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Hearthstone
Go Ahead, I Riven-Double-Deathrattle-Dare You!
The Military Quarter has marched in and with it comes another 6 cards. The boss fights in this wing are actually some of the toughest so far and are a lot of fun and challenging. That being said I think this might have be the smallest shift in the meta we have seen from a single wing so far. While some really cool cards were added this week they have not yet broken through and made waves in the meta game. That's not to say that changes didn't happen. They did. This set of cards, however, has some interesting choices and some cards that only apply to specific decks.
We are getting close to having the full set and that is when the meta game will really start to accelerate as all of the new combinations will be available. For now we will discuss each of the cards that were introduced this week and some decks that have been changed to include them. I’ll assign a letter grade to each one as well based on my current evaluations. The value will change as new cards come out and offer new synergy and combo potential. Let’s get started.
The Cards
Of course, a 4/4 for 3 is strong but the downside is only really worth it for aggro decks which are willing to sacrifice card advantage for tempo and damage. That leaves this card in an awkward spot in a meta that has become very tough for aggro. The Shockadin (Aggro Paladin) can make great use of this card, however, as the deathrattle actually helps get more value from , so this card fits very well into that deck. As far as other aggro decks I don't believe this card will replace any of the charge and damage dealing deathrattles and battlecries that already exist often enough times to make a huge dent in the meta.
Constructed: C+
The decks it does work in will make great use of this card but for the most part it will be rare to see in my opinion.
Arena: C
This is a pickable card but there are many common cards that will get picked ahead of it. It's mediocre at best as you will need to get at least 2 for 1 to get a 2 for 2.
The 5-drop slot is getting crowded with , , and now Spectral Knight but that's a good thing. This was once a tough slot to fill after the nerf and now the options abound. Decks that have trouble against Miracle Rogue can make great use of this card as well as classes without their own 5-drops. So far I'm seeing this card in Shaman the most but all midrange decks can make use of this card as it is a on steroids. Plus its 6 health increases the odds of getting a 2 for 1 as the opponent is forced to trade minions into it. The downside of course is that your own buff spells cannot target it so to buff it requires minion battlecries and proximity buffs.
Constructed: B
I don't feel this card belongs in very many decks but the ones it does belong in are vastly improved with its inclusion. It's tough for a lot of classes to deal with and when played onto an empty board can take over a game.
Arena: B+
This will be a great pick in arena since beating Mage and Rogue is such a big deal. This card doesn't die to Fireball and cannot be Sapped or Eviscerated meaning it will stick and get value in almost every situation.
Ah, Deathlord. What do we do with you? This card has a lot of upside but will sometimes lose you the game so be careful. It has been used in a lot of decks to counter those pesky Zoolocks but against other decks it can be hard to get enough value to make up for the awful deathrattle. That said this card does have its uses. In a Priest deck you can heal the huge health pool and get a lot of value by trading and drawing cards as you heal outweighing the drawback with positive value. Sometimes the deathrattle can actually benefit you as the opponent loses out on battlecries. This is fairly rare, however, and the times it pulls a Ragnaros for free makes that a wash. Play this card at your own risk.
Constructed: B-
Very good in one deck and possibly very bad in others. It does counter Zoo fairly well so I predict you will see it in tournament play fairly often.
Arena: C
It is so hard to get value out of a card like this in arena. Sure, it will annoy the opponent while it's out there but the tempo will swing back once a free minion hits the board and so it's kind of like blowing your nitro boost too early. The other guy just catches up and passes you and you lose.
This guy is supposed to make all those deathrattle decks everyone has been dreaming of a reality. Unfortunately, I don't think we're going to see this very often in high level ladder or tournament decks as the end result is just a bunch of gimmicks and cool combos that don't happen enough to win games. This is coming from a guy who has already experienced the Rivendare + Cairne + Reincarnate dream. While that was incredibly fun to do and very satisfying it happened maybe twice over the course of about a dozen games and that is just not consistent enough to climb the ladder. I recommend you try for yourself but until we get the I think this will remain a gimmick that you will get crushed by on occasion. That said, come on, this is just a damn fun card.
Constructed: C+
It can work. It just won't work often enough to make it worth building a deck around.
Arena: C-
There is no way to know that you will draft enough deathrattles to take this so I recommend staying away in arena. In the Legendary slot there will often be a much better option anyway.
I really want cool Demon decks to become all the rage and some have started to pop up. Until that perfect mix of Demons and good neutral cards is found, however, this card will be rare on the ladder.
Realz
did play a cool Demon deck in the latest
VGVN Tournament
with some success. The drawback is that the stats are weak for 4 mana so if there is no Demon in your hand when the Voidcaller dies you basically just played a worse Yeti.
Constructed: B-
The Demon decks will be coming and when they do this will be the MVP. For now there hasn't been enough play time to know its true power but this is a very cool card.
Arena: C-
Unless you have already drafted a bunch of Demons this card will be a pass. The problem is that most of the Demons are already weak in arena so you will be passing on them anyway. I don't see this card being a strong arena pick.
Everyone looked at this card and though of all of the crazy combos and awesome plays that can be done. After playing with it for a while I can confirm that awesomeness can be achieved with this card. The issue is that the awesomeness is inconsistent and requires some setup to pull off but if you can get there just once during a game then you will likely win. An example of this is the Earth Elemental/Cairne + Ancestral Spirit + Reincarnate play. The problem I ran into was that I spent the game fighting for the board and by the time a play like this made sense it felt as though I could have just pushed for damage with other cards instead of waiting for one big turn. That said, I did get the combo off a few times and there was no coming back for the opponent. Don't give up, dear reader. This card will find its way into competitive decks.
Constructed: B
It can shine and shine brightly but it can also lay dormant in your hand. I believe in this card though. The potential is through the roof.
Arena: C-
This card is akin to Ancestral Healing in arena. You will find it difficult to make work without cards around it that are meant to take advantage of what it does well which is exploit deathrattles.
Final Thoughts
I have some good news and some bad news. The good news is that the Priest is having a bit of a renaissance lately as some of the new cards have really allowed the class to shine in a control heavy meta. The bad news...Miracle Rogue is back and back with a vengeance. It's just too hard to counter this deck even with some of the new Naxx cards like and Spectral Knight. Ultimately it's okay that one deck is just really powerful since the new wings will shake up the meta again but for the time being it can be very frustrating to play against. The best advice to those having a hard time dealing with Miracle Rogue is to save that Loatheb for the turn you think they are about to go off. Sometimes it is tempting to slam it down on turn 5 but then you miss the chance to disrupt the big drawing turn.
This week's Military Quarter did bring some fun new cards and has added to the already rich nature of the current state of the game but this was an incremental shift at most. We should see some interesting changes next week with the addition of and but for now we're inching along as things have stabilized a touch. A lot of creative decks are right around the corner and I'll bet some of you have concocted some already. If you have some decks that have made use of the new cards feel free to link them in the comments section. I will also be streaming the release of the construct quarter at midnight on Tuesday so check out
my Twitch channel
to see me make attempts at the new Heroic bosses.
The construct wing includes one of my favorite bosses ever,
Thaddius
, so I look forward to streaming the fun.
Until then, job’s done!
Hearthstone
Heroic Military Quarter Launch Guide
The Military Wing recently hit the EU servers and it's coming out very soon for NA. This means, of course, we have some preliminary strategies for you to take with you down the hardest wing so far of Naxxramas. Remember that both the
Shaman challenge
and
Warlock challenge
unlocked tonight as well!
Looking for more information? We also have
our general Curse of Naxxramas guide
for you to check out! Good luck in Naxxramas tonight!
Site Updates
Before we get into the strategy, we've made a few tweaks around the site. "My Collection" has been added to the user menu to make it easier to access. Once you've entered your collection you'll see collection info on card tooltips and you can
filter for decks based on what you can create
, or
filter deck by how much dust it will take to finish
!
Additionally, we've made the Deck Builder search better. In the Deck Builder you can now type a wider variety of things in the text field--qualities, sets, card types, races, mechanics, and anything you see in the card description!
Military Wing Launch Guide
There are two things you need to know about Instructor Razuvious. The first is that he's got a really big sword (). The second is that he's got more than one of them. All joking aside, the weapon is his trump card which he'll use frequently. In heroic mode, it amps up to ten damage a swing, making it utterly imperative your deck stacks a lot of weapon removal; and will be a perfect addition to any deck.
His hero power is equally strong. It's and in heroic mode it costs only one mana and does one more damage. He also jumps up from 30 health to 55 as well, making him a much tougher opponent.
Razuvious starts out the fight with two cards already on the board. Luckily you'll never have to deal with them as you start with . He'll almost always hero power in heroic mode or summon a if you steal his two taunters on turn one, so it is possible for you to wait to pick up his students for a few turns to save them damage. Sometimes he'll buff them with a he'll rush out.
You can also go for an immediate steal. In either case, he'll equip an on turn three if he has one in his hand. The whole mechanic of this fight is avoiding the damage done by his weapon by soaking it up with a solid wall of cards, using the provided two as a way to gain tempo on him by slowing his onslaught. As long as you can rush them out early or make the understudies into impenetrable walls, you'll be completely fine and avoid his initial burst. Be aware that he does have a in his deck and he also has a wall of taunters himself to help prevent you from simply rushing him. You want to aim for board control while having multiple high health cards on the board since he doesn't have much removal. Because of this, the Priest class works the best-- and work very well with .
You'll also find cards like very useful, regardless of what class you go with.
Decks to Defeat Instructor Razuvious
Decks to Defeat Heroic Instructor Razuvious
His Deck
Rewards
For defeating Instructor Razuvious, you will get two cards.
Gothik the Harvester is a fight that plays well to a low mana curve deck. His hero power is annoying on normal since he'll never run out of cards, but it's devastating on heroic where he gains a mana crystal in addition to the free card each turn.
What he essentially does is outpace you by an incredible amount; you'll only be at five mana when he's at ten. However, he makes up for this by constantly giving you creatures. Whenever one of his spectral cards die, they'll create a weaker zero attack version of themselves on your board that does one damage to you a turn: , , and . You'll want to take a mixture of his creatures and yours, because if you take all of them you'll simply die too fast.
An ideal class for this encounter is Shaman. You can summon totems to compliment the creatures he gives you and then buff the creatures he gives you through and . You can also go with Druid due to . No matter what class you choose, cards like and are excellent neutral cards. To defeat Gothik, you'll want to make the cards he gives you into useful tokens--ultimately using his own dead creatures against him to keep board control by throwing them into his minions. He plays a lot of and cards, so you can make him kill his army through a clever use of trading while saving the majority of yours.
Decks to Defeat Gothik the Harvester
Decks to Defeat Heroic Gothik the Harvester
His Deck
Rewards
For defeating Gothik the Harvester, you will get two cards.
The Four Horsemen force you to deal with three cards before finally attacking a boss. Until all horsemen die, the boss is immune to damage, so you need to take them out. Obviously cards like or don't work, so don't waste your time getting too clever; Kel'Thuzad is on to you and your tricks, so he won't allow them to be played.
In heroic mode, each horseman gains an attack while keeping the same base health. Baron himself doubles in health as well. His weapon gains damage on heroic as well. His hero power, while still vastly annoying, luckily doesn't change and remains a Warlock's power on steroids for both modes: .
It's a hard fight to rush and some streamers opted to just keep conceding until the RNG gods were in their favor. He has a lot of removal and he goes for the face when possible, meaning he'll very quickly do a lot of damage to you once he equips his weapon. You can play Priest or other classes with removal to try to deal with the horsemen, using or cards like and to assassinate a horseman. You can even grab a or two, but you'll need low level taunters to help absorb damage to get to the mana level you'll need for that card. Be aware that the longer the fight goes on, the more secrets he stacks up which can get quite frustrating; he has every Paladin secret and he plays them quite frequently, aiming to stack several on him at once, so it becomes a war in which he'll win if he's allowed to turtle.
There are a low of clever card combinations to use and once you have the removal figured out, he'll fall quickly. Definitely consider packing a and a if you can spare them, as he has plenty of weapons and it will really hurt once you get his horsemen down and go into the final phase of the fight.
Decks to Defeat the Four Horsemen
Decks to Defeat the Heroic Four Horsemen
His Deck
Rewards
For defeating the Four Horsemen, you will get two cards and one .
1