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Faceless summoner hearthstone
R'khem's name is, of course, a reference to the city of Arkham that is a setting for many of the Lovecraftian works that the Faceless Ones and Old Gods are inspired by. After freeing him, the Darkspeaker will reward adventurers before teleporting away, leaving a voice that translates as laughter in the adventurer's mind. Darkspeaker R'khem is captured and chained up by the vrykul serving the Lich King in the Saronite Mines in Northrend, and offers adventurers to assist in freeing him, slaying the vrykul that have chained him within the Saronite Mines. Well, it's just like Yogg-Saron to throw chaos into all our lore discussion, huh?ĭarkspeaker: Darkspeaker is a reference to the NPC called Darkspeaker R'khem. Oh and his arms are far more tentacly than usual. smoke? Slime? Goop? He also has wings, which no Faceless One has, but he's also too skinny (and goopy) to be a C'thraxxi. He looks like a Faceless One made out of. Servant of Yogg-Saron: The Servant of Yogg-Saron is clearly, well, a servant of Yogg-Saron, but it's not super-clear just what he is. In Warcraft III, Faceless Ones are always carrying around cudgels, though, just like this dude. Zealous Initiate: No real lore behind the Zealous Initiate, beyond being, well, a Faceless One. Demented Frostcaller and Eater of Secrets are examples of the 'spellcaster' Faceless One. Faceless Manipulator, Master of Evolution and Flamewreathed Faceless are examples of the 'aquatic'/WCIII Faceless One. To use Hearthstone card art as a reference, Herald Volazj and Darkspeaker are examples of the 'standard' Faceless One. A third type, known as a spellcaster, wear masks, are far thinner and have a thin tentacle jutting down from their faces. The second type of n'raqi are introduced in Cataclysm, and are often called 'aquatic' Faceless Ones, and more accurately resemble the Faceless One model from Warcraft III, with eyes and three tentacles as a lower face. These standard faceless have one arm larger than the other. The three main types seen in WoW are the 'standard' version, first introduced in WotLK, which have an armoured-like carapace at the front of their face, and have no discernible eyes. Throughout World of Warcraft, at least three variations of the n'raqi have been observed, in addition to the Faceless General, identified later as a member of the similar-but-different race called C'Thraxxi (which we'll cover below). The Faceless Ones vary in shape, function and size. Faceless Ones are fanatical, speak in their own language, and carry with them strange magics that cause madness and corruption whenever they touch. In Legion, even more Faceless Ones are unleashed from their prisons by Legion assaults all over the world, and, revealing the Old Gods' hand in the corruption of the Emerald Dream, many Faceless Ones fought alongside the Nightmare Lord Xavius in the Emerald Nightmare. Many Faceless Ones were seen in Northrend during Wrath of the Lich King due to the presence of Yogg-Saron in the frozen continent, and many more were seen at various spots in Cataclysm, assisting Deathwing's forces both in the Abyssal Maw, Grim Batol and Wyrmrest Temple. Faceless Ones guard the interests of their Old God masters, and many are dispatched to assist other minions of the Old Gods. That would only be the beginning of the Faceless Ones' presence in Azeroth, for as their Old God masters awakened, so do they. During the events of Frozen Throne, the Death KnightArthas would encounter these Faceless Ones and slay them and their master, a creature known as the Forgotten One. Many Faceless Ones were slain and imprisoned deep beneath the Earth when the Titans arrived to order the world, but during the events of the Third War, the Faceless Ones were revealed to be unleashed from their slumber by nerubian excavation projects when they were attempting to escape Ner'zhul's Scourge. The Faceless Ones exist only to serve their masters, and waged battle for them first against the Elementals, and later against the Titans. They were the minions that rose from the organic matter that seeped out of the Old Gods' forms during their rule over Azeroth, and they serve their masters with fanatical loyalty. First among the races we'll be talking about would be the Faceless Ones, or, in their own tongue, the N'raqi.
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Faceless summoner hearthstone
FACELESS SUMMONER HEARTHSTONE HOW TO
FACELESS SUMMONER HEARTHSTONE PLUS
+1/+2 cardFaceless Summoner/card This card will usually be played in minion-centric (naturally). There is also a small chance a Taunt minion will be summoned.Ī list of collectible 3-Cost minions in Standard and Wild can be found here. Hearthstone 6 years ago Radoslav Nydra Kolev. The fact that only Mages can use Faceless Summoner will definitely reduce its impact on the meta. Some of the summoned minions have an immediate effect on the battlefield, like Argent Horserider and Wolfrider, but Dreadscale and Mana Tide Totem are also notable mentions. Some 3-mana minions (especially those with a Battlecry, which will not activate when summoned by Faceless Summoner) present less value, others can have a significant impact. 'Faceless Summoner' Hearthstone: 'Whispers of the Old Gods' ©2015 Blizzard Entertainment Mark Abadier Prev Art Generalist & Outsource Supervisor at Blizzard Ent. Hearthstone - Faceless Summoner - NEW CARD - Whispers of the Old Gods EXPANSION Please Like, Comment and Subscribe And Thanks for Watching - Watch live at. Nová karta z pipravovaného rozíení Whispers of the Old GodsPed malou chvílí uveejnil známý streamer NoxiousHS Faceless SumonneraZa 6 many 5/5 minion a k tomu dostanete jet jednoho (náhodn), který stojí 3 many.
FACELESS SUMMONER HEARTHSTONE HOW TO
Contents 1 How to get 2 Notes 3 Strategy 4 Possible summons 5 Sounds 6 Lore 7 Gallery 8 Patch changes 9 References How to get Notes This minion's Battlecry summons a random minion with a mana cost of 3.
FACELESS SUMMONER HEARTHSTONE PLUS
A vanilla 5/5 body normally represents just over 4 mana in cost, so paying 6 mana for this minion plus a random 3-mana minion is usually a strong play. Preítajte si tento lánok z portálu o hre Hearthstone. PlayHearthstone Hearthpwn Faceless Summoner is a common mage minion card, from the Whispers of the Old Gods set. Hearthstone: Heroes of Warcraft Wiki is a FANDOM Games Community. Any collectible minion may be summoned uncollectible minions will not be summoned. Faceless Summoner Fatespinner Fire Dragon Flying Monkey (Heroic) Freewheeling Skulker.
This minion's Battlecry summons a random minion with a mana cost of 3.
It’s a step in the right direction for sure, and Blizzard will continue to monitor the situation to ensure that Mages and Rogues don’t tower above everyone else in terms of winrates. Faceless Pooper / Diamond 4 60LP / 329Win 321Lose Win Rate 51 / Azir - 93Win 108Lose Win Rate 46, Sona - 52Win 32Lose Win Rate 62, Viktor - 53Win 26Lose Win Rate 67, Twisted Fate - 23Win 18Lose Win Rate 56, Nautilus. Interestingly enough my main (the Paladin) is the only one that has had no changes yet. While closed deck matches have been a staple of versus card games for a long while, Hearthstone‘s rendition needs work, and that’s just what the team is doing. Designer Dean Ayala notes that they’re removing a ton of cards (mostly “lower-performing” ones) to help ease the pain. Minion có th summon thêm minion khác dù nó là hiu ng Battlecry, nh Faceless Summoner, hay cui lt, nh Primalfin Totem minion mi s xut hin ngay cnh bên phi v trí minion lúc u c t. The thing is you’re getting random cards and classes to play, neither of which are especially balanced for that format. Hearthstone: ‘Pro khác chúng ta ch nào’, v trí t bài. But perhaps it’s biggest stain is the Arena mode, where players can pay in-game gold to compete in high-stakes matches for rewards. For raw stats, Injured Bladmaster and King Mukla stand out as Battlecries won’t trigger off the minion Faceless Summoner summons. Hearthstone‘s competitive aspect has taken off in a big way, to the point where it’s a celebrated and much-watched eSport event throughout the year. Alles zur Karte Gesichtsloser Beschwörer (Faceless Summoner) aus Hearthstone: Heroes of Warcraft. On the high end, Faceless Summoner can generate some very impressive results.
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Faceless summoner hearthstone
Brian Kibler's Dragon WarriorĪnyone who has followed the Hearthstone scene for any amount of time know that Brian Kibler is the foremost expert on Dragons. Let's take a look at five of the best decks from Day One. We've spotlighted some of the best ideas to help Hearthstone players get started on their Ranked journey in Descent of Dragons, which mix together new cards with a few old ideas. But with so many new cards and some new ideas to work with, it might be a little difficult to know where to even begin.įortunately, Shacknews is here to help everyone, at the very least, get started. The dragons have finally made their presence known in the Year of the Dragon and that means over 100 new cards to experiment with. For a look at our stats, check out the tables below.Ģ.7% or one in every 38 draws for a non-situational AuraĢ.7% or one in every 38 draws for a useful InspireĢ.2% or one in every 46 draws for a non-situational AuraĢ.2% or one in every 46 draws for a useful Inspireĭraw stats obtained from Hearthstone Labs.In what's been a pretty big week for video games, Blizzard has released the latest Hearthstone expansion, Descent of Dragons. But overall is a very, very solid addition to the Mage arsenal. This will most certainly change with Old Gods, especially considering many of the cards we have yet to see are commons that are likely to dilute the pool a bit. A 1/3 chance of spawning something that's even more troublesome for your opponent already shows the value of this card. We've found that in Standard there's approximately a 32.7% chance (36.8% in Wild) of the minion it drops having a helpful mechanic attached to it. While we're not yet accounting for any cards from the upcoming Whispers of the Old Gods set, there's still worth in looking at some of the mechanics that can pop out of your Faceless Summoner for some added value. In fact, is really the only "bad" minion you could get and even then it's only a problem if you really need it to stay on board but have to use your hero power. But the three mana cost minion spot has very, very few landmines to avoid, even more so in Standard where certain problematic cards like, and to a lesser extent, are already off the table. The normal measure of how good a card truly is usually takes into account how many "bad" results there are - like 's. In addition, there are plenty of three drops that have beneficial effects like our buddy. The main difference here is that it's not all allocated on one minion, your opponent will have to deal with both. That said, we're looking at a 6-Cost 7.7/8.0 for a total of 15.7 stat points - well above that 13 point benchmark set by. Now let's take a look at the field of three mana cost minions and how they average out.Īfter putting all of the 3-Cost minions into a spreadsheet, not including the latest Old Gods cards, we find that the average drop from this Battlecry is currently a 2.7/3.0 in Standard and a 2.6/3.2 for Wild. You can find all of the 3-Cost minions, including the new Old Gods cards, here. 's extra minion won't go away since it's preemptive. also makes an argument for comparison, again with the exception that she can simply be eliminated by trading all your minions away, keeping her from stealing anything. The same stats, the same cost, and a very powerful effect - the only difference being he's a problem turn after turn. To put in perspective, perhaps the most equivalent minion in all of Hearthstone is himself. Unfortunately for it, suffers from the Jousting effect which really does knock it down a peg despite having 11 points of stats alongside a potential Taunt and Divine Shield buff. has a strong, but conditional Battlecry which can be silenced off of it, but like Boulderfist, it simply isn't enough to make the cut in today's popular archetypes. Gnomes had which also sacrifices the three stats for a very powerful Deathrattle, but due to the fragile nature of the card, it very rarely sees any play at all. To this day, still remains the most effective example from a pure stats perspective with 13 for only six mana, three more than what we're getting with the Summoner. So we decided to stop and take a look at the stats behind the card.Īs far as the minion itself goes, a six mana 5/5 is generally overcosted. Some think it'll just be a solid card, others expect it to be just as troublesome as has been for years.
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With Good Intentions
AUTHORS NOTE: I put a read more, as this story blurb has alot of squick in it, and it’s also likely my LONGEST story to boot, and nobody wants their dashboard cluttered up. Body horror, death, all that. Darker then usual for me, maybe not for most of you, but wanted to give the heads up anyway.
Somewhere in Jade Forest
“Never had to knock to be let in before, why is the whole town locked up and boarded?” He asked as he was finally let inside. “Oh, we’ve got troubles.” The barkeep said with his warbling tone, the Jinyu who owned the joint coming to double lock the door behind the familiar warlock. “One of the gatherers came back running, saying a dark ripple was spiralling in an open field, not less than half a day away.” They explained. “A dark portal? Is that why the call came out for the willing to get to the Vale of Eternal Blossoms? Are void portals forming on Pandaria? What of the Shado-Pan, surely you called for their help.” The hooded elf said as he pulled back a chair at the bars slightly damp counter. “Oh sure, sure, the mayor did...but they didn’t say when they’d be able to help.” Nix considered, the Shado-Pan were notoriously curt and dismissive of outsiders, and not without reason...and if a general call for -anyone- to come aid the Golden Fields...it was likely Pandarias shadowy defenders were already out-manned and unable to respond to something as petty as a small village way out on the coast. The hooded man looked at the Jinyu who for the first time since he met them, nervously washed and cleaned a glass, over and over. Such expressions had only recently been seen, the fear of the Sha manifesting from such negative emotions more than enough reason to suppress such displays in the past. “We’re just a fishing village..” “Tell you what, I’ll go check it out, make sure nothing crawled out, see if I can’t close it.” “You will?!” The jinyu replied, hope in their tone. “Sure, and in exchange, you have an order of that fried calamari waiting for me, alright?”
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“Oh hells, thats a larger portal then I expected.” Nix said outloud. “I’m measuring seven by six, and it’s stable.” He said as he clamped the spyglass shut to look over to where his Shivarra was still cloaked by magic. “But no cultists, no monsters...no ritual implements. Thoughts?” “Reality is weaker than you imagined, and whatever is going on in this Valley you were suppose to head to is a dire situation that is starting to spill out as far as out here, like ripples in water.” He grumbled and looked back they way they’d come, to the lush rich healthy greens that gave the forest its name. Then back towards the portal. “I keep my bargains.” “You should abandon such foolishness.” Nix considered the demons chastisement, then looked back again. “What better way to cause havoc then opening a second front with only civilians in your way? If a single void creature crawls out via this hole who knows what ruin they’ll bring after finding it. No. I’m shutting it down.” He said with an air of finality. “How, you said it was stable?” The demon said as it strode after its master. “I’m going to go in and sabotage whatever is keeping it open on the other side. There’s nothing out here powering it.” “You are not one of the Faithful, you’ll go mad.” The demon stated. Nix scoffed. “Still think the Big S had the right idea huh? Protected you from the nightmares? Weird to think we actually share an enemy.” “My first coven sisters died being dragged into such a portal, I am not following suit to die along a mortal fool I want to gut myself.” The demoness snarled with contempt dripping in its voice. “I can’t summon Negatrax to hold this end. Anyone else who stumbles on this portal with a Voidlord standing guard might do something stupid. You at least can’t be seen and the portal is still more a curiosity than a threat, and Vilynn would throw herself to follow me, which does me little good if the portals set to close behind me.” He explained. “So what is your plan?” The demon countered. “I jump in, destabilize it just on the other side. If it starts to close early, you reach in, and pull me out.” “And if there is the might of the Void on the other side?” “Then I leap out and we warn the village to evacuate.” Nix looked over himself, gauntleted hands roaming over his gear, double and triple checking his armaments. “Ok. Here goes nothing.” He stepped forward.
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Somewhere....Other
He was expecting shadows. Nightmares. Monsters. What he wasn’t expecting was stone walls that seemingly reached higher than the sky. He wheeled around..only to be met with another wall boxing him in. There was no portal to jump out by. “Oh fuck me.” He swore to himself as he realized he just how much trouble he might be in. He raised his hands, fingers curling as he sought to cast his own magics back to the real world. And nothing happened. He reached for his emergency teleporter. It wouldn’t turn on. His dimension rippers too bore no power. Even his hearthstone lacked its normal cooling blue glow. He was stuck. He turned around and slowly, carefully made his way down that seemingly unending corridor.
Hours passed. Even his pocket watch, the first gadget he’d built and been proud of had frozen still. He tried to keep time by counting in his head. He soon realized that the hall bore an end, but it was a maze, an oubliette, lefts and rights and over again.
Hours turned to days by his best guess, and it wasn’t until hunger drove him so that he made due with lichen that clung to those too high walls, and fetid water that pooled in low spots on the stone floors to soothe his thirst. He gagged, his body tried to hurl it back up, but it clung and slid into his gullet like lead. But it wasn’t enough after the week mark.
Even starving, he walked, he was half tempted to chew some of his own flesh clean off, if it meant keeping the hunger down long enough to get out. Something had to be keeping him here, something had to be aware enough to keep his magics and means from working.
That was when the torture started. Light filled his vision. Colors that were -wrong- somehow. Colors the warlock had never seen before, never considered possible danced and strobed and cavorted inside his eyes, penetrating his thoughts, and as he discovered as he tried to sleep, his dreams. His hands covered his eyes and it did nothing. He slammed his head against the wall for unconsciousness and it did nothing, even as he felt his blood running down his face still those foul colors were all around him, forcing him to walking by feeling the closest wall for support. ‘Do you remember how many of our Eyes you blinded?’ A voice just like Nix’s said in his mind. The warlock, throat too dry to scream gave a dry hack, and he fell to the stone floor as his vision returned after days of being flooded with light. He sputtered and tried to push himself up, tried to blink the memory of those awful distortions away.
The sound of a hundred hundred goblin designed cannons went off next to his head when he realized he couldn’t cry, leaving him falling back onto the stone floor. ‘Do you remember the words you silenced from the mouths of our Speakers?’ That voice said, louder now. Loud discordant sounds flared and whizzed and banged in staccato misrhythm. Worse was when they stopped, and snarls and chattering sounds of claws scraped along the floor behind him, half starved warlock limping his way faster despite how tired he was. He didn’t want to stop and let the sounds catch up to him, knowing in his heart it was worse then moving forward. Time passed, and Nix shuffled his way onto stone colder than the crispest mountaintop. The air so frigid his breath spooled out in white waves, and his lungs hurt from trying to take it in. Only to stumble into a literal oven. Despite the fact the stone corridor never changed, showed no heat distortions, he knew his flesh was cracking from the temperature. ‘Do you remember how many of our hands you broke?’ The voice taunted now.
“I’ll kill you.” The warlock whispered between cracked and bleeding lips, still going forward despite the effort.
A day, or a month had passed. It was impossible to tell when he stumbled upon the others. A woman holding two bundles in her arms stood with her back to him. Despite knowing it was a trick. Despite knowing it would hurt him he reached up, tried to call out, to hail them.
The woman turned around, both it, and the ‘children’ it held were faceless. Nix stopped then, paralyzed on his journey for the first time at the otherness they radiated. A sickening parody of something that itched in the back of his mind, like Deja Vu. The children melded into piles of bloodied jelly and teeth as the thing pretending to be a woman glowed from the center of her forehead, red hot. Its skin turning to ash around the new thumb sized hole in its head, flaking away and floating towards him. He tried to lift his arms up to cover his face, but his gauntlets were too heavy for him now to react in time. He could only meekly sputter to keep the remains off his lips and chin. ‘Yes, kill is all you do isn’t it.’ The voice said again. ‘It’s all you ever wanted to do.’ The stone floor and high walls suddenly weren’t. He was free falling, his ash covered limbs splayed helplessly. Even the dark was wrong, the inky blackness he was streaking down was off color, echos of that first torture glimpsed in that midnight that he prayed was delusions brought on by adrenaline, the oily rainbow caught in a storm drain. ‘If you do not serve us, then we will hollow you out...and let the new you crawl out.’ That voice boomed in mocking parody of Nix’s own. He was falling faster now. Dust perhaps, slapped and strung across his paper thin skin to leave dots of his blood trailing behind him. His robes slowly, grew tattered, flecked, ripped by the micro impacts of invisible objects too tiny to possibly see. If they even existed. ‘We will give you purpose.’ The voice Nix couldn’t tell was his own head or not said as he landed in water. He knew he tried to scream as his legs broke upon impact the pain had been so great. ‘We will fill you with vision’. The escaping content of his lungs was the only screen he had from a sickening gaunt face staring back from those liquid depths. Its eyes a frenzied red, but its face...was the same one Nix had seen in every mirror, but drained, withered and thin. A mockup of flesh and skin that clung cheaply to the bone under it, but not mistakable for anyone else. ‘We will give share our words with you to speak’. A tendril of mightnight the color of oil slithered up and pried the warlocks mouth open, its tip gripping his tongue. He felt pincers cut his frenulum and insect like legs crawled along the inside of his mouth from that oily tentacle. He wanted to thrash. He wanted to fight back. Some instinctive animal part of him tried. Other whip thin shadows now raced up to join the first, hideous abominations of tendril and eyeless piranha and beetles, coiled and bit into his flesh. Each one nibbling and devouring in tiny all too painful bites from sphincter like mouths with too many teeth. ‘You cannot fathom how long we have waited for this’ The voice spoke so loudly in his mind he couldn’t think straight. ‘You’ve barely touched what eternity feels like’. Nix’s eyes widened in horror as he tasted meat upon his tongue as one tendril burrowed into his stomach with a sickening glee that wasn’t his own. He was being fed the taste of his own entrails, and the enjoyment the tendrils had for it. He couldn’t even weep nor drown properly as that gaunt face floated closer, more flush with stolen vitality. You will soon be me, don’t struggle. It’s not as if a single soul would have ever come to rescue -you-.’ That self same voice said smugly. He lacked the strength to even bite down on the crawling horror filling his mouth, no last biting remarks, no threats. He felt himself convulsing from the pain the bites and their psychic torment was inflicting, that sick gooey rush of pleasure from his own flesh. He was going to die here, alone, forgotten at best… And at worst another monster to be killed on the other side. A strong hand gripped him by the shoulder, narrowly by chance alone not grabbing where a tendril dug in, hauled with infernal strength. The gaunt face contorted in sheer rage and bellowed “NOOOOOOO” as Nix was dragged out. The shivarra grunted as she retched her...screaming, convulsing, sweating master from the closing portal to the glades lush floor, the shadowy edges of manifested darkness swallowing upon itself shut. Only to look and see he was throwing up what looked like coffee grounds...and a thin line of blood from his nose. Every one of his gadgets blaring in warning, discharging and failing and then she realized as Azeroth faded from their perception, his grip on her the only link she had to Azeroth, that she was back in the Nether…what had happened? ----------------------------------------------------------------------------------------------------------- The Jade Forests northern climbs was rustled with a cool breeze and the occasional falling leaf. The corpse, clad in dark purple robes laid there undisturbed until pin pricks of light started to show in the sky. The corpse coughed, sputtered, and wretch on itself as what was dead by foresight of magic alone brought it back to the world of the living. He tried to scream as he awoke, but could do little more then empty the contents of his stomach onto himself, and collapse on his side into the pile of dried long dead grass that encircled him. He spat his mouth clear of backwashed acid, and reached for his stomach...where he was whole, even his robes, despite their foulness, was still intact. The man lay there, and tentatively checked the rest of his body between breaths. He rolled over back onto his back and sat up, looking at the nearby corpse of dead trees near the glades edge that met the dead circle he sat in. He reached up and snapped, a flicker of will behind it as hellish fire lit between forefinger and thumb, and was just as quickly dismissed. His tools, intact, but mostly useless. Everything that had boasted a battery was drained. The warlock came to lay back down, grip the dead grass and leaves between his fingers and idly tossed a small handful of them up. He wanted to cry, to scream in rage, to burn everything around him to cinders and soot...but he needed to know. So he dragged himself, half pushing with solid legs up til he back was against the tree, and called upon his only witness to ask a single question. “How long…” He asked as soon as his summon went off. “What do you mean how long, you didn’t go anywhere.” The demon replied. “Didn’t...go?” The warlock asked as his blood ran cold and his stomach dropped. “You leapt in, the portal started to close, I pulled you out. Three, maybe four seconds. Then you seemingly suffered a heart attack, a stroke, and suffering from hypothermia and you died? What happened in there?” The warlocks reply was a half mad laugh, that broke into sobs as he slid onto his side. “Well, get up, you’ve your calamari to collect.” The demon said exasperated. The warlock threw up again in reply. He didn’t leave the glade until the morning light.
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Hearthstone: Descent of Nerfs
So it turns out that Galakrond Shaman isn’t just the best Galakrond deck. It basically has no weaknesses, because summoning 2/1 minions with Rush is actually a tempo positive move. So some cards are being wacked with the nerf bat. Not the right cards, arguably. I’d say “at least they’re trying“, but given the state of things, that doesn’t feel true.
Sludge Slurper now has one attack. Probably a more impactful change than it looks, especially now that we’re seeing more one mana minions with two health. I think it’s still worth running the card, especially in the Quest Shaman decks, but now you lose out a little more.
Faceless Corruptor is down to four attack. Another nerf that’s probably bigger than it first looks. You’re losing out on two attack overall, and the four/five tipping point is actually pretty important. However, I think this will still be decent, even given those factors.
Corrupt Elementalist is going up to six mana. This seems like the most impactful change, since getting an effect a turn later can mean a big different. It also locks out stuff like playing two of these once you have ten mana. Or playing this, followed by Dragon’s Pack. This is probably going to slow down Galakrond Shaman, which should hopefully allow more aggressive decks to get underneath it and shut it down.
Mogu Fleshshaper is up to nine mana, from seven. That’s a big change. It might even kill the card, since it will be a lot harder to play it for free. Additionally, this might, paradoxically, weaken it’s synergy will Evolve effects. That’s because eight mana minions have tended to just... be better than ten mana minions. Often because ten mana minions have a lot of power locked up in Battlecry effects, but still. Probably the harsher nerf here.
Will these changes save the meta from Galakrond Shaman? Perhaps. However, the payoff cards are still incredibly strong, and while Corrupt Elementalist’s cost increase will make it harder to get fully upgraded by turn seven, the rest of the Galakrond package is still there, and ready to go.
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Hearthstone Devs Talk Powerful New Mogu Cultist Card And More
New Post has been published on https://gamerszone.tn/hearthstone-devs-talk-powerful-new-mogu-cultist-card-and-more/
Hearthstone Devs Talk Powerful New Mogu Cultist Card And More
Hearthstone‘s upcoming Saviors of Uldum expansion is introducing cards with enormous new effects, like our own reveal of the Mogu Cultist card. The 1-Mana 1/1 minion appears very weak on its own, but if you can gather lots of them together they summon the mega-powerful Highkeeper Ra.
The result is a build-around card with a huge effect, but how do you even make it work? We talked with game designers Peter Whalen and Alec Dawson for their thoughts on how to pull off the Cultist combo, where the concept came from, and much more surrounding the Saviors of Uldum.
“This is a card for the people who think, ‘I want to figure out how to make this crazy thing happen,’ so here’s this puzzle that’s actually pretty hard to solve,” Whalen said. “And if you do solve it, you get something truly amazing. There are players who really like that thing, so we try to make cards that appeal to them.”
The clearest way to solve the puzzle is to build a Rogue deck around copying your Mogu Cultists. The cards Togwaggle’s Scheme and Augmented Elekk can make several copies of the Cultist and put them into your deck, but that still requires you to stay alive long enough to draw all seven Cultists.
Whalen and Dawson pointed out that this could pair well with a card like the Rogue Legendary Tak Nozwhisker, which places copies of cards into your hand when you shuffle them into your deck. That could potentially give you seven copies of Mogu Cultist instantaneously, but it would require your hand to be almost empty when you pull off the combo. That would limit your survival options, making this a high-risk, high-reward strategy. If paired with a card like Baleful Banker, you could even play all seven Cultists and then add another Highkeeper Ra to your deck.
Other classes have less obvious paths to pulling off the Mogu Cultist requirements. Whalen points out that Priest could use Resurrect spells, or other classes could use neutral replicating cards like Faceless Manipulator. “It’s not easy,” he jokes, but you could pull it off.
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Hearthstone: Saviors of Uldum New Card Gameplay – Mogu Cultist
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The idea of having the player go through a lengthy ritual for a big reward was a design priority from the start, and it fits into the Indiana Jones-like flavor of the Uldum expansion as a whole.
“Highkeeper Ra is one of the [larger than life] stories we can tell here,” Dawson said. “Unobtainable and so powerful that you had to go through this whole process. … We wanted to create a ritual. It was actually in the [design] sheet pretty early, and it stuck around the entire time. It felt like you were playing a combo deck where you had something in mind the whole time.”
Whalen added that the idea is similar to another popular card, Rin the First Disciple. That Warlock Legendary card from the Kobolds & Catacombs set also had you go through a lengthy ritualistic process, ending in the huge effect of destroying your opponent’s entire deck. Highkeeper Ra actually began less overpowered, doing only 10 damage instead of 20, but the designers felt he needed a bigger impact to justify jumping through so many hoops.
The Saviors of Uldum expansion introduces or brings back a few other mechanics as well. A new Reborn keyword brings minions back to life with one health after death. We’ve seen very limited Reborn minions so far, and so far they’ve been in the small- to mid-range, but Whalen assures that the keyword will go on some big minions as well. Some new area-of-effect spells, like the new powerful Plague spells, were built to counter the new keyword.
The expansion will also bring back Quests, a mechanic that hasn’t been in Hearthstone since Journey to Un’Goro. Whereas old Quests gave you a card that could be played for a powerful effect, the new Quests will automatically trigger a new Hero Power upon completion. This isn’t necessarily the roadmap for any Quests going forward, but it does help Blizzard balance these new Quests. Some of the previous Quests had a “huge spike in power,” according to Dawson, so these new ones assure “there’s still going to be a game afterwards.”
Hearthstone’s Saviors of Uldum expansion launches on August 6. For more Hearthstone cards from the upcoming expansion, check out our full gallery of all the Saviors of Uldum cards revealed so far.
Source : Gamesport
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Hearthstone: The Boomsday Project Card Analysis Lab (Part 2)
Card reveals have begun for Hearthstone's next big expansion. The Boomsday Project will dive deep into science and technology, as part of the next set for the Year of the Raven.
This expansion features the new keyword Magnetic, new Omega Projects, and Legendary Spells. And as is the case with each new Hearthstone expansion, Shacknews is stepping into the lab to analyze each of the Boomsday Project's new cards. Before we get started, here's everything you might have missed:
Hearthstone: The Boomsday Project - The Dr. Boom, Mad Genius Design Interview Hearthstone: The Boomsday Project - Analyzing Dr. Boom, Mad Genius
Hearthstone: The Boomsday Project Analysis Lab (Part 1)
And now, let's continue with the next batch of cards.
(4) Whizbang the Wonderful (4/5) Type: Minion Class: Neutral Rarity: Legendary You start the game with one of Whizbang's Wonderful Decks. Source: Hearthside Chat: Welcome to Boom Labs
So this isn't a buildaround card, exactly. No, Whizbang is for the beginner player would doesn't quite have an extensive card collection or is looking to learn the latest meta decks. When Whizbang is equipped, he'll become the Hero for that game and the player will be given a random deck recipe, two for each of the game's classes. You won't need to own those cards, you'll just have them at the ready.
So then what are those 4/5 stats for? Well, there's always a chance to pull Whizbang from a random effect. And if you do, those 4/5 stats aren't too shabby. Look into crafting this guy if you're more of a beginner Hearthstone player, because those deck recipes can often be very good.
(5) Supercollider (1/3) Type: Weapon Class: Warrior Rarity: Epic After you attack a minion, force it to attack one of its neighbors. Source: Hearthside Chat: Welcome to Boom Labs
Analysis: The Supercollider is a nice outside-the-box weapon, especially for the Control Warrior. The 1-Attack value on its own won't do much, but when there's an opposing board full of minions, sending one slamming into its partner is a handy tool. The Hearthside Chat video gives a nice illustration of how this card will function and it looks pretty neat.
The Warrior will, of course, need to be heavily armored to absorb some of the damage he's bound to take with this weapon. Maybe have a Bring It On! spell at the ready.
(4) Flobbidinous Floop (3/4) Type: Minion Class: Druid Rarity: Legendary While this is in your hand, this is a 3/4 copy of the last minion you played. Source: Hearthside Chat: Welcome to Boom Labs
Analysis: Oh, dear. Meet the first truly broken Legendary of this set.
Floop is completely unstoppable in the hands of a Malygos Druid. With its effect, no matter how a first Malygos is removed, whether it's through Polymorph or Psychic Scream, Floop's effect will still allow it to transform into Malygos. It can then be combined with Faceless Manipulator to create double Malygos, allowing the Druid to bop the opposing player for 22 damage off double Moonfires.
There is almost no stopping this and Malygos Druid may very well become a plague in the coming meta. Better start armoring up for this.
(2) Dendrologist (2/3) Type: Minion Class: Druid Rarity: Rare Battlecry: If you control a Treant, Discover a spell. Source: PCGamer
(3) Landscaping Type: Spell Class: Druid Rarity: Common Summon two 2/2 Treants. Source: PCGamer
(10) Mulchmuncher (8/8) Type: Minion - Mech Class: Druid Rarity: Rare Rush: Costs (1) less for each friendly Treant that died this game. Source: PCGamer
Analysis: Here's a little gift for the Token Druid player. In The Witchwood, the Druid got a handful of cards that made Wisps a lot more dangerous just by sheer numbers. A big part of that was by combining those new cards with Soul of the Forest, which replaces those dead 1/1 Wisps with 2/2 Treants.
Now say hello to these three new cards with Treant synergy. Mulchmuncher can definitely be used as a control tool in the mid-game. Landscaping can pour on the Treant pressure in the early turns. And then there's Dendrologist, which might not necessarily find a home in these decks, but if he can find an extra Savage Roar, why not go nuts?
Token Druid is about to get much stronger and will also be a big part of the Hearthstone meta going forward.
(1) Autodefense Matrix Type: Spell Class: Paladin Rarity: Common Secret: When one of your minions is attacked, give it Divine Shield. Source: The Boomsday Project: Lab Logs Part 2
Analysis: This is a tough choice for the Paladin player who's either running Secrets or Hydrologist. Do they go with this, which acts as a soft Taunt against any Paladin minion? Or do they opt for Noble Sacrifice, which protects face, but is also a much weaker 2/1?
Both cards have their merits, but what might give the Autodefense Matrix an edge is in the potentially larger minions it could protect in the late game. It might find a special home in Arena decks, where it's a major help against pesky Gilnean Royal Guards. Ultimately, pick whatever best fits the situation at hand and whatever works best for your deck.
(7) Kangor's Endless Army Type: Spell Class: Paladin Rarity: Legendary Resurrect 3 friendly Mechs. They keep any Magnetic upgrades. Source: The Boomsday Project Card Reveal Livestream
Analysis: Now this has the potential to be a killer spell, but it ultimately depends on the Mechs that the Paladin player has available to them. Even in Wild, Paladin Mechs don't exactly light the world on fire. (Cobalt Guardian is not rocking anybody's world and a 7-Mana play to get back a Shielded Minibot is quite inefficient.)
But the wild card is Zilliax, which can boost any Mech in the game with Magnetic. And since this brings back any Magnetic-boosted Mechs, that makes this spell nothing to sneeze at. If the Paladin gets better Mechs down the road, this could be awesome in Standard. If not, it's still a pretty good tool in Wild.
(2) Dead Ringer (2/1) Type: Minion - Mech Class: Priest Rarity: Common Deathrattle: Draw a Deathrattle minion from your deck. Source: The Boomsday Project Card Reveal Livestream
Analysis: Mind if I roll a very specific kind of need?
Yes, this is a concentrated Loot Hoarder, one that works nicely with Quest Priests in the early game and ensures that they don't draw unnecessary cards in the late game. It's a handy tool for the early game and a good card to keep tempo with the opposition in the early turns.
(5) Reckless Experimenter (4/6) Type: Minion Class: Priest Rarity: Epic Deathrattle minions you play cost (3) less, but die at the end of the turn. Source: The Boomsday Project Card Reveal Livestream
Analysis: This one's a bit of a thinker. What good are Deathrattle minions if they die at the end of the turn they're played? At first glance, one would imagine that they had better be some amazing Deathrattle effects. And they can be, as long as you don't mind dropping an Obsidian Statue on the next turn, only to see it die immediately.
The Wild player may want to give this a closer look, though. Only minions that are played die at the end of the turn, not ones that are summoned. Remember, language is key in these cards, so any minions that are resurrected through effects, like... I don't know... N'Zoth, the Corruptor, can stay on the board.
Think very hard about adding this card to any deck, because in the right hands, it could be very good. But more often than not, it could backfire spectacularly.
(1) Faithful Lumi (1/1) Type: Minion - Mech Class: Neutral Rarity: Common Battlecry: Give a friendly Mech +1/+1. Source: The Boomsday Project Card Reveal Livestream
Analysis: An adorable support Mech that could be a decent boost for any Mech, particularly a Magnetic one. But aside from that, there isn't much to say here. It's hard to see players putting in any Constructed or Arena deck and unless it's a Mech-heavy deck, it won't be particularly useful as a Discover effect.
(5) Omega Agent (4/5) Type: Minion Class: Warlock Rarity: Epic Battlecry: If you have 10 Mana Crystals, summon 2 copies of this minion. Source: The Boomsday Project Card Reveal Livestream
Anaylsis: Omega Agent isn't something I expect to see a lot of in constructed, but this has the potential to be a champion in Arena. A 4/5 body on Turn 5 is decent and can be played on curve. But in the later turns, as both players trade turns with waning resources, suddenly dropping three 4/5 minions could turn the tide of the game for good.
It's a much more powerful Doppelgangster, with each copy more than able to stand on its own. This is a fantastic pickup for the Warlock player in Arena and one that will likely pop up there a lot.
(2) Lab Recruiter (3/2) Type: Minion Class: Rogue Rarity: Common Battlecry: Shuffle 3 copies of a friendly minion into your deck. Source: The Boomsday Project Card Reveal Livestream
Analysis: This has the potential to be killer in Miracle Rogue decks, especially ones running Fal'dorei Strider. This ensures that the spider train keeps right on going. How about using it on Vilespine Slayer for more minion kills? Bring more bug spray, because Lab Recruiter is almost a certain addition to the Miracle Rogue lineup and that means players are about to see a whole lot more spiders.
This also isn't a terrible pickup in Arena, especially if this is paired up with any Echo minion. Try combining Lab Recruiter with Face Collector, for loads of fun.
(4) Weaponized Pinata (4/3) Type: Minion - Mech Class: Neutral Rarity: Epic Deathrattle: Add a random Legendary minion to your hand. Source: The Boomsday Project Card Reveal Livestream
Analysis: Okay, who on Team 5 has been playing too much Fortnite?
This is a fascinating pickup for both Quest Priests and also for the coming Mech Warriors. Even if those Warrior players don't pack this guy in their deck outright, remember that Dr. Boom, Mad Genius has a Hero Power that allows him to Discover a Mech. Getting a Weaponized Pinata off a Discover effect and Rushing it into an enemy for a free Legendary is pretty sweet.
Weaponized Pinata will also have Wild players feeling a bit conflicted. Do they replace Piloted Shredder with this guy? Do they want to random 2-drop now or a random Legendary for later? Wild Mech players have some thinking to do here.
(2) Demonic Project Type: Spell Class: Warlock Rarity: Common Each player transforms a random minion in their hand into a Demon. Source: The Boomsday Project Card Reveal Livestream
Analysis: I understand the intention here. If played at just the right moment, this ruins any Shudderwock Shaman deck, any Malygos Druid deck, or any Taunt Druid deck. The problem here is that it relies on a lot of luck.
In order for Demonic Project to hit for maximum value, the opposing player must have their win condition minion in their hand. The player must then hope that it hits that win condition minion and not any other minion in their hand. And of course, they must also hope that the win condition card is not replaced with another killer Demon, like Lord Jaraxxus. On top of all of this, the player must then hope that their own top minions are not hit with the whammy.
It takes a lot to make this work and it's hard to imagine any Warlock players taking this big risk.
(4) Unexpected Results Type: Spell Class: Mage Rarity: Epic Summon two random 2-Cost minions (improved by Spell Damage). Source: The Boomsday Project Card Reveal Livestream
Analysis: It's hard to imagine Mage players rolling with this spell in any of their decks, but it is likely that they'll generate it off a random effect. If that's the case, following this up with an 8-damage Fireball or clearing the board with a 4-damage Blizzard doesn't seem too bad.
Other than getting a Spell Damage Doomsayer, there are few downsides to this spell. Just don't expect to see Mage players actually pack one of these in. Think of it as a pleasant bonus off something like Ruby Spellstone.
That's all for now! Keep an eye on Shacknews over the next few weeks for more card breakdowns for The Boomsday Project, leading all the way up to the expansion's release on August 7.
Hearthstone: The Boomsday Project Card Analysis Lab (Part 2) published first on https://superworldrom.tumblr.com/
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#Hearthstone #KingDevinJoseph #TheKingOfHearthstone #BlizzardentErtainment #warcraft #ExpertGamer #GotoJobin #キングデビンジョセフ Since the game's beta, the 4-cost Leeroy was a critical card in many one turn kill (OTK) combos. His Charge, high Attack and relatively low cost made him perfect for a quick, fatal blow to finish the opponent, removing the need to worry about the Whelps summoned by his Battlecry. As a result, Leeroy became a choice pick for many decks featuring burst damage. Following release, Leeroy was featured perhaps most explosively in Miracle Rogue decks, where he was combined with 2 x Shadowstep and 2 x Cold Blood to deal 26 damage in a single turn. This made the card a critical piece in delivering a devastating OTK. Leeroy was also often used in combination with cards such as Power Overwhelming and Faceless Manipulator (often after increasing his Attack), whilst shamans often combined Leeroy with Flametongue Totem and Windfury to create a devastating OTK. In September 2014 the card saw a small but significant change - an increase in cost from 4 to 5. In an official announcement,[1] it was stated that the change was intended to return focus during play to the state of the board, rather than simply upon building an overwhelming OTK in the player's own hand, which many times could not be prevented by the opponent. The developers had previously made similar changes to game-ending cards such as Unleash the Hounds and Pyroblast.
#expertgamer#gotojobin#キングデビンジョセフ#thekingofhearthstone#warcraft#kingdevinjoseph#blizzardentertainment#hearthstone
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Hearthstone: Rise of Shadows
After years of getting no respect, all of Hearthstone’s original villianous characters have teamed up to form a new, evil expansion to steal Dalaran or something. But what do Rafaam and his diabolical friends have cooking up?
Well, first they’ll need some Lackeys to do all the heavy lifting. You didn’t expect the villians to actually do the hard work, did you? Lackeys are a lot like Spart Parts, being one-mana 1/1 minions randomly generated by other cards. Each one is worth slightly more than one mana, with one of five criminal abilities:
Witchy Lackye evolves a minion to one that costs one more.
Kobold Lackey deals two damage to anything (wait that’s pretty good)
Goblin Lackey gives a minion +1 Attack and Rush (this is also good)
Faceless Lackey summons a random two-cost minion (backwards shredder)
Ethereal Lackey Discovers a spell (always a good(?) time)
While these abilities aren’t always going to be useful, they look decent enough. There’s a tad more variance than I’d like, but I suppose the swings won’t be too impactful in most cases.
Each villian is also hatching an evil Scheme. These are spells that get stronger each turn they’re in your hand. So they’re terrible topdecks, but in the long run they’ll become pretty potent, especially if there’s no cap on how much power they can accrue.
Rise of Shadows is also bring back some previous set mechanics. It’s probably about time for this to happen, since some of them were pretty neat. We’ve already seen a new Forbidden card, and who knows what could be next?
While the villians plot, the Defenders of Dalaran are preparing their Twinspells for action. When you cast a spell with Twinspell, you get a copy of it without Twinspell. It’s a new twist on the Echo mechanic, which is probably too recent for a comeback. Be on the lookout for a card that grants Twinspell, somehow.
As always, you can spend more money than is sensible to pre-order Rise of Shadows. My advice, as always, is to not do this. But if you must, at least wait until half the set is revealed.
Anyhow, there are new cards to look at and dismiss. Or hype. Everyone loves hype!
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5 Decks to Take Into Hearthstone's Standard Brawliseum
Out of the blue on Wednesday, Hearthstone kicked off another round of the Brawliseum for this week's Tavern Brawl. For those unfamiliar with the Brawliseum, it's basically the Arena format, but for Standard constructed decks. That means putting together the strongest deck possible and either riding it to 12 wins or getting knocked out after three losses.
The stakes are high with card packs, Gold, and Mana on the line. And while it costs 150 Gold or $1.99 to compete, the first try is absolutely free, so that adds a lot of pressure to the prospective deckbuilder. Fortunately, Shacknews is here to help out with five decks that are worth trying.
The Cancer Cubelock
So there are some fun deck ideas that are worth trying out...
"Where's the Cubelock?"
Ahem... the new meta has created some wildly fun deck types for many of the game's classes...
"Where's the Cubelock?
Sigh... with decks varying from aggressive to control to the midrange...
"Get to the Cubelock already!"
Oh, fine! You want to play that way, be my guest. Here's your Cubelock that's still terrorizing the Hearthstone meta. I hope you hit a Shudderwock.
1 x Acidic Swamp Ooze
2 x Hellfire
2 x Mountain Giant
2 x Faceless Manipulator
2 x Doomsayer
2 x Doomguard
1 x Spiritsinger Umbra
2 x Stonehill Defender
2 x Defile
1 x Bloodreaver Gul'dan
2 x Carnivorous Cube
2 x Voidlord
2 x Lesser Amethyst Spellstone
2 x Kobold Librarian
1 x Skull of the Man'ari
2 x Possessed Lackey
2 x Dark Pact
1 x Lord Godfrey
Everyone who has played Hearthstone since Kobolds & Catacombs knows how this deck works. Skull of the Man'ari summons Doomguard or Possessed Lackey summons it from the deck with no Discard downside. Use Carnivorous Cube and Dark Pact to make more Doomguards. If they all die, simply use Bloodreaver Gul'dan to bring them all back and Charge the face. That sure is how that deck works!
Ozzie's Control Warlock
2 x Spellbreaker
1 x Acidic Swamp Ooze
2 x Hellfire
2 x Twisting Nether
2 x Siphon Soul
2 x Stonehill Defender
2 x Defile
2 x Voodoo Doll
1 x Bloodreaver Gul'dan
1 x Rin, the First Disciple
2 x Ratcatcher
2 x Voidlord
2 x Lesser Amethyst Spellstone
2 x Kobold Librarian
1 x Possessed Lackey
2 x Dark Pact
1 x Lord Godfrey
1 x Dark Possession
Hey, I have a deck, too! It's also a Warlock, but it's not that Cubelock nonsense. This is a control-based deck, one that I used to reach Legend rank in April and one that's taken me consistently past 7 wins in the Brawliseum.
The key is keeping things under control until such a point that either Bloodreaver Gul'dan can get to work with his Hero Power or Rin, the First Disciple can get Azari, the Devourer online. Ratcatcher is a great minion to trade into smaller threats on his own, but he can also activate Rin, Possessed Lackey, or Voodoo Doll to get their effects going. Defile and Lord Godfrey will keep those pesky Dude Paladins at bay while Twisting Nether can used for extreme situations.
StanCifka's Even Paladin
1 x Blessing of Kings
2 x Spellbreaker
2 x Avenging Wrath
2 x Consecration
2 x Mountain Giant
2 x Truesilver Champion
2 x Equality
2 x Loot Hoarder
2 x Knife Juggler
1 x Bloodmage Thalnos
1 x Sunkeeper Tarim
2 x Lightfused Stegodon
2 x Drygulch Jailor
2 x Call to Arms
2 x Crystal Lion
2 x Plated Beetle
1 x Genn Greymane
There are many odd and even Paladin decks working their way across the Hearthstone meta at the moment, but it's Stanislav "StanCifka" Cifka's Even Paladin that fascinates me the most. That's mainly because he's thinking bigger with Giants.
The idea is to produce multiple card draws, while also maintaining a large hand with Drygulch Jailor, which leads to cheap Mountain Giants. It's an idea that I can get behind, largely because it turns one of the biggest drawbacks of this deck (not having access to Divine Favor) into a strength.
Personally, I'd rather use the numbers game to my advantage and fill the board with Silver Hand Recruits and minions from Call to Arms to set up a Sea Giant play, but I would imagine that the Giant type used is ultimately a matter of preference. Either way, two Giants make this deck much deadlier and if for whatever reason they go down, the Lightfused Stegodon and Sunkeeper Tarim should still provide a sufficient win condition.
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Thijs' Quest Hunter
1 x Abusive Sergeant
2 x Acherus Veteran
2 x Dire Mole
2 x Elven Archer
2 x Fire Fly
2 x Glacial Shard
2 x Stonetusk Boar
1 x The Marsh Queen
2 x Tracking
1 x Prince Keleseth
2 x Ravencaller
2 x Stitched Tracker
2 x Dire Frenzy
1 x Houndmaster Shaw
1 x Toxmonger
2 x Wing Blast
2 x Tol'vir Warden
1 x Tundra Rhino
Here's something a little more off the beaten path, but still a good deck to try out in the Brawliseum. Thijs Molendijk's Quest Hunter is about getting numbers out quickly and finishing the Hunter Quest as soon as possible. That's much easier now with Ravencaller around. Prince Keleseth can ensure those 1-drops aren't so laughable, while Houndmaster Shaw allows them to trade into most opposing minions.
Dire Frenzy is also a crazy powerful tool, especially if you can cast it on Queen Carnassa to ready up another round of 15 Raptors.
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The Spiteful Summoner Druid
2 x Dire Mole
2 x Fire Fly
2 x Glacial Shard
1 x Prince Keleseth
2 x Gluttonous Ooze
2 x Greedy Sprite
2 x Mind Control Tech
2 x Tar Creeper
2 x Saronite Chain Gang
2 x Spellbreaker
2 x Swift Messenger
1 x Cobalt Scalebane
2 x Fungalmancer
2 x Spiteful Summoner
1 x Malfurion the Pestilent
1 x Grand Archivist
2 x Ultimate Infestation
The Druid looked to be on the ropes for a while with the loss of Jade Golems to Wild. But this class has recovered nicely, thanks to Spiteful Summoner. That's because it turns out that running a Druid deck with only the 10-Mana Ultimate Infestation can lead to some pretty lopsided Turn 6 plays.
Prince Keleseth also ensures that the Druid player can go aggressive with multiple minions in the early game and also buff them up with Cobalt Scalebane. Now I should note that the deck posted above belongs to Jeffrey "Trump" Shih, who's only running one Cobalt Scalebane. However, given that this minion can make any other minion the board look pretty imposing, maybe consider dropping one of the Gluttonous Oozes in favor of running a second one of these big bad dragons.
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Those are just a few decks to trot out during this week's Brawliseum. Which deck has carried you to the 12-win promised land? Join the conversation and let us know in the comments.
5 Decks to Take Into Hearthstone's Standard Brawliseum published first on https://superworldrom.tumblr.com/
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Hearthstone: The Witchwood Card Analyses (Part 7)
Blizzard is kicking off card reveals for Hearthstone's next expansion. The Witchwood will introduce 135 new cards, using new Echo and Rush mechanics and also introducing a Monster Hunt single-player mode. The Witchwood marks Hearthstone's eighth expansion and the first one for the Year of the Raven.
As is tradition, Shacknews is stepping into the murky forest to break these cards down by the handful. We continue by looking at the first of the cards revealed by various outlets, including YouTube content creators, Twitch streamers, and news sites.
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Need a recap? Here's what you may have missed:
Hearthstone: The Witchwood - The GDC 2018 Interview with Dave Kosak & Dean Ayala
Hearthstone: The Witchwood Card Analyses (Part 1) Hearthstone: The Witchwood Card Analyses (Part 2) Hearthstone: The Witchwood Card Analyses (Part 3) Hearthstone: The Witchwood Card Analyses (Part 4) Hearthstone: The Witchwood Card Analyses (Part 5) Hearthstone: The Witchwood Card Analyses (Part 6)
(3) Voodoo Doll (1/1) Type: Minion Class: Neutral Rarity: Epic Battlecry: Choose a minion. Deathrattle: Destroy the chosen minion. Source: DawN on YouTube
Analysis: Here comes the voodoo! The Voodoo Doll offers an instant removal effect, which is handy for classes that may not have it. Mage players will love this, especially ones running Frost Lich Jaina. Warlock players can combine this with other spells, like Dark Pact and Mortal Coil. Warriors can use its myriad of Whirlwind effects. The 1/1 stats are weak, but that's intentional to maximize the effect. The best part is, even if it gets swiped by a Priest player, it doesn't change the Deathrattle.
The only scenario where this doesn't work is if it gets force summoned by something like Dirty Rat or gets summoned off an RNG effect. The Battlecry is everything and the Voodoo Doll is useless without it.
(8) Splintergraft (8/8) Type: Minion Class: Druid Rarity: Legendary Battlecry: Choose a friendly minion. Add a 10/10 copy to your hand that costs (1). Source: BlackFireIce on Facebook
Analysis: This has the potential to be crazy powerful for the Druid. The first thought is, it'll go great with any Charge minion, like the Stonetusk Boar, as a potential finisher.
But this is a Legendary that's currently more suited for Wild at the moment. Pair this up with Doppelgangster for a trio of 10/10s. Or better yet, pair this up with Aviana and Kun the Forgotten King for some maximum shenanigans involving Leeroy Jenkins and a pair of Faceless Manipulators. It may not be as good as the old OTK Druid combo, but it's a fun idea to think about.
(6) Toki, Time-Tinker (5/5) Type: Minion Class: Mage Rarity: Legendary Battlecry: Add a random Legendary minion from the past to your hand. Source: IGN
Analysis: Toki is out there purely for the memes. There are a lot of good Wild Legendaries out there, but putting your fate in the RNG gods like this is not a particularly great idea. Sure, Toki could pluck out Ragnaros (either of them) or one of the Old Gods. It could also bring down Nat, the Darkfisher or Patches, who's significantly worse post-nerf.
I wouldn't expect to see Toki played in any ultra-competitive decks. This Legendary is just for fun. Also, don't expect to see this one played in Wild, for obvious reasons.
(4) Mistwraith (3/5) Type: Minion Class: Rogue Rarity: Rare Whenever you play an Echo card, gain +1/+1. Source: Savjz on YouTube
Analysis: With 3/5 stats, Mistwraith certainly isn't bad on its own. But it operates with a sort of roundabout Questing Adventurer effect, gaining stats for every Echo card played. The Rogue has received plenty of useful Echo cards, including Cheap Shot and Face Collector.
While this is a fine idea on its face, by the end, the Miracle Rogue player will still want to opt for Questing Adventurer. They'll probably be able to buff that to more impressive stats with the same Echo cards and more.
(2) Pick Pocket Type: Spell Class: Rogue Rarity: Rare Echo: Add a random card to your hand (from your opponent's class). Source: Savjz on YouTube
Analysis: Since Rogue is saying goodbye to Undercity Huckster and Swashburglar in the new Standard year, this class is going to need some new cards to swipe opposing class cards. So here's Pick Pocket, which offers that same effect without the board presence.
Pick Pocket hopes to make up for the lack of a body with the Echo effect, which does go a long way in Miracle Rogue decks. This one will definitely see some play there, so expect to see this one frequently.
(8) Silver Sword (3/4) Type: Weapon Class: Paladin Rarity: Rare After your hero attacks, give your minions +1/+1. Source: Atomix
Analysis: The Paladin is about to lose most, if not all, of its hand-buffing options with the loss of the Mean Streets of Gadgetzan set in the new Standard year. This is one of the few Paladin-specific handbuff cards to show up for The Witchwood and it's not a particularly great one.
While the Silver Sword certainly can work with Call to Arms and other Recruit cards, it won't be any Paladin player's first weapon choice in those kinds of decks. Dude Paladins will opt for the slightly-cheaper Vinecleaver, while most other Paladins will go for cheaper weaponry, like Unidentified Maul or even Val'anyr.
(4) Bellringer Sentry (3/4) Type: Minion Class: Paladin Rarity: Rare Battlecry and Deathrattle: Put a Secret from your deck into the battlefield. Source: Dr. YangMark on YouTube
Analysis: On its face, this can be a very powerful minion. The Bellringer Sentry is like a lovely cross between Mad Scientist and Mysterious Challenger. And with 3/4 stats, it's certainly a decent 4-drop with a lot of value.
The problem is that Paladin Secrets aren't particularly great at the moment and they're about to get worse with Getaway Kodo about to rotate out. Of course, this will be around for the next two years, which leaves plenty of time to add new Paladin Secrets. Bellringer Sentry may not be great now, but it has the potential to be a mainstay in the future.
(7) Worgen Abomination (6/6) Type: Minion Class: Neutral Rarity: Epic At the end of your turn, deal 2 damage to all other damaged minions. Source: Gaara on YouTube
Analysis: Worgen Abomination's appeal is that he'll deal damage to any damaged minions. The Warrior can use this with any of its multitude of Whirlwind effects. Warlock players can do some quick damage with Defile and then drop this guy, which should help lessen the sting of Abyssal Enforcer rotating out. Rogue players can combine this with Fan of Knives to set up this 6/6 drop. It's a sturdy body and its effect has its uses.
It may not fit into many constructed decks, but look for Worgen Abomination to pop up in Arena quite a bit.
(1) Town Crier (1/2) Type: Minion Class: Warrior Rarity: Epic Battlecry: Draw a Rush minion from your deck. Source: Trump on YouTube
Analysis: It's hard to quantify the impact that Rush decks will have on the overall Hearthstone meta. But I do know a useful card when I see it and Town Crier is immensely useful. On top of being a solid 1-drop with 1/2 stats, the impact of a Turn 1 card draw cannot be overstated. It's part of what's made Kobold Librarian such a great card for the Warlock.
Town Crier has a very good chance to be a Warrior staple, especially in Control Warrior decks. It not only helps the Warrior dig into their deck, but also allows them to have a Rush minion ready to answer a minion later in the game. It's a strong card overall and one that will be a Warrior opening play for a long time.
That's it for now! Keep it on Shacknews for the next few weeks for more card breakdowns for the Witchwood, leading all the way up to the expansion's release on Thursday, April 12.
Hearthstone: The Witchwood Card Analyses (Part 7) published first on https://superworldrom.tumblr.com/
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#Hearthstone #kingdevinjoseph #キングデビンジョセフ #thekingofHearthstone #blizzardentertainment #warcraft #expertgamer #GotoJobin #YearofMammoth #KnightsoftheFrozenThrone #FrozenThrone #theFrozenThrone With a Battlecry comparable to that of N'Zoth, the Corruptor, Bloodreaver Gul'dan is more than worth his 10 Mana cost. If played in a deck filled with Demons, he can instantly flood the board with a horde of powerful minions. Demons with high base stats like Voidlord and Abyssal Enforcer are strong options, as well as minions with ongoing effects like Despicable Dreadlord and Illidan Stormrage. Doomguard and Lakkari Felhound are other high-value demons to summon, especially if they can be pulled with Possessed Lackey or Skull of the Man'ari to avoid its negative Battlecry. Mal'Ganis is an extremely powerful option in Wild. As the demons summoned by Bloodreaver Gul'dan ignore their Battlecries, Demons with negative battlecries such as Lakkari Felhound, Doomguard and Pit Lord have higher value when summoned through him and less risky to include. Any copied demon that has died will be included in the pool of summoned demons, so cards like Faceless Manipulator, Prince Taldaram, and Carnivorous Cube are a good way to get multiple copies of big demons. Even once Bloodreaver Gul'dan has filled your board with powerful minions, he still has more benefit to him. His Hero Power, Siphon Life, removes the Warlock's late-game weakness of having a useless Hero Power when nearing Fatigue and is an excellent control tool, as it can not only finish off weakened minions but also supply your hero with a steady stream of health. If you summon Gul'dan when your opponent has little opportunity to quickly finish you off, the game can rapidly snowball in your favor thanks to Siphon Life.
#hearthstone#yearofmammoth#blizzardentertainment#warcraft#gotojobin#knightsofthefrozenthrone#thekingofhearthstone#frozenthrone#thefrozenthrone#キングデビンジョセフ#expertgamer#kingdevinjoseph
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#Hearthstone #kingdevinjoseph #thekingofHearthstone #blizzardentertainment #blizz #blizzard #warcraft #expertgamer #gotojobin #キングデビンジョセフ #YearofMammoth #KoboldsandCatacombs #Kobolds Ixlid, Fungal Lord is unique to Hearthstone.[1]Unlike tar and bog monsters such Loatheb or Fen Creeper, which are physical creatures or magical entities, Ixlid is an ancient earth elemental spirit animating some of the rot and decay in the swampier parts of the catacombs.[2] In a tale told by a dwarven bard, while adventuring in the catacombs, Marin the Fox was transported by an underground river into the edge of a cavern blooming with huge, glowing mushrooms. Marin noted that the Fungal Lord Ixlid was rumored to frequent such places, which he felt was an excellent reason to avoid them.[3] There are two main ways to utilize Ixlid: either with cheap big minions like arcane giants, or as part of a OTK combo. For the first, Ixlid can be put into a Miracle Druid deck that runs cards like Gadgetzan Auctioneer, Innervate, Arcane Giant, Arcane Tyrant, as well as other obviously strong druid cards to ramp mana, remove enemy minions, etc. You play Ixlid, then you play an arcane giant for 0 and get another Ixlid, and you still have 5 more mana on your turn after summoning 18/20 worth of stats off 2 cards. Plus the Ixlid threatens even more broken stuff the next turn. For the second type of combo, we can look to Twig of the World Tree (brought down to 1 durability from a few turns of attacks), Ixlid, Faceless Manipulator (on the Ixlid to get 2 more Ixlids), and Malygos (after breaking the Twig to refresh your 10 mana crystals). This should give you 4 Malygos (Maligi?) for +20 spell damage so that your 2 moonfires can deal a total of 42 damage to your opponent's face.
#kobolds#blizz#blizzard#gotojobin#expertgamer#キングデビンジョセフ#kingdevinjoseph#koboldsandcatacombs#hearthstone#yearofmammoth#blizzardentertainment#thekingofhearthstone#warcraft
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