stronger mana ramp cards in the future. I think it’s safe to say that you’ll see mana ramp cards in Druid again.
      A few reasons! First, we generally try to sprinkle some flavorful cards into each set. It helps set the tone of the set, helps it feel like you’re in Dalaran. Second, mechanically, it helps lay the groundwork for future build-arounds. As mentioned above, minion types are important for mechanical interactions, and we recognized that numerous Elementals were rotating out of Standard at this time, so we could use some replacements. Just as Dire Mole saw play merely for being a 1/3 Beast (heck, even sometimes just a 1/3), there’s potential for a 2/3 Elemental to see play, with the right supporting cards. (source)
      We've summarised some shorter answers:
      They have replacements for the cards from the evergreen set that recently got HoFed. They will be released after the upcoming solo player content, but before the next expansion (source). There will also be replacements for the two Witchwood Legendaries that were HoFed! (source) Still no news on new game modes (source) or rewards after the 500 wins milestone (source). They are working on delivering ways to obtain Tyrande and Khadgar alternate heroes by the end of 2019. (source) They are considering printing Legendary spells and weapons again. (source) Team 5 mentioned that the burglar effect would change to “from another class” instead of your opponents class going forward. Pilfer, though, still has that effect and it's a Classic card. The team hasn't decided yet if they will change Pilfer or not. (source) Dr. Boom's Scheme was a card that seemed weak from the moment it was revealed and doesn't fit with the bomb theme that Warrior has in Rise of Shadows. Liv Breeden responded that the team wanted to give more defensive tools to Warrior. (source) No plans on printing more cards with the "Teaching" mechanic that Swampqueen Hagatha has in the near future, but this mechanic may return at some point. (source) Classes with weaker removal options will have to opt for Neutral class that do just that, even if they are not as powerful as class cards. This is part of making class identities and differences more apparent. (source) All 5 devs had a different interpretation of what the "E.V.I.L" in the League of E.V.I.L stands for, so the mystery remains!
    • By Zadina
      Team 5 is hosting a Q&A on the official forums for the newly released expansion.
      The Q&A will start around 10:00 AM PDT on Monday the 22nd of April. You can already leave your questions here.
      Dylan Bates
      Well met, E.V.I.L. adventurers!
      Put down your Wrenchcaliburs, Wagglepicks, and Headhunter’s Hatchets and set fingers to keyboard - we’ve assembled a league of talented D.E.V.E.L.O.P.E.R.S. to answer your Rise of Shadows questions here on the Hearthstone forums at the start of next week!
      You can go ahead and start listing your questions in the thread now - starting at 10:00 AM PDT on Monday, April 22, we’ll have designers and artists on hand for a couple of hours to check in on how your evil schemes are coming along and to talk to you about your favorite decks, awesome plays, answer your burning questions, or discuss anything else you’d like to know about Rise of Shadows!
      Remember to favorite/like any questions you’d like to see answered and we’ll see you Monday!
    • By positiv2
      This thread is for comments about our Big Warrior guide.
    • By Zadina
      The time to determine who will be Hearthstone World Champion for 2019 is approaching. As usual, you can earn card packs by voting for your favourite player. Thousand of packs will also be given away by watching the stream of the World Championship, after enabling Twitch Drops.
      The HCT 2019 World Championship will take place in Taipei, Taiwan between April 24 and 27.
      The 16 players that will compete for a total prize pool of $1,000,000 and the title of Hearthstone World Champion for 2019 are:
      Group A Group B Group C  Group D Jing Muzzy Ike Roger BloodTrail killinallday hunterace bloodyface XiaoT languagehacker A83650 Tyler Bunnyhoppor Yueying Justsaiyan Viper As always, you can select a champion and earn free packs. Just by participating, you will get a free Rastakhan's Rumble and if the player you voted for proceeds further into the tournament, you can keep winning more packs (up to 4).
      The voting happens here until April 24.
      Moreover, Blizzard has announced that Twitch Drops are going to be enabled for the HCT World Championship which means by watching the stream next week, you're able to get free Rise of Shadows card packs.
      By tuning in at specific times and accumulating 4 hours of viewing time, you'll receive one pack. 1500 Classic card packs will also be distributed every hour to randomly selected viewers.
      Blizzard Entertainment
      The Hearthstone Championship Tour (HCT) 2019 World Championship kicks off in Taipei on April 25 with the world’s 16 best Hearthstone players from the Americas, Asia-Pacific, China, and Europe competing to win the 2019 Hearthstone World Champion title and the lion’s share of the $1,000,000 prize pool.
      Choose Your Champion
      We’re excited to share that Choose Your Champion will be returning for the HCT 2019 World Championship. You can choose one of 16 competitors as your champion and be rewarded with Hearthstone card packs based on how well they perform. Click the button to Choose Your Champion!
      Choose Now!
      Just for participating, you will receive one Rastakhan’s Rumble card pack. You will receive one additional card pack each time your champion wins a match. All card packs are expected to be delivered one week after Worlds. You must choose your champion by April 24 at 6:30 p.m. PDT to participate.
      Twitch Drops Enabled
      Eligible viewers who tune into the HCT 2019 World Championship on Twitch during any of the times listed below for at least four hours’ total viewing time will be reward one Rise of Shadows card pack! On top of that, 1,500 lucky eligible viewers will be randomly rewarded with an additional Classic card pack every hour.
      These rewards can be earned during the following times:
      April 24: 7 p.m.–3 a.m. PDT April 25: 7 p.m.–3 a.m. PDT April 26: 7 p.m.–3 a.m. PDT April 27: 7 p.m.–3 a.m. PDT Eligible channels:
      PlayHearthstone PlayHearthstoneFR PlayHearthstoneRU HearthstoneZHTW PlayHearthstoneKR PlayHearthstoneJP Link Your Accounts
      Before you can receive rewards, you’ll need to link your Twitch.tv and Blizzard Battle.net accounts. Here’s how:
      Log in or create an account on Twitch.tv. Navigate to the Settings menu by clicking your account name in the top-right corner of the home screen. Navigate to the Connections tab of the Settings menu. Find the Battle.net section, then follow the instructions after selecting a region and clicking Connect. When connecting accounts, be sure that you’re currently logged into the Blizzard account on which you’d like to receive your rewards. You can read the official rules for Twitch Drops here. Scope the HCT 2019 World Championship event page; follow us on Twitter, Facebook, and YouTube; and catch the #HCTWorldChampionship when the broadcast goes live on April 24 at 7:00 p.m. PT at Twitch.tv/PlayHearthstone!
      (source)
    • By Zadina
      Adjustments to the weight of Rogue class cards have been made. Also, last week, the current rules for Arena were posted after the release of Rise of Shadows.
      It looks like Rogue may have been a tad too powerful in Arena, after the release of Rise of Shadows. Team 5 is adjusting the weight of Rogue class cards, with overperforming ones being seen less frequently.
      Dylan Bates
      Later today we will be applying an adjustment to the weight of Rogue class cards in Arenas to address some current balance issues. This means that overperforming Rogue cards will be seen less frequently. Additionally, we will be making changes to the card buckets for other classes to create a more consistent drafting experience. You will not need to patch your client or download any additional data to receive this update.
      Please note that after this change some Rogue choices may seem sub-optimal, but we are prepared to address any outstanding issues in a future update. (source)
      Rise of Shadows brought a significant change to the Arena, as it now has a rotating draft pool. Accordingly, Blizzard has posted an update to the current Arena rules:
      Dylan Bates
      Update 14.0 - 04/09/19
      Any given Arena draft pick will offer 3 cards from the same "Bucket". There are currently 13 non-Legendary card buckets and 5 Legendary card buckets.
      On average, Arena draft picks consist of about 79% Common, 15% Rare, 5% Epic, and 1% Legendary cards.
      Your 1st, 10th, 20th, and 30th picks will be guaranteed to offer cards from Bucket 4 or higher.
      Class cards receive an additional +50% increase in their appearance rate.
      Spell and weapon cards OR cards from the latest Expansion receive an additional +50% increase in their appearance rate.
      Neutral cards from the Classic and Basic set appear 50% less often.
      These appearance rate modifiers are multiplicative.
      The following cards are unavailable to be drafted in Arena:
      Ancient Watcher, Mind Control Tech, Klaxxi Amber-Weaver, Dark Arakkoa, Cult Sorcerer, Twilight Darkmender, Hooded Acolyte, Blade of C’Thun, Usher of Souls, Ancient Shieldbearer, Twin Emperor Vek’lor, Disciple of C’Thun, Doomcaller, C’Thun, Beckoner of Evil, C’Thun’s Chosen, Twilight Geomancer, Twilight Elder, Crazed Worshipper, Skeram Cultist, Jungle Giants, Open the Waygate, The Caverns Below, Vicious Fledgling, The Marsh Queen, Fire Plume’s Heart, Awaken the Makers, Unite the Murlocs, Lakkari Sacrifice, The Last Kaleidosaur, Humongous Razorleaf, Bloodreaver Gul’dan, Deathstalker Rexxar, Frost Lich Jaina, Malfurion the Pestilent, Scourgelord Garrosh, Shadowreaper Anduin, Thrall, Deathseer, Uther of the Ebon Blade, Valeera the Hollow, Baku the Mooneater, Black Cat, Genn Greymane, Glitter Moth, Gloom Stag, Hagatha the Witch, Murkspark Eel, Dr. Boom, Mad Genius, Whizbang the Wonderful, Zul’jin, Arcane Watcher
      Arena Bucket Information can be found here 32.
      We’re always working to improve the Arena experience, and your feedback is appreciated!
      (source)
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