The Glade 4.0

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PostPosted: Tue Oct 29, 2013 2:46 am 
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It's in beta right now, and I have to say it's surprisingly far more fun than I was expecting.

At first glance it seems simplistic, even dumbed down, from other card games like Magic: The Gathering or even the WoW Trading Card Game it has evolved from. I would say that in this case, simpler does not mean worse. It just means very fast (super duper fast) games with almost as much strategy as the other games.

My brother-in-law and myself are both in the beta, and we are both avid MTG fans, as well as veterans of the now cancelled WoW:TCG. And we both can't get enough of this game. In fact. I just noticed it's after 1am here and it's only felt like 20 minutes have gone by (I started playing today around 9 or 10pm).

How to describe the game? Where to start?

Well, it's a digital card game. Which means you need to create and customize a deck (which the game can also assist with). It plays a bit more like WoW:TCG than Magic, (but WoW:TCG lifted a LOT from Magic). Meaning that you pick a class to play, which gives you a unique power that costs mana (the warrior can give himself a stacking shield, the rogue can equip a dagger, the priest can heal 2 points, etc.). The class you pick also unlocks unique cards that can only be included in that class' deck.

Unlike M:TG (but similar to WoWCTCG), the minions you play do not regenerate health and you cannot assign "multiple blockers" to a single attack. In fact, and this is new, you don't play *any* cards when it isn't your turn.

As I mentioned before, that's part of what makes the game as speedy. Each player automatically generates 1 mana on their turn (with some cards being able to increase that). Each deck is also limited to 30 cards (no more, no less).

How do you block damage if you can't play cards on your turn? There are minions with the "taunt" attribute, and these block all incoming direct damage (from other minions and the hero) until it is destroyed. Spells and card-based damage (ie: not from a physical creature or hero) will still bypass them. There are many cards with many different attributes, and this is where the actual strategy comes from.

I've been playing a rogue deck and and I've built it to be a bit more heavy on class cards and less on the minions. It's all about speed, control, and quick damage. It's been doing pretty well for me so far.

Like other card games, there are cards that have all the standard rarity types. Here they follow the WoW nomenclature: Common, Uncommon, Rare, Epic, and Legendary (with some "foil-like" random ones that are called "gold"). How do you get the better cards? Several ways. You get them in card packs, which guarantees at least 1 rare (with a chance for more than one). You can get card packs by completing daily quests (which vary from "winning three games against players that day", etc.), by spending gold coins (which you get by just playing the game as well as completing daily quests too), and also by spending real-world money on them.

"How does blizzard keep that balanced against people willing to spend far too much money on the game?" Well, each deck is limited to just 2 cards of the same type. Plus.... and this is big.... there is a crafting system in the game. This means you can "disenchant" (destroy) cards you don't want/need and get dust for them. With enough dust, you can craft any card in the game. Even the legendaries. The better the cards you disenchant, the more dust you receive.

"Yeah, but how much dust would it really cost to make some of the good cards compared to how much it would cost to disenchant?" It's not as bad as you might think. An epic (purple) costs 400 dust to craft (maybe 800 for the really powerful ones). A disenchanted epic makes 100 dust. A disenchanted rare makes 40. So if you get a really rare card for a class you never want to play, it's not wasted since you can disenchant it. You can even disenchant commons (albeit for a small amount). I've crafted some really nice cards, more than I expected to as well.

The other way Blizzard keeps it balanced is it has a ranking/matchmaking system. Both my brother-in-law and myself are about 50/50 in terms of wins/losses so it certainly seems to be a truly balanced matchmaking system so far.

The other thing this game has is "arena" play. It costs gold to join, but it's essentially a "sealed deck" play, with chances for some really good prizes (in the form of great cards, more sealed packs, etc.). I haven't done it myself yet, but my brother-in-law loves it.

The game is definitely designed for scalability without becoming broken. It even looks like they may include team-based combat since there are some minion cards with text with "...for each friendly character (hero/player) healed." My hope? WoW:TCG had "raid decks." And they were awesome. One player played the raid deck, and about 3 -6 players would team up against the powerful raid deck. I own Onyxia's raid deck, and man is it a blast for all involved! So my hope is that digital raid decks will eventually make their way to the game.

Like I said, I myself was pretty skeptical about this game. Even after playing a couple practice games against the computer, it felt pretty basic and dumbed down. But dig a little deeper and you'll find that's just scratching the surface of this game and like I said before: less/different mechanics does not mean "worse."

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PostPosted: Wed Oct 30, 2013 2:13 pm 
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Just recently got into the beta, and as a former MTG player, this game seems simplified in all the right ways. We'll see how it holds up over time, but right now I'm really excited about being able to play this on PC and tablet.


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PostPosted: Mon Nov 04, 2013 12:21 pm 
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Of all the class abilities in the game, the most annoying one is the Priest's "Mind Control." They are basic cards (you get them for free, essentially). They cost 8 mana and they let the player completely take over any minion. Permanently. All the buffs, special ability text, everything, comes along with the mind control. If you have an ability that sends that minion card back to it's owner's hand? It goes into the hand of the Priest.

A lot of less skilled players are realizing the power of these cards in these decks, and have found a bit of success building their entire strategy around "survive long enough until the opponent starts casting his biggest and baddest minions, then just take them over."

My rogue deck has been a great counter to those types of players/decks. The deck is designed around doing most of my damage from the hero (rogue) itself and ability cards. Most of my minions are cheap, and not worth wasting a mind control on. Especially if they are positive something bigger is coming down the line. Hint: It isn't.

I've also put together a decent shaman deck that I've found counters these players pretty well and very frustratingly (for them). Shamans are all about Buffing minions and giving them Windfury (can attack twice in a round, and doesn't have to be the same target). There exists in the game minions who have the "stealth" quality. Essentially, they cannot be targeted by minions or spells until they attack (they lose stealth forever once they attack). The only thing that can hurt them while stealthed are "AOE" type cards, that deal damage to all minions. My strategy there is (on top of regular minion controlling and battling) is to place out my stealth minions, buff the crap out of them, and keep them stealthed until it's time to unleash hell. Most priests don't bother with AOE, and the one that do can't do enough to kill some of my tougher stealthed minions.

One rare card in particular has a 7 attack and stealth. And I've buffed him up to a 13 with windfury before. And it was rather funny watching the priest continuing to attempt to target that minion with a spell (you can see what your opponent is highlighting, and also see an arrow showing they are targeting a card with another card). Nope. Sorry buddy. 26 damage is going to be incoming to you, like it or not (and heroes only get 30 health).

Anyway, it's a fun game. I'm continued to be impressed at the different types of strategic decks I can build, even for just one class.

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PostPosted: Thu Jan 30, 2014 12:33 pm 
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Anyone else give this a try now that it's in open beta? Apparently anyone can join, as my wife was able to sign up and download it within minutes.

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PostPosted: Thu Jan 30, 2014 12:35 pm 
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Ive been playing on and off since the 2nd wave of closed beta...

Still pissed they screwed with the rogues hero power so bad. There are many times when using it would be very VERY stupid... only other hero power that has such a thing is the 'locks, and thats only because you might kill yourself

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PostPosted: Sun Feb 02, 2014 6:16 pm 
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Being able to maintain board control without sacrificing a minion is very powerful, especially in early game. There is a damage trade off, but you essentially get 2 damage for 2 mana, unlike the mage.

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PostPosted: Mon Feb 03, 2014 9:30 am 
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Numbuk wrote:
Being able to maintain board control without sacrificing a minion is very powerful, especially in early game. There is a damage trade off, but you essentially get 2 damage for 2 mana, unlike the mage.


Except when I have an assassin's blade or a perdition's blade...

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PostPosted: Mon Feb 03, 2014 5:50 pm 
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If you mean you can't use the hero power when you have an actual weapon in hand, then yes. That's true, you can't. (Well, you can, but you will be sad)

But... being able to get a weapon in hand to begin board control on your first turn (if you go second) is huge. It greatly puts tempo in your favor. On top of this, you wouldn't be getting out either weapon you mentioned out before 3 mana crystals (though likely more, since perdition's is nigh wasted without using it's combo and you may not be always using a 0 mana backstab first). You can also bank the damage, by using the power and choosing to wait to use the weapon. Other classes can't do this with their innate power, the closest is the paladin, but killing a minion is more common than weapon destruction.

I originally thought the rogue's innate power was bad, also. But then I began really playing the class and fine tuning a deck. The power has made the difference between winning and losing on multiple occasions. When you don't always get a good dagger card in hand, it can also still be a big help with cards like deadly poison, southsea deckhand, blade fury, and several others, it's nice to guarantee a weapon in hand when you need it. As well as being an extra source of damage for a very decent mana to damage ratio.

A good rogue deck will frustrate many players. They are all about board control and their innate power lends to that very well.

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PostPosted: Thu Mar 20, 2014 10:17 am 
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In case anyone missed it, this game is now out of beta and fully live. Free to play.

Looks like if you played in the beta, you get to keep all the cards you had. Which sort of makes me and my friend angry because how they handled it. Their original email said that any money you spend on the beta will be refunded (back into the blizzard bank) when the game goes live. Since we knew a wipe was an eventuality, we began disenchanting tons of cards we knew we'd never use in the beta to craft other cards. Then, Blizzard said they weren't going to refund but any cards purchased via real money would be kept when the game went live. So we didn't have many of the cards anymore, and there wasn't an incentive to purchase card packs (because we still assumed a wipe was imminent) because we had no way of knowing which cards were purchased from with real money or from in-game gold (of which we bought a lot with the gold you receive via wins and quests).

Sigh. Ah well. It's still a blast to play and I still highly recommend it. They've updated many of the card animations from the beta, which they were already pretty good.

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PostPosted: Fri Apr 11, 2014 10:28 pm 
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http://us.battle.net/hearthstone/en/blo ... -4-11-2014

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Hearthstone’s highly anticipated single player Adventure Mode has been officially announced today at PAX East! Curse of Naxxramas: A Hearthstone Adventure!

A Necropolis to Die For

The ancient necropolis Naxxramas, a base of operations for the powerful archlich Kel’Thuzad and his plague-bearing undead host, comes to Hearthstone in a single-player Adventure that anyone can undertake. Progress through each of the five unique wings of the dungeon and gain new cards for your Hearthstone collection by defeating the iconic bosses you’ll face along the way: the oversized arachnid Maexxna, the fungal horror Loatheb, and the shambling abomination Patchwerk are just a few of the horrors awaiting you. Each boss has its own unique cards and hero powers at its disposal to challenge even the most seasoned of card-slinging adventurers.

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PostPosted: Fri Apr 11, 2014 10:43 pm 
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It's a ton of fun. I wish they'd release the iPad version, though.


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PostPosted: Fri Apr 11, 2014 11:53 pm 
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FarSky wrote:
It's a ton of fun. I wish they'd release the iPad version, though.


Its out in some regions at the moment, it'll be in the US within a month I bet

*edit*

From PAX East panel

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iPad Version In 1-2 Weeks

It was announced that there would be a full iPad release in 1-2 weeks. Yay!

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PostPosted: Sat Apr 12, 2014 2:46 pm 
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Yeah I am looking forward to Naxx adventure mode. Since they are re-using all of the artwork from the WoW Trading Card Game, there's a good chance you'll also see some adventure modes for Onyxia, Molten Core, Black Temple, Magtheridon, etc.

My hope is that they incorporate another really awesome thing the TCG had: Raid mode (of which Naxx was). One powerful deck against multiple players working cooperatively with their own decks.

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PostPosted: Wed Apr 16, 2014 5:07 pm 
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iPad app's out!

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PostPosted: Fri Jul 18, 2014 9:54 am 
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Small bump - Naxx wing 1 comes out on Tuesday the 22nd

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PostPosted: Fri Jul 18, 2014 1:43 pm 
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Yeah I am excited. Especially now that I've got a couple strong decks

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PostPosted: Sat Jul 19, 2014 10:07 am 
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This thread made me pick up Hearthstone again. I'd forgotten how much fun it was (even if I do suck at CCGs). Magic could learn a thing or two (or thirty).


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PostPosted: Wed Jul 23, 2014 10:15 am 
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http://kotaku.com/the-best-new-cards-in ... 1608552502


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PostPosted: Tue Aug 19, 2014 8:50 pm 
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Started playing a few days ago and am having a little bit of trouble with it.

I either get matched up against players who are good and/or have a lot of powerful cards, like this guy who toyed with me until he had taken 9 fatigue damage and I was about to draw my last card before killing me:
Spoiler:
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Or I get matched up against another "casual" (not spending money on the game or playing enough to earn lots of reward cards) player whose skill level is such that I end up feeling bad for beating them, like this match in which I had lethal on the table by turn 6:
Spoiler:
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I love the game, but it kinda bums me out that until I either spend cash or grind enough rewards to be able to make good decks, I'm going to find myself in a lot of one-sided matches.

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PostPosted: Wed Aug 20, 2014 7:13 am 
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Shelgeyr wrote:
Started playing a few days ago and am having a little bit of trouble with it.

I either get matched up against players who are good and/or have a lot of powerful cards, like this guy who toyed with me until he had taken 9 fatigue damage and I was about to draw my last card before killing me:
Spoiler:
Attachment:
Hearthstone_Screenshot_1.gif


Or I get matched up against another "casual" (not spending money on the game or playing enough to earn lots of reward cards) player whose skill level is such that I end up feeling bad for beating them, like this match in which I had lethal on the table by turn 6:
Spoiler:
Attachment:
Hearthstone_Screenshot_2.gif


I love the game, but it kinda bums me out that until I either spend cash or grind enough rewards to be able to make good decks, I'm going to find myself in a lot of one-sided matches.



I'd recommend looking at Trump's Free to Play decks (https://sites.google.com/site/trumpdecks/freetoplay). He's taken many decks that are either made of all basic cards or very few non basics and takes them to Legendary rank.

BTW Trump is a pro Hearthstone player (Streams, sponsors etc), the only one I know of at the moment, so he does know what he's talking about.

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PostPosted: Fri Aug 22, 2014 8:43 am 
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Thanks, Crim. I'll check that out.

Meanwhile, I'm probably going to feel like a horrible person but I think this just has to be done:
Spoiler:
Attachment:
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I understand his utility, and that a lot of people value him rather highly, but I could craft a lot of good cards with the dust I'll get.

edit : Having disenchanted that, and spending 1260 dust crafting 18 other cards, this is the deck I'm currently playing with.

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PostPosted: Fri Aug 22, 2014 9:55 pm 
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Are you playing actual ranked games? If not, yeah you'll see a lot more big bully decks smashing for fun. Otherwise you'll see some powerful decks now and then as they quickly rank up but on the whole I've found the ranked matching system to be pretty spot on over time.

As for blood mage thalnos, yeah he's not for everyone but he can be powerful in certain decks.

I've certainly dusted a few legendaries I know I'd never use, like the one in the priest deck. I refuse to ever ever ever play a priest (in this game) out of principle.

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PostPosted: Sat Aug 23, 2014 8:57 am 
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No, I wasn't playing ranked matches at the time. Since switching, I've had fewer one-sided bouts.

The one odd thing I've noticed in ranked matches, though, is people conceding while I'm still trying to decide which cards to keep. Don't know what to make of that.

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PostPosted: Sat Aug 23, 2014 5:03 pm 
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Numbuk wrote:
I refuse to ever ever ever play a priest (in this game) out of principle.


Randuin Wrynn is so much fun though! XD (http://www.hearthpwn.com/decks/65223-to ... nn-variant)

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PostPosted: Sun Aug 24, 2014 2:18 pm 
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Just got slapped by a 26/26 Lightwell :(

And congratulations, whoever that was that created a 52/52 Gruul ... you've collected my first "concede".
There's winning, and then there's just rubbing it in.

Wow, the meta changes as you climb the ladder.
The deck I linked above practically coasted up to rank 17, then I just started losing my tail off left and right to strong control decks.
Eventually figured out I was spending way too much on Divine Shield. Since most creatures with it have crappy health, opponents who can ping the shield can trade very favorably against them. I was also seeing my hand dry up quite often, so I re-tooled to bring in more card draw and creatures with better cost/stat ratios.
This is what I'm currently playing with, but it feels like I'm just playing Zoo (and possibly not doing it "right").

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