New Mode Introduced: Tavern Brawl - Page 12
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Hier
2391 Posts
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WindWolf
Sweden11767 Posts
Acidmaw + Unleash the Hounds is a really deadly combo though | ||
Pwere
Canada1556 Posts
On another note, I have yet to see Rhonin and the Skeleton King be any useful. Quick mention to the poor hunter who played Skeleton King + Feign Death and won the joust. The honorable insta-concede after that was warranted. | ||
DiceToss
Croatia62 Posts
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Nothingtosay
United States875 Posts
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IcemanAsi
Israel681 Posts
Mage is completely draw dependent and hunter bets all on jousts. And I'm getting wrecked both ways 1-6 | ||
IcemanAsi
Israel681 Posts
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IcemanAsi
Israel681 Posts
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Origence
Spain0 Posts
On August 20 2015 07:26 IcemanAsi wrote: Holy shit, Inspire is way more impressive then I thought it would be, you give it any kind of board presence and it WILL wreck you! Only if you have an awful deck like the hunter's deck | ||
Dromar
United States2145 Posts
On August 20 2015 07:26 IcemanAsi wrote: Holy shit, Inspire is way more impressive then I thought it would be, you give it any kind of board presence and it WILL wreck you! Yeah my impressions from this brawl are that: Inspire minions need to be dealt with as quickly as possible (already suspected this though), Lowly Squire and Boneguard Lieutenant actually not too shabby - Lowly Squire on turn 1 means you can deal 3 damage to their coined 2 drop, and the first Boneguard I played ended up having 9 hp or something crazy like that. Every time you buff him it's like he gets 1 mana better. Rhonin solid as I expected, like a more balanced Dr. Boom. If your mulligan goes bad and you have the top end of your deck and you're playing against joust, you can probably just concede. Overall the Hunter really needs to win jousts to have a chance at this brawl. I went something like 7-2 with Mage and 1-1 with Hunter. The card quality in the Mage deck is just significantly higher overall. edit: Also really liked how the Evil Heckler had multiple comes-into-play sounds. Really like the sounds and everything in general. | ||
Karis Vas Ryaar
United States4396 Posts
fun turn although i ended up not playing it right (forgot bear trap was a thing. but 8 damage in ping fun). ![]() | ||
NewSunshine
United States5938 Posts
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Acritter
Syria7637 Posts
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Tal
United Kingdom1014 Posts
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Came Norrection
Canada168 Posts
Overall I played like 10 brawls this week and won like 5. I got hunter like 7/10 times and was almost wanting to auto concede if I didn't have removal. | ||
Zontan
United States0 Posts
But both of them feel awful to play - if you lose it really feels like there was nothing you could do about it because your deck doesn't have the answers, and if you win it doesn't really feel like it was your fault either, just your deck sucking less. Not a brawl I will be playing more. | ||
IcemanAsi
Israel681 Posts
Inspire is impressing overall, the neutral - common inspire minions are generally good. Garrison commander being obviously the best of the bunch. Kodorider is too slow. Spellslinger obviously has no room in this deck because there a zero synergies with it so it just sucks. I doubt it will even work with the synergies, you would never run it over the new 3 mana legendary sisters. *just got Savage roar as hunter with two UTH in hand, that was fun :D Armoured Warhorse sucks, no other way to put it, it's an unreliable finisher or an overpriced removal and 4 mana 5/3 is trash. Master Jouster is good, could see play in control decks, but at six mana it's competing against some very heavy hitters. Ram Wrangler is broken, five mana roll 12% to win the game, ridiculously bad design. Variance will make it balanced overall but you might as well be playing Roulette. *FFS, already got Malrone, King Crush. Frost giants are solid, might even creep into non inspire mage decks like the echo giants mage. Rhonin is better then i expected, but still feels a bit overpriced at 8, with spell synergies it might make it. Polymorph: Huffer is out-fucking-standing. Lock and load, jesus, I'm gonna grow to hate that crosshairs graphic, so strong. North sea Kraken & Captured Jormungar are a good boost to budget decks. Refreshment Vendor is cute but the loss in value compared to other drops seems to be stronger then the 4 life heal. The Skeleton Knight - Nope. Flame lance - LOL, Nope. Caldara drake - strong when you get it to work with synergies but feels a bit slow as enabling what is at best a 10 mana 5 damage effect, only works in combo oriented inspire decks, god at top deck wars but how often is that a thing? Fallen hero is outstanding, getting two out is almost game ending right there, and coin fallen hero will be one of the most rage quit things in arena ever. Bear trap is cute, but feels just under the line for being good enough for a slot. Dragonhawk rider?! What? why is this a card? it won't even be good enough if the windfury was permanent, who approved this? | ||
WindWolf
Sweden11767 Posts
I like the new Month Python references! The Inspire mechanic in general is better than most people thought of initially. Still a slow mechanic for sure, but I think we can actually see some inspire-based decks see play. Especially with inspire-buffing minions (IDK what else to call them) like Garrison Commander and Maiden of the Lake. I have ended up using Polymorph: Huffer on my opponents minions more then anything in order to downsize them. I want Nexus-Champion Saraad to see more play. He's slow, but I like him. As I thought initially, North sea Kraken might see some play in budget decks. Lock and load is a good card, to bad that the current deck is not a good lock and load deck | ||
IcemanAsi
Israel681 Posts
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Enjun
0 Posts
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