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On July 06 2015 16:24 Karis Vas Ryaar wrote: so earlier svjz had a deathlord stolen by a cabal shadow priest then he played vanish and it went to his opponents hand. since vanish says return to owner's hand shouldn't have returned to savjz's hand. or does owner just mean who controlls it The latter is correct, whoever controls it at the time gets it. For example, if a priest were to shadow madness a minion and used youthful brewmaster, it would return to the priest's hand, not the original owner, albeit them playing it in the first place.
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if your opponent is immune can you still attack their face?
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On July 07 2015 01:41 Karis Vas Ryaar wrote: if your opponent is immune can you still attack their face? Testing it on the Baron Rivendare solo adventure says 'no'. I couldn't attack the hero with a minion or my hero equipped with a weapon, neither could I target the enemy hero with spells.
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If you silence a minion with hunter mark does it stay at 1 hp?
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On July 09 2015 16:20 Complete wrote: If you silence a minion with hunter mark does it stay at 1 hp? no, it goes back to full health
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I have a handlock deck, but lack Jaraxxus. Should I save up for him or just use my Dust to craft other things and hope I open him in a pack?
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I don't play since the end of naxxramas, and just came back now (seeing that goblins and a new solo quest have been released).
I have 800 gold. Should I start saving to open this new adventure (I don't know if it's good or bad, easy or hard, or if it drops any good "meta" cards, I know nothing!), or should I go to arena/open boosters, if the adventure is bad.
I don't have any good deck, so if it drops, let's say, one perfect card for one of the meta decks (or one for each), and everything else isn't that good, then it wouldn't be good for me, since I don't have any.
What should I do? thank you.
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On July 22 2015 04:37 Requizen wrote: I have a handlock deck, but lack Jaraxxus. Should I save up for him or just use my Dust to craft other things and hope I open him in a pack?
Lord Jaraxxus is not required for Handlock.
If you're going to be saving up your dust and you end up with enough to craft him, then you could decide based on your experiences.
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On July 22 2015 06:30 linkhimura wrote: I don't play since the end of naxxramas, and just came back now (seeing that goblins and a new solo quest have been released).
I have 800 gold. Should I start saving to open this new adventure (I don't know if it's good or bad, easy or hard, or if it drops any good "meta" cards, I know nothing!), or should I go to arena/open boosters, if the adventure is bad.
I don't have any good deck, so if it drops, let's say, one perfect card for one of the meta decks (or one for each), and everything else isn't that good, then it wouldn't be good for me, since I don't have any.
What should I do? thank you.
You should wait until Blizzard makes their big announcement later on today and then decide.
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On July 22 2015 17:27 kingjames01 wrote:Show nested quote +On July 22 2015 04:37 Requizen wrote: I have a handlock deck, but lack Jaraxxus. Should I save up for him or just use my Dust to craft other things and hope I open him in a pack? Lord Jaraxxus is not required for Handlock. If you're going to be saving up your dust and you end up with enough to craft him, then you could decide based on your experiences. Having said that, if you genuinely want to use him (he's fun) then hoping to open him could take a very long time. It's all random so you could get him tomorow, but IMO you could easily go a year without opening him, so I would say craft him and don't look back.
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Turn 4 on handlock, is it better to play mountain giant or twilight drake if i have both in hand?
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On July 27 2015 13:08 anmolsinghmzn2009 wrote: Turn 4 on handlock, is it better to play mountain giant or twilight drake if i have both in hand?
Generally drake is better as it is weaker to less things, but it depends on the board state and the match up.
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On August 04 2015 13:57 ch1los wrote: What is tempo? "Tempo is a term used in Magic: The Gathering to indicate the advantage gained when a player is able to play more or stronger cards in a shorter period of time due to efficient resource allocation. A companion concept to card advantage, it is sometimes defined as the means by which a player gains additional options or decreases the options possessed by the opponent by means not directly pertaining to respective numbers of playable cards."
Copy and pasted from the Wikipedia article for Tempo in MtG. The concept is the same in HS.
BGH is probably the best example for a good tempo play. Say your opponent spends his/her whole turn 7 casting War Golem. On your turn, you can remove it and leave a 4/2 body for 3 mana, and still have 4 mana leftover to play with. You undid his whole turn and added to your board at the same time, which is a massive tempo gain.
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^ my understanding of tempo is tweaking your turn "power". You can borrow power from your next turn or store "power" to be used on your next turn. Haunted Creeper is a tempo card because it has shit stats for a 2 mana creature, but you'll be using its tokens for the next 2 or 3 turns to deal 1 damage twice whenever you need. Frost Bolt is a tempo card because you're basically skipping your turn (if you play it on turn 2) and giving up a bit of card advantage for this 3 damage one time. But because this could mean you get board control by using it, it's a good card.
Came here to ask a related question to you guys: What are the best creatures to have on the board as facehunter? I'm always confused as to what creatures should be my 2 drops. Haunted Creepers don't provide either face damage for an agressive deck. I feel like it's a comeback/board control card and doesn't suit the facehunter. Can someone tell me why I'm wrong?
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On August 06 2015 06:41 DW-Unrec wrote:
Came here to ask a related question to you guys: What are the best creatures to have on the board as facehunter? I'm always confused as to what creatures should be my 2 drops. Haunted Creepers don't provide either face damage for an agressive deck. I feel like it's a comeback/board control card and doesn't suit the facehunter. Can someone tell me why I'm wrong?
Creeper is a sticky minion, you're getting 7 stats for 2 mana, if the opponent uses removal on it, it increases power on board, this gives you opportunity to increase damage through Leokk, Abusive, Glaivezooka, etc. Not to mention it's good for trading if really necessary and also with Knife Juggler.
Generally you want to play Mad Scientist over any other two drop if you have multiple in hand but it's all dependent on mu and board state
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On August 06 2015 20:21 Sedzz wrote:Show nested quote +On August 06 2015 06:41 DW-Unrec wrote:
Came here to ask a related question to you guys: What are the best creatures to have on the board as facehunter? I'm always confused as to what creatures should be my 2 drops. Haunted Creepers don't provide either face damage for an agressive deck. I feel like it's a comeback/board control card and doesn't suit the facehunter. Can someone tell me why I'm wrong? Creeper is a sticky minion, you're getting 7 stats for 2 mana, if the opponent uses removal on it, it increases power on board, this gives you opportunity to increase damage through Leokk, Abusive, Glaivezooka, etc. Not to mention it's good for trading if really necessary and also with Knife Juggler. Generally you want to play Mad Scientist over any other two drop if you have multiple in hand but it's all dependent on mu and board state
Does it matter if it's sticky or not? Golem is also sticky but we don't run it in face hunter. I feel like the creeper is a tempo ping card, and facehunter isn't usually trading, right? By playing creeper you're basically stalling your turn. Sure you might get a lucky kill on a paladin token, but that's as far as it goes.
I'm really confused
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On August 07 2015 01:43 DW-Unrec wrote:Does it matter if it's sticky or not? Golem is also sticky but we don't run it in face hunter. I feel like the creeper is a tempo ping card, and facehunter isn't usually trading, right? By playing creeper you're basically stalling your turn. Sure you might get a lucky kill on a paladin token, but that's as far as it goes. I'm really confused 
If you're playing against anything other than another face deck, they're going to be killing your minions because they can see very quickly what your game plan is. This is why Haunted Creeper is good. They can try to ignore it if they want, but eventually they're going to have to deal with it or accept taking damage every turn.
The reason why Creeper gets played and Harvest Golem doesn't is simply a mana cost -> efficiency deal. Golem gives total 4/4 stats for 3 mana, Creeper gives 3/4 total stats, but only costs 2 mana. Would you pay 1 mana for just 1 attack? There are other factors at play too, such as 2 1/1 bodies being (generally) better than 1 2/2 body. Creeper is also a beast, which doesn't usually matter in Face Hunter but does in Midrange/Hybrid.
As an aside, if you decided to put Harvest Golem in your face deck, it wouldn't be a horrible idea. If I recall correctly Golem used to be standard for Face Hunter.
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Three things: * it actually gets stronger when it dies (1 attack -> 2 attack, also 2 juggles) this is the most important part * it's a beast unlike Harvest Golem - comes into play every now and then * 2 mana is less than 3 =p
To expand on point 1, that mans the opponent often doesn't want to clear it, because it's less threatening as a 1/2 and wastes a lot of time to fully clear. Especially since unlike Harvest golem you have to attack 3 targets, not 2 to fully clear it.
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so when I'm playing aggro I can cut it out from my deck disregarding the fact that every supposedly legend deck runs 2?
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