I beat the Whisperer on turn 1 with the Time Tinkerer, the -1 mana for spells treasure, and drawing Arcane Missiles in my opening hand.
I can’t clear with the Houndmaster, though. The other 3 heroes were no problem. Houndmaster dies as soon as you can’t clear every minion the opponent plays, because Hunter has no card draw and his minions are weak. There was a minotaur who played a card called “Bag of Gnomes” that filled his board with random gnomes on turn 4. I had a 1/1 dog and 3 cards. Every other run I hit the Face Collector, who plays a 1 drop and makes it a 3 drop on turn 3, I trade into it, then he plays Chain Gang and makes one a 6 drop on turn 4 and I can’t do shit about it.
Draft removal! you say, but Hunter removal is shit and you never get it anyway. The best run I had with him was drafting poison minions. Still lost to the face collector on like turn 7 when he played Doppelgangster.
I can’t complete a Dungeon Run, in classic or in Witchwood. I get to one of the last three fights and find out that I built my deck completely wrong, even though it was great up to that point.
I did the best with the Tracker in Witchwood, using the treasure that reduces the cost of spells that didn’t start in your deck by 1. If you start the game off by using the Echo “2 damage to a minion” spell, you can use your hero power to get it back every turn and have a 1-mana spell that you can cast as many times as you want to clear the board. I made it all the way to the last guy with that.
I haven’t gotten past the 6th fight yet. I’ve played the first three heroes, just doing the quests that pop up, and I’ve died in the 6th fight every time.
If Witchwood dungeon runs actually get harder after the 6th fight it’s going to be quite a while before I beat all the bosses, assuming I ever do. I never did beat the boss from the previous adventures that ate your deck.
I beat the Tracker and the Cannoneer on the first try.
For the tracker, I just ran heavy secrets. You can play one then always have it available again from her hero power. With a deck full of secrets she’s basically the trap room from Dungeon Run, the opponent can’t do anything without setting off 1 or more secrets. The Secret packages usually come with cards that buff secrets or are buffed by secrets. Treasures didn’t matter, but I got the one that let me draw 2 extra cards, the 9/9 Divine Shield minion, and some others that never even mattered.
For the Cannoneer (who is my favorite so far) I got lucky and got the treasure that made his cannons do 2 damage, plus the First aid kit. I picked the Inspire minions (I think the Tactical package) whenever it came up, otherwise taunts or removal. If you can get one of the monkey guys and the kodo guys rolling with the cannon, which refreshes every time it kills a minion, you win easy.
Time Tinkerer took me several tries, she’s all about RNG. The treasure I think you need to win is the one that makes your first spell of the turn go off twice. My winning combo had the -1 mana for spells treasure on top of that, and the Chaos package that included the mage quest and a couple big minions like Lich King and Ysera. If you can finish the quest (easy to do when Primordial Glyph costs 1 and goes off twice), you can cast the quest as your first spell on the turn and take 2 extra turns. By then, if you’ve been stacking burn and/or big minions, you should win. I beat the final boss with 2 Ysera Awakens on back-to-back extra turns, which burned us each for 20 damage, and I was swinging with minions on top of that. She even restarted the game on me, so I saved a counterspell in case she did it again on turn 10 (she didn’t, looks like a 1 off).
I can’t figure out a winning combo with the Houndmaster. I think the right move is to buff his dogs, so take the +3 attack treasure and the +2 health treasure. I’ve never been able to get both of those running.
So far out of the 3 classes I’ve played, Houndmaster is the only class I’ve won with. I drafted a heavy deathrattle deck and got the special power that triggers my deathrattle cards when I play them. The power that was absolutely clutch was giving my hero power dogs +2 attack, which gave me a free small removal anytime I need it. Even with a fairly ridiculous deck, I killed the last boss by the skin of my teeth (3 health remaining when I finally exhausted his deck) and had some really tough games on bosses 6 and 7 (the boss that spawns 3 wisps each turn, and the boss the plays the card that destroys all minions on the board to create a big one combining all the stats).
The Dungeon/Witchwood runs are about 70% luck and 30% experience, in my opinion. The luck is which card sets and treasures you’re offered, and which bosses pop up in the later segments. The experience can help you choose your cards and exploit holes in the boss abilities, but in some cases the matchups are just unwinnable.
Thus far the Witchwood seems easier, although that may be just be the luck of the draw talking. Got the Tracker first try, Houndmaster on the second, and had lethal on the Time gnome on my first run. But of course she had Ice Block and then completed the extra turn quest and killed me on the next turn, so still have to find a way for that one. Then there’s the Canoneer, two runs so far on him with just terrible card options. Still, 50% is much better than the 2/9 thus far that I have in the Kobold Dungeon.
Same here. Houndmaster is basically a rush deck and turned out to be the easiest to win with for me (took me 3 tries, I think). Anything you can do to speed yourself up and up your damage / deathrattle effects and take over the board and you can kill the enemy before they even get started on their schtick. I can’t remember whether my winning run might have had +attack on the dogs, start with one more crystal and a card that let me silence and kill an enemy minion and summon a 10/10 copy of it for me.
So I tried the Infinite Toki again last night, and I had the game won. I’d stolen Alternate Timeline from her earlier in the game, so I had it in my hand at the end. She copied a card from my hand, plus had a bunch more, and I was down around 20-ish life. I had lethal, but of course she had Ice Block. I’m afraid she managed to grab Alternate Timeline and was about to reset the game, which would basically be unwinnable starting so low. So before she could do it, I did. Why not? Winning a new game with her starting at one life should be trivial, and no chance of getting stuck in a new game with my current low life.
And the game restarted as expected…but instead of her being at one life, I was. Bug! Of course I died pretty much immediately. Turns out this is a known issue, but of course I had no way of knowing that beforehand. So I’m still missing the Time Tinker completion, and I now know that copying/stealing and using Alternate Timeline is a fool’s errand.
That’s a bummer. You made a clever move and got screwed.
Finally, after enough runs to have defeated 65 bosses, I finished Witchwood with the damn time tinker. I got the doubled-first-spell and double-starting-health treasures, both of which saved my rear multiple times. My entire deck was basically random spells, so it was just a lot of dumb luck getting the right stuff. I nearly killed myself with random spells cast from drawing Deck of Wonders cards, and again with a random Pyroblast, but fortunately wasn’t quite dead either time and could use my hero power to reset the turn.
The first few runs were fun, but all the randomness really gets to you after a while. Happy there’s now no reason for me to encounter that particular pain in the ass again.
Upcoming balance changes::
-
Naga Sea Witch – Will cost 8 mana. (Up from 5)
-
Spiteful Summoner – Will cost 7 mana. (Up from 6)
-
Dark Pact – Will restore 4 Health. (Down from 8)
-
Possessed Lackey – Will cost 6 mana. (Up from 5)
-
Call to Arms – Will cost 5 mana. (Up from 4)
-
The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
Odd Paladin new best deck~
Also thank god Dark Pact is getting smashed. I fucking hate cube/control Warlock decks. You can’t play anything fun because you have to make sure you can get past never-ending Void Lords AND win before Gul’dan drops.
Call to Arms will only pull 1 cost cards in that deck, and there’s no Tarim there, so that will make the spell less powerful than in Even decks (not that 5+6 mana is a helpful turn anyway), but Odd Paladin can flood so easily it might not matter.
We shall see how that pans out.
Hansey
3577
The next expansion has been announced: The Boomsday Project.
- New keyword “Magnetic” adds stats and card text to an existing mech
- Legendary spells
- “Omega” cards that do something different if you play it on 10 mana
Only a few card reveals, but it looks like there’s some interesting stuff coming. Wild format is probably going to be pretty crazy though with this expansion and its interaction with mechs.
Still do my dailys and trying self made decks. Still having fun since release.
They also offered new pricing tiers for preorders:
$50 gets you:
50 packs
Pre-Pre-order cardback
Random golden legendary card
$80 gets you:
80 packs
Pre-order cardback
Random golden legendary card
A new warlock hero card skin, Mecha-Jaraxxus
And they’re encouraging players to buy both pre-orders (you can only buy one $50 and one $80 pre-order once per account) so $130 will get you all of the above, which works out to:
130 packs
A pre-order cardback
2 random golden legendaries
Mecha-Jaraxxus hero card skin.
Welcome to the Hearthstone thread. I look forward to discussing upcoming content, features, and ongoing gameplay with you.
I still hop on every day or two, it’s fun to do some arena as long as you don’t take it too seriously, and various tavern brawls. Plus the single player is a lot of fun, and they release new stuff every few months. I avoid ranked play like the plague, though.