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EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
whats the silly hunter combo that is broken?

yesterday i beat the 4th wing (normals and challenges) in like 20 minutes... kinda boring

and i got to rank 6 with my new zoo! whooo almost into legend!
 

EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
i've only played with warlock and warrior in ranked... my warrior has like 20 victories and the warlock has 140. lets say i have the same defeats then i've played 320 matches

lol
 

JTsyo

Lifer
Nov 18, 2007
11,819
953
126
i've only played with warlock and warrior in ranked... my warrior has like 20 victories and the warlock has 140. lets say i have the same defeats then i've played 320 matches

lol

zoo games should only count for .75 in terms of time.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Hmm... thinking about it... I wouldn't be surprised to see if they nerfed Kel'Thuzad to either not activate until the next turn after he's placed (no more Kel'Thuzad resurrecting Kel'Thuzad) or reduce his stats. I can definitely see the latter occurring; KT has really good stats for his mana cost (6/8 for 8) when you consider how powerful his ability can be.

Although, to be fair, most of the legendaries can be quite ridiculous if they're not kept in check somehow.

whats the silly hunter combo that is broken?

I don't believe it's a super, awesome new combo that's the problem but just the Hunter meta in itself that people don't like.
 

Kev

Lifer
Dec 17, 2001
16,367
4
81
whats the silly hunter combo that is broken?

Not necessarily a combo but the class is just overall ridiculous. When they increased unleash the hounds to 3 mana it was enough to weaken them to the point where almost noone played them.

Now there is:

- Webspinner which gives them a good turn 1 play
- Haunted creeper which is one of the best turn 2 minions. coin out a houndmaster turn 3 to put taunt on it and you win
- Mad scientist (the other best 2 drop) for a 2/2 that once it dies puts a secret into play.

All of this garbage in addition to the insane 0 mana hunters mark means pretty much anyone can derp their way to victory with a cheap hunter deck without much thought.
 

JTsyo

Lifer
Nov 18, 2007
11,819
953
126
Should there be a limit to how many Legendaries you can have in your deck? Seems to me as more is added, you might see half the decks be made of these. They are made powerful because they are rare but they are becoming more likely as time passes.
 

Kev

Lifer
Dec 17, 2001
16,367
4
81
Should there be a limit to how many Legendaries you can have in your deck? Seems to me as more is added, you might see half the decks be made of these. They are made powerful because they are rare but they are becoming more likely as time passes.

The huntard deck I'm bitching about only uses leeroy jenkins and is the best deck in the game. The 2nd best deck in the game is a version of huntard without leeroy that uses more beasts.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Not necessarily a combo but the class is just overall ridiculous. When they increased unleash the hounds to 3 mana it was enough to weaken them to the point where almost noone played them.

Now there is:

- Webspinner which gives them a good turn 1 play
- Haunted creeper which is one of the best turn 2 minions. coin out a houndmaster turn 3 to put taunt on it and you win
- Mad scientist (the other best 2 drop) for a 2/2 that once it dies puts a secret into play.

All of this garbage in addition to the insane 0 mana hunters mark means pretty much anyone can derp their way to victory with a cheap hunter deck without much thought.


That and the only class with Flare. Mad Scientist gives hunters a huge edge in the early game with a decent minion 2/2 with a almost godly early game death rattle to bring out very potent hunter secrets. The card was really meant to help mages more than hunters, but since hunters have Flares and no one else does... it basically makes hunters benefit far more from the Mad scientist card.

Want ridiculous amount of card draw? buzzard + UtH + KT... then laugh, laugh, laugh! Even more fun with a sludge belcher out there.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Should there be a limit to how many Legendaries you can have in your deck? Seems to me as more is added, you might see half the decks be made of these. They are made powerful because they are rare but they are becoming more likely as time passes.

not really. I left the game originally because literally 3 out of 4 decks I played against tended to drop 6-8 legendary cards during game play. The rest were either the best epics, rares, or class cards.
 

robvp

Senior member
Aug 7, 2013
544
0
41
Not necessarily a combo but the class is just overall ridiculous. When they increased unleash the hounds to 3 mana it was enough to weaken them to the point where almost noone played them.

Now there is:

- Webspinner which gives them a good turn 1 play
- Haunted creeper which is one of the best turn 2 minions. coin out a houndmaster turn 3 to put taunt on it and you win
- Mad scientist (the other best 2 drop) for a 2/2 that once it dies puts a secret into play.

All of this garbage in addition to the insane 0 mana hunters mark means pretty much anyone can derp their way to victory with a cheap hunter deck without much thought.

That still requires some RNG to it, i made a somewhat basic combo with those cards and haven't won a single game
 

EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
well... i decided to create a hunter deck... there are a ton of cards that could be handy in a hunter deck now, its kinda hard to leave some cards out. Now i see what was is the issue with hunters, they dont have too many issues to hold the advance of the opponent deck while at th same time push forward by itself

I dont find the webspinner to be the problem. I can definetely see the mad scientist to be difficult to deal with a mad scientist in a 2nd turn can severely cripple a aggro deck. Send the mad scientist to death against the most healthy minion, and place an explosive trap and good bye aggro.

But the thing i find the most troublesome is the fucking buzzard + doggy card combo
SPECIALLY if they add the beast that makes them +1/+0.

even with only 3 minions on your side, that combo (costs 6 mana) places a 3/1 with a good ability, 3 2/1 with charge things, 1 1/1, draw 4 cards. If you get lucky and in those 4 card draws you get a hunters mark, you basically clean up the board, destroy a high risk enemy target, draw 3 cards, and leave 2 minions on for the next turn

i know everyone knows what im saying but the problem is the card advantaje that the hunter gets from waiting until the opponent play cards.

so... the enemy has less cards, and the hunter with 2 (or 3) cards, destroys your minions and ends up having a card advantaje

===

As i was saying the other day, i hit rank 6 with the zoo. Yesterday i fought like 75% hunters and mostly lost those fights.

As a Warlock (and a zoo one), what is a good card against hunters? i would say taunt, but that is not the answer, maybe silences? i added 2 owls to the deck becaues of that and i thought about adding the 2/8 one, but its not worth it... it dies from a hunters mark and then i have to fight a savanna highmane (like happened to me yesterday)
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
As a Warlock (and a zoo one), what is a good card against hunters? i would say taunt, but that is not the answer, maybe silences? i added 2 owls to the deck becaues of that and i thought about adding the 2/8 one, but its not worth it... it dies from a hunters mark and then i have to fight a savanna highmane (like happened to me yesterday)

A Hunter with Unleash the Hounds is a very strong counter to zoo. It just comes down the fact that zoo plays a lot of minions and Unleash the Hounds has better value for each enemy minion on the board. It's also even more helpful that zoo minions tend to be rather weak.

As for what you can use... what about Hellfire? It can't stop Unleash the Hounds, but it can remove any remnants of the Hunter's turn.
 

EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
the buzzard + UTH costs 1 mana more than hellfire, it can potentially do more damage, it doesnt damage your units, it doesnt damage your heroe and lets you draw cards...

sounds ridiculous when you say it like that isnt it?

a card like loetheb (i cnat remember the name) would be good to make UTH too expensive ....and i would need to bring him back to my hand and play it again

lovely haha
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,097
460
126
the buzzard + UTH costs 1 mana more than hellfire, it can potentially do more damage, it doesnt damage your units, it doesnt damage your heroe and lets you draw cards...

sounds ridiculous when you say it like that isnt it?

Add a scavenging hyena and/or a alpha wolf, and it not only gets the 2 damage for each hound, it gives the scavenging hyena +2/1 as well for each hound that dies, but it requires either a turn 7-8 to pull off or spread between two turns and assume the other player was stupid enough to let the hyena live.

The deck works well, but I don't see it surviving against my shaman deck. With the kill+resurrects, restore to full life+taunt, and spawn copy of the minion on deaths, a zoo just won't work, especially once the 2/8's, 4/8's, 8/8's come out starting as soon as turn 2-3 (got to love sea giants), add in a strong taunt like the 4/6+protection with some of those respawn spells, add the 2-3 damage AOE wipe spells, and Kel'Thuzad with some faceless manips... it just stops most everything.

Last night I had 3 KT's out that kept everything I had up and alive (only card that had a chance would have been a priest with mass silence, but even then I would have simply cast resurrect on one of them and killed one or more of the others against a minion to respawn it). When my 11/11's started coming out from the 4/8+7/4 guys dying (and resurrecting), he gave up. It was a good fight actually since he was using KT as well (in fact he played it first on round 10, and I use both my faceless manips on round 10 on it, he mass silenced them and I played my KT, and killed one of them against a monster he created that round with his double healths+attack=health (which I then silenced afterward with an owl ). Once I killed his KT, he fell apart since he couldn't kill my the taunt+divine shield and still have enough attack from minions to kill the 3 KT's all in the same round (even with his auto-kill 5+ attack spells, because the taunt caused at least 2-3 minions to attack it, or a silence, but he was out of his silence spells and only possibly had it from minions).
 
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JTsyo

Lifer
Nov 18, 2007
11,819
953
126
Add a scavenging hyena and/or a alpha wolf, and it not only gets the 2 damage for each hound, it gives the scavenging hyena +2/1 as well for each hound that dies, but it requires either a turn 7-8 to pull off or spread between two turns and assume the other player was stupid enough to let the hyena live.

The deck works well, but I don't see it surviving against my shaman deck. With the kill+resurrects, restore to full life+taunt, and spawn copy of the minion on deaths, a zoo just won't work, especially once the 2/8's, 4/8's, 8/8's come out starting as soon as turn 2-3 (got to love sea giants), add in a strong taunt like the 4/6+protection with some of those respawn spells, add the 2-3 damage AOE wipe spells, and Kel'Thuzad with some faceless manips... it just stops most everything.

Last night I had 3 KT's out that kept everything I had up and alive (only card that had a chance would have been a priest with mass silence, but even then I would have simply cast resurrect on one of them and killed one or more of the others against a minion to respawn it). When my 11/11's started coming out from the 4/8+7/4 guys dying (and resurrecting), he gave up. It was a good fight actually since he was using KT as well (in fact he played it first on round 10, and I use both my faceless manips on round 10 on it, he mass silenced them and I played my KT, and killed one of them against a monster he created that round with his double healths+attack=health (which I then silenced afterward with an owl ). Once I killed his KT, he fell apart since he couldn't kill my the taunt+divine shield and still have enough attack from minions to kill the 3 KT's all in the same round (even with his auto-kill 5+ attack spells, because the taunt caused at least 2-3 minions to attack it, or a silence, but he was out of his silence spells and only possibly had it from minions).

Sounds like a fun game. I might have to build a deck like that for shaman but not sure I have enough of the original cards.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Sounds like a fun game. I might have to build a deck like that for shaman but not sure I have enough of the original cards.

The deck in question sounds like a Shaman Deathrattle deck, which is a fairly cheap deck to build. For example, you use the 1-cost 1/2 that gains 1/1 for every deathrattle minion dropped. What deathrattle minions can you use? Loot Hoarder, Harvest Golem, Zombie Chow etc. They're all fairly common Neutral cards or cards that you got from Naxxramas.
 

EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
i tried deathlord in my zoo

i think it made me lost more games than what it has helped me

deathlord against hunter => he gets savanahh highmane
deathlord against priest => he gets ragnarok
deathlord against another zoo => from all the minions a zoo has he had to get a doomguard
deathlor against a druid => he gets the 4/5 taunt divine shield
 

EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
The deck works well, but I don't see it surviving against my shaman deck. With the kill+resurrects, restore to full life+taunt, and spawn copy of the minion on deaths, a zoo just won't work, especially once the 2/8's, 4/8's, 8/8's come out starting as soon as turn 2-3 (got to love sea giants), add in a strong taunt like the 4/6+protection with some of those respawn spells, add the 2-3 damage AOE wipe spells, and Kel'Thuzad with some faceless manips... it just stops most everything.

care to show us a bit of this shaman deck? i always wanted to play shaman but i think i would screw up too much with the overloads

As i climbed up the ladder i started facing more and more hunters and i think i got to what the zoo can get me to.
At the rank im now (rank 8 now ) every deck i face is well thought and expensive in cards, i feel that to climb higher i should go into the more control based decks but i lack the cards yet to do that. I dont own many of the cards thse kind of decks use (for instance: molten golems for a giantlock, the 5/5 draw 2 cards minion for druids, the heal + draw 3 cards for pallys, faceless manipulators, silvannas windrunner, cairne bloodhoof, preparations for rogues)
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,097
460
126
The deck is pretty simple assuming you played the expansions. From memory:
2x attack totems
2x earth shock (silence + 1 damage)
2x frog
2x resurrect
2x heal+taunt (forget the name)
2x summon on death (forget the name)
2x shock storm?? (forget name, but 2-3 damage all minions + 2 overload)
1x Rag
1x KT
the 2 legendaries that summon the 11/11 if the second dies after the first one is dead
2x harvest summoner
2x 4/5+divine shield+taunt (forget name)
2x faceless manips
1x sea giants
2x yeti
2x 3/5+taunt+deathrattle summon 1/2+taunt (forget name)
1x cairne bloodhoof

A zoo deck can be a problem, which you absolutely need to get either the 2-3 damage spell, or the sea giant + the taunt spell. The only decks I have really had a problem against were rogues which just can combo kill/assassinate anything that you can put up in time to protect against their rush.

Once you get to the point that you can get KT out, very few decks can overcome you (maybe a control priest), especially if you can get one of the 4/5+divine shield+taunts down with your KT. If you think someone might be able to kill your KT right away when you place it, wait till turn 10 so you can cast the resommon on death on it (not many can kill it twice in one turn, or if you are playing against another shamon or mage, make sure you forced them to use their frogs/sheeps before playing KT, even if that means playing rag which will almost always force those spells). And really, depending on what you are fighting, you put the resummon deathrattle spell on the minion that makes most sense, like for instance the 4/5+divine shield+taunt, especially if KT is out, since you will then have 2, if it gets killed (from KT resummoning the dead one). Also be stingy with those silences. You really want to make sure you have them in case they plop down the 5/5 legendary that takes control of a random minion (cause it just might get KT), and you want to be able to silence an enemy KT. Also, you don't "need" the bloodhoof, but he combos very well with the spells and bonuses of KT, and makes a decent turn 5-6 play. It can easily be swapped for another sea giant (if you have 2), the spell that adds +3 attack for all minions that turn, or a 4/3+silence, or the 4/4 knight that summons a 2/2 squire.

A lot of times I don't even need to use the KT, like last night. He had a pseudo zoo (mix of 2-4 cost cards), and I just used my second 2-3 damage spell the previous turn to wipe most of the board, and then I played Rag and gave him the deathrattle resummon spell. The opponent spammed the board with cards (like expected) and attacking my rag with everything he had on the table, leaving it with 2 health, but I responded by casting the set minion to full health+taunt, I then faceless manip'ed that Rag, and then cast resurrect (killing one of them, and resumoning it, and the deathrattle summoned another Rag), giving me 3 Rags on the table, with 1 that had taunt+resummon... It didn't go well for him at that point... If I had KT out, I believe I would have received another Rag (since one died).
 
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Fallen Kell

Diamond Member
Oct 9, 1999
6,097
460
126
I removed a yeti and put Maexxna in its place. I am pretty glad I did. I was up against a pseudo control priest (hard to say that really he had:
2x northshire clerics
1/2x lightwells (had at least 1)
2x lightspawns
2x power word shield
2x power word pain
2x power word death
2x holy nova
2x divine spirit
2x thoughtsteal
2x mindvision
1/2x holy power
1x prophet velen (priest legendary)
1/2x mind control
1/2x mass silence
2x owl
1/2x tazdinga
(possibly harvest summoner, a yeti, and possibly carnie bloodhoof, but again he may have copied them from me (he did plop out 2 carnie bloodhoofs, and mind controlled mine (too bad I faceless maniped to get it back, silenced his and killed it with maex)). He then used both his holy nova's to kill maex (but he had nothing on the table anymore), and I then used the resummon on death to carnie, and faceless manip'ed it (with my last faceless manip), and resurrected one of them, and used the 0 cost heal to full life and add taunt to the other 4/1 carnie, giving me 3 carnies, and 1 of the guys he summons Nothing like a line of 4 damage cards fighting a priest, must have been his worst nightmare...
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Hahah, fallen I played against a deck like that earlier. Destroyed it with my druid silencer deck. 8 silencers in a deck plus enough control means that heavy mana deck that you have does nothing most of the game. Also, I hate my druid deck because it doesn't do well against zoos, but rapes decks the the one you are using. I play against far more zoo rush decks for some reason. Which annoys me when the darn quests make me play my crappier to me decks. Which are for me druid, rogue, and shaman. I just cringe when I am force to only select from one of those 3 to complete my quests.
 
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Fallen Kell

Diamond Member
Oct 9, 1999
6,097
460
126
Hahah, fallen I played against a deck like that earlier. Destroyed it with my druid silencer deck. 8 silencers in a deck plus enough control means that heavy mana deck that you have does nothing most of the game. Also, I hate my druid deck because it doesn't do well against zoos, but rapes decks the the one you are using. I play against far more zoo rush decks for some reason. Which annoys me when the darn quests make me play my crappier to me decks. Which are for me druid, rogue, and shaman. I just cringe when I am force to only select from one of those 3 to complete my quests.

Doesn't work as well as you think it works with someone who knows how to play even against silences (hint, you make sure you use your cards such as KT when you will use its power on your same turn before a silence can affect it, and then on the cards that are REALLY good, like KT, you use reincarnate on another turn when you want to use its power again because a brand new copy is put out with all its original power, and then you can use a faceless manip on the new copy to get even double the fun going), on top of the second one you get from losing it that turn from KT (instant 3 new KT's unsilenced). And if you really want to be sure, you use the deathrattle resummon on it before reincarnate, for 4 new KT's unsilenced, and you can do that combo 2 times... Not many decks can silence 4 cards in a turn...

Just had an EPIC battle against a paladin. We simply traded low level minions until turn 8 when he wiped the board with his do 2 damage all enemy minions spell (his was wiped from previous turn, but he has 2 secrets up). On turn 9 he pulls out the paladin legendary (6/6 taunt+divine shield gives a ashbringer on death to the hero), and I immediately copy it with a faceless manip, and pop a hero power (which gets me a 1/1, which was EXACTLY what I wanted). He plays KT, and pops the shield on both our taunts. I play KT and cast resummon on the taunt, kill it against his, and get a new one summoned from that spell, and his secrets pop, one resummons the taunt+shield with 1 health, and the other gives his KT +3/1, and then I get back another of the taunts at the end of the round for the one that died. Now things are getting interesting since we both have 2 6/6+taunt+divine shield+KT (and I have an extra 1/1 on board). He plops down a sludge belcher and a harvest golem, I pop down a sludge belcher, cast a resummon on death on KT, cast reincarnate on another taunt+shield, and plop down a sea giant (for free). He casts equalize and starts going after all my divine shields and casts his second AOE 2 damage spell, but, my KT respawns because of the spell I had on him, and the sludge beltcher pops another taunt, and he doesn't have enough minions left to kill it and my KT , so my side respawns (and so does his, except his KT now only has 1 health). I cast lightning storm for 2-3 damage on all his minions killing his KT and popping all the divine shields, and he surrenders (since I was about to steamroll him).
 
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Fallen Kell

Diamond Member
Oct 9, 1999
6,097
460
126
Oh, and poor priest... He was/got desperate at the end there, then again, that is a priest's worst nightmare in front of him.



(Didn't help that he was trying to use cards of mine which he didn't know how they combo'ed against his powers like shadow priest (which inverts healing to damage) and played a 7/6 minion the previous turn and then used my heal+taunt spell on it, which killed it because it full heals)... I held onto Maexx because he hadn't used his second auto-kill 3 or less damage card, and I also didn't need him
 
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