Hearthstone
#401
Posted 2016-August-18, 22:09
#402
Posted 2016-August-20, 09:31
-Sinergies to silence or actvate with defender of argus or similar an otherwise deadcard, or something with nerubian egg: fail miserably
-Sinergies to find a beast with a druid : Success
-Sinergies to find a mech: Usually have 3-4 in the deck, have to wait for the card, but ends up appearing.
-Siergies to have secrets: mixed success.
#403
Posted 2016-August-24, 12:18
At turn 2 should I play fiery war axe or hero power on a empty board?
#404
Posted 2016-August-24, 15:14
Fluffy, on 2016-August-24, 12:18, said:
At turn 2 should I play fiery war axe or hero power on a empty board?
I've not seen Harrison in a long time, I would play axe usually (but it depends on the rest of your hand).
-- Bertrand Russell
#405
Posted 2016-August-24, 16:04
#406
Posted 2016-August-24, 23:36
Fluffy, on 2016-August-24, 12:18, said:
At turn 2 should I play fiery war axe or hero power on a empty board?
As for your question, it depends on a lot. First of all, you need to consider what you'd like to do with your mana the next turn. If you have something like slam or bash that you may want to combine with an axe hit if you opponent plays a minion with more than 3 health (Totem Golem, Flamewaker, Tomb Pillager, innervate Druid of the Claw) then equipping first is correct. If you'd like to shield block next turn for cycle or drop acolyte, again equipping first is better. It also depends on the class you're against and whether you're on the coin or not. Basically, the less aggressive you expect the match-up to be, the more you should lean toward hero powering. That being said, those match-ups are few and far between, so you should default to equipping.
The cases against equipping are random ooze from Renolock and deception (make the opponent play a naked acolyte of pain or injured blademaster), but the value of deception diminishes greatly against solid opponents who watch your mulligan. Also don't hitch T2, i.e. think about when you'd prefer to hero power than equip during your T1 and then T2 insta-hero power if the conditions are met.
#407
Posted 2016-August-25, 02:39
#409
Posted 2016-August-25, 06:54
Fluffy, on 2016-August-25, 05:23, said:
Again it depends on the matchup. If your opponent is going to be able to answer with Doomsayer, that won't work out well for you, unless perhaps you have Ravaging Ghoul and Execute in hand and your opponent is unlikely to run other things you need to execute, etc.
-- Bertrand Russell
#410
Posted 2016-August-25, 06:59
- Can I deal with the minion my opponent is likely to play? (so, against Druid expect Mire Keeper, against mage Water Elemental, etc)
- How many draws do I need in this match-up?
- How good is my hand already?
Some match-ups you're fine with cycling acolytes just to spend the mana, others you'll want to only play it only when it guarantees 2 draws. For instance, against N'Zoth paladin I would coin Acolyte on 2 but never play it on 3 due to Truesilver.
#411
Posted 2016-September-02, 05:53
This month, I might have found an even more cancerous deck.
Flame Imp
Malchezaar;s Imp
Mortal Coil
Power Overwhelming
Soulfire
Voidwalker
Dark Peddler
Darkshire Librarian
Succubus
Tiny Knight of Evil
Demonwrath
Imp Gang Boss
Silverware Golem
Fist of Jaraxxus
Doomguard
-- Bertrand Russell
#412
Posted 2016-September-07, 03:25
mgoetze, on 2016-September-02, 05:53, said:
This month, I might have found an even more cancerous deck.
Flame Imp
Malchezaar;s Imp
Mortal Coil
Power Overwhelming
Soulfire
Voidwalker
Dark Peddler
Darkshire Librarian
Succubus
Tiny Knight of Evil
Demonwrath
Imp Gang Boss
Silverware Golem
Fist of Jaraxxus
Doomguard
I played against this and was funny, empty hand all the time he beat me becasue he discarded the right card and kept doomguard to push for letal at turn 8.
#413
Posted 2016-September-07, 03:27
#414
Posted 2016-September-07, 07:30
Fluffy, on 2016-September-07, 03:27, said:
Moat Lurker? I don't really understand your question, Moat Lurker has a Battlecry to destroy a creature, triggering its Deathrattle (e.g. Sylvanas dies and steals something), and then a Deathrattle to resummon that creature on the same side of the board as it was on previously (e.g. you get a new Sylvanas). You can get Moat Lurker back from N'Zoth but it won't "remember" which minion it destroyed so the Deathrattle of a N'Zothed Moat Lurker does nothing.
-- Bertrand Russell
#415
Posted 2016-September-14, 17:54
Me: Priest, Mind blast, light of the naaru, shadowbomber
Opp: warrior, armorsmith, whirlwind, brawl
He got up to ridiculous amounts of armor, but eventually because I only had one lightwarden out at a time and he had to trade 2 cards for one, I killed him with that one lightwarden after he ran out of non brawls.
#416
Posted 2016-October-22, 06:50
Finally the Rogue goes for the head. But the Priest has a chance, if the ogre hits a decent target, he clears the lesser minions, and finnaly hits the annubar, who returns to hand the dangerous raptor. This gives the Rogue enough power to leave the Priest with 1 health in next turn, but the rogue is now card-less.
4 turns later the Priest is in control, with 6 health he is finally out of eviscerate threat and has deployed enough creatures to have lethal next turn. Except that rogue yields a tomb spider, grabbing a war horse, and winning the jousting 7 vs 6.
#417
Posted 2016-October-22, 07:30
Fluffy, on 2016-October-22, 06:50, said:
Hearthstone seems to have changed rather a lot since I was playing. At that time Water Elemental was a mage card. Has the game actually improved since that time?
#418
Posted 2016-October-22, 15:54
#420
Posted 2016-November-07, 01:10
Also surprising was how often matches were decided by pure luck, it happened more often than not.