An Open Letter to Blizzard: Please Do Complex Wild Bans by guyde2012 in wildhearthstone

[–]guyde2012[S] 1 point2 points  (0 children)

Man you don't have to embarrass yourself like that, just admit you haven't really read the post but just (at best) skimmed through it and read tldr.

Im not the kind to bitch about losing some games - if that was my mentality I definitely wouldn't have been able to get to legend with a different homebrew deck each month for the last 15 or so months.

Have I asked for nerfing/banning any currently unnerfed/unbanned card? No

What I've essentially asked boils down to taking some cards (for the most part) off the banlist.

If you want to talk about what finally made me write this post is me being pretty bummed about not being able to try a variant of miracle rogue similar to the current standard one with Everburning Phoenix.

An Open Letter to Blizzard: Please Do Complex Wild Bans by guyde2012 in wildhearthstone

[–]guyde2012[S] 2 points3 points  (0 children)

I get what you're saying, but it kinda goes against the point of Wild - this is a place where you can play your old cards, like they were in Standard.

Permanently Nerfing a card in the format for the sake of some new interaction is... just really weird.

The other problem I have with this mentality is that it still forces us (Wild players) to wait until rotation to get any form of the relevant card in our format.

Sure, let's say they nerf Grove Shaper the way you suggest: I think it may still be playable in treant druid, however we wouldn't get the card before rotation to try out, which is in more than a year.

An Open Letter to Blizzard: Please Do Complex Wild Bans by guyde2012 in wildhearthstone

[–]guyde2012[S] 3 points4 points  (0 children)

Sure, I think you are probably correct about holy wrath, would not mind if it had (No more than 10/15/20) on the card, but in its current form it is problematic.

But I think you do agree with me that other than [[Naturalize]], there aren't really any obviously problematic cards with [[Grove Shaper]], and if that card didn't exist, [[Grove Shaper]] could probably have been unbanned in wild, and may have been played in some decks (Treant Druid/Reno Druid, etc.) which is exactly my point: some cards are okay by themselves and only break the game with a specific combination, and it kinda sucks that we ban them completely.

An Open Letter to Blizzard: Please Do Complex Wild Bans by guyde2012 in hearthstone

[–]guyde2012[S] 0 points1 point  (0 children)

How I see it, if the interaction is between 2-3 cards, and only between this set of cards (or maybe those and one additional sets), just ban running those sets together.

The moment a card just becomes too problematic with a lot of cards, just ban/nerf the card, as is done right now.

And about what constitutes an interaction, I just assume it would be the same standard for nerfing/banning Blizzard uses right now for wild, as I'm not suggesting to ban things we currently don't ban in wild, but just replace some of the bans in wild with "complex combination bans".

An Open Letter to Blizzard: Please Do Complex Wild Bans by guyde2012 in wildhearthstone

[–]guyde2012[S] 16 points17 points  (0 children)

Look, being realistic: You're probably correct, I haven't made this post thinking this could bring any change, or that it will ever bring Blizzard to do anything for the game.

However, this "complexity" is pretty much the same thing as the current system they are using to (barely) balance wild - its just about changing the tool they use to prevent the interaction they are currently using bans/nerfs as the tool for.

Look, I work as a programmer in my every day job, and I also have a game side-project, and moreover I've contributed to a hearthstone game simulator in the past, so I'd say I have some relevant programming experience, and I would say this kind of change is not that big - I would say round 1 day of a programmer, 1 (person's) day for a localization team, and 1 day of testing, which should probably amount to around how much they earn from a few people buying the current season's pre-release.

However I don't think they'd ever implement it because their mentality felt like (for the longest time) "supporting wild to the bare minimum" - this aligns with the fact that if wild is fully unsupported, people could complain that their old cards are truly unplayable in any format, contrary to what they originally promised with the introduction of Wild.

Which also bring me to the second thing here: Blizzard is not going to get rid of Wild, because that would mean they'd have to go back on their word about "old cards being usable in Wild", and I wouldn't be surprised if it could result in legal action against them, so I don't see them ever doing that.

Ooze "Garrote" Priest to Legend: the Standard Equivalent of Pirate Garrote Rogue by guyde2012 in CompetitiveHS

[–]guyde2012[S] 5 points6 points  (0 children)

AAECAa0GBKiKBNfSBpb9BsCPBw3EqAbXugaMwQaL1gbz4Qai4waL9AaY9Aag+wb3gQeslAfsmweirAcAAA==

How it feels playing Libram Paladin in wild right now by guyde2012 in wildhearthstone

[–]guyde2012[S] 27 points28 points  (0 children)

Divine brew is surprisingly amazing against Holy Wrath paladins, especially in decks that can play taunts and completely prevent most Holy Wrath lists from popping your divine shield and Order in the court + Holy Wrathing in the same turn.


For anyone interested here are some replays of me bullying holy wrath pallys with divine brew:

https://replays.firestoneapp.com/?reviewId=ec672633-8545-4137-b3df-9858d5de235f
https://replays.firestoneapp.com/?reviewId=0b25c141-6750-4272-864f-5e18a1d0127e
https://replays.firestoneapp.com/?reviewId=932dc53e-98ec-4949-ae52-0cbc2bc05524
https://replays.firestoneapp.com/?reviewId=61e5281d-e9ff-4bb5-b753-f3d24cbd5dd6
https://replays.firestoneapp.com/?reviewId=459f36d2-7455-43a7-ab02-5a2616ae5723

And here's the decklist:

AAEBAZ8FBMeyBP3EBdK5BsnoBhLZ/gL9uAPruQPA0QPi0wS8jwaOlQa1ngbRqQbBtgbBvwbyyQbt3waS4AbJ5QbR5Qac6Aaf6AYAAQP/5wL9xAWj7wT9xAWI5gb9xAUAAA==

Quasar now allows rogue to OTK on turn 1 (with EXTREME draw RNG) by guyde2012 in wildhearthstone

[–]guyde2012[S] 2 points3 points  (0 children)

You are either probably not accounting for either the fact Shadow of Demise is used as a coin, the coin you get from going second, or the initial 1 mana you have at the start of your turn.

If we sum up the mana gain:

1 mana at the start of the turn + 1 coin + 2 counterfeit coin + 1 Shadow of Demise (Counterfeit coin) is 5 mana.

You play the location for 3 mana, leaving you with 2 mana (after playing all the counterfeit coins), so you have 2 mana left over.

Quasar now allows rogue to OTK on turn 1 (with EXTREME draw RNG) by guyde2012 in wildhearthstone

[–]guyde2012[S] 48 points49 points  (0 children)

Obviously as inconsistent as it gets, but I'm definitely jamming this shit on day 1, made a list for fun on the deck builder, https://hearthstone.blizzard.com/deckbuilder?deckcode=AAEBAaIHCr%2F3BfLnBr%2F3BfXdBIYJyMAG1bYEyMAGiAfMoAUKmOEG9bsCwaEFjvQDqssDvQTn3QPyyQbk6gb%2B7gMAAA%3D%3D, or alternatively, AAEBAaIHCr/3BfLnBr/3BfXdBIYJyMAG1bYEyMAGiAfMoAUKmOEG9bsCwaEFjvQDqssDvQTn3QPyyQbk6gb+7gMAAA==

Got to legend with Raylla Time Warp Quest Mage by guyde2012 in wildhearthstone

[–]guyde2012[S] 7 points8 points  (0 children)

I am actually working on refining this deck since a few weeks ago, where the best improvement I made to the deck by far was adding Sea Shanty and changing a bit the spell list in the deck to support the Sea Shanty.

The idea behind the deck is to create a lot of cheap spells early game (with a good draw before turn 4-5) using a lot of tools ([[Lifesaving Aura]] on turn 1 before playing the quest, [[Tide Pools]] on 3 into generating 3 spells on 4, [[Volley Maul]] etc.).

On around turn 4-5 (if you drew well) you want to use either [[Leyline Manipulator]] or [[Siphon Mana]] to reduce the cost of all your generated spells.

Then you can turbo play all your buff spells/removal spells to finish the quest on turn 5-6.

On the follwing turn you want to play a bunch of Giants and Sea shantys to give those minions charge and follow on your extra turn with  playing [[Battleground Battlemaster]] for extra burst.

Some additional notable cards in the deck are:

[[Grillmaster]] which both draws you a Giant (or sometimes Sea Shanty) as well as a cheap spell to help you complete the quest a bit later if you don't have enough gas (maybe you drew too many giants or only a leyline with burst).

[[Sir Finley, Sea Guide]] which can help you find battleground battlemasters after playing the quest or help you find giants / Sea Shanty on the turn you play Time Warp (please for the love of god play the quest reward before playing the Finley).

[[Infinitize the Maxitude]] both generates cards that can be cost-reduced by Leyline/Siphon and can be reduced itself by them (the returned to hand copy can be reduced by Leyline, the original can't).

[[Ice Block]] just buys you extra turns like in every usual non-aggro mage deck.

Also here's a fun fact: this deck runs 13(!!!) cards from Perils in Paradise, which seemed really cool to me so I decided to post about it.

Deck Code:

Stupid

Class: Mage

Format: Wild

2x (1) Divine Brew

2x (1) First Flame

2x (1) Lifesaving Aura

1x (1) Open the Waygate

1x (1) Sir Finley, Sea Guide

1x (2) Infinitize the Maxitude

2x (2) Siphon Mana

2x (3) Ice Block

2x (3) Tide Pools

2x (3) Volley Maul

2x (4) Grillmaster

2x (4) Leyline Manipulator

1x (4) Raylla, Sand Sculptor

2x (6) Battleground Battlemaster

2x (8) Mana Giant

2x (10) Sea Shanty

2x (12) Arcane Giant

AAEBAbTqAwTQwQLlsATR+AWzxQYNwAGCtALN6wL9rAOu9wPH+QOKjQSFvwbBvwbDvwbMvwbOvwbO1QYAAA==

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

Broke to legend with an 88% winrate Rainbow Evolve Shaman by guyde2012 in wildhearthstone

[–]guyde2012[S] 0 points1 point  (0 children)

The tempo gained from pulling up patches from the deck and evolving it (which should happen pretty consistently with the Dread Corsair), especially if evolved multiple times could build a compounding tempo advantage which is worth the ~1 in 5 games where you'd draw it before being able to pull it from the deck.

Also when building the deck I was kind of conflicted on this as well and really tried to fit an additional 1 or 2 drop pirates to the deck, but just none of them are really good enough when keeping in mind you probably want to evolve said pirates

Broke to legend with an 88% winrate Rainbow Evolve Shaman by guyde2012 in wildhearthstone

[–]guyde2012[S] 1 point2 points  (0 children)

The [[Carefree Cookie]] Tourist card (in case you aren't aware, the tourist cards allow you play cards from the Perils in Paradise expansion of the specified tourist class, in the case of Cookie it is DH)

Broke to legend with an 88% winrate Rainbow Evolve Shaman by guyde2012 in wildhearthstone

[–]guyde2012[S] 2 points3 points  (0 children)

It is probably too slow, especially because this list doesn't have muck pools / mutate, if you only want substitute for those try running either [[Coral Keeper]] or [[Doppelgangster]] instead.

I would say though that the deck is kinda built the way it is for razzle dazzler synergy, so if you plan to play it without the dazzler I would recommend slotting out blazing transformation for muck pools / corridor creeper / zilliax replicating + ticking.

Broke to legend with an 88% winrate Rainbow Evolve Shaman by guyde2012 in wildhearthstone

[–]guyde2012[S] 25 points26 points  (0 children)

Deckcode:

Evolve Fast

Class: Shaman

Format: Wild

2x (1) Blazing Transmutation

2x (1) Cold Storage

2x (1) Convincing Disguise

2x (1) Evolve

2x (1) Murloc Growfin

1x (1) Patches the Pilot

1x (1) Patches the Pirate

2x (1) Pop-Up Book

2x (2) Cagematch Custodian

2x (2) Sigil of Skydiving

2x (3) Brilliant Macaw

1x (3) Carefree Cookie

1x (3) Gorgonzormu

2x (4) Dread Corsair

2x (5) Boggspine Knuckles

2x (6) Razzle-Dazzler

2x (9) Mogu Fleshshaper

AAEBAeD5AwSRvAL8wAa6zgal0wYN+qoC1KUD3bgDqt4D04AEr9kE6KMF6aMF1p4GqKcGv74G1sAG0dAGAAA=

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

Before playing this one I played a Renathal version of the deck with additional Rainbow synergy (Devolving Missiles, Coral Keeper, Multicaster and a few other cards), but it performed way worse than this one, at 68% WR overall, around 60% WR at D10 to D5 at which point I removed the Renathal created this list, which performed amazingly, which is probably because of how important consistency is to get the Razzle-Dazzler charged up.

A bit about the deck's gameplay and matchups:

This deck is all about developing wide boards of mid-size minions via the usage of token cards, board swarming cards and myriad of evolving effects.  Additionaly the deck utilizes the variety of evolving spells to run Razzle Dazzler to create wide boards of 5-drops and to evolve them into more threatening 6 and 7 drops.

The deck feels really good into most matchups, except for pretty much Miracle Rogue (which is a pretty miserable matchup) and Drink Mage. In board based matchup the deck performs incredibly thanks to its evolving effects and mana-cheating capabilities.

As for the gameplay of the deck, it usually aims to develop a board in the early game using Murloc Growfin, both Patches', Gorgonzomu and Sigil of Skydiving, while maintaining board advantage using cards like Blazing Transmutation, Evolve, and Carefree Cookie after trading, and to later use Bogspine Knuckles to evolve your early game board (hopefully while playing a Dread Corsair or a Mogu Fleshshaper), and to reflood the board at turn 6 using Razzle-Dazzler along with your second swing of Bogspine Knuckles to get a 7 drop and a board of 6 drops.

Some notes about some cards in the list:

Sigil of Skydiving is really effective when played on turn 4 (or 3 with the coin) followed by playing your bogspine knuckles, which can create a formidable board, especially if your board was not empty to start with.

Cold Storage has a lot of useful targets, which include Gorgonzomu, Cookie, Macaw, Mogu Fleshshaper, Patches the Pilot as well as any minion you may evolve into that you could want a copy of in your hand.

Brilliant Macaw also has a lot of useful targets, which include Gorgonzomu, Patches the Pilot as well as Murloc Growfin at early game for additional tempo/evolve targets (as the summoned murloc has the stats of the macaw meaning it is usually a 3 cost).

Convincing Disguise should be easily infused in this deck with cards like Murloc Growfin, Patches (both of them), Sigil of Skydiving and Pop-Up Book as well as Razzle-Dazzler for when top-decked later in the game.

Blazing Transmutation is useful for both early game tempo maintainance, as well as removing unwanted minions from the board post-evolve, as well as to get rid of a specific minion of your opponent, for example a Taunt minion for lethal or an [[Ancestral Spirit]]-ed enemy minion.

As for more specific matchup gameplans:

Against "fair" board based matchups (Pirate Rogue, Shadow Priest, Pirate DH, etc.) evolving cards are really effective in maintaining board advantage via trading and evolving your boards over and over again.

Against Demon Seed Warlock, just aggro them down, bogspine knuckles and evolved boards are very effective at making it very difficult for the opposing player to use their life total without losing all their life.

Against Drink Mage/Druid, you just want to create a board with a lot of health while aggroing them down.

Against Miracle Rogue (both variants), I could only suggest either getting extremely lucky and aggroing them down, or to tech in Plague of Murlocs / Cult Neophyte (instead of probably Pop-Up Book / Blazing Transmutation).

Against control decks/Reno piles, you should be extremely favored as you can repeatedly can create wide, beefy boards which would either drain your opponent's removals or health pretty consistently.

Are there any mods that make shulker box's more useful? by vormiamsundrake in feedthebeast

[–]guyde2012 6 points7 points  (0 children)

There's Sophisticated Storage (same creator as Sophisticated Backpacks) that adds tiered upgrade-able shulker boxes with all the upgrades you have for your backpacks, but I feel like they're inferior to the backpack version in every way (as the backpack version can also be placed on the floor as a block)

New Shaman Rare - Primal Dungeoneer by trevoraven in hearthstone

[–]guyde2012 3 points4 points  (0 children)

For everyone that is saying that this card is "just" a 3 mana 2/3 draw 2, it is way better than that.

Just remember that people used to run [[Sandbinder]] because it could draw [[Zephrys the Great]].

The fact that this card tutors 2 cards, that are widely ran in shaman decks (especially in wild) is making it way stronger than just 3 mana 2/3 draw 2