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Author Topic: Tavern Brawl Discussion  (Read 213432 times)

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werothegreat

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Re: Tavern Brawl Discussion
« Reply #550 on: February 24, 2016, 10:40:11 pm »
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I have no idea what to do with this brawl.  Other than lose, that is...

Just throw in a bunch of Leper Gnomes and Magma Ragers and other cheap, high-attack minions.  And maybe some removal.
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Titandrake

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Re: Tavern Brawl Discussion
« Reply #551 on: February 24, 2016, 11:09:44 pm »
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My opponent just played a Patron deck. Summoned Grim Patrons don't get charge, but getting a free Warsong for Frothing Berzerkers make up for it.

The other neat thing I've seen so far is that Ancient Watchers come with free taunt.
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KingZog3

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Re: Tavern Brawl Discussion
« Reply #552 on: February 24, 2016, 11:39:32 pm »
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Basically putting owls, ragers, eerie statues, other silences, and you should be ok. Rogue is fun for the Pit Snakes. Cobras are nice removal. Drakonid Crushers are nice too, if you play aggressively.

For Awaclus: All your minions have charge and taunt when you play them. It was you that asked we say the brawl right?
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Titandrake

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Re: Tavern Brawl Discussion
« Reply #553 on: February 24, 2016, 11:41:37 pm »
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Basically putting owls, ragers, eerie statues, other silences, and you should be ok. Rogue is fun for the Pit Snakes. Cobras are nice removal. Drakonid Crushers are nice too, if you play aggressively.

For Awaclus: All your minions have charge and taunt when you play them. It was you that asked we say the brawl right?

I don't know how consistent it is, but Edwin -> hit for 2 -> Coin -> Shadowstep -> Edwin -> hit for 8 and leave 8/8 Taunt on board turn 3 was pretty painful.
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KingZog3

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Re: Tavern Brawl Discussion
« Reply #554 on: February 24, 2016, 11:50:02 pm »
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Basically putting owls, ragers, eerie statues, other silences, and you should be ok. Rogue is fun for the Pit Snakes. Cobras are nice removal. Drakonid Crushers are nice too, if you play aggressively.

For Awaclus: All your minions have charge and taunt when you play them. It was you that asked we say the brawl right?

I don't know how consistent it is, but Edwin -> hit for 2 -> Coin -> Shadowstep -> Edwin -> hit for 8 and leave 8/8 Taunt on board turn 3 was pretty painful.

I don't have edwin, but he seems strong in an aggressive deck with loot hoarders to draw and stuff.
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Re: Tavern Brawl Discussion
« Reply #555 on: February 25, 2016, 12:58:40 am »
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My opponent just played a Patron deck. Summoned Grim Patrons don't get charge, but getting a free Warsong for Frothing Berzerkers make up for it.

The other neat thing I've seen so far is that Ancient Watchers come with free taunt.

Thing is everything has taunt, so those Ancient watchers aren't protecting any of your minions. I thought the charge also worked on summoned minions and so went with Paladin and stuff like Muster For Battle. I still won.

Heh, Keeper of Uldaman can clear any Minion on the board without a deathrattle drop.
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XerxesPraelor

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Re: Tavern Brawl Discussion
« Reply #556 on: February 25, 2016, 01:20:43 am »
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I've been playing Windfury Shaman - Rockbiter Weapon + Dust Devil is 2 mana for reach of 12, which is pretty fun to do.
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Re: Tavern Brawl Discussion
« Reply #557 on: February 25, 2016, 01:55:35 am »
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Ramp Druid works for getting big minions on the board early.

I also played Taunt Warrior using Bolster for a win.
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Re: Tavern Brawl Discussion
« Reply #558 on: February 25, 2016, 03:44:11 pm »
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Haven't lost yet. Tried totally random seems like a good idea stuff. All Brawl has taught me is that 95% of Hearthstone players don't actually know how to play anything outside of net decking. Even the strong brawl decks are obvious net decks.
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Re: Tavern Brawl Discussion
« Reply #559 on: February 25, 2016, 04:24:58 pm »
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Haven't lost yet. Tried totally random seems like a good idea stuff. All Brawl has taught me is that 95% of Hearthstone players don't actually know how to play anything outside of net decking. Even the strong brawl decks are obvious net decks.

:(
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Grujah

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Re: Tavern Brawl Discussion
« Reply #560 on: February 25, 2016, 04:25:58 pm »
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You can play Molten/Shadowstep/Panda combo,

or what I did, windfury Shaman. Dust Devil and Dunemaul Shaman both become great, Dunemaul can even evade taunt.
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Jorbles

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Re: Tavern Brawl Discussion
« Reply #561 on: February 25, 2016, 05:57:49 pm »
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or what I did, windfury Shaman. Dust Devil and Dunemaul Shaman both become great, Dunemaul can even evade taunt.

This is what I did too! I played a Mirror Match. Seems popular.

I hadn't thought of the Rogue Shadow Step combos, but that seems pretty good too.
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Re: Tavern Brawl Discussion
« Reply #562 on: February 25, 2016, 06:09:28 pm »
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LibraryAdventurer

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Re: Tavern Brawl Discussion
« Reply #563 on: March 02, 2016, 04:59:07 pm »
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Hard to tell what 'random fates' means before you play and find out, but it's fun. My opponent got Arch Thief-Raf from one of the unstable portals (from a fate). He played the spell that does 10 damage to random enemies (which seems like the weakest option). Then I played convert to get a copy of his Arch-Thief Raf. He resigned.

Awaclus

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Re: Tavern Brawl Discussion
« Reply #564 on: March 02, 2016, 05:01:01 pm »
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Hard to tell what 'random fates' means before you play and find out

What does it mean?
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LibraryAdventurer

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Re: Tavern Brawl Discussion
« Reply #565 on: March 02, 2016, 05:40:52 pm »
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On your first turn each player chooses a 'fate' which applies to both players. I've only played two brawl games so far, but I'm guessing the initial options are the same:
- shuffle four unstable portals into each players deck
- when a minion dies, its owner gets a coin
- when a minion dies, its owner gets a banana
- spells cost 1 less this game.
EDIT: These choices are the not the same every game.

Then late in the game, another fate is chosen by one player with different options. Both games so far, it was chosen by my opponent, maybe it's the player with the lower health?  I'm sure sure exactly how that works yet...
« Last Edit: March 02, 2016, 05:59:26 pm by LibraryAdventurer »
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Jorbles

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Re: Tavern Brawl Discussion
« Reply #566 on: March 02, 2016, 05:49:10 pm »
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The ones I saw were initially:
-Shuffle 10 unstable portals into each players deck
-When a minion dies its owner gets a coin (chosen by my opponent)
-When a minion dies its owner gets a banana
-Spells cost 1 less all game
-At the start of each players turn they gain 2 armour (offered to me, second player)

Then in mid game you get the offer of a new fate. I think if your health drops below 15. The ones I saw were:
-Turn all minions into Tinyfins. (which I chose and used it to wipe my opponents board with a swipe, it was absolutely game wrecking for him, he had a full board)
-When a minion dies a random card in its owners hand's cost is changed to zero (which my opponent chose, I think his choices were bad)
-Each player gains 3 Unstable Portals to hand
-two other things which I forget.

It's a neat Brawl so far though I don't totally understand it.
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KingZog3

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Re: Tavern Brawl Discussion
« Reply #567 on: March 02, 2016, 06:06:02 pm »
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There are more than 4 options. I think there are 6 for each phase of choosing Fates. I'm not sure of strategies because so many cards are only good without certain fates being picked, and you can't even be sure you'll get the fate you want because there are more than 4. It leads me to believe that there is either a really complex meta that won't be established within a week, or it's more or less random and you need to adapt to what your opponent picks and plays.
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LibraryAdventurer

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Re: Tavern Brawl Discussion
« Reply #568 on: March 02, 2016, 06:09:10 pm »
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Yeah, I was thinking at first that those were the only four options, so I picked up a couple summoning minions (dragonling mechanic) and minions that are better when buffed (raging warren), and then the banana option which I was hoping for wasn't on the list that game. Instead my opponent chose a fate where each player gained two armor at the start of every turn and I ended up resigning when I ran out of cards in my deck.

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Re: Tavern Brawl Discussion
« Reply #569 on: March 02, 2016, 06:23:49 pm »
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The mid game fates stack onto the initial fates, that is, they do not supplant them. Mage is the obvious hero choice imho.
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Jorbles

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Re: Tavern Brawl Discussion
« Reply #570 on: March 02, 2016, 06:33:58 pm »
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Theory from elsewhere on the internet:

Fates or similar cards are going to be one of the major new mechanics of the upcoming expansion.
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LibraryAdventurer

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Re: Tavern Brawl Discussion
« Reply #571 on: March 02, 2016, 06:39:05 pm »
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The mid game fates stack onto the initial fates, that is, they do not supplant them. Mage is the obvious hero choice imho.
I play whatever class my daily quest is for (unless I don't have a quest that names a class), so I've been using priest and I'm 3-2 today.

EDIT: It's fun except when someone chooses the +2 armor each turn option. That makes the game last way too long.
« Last Edit: March 03, 2016, 02:05:20 am by LibraryAdventurer »
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Jorbles

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Re: Tavern Brawl Discussion
« Reply #572 on: March 02, 2016, 06:50:39 pm »
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Yeah, I did a Ramp Druid and Coins + Spells was some crazy ramping.
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Re: Tavern Brawl Discussion
« Reply #573 on: March 03, 2016, 02:30:43 am »
+1

Here's a complete list.  The trigger for the second fate is your hero dropping to 20 health.  There's a lot of spell synergy, so Tempo Mage is pretty good.

One thing to notice is that the second round of Dire Fates has the Murloc option which is essentially a board clear, so be aware of the possibility of losing your minions as you drop your opponent to 20.
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Re: Tavern Brawl Discussion
« Reply #574 on: March 03, 2016, 08:51:43 am »
+1

I love this brawl. Finally something that creates so much variety and strategic options that any kind of deck can be good here. I also like that you don't always get the same fate options so you have to adapt to what the game provides as well as what your opponent chooses.

I'm having fun with a mill rogue deck that works extremely well with fates like coin, armor or bananas. Also, the murloc option mid-game is amazing. This brawl allows for control decks to really shine and those are my favorite kind of deck.
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