How did you get your key? - Page 44
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digmouse
China6331 Posts
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NbSky
Canada1023 Posts
On November 24 2013 03:02 digmouse wrote: OK guys time is up! I'll choose 3 entries in a while. best of luck everyone! | ||
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Ovid
United Kingdom948 Posts
On November 24 2013 03:02 digmouse wrote: OK guys time is up! I'll choose 3 entries in a while. Good luck to all who entered! Thanks for doing the competition. | ||
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digmouse
China6331 Posts
All the entries below in the spoiler, gah why I only have three I'll try snap more to give away before the eventual open beta.+ Show Spoiler + + Show Spoiler [Kishin2] + Rogue: x2 Backstab x2 Shadowstep x2 Cold Blood x2 Defias Ringleader x1 Ironbeak Owl x2 Eviscerate x2 Shiv x2 Acolyte of Pain x1 Perdition's Blade x2 Raging Worgen x2 SI: 7 Agent x1 Wolfrider x1 Dark Iron Dwarf x2 Defender of Argus x1 Spellbreaker x2 Violet Teacher x1 Assassinate x1 Azure Drake x1 Argent Commander The word I was thinking of when building this deck was versatility. Spells and combos can be used as removal, direct damage, or buffing Raging Worgen (assuming shiv, backstab, and eviscerate can be used on your own minions, not 100% sure). The meta is really speedy at the moment (from what I've heard), so there are no cards over 6 mana. All minions have a special ability and are at least 2 mana, so shadowstep is never wasted. There are a lot of spells, so violet teacher is very good. Acolyte of pain is very good card draw, especially when combined with shiv for x2 card draw. Wolfrider and Argent commander are strong cards with charge that can be used as removal or quick burst damage with cold blood/Dark Iron Dwarf. Shiv/backstab/eviscerate/perdition's blade/SI: 7 Agent combo Worgen is 4x2 damage. Add in 2 cold bloods and that's 12x2 damage. Wolfrider is an instant 3/7/11 damage with 0/1/2 cold bloods. Shiv/backstab/eviscerate Acolyte of Pain for x2 card draw. Shadowstep + any card has high potential to be very good. The deck relies heavily on low cost minions, but there should be enough card draw to carry it through and each shadowstep is pretty much another minion. There's no AoE, but the only AoE for Rogues is Fan of Knives which is less versatile than shiv in terms of comboing with acolyte and worgen. Overall, I think it's a solid and flexible deck that has multiple ways to deal with situations and can alternate between control and rush depending on the flow of the game. It's also very possible to make since it doesn't have any legendaries. An alternate, less economical version would probably be Leeroy Jenkins in place of 1 Defender of Argus, fan of knives in place of ironbeak owl, and Bloodmage Thalnos in place of 1 Acolyte of Pain. + Show Spoiler [plasmatorture] + Hey, I think it's awesome you're giving away keys! There's many decks I want to try to make, but the one I'm most excited to try is some sort of Divine Shield/Blood Knight deck like this http://www.hearthpwn.com/deckbuilder/paladin#29:2;73:2;75:2;100:2;142:2;191:2;221:2;260:2;293:1;350:2;383:1;391:1;422:2;463:2;473:2;475:2;506:1; or so... It seems to have a good balance of controlling elements while also having lots of minions. I'm not sure it's tweaked ideally yet but I'd have to play the game to find out! + Show Spoiler [Melwach] + Hey there, is your message box bursting yet? I gave it a try and came up with the following paladin deck: http://www.hearthpwn.com/decks/18878-selfless-paladin-buffs Since I didn't play the game myself yet I don't know if the mana curve is anywhere near optimum, but I tried to be reasonable with the choice of cards. I chose cards that seemed to be obtainable to me, so no legendaries, many basic cards and only one in epic quality because I'd love to know how it turns out in such a deck. The sword of justice just seems to fit well to the general concept. So..general concept. Oh, right. The simple idea was to do what paladins certainly do best. Help and strenghten others, smash things with your weapon if need be, but stay defensive in general. So I chose a basic set of creatures that wheren't too expensive mana wise and brought with them a useful set of abilities. - Core minions: At first we need a few creatures which can stand for their own and are worth buffing to make them even stronger. I'd say Chillwind-Yeti (great mana/stats value), Sunwalker, Argent Commander and the Silver Hand Knight belong into this cateogry. They are among the most expensive cards in this deck, but I hope they aren't too easy to remove for the opponent, so that they trade for a good amount of cards or can deal damage. - Buffing minions: Defender of Argus, Argent Protector and Sunfury Protector enhance adjacent minions and spread defensive abilities and minor buffs through the deck which should help the paladin to stay alive. The core minions above should benefit greatly from abilities like taunt. I've added the Stormwind Champion and the Shattered Sun Cleric for further attribute buffs and their acceptable mana/stats ratio. - Situational minions: Acidic Swamp Ooze, Aldor Peacekeeper and the Ironbeak Owl should help to deal with nastiest enemy cards. They may not help greatly in every situation (which is why I didn't add 2 of each), but I'm sure they can prevent a few losses and may cut the biggest edges of the opposing deck- - Other minions: Well, the fact that I have to add an "other" category might be an indication that this isn't the best choice I could make, but I felt that I was missing playable turn 1 cards, so I added the Shield Bearer. They are purely defensive but give me an early taunt so that I should be safer against decks with lots of weak but early aggression. - Spells: Mostly buffs which basicly do the same thing as my minions. Just stronger and/or cheaper. With less restrictions and whenever I need them. I find it hard to balance them with the amount of minions without testing, so I just chose the ones I deemed best. Blessing of Kings for a big attribute boost, a weaker blessing of might and concecration for removal against decks that swarm me with creatures. - Items: The Truesilver-Champion looks like a good combination of punch and a bit of healing for defensive purposes. I don't think you can go wrong with it. The sword of justice contradicts my intention of building a cheap, accessible deck a little, but I like having some kind of aim to work onto That's it. I have to admit that it's not an overly creative concept, but it's one where you can expand upon once you get some experience in the game. Then some day it's time to add some more interesting features! Props to you for giving the keys away in a contest btw. I always prefer that over just raffling (is that the right word?) them away. Others might read and enjoy the winning entries aswell. Have a pleasant day! + Show Spoiler [nyxnyxnyx] + Hi digmouse! I'd like to be in consideration for an Asian key, if possible. My deck can be found at: http://www.hearthhead.com/deck=9588/mad-bombs It has a pretty good matchup against the field (not amazing, but acceptable) and is fun to play (; Mad Bomber is so good atm :p + Show Spoiler [NasKe_] + Hey, this would be de deck I would like to try as a mage playing HearthStone: http://www.hearthpwn.com/deckbuilder/mage#4:2;44:1;56:2;60:1;160:1;177:2;241:1;263:2;276:2;280:2;289:2;489:2;496:2;503:1;522:1;531:2;545:2;595:2; The idea is to try to play like a Control Deck in magic. Countering and killing units, until I can cast Malygos or Ragnaros to win the game. May be is missing some creatures, but I'm not sure. Bluegill is a funny card, because is like a free 2 damage spell. Sorcerer's Apprentice would be a SUPER GOOD CARD... in magic. But in hearthstone is a big MAYBE in the deck, since you can just kill it with any attacking minion. The rest of the deck is just killing and countering. Need to find more cards like Arcane Intellect. Drawing is really important thing for this deck because the mana in HS goes high really fast and you need to have cards in your hand. So maybe taking the Apprentice out and putting a minion that makes me draw would be a option. Hey, thanks very much for the "build a deck" game for the betakey! As long as someone wins, I'm already happy! + Show Spoiler [NbSky] + http://www.hearthpwn.com/decks/18918-magic-control here is a deck that i theory crafted, hope you can see it, let me know if you can't, i wrote a description on how it would be played on the site, im not quite sure if it will work or not, but in theory it makes a lot of sense, low level taunt monsters for early game control, low mana control spells like frostbolt and arcane missiles, midgame with azure drakes and increased spell damage and eventually finishing them off with malygos or whatever spell damage cards you have left. though it maybe a little heavy on the higher mana cards, im not quite sure, i'd love a beta key so i can eventually test it out! thank you for doing this regardless if i get the key or not, have a good day. + Show Spoiler [Shake n Blake] + Rogue deck that I've been working on: http://www.hearthhead.com/deckbuilder#cMmP7MVX7Mcc7MV17MkQ7zb37McL7Mhq7zsn7MoB7Mh37Moq7Mah7Mza7zbQ7zaF7MkM8m Right now aggro decks are what's "in" with Hearthstone's meta. This deck is versatile in that the bouncing battlecry effects can be used to either maintain board control, or simply push through a ton of damage to your opponent's face. You can really surprise your opponent with the potential damage output of this deck! I also included removal spells & weapons such as deadly poison, backstab, Perdition's blade and assassinate for when your hand is full of battlecry buffs (i.e. shattered sun cleric) but you have nobody on the board to buff currently, and your opponents minions need to be dealt with ASAP. A weakness of this deck would be a lack of board wipes (but since blade flurry got nerfed, rogues have always been weak in this department anyhow), no eviscerate (shadowstep had to take its place sadly), and no early card draw. (Debated swapping out knife jugglers for novice engineers, but the card is just too damn good early on.) I'll run through each card choice quickly to explain why I think this deck is strong. 2x Backstab: Very powerful early removal for 0 cost. Staple in basically any rogue deck. 2x Shadowstep: The key to any Rogue bouncing deck. With this card, you can pull off ridiculous combos like double shattered sun cleric buff, double "this is our town, scrub," and most deadly of all -- bouncing Leeroy Jenkins. 2x Deadly Poison: Trump himself uses this card to great success both pre and post rogue nerf. It offers a strong solution to dealing with bigger minons early on when assassinate is not an option, or for when you want to push through extra damage to your opponent for the kill. 2x Defias Ring Leader: This is our town scrub! Despite it's recent nerf, this card is still an excellent 2 drop if you can combo it with the coin. Alternatively can be used as a turn 3 drop with deadly poison if you're going first and your opponent hasn't established board control yet. 2x Knife Juggler: Powerful 3/2 drop, the knives really add up once you start bouncing minions with brewmasters and shadowstep. 2x Youthful Brewmaster: For extra bouncing power that can also serve as a necessary 3/2 drop early on. 2x Perdition's Blade: Excellent when combo'd with deadly poison to remove 2 HP minions and then swing for 5. 2x Shattered Sun Cleric: Basically one of the top 10 cards in the game, the power of this buff effect goes without saying, but it's essentially like giving yourself a 1/1 minion with charge on top of the 3/3 cleric. 2x SI Agent: These guys are great for establishing board control early on, but alternatively you can choose to go aggro by hitting your opponent's face for the 2 damage combo effect. 2x Dark Iron Dwarf: Very scary 4 drop that can win you board control during the mid-game single handedly because of his battlecry effect. 1x Defender of Argus: Despite the current aggro style, this guy is still great because he's basically two Shattered Sun Clerics in one, plus the taunt effect as a bonus. 1x Leeroy Jenkins: The ace in the hole. Save this guy until your opponent is at 18 health and you have two shadowsteps in your hand for one nasty surprise (Requires turn 8 to pull off, turn 7 with coin.) Alternatively, you may wish to play him earlier (say turn 6) and simply bounce him back with a brewmaster for later. 1x Spellbreaker: One silence is good to have in any deck. With the bounce theme however, you can rely on this guy more than once. 2x Assassinate: For late game removal. 2x Silver Hand Knight: A really strong 5 drop because you're getting 7/7 worth of stats for it's cost. Bouncing this guy back will flood your board very quickly late game. 2x Argent Commander: No constructed deck is complete without this guy. He trades so efficiently and bouncing him back to preserve that divine shield will be very annoying for your opponent to deal with! 1x Sprint: A necessary addition to alleviate the lack of card draw early on. This will allow to go for the throat late game when your hand has been exhausted. + Show Spoiler [Jandos] + Hello, I would like to join your beta key contest. I am long time TL member for 11 years This is my combo rogue deck: General idea comes from another deck I found but I made some changes. Minion (10) 1x Bloodmage Thalnos 1x Edwin VanCleef 2x Novice Engineer 2x Gadgetzan Auctioneer 2x Mana Addict 2x Questing Adventurer Ability (20) 2x Backstab 2x Preparation 2x Headcrack 2x Cold Blood 2x Sap 2x Conceal 2x Eviscerate 2x Shadowstep 2x Shiv 2x Sinister Strike Idea of this deck is using a lot of cheap ablities which combo up nicely and allow your big guys like Edwin VanCleef to grow into monters. It is basically a burst deck and most important thing about this deck is know where to go "all in" with your combo not to soon and not to late something about cards: Gadgetzan Auctioneer - If I manage to start the turn with this guy and cast some combo chain finishing with Edwin VanCleef then it may be gg Edwin VanCleef - turn finisher after string of low casting cost abilities, which this deck has a ton Questing Adventurer - gives me a lot of board presence and combine nicely with this deck Novice Engineer - main taregt for shadow step The deck should be very fun to play, but can be incredibly difficult to master so I am wondering how I will do with it. Regards + Show Spoiler [Ovid] + My deck is for Shaman/Thrall and is based around murlocs and the elite tauren chieftain card from blizzcon. Elite Tauren Chieftain Ancestral Spirit x2 Earth Shock Bloodlust Ancestral Healing Hex Rockbiter Weapon x2 Windfury Murloc Warleader x2 Murloc Tidecaller x2 Murloc Tidehunter x2 Old Murk Eye Coldlight Seer x2 Coldlight Oracle Grimscale Oracle Flametongue Totem Emperor Cobra Knife Juggler Dire Wolf Alpha x2 Iron Beak Owl Tauren Warrior x2 I think this deck will be good because it deals with the main problem murloc decks have which is lasting power beyond clears, the Murlocs are good if a opponent doesn't clear them before all their buffs and with the buffs in the deck I think they're a stronger rush down than most murloc decks. The ideal combo is to lay down Elite Tauren Chieftain on turn 5 then on turn 6 do Windfury x2 Rockbiter Weapon and Ancestral Spirit to do 22 Damage and make ETC come back to my hand if they manage to kill him. Also If I manage to get the Murloc card I can then use either Murloc Warleader to end up have 3-5 3/2 Murlocs or use Murloc Tidecaller so he is a 4-6/2 or perhaps even Grimscale Oracle who will make them all 2/1. I've got no need for big clears since I should always have board control, and I feel with Emperor Cobra and Hex I can take down most big creatures and with Ironbeak Owl and Earthshock I can take out any buffed creature. I put in the two Tauren Warriors because unlike Trump I feel that some Taunt is essential. I do the normal combo of lots of murlocs and then bloodlust if the situation arises, whatever is most likely to get lethal. If I were to make changes I think it would be the Direwolf alphas, because I'm not sure they would work the best. Perhaps I might add in two Dust devils instead for that possible turn 2 win. Not sure though. Anyway thank you for doing this! + Show Spoiler [illusiongamer] + Mage Arcane Missiles x2 Ice Lance Mana Wyrm x2 Frostbolt x2 Nat Pagle Blodmage Thalnos Cone of Cold x2 Ice Block x2 Acolyte of Pain x2 Fireball x2 Polymorph x2 Pyroblast x2 Blizzard x2 Azure Drake x2 Archmage Antonidas Gadgetzan Auctioneer x2 Novice Engineer x2 why Mage? TL#2 & #3 champions have a Mage deck as the primary deck and in both finals the score was 3-0, easy to assume that Mage is well balanced against all types of decks. I will try to destroy my enemy with Pyroblast, in order to do that I have survive long enough by freezing enemy minions. Of course have Pyroblast in my hand is #1 one priority so almost have my minions have a card draw effect. + Show Spoiler [Klowney] + Hey this is my attempt at a deck, I went with a warrior as I like the weapons, card draw from the abillties and charge to all creatures. http://www.hearthpwn.com/deckbuilder/warrior#69:2;74:1;166:2;182:2;193:2;261:2;395:2;422:2;435:2;493:2;504:2;610:1;632:2;637:2;638:2;641:1;664:1; The deck has been built to be a semi aggro/control deck with cards that synergies and combos with weapons, charge and some card draw. I also wanted to make it "cheap" and easy to get, I didn't get Gorehowl as it's to expensive imo. For two less mana I get a 5/2 weapon that I can combo. Shield block is there to give me a small buffer and something to spend mana on if I have nothing to play. Some examples: Turn 2 fiery war axe > Turn 3 Upgrade!, Dread Corsair, Bloodsail Raider. That gives you a 4/3 or 4/2 weapon, a 6/3 Raider and a 3/3 taunt at turn 3. I don't really like taunt creatures but this deck should allow me to get one for free or pay one mana for it. 10 mana combo: Arcanite Reaper > Warsong Commander > Bloodsail Raider. Gives you a 5/2 weapon, charge to all creatures and a 7/3 Bloodsail Raider so you could do at minimum 12 dmg that turn. There is some indrect combos like Frothing Beserker and Knife Juggler or Loot Hoarder and flesheating Ghoul. + Show Spoiler [Hondelul] + Hi, I´ll try it this way too: + Show Spoiler [Thoughts] + I love the warrior art and the way weapons work. So this should be a quite weapon heavy rush deck, with preferable synergies between creatures/weapon. Out of the mix, the Worgen/Inner Rage Combo is meant as a finisher which would enrage the Worgen and make it a 12 damage one turn. With the Abusive Sergant a possible 16 damage. All for 4 mana. If I think I can't keep it alive the Warsong Commander is there to enable the instant damage (still only 6-7 Mana). Drawing Worgen with one of the other Combo cards is imo likely since I have 2 WC in the deck anyway. While the deck is focused on weapons I had to force me to only take one Arcanite Reaper and no Gorehowl. That's because it should be heavy rush and the single AR is my highest card (didn't want to take epic/legendary too, because I hope to not spend money so I'm a bit forced for commons/rare). The Upgrade is imo very good, but since I never see someone play it maybe I miss something. In this situation it fits imo perfect. One Mana for 3 turn Rogue/Druid ability is very good resource wise. With this I hope to play the Southsea Deckhands and Bloodsaile Raider, these are already far above average with a 1 damage weapon. BSR and Dread Corsair preferable played with Fiery/AR and/or them Upgraded. Arathi Weaponsmith is to up my chance to draw weapon while still being an okish creatur (always keeping in mind that haste is possible). Fiery Waraxe with Dread Corsair for a 1 Mana 3/3 with Taunt to keep the weaklings a bit alive. But after one turn they normally have done their job (looking at Lepper Gnome). Overall weapons to keep minions alive or directly hit enemy since there should be plenty, it's not planed to trade minions, well, from my side. Since he will be force to, and it doesn't matter for the Frozing Berzerker how much life the minions lost he will get quite big with my weaklings. Questing Adv goes the same way, he might get very big with many low many cards and forces trading from enemy/direct removal, Stable 2 drops and Shattered Suncleric because they are so good and up my surviveability enorm. Big problem imo too many small card so I will be starved after 4-5 turns. But my hope is to trade well with weapons and so being able to overwhelm him. + Show Spoiler [Decklist] + ![]() Well, anyway thanks for the giveaway. Since building decks is just entertaining I really enjoyed this. Just like in Magic when you think "well, this won't be very strong, but so funny to surprise my friends". Cheers | ||
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NbSky
Canada1023 Posts
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Hondelul
1999 Posts
![]() Tried some other opt ins but never had luck. Not having twitter and facebook didn't help ^^ Good luck or grats to the others. Downloading now, was affraid since it didn't show up at my account but found the solution at bnet forum. | ||
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Sverigevader
Sweden388 Posts
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NasKe_
Brazil570 Posts
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Loxley
Netherlands2480 Posts
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Jandos
Czech Republic928 Posts
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trinxified
Canada7774 Posts
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illusiongamer
Mexico377 Posts
Congrats to the winners whoever you are. | ||
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Kishin2
United States7534 Posts
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Melwach
Germany176 Posts
The game doesn't show up yet, but it will tomorrow. So happy right now :D edit: It's there. Yay! | ||
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Dubzex
United States6994 Posts
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NbSky
Canada1023 Posts
On November 24 2013 07:36 Loxley wrote: Got one in the opt-in, but sorry to say i actually don't like the genre that much ![]() well if you aren't going to play.... ill be happy to take it off your hands ![]() | ||
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UnKooL
Korea (South)1667 Posts
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SpikeStarcraft
Germany2095 Posts
I entered some raffles but i guess im not lucky or dedicated enough to get one :/ Big fan of card games though. Magic was a lot of fun back in the day | ||
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ChumtheWaters
United States3 Posts
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ComusLoM
Norway3547 Posts
twitter is blocked at work so I didn't even get a chance today ![]() | ||
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I'll try snap more to give away before the eventual open beta.![[image loading]](http://i.imgur.com/zWs7Vrh.png)

