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Author Topic: Naxxramas cards  (Read 83847 times)

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HiveMindEmulator

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Naxxramas cards
« on: June 19, 2014, 01:57:19 pm »
+1

You can see all the released cards here:
http://hearthstone.gamepedia.com/Curse_of_Naxxramas

The last of the class-specific cards has been revealed -- the Hunter card, Webspinner:
https://twitter.com/PlayHearthstone/status/479670157472575489/photo/1

The Hunter card, like most of the other class cards, looks pretty good. Yet another way to make your hunter deck thinner.
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theory

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Re: Naxxramas cards
« Reply #1 on: June 19, 2014, 01:59:05 pm »
0

I think it's been confirmed, though, that it's a random beast, and not a beast from your deck.  Which makes it still fine for arena, but obviously less good for constructed.
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Grujah

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Re: Naxxramas cards
« Reply #2 on: June 19, 2014, 02:01:13 pm »
0

I think it's been confirmed, though, that it's a random beast, and not a beast from your deck.  Which makes it still fine for arena, but obviously less good for constructed.

IMHO, that changes it from "could be playable" to "unplayable" in Constructed. Meh.
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HiveMindEmulator

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Re: Naxxramas cards
« Reply #3 on: June 19, 2014, 02:20:49 pm »
0

Oh, that sucks then. Unless the pool of beasts it draws from is biased to be good, like Animal Companion.

The wording is really confusing. Why would it say "draw" if you're not actually drawing...
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theory

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Re: Naxxramas cards
« Reply #4 on: June 19, 2014, 02:35:30 pm »
+2

Ysera also "draws" cards, which confused me a ton when I was starting Hearthstone.

It's gonna be one of those cards where when your opponent plays it, he gets Savannah Highmane, and when you play it, you get Angry Chicken or Hungry Crab.

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Re: Naxxramas cards
« Reply #5 on: June 19, 2014, 03:02:53 pm »
+3

Uggh, I never get around to sending out my Naxxramas cards until February.
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blueblimp

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Re: Naxxramas cards
« Reply #6 on: June 19, 2014, 04:04:37 pm »
0

Obviously the strength of this depends on the pool it draws from. Bane of Doom has similar wording, except for Demons, and gives you a random free or common collectible Demon. (By "collectible" I mean something you can put in your deck, which excludes Worthless Imp.)

Here's the pool of free or common collectible beasts currently in the game (so, not including Naxxramas):
  • Stonetusk Boar
  • Timber Wolf
  • Bloodfen Raptor
  • River Crocolisk
  • Oasis Snapjaw
  • Young Dragonhawk
  • Dire Wolf Alpha
  • Ironbeak Owl
  • Scavenging Hyena
  • Starving Buzzard
  • Ironfur Grizzly
  • Jungle Panther
  • Silverback Patriach
  • Stranglethorn Tiger
  • Tundra Rhino
  • Core Hound
A significant number of these are garbage even in arena. So I'm gonna predict this card to be pretty awful in both modes.
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blueblimp

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Re: Naxxramas cards
« Reply #7 on: June 19, 2014, 04:52:32 pm »
0

Never mind, it's confirmed to draw any collectible beast. I guess that improves it, since Rare and Legendary beasts are pretty good apart from Angry Chicken. Epic beasts are trash though (Captain's Parrot, Hungry Crab).
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markusin

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Re: Naxxramas cards
« Reply #8 on: June 19, 2014, 05:04:33 pm »
0

Never mind, it's confirmed to draw any collectible beast. I guess that improves it, since Rare and Legendary beasts are pretty good apart from Angry Chicken. Epic beasts are trash though (Captain's Parrot, Hungry Crab).
Does Hunter really need a card with such a high variance as to summon a legendary while not being able to form a real strategy around it? I don't see what it adds to the game.
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KingZog3

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Re: Naxxramas cards
« Reply #9 on: June 19, 2014, 07:30:26 pm »
0

Never mind, it's confirmed to draw any collectible beast. I guess that improves it, since Rare and Legendary beasts are pretty good apart from Angry Chicken. Epic beasts are trash though (Captain's Parrot, Hungry Crab).
Does Hunter really need a card with such a high variance as to summon a legendary while not being able to form a real strategy around it? I don't see what it adds to the game.

It's a 1 drop though. I think they wanted a Hunter 1 drop, and I mean it could be worse. It's better than Stonetusk Boar I think, and I still see that often in Hunter decks.

EDIT: And my guess is that it will release in two or three weeks. They have been releasing cards about once a week, so i think they must ready to release it soon.
« Last Edit: June 19, 2014, 07:40:22 pm by KingZog3 »
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Grujah

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Re: Naxxramas cards
« Reply #10 on: June 19, 2014, 07:52:57 pm »
+1

It's not better than Boar, imo.
Boar has quite some utility, and more burst damage.
Boar + Hunter's Mark = remove anything, instantly.
Boar + Houndmaster = 3/3 Taunt charger. Eats smaller minions or hits face, instantly.
Instantly +2/+1s your Hyena. Helps a lot when you combo out with Buzzard + UTH + Timber .. It's more insta-damage.
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KingZog3

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Re: Naxxramas cards
« Reply #11 on: June 19, 2014, 09:39:00 pm »
0

It's not better than Boar, imo.
Boar has quite some utility, and more burst damage.
Boar + Hunter's Mark = remove anything, instantly.
Boar + Houndmaster = 3/3 Taunt charger. Eats smaller minions or hits face, instantly.
Instantly +2/+1s your Hyena. Helps a lot when you combo out with Buzzard + UTH + Timber .. It's more insta-damage.

True. But I still think this will get play. It's cheap, which I think is the main thing. And double Deathrattle might be not bad with this.
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Grujah

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Re: Naxxramas cards
« Reply #12 on: June 19, 2014, 09:44:55 pm »
0

Meh, not sure, it has high chances of whiffing.

But we'll see.
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KingZog3

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Re: Naxxramas cards
« Reply #13 on: June 19, 2014, 09:53:31 pm »
0

Actually yeah, it may just be an arena card to even out mana curve. But Hunter isn't good in arena to start with.
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ashersky

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Re: Naxxramas cards
« Reply #14 on: June 19, 2014, 11:14:59 pm »
0

So it seems Shaman's card is the clear winner from the class ones?  Mage's Duplicate could be tough.
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KingZog3

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Re: Naxxramas cards
« Reply #15 on: June 19, 2014, 11:20:18 pm »
0

So it seems Shaman's card is the clear winner from the class ones?  Mage's Duplicate could be tough.

I don't know, the Warrior one is pretty good. It's the middling weapon Warrior needed. Voidcaller looks decent too, and Poison seeds could be great since Druid doesn't have good pure removal cards. Plus the Paladin secret looks like it'll be better than any of the other paladin Secrets.

EDIT: Death's Bite is a Swipe-ish effect when it breaks. That's really good.
« Last Edit: June 19, 2014, 11:48:24 pm by KingZog3 »
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ashersky

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Re: Naxxramas cards
« Reply #16 on: June 20, 2014, 03:06:03 am »
0

I think a good field of deathrattle minions + Baron Geddon + the Druid specific card would be pretty awesome, giving you double deathrattles on everything. 
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KingZog3

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Re: Naxxramas cards
« Reply #17 on: June 20, 2014, 09:47:00 am »
0

I think a good field of deathrattle minions + Baron Geddon + the Druid specific card would be pretty awesome, giving you double deathrattles on everything.

The question is would he trigger. Because they all get destroyed at once I think just the Deathrattles would trigger but not with Baron's ability.
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markusin

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Re: Naxxramas cards
« Reply #18 on: June 20, 2014, 09:59:25 am »
0

I think a good field of deathrattle minions + Baron Geddon + the Druid specific card would be pretty awesome, giving you double deathrattles on everything.

The question is would he trigger. Because they all get destroyed at once I think just the Deathrattles would trigger but not with Baron's ability.
Are we talking about the same Baron? It's Baron Rivendare we're talking about right?
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KingZog3

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Re: Naxxramas cards
« Reply #19 on: June 20, 2014, 10:01:43 am »
0

I think a good field of deathrattle minions + Baron Geddon + the Druid specific card would be pretty awesome, giving you double deathrattles on everything.

The question is would he trigger. Because they all get destroyed at once I think just the Deathrattles would trigger but not with Baron's ability.
Are we talking about the same Baron? It's Baron Rivendare we're talking about right?

Yes we are. Rivandare would die at the same time as everything else. Same as Flamestrike with a Cult Master on the board. It dies at the same tie so it doesn't trigger and I'm guessing it won't  double the Deathrattles.

EDIT: I just actually read your post. We are not. You are right, and that would be a good play :P
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theory

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Re: Naxxramas cards
« Reply #20 on: June 20, 2014, 10:03:16 am »
0

It seems like they tried to balance arena with these cards.  The good arena classes got pretty lame arena cards, and the bad arena classes got good arena cards.
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KingZog3

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Re: Naxxramas cards
« Reply #21 on: June 20, 2014, 10:04:54 am »
0

It seems like they tried to balance arena with these cards.  The good arena classes got pretty lame arena cards, and the bad arena classes got good arena cards.

I think Duplicate would be ok in arena though. Arena tends to run longer games, and that's more of a chance to get Duplicate on a medium/high cost card.
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markusin

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Re: Naxxramas cards
« Reply #22 on: June 20, 2014, 10:51:57 am »
0

I think a good field of deathrattle minions + Baron Geddon + the Druid specific card would be pretty awesome, giving you double deathrattles on everything.

The question is would he trigger. Because they all get destroyed at once I think just the Deathrattles would trigger but not with Baron's ability.
Are we talking about the same Baron? It's Baron Rivendare we're talking about right?

Yes we are. Rivandare would die at the same time as everything else. Same as Flamestrike with a Cult Master on the board. It dies at the same tie so it doesn't trigger and I'm guessing it won't  double the Deathrattles.

EDIT: I just actually read your post. We are not. You are right, and that would be a good play :P
Wait what? Now I'm confused. Does Baron Geddon have anything to do with the Druid specific card Poison Seeds and double deathrattle?

Both Geddon and Poison seeds are good with deathrattle minions, but you can't play both on the same turn without The Coin or Innervate or something.

I imagine Poison Seeds won't trigger double deathrattle with rivendare, a la Cult Master example.
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KingZog3

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Re: Naxxramas cards
« Reply #23 on: June 20, 2014, 10:58:11 am »
0

I think a good field of deathrattle minions + Baron Geddon + the Druid specific card would be pretty awesome, giving you double deathrattles on everything.

The question is would he trigger. Because they all get destroyed at once I think just the Deathrattles would trigger but not with Baron's ability.
Are we talking about the same Baron? It's Baron Rivendare we're talking about right?

Yes we are. Rivandare would die at the same time as everything else. Same as Flamestrike with a Cult Master on the board. It dies at the same tie so it doesn't trigger and I'm guessing it won't  double the Deathrattles.

EDIT: I just actually read your post. We are not. You are right, and that would be a good play :P
Wait what? Now I'm confused. Does Baron Geddon have anything to do with the Druid specific card Poison Seeds and double deathrattle?

Both Geddon and Poison seeds are good with deathrattle minions, but you can't play both on the same turn without The Coin or Innervate or something.

I imagine Poison Seeds won't trigger double deathrattle with rivendare, a la Cult Master example.

Baron Geddon does 2 dmg to everything at the end of the turn. Baron Rivandere double deathrattles. You said Geddon, implying something about killing all the treants, but then you said double deathrattle, which is Baron Rivandere. I said Rivandere would not trigger double deathrattles because he would die at the same time, a la Cult Master. Then I read you post again and saw you said Baron Geddon, so I tried to correct myself, but turns out you meant Baron Rivandere to being with, so now your first post just doenst make sense.
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markusin

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Re: Naxxramas cards
« Reply #24 on: June 20, 2014, 11:17:05 am »
0

I think a good field of deathrattle minions + Baron Geddon + the Druid specific card would be pretty awesome, giving you double deathrattles on everything.

The question is would he trigger. Because they all get destroyed at once I think just the Deathrattles would trigger but not with Baron's ability.
Are we talking about the same Baron? It's Baron Rivendare we're talking about right?

Yes we are. Rivandare would die at the same time as everything else. Same as Flamestrike with a Cult Master on the board. It dies at the same tie so it doesn't trigger and I'm guessing it won't  double the Deathrattles.

EDIT: I just actually read your post. We are not. You are right, and that would be a good play :P
Wait what? Now I'm confused. Does Baron Geddon have anything to do with the Druid specific card Poison Seeds and double deathrattle?

Both Geddon and Poison seeds are good with deathrattle minions, but you can't play both on the same turn without The Coin or Innervate or something.

I imagine Poison Seeds won't trigger double deathrattle with rivendare, a la Cult Master example.

Baron Geddon does 2 dmg to everything at the end of the turn. Baron Rivandere double deathrattles. You said Geddon, implying something about killing all the treants, but then you said double deathrattle, which is Baron Rivandere. I said Rivandere would not trigger double deathrattles because he would die at the same time, a la Cult Master. Then I read you post again and saw you said Baron Geddon, so I tried to correct myself, but turns out you meant Baron Rivandere to being with, so now your first post just doenst make sense.
Let me drop the bombshell on you now.

Wait for it...

I didn't write the first post.
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KingZog3

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Re: Naxxramas cards
« Reply #25 on: June 20, 2014, 11:19:52 am »
0

I think a good field of deathrattle minions + Baron Geddon + the Druid specific card would be pretty awesome, giving you double deathrattles on everything.

The question is would he trigger. Because they all get destroyed at once I think just the Deathrattles would trigger but not with Baron's ability.
Are we talking about the same Baron? It's Baron Rivendare we're talking about right?

Yes we are. Rivandare would die at the same time as everything else. Same as Flamestrike with a Cult Master on the board. It dies at the same tie so it doesn't trigger and I'm guessing it won't  double the Deathrattles.

EDIT: I just actually read your post. We are not. You are right, and that would be a good play :P
Wait what? Now I'm confused. Does Baron Geddon have anything to do with the Druid specific card Poison Seeds and double deathrattle?

Both Geddon and Poison seeds are good with deathrattle minions, but you can't play both on the same turn without The Coin or Innervate or something.

I imagine Poison Seeds won't trigger double deathrattle with rivendare, a la Cult Master example.

Baron Geddon does 2 dmg to everything at the end of the turn. Baron Rivandere double deathrattles. You said Geddon, implying something about killing all the treants, but then you said double deathrattle, which is Baron Rivandere. I said Rivandere would not trigger double deathrattles because he would die at the same time, a la Cult Master. Then I read you post again and saw you said Baron Geddon, so I tried to correct myself, but turns out you meant Baron Rivandere to being with, so now your first post just doenst make sense.
Let me drop the bombshell on you now.

Wait for it...

I didn't write the first post.

Well...crap.
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blueblimp

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Re: Naxxramas cards
« Reply #26 on: June 20, 2014, 12:15:47 pm »
0

It seems like they tried to balance arena with these cards.  The good arena classes got pretty lame arena cards, and the bad arena classes got good arena cards.
Not sure I agree with this. Rogue is one of the best arena classes and Anub'ar Ambusher looks pretty good for arena, or at least playable. (Getting above-curve stats for a tempo disadvantage is what Venture Co does, and that's quite a nice card.) Warlock is one of the worst and Voidcaller looks too situational to be playable in arena.
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markusin

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Re: Naxxramas cards
« Reply #27 on: June 20, 2014, 12:22:14 pm »
0

It seems like they tried to balance arena with these cards.  The good arena classes got pretty lame arena cards, and the bad arena classes got good arena cards.
Not sure I agree with this. Rogue is one of the best arena classes and Anub'ar Ambusher looks pretty good for arena, or at least playable. (Getting above-curve stats for a tempo disadvantage is what Venture Co does, and that's quite a nice card.) Warlock is one of the worst and Voidcaller looks too situational to be playable in arena.
Indeed. We're talking about a card that survives when trading with a Yeti, while killing the Yeti.
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ashersky

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Re: Naxxramas cards
« Reply #28 on: June 20, 2014, 08:20:10 pm »
0

I meant Rivendare, wrote Geddon.  My bad.  And since Rivendare turns into a tree too, it doesn't work, I guess, since his thing isn't a death rattle.
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Re: Naxxramas cards
« Reply #29 on: June 21, 2014, 10:47:02 am »
0

I don't really see Rivendare getting a ton of play.

(1) In order to use him well, your deck needs to be built around deathrattles.
(2) If your deck is built around deathrattles, your opponent will know this early.
(3) Therefore, your opponent will kill him ASAP.
(4) Which means that to play him usefully, you need at least one minion with deathrattle already ready to attack, and guaranteed to die or trade this turn.
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KingZog3

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Re: Naxxramas cards
« Reply #30 on: June 21, 2014, 10:52:01 am »
0

I don't really see Rivendare getting a ton of play.

(1) In order to use him well, your deck needs to be built around deathrattles.
(2) If your deck is built around deathrattles, your opponent will know this early.
(3) Therefore, your opponent will kill him ASAP.
(4) Which means that to play him usefully, you need at least one minion with deathrattle already ready to attack, and guaranteed to die or trade this turn.

Or you kill your own cards. Like with Rebirth (Now Reincarnation). I'm sure aggro decks could run him to get more effect out of things like Loot Hoarder and Leper Gnome. Otherwise there will be combos with Cairne, and Leeroy+Rebirth. Or Soul of the Forest. I was playing ashersky and his Druid deck had Violet Teacher, and then he casts spells to create an army of minions with Power of the Wild, summoning and giving +1/+1 to them.  Then Soul of the Forest gives them Deathrattle. Rivandere could be played after that to have even more minions. I'm sure he'll get more play than Cho, Millhouse Mana Storm or Nozdormu.
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markusin

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Re: Naxxramas cards
« Reply #31 on: June 21, 2014, 11:05:07 am »
0

Another possible combi with Rivendare is to plop it down on the turn you have Sylvanas Windrunner destroyed. Bonus points if you can use Rebirth on Sylvanas with Rivendare on the field.
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Re: Naxxramas cards
« Reply #32 on: June 21, 2014, 11:41:41 am »
0

Webspinner is great.  You guys are overestimating the distance between mean card quality and handpicked card quality, I think.  There's a outlier worst case scenario where the card you get is overcosted by two mana (Parrot), but aside form that, the worst case scenario is that you draw a beast card overcosted by 1 mana, like Silverback Patriarch. If you get hit by that mana penalty, then web spinner was like a Novice Engineer with the beast creature type, which is not bad, and it's still quite better than novice engy because you can pay that extra mana whenever you want.

Lots of the time, the thing you get isn't overcosted at all and it's just strong.  There's lots of beasts you wouldn't put in your deck but are still solid.
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Re: Naxxramas cards
« Reply #33 on: June 21, 2014, 12:55:58 pm »
0

Lots of the time, the thing you get isn't overcosted at all and it's just strong.  There's lots of beasts you wouldn't put in your deck but are still solid.

This is true. The fact that the card isn't drawn from you deck is an asset, because it'll be something that you want but can't afford to put in a card slot. It's actually fairly similar to Thoughtsteal.
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Re: Naxxramas cards
« Reply #34 on: June 21, 2014, 02:11:11 pm »
0

Lots of the time, the thing you get isn't overcosted at all and it's just strong.  There's lots of beasts you wouldn't put in your deck but are still solid.

This is true. The fact that the card isn't drawn from you deck is an asset, because it'll be something that you want but can't afford to put in a card slot. It's actually fairly similar to Thoughtsteal.
Oh wow, I was somehow thinking that the card drawn is immediately played. Drawing it makes it more balanced.
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HiveMindEmulator

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Re: Naxxramas cards
« Reply #35 on: June 21, 2014, 08:38:00 pm »
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Lots of the time, the thing you get isn't overcosted at all and it's just strong.  There's lots of beasts you wouldn't put in your deck but are still solid.

This is true. The fact that the card isn't drawn from you deck is an asset, because it'll be something that you want but can't afford to put in a card slot. It's actually fairly similar to Thoughtsteal.

It's an asset for thoughtsteal because priest plays a control deck that runs out of cards. A typical hunter deck will prefer novice engineer's effect, because you just want the deck to be thinner, so you can more reliably draw your unleashes and leeroy. It's another one of those cards that might be good for control hunter (king krush, longbow) if that ever becomes a thing...
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Re: Naxxramas cards
« Reply #36 on: June 24, 2014, 02:04:43 am »
0

Looks like Hearthstone had its first unofficial spoiler. D'awwww, it's like MtG rumors all over again.

http://imgur.com/a/6zMrV#13

Of course, there is a chance it's still fake, but from what I've read online it seems real. Posts on the official forums about it getting deleted ASAP with account suspensions, an article about the cards on a fansite was taken down.

This should go without saying, but you're choosing to spoil yourself if you click that link.
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Re: Naxxramas cards
« Reply #37 on: June 24, 2014, 11:14:45 am »
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Kel'thuzad looks like it's potentially really strong.
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Re: Naxxramas cards
« Reply #38 on: June 24, 2014, 11:39:58 am »
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Kel'thuzad looks like it's potentially really strong.

Yeah, it looks like it has lots of great combo's too. With Reincarnation and a deathrattle minion on the board, one turn could make you something like double cairne and cairn2.0. 3 4/5's and a 6/8 seems pretty sweet.
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Re: Naxxramas cards
« Reply #39 on: June 24, 2014, 12:01:35 pm »
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If Feugen is available to put in your own decks, looks like it'll be pretty good even without the deathrattle, at least in arena. Spiteful Smith (5 mana 4/6) is already decent in arena for non-weapon classes, and a 5 mana 4/7 is strictly better.
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Re: Naxxramas cards
« Reply #40 on: June 24, 2014, 12:17:32 pm »
0

Looks like Hearthstone had its first unofficial spoiler. D'awwww, it's like MtG rumors all over again.

http://imgur.com/a/6zMrV#13

Of course, there is a chance it's still fake, but from what I've read online it seems real. Posts on the official forums about it getting deleted ASAP with account suspensions, an article about the cards on a fansite was taken down.

This should go without saying, but you're choosing to spoil yourself if you click that link.

There wasn't terribly much spoilery in there.  I mean... maybe if you haven't run Naxx?
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Re: Naxxramas cards
« Reply #41 on: June 24, 2014, 01:47:35 pm »
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Sir Zeliek (3 mana 1/7 which makes your hero immune) + Master of Disguise seems like a combo that might be broken, as it's hard to kill a 1/7 Stealth. My guess is that it must be not collectible -- it doesn't have a gem in the middle...
« Last Edit: June 24, 2014, 01:48:44 pm by HiveMindEmulator »
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Re: Naxxramas cards
« Reply #42 on: June 24, 2014, 01:55:40 pm »
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Sir Zeliek (3 mana 1/7 which makes your hero immune) + Master of Disguise seems like a combo that might be broken, as it's hard to kill a 1/7 Stealth. My guess is that it must be not collectible -- it doesn't have a gem in the middle...

Yeah, I think it's just for that boss. You can see two others in play, so my guess is that the boss requires you to kill the three immune things before you can kill him.
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Re: Naxxramas cards
« Reply #43 on: June 24, 2014, 08:04:38 pm »
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Sir Zeliek (3 mana 1/7 which makes your hero immune) + Master of Disguise seems like a combo that might be broken, as it's hard to kill a 1/7 Stealth. My guess is that it must be not collectible -- it doesn't have a gem in the middle...

Yeah, I think it's just for that boss. You can see two others in play, so my guess is that the boss requires you to kill the three immune things before you can kill him.

They're a council style boss in Naxxramas, the Four Horsemen.  You have to tank all four of them, then kill them in a reasonably specific order, if you want to make things easier.  Oh and each one does increasing damage, so you can't stand next to any given one for more than 45 seconds or so.

So yeah, that's a card played by the boss.
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Re: Naxxramas cards
« Reply #44 on: June 24, 2014, 08:06:18 pm »
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(I spent eight years in WoW, six of them raiding.)
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Re: Naxxramas cards
« Reply #45 on: June 30, 2014, 01:57:11 pm »
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Wouldn't be surprised if we see Naxx tomorrow, as the season starts. Either than or August 1st.
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Re: Naxxramas cards
« Reply #46 on: June 30, 2014, 03:16:20 pm »
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Wouldn't be surprised if we see Naxx tomorrow, as the season starts. Either than or August 1st.

I believe Blizzard made an announcement that it would come out sometime in July. They also announced that pricing for it would go out July 1st, but just delayed it, saying they're not ready.
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Re: Naxxramas cards
« Reply #47 on: June 30, 2014, 03:26:30 pm »
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I'd hate if they release it mid-season.
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Re: Naxxramas cards
« Reply #48 on: July 01, 2014, 11:40:29 am »
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Next card back is Naxx one:


So I guess hey are releasing it soon.
Or at least Soon(tm).
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Re: Naxxramas cards
« Reply #49 on: July 01, 2014, 12:07:51 pm »
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Yeah, it's going to be next month.
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Re: Naxxramas cards
« Reply #50 on: July 01, 2014, 12:18:03 pm »
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Would really help if they release pricing info ASAP, so that I know how much gold I can burn on packs.
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Re: Naxxramas cards
« Reply #51 on: July 01, 2014, 12:25:52 pm »
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Would really help if they release pricing info ASAP, so that I know how much gold I can burn on packs.

Yea that would be nice. But you still have a week between the wings open so you can save up enough in a week for sure.
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Re: Naxxramas cards
« Reply #52 on: July 02, 2014, 09:49:57 am »
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Apparently rumors are that it will be ~600 gold per wing?
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Re: Naxxramas cards
« Reply #53 on: July 08, 2014, 06:47:37 pm »
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700 gold per wing, official now.
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Re: Naxxramas cards
« Reply #54 on: July 09, 2014, 10:27:32 pm »
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Anyone have good ideas for use of Nerubian Egg? Plausible ways to activate would be killing it yourself, buffing its attack and trading, or taunting it.

Killing it yourself avoids vulnerability to silence. Egg+Backstab is an low-mana way to get a 4/4, but is much worse than Innervate+Yeti, and an Egg is less versatile than a Yeti. I don't know what other plausible combos there are. You could do things like Egg+Hellfire, Egg+Brawl, Egg+Geddon, but they seem too situational.

Both attack buffing and giving taunt could be done in a zoo deck, but the Egg seems very limited in use if you don't have such a combo in hand.

Overall it seems a bit Watcher-like as a card, except perhaps harder to activate, and it can't attack the turn that it's activated. So it doesn't seem very good.
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Re: Naxxramas cards
« Reply #55 on: July 10, 2014, 04:19:51 am »
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I'm sure there'll be some new cards in Naxx that have involve destroying your own minions for some benefit, so it'll synergize with those. Stuff like Sacrificial Pact.
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Re: Naxxramas cards
« Reply #56 on: July 10, 2014, 05:06:08 am »
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I think Egg will see some play. Zoo can make use from Dire Wolf or SSC, taunting is semi-useful but I think the decks where you have a taunt giver and want to play Egg aren't that common.

What makes me think it's viable is that it's built in AoE protection - only having 2 health means it dies to almost any board clear, at which point they still have a 4/4 to deal with. Of course they have to want to clear your board in the first place - it probably only sees play in Zoo or Zoo-like decks. Control decks would rather have Ancient Watcher as a combo card and aggro decks want more to-the-face damage and less cute combos.
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Re: Naxxramas cards
« Reply #57 on: July 10, 2014, 10:57:38 am »
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I don't know about it in Zoo, since it's not great for tempo. You spend 2 mana (which is actually relatively high on your curve) on something that doesn't pose a threat. Other zero attack stuff like Shieldbearer and Cho are fine because they protect your stuff, but running Egg doesn't seem worth it.

Maybe it's better in Shaman as board clear protection.
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Re: Naxxramas cards
« Reply #58 on: July 14, 2014, 12:55:02 pm »
+2

I just got to 2800 gold! Yay!

HME egg is nuts in Zoo, stop smoking the crack.  Zoo is not a facemelter deck
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Re: Naxxramas cards
« Reply #59 on: July 14, 2014, 01:04:47 pm »
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I just got to 2800 gold! Yay!

HME egg is nuts in Zoo, stop smoking the crack.  Zoo is not a facemelter deck

It might be good in zoo, but there are a lot of cards that are good in zoo. 2 mana is high on the curve. Not 100% sure you want it. You spend 2 mana, plus a buff that could have gone on something else to get a 4/4 a couple turns later. Now I guess you still get whatever damage out of the buff, so it's not really a waste of the buff, so I don't know. I'd guess it's better than Amani Berkzerker, but worse than Knife Juggler and Dire Wolf, which doesn't really leave room for 2x, at least unless you want to run a higher curve zoo. Then again, maybe it takes the place of Scarlet Crusader/Harvest Golem...

EDIT: Actually, after thinking "out loud", I take it back. If used in place of 3-drops, it's probably very good. Make the curve even lower.
« Last Edit: July 14, 2014, 02:20:50 pm by HiveMindEmulator »
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Re: Naxxramas cards
« Reply #60 on: July 15, 2014, 12:28:21 pm »
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I didn't think of the egg as board clear insurance. That's good justification to include it in zoo. Too bad that two of your primary ladder foes (Rogues and Druids) run 1 damage clear spells (Swipe's splash, Fan of Knives). Against Rogue it's still a nice defense vs Deadly Poison Blade Flurry and spell powered Fan of Knives / plain Blade Flurry. Druid is rough though. They might not even have a minion out to smack the egg into, and then they may silence it with a Keeper.
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Re: Naxxramas cards
« Reply #61 on: July 15, 2014, 04:25:12 pm »
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I didn't think of the egg as board clear insurance. That's good justification to include it in zoo. Too bad that two of your primary ladder foes (Rogues and Druids) run 1 damage clear spells (Swipe's splash, Fan of Knives). Against Rogue it's still a nice defense vs Deadly Poison Blade Flurry and spell powered Fan of Knives / plain Blade Flurry. Druid is rough though. They might not even have a minion out to smack the egg into, and then they may silence it with a Keeper.

Against Swipe, that's fair, but with a Keeper I'd think you'd run enough 3/2s that they could also have killed one of your creatures outright, so it's not that much worse than the average.
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Re: Naxxramas cards
« Reply #62 on: July 16, 2014, 08:34:55 pm »
0

I just got to 2800 gold! Yay!

HME egg is nuts in Zoo, stop smoking the crack.  Zoo is not a facemelter deck
I just passed 700 Gold. I've got lots of saving up to do. It would be really cool to maintain my streak of not using any real money for in-game stuff, but man I'm missing out on some sweet arena action in the meantime.
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Re: Naxxramas cards
« Reply #63 on: July 16, 2014, 08:39:48 pm »
0

I just got to 2800 gold! Yay!

HME egg is nuts in Zoo, stop smoking the crack.  Zoo is not a facemelter deck
I just passed 700 Gold. I've got lots of saving up to do. It would be really cool to maintain my streak of not using any real money for in-game stuff, but man I'm missing out on some sweet arena action in the meantime.

Yeah, I've been saving, but sort of spending once in a while.
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Re: Naxxramas cards
« Reply #64 on: July 16, 2014, 11:41:28 pm »
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If Zoo wants to run Egg, that may justify putting in Undertaker, because it'll have 4 activators (2 Golems, 2 Eggs), and when it does activate, it's pretty good, a River Croc for 1 mana.
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Re: Naxxramas cards
« Reply #65 on: July 17, 2014, 11:13:48 am »
+1

If Zoo wants to run Egg, that may justify putting in Undertaker, because it'll have 4 activators (2 Golems, 2 Eggs), and when it does activate, it's pretty good, a River Croc for 1 mana.

Having only 4 deathrattles seems like not enough. Remember, there's a lot of cards you want to run in zoo that there just aren't room for. Also, I was thinking of running Egg instead of Harvest Golem, rather than along with it. If you're running egg, you want to run as many buffs for it as possible, so you probably want 2x Cleric, 2x Dwarf, 2x Defender, 2x Dire Wolf. That doesn't leave a lot of room among the expensive cards for Harvest Golem.

However, if there's even more good cheap deathrattle cards, then a deathrattle-focused zoo might work (like the divine shield-focused one with Crusaders and Blood Knights)
« Last Edit: July 17, 2014, 11:15:06 am by HiveMindEmulator »
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Re: Naxxramas cards
« Reply #66 on: July 18, 2014, 05:29:34 pm »
+2

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Re: Naxxramas cards
« Reply #67 on: July 18, 2014, 06:26:11 pm »
0

https://twitter.com/PlayHearthstone/status/490179226201382912/photo/1

Dat anti-Miracle.
That reminds me of how new units from the StarCraft expansions were used to aid in balancing the games.
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Re: Naxxramas cards
« Reply #68 on: July 18, 2014, 06:37:21 pm »
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https://twitter.com/PlayHearthstone/status/490179226201382912/photo/1

Dat anti-Miracle.
That reminds me of how new units from the StarCraft expansions were used to aid in balancing the games.

And his stats are pretty sweet. This card is going to really shake up tons of games, delaying pretty much all bursts.
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Re: Naxxramas cards
« Reply #69 on: July 18, 2014, 06:39:07 pm »
0

https://twitter.com/PlayHearthstone/status/490179226201382912/photo/1

Dat anti-Miracle.
I hope we get some crazy anti-Druid card. High ladder right now is basically Rogue+Druid+Warlock with only a sprinkling of other classes. Since this card does little against Warlocks and Druids, I sure don't want the number of dominating classes to decrease. Edit: Well okay, on second thought it's a pain for Druids too. So maybe we'll just see Warlock dominating ladder.
« Last Edit: July 18, 2014, 06:46:00 pm by blueblimp »
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Re: Naxxramas cards
« Reply #70 on: July 18, 2014, 07:05:11 pm »
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It stops nature + roar too.
While Lock/Rogue/Druid are top classes, I don't think meta is THAT unhealthy or that this is a good card to fix it. Meh.
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Re: Naxxramas cards
« Reply #71 on: July 18, 2014, 07:32:24 pm »
+1

I'd be more okay with this card if 5/5 for 5 wasn't already a solid body. As it stands the downside of running a more meta-specific card isn't big enough to justify how much it warps things - Harrison Jones ruins weapons hard but as a 5/4 for 5 it's not overpowering. I think that 5th health pushes it too far.
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Re: Naxxramas cards
« Reply #72 on: July 18, 2014, 07:35:24 pm »
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I definitely agree with Egg in place of Golem.  Pulling that curve down just lets you get more discard-1 Doomguards out. 
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Re: Naxxramas cards
« Reply #73 on: July 18, 2014, 08:45:05 pm »
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https://twitter.com/PlayHearthstone/status/490179226201382912/photo/1

Dat anti-Miracle.

Really ought to be "Your opponent may only cause any healing once during the rest of the game."
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Re: Naxxramas cards
« Reply #74 on: July 18, 2014, 09:19:05 pm »
0

https://twitter.com/PlayHearthstone/status/490179226201382912/photo/1

Dat anti-Miracle.

Really ought to be "Your opponent may only cause any healing once during the rest of the game."
That would suck for poor priests
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Re: Naxxramas cards
« Reply #75 on: July 18, 2014, 11:58:59 pm »
0

https://twitter.com/PlayHearthstone/status/490179226201382912/photo/1

Dat anti-Miracle.

Really ought to be "Your opponent may only cause any healing once during the rest of the game."
I'm assuming that's for thematic reasons, right?
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Re: Naxxramas cards
« Reply #76 on: July 19, 2014, 11:29:48 am »
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I thought he was annoyed by Farseer shadowstep Farseer shadowstep Farseer.  Which is not the main way you play the rogue deck, but an annoying obstacle to trying to counter the deck with something really fast.
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Re: Naxxramas cards
« Reply #77 on: July 19, 2014, 12:00:06 pm »
+1

It stops nature + roar too.
While Lock/Rogue/Druid are top classes, I don't think meta is THAT unhealthy or that this is a good card to fix it. Meh.
It's true that it stops nature+roar, but with Druid I feel generally they are less restricted in which turn they must unleash the combo. Compare to Rogue, where if they drop a concealed Auctioneer, they MUST play a ton of spells next turn or they are in trouble. But another pain for Druids is that they may have panned their curve around Innervate or to a lesser extent Wild Growth, and if this guy gets dropped, he could force an awkward turn. So this guy is more of an annoyance on any turn vs Druid, whereas against Rogue you want to save him for a specific turn.

I agree that the meta isn't too unhealthy in terms of class strength. It's just that ladder diversity is a little bit low at the high sub-legend ranks, possibly because people are playing the strongest classes to achieve legend.

I don't really like hard counter cards in general, like BGH, Black Knight, Harrison Jones, etc., because they are inelegant. It's like balancing the meta by making it rock-paper-scissors. RPS is balanced, but I don't want to play that game.
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Re: Naxxramas cards
« Reply #78 on: July 19, 2014, 12:10:42 pm »
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https://twitter.com/PlayHearthstone/status/490179226201382912/photo/1

Dat anti-Miracle.

Really ought to be "Your opponent may only cause any healing once during the rest of the game."
I'm assuming that's for thematic reasons, right?

Yes.  The Loatheb fight puts an extra cool down shared by all healing spells.  Which means that surviving rather than relying on healers is pretty important.
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Re: Naxxramas cards
« Reply #79 on: July 21, 2014, 04:03:44 pm »
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Tons of new cards on the facebook page..
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Re: Naxxramas cards
« Reply #80 on: July 21, 2014, 04:08:00 pm »
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Re: Naxxramas cards
« Reply #81 on: July 21, 2014, 04:38:46 pm »
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Neru'bar Weblord is interesting.

Not that easy to remove and hoses quite a lot of stuff.

Kel'Thuzard is kinda like Cult Master on crack.
Spectral Knight seems solid as well.

2/8 taunter for 2 hoses Zoo.l

What does "exact copy" mean?
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Re: Naxxramas cards
« Reply #82 on: July 21, 2014, 04:39:51 pm »
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Mad Scientist seems like the most auto-includy card from the bunch, offering a more powerful Loot Hoarder variant for Mage decks for sure.

Zombie Chow seems like pretty considerably powerful card, restoring health to the enemy hero is not a big deal at all in a deck designed for board control. 
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Re: Naxxramas cards
« Reply #83 on: July 21, 2014, 04:43:49 pm »
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Yeah, MadSci is great for mage, not sure how great for Hunter who has somewhat more narrow secrets.

I'm not THAT thrilled about Zombie Chow, I guess I need to see it in action.
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Re: Naxxramas cards
« Reply #84 on: July 21, 2014, 04:44:12 pm »
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Tons of new cards on the facebook page..

By that you mean the rest of the new cards.
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Re: Naxxramas cards
« Reply #85 on: July 21, 2014, 05:04:27 pm »
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Neru'bar Weblord looks rough, but it's symmetrical so it should be okay. I don't think you could get away with running no battlecry cards.

Spectral Knight looks really solid.

Not so sure about Zombie Chow, if you draw it early then it's good but 5 life is actually fairly significant late game. You don't really want to play a 2/3 late game anyways, but having it be a dead card? Not sure.
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Re: Naxxramas cards
« Reply #86 on: July 21, 2014, 05:07:27 pm »
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Neru'bar Weblord looks rough, but it's symmetrical so it should be okay. I don't think you could get away with running no battlecry cards.

Spectral Knight looks really solid.

Not so sure about Zombie Chow, if you draw it early then it's good but 5 life is actually fairly significant late game. You don't really want to play a 2/3 late game anyways, but having it be a dead card? Not sure.

Late game Flame Imps are even more dead.
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Re: Naxxramas cards
« Reply #87 on: July 21, 2014, 06:32:05 pm »
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Neru'bar Weblord looks rough, but it's symmetrical so it should be okay. I don't think you could get away with running no battlecry cards.

Spectral Knight looks really solid.

Not so sure about Zombie Chow, if you draw it early then it's good but 5 life is actually fairly significant late game. You don't really want to play a 2/3 late game anyways, but having it be a dead card? Not sure.

Late game Flame Imps are even more dead.

Uh so true.
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Re: Naxxramas cards
« Reply #88 on: July 21, 2014, 09:09:50 pm »
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Other than Rivendare, all the legendaries look really good. Loatheb can go in almost any deck, as can Maexxna. Kel'Thuzad wants you to have minions to trade, and Stalagg/Feugen want you to draw enough of your deck to get both.

Echoing Ooze I assume means the copy gets all the buffs, so it's good if you have buffs for it. Even if you don't get to buff it the turn it goes down, you can at least buff whatever 1/2 lives -- good for zoo.

Haunted Creeper and Zombie Chow seem good for zoo as well. You don't want to play the Zombie Chow late, but it's a fine discard for your Soulfire.

Deathlord counters aggro decks but is unplayable vs control, so I'm not sure it's a tech card worth including.

Spectral Knight seems solid, and like Loatheb punishes decks that don't establish board presence. This seems like a major general push in the direction Blizzard tends to want to push things...
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Re: Naxxramas cards
« Reply #89 on: July 21, 2014, 09:23:44 pm »
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For even easier access:

Quote
Commons:
Zombie Chow (1) Mana: 2/3: Deathrattle: Restore 5 Health to enemy hero.
Mad Scientist (2) Mana: 2/2: Deathrattle: Put a Secret from your deck onto the battlefield.
Unstable Ghoul (2) Mana: Taunt. Deathrattle: Deal 1 damage to all minions.
Haunted Creeper (2) Mana: 1/2: Deathrattle: Summon two 1/1 Spectral Spiders.
Nerub'ar Weblord (2) Mana: 1/4: Minions with Battlecry cost (2) more.
Stoneskin Gargoyle (3) Mana: 1/4: At the start of your turn, restore this minion to full health.
Spectral Knight (5) Mana: 4/6: Can't be targeted by spells or Hero powers.

Rares:
Deathlord (3) Mana: 2/8: Taunt. Deathrattle: Your opponent puts a minion from their deck into the battlefield.
Wailing Soul (4) Mana: 3/5: Battlecry: Silence your other minions.
Sludge Belcher (5) Mana: 3/5: Taunt. Deathrattle: Summon a (1/2) slime with taunt.

Epic:
Echoing Ooze (2) Mana: 1/2 Battlecry: Summon exact copy of this minion at the end of the turn.

Legendaries:
Feugen (5) Mana: 4/7: Deathrattle: If Stalagg also died this game, summon Thaddius.
Stalagg (5) Mana: 7/4: Deathrattle: If Feugen also died this game, summon Thaddius.
Maexxna (6) Mana: 2/8: Destroy a minion damanged by this minion.
Kel'Thuzad (8) Mana: 6/8: At the end of the turn, summon all friendly minions that died this turn.


Token:
Thaddius (10) Mana: 11/11


Unstable Ghoul is a mini-Abomination, combos with the Pyromancer, too.

Buffed Gargoyle will be annoying.

Spectral Knight is a super Fairie Dragon.

Wailing Soul's battlecry seems easy to play around.

Maexxna is a super Cobra.

How do we feel about Thad?
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Re: Naxxramas cards
« Reply #90 on: July 21, 2014, 09:46:04 pm »
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Thad is a token, so I presume that what you mean by that is what do we think about Thad's parents.

I think Thad's parents suck.  4/7 is average, but 7/4 is incredibly below the curve for five mana.  The risk of getting stuck using just the 7/4 is too great.  The best case scenario is that you play the 4/7 first and then draw the 7/4 later, and then it's a 7/4 must-silence or must-hard-remove next.  I'd be happy to play a 7/4 that did that if it did that all the time, but it's not worth the contingency.
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Re: Naxxramas cards
« Reply #91 on: July 21, 2014, 09:50:02 pm »
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Thad is a token, so I presume that what you mean by that is what do we think about Thad's parents.

I think Thad's parents suck.  4/7 is average, but 7/4 is incredibly below the curve for five mana.  The risk of getting stuck using just the 7/4 is too great.  The best case scenario is that you play the 4/7 first and then draw the 7/4 later, and then it's a 7/4 must-silence or must-hard-remove next.  I'd be happy to play a 7/4 that did that if it did that all the time, but it's not worth the contingency.

I suppose you want the 4/7 out first, then the 7/4, since you want the second one to die quickly?  Silence only helps on the second one, so they'll save it if they see you play the first one.

The worst part to me is until you have both legendaries, it isn't worth playing one.
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Re: Naxxramas cards
« Reply #92 on: July 21, 2014, 10:18:53 pm »
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Thad is a token, so I presume that what you mean by that is what do we think about Thad's parents.

I think Thad's parents suck.  4/7 is average, but 7/4 is incredibly below the curve for five mana.  The risk of getting stuck using just the 7/4 is too great.  The best case scenario is that you play the 4/7 first and then draw the 7/4 later, and then it's a 7/4 must-silence or must-hard-remove next.  I'd be happy to play a 7/4 that did that if it did that all the time, but it's not worth the contingency.

I suppose you want the 4/7 out first, then the 7/4, since you want the second one to die quickly?  Silence only helps on the second one, so they'll save it if they see you play the first one.

The worst part to me is until you have both legendaries, it isn't worth playing one.

You also want the 4/7 out first because it's the one that's not failing the power curve.  If you play the 7/4 first, you'll probably lose board control which will either get your face melted before your hero can "give Thaddius a turn, to get ready", or allow your opponent to save a hex or sap up his sleeve to answer the 4/7 later.
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Re: Naxxramas cards
« Reply #93 on: July 21, 2014, 10:25:03 pm »
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Thad is a token, so I presume that what you mean by that is what do we think about Thad's parents.

I think Thad's parents suck.  4/7 is average, but 7/4 is incredibly below the curve for five mana.  The risk of getting stuck using just the 7/4 is too great.  The best case scenario is that you play the 4/7 first and then draw the 7/4 later, and then it's a 7/4 must-silence or must-hard-remove next.  I'd be happy to play a 7/4 that did that if it did that all the time, but it's not worth the contingency.

I suppose you want the 4/7 out first, then the 7/4, since you want the second one to die quickly?  Silence only helps on the second one, so they'll save it if they see you play the first one.

The worst part to me is until you have both legendaries, it isn't worth playing one.

You also want the 4/7 out first because it's the one that's not failing the power curve.  If you play the 7/4 first, you'll probably lose board control which will either get your face melted before your hero can "give Thaddius a turn, to get ready", or allow your opponent to save a hex or sap up his sleeve to answer the 4/7 later.

That part feels the worst about it.  You've got Poly, Hex, plus a multitude of silence spells and minions that can just crap out your Thad plan.

Unless you want to somehow kill your own 7/4 on the turn you play it.
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Re: Naxxramas cards
« Reply #94 on: July 21, 2014, 10:39:37 pm »
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Thad is a token, so I presume that what you mean by that is what do we think about Thad's parents.

I think Thad's parents suck.  4/7 is average, but 7/4 is incredibly below the curve for five mana.  The risk of getting stuck using just the 7/4 is too great.  The best case scenario is that you play the 4/7 first and then draw the 7/4 later, and then it's a 7/4 must-silence or must-hard-remove next.  I'd be happy to play a 7/4 that did that if it did that all the time, but it's not worth the contingency.

I suppose you want the 4/7 out first, then the 7/4, since you want the second one to die quickly?  Silence only helps on the second one, so they'll save it if they see you play the first one.

The worst part to me is until you have both legendaries, it isn't worth playing one.

You also want the 4/7 out first because it's the one that's not failing the power curve.  If you play the 7/4 first, you'll probably lose board control which will either get your face melted before your hero can "give Thaddius a turn, to get ready", or allow your opponent to save a hex or sap up his sleeve to answer the 4/7 later.

That part feels the worst about it.  You've got Poly, Hex, plus a multitude of silence spells and minions that can just crap out your Thad plan.

Unless you want to somehow kill your own 7/4 on the turn you play it.
Fun fact: Thaddius can be Hexed/Polymorphed as well.
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Re: Naxxramas cards
« Reply #95 on: July 21, 2014, 10:59:57 pm »
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Thad is a token, so I presume that what you mean by that is what do we think about Thad's parents.

I think Thad's parents suck.  4/7 is average, but 7/4 is incredibly below the curve for five mana.  The risk of getting stuck using just the 7/4 is too great.  The best case scenario is that you play the 4/7 first and then draw the 7/4 later, and then it's a 7/4 must-silence or must-hard-remove next.  I'd be happy to play a 7/4 that did that if it did that all the time, but it's not worth the contingency.

I suppose you want the 4/7 out first, then the 7/4, since you want the second one to die quickly?  Silence only helps on the second one, so they'll save it if they see you play the first one.

The worst part to me is until you have both legendaries, it isn't worth playing one.

Note that you'll receive both legendaries at the same time as I understand it.
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Re: Naxxramas cards
« Reply #96 on: July 21, 2014, 11:06:44 pm »
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However, Reincarnation on the second one is cool. You get Thadius, but could also get a second Thadius if the Reincarnationed copy doesn't get hexed of ployed.
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Re: Naxxramas cards
« Reply #97 on: July 21, 2014, 11:36:36 pm »
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Thad is a token, so I presume that what you mean by that is what do we think about Thad's parents.

I think Thad's parents suck.  4/7 is average, but 7/4 is incredibly below the curve for five mana.  The risk of getting stuck using just the 7/4 is too great.  The best case scenario is that you play the 4/7 first and then draw the 7/4 later, and then it's a 7/4 must-silence or must-hard-remove next.  I'd be happy to play a 7/4 that did that if it did that all the time, but it's not worth the contingency.

I suppose you want the 4/7 out first, then the 7/4, since you want the second one to die quickly?  Silence only helps on the second one, so they'll save it if they see you play the first one.

The worst part to me is until you have both legendaries, it isn't worth playing one.

You also want the 4/7 out first because it's the one that's not failing the power curve.  If you play the 7/4 first, you'll probably lose board control which will either get your face melted before your hero can "give Thaddius a turn, to get ready", or allow your opponent to save a hex or sap up his sleeve to answer the 4/7 later.

That part feels the worst about it.  You've got Poly, Hex, plus a multitude of silence spells and minions that can just crap out your Thad plan.

Unless you want to somehow kill your own 7/4 on the turn you play it.
Fun fact: Thaddius can be Hexed/Polymorphed as well.

Yeah, but that's any minion.  We're talking about double legendaries that spawn a legendary token all nullified by one spell.  So 3 minions made useless by 1 spell is much worse than 1 minion made useless by same spell.

It's like casting a bunch of stuff to pump up your QA or uber buffing your Lightspawn, just to have it hexed.
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Re: Naxxramas cards
« Reply #98 on: July 22, 2014, 12:28:39 am »
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^Not quite. If they hex the 7/4, that doesn't kill the 4/7. The hex is still just 1-for-1ing something. You don't get the 11/11, but you didn't spend a card on that. You just played one card as a 4/7 for 5, and traded a 5 mana minion for a Hex.

That's not the worst thing in the world, and there's the upside that you get the 11/11 if they can't hex/silence one of the cards. OTOH, if it's the 4/7 that's silenced/hexed, and the 7/4 dies to lightning bolt or something, it is pretty bad... If the meta starts favoring more silence, it probably won't be worth it, but if not, it seems potentially pretty good...
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Re: Naxxramas cards
« Reply #99 on: July 22, 2014, 01:01:29 am »
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Buff priest getting some toys. Nerub'ar Weblord's 1/4 stats are good for a buff priest, and the battlecry penalization hurts a zoo/miracle opponent far more than the priest. Deathlord-Silence is perhaps a usable combo, though not nearly as intimidating as Blademaster-Circle. Some other possibilities offered too, like Echoing Ooze.

On another note, Spectral Knight displaces Harvest Golem as the second-best arena common neutral, behind Yeti. Being Fireball-proof is HUGE. I don't really like that they threw the Faerie Dragon effect on another minion, because that effect reduces the plays and combos available to both you and your opponent, which makes the game less interesting IMO.
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Re: Naxxramas cards
« Reply #100 on: July 22, 2014, 01:07:17 am »
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By the way, I hate-hate-hate the design of Nerub'ar Weblord. Why does it make any sense to equally penalize minions that have nothing in common, like say Flame Imp, Earthen Ring Farseer, and Alexstrasza? At least with a card like BGH or Black Knight, there is a coherent theme among the cards they counter. Plus, cards with battlecry are often fun and interesting cards, compared to boring cards like Yeti, so why punish them?

It's also major rules confusion to me because the game is not very clear about what is a battlecry. For example, is Keeper of the Grove's effect a battlecry? It doesn't say so on the card.
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Re: Naxxramas cards
« Reply #101 on: July 22, 2014, 01:21:08 am »
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On another note, Spectral Knight displaces Harvest Golem as the second-best arena common neutral, behind Yeti. Being Fireball-proof is HUGE. I don't really like that they threw the Faerie Dragon effect on another minion, because that effect reduces the plays and combos available to both you and your opponent, which makes the game less interesting IMO.

I don't agree that Harvest Golem was the second best neutral common, and I definitely don't think Spectral Knight will be. The spell immunity is not nearly as important in arena as an constructed, as arena decks tend to rely more on minions anyway. I don't think Spectral Knight is even the second-best 5-drop. Mercenary and Tiger are still better.

Regarding Harvest Golem, it's worse then Crusader in arena, because there are less Pyromancers, Knife Jugglers, Earthshocks, and things with less than 3 attack as compared to constructed. As a result, Crusader is nearly as hard to kill as Harvest Golem, and more threatening. It's like the difference between Raptor and Croc.

It's also major rules confusion to me because the game is not very clear about what is a battlecry. For example, is Keeper of the Grove's effect a battlecry? It doesn't say so on the card.
I don't think it is. If it were, it would say "battlecry" on the card. Of course, I've been wrong about stuff like that before. At some point in beta (idk if it's still the case), it counted as a spell, triggering Spellbender...
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Re: Naxxramas cards
« Reply #102 on: July 22, 2014, 01:32:36 am »
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I won't argue the Golem (since I don't have much opinion on what's currently 2nd-best). Hard to say about Knight vs Merc, since Merc has a better upside and worse downside, but I feel like he'll really shine in good decks facing good decks because he totally shuts down removal. The only way to kill him is to have enough on the board already to trade. Against Merc, at least you have options when your deck is crazy, such as Fireball, Polymorph, etc.
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Re: Naxxramas cards
« Reply #103 on: July 22, 2014, 01:37:10 am »
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By the way, what's Wailing Soul for? Silencing your minions is more often a downside than an upside. I guess he kinda combos with Watcher/Deathlord/Dancing Swords, but not all that well since he's not cheap at 4 mana.
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Re: Naxxramas cards
« Reply #104 on: July 22, 2014, 01:43:39 am »
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By the way, what's Wailing Soul for? Silencing your minions is more often a downside than an upside. I guess he kinda combos with Watcher/Deathlord/Dancing Swords, but not all that well since he's not cheap at 4 mana.

Also anti-freeze tech? Not all cards are good...
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Re: Naxxramas cards
« Reply #105 on: July 22, 2014, 06:44:36 am »
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I don't really like that they threw the Faerie Dragon effect on another minion, because that effect reduces the plays and combos available to both you and your opponent, which makes the game less interesting IMO.

Have you ever met mr. Geist of Saint Traft? I am not that much worried about Shroud/Hexproof guys until they are 6/6 for 2.  ;D
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markusin

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Re: Naxxramas cards
« Reply #106 on: July 22, 2014, 09:46:37 am »
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Is anyone else worried that Kel'Thuzzad will be ridiculous with taunts on the board? It'll be even crazier if there are quality taunts like Sunwalkers and Earth Elementals. A player can be totally screwed if they don't have hard removal in that situation.
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KingZog3

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Re: Naxxramas cards
« Reply #107 on: July 22, 2014, 09:59:23 am »
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Is anyone else worried that Kel'Thuzzad will be ridiculous with taunts on the board? It'll be even crazier if there are quality taunts like Sunwalkers and Earth Elementals. A player can be totally screwed if they don't have hard removal in that situation.

Yeah, I thought about that. It does seem a bit nuts, also because they didn't seem to add much silencing. Meaning Silence Priest might be a thing. Well, at least Mass Dispell will see lots of play.
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blueblimp

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Re: Naxxramas cards
« Reply #108 on: July 22, 2014, 10:23:04 am »
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Is anyone else worried that Kel'Thuzzad will be ridiculous with taunts on the board? It'll be even crazier if there are quality taunts like Sunwalkers and Earth Elementals. A player can be totally screwed if they don't have hard removal in that situation.
Hm, I'm not clear on whether Kel'Thuzzad just works on your turn, or both your turn and your opponent's turn. And if they die on your opponent's turn, does it summon them at the end of your opponent's turn, or yours? For that matter, does the effect just trigger when Kel'Thuzzad is played, or every turn? "At the end of the turn" is awful wording.
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AHoppy

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Re: Naxxramas cards
« Reply #109 on: July 22, 2014, 10:24:24 am »
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But he only seems to help you when your ahead since it also helps your opponent. Like, they get the sane benefit. Of being able to trade their minions with yours. I mean, unless their board is full of crappy minions so they can't play their big ones. Unless I'm missing something... (Probably am)

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Re: Naxxramas cards
« Reply #110 on: July 22, 2014, 10:26:06 am »
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Is anyone else worried that Kel'Thuzzad will be ridiculous with taunts on the board? It'll be even crazier if there are quality taunts like Sunwalkers and Earth Elementals. A player can be totally screwed if they don't have hard removal in that situation.
Hm, I'm not clear on whether Kel'Thuzzad just works on your turn, or both your turn and your opponent's turn. And if they die on your opponent's turn, does it summon them at the end of your opponent's turn, or yours? For that matter, does the effect just trigger when Kel'Thuzzad is played, or every turn? "At the end of the turn" is awful wording.
It says end of each turn. So every turn, including opponent's turns

KingZog3

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Re: Naxxramas cards
« Reply #111 on: July 22, 2014, 10:27:47 am »
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Is anyone else worried that Kel'Thuzzad will be ridiculous with taunts on the board? It'll be even crazier if there are quality taunts like Sunwalkers and Earth Elementals. A player can be totally screwed if they don't have hard removal in that situation.
Hm, I'm not clear on whether Kel'Thuzzad just works on your turn, or both your turn and your opponent's turn. And if they die on your opponent's turn, does it summon them at the end of your opponent's turn, or yours? For that matter, does the effect just trigger when Kel'Thuzzad is played, or every turn? "At the end of the turn" is awful wording.

It reads "At the end of each turn, summon all friendly units that died this turn." I assume this means every turn, and not opponents minions. Sounds pretty good.
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Re: Naxxramas cards
« Reply #112 on: July 22, 2014, 10:29:46 am »
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Somehow I missed the "friendly"...

HiveMindEmulator

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Re: Naxxramas cards
« Reply #113 on: July 22, 2014, 10:32:46 am »
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Somehow I missed the "friendly"...

The question is "friendly" to whom? Kel'Thuzad or the person whose turn is ending?
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AHoppy

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Re: Naxxramas cards
« Reply #114 on: July 22, 2014, 10:39:03 am »
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Somehow I missed the "friendly"...

The question is "friendly" to whom? Kel'Thuzad or the person whose turn is ending?
I guess we'll find out in a month?

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Re: Naxxramas cards
« Reply #115 on: July 22, 2014, 11:02:39 am »
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Somehow I missed the "friendly"...

The question is "friendly" to whom? Kel'Thuzad or the person whose turn is ending?
I guess we'll find out in a month?

The word "friendly" on cards has always meant "friendly to this minion or the player playing this card."
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blueblimp

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Re: Naxxramas cards
« Reply #116 on: July 22, 2014, 11:44:14 am »
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Is anyone else worried that Kel'Thuzzad will be ridiculous with taunts on the board? It'll be even crazier if there are quality taunts like Sunwalkers and Earth Elementals. A player can be totally screwed if they don't have hard removal in that situation.
Hm, I'm not clear on whether Kel'Thuzzad just works on your turn, or both your turn and your opponent's turn. And if they die on your opponent's turn, does it summon them at the end of your opponent's turn, or yours? For that matter, does the effect just trigger when Kel'Thuzzad is played, or every turn? "At the end of the turn" is awful wording.

It reads "At the end of each turn, summon all friendly units that died this turn." I assume this means every turn, and not opponents minions. Sounds pretty good.
Are you looking at a different source? The card in the link does NOT say "each". It says "the".
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KingZog3

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Re: Naxxramas cards
« Reply #117 on: July 22, 2014, 11:53:20 am »
+1

Is anyone else worried that Kel'Thuzzad will be ridiculous with taunts on the board? It'll be even crazier if there are quality taunts like Sunwalkers and Earth Elementals. A player can be totally screwed if they don't have hard removal in that situation.
Hm, I'm not clear on whether Kel'Thuzzad just works on your turn, or both your turn and your opponent's turn. And if they die on your opponent's turn, does it summon them at the end of your opponent's turn, or yours? For that matter, does the effect just trigger when Kel'Thuzzad is played, or every turn? "At the end of the turn" is awful wording.

It reads "At the end of each turn, summon all friendly units that died this turn." I assume this means every turn, and not opponents minions. Sounds pretty good.
Are you looking at a different source? The card in the link does NOT say "each". It says "the".

http://hearthstone.gamepedia.com/Kel'Thuzad
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popsofctown

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Re: Naxxramas cards
« Reply #118 on: July 22, 2014, 12:30:03 pm »
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Kel-zu'thad seems very more win anyway, why does he excite everyone so much?
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blueblimp

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Re: Naxxramas cards
« Reply #119 on: July 22, 2014, 01:05:15 pm »
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Kel-zu'thad seems very more win anyway, why does he excite everyone so much?
Even in modest use, he's like a big version of argent protector, assuming his ability works the turn you play him. In arena, that's great. In constructed, I don't know.
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popsofctown

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Re: Naxxramas cards
« Reply #120 on: July 22, 2014, 01:27:22 pm »
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Legendaries don't show up much in arena.  It's not much to talk about.
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Grujah

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Re: Naxxramas cards
« Reply #121 on: July 22, 2014, 01:49:41 pm »
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NAXX IS OUT!
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AHoppy

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Re: Naxxramas cards
« Reply #122 on: July 22, 2014, 01:51:08 pm »
+1

Legendaries don't show up much in arena.  It's not much to talk about.
Just because 3 card combos in Dominion don't show up that much doesn't mean we shouldn't talk about them...

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Re: Naxxramas cards
« Reply #123 on: July 22, 2014, 01:54:56 pm »
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Legendaries don't show up much in arena.  It's not much to talk about.
Just because 3 card combos in Dominion don't show up that much doesn't mean we shouldn't talk about them...

Indeed; wasn't there a post in the arena thread where someone lost to a deck with two Black Knights?
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Grujah

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Re: Naxxramas cards
« Reply #124 on: July 22, 2014, 02:00:53 pm »
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Legendaries don't show up much in arena.  It's not much to talk about.
Just because 3 card combos in Dominion don't show up that much doesn't mean we shouldn't talk about them...

Indeed; wasn't there a post in the arena thread where someone lost to a deck with two Black Knights?

I lost to double Tirion + Faceless Manipulator.

Still, no point playing around it as it happens once in thousand games.
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Grujah

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Re: Naxxramas cards
« Reply #125 on: July 22, 2014, 02:05:53 pm »
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Not sure if bug, but this can happen now:

He has 0/1 Nerub egg, you have two Knife Jugglers.
You play a minion, both Jugglers hit Nerub Egg (wasting 1 damage, essentially).
I am pretty sure that's not how it worked with Harvest Golem.
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theory

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Re: Naxxramas cards
« Reply #126 on: July 22, 2014, 02:23:36 pm »
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I think people are too harsh on "more win" cards, as if as soon as you get a lead you don't need to do anything more and you're guaranteed to win.  Board flips happen.  You need "more win" cards to make board flips harder and cement your advantage.  It's just as important to convert your advantage into a win, as it is to grab that advantage in the first place.
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blueblimp

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Re: Naxxramas cards
« Reply #127 on: July 22, 2014, 02:24:11 pm »
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Legendaries aren't that unusual in arena drafts. Obviously you don't play around them, but having a ranking of draft goodness is important.
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Grujah

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Re: Naxxramas cards
« Reply #128 on: July 22, 2014, 02:24:43 pm »
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Am I only one experiencing heavy lag ATM?
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popsofctown

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Re: Naxxramas cards
« Reply #129 on: July 22, 2014, 02:49:05 pm »
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I think people are too harsh on "more win" cards, as if as soon as you get a lead you don't need to do anything more and you're guaranteed to win.  Board flips happen.  You need "more win" cards to make board flips harder and cement your advantage.  It's just as important to convert your advantage into a win, as it is to grab that advantage in the first place.
Win more cards like Cairne Bloodhoof, who offers poor stabilization on incoming damage but makes your board hard to flip, are good.  That isn't what kelthuz does, he takes a winning board that is vulnerable to molten shadowflame and turns it into a winning board that is still vulnerable to molten shadowflame.
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ycz6

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Re: Naxxramas cards
« Reply #130 on: July 22, 2014, 04:32:13 pm »
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Playing against these Deathrattle-heavy decks feels like playing Dark Ages. Lots of interactions to think through.
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markusin

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Re: Naxxramas cards
« Reply #131 on: July 22, 2014, 04:40:13 pm »
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I think people are too harsh on "more win" cards, as if as soon as you get a lead you don't need to do anything more and you're guaranteed to win.  Board flips happen.  You need "more win" cards to make board flips harder and cement your advantage.  It's just as important to convert your advantage into a win, as it is to grab that advantage in the first place.
Win more cards like Cairne Bloodhoof, who offers poor stabilization on incoming damage but makes your board hard to flip, are good.  That isn't what kelthuz does, he takes a winning board that is vulnerable to molten shadowflame and turns it into a winning board that is still vulnerable to molten shadowflame.
This is why, when I think of Kel'Thuzad, I immediately think of those control shaman that cast ancestral healing on Earth Elementals. Anything short of opposing board wipes is going to have a terrible time dealing with the Shaman (cue Poison seeds).

It's unfortunate that I won't have much time to play Naxx for the next few days.
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Kirian

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Re: Naxxramas cards
« Reply #132 on: July 22, 2014, 04:52:45 pm »
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I think people are too harsh on "more win" cards, as if as soon as you get a lead you don't need to do anything more and you're guaranteed to win.  Board flips happen.  You need "more win" cards to make board flips harder and cement your advantage.  It's just as important to convert your advantage into a win, as it is to grab that advantage in the first place.
Win more cards like Cairne Bloodhoof, who offers poor stabilization on incoming damage but makes your board hard to flip, are good.  That isn't what kelthuz does, he takes a winning board that is vulnerable to molten shadowflame and turns it into a winning board that is still vulnerable to molten shadowflame.
This is why, when I think of Kel'Thuzad, I immediately think of those control shaman that cast ancestral healing on Earth Elementals. Anything short of opposing board wipes is going to have a terrible time dealing with the Shaman (cue Poison seeds).

It's unfortunate that I won't have much time to play Naxx for the next few days.

Well, I've only had time to do one fight, but if it's any indication, you likely won't need to spend very long playing out the first week.  The fight wasn't particularly close.
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Grujah

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Re: Naxxramas cards
« Reply #133 on: July 22, 2014, 05:34:02 pm »
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Yeah, first 3 missions are easy-peasy, esp if you play with heavy minion deck.
Class missions are harder cuz you get a crappy deck.

I managed to beat 3 regular missions and 2 class ones (I lost one) before it crashed.
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markusin

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Re: Naxxramas cards
« Reply #134 on: July 22, 2014, 05:42:41 pm »
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Yeah, first 3 missions are easy-peasy, esp if you play with heavy minion deck.
Class missions are harder cuz you get a crappy deck.

I managed to beat 3 regular missions and 2 class ones (I lost one) before it crashed.
I'm hoping the issues stabilize after a few days.

Do Missions count towards daily quests?
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Kirian

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Re: Naxxramas cards
« Reply #135 on: July 22, 2014, 06:10:27 pm »
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Yeah, first 3 missions are easy-peasy, esp if you play with heavy minion deck.
Class missions are harder cuz you get a crappy deck.

I managed to beat 3 regular missions and 2 class ones (I lost one) before it crashed.
I'm hoping the issues stabilize after a few days.

Do Missions count towards daily quests?

Nope.  Only Arena or Play modes.
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KingZog3

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Re: Naxxramas cards
« Reply #136 on: July 22, 2014, 06:13:55 pm »
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I've done the 3 main ones, the class ones and one heroic. The heroic ones are insane. Opoonents have 45hp. First guy's power now summons 4/4's, and some his cards are better. The second one's power now costs 1mana and those acolytes are now 3/4's and give 3 attack to the hero. The third one has a 0 mana, return two minions to your opponent's hand, and starts with 2 haunted spiders. Second boss still easy is beaten by zoolock. The first one I'm told fell to Handlock, and the third I think will be weakest agaisnt Freeze mage.

Also, my impressions of the new cards are that Egg is the most useful. Haunted spider I can see maybe putting in an aggro paladin deck, but I don't think it's very valuable. The Battlecries cost more one seems fairly weak. I mean, what are you trying to counter with it? Chances are you have battlecry minions too, because they are some of the best ones (argus, SSC, Fire Elemental). Maexanna seems ok, but at 6 mana it better be killing Yetis and Drakes. If it's killing anything with 8 attack then it's no better than Cobra. I guess if you can buff it I guess it's great. Haven't tried it out yet though.
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markusin

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Re: Naxxramas cards
« Reply #137 on: July 22, 2014, 06:58:16 pm »
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I don't know about you guys, but the adventures were are super laggy for me right now. Like, there's 10 seconds between each move. Maybe there's too much traffic? I'll have to come back to this later.
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Watno

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Re: Naxxramas cards
« Reply #138 on: July 22, 2014, 08:34:54 pm »
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Murloc rushed through the easy ones (I needed to try the last one twice) and did the lass challenges (are there only 2 of these?).

The heroic mode sure sounds very hard.
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nkirbit

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Re: Naxxramas cards
« Reply #139 on: July 22, 2014, 08:35:52 pm »
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I don't know about you guys, but the adventures were are super laggy for me right now. Like, there's 10 seconds between each move. Maybe there's too much traffic? I'll have to come back to this later.

Yeah, same for me... I'm sure it's from the traffic.
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Twistedarcher

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Re: Naxxramas cards
« Reply #140 on: July 22, 2014, 08:48:37 pm »
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Murloc rushed through the easy ones (I needed to try the last one twice) and did the lass challenges (are there only 2 of these?).

The heroic mode sure sounds very hard.

I think it's 2 classes per wing
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nkirbit

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Re: Naxxramas cards
« Reply #141 on: July 22, 2014, 09:07:50 pm »
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I've done the 3 main ones, the class ones and one heroic. The heroic ones are insane. Opoonents have 45hp. First guy's power now summons 4/4's, and some his cards are better. The second one's power now costs 1mana and those acolytes are now 3/4's and give 3 attack to the hero. The third one has a 0 mana, return two minions to your opponent's hand, and starts with 2 haunted spiders. Second boss still easy is beaten by zoolock. The first one I'm told fell to Handlock, and the third I think will be weakest agaisnt Freeze mage.

Also, my impressions of the new cards are that Egg is the most useful. Haunted spider I can see maybe putting in an aggro paladin deck, but I don't think it's very valuable. The Battlecries cost more one seems fairly weak. I mean, what are you trying to counter with it? Chances are you have battlecry minions too, because they are some of the best ones (argus, SSC, Fire Elemental). Maexanna seems ok, but at 6 mana it better be killing Yetis and Drakes. If it's killing anything with 8 attack then it's no better than Cobra. I guess if you can buff it I guess it's great. Haven't tried it out yet though.

The battlecry is a good effect against freeze mage... cast it the turn they were planning on casting Alexstraza, and they suddenly cannot anymore.  I don't think it's nearly good enough, though.
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Jorbles

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Re: Naxxramas cards
« Reply #142 on: July 22, 2014, 11:29:04 pm »
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So the adventures are super easy as is the class challenges, but Heroic mode is nuts. Do you get anything from beating it? I beat Grand Widow Faerlina (who I think is probably the easiest), but there wasn't any reward. Do you get any cards/rewards for beating them or just the prestige of bragging about it?
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Jorbles

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Re: Naxxramas cards
« Reply #143 on: July 22, 2014, 11:30:04 pm »
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Grand Widow is the 2nd one for reference (I beat her with a Warrior Enrage Control Deck).
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Grujah

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Re: Naxxramas cards
« Reply #144 on: July 22, 2014, 11:31:41 pm »
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Could Ooze guy be abused? Like, with Paladin's +4/+4 or similar.

Egg is ok, it can make awkward situations for opponent.
Rogue card surprsingly bad, at least in adventures. 2/8 guy damn hard to get rid of.
« Last Edit: July 22, 2014, 11:32:42 pm by Grujah »
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Grujah

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Re: Naxxramas cards
« Reply #145 on: July 22, 2014, 11:33:09 pm »
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So the adventures are super easy as is the class challenges, but Heroic mode is nuts. Do you get anything from beating it? I beat Grand Widow Faerlina (who I think is probably the easiest), but there wasn't any reward. Do you get any cards/rewards for beating them or just the prestige of bragging about it?

Maybe Golden stuff?
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nkirbit

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Re: Naxxramas cards
« Reply #146 on: July 22, 2014, 11:34:11 pm »
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If you beat every single boss, from all 5 wings, you get a card back.

I also can't craft a Golden Maexxa.  Not that I really want to, but the options not there for me, and I'm not sure why.
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nkirbit

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Re: Naxxramas cards
« Reply #147 on: July 23, 2014, 12:33:35 am »
+1

I just finished all of the bosses on heroic... the last boss was the most fun, the deck I beat him with was pretty goofy.
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Grujah

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Re: Naxxramas cards
« Reply #148 on: July 23, 2014, 12:34:51 am »
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Does everybody get same class challenges in each wing?
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blueblimp

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Re: Naxxramas cards
« Reply #149 on: July 23, 2014, 01:06:58 am »
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I just finished all of the bosses on heroic... the last boss was the most fun, the deck I beat him with was pretty goofy.
Yep, last heroic boss was the most fun because her power is so weird. At first I tried to build a deck stuffed with charge minions, but it really doesn't work because she kills you before you can burn down her 45HP. Eventually I settled on a low-curve Shaman deck, because getting your totems bounced to hand is OK. MC Tech was a star as well, grabbing some great cards.
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Re: Naxxramas cards
« Reply #150 on: July 23, 2014, 01:29:41 am »
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I just finished all of the bosses on heroic... the last boss was the most fun, the deck I beat him with was pretty goofy.
Yep, last heroic boss was the most fun because her power is so weird. At first I tried to build a deck stuffed with charge minions, but it really doesn't work because she kills you before you can burn down her 45HP. Eventually I settled on a low-curve Shaman deck, because getting your totems bounced to hand is OK. MC Tech was a star as well, grabbing some great cards.

I played a priest deck stuffed with cheap battlecry minions.  Elven Archer, Voodoo Doctor, Ironbeak Owl, Mad Bomber, and Mind Control Tech were all downright amazing.  Throw in some shadow word deaths and big game hunters for giants, novas for board wipes, cabal shadow priest and shadow madness for stealing fun, and it's a good matchup.
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Grujah

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Re: Naxxramas cards
« Reply #151 on: July 23, 2014, 01:34:33 am »
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I am still trying to beat him. I'm not reading spoilers.

I had a fun situation where she had 7 1/1s and I could heal 7 each turn (Voodoo Doc, Earth Farseer, Hero Power).. but than my hand got full.  :( MCT seems good, btw. :D
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Re: Naxxramas cards
« Reply #152 on: July 23, 2014, 01:37:41 am »
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I have yet to play due to stupid download restrictions over cellular.  The iPad update is over 500 mb and you can't download anything over 100 mb.
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Re: Naxxramas cards
« Reply #153 on: July 23, 2014, 01:47:51 am »
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My Maexx heroic strategy is probably more luck based, but it worked.

I just made a Hunter to the face deck. Drop Bluegill/Wolfrider/Leeroy each turn to burn the face since they get bounced anyways. Use Freezing Trap to bounce the larger minions, AI is dumb enough to attack with the largest creature first. Your goal is to get 7 weak creatures on their side of the board so that they can't play any good creatures. One turn before I was going to die, I dropped 2 Timbers, Unleash, Explosive Trap and hit for 15. Maexx triggers Explosive, I live one more turn to finish off with Leeroy. You do have to get lucky though - you have to draw some kind of Unleash combo fast, and have your Explosives
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Re: Naxxramas cards
« Reply #154 on: July 23, 2014, 01:53:54 am »
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I think people are too harsh on "more win" cards, as if as soon as you get a lead you don't need to do anything more and you're guaranteed to win.  Board flips happen.  You need "more win" cards to make board flips harder and cement your advantage.  It's just as important to convert your advantage into a win, as it is to grab that advantage in the first place.
Win more cards like Cairne Bloodhoof, who offers poor stabilization on incoming damage but makes your board hard to flip, are good.  That isn't what kelthuz does, he takes a winning board that is vulnerable to molten shadowflame and turns it into a winning board that is still vulnerable to molten shadowflame.

Being vulnerable to Molten Shadowflame is not a dealbreaker. Very few cards are not. Kel'thuzad turns a tempo advantage into an actual board advantage. If you would have traded a minion anyway, then Kel'thuzad is a 6/8 + a copy of the minion. _Any_ minion makes that good value. Even without a minion, your opponent can't afford to let it stick, so it's decent. The only issue is that it's an 8-drop, and you just can't have too many of those.
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Re: Naxxramas cards
« Reply #155 on: July 23, 2014, 02:14:02 am »
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Oh, so Naxxramus cards are in arena now too. Just got the 5/5 for 4, bounce on death. I'm really tempted to pick it up but it's competing against Assassinate...

Eh I'll take it have lots of battlecry this draft anyways.
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Re: Naxxramas cards
« Reply #156 on: July 23, 2014, 02:47:50 am »
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I am still trying to beat him. I'm not reading spoilers.

I had a fun situation where she had 7 1/1s and I could heal 7 each turn (Voodoo Doc, Earth Farseer, Hero Power).. but than my hand got full.  :( MCT seems good, btw. :D


Hmm.. Alextrasza.... seems like a sure way to win. Too bad I don't own that card yet :S
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Re: Naxxramas cards
« Reply #157 on: July 23, 2014, 03:36:23 am »
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I am still trying to beat him. I'm not reading spoilers.

I had a fun situation where she had 7 1/1s and I could heal 7 each turn (Voodoo Doc, Earth Farseer, Hero Power).. but than my hand got full.  :( MCT seems good, btw. :D


Hmm.. Alextrasza.... seems like a sure way to win. Too bad I don't own that card yet :S

I'm considering crafting that card too, since it seems like the easiest way to beat the first heroic boss. Basically play freeze mage, stall until you draw Alextrasza and hit face. I don't have the Ice Blocks though, but Alextrasza in general seems good against 45 hp heroes.
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Re: Naxxramas cards
« Reply #158 on: July 23, 2014, 03:42:29 am »
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I am still trying to beat him. I'm not reading spoilers.

I had a fun situation where she had 7 1/1s and I could heal 7 each turn (Voodoo Doc, Earth Farseer, Hero Power).. but than my hand got full.  :( MCT seems good, btw. :D


Hmm.. Alextrasza.... seems like a sure way to win. Too bad I don't own that card yet :S

Hah! Solved it! I actually made a true combo deck unlike other people. :P

Basically my combo was: Guardian of Kings + Earthen Far Seer + Arcane Golem
You mulling into Blessing of Wisdom - This is pretty much only card draw so you need to have it. Your goal is to get all minions on his side to have 1 power. Not that hard as most spiders do, and you can time your equality/conesecrate/Wild Pyro things so that max number of spiderlings spawn. Humility and "Humility on a body" help too. Heals as well (Voodoo Doc/Holy Light).
So, you survive somehow till turn 10 while his board is all 1 in power. It's not that hard to do, all you need to do is set up the board on turn 5-6 and be at more than 3 life, as from turn 7 onwards you play Guardian of Kings each turn. Arcane Golem + Guardian of Kings deals 4 damage to him and you go down 1 hp next turn. Guardian of Kings + Far Seer deal no damage to him but you will go 2 hp up. So, you Arcane + GoK when you are above 1, Far Seer + GoK when at 1 hp. When she gets low enough, FINISH HER!


Edit:
Now that I think of it, you can do the same concept much more efficiently:
Priest, Two Earthen Far Seers + Leeroy.
Starting with 7 mana (on his low-damage full board) either double Far Seer if you have to or Leeroy / Far seer if you can afford it.

« Last Edit: July 23, 2014, 04:44:26 am by Grujah »
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Re: Naxxramas cards
« Reply #159 on: July 23, 2014, 04:05:02 am »
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Do the adventure games count toward daily quests?
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Re: Naxxramas cards
« Reply #160 on: July 23, 2014, 04:16:14 am »
+1

By the way, Anu'bar Ambusher is looking very nice in arena. It's filling the niche of "fat 4 cost" that my deck was missing, and it actually doesn't hurt you that much if at all. My arena deck doesn't run too many high end cards, and it usually ends up staying alive to do good damage since they don't have 5 damage to kill it, but do have the damage to kill my 3/2, for example.

Or you end up dropping it on an empty board and you're just set.
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Re: Naxxramas cards
« Reply #161 on: July 23, 2014, 04:16:47 am »
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@ash - no. Only the "7 wins in any mode" one counts there.
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Re: Naxxramas cards
« Reply #162 on: July 23, 2014, 05:56:37 am »
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First two heroics were pretty easy to beat with zoo. I'll wait a bit to deal with last. Also got one more pack with 2 legendaries, on EU this time. Jones + Millhouse
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Re: Naxxramas cards
« Reply #163 on: July 23, 2014, 06:01:30 am »
+1

Naxx felt a bit...anticlimactic.  Three easy wins and a legendary.

On to heroic, but that just didn't feel like much.
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Re: Naxxramas cards
« Reply #164 on: July 23, 2014, 09:28:05 am »
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Naxx felt a bit...anticlimactic.  Three easy wins and a legendary.

On to heroic, but that just didn't feel like much.

Agreed a little, but new cards are fun even if they aren't the most useful ones we saw. The heroic is a nice challenge. I think we would all like it better if we waited till all the wings were open before playing it.

And I feel the bosses might get harder in the next areas.
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Re: Naxxramas cards
« Reply #165 on: July 23, 2014, 09:42:49 am »
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Naxx felt a bit...anticlimactic.  Three easy wins and a legendary.

On to heroic, but that just didn't feel like much.

Agreed a little, but new cards are fun even if they aren't the most useful ones we saw. The heroic is a nice challenge. I think we would all like it better if we waited till all the wings were open before playing it.

And I feel the bosses might get harder in the next areas.

It was nice to see mechanics from the raid showing up in the fights.

Anub'rekhan spawned two very large spiders every 90 seconds or so that had to be tanked and killed before you killed him.  He also had Locust Swarm, which was just nasty AOE that had to be turned away from the raid IIRC.

Faerlina had her worshippers that boosted her power, and of course had a rain of fie.  Don't stand in the fire, idiots!

Maexxna hit a fifth of the raid with Web Wraps and they had to be broken out of them or the whole raid would get encased.
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Re: Naxxramas cards
« Reply #166 on: July 23, 2014, 09:48:37 am »
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(I was a warrior tank in vanilla, then a druid tank from Karazhan until the start of Cataclysm)
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Re: Naxxramas cards
« Reply #167 on: July 23, 2014, 12:27:25 pm »
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The first wing was pretty easy. The "normal" battles weren't really challenging. The class challenges weren't really challenging. And I only lost one game against Faerlina on heroic. The other two I took down on my first try. Without crafting any special decks for the battles.
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Re: Naxxramas cards
« Reply #168 on: July 23, 2014, 12:28:39 pm »
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Edit:
Now that I think of it, you can do the same concept much more efficiently:
Priest, Two Earthen Far Seers + Leeroy.
Starting with 7 mana (on his low-damage full board) either double Far Seer if you have to or Leeroy / Far seer if you can afford it.


It's a bit harder to enforce the low-damage full board with Priest. I did it with Priest (3 out of 4 times, so it's decently consistent) with the following list:
0 - 2x circle
1 - 2x smite, 2x shield, 2x voodoo
2 - 2x mind blast, 2x pain, 2x bluegill, 2x pyro
3 - 2x death, 2x farseer, 2x wolfrider
4 - 1x mass dispell, 2x soulpriest, 1x leeroy
5 - 2x nova
6 - 1x fire
9 - 1x alexstrazsa

Alexstrazsa is not necessary, but clearly nice, since I have him. The idea is to actually just heal early with Voodoo/Farseer/hero power, then clear his board with Pyro combos, Nova, Soulpriest+circle, and Death/Holy Fire/charge minions to remove the bigger stuff. Eventually, you can get to the point where you just Soulpriest, Farseer, hero power to clear whatever small minions he can play (and use stronger removal instead if he plays something big). As you are in complete control, you can throw excess damage to the face (Alexstrazsa is nice for kickstarting this phase) and once he's in kill range, just start Mind Blasting (if you didn't have to use them earlier for Pyro) and charging face.

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Re: Naxxramas cards
« Reply #169 on: July 23, 2014, 01:15:25 pm »
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Wow this deck worked like a charm. I managed to keep him with all 1/1's and a 1/2 taunt for a long time, healing 6hp every turn, him doing 7. Eventually I cleared it because my hand was getting full. I didn't get my pyromancers till the end, but you need to have Soulpriest and Voodoo+Earthen. When he drops the 4/6, cant cant target with spell you have to be able to kill it fast enough. I was forced to lose a minion once in a while due to playing 3 in 1 turn, but often you can get it to trade, so it's not a total loss.
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Re: Naxxramas cards
« Reply #170 on: July 24, 2014, 08:13:06 am »
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I was thinking the Heroic hero power Rain of Fire was OP then I loaded up the third boss- 0mana double sap! Eurgh
Did it similar to Titandrake though thought I was toast when my second UTH got discarded due to too much card draw, explosive traps kept me in it until I could get tonnes of powered up beasts out
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Re: Naxxramas cards
« Reply #171 on: July 24, 2014, 08:33:36 am »
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Did everyone get Druid/rogue?

Thoughts on the two cards in constructed?
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Re: Naxxramas cards
« Reply #172 on: July 24, 2014, 08:34:17 am »
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Yeah. At least I got them.
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Jorbles

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Re: Naxxramas cards
« Reply #173 on: July 24, 2014, 10:24:48 am »
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Did everyone get Druid/rogue?

Thoughts on the two cards in constructed?

Poison Seeds seems best for some sort of token deck. Not great if you're running a druid deck with it's big bruisers.
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blueblimp

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Re: Naxxramas cards
« Reply #174 on: July 24, 2014, 11:53:21 am »
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I put Haunted Creeper and Nerubian Egg in zoo and have been playing that. I'm not totally convinced by either. Haunted Creeper is a bit uninspiring in its 1/2 form: it takes a long time to die, until then is pretty bad, and even when it does die the two 1/1s are not very exciting. Nerubian Egg is surprisingly hard to activate. Even if I can buff it to have attack, my opponent might not have a minion out to smack it against. I may be underestimating the AOE defense since that's more invisible (if my opponent chooses to not use AOE because they see the egg).

I've seen some people running these cards in zoos where they include more activations, like Power Overwhelming and Void Terror. Not really convinced by that either, because those cards seem pretty bad in zoo if they aren't activating Creeper/Egg. Dunno.
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Jorbles

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Re: Naxxramas cards
« Reply #175 on: July 24, 2014, 12:18:20 pm »
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I've been using the Egg quite a bit recently and I really like it in an Ancient Watcher style deck. Silences don't activate it, but taunts and any attack buffs do. Egg would synergize well with Poison Seeds and Druid Marks, but I've been using it in a Paladin deck with various attack buffs (Dire Wolf Alpha, Blessing of Might/Kings) and Defender/Sunfury. It's not mind blowing, but I'm still tweaking the deck. I tried Paladin because I had a Paladin quest to do and it worked better than I thought it would. I even managed to use an Aldor Peacekeeper to activate it once which surprised me, but is probably only useful very situationally.

I think I'll try it in a Druid Watcher deck and see if that seems better. It seems like an okay time to try out Poison Seeds as well.

edit: wrong card name.
« Last Edit: July 24, 2014, 12:20:36 pm by Jorbles »
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Jorbles

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Re: Naxxramas cards
« Reply #176 on: July 24, 2014, 12:25:30 pm »
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Shaman seems pretty legit to work with Eggs too.

Rockbiter/Flame Tongue Totem/Reincarnate/Ancestral Spirit (see edit) all seem like pretty good ways to get an Egg into the game, and if your Egg sticks around unactivated for awhile because of a bad draw when you eventually get Blood Lust it's an extra body.

Edit: Ancestral Healing and Ancestral Spirit seem like less good, but occasionally useful ways to get Egg into the game to be perfectly honest. Spirit is more of a way to get the Egg into the game in a better way, not an activator itself.
« Last Edit: July 24, 2014, 12:28:33 pm by Jorbles »
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Re: Naxxramas cards
« Reply #177 on: July 24, 2014, 12:28:19 pm »
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I've been seeing a lot of Creeper. More than Egg, which surprises me for some reason. I thought Creeper was good for Hunter, but then the two 1/1s werent beasts. I've seen aggro paladins use them, which seems like the best fit. They already spam 1/1's with their hero power, this is just more minions to deal with in 1 card. I've seen Egg is Druid, which is silly because he used Mark of the Wild to be able to activate it. Also just played Priest who was running it. I beat him.
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Jorbles

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Re: Naxxramas cards
« Reply #178 on: July 24, 2014, 12:32:30 pm »
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Do people like Maexxna? I tossed her into my Paladin deck because Taunts make her a bit more useful, but she's pretty underwhelming. Best case scenario she takes down maybe 2 big creatures, but most competent opponents won't let that happen. I could see running her in a Warrior deck maybe where you can give her charge, but I've found she usually dies or is silenced before she can do anything.
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Jorbles

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Re: Naxxramas cards
« Reply #179 on: July 24, 2014, 12:37:38 pm »
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I've been seeing a lot of Creeper. More than Egg, which surprises me for some reason. I thought Creeper was good for Hunter, but then the two 1/1s werent beasts. I've seen aggro paladins use them, which seems like the best fit. They already spam 1/1's with their hero power, this is just more minions to deal with in 1 card. I've seen Egg is Druid, which is silly because he used Mark of the Wild to be able to activate it. Also just played Priest who was running it. I beat him.

I thought Creeper might be good in a beat down deck because of guaranteed board presence, but after trying it once that is clearly not it's strength. A 1/2 minion isn't enough presence for anyone to care about it and it can usually be ignored. Not really sure where this card fits in, but 3/4 of minion for 2 mana seems like it should be useful.
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KingZog3

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Re: Naxxramas cards
« Reply #180 on: July 24, 2014, 12:41:49 pm »
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Do people like Maexxna? I tossed her into my Paladin deck because Taunts make her a bit more useful, but she's pretty underwhelming. Best case scenario she takes down maybe 2 big creatures, but most competent opponents won't let that happen. I could see running her in a Warrior deck maybe where you can give her charge, but I've found she usually dies or is silenced before she can do anything.

I'm trying her out in my Shaman deck. I thought she was underwhelming, but 8 health puts her out of most spell ranges, and if their board is empty, she threatens to kill anything they play, big or small. Basically she's a pain in the ass to kill, often I think will need eaither silencing or specific spell like SW: Pain or Hex. Even taking out thing like Yeti and Drakes is big, and allows me to more easily keep board control. And even small minions with 3 health aren't the biggest waste, since it means your other minions are free to be useful, essentially more efficiently distributing your attack power.

EDIT: Actually, do combos count as Battlecrys? If not, that could be an interesting interaction with Weblord in a tempo rogue deck. Slows down opponents, but doesn't affect your battlecrys.
« Last Edit: July 24, 2014, 01:37:56 pm by KingZog3 »
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Re: Naxxramas cards
« Reply #181 on: July 24, 2014, 02:39:54 pm »
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On another note, Spectral Knight displaces Harvest Golem as the second-best arena common neutral, behind Yeti. Being Fireball-proof is HUGE. I don't really like that they threw the Faerie Dragon effect on another minion, because that effect reduces the plays and combos available to both you and your opponent, which makes the game less interesting IMO.
I have a similar concern. Faerie Dragon's stats makes it so that pretty much every deck can muster the minion force or indirect damage to deal with it (it can't be buffed with spells either). The Spectral Knight, with its considerable stats, almost forces the other player to have some means of getting sizable minions. you don't want to decrease variety (of course, there's all sorts of new stuff with Naxxramas that I think adds variety).

The hex-proof effects is not the kind of bonus whose value that is independent of the creature's base stats. What would you guys think of a 9-mana 8/8 Legendary that had the Faerie Dragon ability? I'm actually legitimately curious if it's strong, but my initial guess is that it would be quite strong.
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popsofctown

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Re: Naxxramas cards
« Reply #182 on: July 24, 2014, 02:55:53 pm »
+2

i got the beast in my sights..
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Re: Naxxramas cards
« Reply #183 on: July 24, 2014, 03:23:41 pm »
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Re: Naxxramas cards
« Reply #184 on: July 24, 2014, 03:25:12 pm »
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On a side note, I seem to suffer from noun capitalization syndrome.
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Re: Naxxramas cards
« Reply #185 on: July 24, 2014, 06:45:01 pm »
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I'm playing token hunter with the new spiderlings
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Re: Naxxramas cards
« Reply #186 on: July 24, 2014, 07:10:51 pm »
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A few thoughts:

Druid -- I added two eggs and a poison seeds to my token druid deck.  Generally, it seems pretty good.  I had added a MotW for an Egg, but took it out fairly quickly.  I can activate an egg with Wrath, but generally he's AOE protection.  As for Poison Seeds, it's pretty good as mass big minion removal, and it's pretty neat with the egg.  I had a combo going where I cleared his strong board and replaced with treants, but couldn't draw a Swipe to save my life to match up with Kobold.  On a even board with egg, you get matching treants plus the 4/4 spider.  Neat.

Rogue -- the 5/5 for 4 is pretty nice.  Better than Yeti as a body.  The deathrattle is more annoying than I thought, though.  One thing I learned -- Sylvanas's deathrattle will steal your minion before it gets returned to hand by the deathrattle.  Lame.  I got Alex back in my hand once, as well.  Still, I like it.

I added the spiderlings to my warrior deck, but dropped them.


On Maexxna...I'm torn.  I've gotten good use out of her multiple times, as she's pretty good for board clearance.  In my rogue deck, which is decidedly lame anyway, I was able to Maexxna, deadly poison my hero dagger x2, blade flurry to clear the board.  And then sometimes she's just lame.
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Re: Naxxramas cards
« Reply #187 on: July 24, 2014, 08:45:13 pm »
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Rogue -- the 5/5 for 4 is pretty nice.  Better than Yeti as a body.  The deathrattle is more annoying than I thought, though.  One thing I learned -- Sylvanas's deathrattle will steal your minion before it gets returned to hand by the deathrattle.  Lame.  I got Alex back in my hand once, as well.  Still, I like it.
Only if Sylvanas was played before the spider, right?
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Re: Naxxramas cards
« Reply #188 on: July 24, 2014, 08:52:42 pm »
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Rogue -- the 5/5 for 4 is pretty nice.  Better than Yeti as a body.  The deathrattle is more annoying than I thought, though.  One thing I learned -- Sylvanas's deathrattle will steal your minion before it gets returned to hand by the deathrattle.  Lame.  I got Alex back in my hand once, as well.  Still, I like it.
Only if Sylvanas was played before the spider, right?

Dunno.  This was the case in my game, though.
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Re: Naxxramas cards
« Reply #189 on: July 24, 2014, 09:15:03 pm »
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Zog and I noticed that Knife Juggler got stealth nerfed, he now can throw knives at dead minions if there are multiple consecutive throws, like double Knife Juggler or Murloc Tidehunter.  I doubt it's intentional.
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Re: Naxxramas cards
« Reply #190 on: July 24, 2014, 09:42:07 pm »
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Zog and I noticed that Knife Juggler got stealth nerfed, he now can throw knives at dead minions if there are multiple consecutive throws, like double Knife Juggler or Murloc Tidehunter.  I doubt it's intentional.
It's on Blizzard's known issues list. (I'm not at a computer so can't give a link, sorry.)
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Re: Naxxramas cards
« Reply #191 on: July 24, 2014, 10:04:30 pm »
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I beat the heroic mode challenges. I'm not sure how you're supposed to go about the anub' challenge. I just got lucky with double super-buffed Scavenging Hyenas.
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Re: Naxxramas cards
« Reply #192 on: July 24, 2014, 11:59:39 pm »
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I beat the heroic mode challenges. I'm not sure how you're supposed to go about the anub' challenge. I just got lucky with double super-buffed Scavenging Hyenas.
My general method. The 4/4s are the main problem. I used a handlock variant, since Ancient Watcher and Azure Drake are already good at clearing 4/4s, and added in some additional 4 attack minions: Yeti, Sunwalker. Also MC Tech is useful. I won first try but my luck was good.
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Re: Naxxramas cards
« Reply #193 on: July 25, 2014, 12:34:07 am »
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I beat the heroic mode challenges. I'm not sure how you're supposed to go about the anub' challenge. I just got lucky with double super-buffed Scavenging Hyenas.
My general method. The 4/4s are the main problem. I used a handlock variant, since Ancient Watcher and Azure Drake are already good at clearing 4/4s, and added in some additional 4 attack minions: Yeti, Sunwalker. Also MC Tech is useful. I won first try but my luck was good.

I didn't beat it yet, but a friend told me Handlock worked well for him, and it seems to be the easiest class to beat him with.
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Re: Naxxramas cards
« Reply #194 on: July 25, 2014, 02:52:06 am »
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Beat the first heroic boss. Turns out a generic Zoolock deck is good enough - the trick is that the AI likes to make advantageous trades, so you go for face instead, relying on hero power to not run out of steam and hoping the AI doesn't attack you directly. It might be more consistent with an aggro warlock, since I got a bit of luck by buffing a DID to a 5/5 and drawing Doomguard turn 6 after an Abomination cleared the board.
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Re: Naxxramas cards
« Reply #195 on: July 25, 2014, 04:52:08 am »
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I also just used zoo, and even played as usual and killed him on first attempt. Probably was lucky through
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Re: Naxxramas cards
« Reply #196 on: July 25, 2014, 07:55:15 am »
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Do people like Maexxna? I tossed her into my Paladin deck because Taunts make her a bit more useful, but she's pretty underwhelming. Best case scenario she takes down maybe 2 big creatures, but most competent opponents won't let that happen. I could see running her in a Warrior deck maybe where you can give her charge, but I've found she usually dies or is silenced before she can do anything.

I'm trying her out in my Shaman deck. I thought she was underwhelming, but 8 health puts her out of most spell ranges, and if their board is empty, she threatens to kill anything they play, big or small. Basically she's a pain in the ass to kill, often I think will need eaither silencing or specific spell like SW: Pain or Hex. Even taking out thing like Yeti and Drakes is big, and allows me to more easily keep board control. And even small minions with 3 health aren't the biggest waste, since it means your other minions are free to be useful, essentially more efficiently distributing your attack power.

EDIT: Actually, do combos count as Battlecrys? If not, that could be an interesting interaction with Weblord in a tempo rogue deck. Slows down opponents, but doesn't affect your battlecrys.
Not sure what to think of Maexxna. Compare with Boulderfist Ogre. Maexxna has 1 extra health, which is really neat, but Boulderfist's 6 damage is usually sufficient for killing minions and threatens good face damage. Maexxna is vulnerable to weapons and silence.

So Maexxna seems better for control decks. It also trades favourably against Boulderfist, which leaves her left with 2 health and so isn't finished off by ping.

I should try her in my Warrior deck.
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Re: Naxxramas cards
« Reply #197 on: July 25, 2014, 10:18:50 am »
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I beat the heroic mode challenges. I'm not sure how you're supposed to go about the anub' challenge. I just got lucky with double super-buffed Scavenging Hyenas.
My general method. The 4/4s are the main problem. I used a handlock variant, since Ancient Watcher and Azure Drake are already good at clearing 4/4s, and added in some additional 4 attack minions: Yeti, Sunwalker. Also MC Tech is useful. I won first try but my luck was good.

I didn't beat it yet, but a friend told me Handlock worked well for him, and it seems to be the easiest class to beat him with.

Yeah, I used Handlock (my normal one has Sunwalker), kept Molten Giant on the mulligan and won easily.
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Re: Naxxramas cards
« Reply #198 on: July 25, 2014, 10:22:37 am »
0

I beat the heroic mode challenges. I'm not sure how you're supposed to go about the anub' challenge. I just got lucky with double super-buffed Scavenging Hyenas.
My general method. The 4/4s are the main problem. I used a handlock variant, since Ancient Watcher and Azure Drake are already good at clearing 4/4s, and added in some additional 4 attack minions: Yeti, Sunwalker. Also MC Tech is useful. I won first try but my luck was good.

I didn't beat it yet, but a friend told me Handlock worked well for him, and it seems to be the easiest class to beat him with.

Yeah, I used Handlock (my normal one has Sunwalker), kept Molten Giant on the mulligan and won easily.
Heh, I don't have the cards for Handlock yet. I don't even have a single giant. I won with a Buzzard+UTH deck with some taunts here are there. I guess I got lucky.
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Re: Naxxramas cards
« Reply #199 on: July 25, 2014, 10:30:34 am »
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So Maexxna seems better for control decks. It also trades favourably against Boulderfist, which leaves her left with 2 health and so isn't finished off by ping.

Maexxna is a really solid 6-drop which will almost always go 2-for-1. It's kind of like Cairne, but better vs control, since it can kill stuff like Ysera. She is at least decent if unspectacular in any deck where your curve can tolerate a 6-drop with no face damage potential (i.e. 6 is not the top of your curve).
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Re: Naxxramas cards
« Reply #200 on: July 25, 2014, 10:38:52 am »
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I was pretty lucky in my first game against the first Heroic boss- I went with my Control Warrior, and the 2-8 Taunt guys got killed and gave me an alextraza and then a grom, which I promptly Inner Raged and then next turn Facelessed in turn 6 I think.
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Re: Naxxramas cards
« Reply #201 on: July 25, 2014, 01:44:47 pm »
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I was pretty lucky in my first game against the first Heroic boss- I went with my Control Warrior, and the 2-8 Taunt guys got killed and gave me an alextraza and then a grom, which I promptly Inner Raged and then next turn Facelessed in turn 6 I think.

Those 2/8 Taunt guys (Death Lord?) seem like they're going to be really inconsistent performers. Sure they'll be great against fast face decks, but playing them against anything that plans on going past 6 or 7 turn games is going to be really scary. I don't think I'll be running them ever.
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Re: Naxxramas cards
« Reply #202 on: July 25, 2014, 03:24:39 pm »
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I was pretty lucky in my first game against the first Heroic boss- I went with my Control Warrior, and the 2-8 Taunt guys got killed and gave me an alextraza and then a grom, which I promptly Inner Raged and then next turn Facelessed in turn 6 I think.

Those 2/8 Taunt guys (Death Lord?) seem like they're going to be really inconsistent performers. Sure they'll be great against fast face decks, but playing them against anything that plans on going past 6 or 7 turn games is going to be really scary. I don't think I'll be running them ever.

Not to mention SW: Pain kills them and puts a strong minion on the board, since Priest runs mostly strong minions.
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Re: Naxxramas cards
« Reply #203 on: July 25, 2014, 03:40:54 pm »
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I was pretty lucky in my first game against the first Heroic boss- I went with my Control Warrior, and the 2-8 Taunt guys got killed and gave me an alextraza and then a grom, which I promptly Inner Raged and then next turn Facelessed in turn 6 I think.

Those 2/8 Taunt guys (Death Lord?) seem like they're going to be really inconsistent performers. Sure they'll be great against fast face decks, but playing them against anything that plans on going past 6 or 7 turn games is going to be really scary. I don't think I'll be running them ever.

Not to mention SW: Pain kills them and puts a strong minion on the board, since Priest runs mostly strong minions.

Priest is an underplayed class, so maybe that's Blizzard's plan?
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Re: Naxxramas cards
« Reply #204 on: July 25, 2014, 03:44:24 pm »
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I was pretty lucky in my first game against the first Heroic boss- I went with my Control Warrior, and the 2-8 Taunt guys got killed and gave me an alextraza and then a grom, which I promptly Inner Raged and then next turn Facelessed in turn 6 I think.

Those 2/8 Taunt guys (Death Lord?) seem like they're going to be really inconsistent performers. Sure they'll be great against fast face decks, but playing them against anything that plans on going past 6 or 7 turn games is going to be really scary. I don't think I'll be running them ever.

Not to mention SW: Pain kills them and puts a strong minion on the board, since Priest runs mostly strong minions.

Priest is an underplayed class, so maybe that's Blizzard's plan?

I think it is. There seem to be lots of reasons to have Silencing now, and some of the new cards, like the 3/5 taunter and the 2/8 taunter, are both suitable targets for SW: Pain, and Maexxna too for that matter.
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Re: Naxxramas cards
« Reply #205 on: July 25, 2014, 04:16:44 pm »
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Cabal priest loves Maexxna.
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Re: Naxxramas cards
« Reply #206 on: July 25, 2014, 05:13:03 pm »
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Cabal priest loves Maexxna.
But how often it that going to turn up, or Stampeding Kodo for that matter.

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Re: Naxxramas cards
« Reply #207 on: July 25, 2014, 05:27:58 pm »
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Depends on how often people play maexxna, and how often they play priest. It's definitely a hard counter at the same mana cost.

In a related point, for a tempo priest (which is the kind of deck I'm trying to build), there are way too many cards you want at 6 mana: holy fire, cabal, maexxna, temple enforcer, sylvanas, black knight, argent commander.
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Re: Naxxramas cards
« Reply #208 on: July 25, 2014, 06:07:32 pm »
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Depends on how often people play maexxna, and how often they play priest. It's definitely a hard counter at the same mana cost.

In a related point, for a tempo priest (which is the kind of deck I'm trying to build), there are way too many cards you want at 6 mana: holy fire, cabal, maexxna, temple enforcer, sylvanas, black knight, argent commander.
I have Cabal, so I use it. For some reason, I can't get much value out of my Enforcers. I'm still experimenting with a sort of tempo priest myself. I don't have Auchenai or much else for shadow priest.
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popsofctown

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Re: Naxxramas cards
« Reply #209 on: July 25, 2014, 06:35:29 pm »
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Kodo is pretty popular
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Re: Naxxramas cards
« Reply #210 on: July 25, 2014, 06:46:06 pm »
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Cabal is much better than temple enforcer in typical constructes decks atm. You face a lot of zoo, and it's good for that. Temple enforcer requires you to stick a minion. Current solutions for that are Tiger and kind of watcher. Shade and loatheb will also work. Technically spectral knight will too, but you can't heal him with hero power. Once cultist shows up, there will be another card with the same effect, which might make running this type of combo worth it. Right now, temple enforcer is just great in arena and bad in constructed.
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Re: Naxxramas cards
« Reply #211 on: July 25, 2014, 07:02:37 pm »
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I for one am looking forward to our new priest overlords. Or at least, better Priest decks.
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Re: Naxxramas cards
« Reply #212 on: July 25, 2014, 07:45:07 pm »
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I for one am looking forward to our new priest overlords. Or at least, better Priest decks.
I expect them to at least see more use.

Yeah my constructed deck did better once I removed Enforcers. Still not sure why. It was part of my shift to a more solid midgame. I had included a Kodo and a Cabal, and I think Sunwalkers.
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Re: Naxxramas cards
« Reply #213 on: July 25, 2014, 08:14:17 pm »
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I for one am looking forward to our new priest overlords. Or at least, better Priest decks.
I expect them to at least see more use.

Yeah my constructed deck did better once I removed Enforcers. Still not sure why. It was part of my shift to a more solid midgame. I had included a Kodo and a Cabal, and I think Sunwalkers.

Well, Enforcer isn't that great by itself. You really need another creature out, and it gets the most value when your boards are around even (say a 4/4 vs a 4/4). No attack buff means you have to be able to trade with your board to kill something for free - if they made that trade first then it's more underwhelming.

I mean 6/6 is a very respectable body, but Cabal and Kodo deal with early aggression so much better.
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Re: Naxxramas cards
« Reply #214 on: July 26, 2014, 02:32:28 pm »
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Hmm, Maexxna is actually a beast. I've trying the card out with Hunter. Works well with Bestial Wrath. Competes with Savannah Highmane though. Still might be playable there.
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Re: Naxxramas cards
« Reply #215 on: July 26, 2014, 05:07:10 pm »
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Not sure if bug, but this can happen now:

He has 0/1 Nerub egg, you have two Knife Jugglers.
You play a minion, both Jugglers hit Nerub Egg (wasting 1 damage, essentially).
I am pretty sure that's not how it worked with Harvest Golem.
Did they stealth neft Juggler? This kind of thing now seems to happen with all minions. 1 Knife juggler can overkill a unit with say Unleash the Hounds. Was it always like that?
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Re: Naxxramas cards
« Reply #216 on: July 26, 2014, 05:15:45 pm »
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Zog and I noticed that Knife Juggler got stealth nerfed, he now can throw knives at dead minions if there are multiple consecutive throws, like double Knife Juggler or Murloc Tidehunter.  I doubt it's intentional.
It's on Blizzard's known issues list. (I'm not at a computer so can't give a link, sorry.)
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Re: Naxxramas cards
« Reply #217 on: July 26, 2014, 05:21:11 pm »
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I noticed they changed Ancestral Spirit to give the until and official "Deathrattle." I guess to avoid confusion with rules.
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Re: Naxxramas cards
« Reply #218 on: July 27, 2014, 12:11:42 am »
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Hmm, Maexxna is actually a beast. I've trying the card out with Hunter. Works well with Bestial Wrath. Competes with Savannah Highmane though. Still might be playable there.

I see no synergy with beastial wrath. It already kills anything and has high health...
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Re: Naxxramas cards
« Reply #219 on: July 27, 2014, 12:48:00 am »
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Hmm, Maexxna is actually a beast. I've trying the card out with Hunter. Works well with Bestial Wrath. Competes with Savannah Highmane though. Still might be playable there.

I see no synergy with beastial wrath. It already kills anything and has high health...
I see plenty of giants these days. Having the option to conserve health is nice If it comes up. There's lots of other stuff Bestial wrath can do instead though.
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popsofctown

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Re: Naxxramas cards
« Reply #220 on: July 27, 2014, 08:41:26 pm »
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Bestial wrath is an unplayable card right now.  Probably isn't going to change.  Sorry, but it is.  It's usually a more conditional version of ancestral healing.
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Re: Naxxramas cards
« Reply #221 on: July 27, 2014, 08:47:32 pm »
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Bestial wrath is an unplayable card right now.  Probably isn't going to change.  Sorry, but it is.  It's usually a more conditional version of ancestral healing.
Hunter ain't got ancestral healing. But seriously, I see it as a more conditional hunter's mark or arcane shot. I use 1 in my hunter deck, and it often leaves me with 1 less dead minion than I would have with hunter's mark arcane shot. I've been using it as a personal preference, but I didn't realize it was considered unplayable.

Edit:oh ancestry healing is the full health + taunt thing, not the revive after death thing. In that case, bestial wrath and ansestral healing are totally different. Ancestral healing doesn't do much if your minions have too low base health to survive an attack, and Hunter has lots of those.
« Last Edit: July 27, 2014, 08:53:42 pm by markusin »
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popsofctown

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Re: Naxxramas cards
« Reply #222 on: July 27, 2014, 09:17:47 pm »
0

Whenever I try a one-of, I seem to end up using it to make a crocolisk painlessly remove a sarge or something.  That's just where the use case seems to wind up for me..
I've never seen it used at a high level, don't see it pop up when I get in the 1-5 ranks, so yeah, it seems to pretty unanimously get considered unplayable.  It's a lot like Giant Growth from magic, the maximum possible value is really really high, but having both a friendly minion and an enemy minion and a way to make sure they fight eachother while you have the mana to spare ends up being too many hoops, usually. 

If you use it to rescue 1/1's, it sometimes gets considered less of a value play because any /1 is in the "swipe debris" status where mortal coil, swipe, and fan can all get really high value in the process of clearing it out.  It's the reason Commanding Shout is unplayable or incredibly close to it, even though it's a cheap cantrip that can save three creatures, swipe debris is swipe debris
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markusin

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Re: Naxxramas cards
« Reply #223 on: July 27, 2014, 10:47:40 pm »
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Best case scenario for Beatial Wrath is using it to let a minion like huffer or Scavenging Hyena kill more formidable minions. I'm only around the 11-15 ranks though. Maybe my opinion of the card will change once I get to higher ranks, or once I acquire other cards to replace it with, say Flare.
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Re: Naxxramas cards
« Reply #224 on: July 27, 2014, 11:37:46 pm »
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The thing about Bestial Wrath is that it's rare that you meet all the conditions to get the full value from it. It's usually either an Abusive Sergeant or a Hand of Protection for 1 mana more, which is fine, but not great. It's kind of how Starfall is Fireball/Consecration. Anyway, it's not like it's terrible or something, but the problem is there's enough cards that are better than it that you usually don't want to run one.
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Re: Naxxramas cards
« Reply #225 on: July 28, 2014, 07:37:25 am »
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The thing about Bestial Wrath is that it's rare that you meet all the conditions to get the full value from it. It's usually either an Abusive Sergeant or a Hand of Protection for 1 mana more, which is fine, but not great. It's kind of how Starfall is Fireball/Consecration. Anyway, it's not like it's terrible or something, but the problem is there's enough cards that are better than it that you usually don't want to run one.
Thanks for the analysis. I'll keep this in mind. It really depends on what I start encountering as I go further up the ladder.
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Re: Naxxramas cards
« Reply #226 on: July 30, 2014, 04:29:39 am »
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All easy again...Loatheb is funny and fun.  Enjoy the spores.
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Re: Naxxramas cards
« Reply #227 on: July 30, 2014, 04:30:11 am »
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Mage/Hunter are the next two classes.
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Re: Naxxramas cards
« Reply #228 on: July 30, 2014, 08:04:33 am »
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These heroic bosses seem way easier than the first batch were. The hardest part of this wing for me was the hunter challenge, which was very random.
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Re: Naxxramas cards
« Reply #229 on: July 30, 2014, 09:51:58 am »
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I was highly amused by the hunter challenge "deck."  It did take me two tries though due to all the randomness.  "Your Webspinner was killed.  Here's... another Webspinner!"

The spores thing is what makes the WOW Loatheb fight fun... huge damage and every hit is a crit, once you have the buff.

And you haven't truly played WOW until you've done Heigan's safety dance.
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Re: Naxxramas cards
« Reply #230 on: July 30, 2014, 11:24:07 am »
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These heroic bosses seem way easier than the first batch were. The hardest part of this wing for me was the hunter challenge, which was very random.

I beat the hunter challenge first try. But I disagree that the heroic bosses are easier this wing. Sure, Freeze mage beats almost any of the bosses, but if you don't have freeze mage it may not be so easy. They are puzzles and once you know the answer they all seem easy.
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Re: Naxxramas cards
« Reply #231 on: July 31, 2014, 10:59:37 am »
+1

So pissed at the purchase bugs.  I can't get into the wing, and I also can't play arena because of the transaction pending window blocking arena.  So i can only play play mode, where everyone but me gets to use Loatheb
Lame
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Re: Naxxramas cards
« Reply #232 on: July 31, 2014, 12:19:08 pm »
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So pissed at the purchase bugs.  I can't get into the wing, and I also can't play arena because of the transaction pending window blocking arena.  So i can only play play mode, where everyone but me gets to use Loatheb
Lame

I'm not sure I'd really want to play Loatheb.  He seems... underwhelming.
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Re: Naxxramas cards
« Reply #233 on: July 31, 2014, 12:25:26 pm »
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So pissed at the purchase bugs.  I can't get into the wing, and I also can't play arena because of the transaction pending window blocking arena.  So i can only play play mode, where everyone but me gets to use Loatheb
Lame

I'm not sure I'd really want to play Loatheb.  He seems... underwhelming.
He still has decent stats and is hard to remove the turn he is played, but then so is Tiger. I guess Loatheb really needs to make good use of the mana cost increase effect to get his full worth.
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Re: Naxxramas cards
« Reply #234 on: July 31, 2014, 12:27:55 pm »
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I ended up getting into the new area by logging out in the middle of authorization. When I came back, the shop was marked as "Shop Closed", but when I clicked the shop the buying went through.

You could check https://us.battle.net/account/management/order-detail.html?rId=1&oId=172001006, check if your payment failed or is marked as complete.

Loatheb is basically a really, really good meta card that has good stats, which makes it a bit ridiculous. Buys you a turn against Miracle Rogue. Stops Freeze Mage for a turn. Hits Druid pretty badly as well, and in general makes board clear useless. It's all only for one turn, but you still get a 5/5 out of it too.
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Re: Naxxramas cards
« Reply #235 on: July 31, 2014, 12:30:52 pm »
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So pissed at the purchase bugs.  I can't get into the wing, and I also can't play arena because of the transaction pending window blocking arena.  So i can only play play mode, where everyone but me gets to use Loatheb
Lame

I'm not sure I'd really want to play Loatheb.  He seems... underwhelming.
He still has decent stats and is hard to remove the turn he is played, but then so is Tiger. I guess Loatheb really needs to make good use of the mana cost increase effect to get his full worth.

Yeah, you basically have to know that your opponent is getting ready to cast a spell next turn.  Otherwise Tiger is better... and it's not exactly a high-rank card.  Azure Drake, Faceless, Venture all at 5...
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Re: Naxxramas cards
« Reply #236 on: July 31, 2014, 12:35:17 pm »
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I ended up getting into the new area by logging out in the middle of authorization. When I came back, the shop was marked as "Shop Closed", but when I clicked the shop the buying went through.

You could check https://us.battle.net/account/management/order-detail.html?rId=1&oId=172001006, check if your payment failed or is marked as complete.

Loatheb is basically a really, really good meta card that has good stats, which makes it a bit ridiculous. Buys you a turn against Miracle Rogue. Stops Freeze Mage for a turn. Hits Druid pretty badly as well, and in general makes board clear useless. It's all only for one turn, but you still get a 5/5 out of it too.
Yeah Loatheb looks quite useful in the current meta, and against zoo-like decks is still a decent body. A 1-turn delay in Hearthstone is a pretty big deal. But there's still other stuff you could do for 5 mana, as Kirian mentions. The benefit might be less consistent in Arena.
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Re: Naxxramas cards
« Reply #237 on: July 31, 2014, 01:11:46 pm »
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He's already seeing play in Handlock builds.

Here's the thing: My usual plan with my Backlight rogue is to deal as much damage as possible with chargers and other creatures cuz once he taunts up it's quite hard to get through, so I save direct damage spells (Eviscerate, Lava Spike, Flurry, SI7) for that last chunk of damage. Than he drops Loethb on me and .. yeah.
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Re: Naxxramas cards
« Reply #238 on: July 31, 2014, 01:18:00 pm »
+1

I am getting absolutely pwned by Heroic Loatheb
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Re: Naxxramas cards
« Reply #239 on: July 31, 2014, 08:38:34 pm »
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So pissed at the purchase bugs.  I can't get into the wing, and I also can't play arena because of the transaction pending window blocking arena.  So i can only play play mode, where everyone but me gets to use Loatheb
Lame
I'm in the same state. You can get into arena by hitting "Back" on the "Waiting for Authorization" thing, then very quickly clicking the "150 gold" option for payment. (Spam where you know it will appear.) You'll get kicked back to the main menu, but the next time you go in, you'll be able to pick a class.

As far as the Plague Quarter goes, at least it supposedly works if you do manage to get in. That's better than the Goko launch...
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Re: Naxxramas cards
« Reply #240 on: July 31, 2014, 09:12:26 pm »
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I am getting absolutely pwned by Heroic Loatheb

Still stuck on it too. The boss AI likes to draw the best card it can, which gets really annoying - you want lots of small creatures to get buffed from Spore, but then he drops the 1/3 taunt that does 1 damage to everything on death, so you want things with at least 2 health. But if you play too many, he'll just play Poison seeds instead after Spore buffs, and you run out of steam before dying to the Hero Power.

Also having trouble with the first heroic boss, but I haven't tried making a specific counter-deck yet.
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Re: Naxxramas cards
« Reply #241 on: July 31, 2014, 10:06:04 pm »
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Noth is the only boss I beat heroi so far. I played few minions, and used druid healing and naturalise to kill him on fatigue.
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Re: Naxxramas cards
« Reply #242 on: August 01, 2014, 12:19:19 am »
+1

I managed to beat the three bosses on Heroic. Hooray! I didn't think I'd be able to do it so promptly.

Used a weapon-y Warrior for the Noth and Priest for the other two. I made use of the gargoyle against Heigen once I got board control and the the Divine Spirit (health doubler) to help me get that board control. Against loatheb, Lightwell kept me alive long enough to SW:Pain the starting Creeper. A few good taunts with health boosters, maybe mind control tech, and you can maybe get board control fast enough use the spores before dying to the hero power. Being able to heal yourself can really slow down Loatheb's onslaught.
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Re: Naxxramas cards
« Reply #243 on: August 01, 2014, 06:24:02 am »
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I managed to beat the three bosses on Heroic. Hooray! I didn't think I'd be able to do it so promptly.

Used a weapon-y Warrior for the Noth and Priest for the other two. I made use of the gargoyle against Heigen once I got board control and the the Divine Spirit (health doubler) to help me get that board control. Against loatheb, Lightwell kept me alive long enough to SW:Pain the starting Creeper. A few good taunts with health boosters, maybe mind control tech, and you can maybe get board control fast enough use the spores before dying to the hero power. Being able to heal yourself can really slow down Loatheb's onslaught.

Good shout-I went back to the custom Priest deck I had briefly tried before many attempts with Freeze Mage. You have to mulligan into the SWP really and cheap taunts, but yeah the health of the lightwell can keep you alive to get a couple of beasts up- used Divine Spirit on big health things/taunts, bit of luck but yeah much more doable than Freeze Mage. Freeze Mage/Miracle rogue does the other ones fairly easily- just don't play any minions lol
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Re: Naxxramas cards
« Reply #244 on: August 01, 2014, 11:06:22 am »
0

So, Sludge Belcher:
http://hearthstone.gamepedia.com/Sludge_Belcher#section_7

Depending on how you look at it, it's a Sen'jin variant or a Fen Creeper variant. This provides a source of taunt that's hard to remove. Simply using Fireball or board wipe still leaves a Goldshire Footman. Sounds good on paper. Looks strong in Arena.
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Re: Naxxramas cards
« Reply #245 on: August 01, 2014, 11:13:12 am »
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So, Sludge Belcher:
http://hearthstone.gamepedia.com/Sludge_Belcher#section_7

Depending on how you look at it, it's a Sen'jin variant or a Fen Creeper variant. This provides a source of taunt that's hard to remove. Simply using Fireball or board wipe still leaves a Goldshire Footman. Sounds good on paper. Looks strong in Arena.

My experience from using it so far is that it's pretty underwhelming. His stats are ok, but the free goldshire footman is really weak. Sure it's an extra taunt, but often it doesn't matter much. Yeah, sometimes that frog from a hex is just enough taunt to keep board control for your opponent, but most of the time it's useless, same as a 1/2 taunt.
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Re: Naxxramas cards
« Reply #246 on: August 01, 2014, 12:14:59 pm »
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So, Sludge Belcher:
http://hearthstone.gamepedia.com/Sludge_Belcher#section_7

Depending on how you look at it, it's a Sen'jin variant or a Fen Creeper variant. This provides a source of taunt that's hard to remove. Simply using Fireball or board wipe still leaves a Goldshire Footman. Sounds good on paper. Looks strong in Arena.

My experience from using it so far is that it's pretty underwhelming. His stats are ok, but the free goldshire footman is really weak. Sure it's an extra taunt, but often it doesn't matter much. Yeah, sometimes that frog from a hex is just enough taunt to keep board control for your opponent, but most of the time it's useless, same as a 1/2 taunt.
I'm not entirely convinced here. I'm more looking at how it prevents your opponent from attacking face. Compare with Sunwalker. Ignoring Silences and Blood Knight, it takes a minimum of 2 hits or 1 removal spell to completely remove Sunwalker. It also takes 2 hits to completely remove Belcher and it's slime together, and even a bit more than 1 removal. Sunwalker's 4 Attack allows it to retaliate much better, but they're almost equivalent when it comes to delaying your opponent's offensive on your other non-taunt stuff and your face. Against an assault of hounds, they'll  provide equal amount of defense if the hounds don't have health buffs. This leads me to expect Belcher to perform well against aggro decks, whose minions succumb to 3 Attack minions often enough.
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Re: Naxxramas cards
« Reply #247 on: August 01, 2014, 12:20:54 pm »
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^It is tough to remove, but it doesn't trade well. That makes it worse in arena as compared to constructed since face decks aren't as much of a thing in arena.
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Re: Naxxramas cards
« Reply #248 on: August 01, 2014, 12:23:21 pm »
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^It is tough to remove, but it doesn't trade well. That makes it worse in arena as compared to constructed since face decks aren't as much of a thing in arena.
Ah, that makes sense. I'm just thinking of how cards that perform well on their own are relatively better in arena.
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Re: Naxxramas cards
« Reply #249 on: August 01, 2014, 09:52:00 pm »
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Darnit. The "Waiting for Authorization" swirl was gone, so I had hope, but then I tried to buy it and it got stuck again. Here's hoping I get to play it sometime this weekend!
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Re: Naxxramas cards
« Reply #250 on: August 02, 2014, 01:45:49 pm »
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Finally got to unlock the plague wing this morning. Here are the strategies I used for the heroic bosses.

Noth: This guy runs a ton of card draw so I used a Druid mill sort of deck. It worked, despite me putting in taunts, which is a really bad idea since Noth can get duplicated Black Knights. IIRC it needed a couple tries though, so a tauntless deck would probably work better.

Heigan: Heigan gives you cards, so I ran a low-curve Hunter deck with some favourable deathrattles for the easiest win of the wing.

Loatheb (hard!): I'm not sure it's possible to beat this guy with any deck if he gets good early draws, like turn 1 Deathcharger-Coin-Deathcharger. Anyway, I ran something that looks a little like the early game of a Control Warrior, mixed with cheap taunts (Goldshire Footman, Shieldbearer), Doomsayer, Molten Giants. The idea is that if I can get double Armorsmith on the board, it buys me enough time to stabilize, and then Armor Up keeps me alive long enough to burn down all of Loatheb's 99 health. It took several tries for everything to work out.
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Re: Naxxramas cards
« Reply #251 on: August 02, 2014, 02:07:16 pm »
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Beat the heroics but took quite a bit of luck.

Noth: Druid with lots of removal and healing. I innervated Ironbark Protector turn 6 and managed to protect it for a couple turns - seems like Noth doesn't play 6 mana kill non-Skeletal if you only have 1 creature -  so I got most of my damage in from that. Then I managed to race him down with direct damage (Druid of the Claw + Starfire) before I died.

Heigan: I managed to win with Zoo, abused Argent Squire + Harvest Golem to make my board sticky. Some luck involved - I Soulfired the Voidcaller turn 1 and it summoned a Blood Imp, so I had some time.

Loatheb: Priest deck. Mulliganed into Shadow Word: Pain to kill Fen Creeper. High toughness creatures protected from Sporeburst, used hero power to save creatures and heal self. Northshire gave me enough draw to draw into the removal I needed to maintain board and win.
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Re: Naxxramas cards
« Reply #252 on: August 02, 2014, 02:47:46 pm »
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Finally got to unlock the plague wing this morning. Here are the strategies I used for the heroic bosses.

Noth: This guy runs a ton of card draw so I used a Druid mill sort of deck. It worked, despite me putting in taunts, which is a really bad idea since Noth can get duplicated Black Knights. IIRC it needed a couple tries though, so a tauntless deck would probably work better.

Heigan: Heigan gives you cards, so I ran a low-curve Hunter deck with some favourable deathrattles for the easiest win of the wing.

Loatheb (hard!): I'm not sure it's possible to beat this guy with any deck if he gets good early draws, like turn 1 Deathcharger-Coin-Deathcharger. Anyway, I ran something that looks a little like the early game of a Control Warrior, mixed with cheap taunts (Goldshire Footman, Shieldbearer), Doomsayer, Molten Giants. The idea is that if I can get double Armorsmith on the board, it buys me enough time to stabilize, and then Armor Up keeps me alive long enough to burn down all of Loatheb's 99 health. It took several tries for everything to work out.

This is also how I beat Noth. But Heigan I've actually been having trouble with. Either he demon fires up and kills me turn 5, or I can almost stabalize but he RNG's out 6/6's with Bane of Doom.
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Re: Naxxramas cards
« Reply #253 on: August 04, 2014, 07:41:42 am »
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Facing a druid with golden Haunted Creepers...had to craft them.
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KingZog3

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Re: Naxxramas cards
« Reply #254 on: August 04, 2014, 11:19:29 am »
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Facing a druid with golden Haunted Creepers...had to craft them.

Did he have a good deck? Because otherwise he's just wasting his dust.
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Re: Naxxramas cards
« Reply #255 on: August 04, 2014, 11:22:14 am »
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Facing a druid with golden Haunted Creepers...had to craft them.

Did he have a good deck? Because otherwise he's just wasting his dust.

I just don't understand why people care about the golden cards at all.
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Re: Naxxramas cards
« Reply #256 on: August 04, 2014, 11:25:55 am »
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Facing a druid with golden Haunted Creepers...had to craft them.

Did he have a good deck? Because otherwise he's just wasting his dust.

I just don't understand why people care about the golden cards at all.

I don't care about goldens, but if I have them I put them in my deck. I'll readily disenchant them if I need dust for something else though. Also, if you already own every card, or all the useful ones, you have nothing much to do with your dust and you can craft goldens.
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Re: Naxxramas cards
« Reply #257 on: August 04, 2014, 11:28:10 am »
+1

Facing a druid with golden Haunted Creepers...had to craft them.

Did he have a good deck? Because otherwise he's just wasting his dust.

I just don't understand why people care about the golden cards at all.

They're cool. I will never dust a golden card ever. It's just an aesthetic thing but I really do like having them.
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Re: Naxxramas cards
« Reply #258 on: August 04, 2014, 11:40:49 am »
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What's really cool is golden Thoughsteal because all the cards you draw from it also become golden. It tips off your opponent as to what cards were acquired through thoughtsteal in case it's ambiguous but it's worth it if you like golden cards.
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Re: Naxxramas cards
« Reply #259 on: August 04, 2014, 01:08:45 pm »
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Facing a druid with golden Haunted Creepers...had to craft them.

It would be neat if beating heroic mode would unlock the ability to find golden Naxx cards in packs or something like that.
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Re: Naxxramas cards
« Reply #260 on: August 06, 2014, 12:27:21 pm »
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They're getting tougher week on week- marginally smarter too. The powers are better still imo on the whole.
Suspect they are using our desire to stick with the previous weeks solutions against us, or I'm just sucking trying the Priest against the first Heroic guy.
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Re: Naxxramas cards
« Reply #261 on: August 06, 2014, 12:30:45 pm »
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They're getting tougher week on week- marginally smarter too. The powers are better still imo on the whole.
Suspect they are using our desire to stick with the previous weeks solutions against us, or I'm just sucking trying the Priest against the first Heroic guy.

I already beat Razuvious and the horsemen on heroic. I used priest for both. The first on took me couple tries, but essentially I built a gimmicky Inner Fire deck, and waited till it worked on the 0/7's they give you. The rest of the deck was loaded with taunts, Oozes and the Pirate that degrades weapons. The Horsemen are a joke. SW:Pain, Cabal, healing, Oozes. Also they have no minions in their deck, so Death Lord is good against them.
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Re: Naxxramas cards
« Reply #262 on: August 06, 2014, 05:33:06 pm »
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So Spectral Knight (the big Faerie Dragon) feels as great as expected.  He's just a sticky big minion who trades well.
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Re: Naxxramas cards
« Reply #263 on: August 06, 2014, 05:54:16 pm »
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They're getting tougher week on week- marginally smarter too. The powers are better still imo on the whole.
Suspect they are using our desire to stick with the previous weeks solutions against us, or I'm just sucking trying the Priest against the first Heroic guy.

I already beat Razuvious and the horsemen on heroic. I used priest for both. The first on took me couple tries, but essentially I built a gimmicky Inner Fire deck, and waited till it worked on the 0/7's they give you. The rest of the deck was loaded with taunts, Oozes and the Pirate that degrades weapons. The Horsemen are a joke. SW:Pain, Cabal, healing, Oozes. Also they have no minions in their deck, so Death Lord is good against them.

Think it was me being bad and not having the right rub of the green. I went back in after doing the Horsemen- completely easy I suspect unless you hit a bunch of redemptions and avenges I suspect or no SWP. Then went agains the first guy again and didn't got chopped up and managed eventually to get to stick a big taunt guy.
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Re: Naxxramas cards
« Reply #264 on: August 06, 2014, 05:59:12 pm »
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Also note that Poisoning seeds do work vs horsemen
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KingZog3

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Re: Naxxramas cards
« Reply #265 on: August 06, 2014, 06:56:06 pm »
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Also note that Poisoning seeds do work vs horsemen

I wanted to cabal shadow priest them. I feel they could have been tougher on heroic. Like 3/7 instead of just 2/7.
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Re: Naxxramas cards
« Reply #266 on: August 06, 2014, 08:32:37 pm »
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Cabal Shadow Priest was a card I tried, but ended up cutting in that encounter.  Anything I stole would get removed, and I wanted to keep at least one knight in play to make sure his weapon didn't get insanely big.

The key for me was drawing multiple shadow word pains early.. if you can do that, it's a pretty simple encounter.
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KingZog3

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Re: Naxxramas cards
« Reply #267 on: August 06, 2014, 08:51:20 pm »
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Cabal Shadow Priest was a card I tried, but ended up cutting in that encounter.  Anything I stole would get removed, and I wanted to keep at least one knight in play to make sure his weapon didn't get insanely big.

The key for me was drawing multiple shadow word pains early.. if you can do that, it's a pretty simple encounter.

He'll play weapons before they are all dead, and iclude oozes to counter the weapons.
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Re: Naxxramas cards
« Reply #268 on: August 06, 2014, 09:20:13 pm »
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Dancing Swords...good?  Seems to compare to Mukla.

3 mana for a 4/4, give your opponent a card at removal.  Nonbo with the Baron.

Mukla is 3 mana for a 5/5, give your opponent two +1/+1 cards.
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Re: Naxxramas cards
« Reply #269 on: August 06, 2014, 09:54:35 pm »
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Dang, man. I just beat the 3 Military Quarter bosses on Heroic, but wow did I get lucky.

For Razuvious I basically did what KingZog3 did. I ended up using Death lords too. Hilariousness ensued when the deathrattle summoned that unit that kills its adjacent allies on death. Consider Spectral knight?

For the Harvester guy, I won with UTH style Hunter? I dunno, things got crazy when 3 Abominations died in one turn. I once again ended up with a buffed Scavenging Hyena that won it for me. I can't believe I was able to beat this guy with the cards I had.

4 Horsemen, meh I was trying something similar to what Zog did. I actually wanted to try using Mass Dispel on the Horsemen (not really recommended). Alas, the 2 Horsemen that didn't die to SW:P suicided on my inner-fired Divine Spirit Sunwalker before I could play a good mass Dispel on them.
« Last Edit: August 06, 2014, 11:32:55 pm by markusin »
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Re: Naxxramas cards
« Reply #270 on: August 06, 2014, 10:03:32 pm »
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4 Horsemen, meh I was trying something similar to what Zog did. I actually wanted to try using Mass Dispel on the Horsemen (not really recommended). Alas, the 2 Horsemen that didn't die to SW:P suicided on my inner-fired Sunwalker before I could play a good mass Dispel on them.

Given that, apparently, Equality and Doomsayer are countered against Heroic 4H, much as Alexstrasza was for H Loatheb, it wouldn't surprise me if that wouldn't have worked anyway.
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Re: Naxxramas cards
« Reply #271 on: August 06, 2014, 10:16:58 pm »
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Dancing Swords...good?  Seems to compare to Mukla.

3 mana for a 4/4, give your opponent a card at removal.  Nonbo with the Baron.

Mukla is 3 mana for a 5/5, give your opponent two +1/+1 cards.

I think it's not even close to as good. The difference between 4/4 and 5/5 is huge, and 2 Bananas are probably worse than an average card from your opponent's deck.
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Re: Naxxramas cards
« Reply #272 on: August 06, 2014, 10:21:05 pm »
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Dancing Swords...good?  Seems to compare to Mukla.

3 mana for a 4/4, give your opponent a card at removal.  Nonbo with the Baron.

Mukla is 3 mana for a 5/5, give your opponent two +1/+1 cards.

I think it's not even close to as good. The difference between 4/4 and 5/5 is huge, and 2 Bananas are probably worse than an average card from your opponent's deck.

You are right, but one is a common and the other is a legendary.  There should be something that sets them apart.  I feel like they play the same role, is all.
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Re: Naxxramas cards
« Reply #273 on: August 06, 2014, 10:27:34 pm »
+1

Dancing Swords...good?  Seems to compare to Mukla.

3 mana for a 4/4, give your opponent a card at removal.  Nonbo with the Baron.

Mukla is 3 mana for a 5/5, give your opponent two +1/+1 cards.

I think it's not even close to as good. The difference between 4/4 and 5/5 is huge, and 2 Bananas are probably worse than an average card from your opponent's deck.

You are right, but one is a common and the other is a legendary.  There should be something that sets them apart.  I feel like they play the same role, is all.

I think the role of Dancing Swords is sitting unused in your collection. At 4 health, it's too easy for it to get blown out by stuff like Soulfire, Eviscerate, Backstab+SI:7, etc... You're giving up a whole card to get 1 more health than an Injured Blademaster.
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Re: Naxxramas cards
« Reply #274 on: August 06, 2014, 11:15:10 pm »
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The role of dancing swords is clearly to combo with baron rivendere, coldlight, and mukla to burn a ton of the opponent's cards.
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Re: Naxxramas cards
« Reply #275 on: August 06, 2014, 11:17:42 pm »
+1

Fun bosses this week. My strategies:

Razuvious (hard; also I found a bug): This guy's weapon is a huge problem, since his deck is loaded with them, so if you don't have a taunt up, you can take a surprise 20 damage. I turned the tables with a gimmick Priest deck having Mind Vision, Thoughtsteal, and Captain Greenskin, aiming to steal his weapon and kill him with it, plus enough defensive measures (taunts and oozes/corsairs) to not die immediately. I got amazing luck, so it worked first try. The bug is that a Greenskinned Runeblade only does 21 damage to face rather than the 22 = 11x2 that it should.

Gothik: Since his draw-a-card ability is auto-cast, obviously Blizzard wants you to mill him. I put together a gimmick Rogue milling deck having the usual Coldlight Oracle, Mukla, and Sap, but also Vanish and Kidnapper. Vanish did some serious work, but Kidnapper is fairly bad even in this deck. Somehow I win this with 1 health, his deck and hand both completely exhausted.

Rivendare: This guy is a cakewalk compared to the previous two. Shadow Word: Pain is great, Cabal Shadow Priest is great, Deathlord is great since he has no minions.
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Re: Naxxramas cards
« Reply #276 on: August 06, 2014, 11:24:45 pm »
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The role of dancing swords is clearly to combo with baron rivendere, coldlight, and mukla to burn a ton of the opponent's cards.
It's meant to combo with Faerlina's hero ability, just like wailing soul is meant to combo with that minion that kills its adjacent allies on deathrattle.

Seriously, some of these Naxxramas seem to be designed just for the bosses.
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Re: Naxxramas cards
« Reply #277 on: August 07, 2014, 04:55:33 am »
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Rivendare on heroic is really easy once you realize the right strategy. Used Priest, like pretty much everyone else. Drew both SW: pain early to kill 2 right away. Silenced the last one with a Silence, then healed up. After he used both weapons, he could only do 2 damage per turn, his hero power made his hand full, and I had no creatures so he couldn't play anything.  Just let him die to fatigue.
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Re: Naxxramas cards
« Reply #278 on: August 07, 2014, 05:22:09 am »
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Dancing Swords...good?  Seems to compare to Mukla.

3 mana for a 4/4, give your opponent a card at removal.  Nonbo with the Baron.

Mukla is 3 mana for a 5/5, give your opponent two +1/+1 cards.

I think it's not even close to as good. The difference between 4/4 and 5/5 is huge, and 2 Bananas are probably worse than an average card from your opponent's deck.

You are right, but one is a common and the other is a legendary.  There should be something that sets them apart.  I feel like they play the same role, is all.

I think the role of Dancing Swords is sitting unused in your collection. At 4 health, it's too easy for it to get blown out by stuff like Soulfire, Eviscerate, Backstab+SI:7, etc... You're giving up a whole card to get 1 more health than an Injured Blademaster.

Actually they seems good in my zoo, and would probably be even better when we'll get undertaker
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Re: Naxxramas cards
« Reply #279 on: August 07, 2014, 10:34:57 am »
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^Yeah I was being somewhat facetious. There are decks that don't actually care about card advantage, particularly aggro decks. In an aggro deck, you're happy to trade a card for 4 face damage, and if that giving up a card is in the form of them drawing rather than you discarding, it's even better. I think it's highly questionable in Zoo though. There are enough 3-drops that trade better that I doubt you want it.
« Last Edit: August 07, 2014, 10:40:21 am by HiveMindEmulator »
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Re: Naxxramas cards
« Reply #280 on: August 07, 2014, 12:34:38 pm »
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^Yeah I was being somewhat facetious. There are decks that don't actually care about card advantage, particularly aggro decks. In an aggro deck, you're happy to trade a card for 4 face damage, and if that giving up a card is in the form of them drawing rather than you discarding, it's even better. I think it's highly questionable in Zoo though. There are enough 3-drops that trade better that I doubt you want it.

Well, 2+/2 minions are out of grace lately due 2 being good target for abused/DID eggs, so it just takes SSC place basically. And it probably not that sexy now, but would be once undertakers are out
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Re: Naxxramas cards
« Reply #281 on: August 12, 2014, 12:06:16 am »
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I'm feeling that many of the heroic bosses are beatable with Priest. The games are set up such that you lose unless you get a good draw a lot of the time, so a gimmicky Priest deck can usually win with the right luck. For Razuvious, try to Mind Vision the weapon. For Gothik, I killed the 5/6, then 2 Power Word Shield + Divine Spirit + Inner Fire on the 0/6 soul and kill in 2 turns because he doesn't have hard removal besides Corruption. For 4 Horsemen, kill cards that deal with minions perfectly and enough healing to buy time...

Priest is a class that has lots of answers, but relies on luck to draw the right answers for the right deck. In Heroic, you're going to need luck anyways, so you might as well either steal their good cards or stack your deck with the answers, or just a gimmick Divine Spirit/Inner Fire.
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Re: Naxxramas cards
« Reply #282 on: August 12, 2014, 12:44:15 am »
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I'm feeling that many of the heroic bosses are beatable with Priest. The games are set up such that you lose unless you get a good draw a lot of the time, so a gimmicky Priest deck can usually win with the right luck. For Razuvious, try to Mind Vision the weapon. For Gothik, I killed the 5/6, then 2 Power Word Shield + Divine Spirit + Inner Fire on the 0/6 soul and kill in 2 turns because he doesn't have hard removal besides Corruption. For 4 Horsemen, kill cards that deal with minions perfectly and enough healing to buy time...

Priest is a class that has lots of answers, but relies on luck to draw the right answers for the right deck. In Heroic, you're going to need luck anyways, so you might as well either steal their good cards or stack your deck with the answers, or just a gimmick Divine Spirit/Inner Fire.

Probalby most are doable with preist. I don't think Loatheb is. I haven't beat him yet. Neither is helgen. They need other decks I think.
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Re: Naxxramas cards
« Reply #283 on: August 12, 2014, 07:33:51 am »
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I'm feeling that many of the heroic bosses are beatable with Priest. The games are set up such that you lose unless you get a good draw a lot of the time, so a gimmicky Priest deck can usually win with the right luck. For Razuvious, try to Mind Vision the weapon. For Gothik, I killed the 5/6, then 2 Power Word Shield + Divine Spirit + Inner Fire on the 0/6 soul and kill in 2 turns because he doesn't have hard removal besides Corruption. For 4 Horsemen, kill cards that deal with minions perfectly and enough healing to buy time...

Priest is a class that has lots of answers, but relies on luck to draw the right answers for the right deck. In Heroic, you're going to need luck anyways, so you might as well either steal their good cards or stack your deck with the answers, or just a gimmick Divine Spirit/Inner Fire.

Probalby most are doable with preist. I don't think Loatheb is. I haven't beat him yet. Neither is helgen. They need other decks I think.

I can confirm that both Heigen and Loatheb are doable with Priest. Again, luck needs to be on your side.

I'm seeing a lot of Priests use Deathlord these days. It's hard to burst it down in one turn so that the Priest can't heal it. The health doubler can also make it ridiculous without good removal, but the Deathrattle can make up for it.
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Re: Naxxramas cards
« Reply #284 on: August 12, 2014, 08:27:37 am »
0

So I just pulled off:

T2 nerubian egg
T3 ssc on egg
T4 baron rivendare, kill egg, double spiders
T5 egg + pit terror, double spider

Pretty crazy.
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Re: Naxxramas cards
« Reply #285 on: August 12, 2014, 11:29:56 am »
0

I'm feeling that many of the heroic bosses are beatable with Priest. The games are set up such that you lose unless you get a good draw a lot of the time, so a gimmicky Priest deck can usually win with the right luck. For Razuvious, try to Mind Vision the weapon. For Gothik, I killed the 5/6, then 2 Power Word Shield + Divine Spirit + Inner Fire on the 0/6 soul and kill in 2 turns because he doesn't have hard removal besides Corruption. For 4 Horsemen, kill cards that deal with minions perfectly and enough healing to buy time...

Priest is a class that has lots of answers, but relies on luck to draw the right answers for the right deck. In Heroic, you're going to need luck anyways, so you might as well either steal their good cards or stack your deck with the answers, or just a gimmick Divine Spirit/Inner Fire.
I disagree with needing luck to beat Heroic. OK, in some sense you do, in that you're not going to win with bad luck. But I don't think you need great luck. For most of these bosses, it only took 1-2 tries to win with the last deck I tried, and I only tried ~2-3-ish decks, so I'm sure much higher winrates are possible.
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Re: Naxxramas cards
« Reply #286 on: August 13, 2014, 08:03:14 am »
0

I'm feeling that many of the heroic bosses are beatable with Priest. The games are set up such that you lose unless you get a good draw a lot of the time, so a gimmicky Priest deck can usually win with the right luck. For Razuvious, try to Mind Vision the weapon. For Gothik, I killed the 5/6, then 2 Power Word Shield + Divine Spirit + Inner Fire on the 0/6 soul and kill in 2 turns because he doesn't have hard removal besides Corruption. For 4 Horsemen, kill cards that deal with minions perfectly and enough healing to buy time...

Priest is a class that has lots of answers, but relies on luck to draw the right answers for the right deck. In Heroic, you're going to need luck anyways, so you might as well either steal their good cards or stack your deck with the answers, or just a gimmick Divine Spirit/Inner Fire.
I disagree with needing luck to beat Heroic. OK, in some sense you do, in that you're not going to win with bad luck. But I don't think you need great luck. For most of these bosses, it only took 1-2 tries to win with the last deck I tried, and I only tried ~2-3-ish decks, so I'm sure much higher winrates are possible.
I'd say Heroic battles require a bit more luck in the sense that you need to have playable cards early on. In typical Hearthstone matches, you might get away with not playing anything until turn 3, and your opponent might be in the same boat. In Heroic, the game is probably already decided by that point.
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Jorbles

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Re: Naxxramas cards
« Reply #287 on: August 13, 2014, 03:13:33 pm »
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Let's talk cards we like from Naxx so far:

So far I absolutely love Nerubian Egg and use it in a lot of different decks. Shaman can Reincarnate it now, Warlock can eat it with a Void Terror, use it as a Power Overwhelming target, Paladin has Blessings to activate it, Druid can Mark it. Plus it activates with many Neutrals that give Taunt or Buff in some way. It's great to discourage AOE spells even when it just sits out there doing nothing. Though it's pretty vulnerable to Silence, even if it ends up silenced it's still a 2 drop that ate a Silence. I think it's my favourite and one of the most versatile cards in the set.

I've only had Spectral Knights for a couple days, but they seem really strong. The problem with a Faerie Dragon is that even when you play it, the card still gets blown up by almost any 2 drop and almost every weapon. So it doesn't matter if a hero power or spell isn't used on it. Spectral Knights are so beefy that they can actually be quite problematic to deal with without spells. I can't think of any single cards that can immediately remove them from the game from an otherwise empty board. (Edit: actually big chargers can, but if you're playing a King Krush or an Al-Akir are you going to be hitting a Spectral Knight?)

Loatheb is a really good 5 drop that helps you take game tempo. It really helps you develop your board because you know your opponent is going to struggle to play any non-minion based cards next turn. Letting you drop a 5/5 and plan for favourable trades next turn counting on your opponent to not be able to play more than a single spell next turn (and honestly usually it's better to save that spell and play minions). Plus he breaks combos up letting you interrupt anything you see about to start next turn that you can't immediately deal with.

So far these are my favourite Naxx cards, I have found limited use for Haunted Creeper and Poison Seeds, but I don't love them like I love the above cards. I feel like Reincarnate has a lot of versatility and potential, but I haven't really been playing Shaman much lately so I'll have to find out later if I like it or not.
« Last Edit: August 13, 2014, 03:19:21 pm by Jorbles »
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Re: Naxxramas cards
« Reply #288 on: August 13, 2014, 03:40:21 pm »
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Jeez... I should *not* be having this much trouble with a non-heroic boss.  WTF Grobbulus?
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Re: Naxxramas cards
« Reply #289 on: August 13, 2014, 03:54:45 pm »
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I would say that my undertakers in zoo freaks the damn out of my opponents. Seems like a good addition
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Re: Naxxramas cards
« Reply #290 on: August 13, 2014, 03:58:30 pm »
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I would say that my undertakers in zoo freaks the damn out of my opponents. Seems like a good addition

Yeah, my opponent had a 4/5 undertaker no problem with a Nax zoo deck. between eggs, Haunted Creepers and harvest Golems, it's not hard to get a couple buffs on them.
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Re: Naxxramas cards
« Reply #291 on: August 13, 2014, 04:08:17 pm »
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Speaking of Naxxramas cards, how about that Nerub'ar Weblord?

Complains about its poor theme aside, the card is here and we might as well live with it. I've included one in a Hunter deck I'm using right now, and I've noticed that it can be fairly disruptive. Against Warlock, it makes it harder for Zoo to buff that egg with Abusive Sergeant or DID and it can delay Doomguard and Defender of Argus, while Handlock has delayed Twilight Drake and Taunt givers. I played a game where the Warlock had to attack the Weblord instead of Highmane in order to drop Jaraxxus and get to 15 health from 1 health (hey, the Warlock hand only 8 mana and I forgot he still had the coin).  I don't remember if my Highmane would have died instead, but if so that Weblord won me the game (I still managed to burst down Jaraxxus next turn thanks to lucky topdeck).

A notable disruption is against Injured Blademaster, a popular card for Priest and sometimes seen in Shaman decks. not having to worry about Blademaster->Circle of Healing or Blademaster->Ancestral Healing on turn 3 is pretty big.

It's too bad there aren't that many 9 mana legendaries with Battlecries to block, but there is Alexstrasa. It can delay Leeroy and Black Knight as well, so there is that to consider.

It seems pretty weak in Arena though, where you might want to take a bunch of high-powered battlecry minions yourself as the draft progresses. It's also ineffective against all those "choose one" Druid minions.

Oh yeah, and very few Naxx cards themselves have battlecry. If anything, it shifts the game more towards Naxx compositions.
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Re: Naxxramas cards
« Reply #292 on: August 13, 2014, 04:09:11 pm »
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Jeez... I should *not* be having this much trouble with a non-heroic boss.  WTF Grobbulus?

The non-heroic bosses this week are significantly harder - normally I pick a random deck to beat them with (which in practice is either my common-only druid or a herp derp aggro warrior), but this week I actually had to think about what deck to use. It doesn't help that Grobbulus has > 2 copies of his special card Mutating Injection.

Edit: I've been meaning to try out Weblord, but I haven't found a good reason to pick it arena. By the time I see it, I usually have some battlecry minions already, and I can't justify a 1/4 that hurts both of us equally. Seems useful in Druid decks though - it disrupts your own taunt givers if you're playing Watcher Druid, but your Ancients are fine, Keeper is fine, Druid of the Claw is fine, and it doesn't hit minions with Deathrattles.
« Last Edit: August 13, 2014, 04:11:57 pm by Titandrake »
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Jorbles

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Re: Naxxramas cards
« Reply #293 on: August 13, 2014, 05:42:55 pm »
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Jeez... I should *not* be having this much trouble with a non-heroic boss.  WTF Grobbulus?

The non-heroic bosses this week are significantly harder - normally I pick a random deck to beat them with (which in practice is either my common-only druid or a herp derp aggro warrior), but this week I actually had to think about what deck to use. It doesn't help that Grobbulus has > 2 copies of his special card Mutating Injection.

Edit: I've been meaning to try out Weblord, but I haven't found a good reason to pick it arena. By the time I see it, I usually have some battlecry minions already, and I can't justify a 1/4 that hurts both of us equally. Seems useful in Druid decks though - it disrupts your own taunt givers if you're playing Watcher Druid, but your Ancients are fine, Keeper is fine, Druid of the Claw is fine, and it doesn't hit minions with Deathrattles.

I hadn't thought about its Druid interactions, but those sound really strong. I usually play Watcher Druid, but I think a Weblord Druid might be worth trying out. I've got most of the Choose cards for Druid that Weblord nicely avoids interacting with.
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Re: Naxxramas cards
« Reply #294 on: August 13, 2014, 05:44:41 pm »
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Edit: I've been meaning to try out Weblord, but I haven't found a good reason to pick it arena. By the time I see it, I usually have some battlecry minions already, and I can't justify a 1/4 that hurts both of us equally. Seems useful in Druid decks though - it disrupts your own taunt givers if you're playing Watcher Druid, but your Ancients are fine, Keeper is fine, Druid of the Claw is fine, and it doesn't hit minions with Deathrattles.

It doesn't really hurt you both equally because it's possible that it is alive for more of his turns than yours but not vice versa. This works well with the 2/2 Mana Wraith, since it's easy to trade it when you want the effect to go away. While at 1/4 it's a bit harder to do with Weblord, it at least can't ever be active for more of your turns than his.

Also, you can choose when you play it.

The big problem I have with it is that it only has 1 attack, which makes it really hard to actually kill anything with it. So I think it's among the bottom 3 neutral common 2-drops in arena (with Tidehunter and Creeper).
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Re: Naxxramas cards
« Reply #295 on: August 13, 2014, 06:14:49 pm »
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Edit: I've been meaning to try out Weblord, but I haven't found a good reason to pick it arena. By the time I see it, I usually have some battlecry minions already, and I can't justify a 1/4 that hurts both of us equally. Seems useful in Druid decks though - it disrupts your own taunt givers if you're playing Watcher Druid, but your Ancients are fine, Keeper is fine, Druid of the Claw is fine, and it doesn't hit minions with Deathrattles.

It doesn't really hurt you both equally because it's possible that it is alive for more of his turns than yours but not vice versa. This works well with the 2/2 Mana Wraith, since it's easy to trade it when you want the effect to go away. While at 1/4 it's a bit harder to do with Weblord, it at least can't ever be active for more of your turns than his.

Also, you can choose when you play it.

The big problem I have with it is that it only has 1 attack, which makes it really hard to actually kill anything with it. So I think it's among the bottom 3 neutral common 2-drops in arena (with Tidehunter and Creeper).
Now I'm inspired to swap that Weblord for Mana Wraith. Hunter still has an unaffected Animal Companion and UtH. Have no idea if it will work out well at all, but anything that slows the early game to get to the mid game seems worth investigating for Hunter. Really, I'm just looking for a decent 2 drop that I'm not looking to save for a combo later and which doesn't have just 1 health.
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Re: Naxxramas cards
« Reply #296 on: August 13, 2014, 06:42:32 pm »
+1

Edit: I've been meaning to try out Weblord, but I haven't found a good reason to pick it arena. By the time I see it, I usually have some battlecry minions already, and I can't justify a 1/4 that hurts both of us equally. Seems useful in Druid decks though - it disrupts your own taunt givers if you're playing Watcher Druid, but your Ancients are fine, Keeper is fine, Druid of the Claw is fine, and it doesn't hit minions with Deathrattles.

It doesn't really hurt you both equally because it's possible that it is alive for more of his turns than yours but not vice versa. This works well with the 2/2 Mana Wraith, since it's easy to trade it when you want the effect to go away. While at 1/4 it's a bit harder to do with Weblord, it at least can't ever be active for more of your turns than his.

Also, you can choose when you play it.

The big problem I have with it is that it only has 1 attack, which makes it really hard to actually kill anything with it. So I think it's among the bottom 3 neutral common 2-drops in arena (with Tidehunter and Creeper).
Now I'm inspired to swap that Weblord for Mana Wraith. Hunter still has an unaffected Animal Companion and UtH. Have no idea if it will work out well at all, but anything that slows the early game to get to the mid game seems worth investigating for Hunter. Really, I'm just looking for a decent 2 drop that I'm not looking to save for a combo later and which doesn't have just 1 health.

Need a 2 drop? Why not Zoidberg?
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Re: Naxxramas cards
« Reply #297 on: August 13, 2014, 06:47:52 pm »
+2

Edit: I've been meaning to try out Weblord, but I haven't found a good reason to pick it arena. By the time I see it, I usually have some battlecry minions already, and I can't justify a 1/4 that hurts both of us equally. Seems useful in Druid decks though - it disrupts your own taunt givers if you're playing Watcher Druid, but your Ancients are fine, Keeper is fine, Druid of the Claw is fine, and it doesn't hit minions with Deathrattles.

It doesn't really hurt you both equally because it's possible that it is alive for more of his turns than yours but not vice versa. This works well with the 2/2 Mana Wraith, since it's easy to trade it when you want the effect to go away. While at 1/4 it's a bit harder to do with Weblord, it at least can't ever be active for more of your turns than his.

Also, you can choose when you play it.

The big problem I have with it is that it only has 1 attack, which makes it really hard to actually kill anything with it. So I think it's among the bottom 3 neutral common 2-drops in arena (with Tidehunter and Creeper).
Now I'm inspired to swap that Weblord for Mana Wraith. Hunter still has an unaffected Animal Companion and UtH. Have no idea if it will work out well at all, but anything that slows the early game to get to the mid game seems worth investigating for Hunter. Really, I'm just looking for a decent 2 drop that I'm not looking to save for a combo later and which doesn't have just 1 health.

Need a 2 drop? Why not Zoidberg?

I thought Zoidberg is one drop in this game :)
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Jorbles

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Re: Naxxramas cards
« Reply #298 on: August 13, 2014, 06:53:04 pm »
+1

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Re: Naxxramas cards
« Reply #299 on: August 13, 2014, 06:55:55 pm »
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That really needs to have the Hungry Crab's face replace Zoidberg's but I don't have photoshop on this computer.
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Re: Naxxramas cards
« Reply #300 on: August 13, 2014, 11:09:54 pm »
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Jeez... I should *not* be having this much trouble with a non-heroic boss.  WTF Grobbulus?

The non-heroic bosses this week are significantly harder - normally I pick a random deck to beat them with (which in practice is either my common-only druid or a herp derp aggro warrior), but this week I actually had to think about what deck to use. It doesn't help that Grobbulus has > 2 copies of his special card Mutating Injection.

Edit: I've been meaning to try out Weblord, but I haven't found a good reason to pick it arena. By the time I see it, I usually have some battlecry minions already, and I can't justify a 1/4 that hurts both of us equally. Seems useful in Druid decks though - it disrupts your own taunt givers if you're playing Watcher Druid, but your Ancients are fine, Keeper is fine, Druid of the Claw is fine, and it doesn't hit minions with Deathrattles.
Yeah the bosses were definitely harder this time around. I had to build a special deck for Patchwerk and Grobbulus.

But man, the Heroic bosses are a nightmare. I managed to beat all 4 of them (super yay!), but it took a few hours. They were ridiculous, at least given my limited card collection! I don't know where to begin describing the decks I used to beat the last 3 bosses without showing a full decklist.

Okay, Heroic Patchwerk is actually pretty simple: Try a twist of Freeze Mage. You now have new tools in the form of Mad Scientist, so take all the Ice Barriers/Blocks you can find, and maybe Duplicate for good measure. Also ready your Frostbolts, Ice Lances, and Mirror Images. The goal is to stall as much as possible while dropping lots of cheap minions that overall aren't too devastated by the insta-kill hero ability. The boss likes going for the face, so take advantage of the minions you can keep on the board to slowly whittle down the boss's HP.

From here on, it was all riding on luck

Grobbulus:Yeah I don't know. It started with a Lightwell that I managed to buff with PW:Shield and later taunted with Sunfury. It ended with me summoning Thaddius (yeah... and I superfluously buffed it with Divine Spirit too). Try sticking with 3 health minions to avoid slime death and heal them up when possible. Egg is still good here though. In addition to that, I used Mass Dispel at a good moment and even Velen to strenghten my position (use what you got, I guess). Holy Nova is quite good here.

Gluth: Probably the hardest of the lot. The worst part is that the weapon he uses buffs on the death of your own deathrattle minions too. That's absolutely cruel and just further limits your options. I used a variation of a Hunter UtH deck that included 2 Oozes, 2 Multishots, 2 Deadly Shots, and 2 Kill Commands (and a Hunter's Mark helped too). All of those will find use here. I think you just have to survive off the Zombie Chow until you get lucky and flip the board with an opposing Abomination at a point where Gluth doesn't have the weapon (almost surely because you destoryed it somehow). I ended up with board control by the end, with Highmane as my biggest minion. Not even sure UtH is helpful, as Unstable Ghoul (mini-abomination) makes short work of the lot.

Thaddius:Would you believe I won this on the first try, with the exact same deck I ended up using to beat Gluth? All around, this has got to be the easiest fight around just due to how badly Thaddius can screw himself over with his hero ability. The only extra challenge in Heroic is that he starts with Stalagg and Feugen. I guess I won because Hunter has good removal at fairly low mana (Deadly Shot, Kill Command, Hunter's Mark).

As an aside, I was wondering if it's worth including just Feugen (the 4/7) in a deck. The 4/7 stat balancing is fairly decent for a 5 mana minion. The opportunity cost brings it down, but the deception of making your opponent think Stalagg will follow can have subtle positive effects overall. They may save silence minions and hexes for a minion that will never come, and you don't have to worry about that lame 7/4 remaining dead in your hand.

Edit: looking online for guides, it seems Alexstraza isn't auto-nullified in this quarter, so yeah I guess Freeze Mage beats them all.
« Last Edit: August 14, 2014, 12:01:24 am by markusin »
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Re: Naxxramas cards
« Reply #301 on: August 18, 2014, 09:19:25 pm »
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Patchwerk was fun.Had a similar freeze mage for Patchwerk that Markusin used, except mine revolved around stalling until I could get a Water Elemental + a taunter on the same turn. He always destroys taunters over the water elemental, so as long as I could play 1 per turn I was golden and was able to freeze him every turn with the water elemental.

About to try the other bosses -- haven't looked at any guides yet, this is the first week I'm trying to beat them on my own without looking up the answers. Should be fun!
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Re: Naxxramas cards
« Reply #302 on: August 19, 2014, 12:51:53 am »
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For Heroic Patchwerk, I was really stubborn and too lazy to build a Freeze Mage deck. It definitely would have been simpler than what I did...which was Coldlight Oracle abuse. You only need to have Patchwerk draw 9 cards to kill him, or 8 cards + 9 damamge from other sources. Lots of taunters to take up hits, Acidic Swamp Ooze buys time on the early turns, hope you draw into Coldlight + Shadowsteps, and that your Coldight draws you more Shadowsteps/Pandas. Think of it as a Miracle Rogue with an entirely different Shadowstep target and way less time to get it together. Took me a couple tries, and even when I finally won I had exactly lethal with 1 life left.
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Re: Naxxramas cards
« Reply #303 on: August 20, 2014, 08:55:16 am »
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Much easier final time around!
Kel Thuzad bit disappointing really, though make sure you try emoting at him.
Had a bit of a shock though when trying to Alextraza the frost dragon- was this also in some other bosses?
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Re: Naxxramas cards
« Reply #304 on: August 20, 2014, 11:02:22 am »
+1

Much easier final time around!
Kel Thuzad bit disappointing really, though make sure you try emoting at him.
Had a bit of a shock though when trying to Alextraza the frost dragon- was this also in some other bosses?
Heroic Loatheb nullifies Alexstraza. Many others don't it seems.

I'm going to be so late to the party this time around. I'm on vacation for a week and still have to get 200 or so more gold to afford the final wing once I get back. When I do, it will be glorious.
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Re: Naxxramas cards
« Reply #305 on: August 20, 2014, 03:13:22 pm »
+1

Is there any hope of beating Naxx wings using basic cards only? And by basic, I mean the ones you get for leveling a hero up to 10.
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Re: Naxxramas cards
« Reply #306 on: August 20, 2014, 03:17:35 pm »
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Is there any hope of beating Naxx wings using basic cards only? And by basic, I mean the ones you get for leveling a hero up to 10.

Maybe the early ones? they aren't super hard, but I think you're better off buying card packs if you don't have any cards.
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Re: Naxxramas cards
« Reply #307 on: August 20, 2014, 03:53:35 pm »
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So, how about that Paladin challenge, eh?

I don't think I'm likely to ever have Avenge... which isn't so bad, because the card sucks anyway.

http://www.reddit.com/r/hearthstone/comments/2e13wn/paladin_challenge_hatred_megathread/
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Re: Naxxramas cards
« Reply #308 on: August 20, 2014, 04:16:22 pm »
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Yeah, it took me 3 tries to beat the Paladin challenge. I think the main thing that put me over the top was getting a +4 cards Divine Favor around turn 6. I also didn't see a Twisting Nether the game I won, which was really weird - I think my minions were too small/weak to trigger him drawing it.

I don't know how I feel about Avenge, but it's the only way you win that challenge - you need the attack bonus from it to trade with all your small minions.
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Re: Naxxramas cards
« Reply #309 on: August 20, 2014, 06:11:57 pm »
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Huh guess I got lucky on my go through- got both Divine favours pretty nicely placed to draw quite a few cards and then a turn 8- slime ooze thing + BoK + BoM + Argent Protector!

There is no way of/ I would think it pretty tough to  beating the Heroic wings without any additional cards I'm pretty sure... (someone will probably pull it off now hah (someone with too much time)) There are common only.
This link might help?
http://www.eurogamer.net/articles/2014-07-30-hearthstone-naxxramas-strategy-guide-walkthrough
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Re: Naxxramas cards
« Reply #310 on: August 20, 2014, 07:13:58 pm »
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Thoughts on the final legendary prize?
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Re: Naxxramas cards
« Reply #311 on: August 20, 2014, 09:17:21 pm »
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Well, I tried naxxramas wing 1 the first time tonight and walked through all 3 bosses on the first try. I got Druid on the first try and rogue on the second try. I am assuming heroic isn't going to be so easy?
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Re: Naxxramas cards
« Reply #312 on: August 20, 2014, 09:18:17 pm »
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Forgot to mention I used a hunter deck full of low mana charges and 1 shot battle cries for fast face damage.
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Re: Naxxramas cards
« Reply #313 on: August 20, 2014, 11:10:13 pm »
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Forgot to mention I used a hunter deck full of low mana charges and 1 shot battle cries for fast face damage.

Aggro decks work on enough of the bosses. The heroic bosses need very specific decks. Although you may be able to do some.
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Titandrake

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Re: Naxxramas cards
« Reply #314 on: August 21, 2014, 01:40:44 am »
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Got both heroics for final wing. Still need to beat heroic Grobbulus to finish Naxx though...

Sapphiron: I used Warrior. Charge minions, Nerubian Egg, Leper Gnome for creatures. Slam, Cleave, and my 1x Brawl to help clear the board. With Fiery War Axe + Death's Bite + Arcanite Reaper you have enough damage in your deck to go for clearing minions now and again. I remember this ending pretty close, but I got it on my first try.

Kel'Thuzad: Control Paladin. I only had 1 Wild Pyro and 1 Lay on Hands, but that turned out to be enough healing and clear to live until we got to fatigue. Your goal is always to clear the board here - you can't race 45 health + 20 armor. Paladin is nice for this because once he flips to his 8 cost hero power, you can stop playing big creatures and use your hero power instead while you wait to draw cards to play - he gets in this loop where he keeps using Chains to steal 1/1s. Ended with me taking 4 turns of Fatigue damage before killing him, but only took 2 tries.
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blueblimp

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Re: Naxxramas cards
« Reply #315 on: August 21, 2014, 03:15:59 am »
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Is there any hope of beating Naxx wings using basic cards only? And by basic, I mean the ones you get for leveling a hero up to 10.
I did the non-heroics with commons-only decks, and that wasn't bad apart from the second-last wing. Those included non-basic cards too, granted.
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Re: Naxxramas cards
« Reply #316 on: August 21, 2014, 12:52:28 pm »
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Just wanted to pop on to say that Unstable Ghoul is a pretty good anti-aggro card. It effectively does two damage to any minion that kills it despite it's lackluster stats and it combos well with common cards like Amani Berserker and Acolyte of Pain. I've been running it in a mage deck with zero 1 health minions and have had good results.
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Re: Naxxramas cards
« Reply #317 on: August 21, 2014, 05:36:31 pm »
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just lost to thaddius :(

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Re: Naxxramas cards
« Reply #318 on: August 21, 2014, 06:03:53 pm »
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Just wanted to pop on to say that Unstable Ghoul is a pretty good anti-aggro card. It effectively does two damage to any minion that kills it despite it's lackluster stats and it combos well with common cards like Amani Berserker and Acolyte of Pain. I've been running it in a mage deck with zero 1 health minions and have had good results.

It's best in control warrior were you can use its ability with armoursmith too.
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Re: Naxxramas cards
« Reply #319 on: August 22, 2014, 12:47:20 pm »
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Naxxramas is depressingly easy. I figured out Gothik requires a good mix of heal, silence and direct damage as well as damage buffing so I can make the spectra ls work for me. So, beat him on the second try using a Paladin deck. Went to Rivendare with the same deck just to see the new trick I had to turn and I had him beat by turn 4. Turn 1 I used Blessing of Wisdom on the center horse. Turn 2 I played Equality to drop everyone down to 1 health. Turn 3 dropped unstable ghoul. Granted the AI was screwed here anyhow but he managed to use a spell to drop the ghoul to 1 health instead of attacking 3 times but the first attack exploded the ghoul clearing all the horses. Turn 4 Hammer of Wrath finished of Rivendare.

So, yes, probably some luck there, lol, but really first time I ever see the boss and I whipped him that fast and easy?
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Re: Naxxramas cards
« Reply #320 on: August 22, 2014, 12:51:25 pm »
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Naxxramas is depressingly easy. I figured out Gothik requires a good mix of heal, silence and direct damage as well as damage buffing so I can make the spectra ls work for me. So, beat him on the second try using a Paladin deck. Went to Rivendare with the same deck just to see the new trick I had to turn and I had him beat by turn 4. Turn 1 I used Blessing of Wisdom on the center horse. Turn 2 I played Equality to drop everyone down to 1 health. Turn 3 dropped unstable ghoul. Granted the AI was screwed here anyhow but he managed to use a spell to drop the ghoul to 1 health instead of attacking 3 times but the first attack exploded the ghoul clearing all the horses. Turn 4 Hammer of Wrath finished of Rivendare.

So, yes, probably some luck there, lol, but really first time I ever see the boss and I whipped him that fast and easy?

Well, to be honest I had like 2 or 3 wipes total and only changed my zoo deck once - I used ramp druid on Saphirion
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Re: Naxxramas cards
« Reply #321 on: August 22, 2014, 01:16:12 pm »
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Naxxramas is depressingly easy. I figured out Gothik requires a good mix of heal, silence and direct damage as well as damage buffing so I can make the spectra ls work for me. So, beat him on the second try using a Paladin deck. Went to Rivendare with the same deck just to see the new trick I had to turn and I had him beat by turn 4. Turn 1 I used Blessing of Wisdom on the center horse. Turn 2 I played Equality to drop everyone down to 1 health. Turn 3 dropped unstable ghoul. Granted the AI was screwed here anyhow but he managed to use a spell to drop the ghoul to 1 health instead of attacking 3 times but the first attack exploded the ghoul clearing all the horses. Turn 4 Hammer of Wrath finished of Rivendare.

So, yes, probably some luck there, lol, but really first time I ever see the boss and I whipped him that fast and easy?

Well, to be honest I had like 2 or 3 wipes total and only changed my zoo deck once - I used ramp druid on Saphirion

Normal mode is pretty easy. And the horsemen were one of the easiest bosses. The only normal boss I had to do more than once was Gluth.
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Re: Naxxramas cards
« Reply #322 on: August 22, 2014, 01:53:40 pm »
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If you don't kill heroic sephiroth by infiniting him then you're doing it the not the funnest way!

edit: saphirion, whatever the ice dragon is called
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Re: Naxxramas cards
« Reply #323 on: August 25, 2014, 04:07:25 pm »
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Wait, why was everyone going crazy over the Paladin challenge? It was super easy. I think people understood you should be buffing ALL the oozes instead of just playing them because you have so many cards that synergise. Knife Jugglers, Cult master, the buffs, just that fact that it's pretty good stats anyway for a 2mana card.
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Titandrake

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Re: Naxxramas cards
« Reply #324 on: August 25, 2014, 04:22:31 pm »
+1

Wait, why was everyone going crazy over the Paladin challenge? It was super easy. I think people understood you should be buffing ALL the oozes instead of just playing them because you have so many cards that synergise. Knife Jugglers, Cult master, the buffs, just that fact that it's pretty good stats anyway for a 2mana card.

The deck only had 2 buff cards (1 Blessing of Kings, 1 Blessing of Might), and Argent Protector on just the 1/2 isn't the greatest. So, you definitely had to play Ooze by itself sometimes, which isn't that great.

My main complaints with the challenge was:
1. All your minions are small. Your largest minion was Black Knight. So, when KT starts playing bigger creatures, you're forced to 2 for 1 very often.
2. No Consecration/AoE spells to deal with the loss of card advantage. No Truesilver either. Basically, very little 2 for 1 cards in your own deck.
3. KT does have AoE (Twisting Nether) to get easy card advantage wins.

So, you only win by getting good card draw off your Divine Favors, drawing your 1x Cult Master at the right time to get more cards, and/or getting Avenge to trigger so that you actually have a big minion to play. The other challenges at least had fun, silly gimmicks - the Paladin challenge is about having an awful deck and forcing you to win with it anyways.
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KingZog3

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Re: Naxxramas cards
« Reply #325 on: August 25, 2014, 04:31:07 pm »
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Wait, why was everyone going crazy over the Paladin challenge? It was super easy. I think people understood you should be buffing ALL the oozes instead of just playing them because you have so many cards that synergise. Knife Jugglers, Cult master, the buffs, just that fact that it's pretty good stats anyway for a 2mana card.

The deck only had 2 buff cards (1 Blessing of Kings, 1 Blessing of Might), and Argent Protector on just the 1/2 isn't the greatest. So, you definitely had to play Ooze by itself sometimes, which isn't that great.

My main complaints with the challenge was:
1. All your minions are small. Your largest minion was Black Knight. So, when KT starts playing bigger creatures, you're forced to 2 for 1 very often.
2. No Consecration/AoE spells to deal with the loss of card advantage. No Truesilver either. Basically, very little 2 for 1 cards in your own deck.
3. KT does have AoE (Twisting Nether) to get easy card advantage wins.

So, you only win by getting good card draw off your Divine Favors, drawing your 1x Cult Master at the right time to get more cards, and/or getting Avenge to trigger so that you actually have a big minion to play. The other challenges at least had fun, silly gimmicks - the Paladin challenge is about having an awful deck and forcing you to win with it anyways.

I guess I got really lucky? Kel Thuzad never player Twisting Nether on either the challenge or normal mode. Not saying it was the most fun of the challenges, but it wasn't crazy hard. Also, the rogue challenge was like, just minions. You had no spells that make rogue a unique class. So I'd argue these two are the worst challenges.
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Titandrake

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Re: Naxxramas cards
« Reply #326 on: August 25, 2014, 05:39:24 pm »
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All the class challenges are about decks that use the class card. So, the Rogue challenge is about using the self-sap on Ambusher death to good effect. The Mage challenge is a secret deck with Duplicate shenanigans, Shaman is about Reincarnate tricks...Paladin is a deck that has Avenge in it. I think more token producing minions (like Murloc Tidehunter, Razorleaf Hunter, Silver Hand Knight) would have made it better.
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Re: Naxxramas cards
« Reply #327 on: August 25, 2014, 06:58:35 pm »
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All the class challenges are about decks that use the class card. So, the Rogue challenge is about using the self-sap on Ambusher death to good effect. The Mage challenge is a secret deck with Duplicate shenanigans, Shaman is about Reincarnate tricks...Paladin is a deck that has Avenge in it. I think more token producing minions (like Murloc Tidehunter, Razorleaf Hunter, Silver Hand Knight) would have made it better.

More token minions just get Blizzarded.
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Titandrake

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Re: Naxxramas cards
« Reply #328 on: August 25, 2014, 09:12:23 pm »
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All the class challenges are about decks that use the class card. So, the Rogue challenge is about using the self-sap on Ambusher death to good effect. The Mage challenge is a secret deck with Duplicate shenanigans, Shaman is about Reincarnate tricks...Paladin is a deck that has Avenge in it. I think more token producing minions (like Murloc Tidehunter, Razorleaf Hunter, Silver Hand Knight) would have made it better.

More token minions just get Blizzarded.

Token minions early trigger Avenge, token minions late buff the creature that doesn't die to the Blizzard. I was thinking more about ways to make an Avenge focused deck. Make a deck with lots of token generation, or sticky minions like Harvest Golem, so that you'll actually have something to buff.
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Kirian

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Re: Naxxramas cards
« Reply #329 on: August 25, 2014, 09:21:56 pm »
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All the class challenges are about decks that use the class card. So, the Rogue challenge is about using the self-sap on Ambusher death to good effect. The Mage challenge is a secret deck with Duplicate shenanigans, Shaman is about Reincarnate tricks...Paladin is a deck that has Avenge in it. I think more token producing minions (like Murloc Tidehunter, Razorleaf Hunter, Silver Hand Knight) would have made it better.

More token minions just get Blizzarded.

Token minions early trigger Avenge, token minions late buff the creature that doesn't die to the Blizzard. I was thinking more about ways to make an Avenge focused deck. Make a deck with lots of token generation, or sticky minions like Harvest Golem, so that you'll actually have something to buff.

Ah, I see.  Yes, that would make more sense.

I think the problem is that trying to build a deck "around" Avenge just gives you a shitty deck, because it's a shitty card.
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KingZog3

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Re: Naxxramas cards
« Reply #330 on: August 25, 2014, 09:34:29 pm »
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All the class challenges are about decks that use the class card. So, the Rogue challenge is about using the self-sap on Ambusher death to good effect. The Mage challenge is a secret deck with Duplicate shenanigans, Shaman is about Reincarnate tricks...Paladin is a deck that has Avenge in it. I think more token producing minions (like Murloc Tidehunter, Razorleaf Hunter, Silver Hand Knight) would have made it better.

More token minions just get Blizzarded.

Token minions early trigger Avenge, token minions late buff the creature that doesn't die to the Blizzard. I was thinking more about ways to make an Avenge focused deck. Make a deck with lots of token generation, or sticky minions like Harvest Golem, so that you'll actually have something to buff.

Ah, I see.  Yes, that would make more sense.

I think the problem is that trying to build a deck "around" Avenge just gives you a shitty deck, because it's a shitty card.

I don't think it's that bad. You don't build a deck around it, but if you want to fill a slot with a secret that's not Noble Sacrifice, I'd pick avenge.

EDIT: Also, it doesn't trigger if all your minions die to AoE, which is really nice since it won't waste itself.
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Re: Naxxramas cards
« Reply #331 on: August 28, 2014, 11:04:39 am »
+1

After a week of vacation, I finally got the last 700 gold needed to open the last wing of Naxxramas. I've succeeded in not spending a cent in game for Naxx, or Hearthstone as a whole. Woohoo!
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Re: Naxxramas cards
« Reply #332 on: August 28, 2014, 11:41:54 am »
+1

After a week of vacation, I finally got the last 700 gold needed to open the last wing of Naxxramas. I've succeeded in not spending a cent in game for Naxx, or Hearthstone as a whole. Woohoo!

Me too. I can finally go back to doing mediocre arena runs and buying packs.
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Re: Naxxramas cards
« Reply #333 on: August 28, 2014, 12:36:29 pm »
0

After a week of vacation, I finally got the last 700 gold needed to open the last wing of Naxxramas. I've succeeded in not spending a cent in game for Naxx, or Hearthstone as a whole. Woohoo!

Me too. I can finally go back to doing mediocre arena runs and buying packs.

After doing all but the last one I decided I missed opening packs and decided to open up a few packs instead of finishing Naxx immediately. There were a few cards I wanted dust to craft to touch up some of my decks that I'd been holding off on because I was saving for Naxx.

That last wing will still be there, and I don't have any immediate plans for the last 4 cards. Though Kel'Thuzad looks pretty strong and the Ooze and the Shade seem situationally useful.
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KingZog3

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Re: Naxxramas cards
« Reply #334 on: August 28, 2014, 12:58:13 pm »
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After a week of vacation, I finally got the last 700 gold needed to open the last wing of Naxxramas. I've succeeded in not spending a cent in game for Naxx, or Hearthstone as a whole. Woohoo!

Me too. I can finally go back to doing mediocre arena runs and buying packs.

After doing all but the last one I decided I missed opening packs and decided to open up a few packs instead of finishing Naxx immediately. There were a few cards I wanted dust to craft to touch up some of my decks that I'd been holding off on because I was saving for Naxx.

That last wing will still be there, and I don't have any immediate plans for the last 4 cards. Though Kel'Thuzad looks pretty strong and the Ooze and the Shade seem situationally useful.

I actually did that once or twice during nax. I haven't seen ooze at all in constructed, but I've seen shade twice. I think it's good, I've seen Druid use it and it seems like a good card to fi that kind of curve and pacing.
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Re: Naxxramas cards
« Reply #335 on: August 28, 2014, 01:06:05 pm »
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After a week of vacation, I finally got the last 700 gold needed to open the last wing of Naxxramas. I've succeeded in not spending a cent in game for Naxx, or Hearthstone as a whole. Woohoo!

Me too. I can finally go back to doing mediocre arena runs and buying packs.

After doing all but the last one I decided I missed opening packs and decided to open up a few packs instead of finishing Naxx immediately. There were a few cards I wanted dust to craft to touch up some of my decks that I'd been holding off on because I was saving for Naxx.

That last wing will still be there, and I don't have any immediate plans for the last 4 cards. Though Kel'Thuzad looks pretty strong and the Ooze and the Shade seem situationally useful.

I actually did that once or twice during nax. I haven't seen ooze at all in constructed, but I've seen shade twice. I think it's good, I've seen Druid use it and it seems like a good card to fi that kind of curve and pacing.
Someone used the Ooze + Blessing of Kings combo on me in constructed. It was deadly.
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KingZog3

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Re: Naxxramas cards
« Reply #336 on: August 28, 2014, 01:13:34 pm »
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After a week of vacation, I finally got the last 700 gold needed to open the last wing of Naxxramas. I've succeeded in not spending a cent in game for Naxx, or Hearthstone as a whole. Woohoo!

Me too. I can finally go back to doing mediocre arena runs and buying packs.

After doing all but the last one I decided I missed opening packs and decided to open up a few packs instead of finishing Naxx immediately. There were a few cards I wanted dust to craft to touch up some of my decks that I'd been holding off on because I was saving for Naxx.

That last wing will still be there, and I don't have any immediate plans for the last 4 cards. Though Kel'Thuzad looks pretty strong and the Ooze and the Shade seem situationally useful.

I actually did that once or twice during nax. I haven't seen ooze at all in constructed, but I've seen shade twice. I think it's good, I've seen Druid use it and it seems like a good card to fi that kind of curve and pacing.
Someone used the Ooze + Blessing of Kings combo on me in constructed. It was deadly.

Someone did that to me in casual. Zoo just doesn't care if thy have even a semi reasonable board or soulfire or doomguard
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Re: Naxxramas cards
« Reply #337 on: August 28, 2014, 02:10:31 pm »
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I actually used it in zoo for some time, before dropping in favor of faster, deathrattlier and more face zoo I playing now - http://www.hearthpwn.com/decks/95475-undertaker-zoo
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KingZog3

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Re: Naxxramas cards
« Reply #338 on: August 28, 2014, 02:26:45 pm »
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I actually used it in zoo for some time, before dropping in favor of faster, deathrattlier and more face zoo I playing now - http://www.hearthpwn.com/decks/95475-undertaker-zoo

I got to legend with a less face oriented deck. No Leper Gnomes,  -1 DID, -1 owl, +2 Flame Imps and +2 Zombie Chow. My feelings with Zombie Chow are mixed in zoo, just because they are very bad late game, along with Flame Imps, which can lead to a late game with no good drops since that's 4 cards that are bad late game. However, they are so good turn 1. better than Flame Imp for sure, and the draw back is non-existent.

Plus these hunters with freeze trap now are just so easy. They play Mad Scientist, and it gives me a free freeze trap to eat with my low cost minions. And I get to buff undertakers again!

EDIT: here is my deck:http://www.hearthpwn.com/decks/96704-legend-nax-zoo It's vital you get an early 1 drop. I never drop abusive with using it's buff. This deck has enough 1 drops that you can reliably get one turn 1. I don't play undertaker unless i can buff then, or it's turn 1 and I need to drop a minion. Chow, Imp and Voidwalker and the best for turn 1. You can get insane value from a well placed Knife juggler, and I don't find I need more ways to activate Egg. AoE from your opponent is enough. The Mortal Coils can be replaced I guess, but I felt that I needed the extra sifting to match up Undertakers, and to find Doomguards and Soulfires.
« Last Edit: August 28, 2014, 02:42:09 pm by KingZog3 »
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Re: Naxxramas cards
« Reply #339 on: August 28, 2014, 07:27:27 pm »
+1

I paid for all but the first wing if naxxramas. I am certainly not unwilling to grind and I love F2P but I like the game so much I wanted to support it in some way. I must be getting old. I still refuse to pay for cards though. I would consider paying money for a future expansion as well.
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Re: Naxxramas cards
« Reply #340 on: August 29, 2014, 10:19:09 am »
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So much time spent on just getting a card back, but whatever. Beating all the heroic bosses was its own reward.

Sapphiron was ridiculous. The only heroic boss where I really had to give in and netdeck.
I used this deck:http://www.hearthpwn.com/decks/93542-budget-mage-for-heroic-sapphiron
I was down a Blizzard, and used a Counterspell in its place. Counterspell is quite good here. Either it blocks the 8-damage to the face spell, effectively acting as a third Ice Barrier, or it nullifies a freezing spell, letting an extra Thaddius get a shot off.


Against Kel'thuzad I used a control Paladin, like Titandrake, but maybe not. I added Kel'thuzad in there, which allowed me to have a huge board presence to take him down way before fatigue started. A Guardian of Kings saved me at some point.
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Re: Naxxramas cards
« Reply #341 on: September 11, 2014, 05:23:32 pm »
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So Kelthuzad respawns things like Undertaker WITH the bonus on them. That's really sweet. And Reincarnate Kelthuzad is so much fun.
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Re: Naxxramas cards
« Reply #342 on: September 11, 2014, 06:52:20 pm »
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So Kelthuzad respawns things like Undertaker WITH the bonus on them. That's really sweet. And Reincarnate Kelthuzad is so much fun.
Huh? You mean it respawns the minions with their ability text right? Buffs that the minion received don't transfer over to the respawned minion.
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Re: Naxxramas cards
« Reply #343 on: September 11, 2014, 07:12:04 pm »
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So Kelthuzad respawns things like Undertaker WITH the bonus on them. That's really sweet. And Reincarnate Kelthuzad is so much fun.
Huh? You mean it respawns the minions with their ability text right? Buffs that the minion received don't transfer over to the respawned minion.

From what I could tell, my undertaker still ha an extra 1/1 when he came back.
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Grujah

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Re: Naxxramas cards
« Reply #344 on: September 11, 2014, 07:37:54 pm »
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So Kelthuzad respawns things like Undertaker WITH the bonus on them. That's really sweet. And Reincarnate Kelthuzad is so much fun.
Huh? You mean it respawns the minions with their ability text right? Buffs that the minion received don't transfer over to the respawned minion.

From what I could tell, my undertaker still ha an extra 1/1 when he came back.

It doesn't. Maybe it also came back with a deathrattler.
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KingZog3

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Re: Naxxramas cards
« Reply #345 on: September 11, 2014, 09:51:48 pm »
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So Kelthuzad respawns things like Undertaker WITH the bonus on them. That's really sweet. And Reincarnate Kelthuzad is so much fun.
Huh? You mean it respawns the minions with their ability text right? Buffs that the minion received don't transfer over to the respawned minion.

From what I could tell, my undertaker still ha an extra 1/1 when he came back.

It doesn't. Maybe it also came back with a deathrattler.

It's possible it came back with an Egg. it didn't make sense to me, but it looked like it did.
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