I’m hovering around 15/16 at the moment.

This meta is far far far far better than the previous one in which you would get steamrolled by a hunter by turn five. I tend to prefer control decks and longer games, so I am much happier now than before.

Last wing of the adventure is out! Good fun. At least, it is if you don’t mind losing a couple of times to the RNG, since two of the bosses have hero powers that give them random stuff, and it can get ridiculous. Also, the third boss is awesome, try not to read anything about what he does until you’ve played it once.

This was the best LoE wing by far. I still need to tackle it on heroic, but I’m in no rush.

I haven’t had time to actually use any of the unlocked cards yet, but that should be fun as well.

Yeah, this adventure was great. And it also seems to have had the most impact on the game since Naxx.

Hysterical!

Thank goodness, finally finished all the wings so I can go back to spending my gold on Arena runs.

Y’know, in theory I admire the creativity of the deck style, and I also hate to encourage them with easy wins, but still – I increasingly feel that life’s too short to play against mill rogues.

Mill Rogue is instant concede except if I am playing oil rogue. Totally agree not worth the effort

Mill rogue wrecks control decks, but if you are playing anything remotely fast it makes life difficult for them. They just don’t have enough time to get their coldlight/gang up combo going.

Unfortunately I pretty much only play control decks.

Well Zoo is basically a control deck, it just often has enough left to go face after clearing the opposing minions.

I sort of took a break from Hearthstone for a while, but I’m at the in-laws for the holidays so I’ve been playing a bit again. Bought the new adventure and am having a surprising amount of fun with it.

I’m starting to get tired of deck building, maybe it’s the interface or something, now that there’s so many cards, or maybe it’s just the fact that there are so many cards I don’t have that trying to theory craft interesting decks isn’t very rewarding.

Anyways, I picked the top deck on hearthpwn for the two classes I use (explorer legendary/battlecry paladin, and curse of rafaam aggro Warlock), and that’s been fun.

Being able to do 30+ damage, from a completely empty board, instantly is just…beyond stupid. Anyfin can happen is just so puzzling…in a game where they said they thought people didn’t like being one rounded by super combos and gotchas.

Ah well, I think I’m done, at least for a while. HS seems to be more a source of aggravation for me than enjoyment.

RANK 9 FINALLY FUCK YOU UNIVERSE

… sorry, had to get that off my chest :)

Yeah its got to be nerfed. I have been playing the anyfin paladin, its crazy good to play and super annoying to lose against. Its like the patreon warrior pre nerf countdown.

Grats :)

Cards like Anyfin can be a problem when they add snowball to decks that are already strong. But murloc decks are so inconsistent and so lacking in solid mid-range, it’s very unlikely they’ll ever be more than a fun distraction.

This “update” to the co-op TB is brutal, mainly because people haven’t yet grasped how to play it correctly. They’re constantly running minions with beneficial effects into the boss, which is unwise for multiple reasons, and casting spells before getting Spell Damage minions in play. The devs have done a fantastic job fashioning these decks to be played co-op, and I’m sure the proper strategy will click with more plays (to see which cards are in the decks), but it is frustrating losing without winning once. This one requires patience and an experienced-with-this-TB player!

It’s definitely a bit tricky. Some tips…I’ve only played as Druid so far but I won on my 2nd try.

Focus on drawing cards and establishing a board in the early game. If you get 7 minions on board, make sure to run one into the boss, or else he will clear your entire board to make room for himself. Don’t run anything into Mechazod unless you need to. One of your goals is to have a nearly full board when you have both Savage Roars in hand. Another goal is to assist the mage’s spellpower. If you can drop your Jungle Moonkins and Millhouse Manastorm on a single turn late in the game when your partner has stocked up a bunch of spells, you’ll set them up for some serious damage. There’s also a Mirror Entity secret that the Mage will play. Lorewalker Cho is a nice minion to duplicate, as you’ll both get copies of spells whenever something is played.

This has got to be a new one:

My Warlock versus long-game Priest

Card Status and Hero Health

Warlock: 1 card in deck and hand; 7 Hero health
Priest: 7 cards in deck and about 5 cards in hand; about 24 Hero health

Board Status

Warlock: Voidcaller
Priest: Some minor minion and Mistress of Pain (copied from my deck earlier with Thoughtsteal)

I’m pretty much dead at this point. But he plays an Auchenai Soulpriest and uses his Hero Power (upgraded earlier via Justicar Trueheart) to destroy my Voidcaller. He then hits me in the face with Mistress of Pain. But instead of healing him for 1 Health, it damages him for 1 Health (due to Auchenai Soulpriest), setting off a chain reaction of him taking 1 damage until he dies! So Mistress of Pain effectively became “Whenever this minion deals damage, deal that much damage to your hero.”

I normally don’t do this, but I had to “Oops” emote him. Serves him right for consorting with demons! :-)

I’ve actually seen that. If the other guy is at full health with 32 armour he can survive it, as it stops after 61 ticks.