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JTsyo

Lifer
Nov 18, 2007
11,975
1,099
126
True. The other option is to wait and see if there are any cards even worth the 2800 gold or $20 to even bother with.

The card count is low for this, 30 cards I think. It's just meant to introduce adventure mode. The true expansions are supposedly going to be 200-300 cards.
 

EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
what do i do with each wing? its a part of the adventure?

i get 1 wing i can do 5 "levels" and so on?

or getting the wings just by griding gold "is the adventure"?
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
what do i do with each wing? its a part of the adventure?

i get 1 wing i can do 5 "levels" and so on?

or getting the wings just by griding gold "is the adventure"?

The Naxxramas adventure is based upon the Naxxramas raid from World of WarCraft, which was separated into five wings with their own theme that was prevalent throughout the trash mobs and the bosses. For example, the last boss in the Arachnid wing (Maexxna) is a giant spider. So, similar to World of WarCraft, each wing will contain PVE encounters, which is similar to playing Practice mode, that are based upon the bosses from the original MMO raid dungeon. While I said they're like Practice mode, in Practice mode, you play against an AI that uses the normal classes that we have access to, but in Naxxramas, you'll play against the bosses, which have their own unique abilities. For example, Patchwerk doesn't play any cards.

There's a normal adventure mode, heroic adventure mode (they say this will be pretty tough), and class challenges.
 

EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
I stopped playing my Murlock and Zoo decks because it seems like all the other decks have answers to that.

so now im playing a Tempo Warrio, its surprisingly good, better than what i had expected from watching the cards by themselves

im using 2 armorsmith but im not sure i like them so much, i think i like more the one that gets stronger everytime a minion gets damaged but the armosmith is 2 mana and the other one is 3... thats a big difference too
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Blizzard announced that Naxxramas is coming out next week (7/22).

So, I've been doing a bit of Arena lately, and well... it hasn't been going all that well. There have been a couple instances were I made an obvious mistake during a game. For example, the one time when I left a 2/1 up against a Rogue, and I attacked the hero instead. Yeah... usually not a good idea to leave anything up against a Paladin (Blessing of Might or Blessing of Kings) or a Rogue (Cold Blood). You could say the same for Priests (Inner Fire, Power Word Shield, Divine Spirit), Druids (Savage Roar, Mark of Nature), and Shamans (Blood Lust, Windfury), but I'd argue the original two are probably the largest threats for a single target with the fewest cards.

There are other times when I think I may have received some rather poor choices, or I just didn't choose the right one. To give you an idea, my current Arena deck is a Paladin deck, which actually has some awesome cards. For example, I have Leeroy! :awe: However, I also have a glut of low-cost minions, because I was never offered too many high-cost minions. My first choice was an epic card choice between a Molten Giant, Big Game Hunter, or Blood Knight. I have a Paladin, so I figured I'd have a bit of fun with the Blood Knight!

I actually have a few cards that grant Divine Shield (2x Argent Protector, 1x Hand of Protection), but I don't always get them at the most opportune time for the gimmicky combo. However, they have come in use quite a bit apart from that. For example, I was fighting a Warrior over lunch, and he had more minions on the board than me, and they were all about as potent as mine. So, I used the Argent Protector to shield my 4/4 Dark Iron Dwarf so I could continue to keep my board presence. It actually worked out rather well, and I beat the Warrior... in a very, very long game.

Overall, the deck, which I'll add a link to it when I have the chance, feels a lot like my friend's Paladin aggro deck, but I lack his charge minions.

im using 2 armorsmith but im not sure i like them so much, i think i like more the one that gets stronger everytime a minion gets damaged but the armosmith is 2 mana and the other one is 3... thats a big difference too

I was watching a stream, and I saw someone end up with 30 health + 18 armor because of those armorsmiths and other effects! As long as you can maintain board control and your opponent doesn't pull out some crazy effect (e.g. Mage's Flamestrike), you can get ridiculous amounts of armor.

EDIT:

Here's the Paladin Arena deck that I was talking about.
 
Last edited:

Hacp

Lifer
Jun 8, 2005
13,923
2
81
Blizzard announced that Naxxramas is coming out next week (7/22).

So, I've been doing a bit of Arena lately, and well... it hasn't been going all that well. There have been a couple instances were I made an obvious mistake during a game. For example, the one time when I left a 2/1 up against a Rogue, and I attacked the hero instead. Yeah... usually not a good idea to leave anything up against a Paladin (Blessing of Might or Blessing of Kings) or a Rogue (Cold Blood). You could say the same for Priests (Inner Fire, Power Word Shield, Divine Spirit), Druids (Savage Roar, Mark of Nature), and Shamans (Blood Lust, Windfury), but I'd argue the original two are probably the largest threats for a single target with the fewest cards.

There are other times when I think I may have received some rather poor choices, or I just didn't choose the right one. To give you an idea, my current Arena deck is a Paladin deck, which actually has some awesome cards. For example, I have Leeroy! :awe: However, I also have a glut of low-cost minions, because I was never offered too many high-cost minions. My first choice was an epic card choice between a Molten Giant, Big Game Hunter, or Blood Knight. I have a Paladin, so I figured I'd have a bit of fun with the Blood Knight!

I actually have a few cards that grant Divine Shield (2x Argent Protector, 1x Hand of Protection), but I don't always get them at the most opportune time for the gimmicky combo. However, they have come in use quite a bit apart from that. For example, I was fighting a Warrior over lunch, and he had more minions on the board than me, and they were all about as potent as mine. So, I used the Argent Protector to shield my 4/4 Dark Iron Dwarf so I could continue to keep my board presence. It actually worked out rather well, and I beat the Warrior... in a very, very long game.

Overall, the deck, which I'll add a link to it when I have the chance, feels a lot like my friend's Paladin aggro deck, but I lack his charge minions.



I was watching a stream, and I saw someone end up with 30 health + 18 armor because of those armorsmiths and other effects! As long as you can maintain board control and your opponent doesn't pull out some crazy effect (e.g. Mage's Flamestrike), you can get ridiculous amounts of armor.

EDIT:

Here's the Paladin Arena deck that I was talking about.

There are obvious mistakes and there are non-obvious mistakes. For example, if your opponent has a harvest golem out on turn 3 and on turn 4, you wrath and hero power instead of Yeti, you just made a non-obvious mistake.

Same thing if your opponent has a lepper gnome turn 1 and you hero power it instead of playing a 2/3. Tempo is a premium early game (turns 1-8) and less important late game.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Blizzard revealed a new card from Naxxramas. It's Loatheb, a 5-cost 5/5 legendary with a battle cry that increases the cost of all of your opponent's spells by 5 for the next turn. All I can say is... mmm... I'd love to use one on one of those pesky mages that's just holding onto a Flamestrike! :awe: About to go into turn 9 against a Druid? "Oh, you wanted to play your combo?" :awe:

There are obvious mistakes and there are non-obvious mistakes. For example, if your opponent has a harvest golem out on turn 3 and on turn 4, you wrath and hero power instead of Yeti, you just made a non-obvious mistake.

Well, I think a more interesting question about that scenario is... what's the best thing to do in each situation? For example, let's reverse the order a bit... I have a Yeti out, and he plays a Harvest Golem. Is it more wise to attack his golem or use the fact that my yeti has an arguably higher "threat factor" to force him to attack it?

I'm guessing that the answer probably depends a bit on the opponent's class? For example, if I'm playing against a Mage, and I attack his golem, he will get the 2/1 from the death rattle, and my yeti will be at 4/3. Next turn, he will probably attack the yeti with the 2/1 and use his hero power to finish off the golem. Since we're probably on turn 4, that leaves him with 2 mana to play a somewhat weak yet mildly potent creature (Juggler, etc.). However, if I attack the mage, he'll most likely have to trade the golem. The most godly play that he could probably make would be Sorcerer's Apprentice (-1 spell cost) + frostbolt. That would kill the yeti and leave a 2/1 and 2/2 on the board for him.

:hmm:

Although, back to the decision, I think the yeti is more of a "clear call" to make there; however, I would argue that there are times when it's hard to decide between some minion or something like Wrath + hero power.

Same thing if your opponent has a lepper gnome turn 1 and you hero power it instead of playing a 2/3. Tempo is a premium early game (turns 1-8) and less important late game.

I agree that tempo is important in the early game, but as we know, the game relies heavily on RNG. If you don't have a 2-cost 2/3, then you can't play it. :\ The lack of tempo is why I only went 5-3 in that Paladin deck that I linked earlier. The deck has a glut of low-cost minions, which are great if I can gain tempo early. However, stacking low-cost minions mean you're really screwed in the late game... if you're card starved. Made me really reconsider passing on Divine Favor.

My current arena deck is a Druid deck that is a lot more balanced. Actually, some might say it's a little weak on the low-end as that's where a good amount of spells are (2x Wrath, Innervate, etc.).
 
Last edited:

Hacp

Lifer
Jun 8, 2005
13,923
2
81
Blizzard revealed a new card from Naxxramas. It's Loatheb, a 5-cost 5/5 legendary with a battle cry that increases the cost of all of your opponent's spells by 5 for the next turn. All I can say is... mmm... I'd love to use one on one of those pesky mages that's just holding onto a Flamestrike! :awe: About to go into turn 9 against a Druid? "Oh, you wanted to play your combo?" :awe:



Well, I think a more interesting question about that scenario is... what's the best thing to do in each situation? For example, let's reverse the order a bit... I have a Yeti out, and he plays a Harvest Golem. Is it more wise to attack his golem or use the fact that my yeti has an arguably higher "threat factor" to force him to attack it?

I'm guessing that the answer probably depends a bit on the opponent's class? For example, if I'm playing against a Mage, and I attack his golem, he will get the 2/1 from the death rattle, and my yeti will be at 4/3. Next turn, he will probably attack the yeti with the 2/1 and use his hero power to finish off the golem. Since we're probably on turn 4, that leaves him with 2 mana to play a somewhat weak yet mildly potent creature (Juggler, etc.). However, if I attack the mage, he'll most likely have to trade the golem. The most godly play that he could probably make would be Sorcerer's Apprentice (-1 spell cost) + frostbolt. That would kill the yeti and leave a 2/1 and 2/2 on the board for him.

:hmm:

Although, back to the decision, I think the yeti is more of a "clear call" to make there; however, I would argue that there are times when it's hard to decide between some minion or something like Wrath + hero power.



I agree that tempo is important in the early game, but as we know, the game relies heavily on RNG. If you don't have a 2-cost 2/3, then you can't play it. :\ The lack of tempo is why I only went 5-3 in that Paladin deck that I linked earlier. The deck has a glut of low-cost minions, which are great if I can gain tempo early. However, stacking low-cost minions mean you're really screwed in the late game... if you're card starved. Made me really reconsider passing on Divine Favor.

My current arena deck is a Druid deck that is a lot more balanced. Actually, some might say it's a little weak on the low-end as that's where a good amount of spells are (2x Wrath, Innervate, etc.).

Temp is actually getting the most strength on board per point of mana you have. That's why its very good if you force a non-rogue to hero power on turns 2-4.It gives you the tempo advantage if you have a good curve.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Made a bit of a silly mistake in a game earlier. I tossed out a Venture Co. Mercenary, and my hunter opponent put out a secret. He had already played an Explosive Trap, and I figured that it was a Freezing Trap. Since I only had that single minion out, I played a cheaper 3/3 to toss into the secret (no charge minions available). Unfortunately, he killed my 3/3, and I figured, "Whatever... I'll send the Venture Co. back." Yeah... it wasn't a Freezing Trap... it was Misdirection! Without another minion on the board, it was guaranteed to attack me instead.

Honestly, without that misstep, I probably still would've lost since I had some pretty bad draw near the end. My deck may have four Fire Elementals, but I only have a single Lightning Storm. Anyway... I didn't even consider Misdirection because of how little I see it played. So, I guess I learned my lesson!

Anyway, on better news, Blizzard announced the rest of the cards (posted on Facebook), and there are some interesting ones!


Code:
[U][B]Name[/B][/U]                [U][B]M[/B][/U]   [U][B]A / H[/B][/U]  [U][B]Effect[/B][/U]
Mad Scientist       2   2 / 2  Deathrattle: Put a Secret from your deck into the battlefield.
Stoneskin Gargoyle  3   1 / 4  At the start of your turn, restore this minion to full Health.
Stalagg             5   7 / 4  Deathrattle: If Feugen also died this game, summon Thaddius.
Sludge Belcher      5   3 / 5  Deathrattle: Summon a 1/2 Slime with Taunt.
Maexxna             6   2 / 8  Destroy any minion damaged by this minion.
Zombie Chow         1   2 / 3  Deathrattle: Restore 5 Health to the enemy hero.
Deathlord           3   2 / 8  Taunt: Deathrattle: Your opponent puts a minion from their deck into the battlefield.
Echoing Ooze        2   1 / 2  Battlecry: Summon an exact copy of this minion at the end of the turn.
Feugen              5   4 / 7  Deathrattle: If stalagg also died this game, summon Thaddius.
Spectral Knight     5   4 / 6  Can't be targeted by spells or Hero powers.
Haunted Creeper     2   1 / 2  Deathrattle: Summon two 1/1 Spectral Spiders. (BEAST)
Kel'Thuzad          8   6 / 8  At the end of the turn, summon all friendly minions that died this turn.
Nerub'ar Weblord    2   1 / 4  Minions with Battlecry cost (2) more.
Unstable Ghoul      2   1 / 3  Taunt. Deathrattle: Deal 1 damage to all minions.
Wailing Soul        4   3 / 5  Battlecry: Silence your other minions.
Thaddius            10  11/11
 
Last edited:

lupi

Lifer
Apr 8, 2001
32,539
260
126
With a single glance, at least half those cards I'd love to have in my decks.

Unstable ghoul, at least one of those in your start hand and you severly cripple any rush deck.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
With a single glance, at least half those cards I'd love to have in my decks.

Unstable ghoul, at least one of those in your start hand and you severly cripple any rush deck.

Here are my thoughts on them...

Mad Scientist - This could prove to be interesting in Secret decks, but there are two points that are worthwhile to mention (1) secrets always proc based upon order played (2) you can't choose the secret
Stoneskin Gargoyle - I think this minion could prove to be a very interesting card, but... not really alone. Just imagine putting a buff on this guy like Blessing of Kings (+4/4) or Mark of Nature (+4 Health/Taunt)
Stalagg - This minion just seems a bit too weak by himself. He's very similar to the Venture Co. Mercenary, but he has one less health. That health difference is huge, because the VCM can survive an attack from a 4-cost.
Sludge Belcher - I don't have too much to say about him. He's sort of like a Harvest Golem, but with a built-in taunt. He has the same stats as the Sen'jin Sheildmasta, but does provide another taunt after he dies.
Maexxna - This could be a very interesting card. The biggest thing is that none of the fellow 6-cost minions can kill Maexxna. Even if you do something like Stalagg or
Zombie Chow - Err nevermind... I misread this one at first to heal the person that plays it. It heals the enemy... or it can damage the enemy if you put out an Auchenai Soul Priest!
Deathlord - This is an interesting card. It's a fairly beefy taunt that is a +1/1 over that 1/7 taunt, but it costs 1 less. However, that Deathrattle could be a huge boost to your opponent. It can bring out anything from a Wisp to Deathwing or Lord Jaraxxus ( Jaraxxus can be a minion if his battlecry is ignored! ).
Echoing Ooze - This card will be very interesting for Priests, Paladins and Druids. The real benefit here is that you play the minion and then buff it up. If a Paladin uses Blessing of Kings (4 mana), it's a 5/6, and then you get two 5/6 minions for 6 mana!
Feugen - I kind of like Feugen better than Stalagg. Feugen can take out most 4-cost enemies without dying, which lets him trade better.
Spectral Knight - This is essentially a beefier Faerie Dragon. It has 2x the stats for 1 less cost, but it's 1 minion vs. 2.
Haunted Creeper - I'm not too sure what I think about this without seeing the Spectral Spiders, but Hunters love beasts.
Kel'Thuzad - One of my questions is... does he work even if an enemy dies prior to him being placed? The terminology "summon" also makes me wonder whether it's the same as "put". "Put" terminology means that it ignores battlecries, but "summon" makes me think it doesn't.
Nerub'ar Weblord - This could be an interesting card to fend off any crazy Battlecries.
Unstable Ghoul - I'm not sure what I think about this card. I like taunts at time to help protect any 1-health minions, but this taunt will kill them.
Wailing Soul - It's a yeti with one less attack and a battlecry that is very situation.
Thaddius - Not really much that I can say about Thaddius. He isn't truly a 10-cost as he's summoned. However, his cost makes him a fun target for Frost Trap (impossible to place out without 2x Pint-Sized Summoner) or Sap/Vanish.
 
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Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
Mad Scientist could be really good or really bad. Partly depends on how smart the card is. You can't have the same secret up twice, so if you already have one up, is the deathrattle smart enough to pick a different secret, or is it possible to fizzle by selecting the same secret again, or (worst case scenario) can it select the same secret again and waste it?
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Blizz post saying nax won't be available after maintenance complete, they will wait till later to open it simultaneously across all regions.
 

EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
well... some cards are interesting, definetely its the deathrattle expansion

although i think i was hoping for more common cards and not so many cards with weird effects

all those cards are neutral? im really waiting to see some better warlock cards... The warlock decks that are used ignore almost all the warlock minions, except voidwalker, maybe flame imp and maybe doomguards, and the decks rely a lot on the neutral cards (the giants, the murlocks)
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
There are some class specific cards but those details where released first. They've since released the neutral cards. There are also some NPC only cards, but those for the most part haven't had any details released (other than in some of the "leaked" photos).
 

Kev

Lifer
Dec 17, 2001
16,367
4
81
With a single glance, at least half those cards I'd love to have in my decks.

Unstable ghoul, at least one of those in your start hand and you severly cripple any rush deck.

Hopefully this card and Maexxna destroys that stupid fucking zoo deck so bad that people just give up on it. I'm so sick of playing against it.
 

smakme7757

Golden Member
Nov 20, 2010
1,487
1
81
I managed to clear the first wing in Naxx before the servers went down in EU (Or they went over capacity). Can't log in anymore. I ended up dropping out during the first heroic fight. 4/4 spider for 2 mana as hero power is pretty rough lol.

Guess I'll play some more tomorrow!
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
did one match then had to turn it off, painful to attempt to play. waiting about a minute after placing a card for its battlecry to go off.

would have won the match but just after talking control and having a full board out with lethal, he plays the third locust swarm of the game and wipes my side and it goes down hill from there.
 

Udgnim

Diamond Member
Apr 16, 2008
3,679
122
106
got wrecked by Faerlina the first time because I didn't realize the game showed their hero ability before starting the match

my first time I went in using handlock lol

beat her the second time due to Tyrion in an aggro Paladin deck
 
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