Quantcast
Channel: iPhone Blog
Viewing all 172 articles
Browse latest View live

Heathstone Arena - Match 1, Game 3, 4, 5 & 6

$
0
0

Hearthstone Arena



Game 3

Mage vs Shaman

This game I lost bad. He came out Whirling Zap-o-matic at turn 2 and I was so paranoid about his Feral Spirit that I coined and charge my Arcane Golem into him thus giving him the extra mana every turn onwards. Later he used Lightning storm, and at the end he was over powering me with like Fireguard Destroyer, Earth Elemental and Lava Shock quite a fair bit of BRM cards. Well, my bad.

Arena run streak broken at 2-1.

Game 4

Mage vs Priest

Easy game.

I could not remember how I won as it was relatively easy.

Arena run 3-1.

Game 5

Mage vs Druid

Lost.

I could keep pace with him early stage. Mid-stage, he swiped and killed most of my minions. He used his big taunt minions like Druid of the Claw to drain my Fireball then, he Azure Drake followed by Sneeder. I have a Flamestrike on hand but... Gg.

Arena run 3-2.

Game 6

Mage vs Priest

My most hilarious match in the whole of the arena run so far.

Turn 2, I played Mad Scientist fearing he might have Shadow Word Pain. He came out Shieldbearer and then he emoted "My light will burn you", LOL. Turn 3 I played Acidic, I could not remember the rest as I was laughing, sorry. I remembered I killed his Shieldbearer, came out a strong Chillwind and Dark Iron Dwarf (+2 attack this turn) next few turns. I used 2 flamecannons with the BRM spell caster 2 attacks whenever I casted a spell. All the while, he emoted "My light will burn you".

Arena 4-2

Hearthstone Arena Match 1 (Mage), Game 7, Score 4-3 (final)

$
0
0

Hearthstone Arena



Game 7 (final)

Mage vs Mage

Turn 1 was good. He came out Mana Wrym, I answered with Flamecannon. He played Chug and Grizzly. At subsequent turns, I started to fall behind because of my draw and incomplete use of mana. Annoy-o-tron, Mad Scientist (no secrets), Earthen Farseer and Zombie Choy. He played really well with Chillwind Yeti, Questing Adventurer with coin and something else (perhaps an Orge Magi). Anyway, I fireball his Questing Adventurer and killed his other minion, leaving his Chillwind and my board clear. He came out up to 4 units one being the Imp Master. I killed the Imp generated by Imp Master and MCT, deep down hoping to steal his Dragonkin Sorcerer or at least the damaged 4/2 Chillwind. That might turn the game around a little bit. Alas, it stole the Imp Master. Next turn, he Flamestriked and he had 4 minions on board while I did not have a flamestrike on hand. Molten finally came, so Molten, Chillwind and Orge Magi but all was too little too late.

I emoted: "Well played"

Arena run final at 4-3.

Nevertheless, it is still my best run so far with the help of Heartharena. Thanks Heartharena!

Reward: 85 gold and a G&G pack.

Look out for my next arena run.

Everyone, get in here!

Hearthstone Arena Match 2 (Mage), Score 1-3 (final)

$
0
0


Game 1

Mage vs Hunter

I was very much in control, perhaps too much control and my health went down really fast. Anyway, he had an explosive trap with my health at 4. So what could I do? Looking back, Kezan Mystic might be a worthwhile pick especially looking at the arena meta. So explosive trap and hunter's power killed me finally. He was also a turn from lethal.

Good play: Killed his Boulderfist Orge with a Fireball and a ping.
Bad play: Should have followed up to kill his 2/4 bird that increased the other minion attack by +1 with my 2 minions on board to reduce a 2 point damage by itself. I wanted to keep them for my Fen Creeper and Stormwind Champion.

His good play: Really aggressive to my face. He used a quick shot on an empty hand. Almost could not make it if not for the explosive damage trap.

Looking back, there was a Kezan Mystic offered and I did not take it. Perhaps I might try one out next time.

Arena 0-1.

Game 2

Mage vs Paladin

I played around his first avenge secret by reducing all of the minion's health to 1 and using Arcane explosion. Second time, I killed his bigger minion and had a flamecannon waiting for his 4/3 pumped up recruit. Anyway, I was very familiar with Paladin having played them myself, also many times in constructed and arena.

Good plays: Played around his avenge by AoE to kill all his minions at once. Did it again by killing the bigger minion and having the flamecannon killed his lone buffed recruit.
Bad play: Madder Bomber was really randomly harming me more than his minions. Perhaps I should clear my minions before summoning him to make sure I clear the Ironfur Grizzly taunt. I was thinking of reserving the surviving minion to hit his face. Body was good though.

Kezan Mystic would have helped here for the stealing the secret again.

Arena drew first blood 1-1.

Game 3 (loss)

Mage vs Mage
The mirror matchup game was bad. Think he has legendaries and even a Pyroblast at the end to finish me off.

Arena 1-2

Game 4 (loss)

Mage vs Mage
So close. I went for face when I saw my cards dwidling down. Perhaps should use the fireball on his Molten Giant. Then again, I'm out of cards. He had a Darkscale Healer else it will be lethal for him.

Arena 1-3

Really unlucky.

Rewards: 30 gold & 1 GvG card pack. More aggro cards now.

Oh well, time to take a break from arena and back to grinding gold for card packs. Bought some classic card packs and very fortunate to have Frothing Berserker and Big Game Hunter.

Hearthstone Arena Match 3 (Mage), Score 4-3 (final)

$
0
0


Game 1 (lost)

Mage vs Druid

Interesting opponent as rarely Druid is a popular choice compared to Mage and Paladin. However, I did not have a good gut feeling and I was right. He consistently played value minions at every mana e.g. BRM Druid of the Flame, 2 x Druid of the Claws and that burn up most of my spells. He also cleared my minions with Starfall and Swipe. Anyway, I was trashed and trounced.

Arena 0-1. Disappointing start but not giving up.

Game 2 (won)

Mage vs Hunter

Another interesting class and according to most sites, one of the weakest arena hero as beasts synergy were needed which may not be always available.

Played very carefully and it was a long drawn out game neutralizing his explosive trap. He had 2 multi-shots with the first very unlucky hitting my mirror image and the second was good killing both my minions. I had to reset the board with flamestrike, re-do again and got his health down to 15. My Drakonid Crush gave the final push when his health was below 15.

Arena 1-1. On level terms.

Games 3 & 4 (won)

Mage vs Mage

Both mirror matches back to back. One game was really tough and patient as he had 2 Nax Shadows out after I flamestrike, gambling that I cannot kill his stealth units with another flamestrike. Pressure him by forcing him to attack with 1 Nax Shadow at 7/7 while keeping my board to 3 units max. Anyway, it's Drakonid Crush for the final push such that his 2nd Nax at 8/8 could not kill it at 9/9. Ggs.

Arena 3-1. One more game to break-even.

Games 5 (lost)

Mage vs Priest

Always an uphill task when your draw was bad and their draw was good. Very difficult to recover as they will snowball their trades unless you had a board wipe to reset. Flamestrike never came so gg. So if you had a flamestrike on hand, keep it!

Arena 3-2. One more game to break-even...

Games 6 (won) & 7 (lost final)

Mage vs Mage

Game 6 win was super tough, while game 7 lost was super easy... to him.

Arena final score 4-3. Level with my best run. Thought I could go 12 wins with 3 flamestrikes and 3 fireballs, wrong again.

Rewards 75 gold and a pack. Broke even.

Hearthstone Arena Match 4 (Rogue), Score 4-3 (final)

$
0
0


Game 1-Priest & 2-Mage (lost)

Rogue vs Priest/Mage

My goodness, my first experience with Rogue and I thought I would be going down 0-3. Really, absolutely nothing I could do to win the first 2 games.

Arena: 0-2.

Game 3-6 (won)

Rogue vs Hunter/Druid/Warrior/Shaman

The Warrior game was perfect. He summoned out a Gurubashi and I have a lone Anu'bar out but unable to kill it. Next turn, it would have 5 attack if I attacked it but if I leave it, I am super sure he would have Whirlwind (Warrior, what do you expect) and also limited myself to summon out units because the Gurubashi could choose to kill either unit to recall or the other if no synergy or go for my face for 8 damage after Whirlwind. I decided to use my Assassination and never looked back after that.

Almost perfect play from me for all games except with a mistake from me for Shaman. But I emoted well played and I thought he panicked when I sapped his Stealth taunted Ravenhold 7/3 health back instead of the taunted Chillwind Yeti by his Sunfury Protector. I had to remove 3 taunts to get through and I read by mistake as I removed 2 (1 being the Shaman's taunt totem). Then I should have killed his Ravenhold with my Earthen Farseer and sapped his Chillwind. Anyway, he was left with 7 health and I believed he panicked. He summoned a Mech (almost fainted, thought it looked like Enhance-o-mechano) and used rock biter and blood lust and went for my 22 face, almost impossible to lethal (he forgotten the 6 damaged mech he summoned had no charge). Next turn, I had more than 7 damage (if I dagger with a damaged Armor Smith). Whew, imagine if he had cleared my board and later summon Ravenhold and I will be in a very bad situation to lethal him. Whew!

What a turnaround! Yes, I strongly believe that Heartharena could help you to draft but a lot depended on HOW well you played.

I watched my friend Ace played the other day and he was god (yes, no spelling mistake instead of good). Even under unfavorable situations like empty board or his board was cleared, he remained super calm and patient clawed his way back and usually the opponent made mistakes. No easy win for them. He mentioned he had 12 wins with Arena the other day after losing the first 2. I believed him looking at the way he played. It was the best play every turn and that run was still at 3-0 when I spectated.

Arena: 4-2

Game 7 (lost final)

Rogue vs Warlock

Dream start, coin + Defias.

All was neck-to-neck until I made a major mistake by Blade Flurry the 4/1-health and 1/1 Imp which left a 1/1 Imp and I have a 5/1 Anu'bar and summoned out my Volcanic Drake. The 1/1 Imp killed my 5/1 Anu'bar and recalled back my Volcanic Drake and the rest was history. The correct play should be kill Imp Gang Boss with dagger then Blade Flurry. That way, he would have left with an empty board and I had Volcanic Drake and Anu'bar which I can summon some others and hopefully trade/injured my Volcanic Drake and recall him back or recall something with a battlecry. Well, a lost was a lost so I learnt my mistakes :)

Final score: 4-3.

Rewards: 60 gold, Slam & card pack.

I got a good Mech Priest card Upgraded Repair Bot from the G&G card pack. Not too bad, as I initially thought it will be 0-3 white-wash.

I need to rest.

Hearthstone Arena Match 5 (Paladin), Score 4-3 (final)

$
0
0


Paladin

Finally, I was given a Paladin class choice and I gladly picked it. This deck drafted by Heartharena was completely crazy. No 7+ drops. Again no legendaries (have I got a legendary before in the first place?). Anyway, a little bit skeptical, let's give it whirl and everyone get in here!

Game 1

Paladin vs Shaman

Right off the blocks, my Light Justice took control. Throughout the whole game he could not get anything on the board esp. after my Demolisher was on board killing his totem or hitting his face or damaging his minions. Turning point was I killed both his Chillwind Yetis with 1 of my Mechanical Yeti on board. First with Mechanical Yeti and Light Justice, second time with 1 health Mechanical Yeti and Coghammer to divine shield my Mechanical Yeti. He never expected me to swap to my Coghammer with still 2 durabilities on my Light Justice. He did not see it coming. The Demolisher lasted throughout the whole game until he quited which was probably a mistake. It was dealing free 2-damage every turn. He used up his Crackle on my Dark Cultist and the Demolisher just demolished everything literally. Throughout the whole game, I had this incredible urge to play out my minions or summon a silverhand recruit but I know the devastating effect of Lightning Storm and MCT so I kept it at 3 all the time in order to not overcommit.

Amazing as it is, he had a legendary Toshley! His health in lethal, he quitted.

Score: 1-0

Well met!

Paladin drew first blood. Well met! Stay tuned.

Game 2

Paladin vs Hunter

Again I had full control but lost. He had a Mechanical Yeti on board left, charged his Rhino and Stranglehold Tiger into my face for 11 damage and lethal me. What a waste. Against Hunter, must know when to switch to face when needed as it's a race to lethal each other. Lesson learnt.

Score: 1-1

Justice demands retribution!

Game 3

Paladin vs Priest

Made 2 mistakes still won, lucky. He absolutely had no board control after he lost his Velen's Chosen Earthen Farseer. My final minions were all 4-health which was his blind spot. All the while maintaining 3 minions on board. In the end, he still could faceless my Mechanical Yeti. Their draw was absurd. Well, play with what I had.

Score: 2-1

Well met!

Game 4 (won)

Paladin vs Priest

No mistakes. He has no board control.

Score: 3-1

Well met!

Game 5 (lost)

Paladin vs Hunter

Ran out of health again. Need to be more aggro.

Score: 3-2

Well met!

Game 6 (won)

Paladin vs Paladin

Perhaps a slight lead. Turning point when I stole his Redemption with Kezan and killed his Sunwalker. He conceded after that.

Score: 4-2

Well met!

Game 7 (lost - final)

Paladin vs Priest

He had Cairnhill Bloodhoof legendary. Aldor Peacekeep him and went all out with all my minions for face. Perhaps a big mistake as he Holy Nova and the rest was history.

Final Score: 4-3

Rewards: A measly 55 gold but an extra wonderful card which I yearn for - UTH.

Well met!

Hearthstone - Let's Brawl! (New Game Mode)

$
0
0

New Game Mode



Summary
  • When: Mid-June
  • What: Each week, fight a stranger or friend with a specific theme e.g. Priest deck, preset decks, certain buffs
  • How: Level 20+ Hero. Free admission
  • Rewards: A free card pack when you win your first game of the week in the first several brawls!
  • Details
Everybody, get in here!

Hearthstone Dr Boom Counter

$
0
0

Dr. Boom



I play as Grim Patron Warrior:

Option 1: Highest Success Rate
  1. Use Warsong Commander + Grim Patron to hit Boom Bot to multiply.
  2. Depending on luck, if the bomb explodes for 1 damage on the old or newly spawned Grim Patron, it will benefit you by multiplying. 2 damage on the new Grim Patron is also good. Killing your original Grim Patron or even the Warsong is fine. Face damage to you is also good provided you survive. Worst case is if it kills your newly spawned Grim Patron.
  3. Use Whirlwind/DeathBite's deathrattle on opponent's face to multiply your Grim Patrons and execute Dr. Boom. If you do not have execute, then DeathBite + last Grim Patron on Dr. Boom which is not the most ideal.

Option 2: Medium Success Rate
  1. Big Game Hunter (BGH) to kill Dr. Boom and Whirlwind/DeathBite deathrattle or vice-versa. The latter will have a lot of face damage but retain your BGH. So depending on whether you are near lethal.

Option 3: Lowest Success Rate

I tried Grim Patron and Whirlwind multiple times before. Not as successful.




Apple Watch

$
0
0

Apple Watch

It has arrived!

You can probably buy a lowest end iPhone with the price of the lowest cost Apple Watch. It's the latest hype and you will definitely be noticed.

From the news articles, it is not life changing as compared to iPhone or iPad. Battery life is about 1 day when fully charged.

Wish List
  1. What I really like to see in the next version will be able to put in a nano-SIM so it will really function independently with a bluetooth earpiece. No need to carry more than 1 device when exercising outdoors.
  2. At least water-resistant for all-weather sports or just swimming.

Th3 RaT Grim Patron Warrior

$
0
0

Th3 RaT Grim Patron Warrior Deck


Dust Cost: 800

I used this to break past rank 15, which was a wall to me in the past. Highest rank reached was 12 last season. This season rank 12 now again.

I was a bit skeptical initially as no legendary (only BRM Emperor Thaurissan). Only Wallet/Control Warriors dominated the ranks.

You must try this as it is cheap and good. Proven. I modified it slightly swapping Gnomish Inventor with Loot Hoarder just to have something to play on 2 mana and also want to play my Deathbite on 4 mana.

Also, Loot Hoarder 2 mana (1 mana when reduced with Emperor Thaurissan) early game damages Rogue or force them to waste a spell on it. Mid/Late game it can easily charge with Warsong for that extra damage or desperate to kill a big legendary with an execute if no Whirlwind effects or weapons on hand.

Update: Using Zalae's deck.
-2 Dread Corsair
-2 Cruel Taskmaster
-1 Unstable Ghoul
-1 Fiery War Axe
+2 Shield Block
+2 Inner Rage
+1 Armorsmith (face hunters & zoolocks)
+1 Gnomish Inventor

*Update 2:
-1 Gnomish Inventor
+1 Kezan Mystic (because of mid-range hunters & mech mages)

Favorable Matchups: Face Hunter, Freeze Mage, Midrange Paladin, Control Priest, Lightbomb Priest, Midrange Shaman, Midrange Demonzoo, Zoo

Unfavorable Matchups: Ramp Druid, Handlock, Control Warrior (even), Oil Rogue (even), Murlock, Mech Mage

The Grand Tournament - Hearthstone

$
0
0

The Grand Tournament



At a glance:
  1. When - August 2015
  2. 132 New Cards
  3. New keyword "Inspire" - activates after your Hero Power is used
  4. Pre-launch Offer - 50 packs for USD 49.99 and a new card back
  5. Arena - chance of either Tournament, G&G or Classic card pack
If you ask me, be prepared to spend more or grind or be overrun.


132 New Cards

The Grand Tournament bolsters the expanding Hearthstone library with 132 new cards, introducing all-new spells, weapons, and a retinue of Azeroth’s most renowned Champions ready to join your cause. Here’s a taste of what you can expect when you step into this Grand Tournament!

TGTannouncement_P_MaidenOfTheLake_HS_Lightbox_CK_183x208.jpg TGTannouncement_P_ColdarraDrake_HS_Lightbox_CK_183x208.jpg

 TGTannouncement_P_FrostGiant_HS_Lightbox_CK_183x208.jpg TGTannouncement_P_LockAndLoad_Lightbox_CK_183x208.jpg TGTannouncement_P_SkycapnKragg_HS_Lightbox_CK_183x208.jpg

Become Inspired

The Grand Tournament stands as a shining beacon of friendly competition, emboldening your Hearthstone collection with an impressive procession of knightly prowess. Hearthstone’s newest minion keyword – Inspire– activates after your Hero Power is used. Utilizing your Hero Power while a minion with Inspire is on the board will result in one of any number of effects, a few of which can be seen below!

TGTannouncement_P_LowlySquire_HS_Lightbox_CK_183x208.jpg TGTannouncement_P_NexusChamp_HS_Lightbox_CK_183x208.jpg


Hero Powers are the manifestation of heroic prowess and play a major role in The Grand Tournament. Many of the valiant minions who will be joining your cause with this expansion have a knack for meddling with Hero Powers, making some stronger, some weaker, and changing some around entirely! One minion even lets you use your Hero Power multiple times per turn!

TGT_enUS_ColdaraDrake_CardReveal_HS_Lightbox_CK_183x208.jpg

Giants are a pretty regular sight in the Tavern—when they’re not on the board bringing the hurt, they enjoy quiet nights with friends by the hearth, just the same as you or I. The Grand Tournament introduces a new giant to the fray, one with a slightly frostier disposition. Don’t let his appearance fool you, though. Frost Giant may look like a cold character, but use your Hero Power enough and he’ll warm up to you quickly!

TGT_enUS_FrostGiant_CardReveal_HS_Lightbox_CK_183x208.jpg

What’s better than a Hero Power? A BETTER Hero Power, of course! Justicar Trueheart will supercharge your classic Hero Powers to mighty new heights. Imagine blasting an enemy with Heal for four damage (with the aid of an Auchenai Soulpriest), or summoning exactly the totem you need, just when you need it, with Totemic Slam!

TGT_enUS_JusticarTrueheart_CardReveal_HS_Lightbox_CK_500x275.jpg

TGT_1_enUS_HeroPowers_HS_Lightbox_CK_500x313.jpg

Hero Powers have always been a cornerstone of the Hearthstone experience. The Grand Tournament introduces exciting new ways to bolster and change them that will make Hero Powers more heroic than ever.



The Grand Tournament Cards

$
0
0
Credit to this Reddit post for the nice table of cards in text format.

Credit to Hearthstoneplayers make a visual version of it, hope you enjoy it!

Personally, Frost Giant will be OP in Handlock and Control Warrior's deck. They will power up anyway.
Also Fjola Lightbane and Eydis Darkbane if she continues to survive esp. in Priest deck, OP man.

Neutral Legendaries



Neutral Epics



Neutral Rares



Neutral Commons



Druid



Hunter



Mage



Paladin



Priest



Rogue



Shaman



Warlock



Warrior



Upgraded Hero Powers

Justicar Trueheart can upgrade your Hero Powers!

The Grand Tournament: 5 Things You Need to Know

$
0
0

The Grand Tournament: 5 Things You Need to Know


  1. It takes place after the Argent Tournament (Whatever that means)
  2. Your Hero will be at the Center
  3. Inspiration will Strike!
  4. Introducing a Motley Crew (Skycap'n Kragg - Pirate Legend?)
  5. New ways to play
Well, in summary it means the Hero Power has a greater effect on the cards and game now.

Ysera at 7 Mana?

$
0
0
Well I played against a player Mopop and he played Ysera at 7 mana against me. The card was not created by Unstable Portal as it would show "Card created by unstable portal" (I triple checked) and I recalled he did not play Unstable Portal the whole game. I did not have a screenshot but I will next time after discussing with a friend Seannie. I almost fell off my chair when he played Ysera the turn I was going to play AOW with a Senjin Shieldmasta on board that turn. Needless to say I lost that game. I did not mind losing to a better play or I misplayed but this was so cheese...

Update: Looking around the forums, it IS possible to play Ysera at turn 7 by playing Dragon Consort earlier. "The next dragon you play (in the game, not only in the turn) costs (2) mana less". Well, I should have paid more attention... He was legit.

*Update: He was playing Mage and Dragon Consort was a Paladin class card, so still not solved.

Hearthstone New Mechanic: Joust and New Rank Rewards

$
0
0




Joust Clarifications

  • The basic rule for Joust is that in order to win the Joust, the initiating player must reveal a higher mana cost minion than the opponent. If this is not achieved, for whatever reason, the initiating player will not win the Joust, and the Joust effect will not be activated. It is not possible to "draw" in a Joust; the initiating player either wins or does not.
    • If the minion is lower cost, or the two are of equal cost, the secondary effect will not activate.
    • If the initiating player has no minion left to reveal, they will automatically lose the Joust. If neither player has minions left to reveal, the initiating player will lose the Joust.
    • If the opponent has no minion left to reveal, but the initiating player does, the initiating player will win the Joust by default.
  • Jousting uses the base cost of the minions, regardless of any modifications, such as Molten Giant.
  • During a Joust, both minions are revealed to both players.
  • Jousting reveals a minion from each player's unused deck. The minions are selected at random, not by order of placement in the deck.

Highest Rank Bonus

We love receiving feedback from the Hearthstone community. One thing that we’ve been hearing a fair bit of is that, when playing on the Ranked Play ladder, people often feel hesitant to continue playing after reaching a particularly good rank. It simply feels like too much of a step backwards if they lose a rank or two. Based on that feedback, we’re making a change that we think will help put players’ minds at ease so that they can continue enjoying Ranked Play and pursuing even greater heights.

gamescom_HS_lightbox_questlog_CK_500x140.png

Beginning this month, each player’s Quest Log will display the highest rank they have reached during the month and recognize their accomplishment. Additionally, we’ll be awarding players who progress past rank 20 with some minor rewards as a way of congratulating them for their achievements. Eligible players will receive a treasure chest at the end of each season containing the season’s Ranked Play card back, one or more golden cards, and some Arcane Dust. What’s in the chest is determined by your highest rank over the course of the season. For example, a player whose highest rank was 17 will receive a golden common card, 20 dust, and the season card back. 

gamescom_HS_lightbox_highestEarned_CK_500x313.jpg

Below is an example of what a player who reaches rank 5 might receive.

gamescom_HS_lightbox_highestEarned02_CK_500x313.jpg

New Card Reveals

We also unveiled a number of cards at gamescom, some of which can be found below!

TGTannouncement_enUS_MuklasChampion_HS_Lightbox_CK_183x208.jpg TGTannouncement_enUS_AncestralKnowledge_HS_Lightbox_CK_183x208.jpg TGTannouncement_enUS_Bolster_HS_Lightbox_CK_183x208.jpgTGTannouncement_enUS_ArgentLance_HS_Lightbox_CK_183x208.jpg TGTannouncement_enUS_ArmoredWarhorse_HS_Lightbox_CK_183x208.jpg TGTannouncement_enUS_Burgle_HS_Lightbox_CK_183x208.jpgTGTannouncement_enUS_InjuredKvaldir_HS_Lightbox_CK_183x208.jpg TGTannouncement_enUS_MasterJouster_HS_Lightbox_CK_183x208.jpg TGTannouncement_enUS_TuskarrJouster_HS_Lightbox_CK_183x208.jpg
TGTannouncement_enUS_GormokTheImpaler_HS_Lightbox_CK_183x208.jpg TGTannouncement_enUS_TheSkelletonKnight_HS_Lightbox_CK_183x208.jpg

Saddle up your steed, sharpen your lance, and prepare for The Grand Tournament, coming later this month! 


The Grand Tournament Cards (Updates)

$
0
0
Credits to Hearthstoneplayer.com

Shaman is sheer crazy. Especially with the healing wave potentially healing 14 health (3 mana cost) per card. 2 heals and you are almost perfect health again.

Neutral Legendaries



Neutral Epics



Neutral Rares



Neutral Commons



Druid



Hunter



Mage



Paladin



Priest



Rogue



Shaman



Warlock



Warrior


The Grand Tournament Cards (All)

$
0
0
Credits to Hearthstoneplayer.com.

All Grand Tournament cards revealed. Overpowered? You be the judge.

Neutral Legendaries



Neutral Epics



Neutral Rares



Neutral Commons




Druid



Hunter



Mage



Paladin



Priest



Rogue



Shaman



Warlock



Warrior

The Grand Tournament - Now Available!

$
0
0


Finally, TGT is now available! For some, it might be the longest August in their life since Blizzard announced they would release TGT in August. I started a game against them but have not opened up my 50 TGT packs yet. I will like my son to have the pleasant surprise of opening the packs.

First thing I notice is a tough 5 health minion which is not easy to remove with classic cards unless with combo (e.g. Rogue Poison blade with SI:7). From my experience with Tavern Brawl, some low cost minion like Lowly Squire can snowball to a high attack minion if not removed immediately but expensive to remove with a spell. Multiple inspire minions can take advantage of one or even multiple power-ups & worse if power-ups cost 1 in a single turn.

My experience with Joust was sub-par.

Also, be careful of Acid Maw as it can be a double-edge sword killing your minions if damaged by hero power. However, if used properly, it can be a board clear with UTH. Lock and Load is over-powered or OP as it is like a Gadgetzan Auctioneer, draw spell, play spell, rinse and repeat.

Have fun!

Update: I also realised there are quite a few 6-toughness minions that are difficult to deal with at mid-game. E.g. Maiden of the Lake, Tournament Medic, Frigid Snobold, Pit Fighter, Twilight Guardian, Master Jouster. Suddenly, I felt that the classic deck of 3 or 4 attack weapons does not cut it anymore. Hmmm...

Just let my son opened the pre-released 50 Packs bundle I purchased. My favorite being Legendary Eadric the Pure (7 mana, Battlecry: Change all enemy minions' attack to one). Mass Aldor Peacekeeper over-powered card. First Equality, now Eadric, my goodness.

Update 2: Just read Reynad picks and his no. 1 pick is Lock and Load. I have been the receiving end as well as the dishing out of Lock and Load in Tavern Brawl (forced to do 5 Tavern Brawl wins quest). Goodness, it was really OP! Lock and Load, hunter's mark, arcane shot, hunter's mark, tracking, traps etc. it just kept on going... I shared this with a friend in Hearthstone.

[TGT] Dragon Priest OP

$
0
0

I encountered 2 TGT Dragon Priest decks already. Absolutely no chance. Here are some samples.

http://www.hearthpwn.com/decks/308694-reynads-op-dragon-priest
http://www.hearthpwn.com/decks/309182-tgt-dragon-priest-70-win-ratio

I was totally overrun. My Oil Rogue could not kill anything. Their health or/and attack all got boosted and taunts all over from Battlecry so I could not do anything. Then Blackwing Corruptors started to snipe you like a stronger verison of my SI:7...

Cards with synergy include:
  1. Twilight Whelp [BRM]
  2. Blackwing Technician [BRM]
  3. Wrymrest Agent [TGT]
  4. Twilight Guardian [TGT]
  5. Blackwing Corruptors [BRM]
  6. Justicar Trueheart [TGT]
  7. Chillmaw [TGT]
More updates later...

[TGT] Secret Paladin

$
0
0
I am playing a low cost version of the TGT Secret Paladin. Anything with low cost and card draw, I am very interested.

Many versions now exist. List down a few in "Read more"

Top 20 Legend New Meta Deck – Secret Paladin! (2,380 dust)



Updated TGT Secret Paladin


2 Avenge
2 Blessing of Wisdom
1 Competitive Spirit
1 Noble Sacrifice
1 Redemption
1 Repentance
2 Argent Squire
2 Secretkeeper
1 Equality
2 Annoy-o-Tron
2 Argent Protector
2 Knife Juggler
2 Shielded Minibot
2 Divine Favor
2 Muster for Battle
2 Truesilver Champion
1 Quartermaster
2 Mysterious Challenger

I have played the updated version and substituted out 1 Mysterious for Eadric the Pure. Somehow, the games I lost because they board clear or I have no draw or I have no board clear later or no way to remove the BIG minion or go through their taunt (esp. TGT Dragon Priest). Also no burst to finish them off when their health was low also costed me games so they healed and I lost. Secretkeeper was gimmicky. Usually it dies before more secrets can be played to buff her. Also Mysterious Challenger anti-synergy with Secretkeeper. Needs some refinement.

Update:
-2 Secretkeeper (gimmicky and anti-synergy with MC)
-1 Truesilver Champion (painful drop for Coghammer)
-1 Mysterious Challenger (1 is enough)
+2 Murloc Knight (they're dead if they do not clear)
+1 Coghammer (I need a taunt)
+1 Consecration (I need a board clear)

I still need to go pass taunts... It plays like a face hunter lol.

Rdu's Version (1,920 dust)




No card draw... Rdu used shielded, deathrattle minions and Redemption in place. The Conscretion also synergized with the face rush. I have not tested it yet. But 1,920 dust is a real bargain!
Viewing all 172 articles
Browse latest View live