Hearthstone Thread

i dont get why that card is so good? i have one in my collection but wont add to deck thanks to the painful "special ability".

It's ridiculously powerful for its mana cost. The likelihood that your opponent will have anything that can deal with it by turn 5 or 6 is very slim.
 
Chances are your opponent will want to deal with this 7 attack minion pretty fast so your minions won't cost more for long. Otherwise trade him with an opponents minion and your minions' cost will drop back to normal.
But if your opponent has something like mirror Image to put down it could spell trouble.

ok thanks, but then i will just wait a tun to get a 7 attack minion as there are a couple that costs 6.
 
ok thanks, but then i will just wait a tun to get a 7 attack minion as there are a couple that costs 6.

And then the Venture co. Mercenary takes out your 7 attack minnion, I play another 6 cost card, and you have nothing on the board. :p
 
And then the Venture co. Mercenary takes out your 7 attack minnion, I play another 6 cost card, and you have nothing on the board. :p

yup, board control, but venture co. has cost me a game once when some stupid mage froze mine two rounds in a row now I play him a bit more carefully.
 
My Mage is level 10 now (after a lot of losses). think I should try the Hunter next. was able to win games with him on lvl 1 that my lvl 8 mage couldn't
 
And then the Venture co. Mercenary takes out your 7 attack minnion, I play another 6 cost card, and you have nothing on the board. :p

is there a cost cap for the cards? otherwise your next 7 attack minion will be about 9 - 12 crystals
 
is there a cost cap for the cards? otherwise your next 7 attack minion will be about 9 - 12 crystals

As far as I know there isn't a cost cap on cards (some cards cost x amount less in certain circumstances eg: Molten Giant.

When the mercenary dies his ability won't be in affect so creatures will go back to normal cost... thus giving an option to the mercenaries owner to 'trade it up' for an opponents higher cost minion eg: Boulderfist Ogre and if you're lucky you might be able to score a 2 for 1 with him.

At the end of the day many cards have their pros and cons which is what makes the game fantastic.
 
yup, board control, but venture co. has cost me a game once when some stupid mage froze mine two rounds in a row now I play him a bit more carefully.

Venture Co Mercenary is definitely a card you don't just play for the sake of playing. I actually suspect they might nerf it soon enough, as with the coin, you can get it out on turn 4. With a Druid's Innervate, you can get it out earlier than turn 4, turn 2 if you have coin and Innervate. Not a lot of decks have the ability to deal with a 7/6 creature on turn 4. (Sure, it's not likely that you get coin and Innervate and Venture Co by turn 2, but with 2 of each in your deck, it's plausible). It's almost a staple in my minion-heavy decks (And even decks where I can't decide what big creature to add in), and from what I've seen in Blizzard's patch notes, they tend to nerf cards that become staples in decks. But we'll see.

But, as you pointed out, it can cost you the game. Having a powerful card on the table doesn't mean you win, it just means you have a powerful card in the game. It's best used to take out a bunch of other minions, especially little utility creatures. Of course, if you cleared the board recently, then by all means, attack your opponent's face. :-) But don't make the mistake of ignoring your opponent's minions and trying to rush him down. No minions on the board means no chance to buff them and take you out.

DWN
 
My Mage is level 10 now (after a lot of losses). think I should try the Hunter next. was able to win games with him on lvl 1 that my lvl 8 mage couldn't

Hunter is by far my most favoured class in the game.
I have a Beasts deck that I win more games than I lose. Sure, beast decks are rather reliant on combos, but can definitely stand their ground even without the combos. The trouble with the deck is late game, when my opponent starts pulling out big creatures, and I've used all my Kill Commands and Deadly Shots, then I end up just losing due to being overrun by their big creatures.

The most fun combo I've used as Hunter is Coin + Snake Trap on turn 1, and Starving Buzzard on turn 2, especially if my opponent cast a minion on their 1st or 2nd turn. They attack the buzzard, and i get 3x 1/1 creatures *and* 3 cards. Buzzard-usefulness++.

DWN
 
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I played a couple of games this weekend, I got my priest to lvl 10 and created my 3rd custom deck.

I think i might have played 20 games but won about 6 or 7 of them.
 
Hunter is by far my most favoured class in the game.
I have a Beasts deck that I win more games than I lose. Sure, beast decks are rather reliant on combos, but can definitely stand their ground even without the combos. The trouble with the deck is late game, when my opponent starts pulling out big creatures, and I've used all my Kill Commands and Deadly Shots, then I end up just losing due to being overrun by their big creatures.

The most fun combo I've used as Hunter is Coin + Snake Trap on turn 1, and Starving Buzzard on turn 2, especially if my opponent cast a minion on their 1st or 2nd turn. They attack the buzzard, and i get 3x 1/1 creatures *and* 3 cards. Buzzard-usefulness++.

DWN

i also dig the Hunter class, but the only issue i have is the lack of AoE. i played against a couple of mages and got smoked with Flamestrike and the other "deal 1 damage to all enemy minions" card :-(

what's your advise for dealing with multiple enemies, when using a Hunter deck ?
 
Favourite combos?

Hi all,

Speaking of combos, anyone want to share their more entertaining and/or useful combos?

Like I mentioned above, Starving Buzzard + Snake Trap for a Hunter is both entertaining and useful. Even better if you can follow up with a minion attack-buff card like Timber Wolf, or even Scavenging Hyena if you manage to let the snakes live.

I actually chose Angry Chicken during an Arena run, after I ended up choosing 3 Houndmasters (along with a bunch of other beasts). I managed to win a game with Angry Chicken, after my opponent continued to ignore it for several turns, despite him having enough fire power on the board to kill it. I ended up playing Houndmaster on it, then played Elven Archer, doing 1 damage to the chicken, and proceeded to lay down the damage with an 8/2 Angry Chicken.

Also for Mage, is Turn 1 Mana Wyrm followed up by Coin and Mirror Image. Coin is optional, and can be replaced by any other zero cost card. Point is you end up with a 3/3 Wyrm at the end of Turn 1. If you do use the coin, make sure to cast the Wyrm first, otherwise you won't get the benefit of the coin's spell cast.

And one last one, something I've seen a lot from Priest decks, although it is reliant on several cards to work properly, and something most of you must have come across before, is this:
Lightspawn + Power Word: Shield (Two if you have them) + Divine Spirit = BIG Lightspawn.
Works great if it works, opponents cry. You cry if you're facing anyone that has Polymorph or Deadly Shot or Assassinate or anything that silences. You usually want to time the playing of the Lightspawn to be at such a time that it's protected behind a Taunt minion, and only buff and double its health when it can attack.

Anybody else? Your favourite combos?

DWN
 
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i also dig the Hunter class, but the only issue i have is the lack of AoE. i played against a couple of mages and got smoked with Flamestrike and the other "deal 1 damage to all enemy minions" card :-(

what's your advise for dealing with multiple enemies, when using a Hunter deck ?

I would have so say, Explosive Trap, Explosive Shot, and Multi-Shot are your best options.

There are even options like "Unleash the Hounds" when you have a definite minion disadvantage. Even things like "Unleash the Hounds" with a Timber Wolf is an awesome combo for defense and taking out one or two big minions on your opponent's side.

I think the key to playing a Hunter is a good mixture of Control cards and Damage Cards, then some medium-to-big minions.

I started with a really cheap Hunter deck I found on hearthpwn.com actually, was quick to make, had most of the cards (had to substitute one or two), but it was fun, and I probably won about 60% of my games with it, at least until I reached level 19.

Check this Hunter Starter Deck
 
i also dig the Hunter class, but the only issue i have is the lack of AoE. i played against a couple of mages and got smoked with Flamestrike and the other "deal 1 damage to all enemy minions" card :-(

what's your advise for dealing with multiple enemies, when using a Hunter deck ?

Yes, Hunter is weak on AoE. Obviously ideal situation is to not let your opponent gain board control. Trade minions intelligently. You may even need to trade down to prevent their board from getting out of control.

Try to bait Flamestrike out of a Mage before dropping your better creatures. Case smaller ones (or creatures that summon others like Dragonling Mechanic maybe?) so they think they're getting value when they cast it.

Use staples like Multi-shot wisely, try not to use it when there are more than two minions on their side of the board, unless the Multi-Shot can kill any of them. Explosive trap is also reasonably useful, at any time of the game. Good for early game against weeny decks, good for mid game when used with something like Unleash the Hounds or Multi-Shot. Good for late game to weaken more powerful creatures to trade up with.

Unleash the Hounds and/or Snake Trap, together with a beast buffing card like Timber Wolf can be seen as a Hunter's AoE. :-) Heck, even without a beast buffing, Unleash the Hounds now only costs 2 mana to cast, so by the time you need AoE you can combo it with with "All x minions get +x attack" type cards.

Explosive Shot may seem expensive, but it's doing 9 damage when cast at the right time, it could give you a 2-for-1 or even a 3-for-1 trade if played at the right time.

You're right though, Hunter Beast decks don't have a *lot* of controllable AoE to get rid of lots of enemy minions, but they do have creative ways. :-) And if the cards are in your favour, you don't have to worry about AoE. :-)

DWN
 
Try to bait Flamestrike out of a Mage before dropping your better creatures. Case smaller ones (or creatures that summon others like Dragonling Mechanic maybe?) so they think they're getting value when they cast it.

This is a good point. Same goes for the priest's Holy Nova, Warlock's Shadowflame, Druid's Starfall, and Warrior's Blade Flurry. Always be aware of who you are playing against, what the current meta cards are for each hero class and what cards a player probably has in his hand.

Yeah, even throwing in 1 big minion (say a Chillwind Yeti) to bait out that Flamestrike and other AoE cards.
 
man, i played against a Priest last night and he was stocked with damned heals and buffs! i thought i had him, but he healed up a boulder orge well beyond normal health and even with a hell hound, i just could not drop him :-(
 
man, i played against a Priest last night and he was stocked with damned heals and buffs! i thought i had him, but he healed up a boulder orge well beyond normal health and even with a hell hound, i just could not drop him :-(

Priests are tough, I played with my Priest deck last night and owned a guy cause he didnt think destroying these cards are necessary:

http://www.hearthpwn.com/cards/117-lightwell
http://www.hearthpwn.com/cards/600-northshire-cleric

so while he was trying to focus down some of my mid game minions i was keeping others alive and drawing cards like a boss
 
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