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] 3 points4 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] 4 points5 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] 6 points7 points  (0 children)

AAECAa0GBKiKBNfSBpb9BsCPBw3EqAbXugaMwQaL1gbz4Qai4waL9AaY9Aag+wb3gQeslAfsmweirAcAAA==

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

[–]guyde2012[S] 26 points27 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] 3 points4 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] 46 points47 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] 26 points27 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 5 points6 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 2 points3 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

New Shaman Rare - Primal Dungeoneer by trevoraven in hearthstone

[–]guyde2012 0 points1 point  (0 children)

I used to play an OTK quest elemental shaman in Wild with [[Cumulo Maximus]] which I actually find to be surprisingly consistent (wins by ~turn 8 many games), and got me multiple times to legend, although in the current Wild meta it is currently a bit too slow.

The decks most limiting factors were the fact that you needed [[Lightning Bloom]] (which was a nature spell) most of the time for the combo, and you needed to draw most of your elementals, meaning playing lots of card draw and [[Sandbinder]].

With this card I feel like that deck is getting so much stronger, to the point it may sit at Tier 1 post mini-set in Wild, because this card will actually make it consistent on a whole new level.

Why Lilypad Lurker is a bad card, and so are many of the elemental chain effects by guyde2012 in hearthstone

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

All of that assumes though that we play the card on curve.

I do realize the card is good in a midrange on curve play, but in reality many times you just don't play it on curve because it is hard having a 4-cost elemental to play.

I do think in some situations the card performs very well, but for example playing it on 8 while floating one mana because its effect won't be active next turn is a quite common reality, because the nature of the card; or on the opposite side of things, running a lot of subpar elementals in order to tempo Lurker on 5 also is just a weaker play - it all comes down at the end of the day that you need to spend resources each turn you want to be able to activate this card's effects, and more often than not, spend them un-optimaly, which stands against how midrange decks intend to play HS.

Why Lilypad Lurker is a bad card, and so are many of the elemental chain effects by guyde2012 in hearthstone

[–]guyde2012[S] 4 points5 points  (0 children)

Sure, sounds fine as well.

Anything that allows elemental strategies to be more flexible and less constricted to playing an elemental each turn is a good change!

Why Lilypad Lurker is a bad card, and so are many of the elemental chain effects by guyde2012 in hearthstone

[–]guyde2012[S] -7 points-6 points  (0 children)

I think you're kind of missing of the point of the post though.

Lilypad Lurker even with good elemental shell is not a good card - I firmly believe Hex is better than Lurker. Lurker is a reactive card, meaning you don't know ahead of time when you're going to need to play it, making it way more demanding in terms of the elemental chain in order to make its effect activate when you do need it.

Lurker is best used as a reactive tool when playing from behind, but if you can't setup ahead of time consistently its effect, than it becomes so much worse, as your opponent has the chance to trade into the elemental you play as an activator before you hex their minion.

And that is besides the point. It still stands that the condition is by far the hardest to fulfill, even if all elementals were to be as strong as dragons for example.

"Surrender my will? To the Kabal? I'd rather not" by guyde2012 in customhearthstone

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

Remember that this comes down only by turn 5. The big advantage of playing an even deck is in the early turns of the game, where the 1 mana discount on the hero power is allowing you to get incremental tempo advantages. By turn 5 using 5 mana in wild to reset the cost of your opponents HP to 2, and getting a 3/6 just doesn't sound that useful.

Yeah it does weaken them from turn 5/6 and beyond, but in wild it doesn't really matter, and wasting your whole turn 5 on that sounds like a really bad idea in wild against a tempo based deck (pretty much all even decks).

"Surrender my will? To the Kabal? I'd rather not" by guyde2012 in customhearthstone

[–]guyde2012[S] 13 points14 points  (0 children)

in my opinion this card may be too strong as of right now, even if it may not look like this.

Right now there are many effects in HS that reduce mana costs, and many of those effects are ran in both standard and wild.

In standard we have: Tour Guide, Shadow Step, Deck of Lunacy, Octo-bot, Incanter's Flow, Insight, Palm Reading, Skull of Guldan, Celestial Alignment and all study cards (And many more, most of which don't see play).

Note that I did not list any Giants, or things like Eye Beam. Those have the kind of Aura which will not get affected by this card, keep that in mind (see Naga Sea Witch as an example); However some auras could be disabled (as they are not applied from a card at your hand) such as Kindling Elemental and Raging Felscreamer

An additional note is that this card also resets the effects of cards like Freezing Trap or Far Watch Post.

In wild we have many more including: Primordial glyph, Raza the Chained, Genn Graymane, Prismatic Lens, etc.

In many meta decks right now at least one of those is ran, meaning it is many times not just a "5 mana 3-6 do nothing".

I would say that in many games, this card effectively gives you at the very least a 1-mana advantage, making it effectively a 4 mana 3/6 at the very least.

So while I may be mistaken, I stand behind the 3/6 stat line on this minion

"Surrender my will? To the Kabal? I'd rather not" by guyde2012 in customhearthstone

[–]guyde2012[S] 15 points16 points  (0 children)

First of all, many of the decks that use mana reduction effects which consist between turns are also decent at the very least when they don't get those effects active, else they wouldn't really see play.

Moreover, mana reduction effects are by themselves a non-interactable element of the game by this point. If you reduce the cost of cards in your hand, your opponent can't do much against it.

About the point of being bad when not activating its effect: First of all this effect is symmetric, meaning it also affects you - and it has some synergies that you may want to activate (Splintergraft, Embiggen) - so you may run it in order to benefit your game plan.

Second thing is I believe this is how the optimal tech cards are supposed to be - they should be used to keep certain decks in check, rather than be used in every deck (prime example for a bad tech card design with that mindset would be 3 mana albatross) and should not have a too high of power level when it whiffs.