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I find brawlers and pirates somewhat similar in terms of power (except for bucaneer). Pirates are better because we have most of them implemented (since red/war (Redcroft) campaign is avalible), while brawlers might be lacking in content atm.
Yeah, it deals 1 whole damage, if you get low on health just play a 1 mana grog which draws you a card and gives you 2 armor, or a heart mage that heals you 4 on top of adding a minion, or Stella to kill an enemy minion and put a minion on board and heal you at least 2, or a dozen other options. Or better yet, you know how you avoid poison damage? Kill the opponent because they only play weak chump minions, because you get a free partial heal after every fight.
The reason poison is broekn is because AI is bad at playing around it. They immediately play poison each turn destroying their tempo. They will even do it if they won't have enough mana for another play. Got 3 mana a 3 drop and a posion card, guess what gotta get rid of that poison and pass the turn.
If you have the relic to increase all spell including poison to 2 mana then instead they never play them unless it would kill them so you can stack their hand full of poison and watch as they burn cards.
The strongest archetype I think is actually glimmer (assuming pvp without trinkets, relics, etc), it's not playable though ai only but the drops are overtuned, the ones with rush in particular. Poison is only good because the AI suck and always play the poison card and thus messing their tempo, but it won't be as good if they improve the ai. Cannon is probably second best archetype, just crazy tempo the 4 and in particular 5 drop is super good, once you set up it will destroy any other monster based deck. As for story mode I think bomb is the most versatile one as it has much easier time vs the control board wipe type of decks.
Idk what issues tc ran into during their run but nilry feels the strongest to me.
My problem with brawlers was just the dragon. I could not kill it fast enough before it board wiped me with its 8 mana spell that summons 4 or 5 snowmen. Then I'd just lose the value game. Didnt help that all my clears would never show up but even then snowmen resummon the little ice crystals. Finally won poisoning him to death with 2 cost poisons.
On that same boss I won first try as pirate and first try as poison and I believe mech as well. So I don't know. I thing brawler's lack of an offensice 2 drop may be the issue for me, and I think their 3 drop dual strike might just be bad even of it had dual strike by default. 2/3 windfury for 3 was a terrible starting hearthstone card now that I think of it and a lot of cards in this game are more powerful than base hearthstone.
Take their hero for example focus 6: attack every time a friendly unit dies. She is a 2/2 granted with swiftstrike and hothead, but a 2/2 turn 5 or 6 dies to any spell including board wipes. If she had barrier instead of hothead maybe she'd be good, as it stands, I would rather have the basic mech 2 drop and just trinket hothead. You really shouldnt have that many units dying turn 6+ other than board clears which she gets wiped anyway. You can't really keep her in your starting hand anyway unless you plan on slamming her down on curve.
The 6/6 pirate that gives +1/+1 should really be a brawler imo. It is far more needed in their kit. I get that it is neutral and all can get it, but when taking the board brawlers need access to some sort of kill potential to end the game.
Other classes get on summon effects to deal unit damage or on combat start. Brawler has an on unit death one instead, again by the time you play it, you are dealing with situations where it is not that useful considering your archetype.
I will say, green's poison mechanic isnt broken, the poison arrow is. having a 3 cost spell that kills anything on the board and slows the tempo of the opponent is absurd and the entire archetype runs on that card alone
assuming enemy first:
turn 1 play 1/2 poison with the coin
turn 2 enemy plays poison and skips turn instead of 2 drop, play second 1/2 or a 1/1 poison both and a 2/2 due to poison in enemy hand
turn 3 enemy plays second poison, maybe plays 2 drop.
enemy has lost 3 mana worth of plays, heavily lost tempo. With this you can stack your deck with a lot of value cards like late game mechs. If the enemy waited until turn 4 or 5 and played more aggressive vs shrooms of course you'd have strong 1 drops, but they'd have a chance at the tempo game.
I like to combine posion with mechs since they have strong value units and good late game.
It is just a very reliable way to ignore enemy mechanics because the AI panics and plays poison rather than playing up to their strengths. I don't have to counter the enemy or worry about their draw or removal, they want to play those poisons out of their hand so badly, they forget about anything else.
Serpent Song, Concert Craze and Regis Ribit is what I go with.
Saving Serpent Songs after Craze is used up and using her special when I need to finish a fight. I like it now.
Nature merc relic makes everything easy. Arrow one.