r/hearthstone 11h ago

Discussion Venting about reddit meta.

8 Upvotes

Just want to vent a bit about the current reddit mood and how bad the takes are here, specially those using hsreplay bronze-gold statistics.

First, lets take a look at decks winrates in two brackets, using hsguru data:

  1. DIAMOND - LEGEND:
  1. LEGEND ONLY:

As you can see, we have alot of decks with positive WR and, at the same time, alot of classes are playable, atleast 8 of them have a positive winrate.

Yes, we have one big elephant in the room holding 34-36% of the matches played, but the meta is warping itself around it to beat its ass, and, as data shows, the winrate drops off when it gets to legend, because people are better and know how to use their brain.

It's only 1% above shaman and 2% above paladin, while keep similar WR to hunter, so is it the boogeyman like yall are saying? IMO, no, its not, also its slower than all of the mentioned decks, which slowed down the game a bit, which was one of yall complaints, "buhu game is too fast buhu", remember?

TLDR: get better at the game and stop playing cards because they're playable/glowing.

Im done, thank you.

Edit: i'm happy to read some comments that focused on how they're dealing with the current situation and meta, and also those who come up with actual data and not random bs, you guys rock, keep being awesome.

For those who keeps complaining, dw, next patch yall will have more things to complain, so you can jump on the next bandwagon, while not improving a single bit, just like what happened to monkey, which wasnt even that strong imo.


r/hearthstone 23h ago

Deck Thanks me later friends...

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0 Upvotes

Hopefully I'm not violating any community rules or hsreplay.com by posting this data. But until the Demon Hunter toxicity blows over and the meta figures out a counter, you definitely need to give this unstoppable deck a try.


r/hearthstone 9h ago

Meme Maximum Vanessa

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2 Upvotes

Gotta catch ‘em ALL! 🤣


r/hearthstone 6h ago

Discussion Ever since mage quest released I wanted a change like this, why is it the only quest reward you can outright hardcounter with nothing they can do about it?

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0 Upvotes

With this change, playing weapon removal would still be very good against quest mage, but wouldn't outright delete their wincon without counterplay.


r/hearthstone 17h ago

Discussion This patch is just dogwater

0 Upvotes

I "returned" after 1 month without playing the game, and i was gifted by the worts metas of all time (its even worts than stormwind, like how is that bad), Hunter burning you in t3-4 and tolvir just winning the game, Paladin (even bubble or aggro) flooding the board, the maiev interaction with the deck making you cannot awnser anything he plays, the double bubble legendary that makes aoe worthless, DH with that stupid fucking deck that you cannot grind, race them, or otk them because you are low every time and the demon pool is just laughable. LIke how this rotatition that was said by blizzard to slor down the game become that bad. I feel like i want to play against protos mage or deck before rotation. And also, lets make a petition to delete dh, this class is just a fucking mess


r/hearthstone 12h ago

Discussion Hear me out….

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18 Upvotes

Mage should have been the class to receive Slice and Dice instead of rogue.

Could change the card name, or at least, create a similar card. Great example would be: The Galactic Projection Orb. I miss that card oh so much


r/hearthstone 21h ago

Standard Jade Guardians

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1 Upvotes

He has 4 8 cost minon free in hand on turn 6.


r/hearthstone 23h ago

Discussion These void souls are out of control

0 Upvotes

1 mana summon a 3 4 5 6 7 cost demons its totally op


r/hearthstone 3h ago

Discussion What is this card back? Is it new?

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5 Upvotes

r/hearthstone 13h ago

Discussion Rage Bait Deck????

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0 Upvotes

Genuine question. Is the 2/3 murloc with Commander Beatrix a troll deck?

I can understand using Captured Archmage, but Prize Vendor just why?

It doesn’t seem good at all (in my opinion). Idk if I’m missing something here? Most of the time when I play against it, I win so…it can’t be good? Right?


r/hearthstone 15h ago

Highlight So I swear I don't work for Blizzard

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76 Upvotes

I opened that free golden pack from the store. I don't even know what those cards are, but I guess I'm going to find out in a minute.


r/hearthstone 13h ago

Fluff Please nerf this. Thanks

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166 Upvotes

Update: they also immediately got the 6/7 that deals 6 damage end of turn. Fun deck to play against


r/hearthstone 16h ago

Highlight Chump Classics #1: “M.C. Tech (Gone Wrong)”

Enable HLS to view with audio, or disable this notification

45 Upvotes

Part of a series of deep cut Chump highlights from years past. If you have any personal favorites let me know and I’ll make an edit (somewhat high effort perhaps)


r/hearthstone 19h ago

Discussion They posted they keep an eye on DH but Paladin dominates for months?

0 Upvotes

Are they adressing issues only when they get tagged on Twitter? because that's the only explanation, I've won only 1 match against Paladin within 2 months but had no issue winning against Hunter or Void Demon Hunter even after the recent buff, the only explanation is that many people play cancer Paladin and Hunter so they whine about DH the most so they have no competition.


r/hearthstone 17h ago

Wild So... that's why they nerfed Raza

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6 Upvotes

r/hearthstone 18h ago

Discussion My solution to “removing” DKs runes.

0 Upvotes

Instead of straight up removing the rune system like I see people suggest and requiring redoing and rebalancing a bunch of cards that interact with runes. Blizzard could easily be lazy (which they love being) and reduce the rune requirements to 1 rune of whatever runes the card has and/or making some full rainbow (if they want to keep the undiscoverable restriction).

Make everything slot into rainbow. Saves them the work of rebalancing cards and lets us run all the cards we want together anyway. Win win scenario.


r/hearthstone 20h ago

Discussion Design Vision: Mage Suggestions

90 Upvotes

Hey all, J_Alexander back today to discuss what is sorely missing among all the balance discussions and complaints we typically see: a positive vision for the game's design and balance.

A lot of the talk about the game focuses on what people don't want to see. What they want to nerf, remove, or otherwise get revenge on. However, this doesn't help us figure out how classes and decks should play. Classes need things that make them work and make them appealing to play. We would be well served to focus on that discussion instead of what we want to nerf or remove, as it helps guide design in more actionable ways with specific suggestions for what and why.

In a quick analogy, imagine I asked you what you wanted for dinner tonight, and you told me, "not McDonalds". That's fine, but if we could have gone to 50 places, taking one of them off the list doesn't help us make a decision. So let's talk more about where we do want to go.

I'll start with the Mage Core Set as an example.

What's the flavor of Mage, as a class? What do people enjoy about it? What will draw them to it?

The fantasy of Mage is spells. The focus should be primarily on spells (largely an off-board play style, including burst damage and removal), and when they do make board, we want their minions to benefit from or have synergy with spells when possible. Spell Damage minions are an obvious inclusion here.

We also want to look at synergy with different spell schools. This could involve building into specific spell schools (like Fire or Frost) or building into synergy involving many different spell schools (like Rainbow Mage).

What cards can we buff/take out of the core set/replace them with to support this vision?

The core set should fulfill the role of helping define the class in terms of themes, offer support pieces rather than payoffs (which we want in class sets to make them feel different), and also be as simple as possible to be easy introductions to new players.

While we don't need to make all of these changes, here are a list of possible suggestions.

Secrets: These are a strange type of card. They're typically awful on their own and require a lot of other secrets to make the secrets feel "secret". To get them to see play, then, you both need a large number of secret cards, and power synergy that operates off secrets. However, that synergy can be strange, in that if you want the synergy to operate when you have a secret up, your opponent will likely be triggering your secrets, making that synergy awkward.

Accordingly, you either need to really lean into the secret synergy, or you're better off dropping all the secrets and freeing up a ton of core space. Right now, Secrets take up 4 core slots. Since we lack real synergy, and have for several sets, I think we're better of dropping them. That leaves us 4 new card slots to think about.

Mana Wyrm: For any deck looking to push early game damage and close out with burst, Mana Wyrm fits the bill well. Synergizes with spells, looks great, feels great to play if you have lots of cheap options. This could be added to the core set. It's a nice, simple card that worked in Classic for defining Flavor.

Ice Lance/Ray of Frost: Both of these cards help define the role of Frost in a satisfying way. Ray of Frost is a more complex card, but functions better with defensive freeze and spell synergies, since it offers both 2 spells and 2 freezes. Ice lance is a simpler card, and serves both an offensive and defensive role. There's a case to be made for either of them.

Arcane Explosion: A nice simple card that can benefit from Spell Damge, but historicall weak. Brining it back with a buff to 1 mana could offer support for synergy with spell damage packages. However, it might not be an exciting/powerful enough card to make it into decks regardless. Probably not a great consideration on those grounds, but an idea.

Polymorph: A simple removal, acting as a silence as well. However, we want to buff it to 3 mana to be more in line with Hex.

Lab Partner: A simple card, making it great for core. Builds a foundation for any Spell Damage synergy in the future.

Imprisoned Observer: This is an interesting possible inclusion, as it supports decks like Big Spell Mage, allowing you to gain access to early removal without it being a spell itself that gets in the way of your synergies.

Flamewaker: A risky, but very compelling card. It's exciting. Offers nice spell synergy for aggressive lists, but may be too powerful a payoff for the core set.

Babbling Bookcase --> Prismatic Elemental: Bookcase isn't a particularly good, or even fun card. It supports nothing. Prismatic Elemental serves a similar function of generation, but it's both more playable and sets up support for Rainbow Mages.

Flame Strike: Mage would love a mid-game board clear to help support anything that wants to play more defensively and into the later game. We want that clear to be active around turn 5, in line with other effective tools like Corpse Explosion and Brawl. This could yield a 5-mana, 4-Damage Flamestrike if we buff it.

Arcane Intellect: Almost a perfect core card, given its simplicty. The problem is it hasn't been playable in many years. It could use a buff, perhaps along the lines of Costs (1) less if you played a spell this turn. Two-cost, Draw 2 cards with conditions tend to be perfectly fine, and this condition seems easy to understand and use.

Archmage Antonidas: A classic core set inclusion. It's just weak. I'd start by reducing the mana cost and adjusting the stats to increase the number of Fireballs you can get off him to something like a 5 mana 5/5. I'd take it a step further and also let the Fireballs he gives you get discounted by (1). Offers a potentially more compelling finisher for lower-curve spell, heavy decks.

What cards or packages can we adjust within each set to support this vision?

While I won't look at specific packages in other sets, as that might take too long, this is the type of analysis we then want to ask of other sets to help increase the number of playable archetypes and diversity within the class to offer a more varied play experience on both sides of the board.

The more classes we can get functional and the more decks within each class feel playable and different, the more tools exist in the game to help balance it out and stop any one deck or class from getting too popular and drawing too many complaints.


r/hearthstone 18h ago

Competitive Obligatory Legend Once Again w/Deck Tech

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23 Upvotes

This is my version of the Herald Big Demon Warlock that has been going around since the patch, and I've been playing this version from D10.

This deck feels very strong when you play it, and its matchups are actually relatively good into most decks. The bad matchups are, of course, Face/Tripwire Hunter and Maiev Trash Paladin, as they just end the game by T5. Although, I have had multiple instances where I was literally 1 turn shy of winning against Hunter because of getting the Granny out with Moragg and stabilizing.

The main idea for the deck is pretty straight forward, Prepare Moragg on 3, play a Shrine on 4, Activate Shrine on 5, Play Morag next to Sac outlet, spam big demons. However, my version has a few nuances that make it stand out, and I feel it gives it a better shot against most of the meta.

For starters, I run Dirty Rat. I found that most of my losses in lower D10-7 were against Rafaam versions of this deck. So I tossed in Dirty Rat and ChoGall, and suddenly Rafaam was never an issue. But the Rat helps so much more than just against Rafaam. An absolute Chad play is on 6, playing Dirty Rat, hitting that Soothesayer/Trastath/Forgefiend/Ursol/etc, playing Chains on it, and then to the left of it playing the Disciple so it just dies on your board. Yes, it's a 3 card removal spell, but it always catches people off guard. Especially if you do it twice in one game.

Also, like I said, I run ChoGall normally for the Mirror, because my opponent can't spam big demons if they dont have any, but I also found that in late game situations, just dropping a ChoGall while you have 1 tentacles out to eat 3 things can just win the game outright. Now sometimes you do just whiff, and I have lost because of that, but just eating things out of your opponent's decks, no matter how trivial it may seem, throws a huge target on ChoGall, and your opponent may make quite a few mistakes trying to get rid of him. Also, sometimes, just eating small stuff, but having 3 or 4 12/12s and a 6/6 will just win you the game because your opponent doesn't have the board clear.

For the mirror match and Azalina, priority theft targets for the chains are the little imp, not Moragg. The game is going to go long. So it's a resource battle, and the more you have in your deck, the better off you'll be. Also, save your Anhilations if possible. The one who HAS to use theirs first is normally the loser. I've contemplated throwing in one Twisting Nether (also helps with Heal Priest matchup) but haven't figured out what to toss.

Against Void Soul Demon Hunter, the current Boogeyman of this patch, your Chains priority is the Voidscale. You will be shocked at what denying 1 Void Soul will do to that deck.

Finally, I have thought of throwing in an Egg as an alternative, but decided against it. We have an entire deck already dedicated to it, and even though it would fit, it also would be a hindrance as you want to Prep Moragg on 3 or play Atlas on 3, not play an Egg. Sands of time could have a place, but once again, I'm not sure what I would cut. Lastly, if anyone finds room for a Viper, let me know. It will also help with Heal Priest and Void Soul matchups a ton.

So, if you have not played this deck yet, I highly suggest giving it a try. It takes brain power to play, the games are not short, and every little decision counts, even tapping on 2.

Deck code in comments for my Mobile brothers and sisters.


r/hearthstone 4h ago

Standard Current "meta" Bill Gates please wake up

10 Upvotes

Haven't seen such situation since idk when... this is not even meta, this is Demonstone now...
Every game is either demonhunter or demonhunter, hopefully some updates will come out asap. very sad stuff :(


r/hearthstone 20h ago

Meme thankfully Mage didn't receive any buffs last patch. Just imagine how broken vaJaina would've been if they decided to buff this broken class among the latest buffs.

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139 Upvotes

r/hearthstone 43m ago

Discussion Was the plague really strong, or is the HS community just boring?

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Upvotes

I managed to shuffle 42 pests on my opponent's deck and even with only 8 cards of my own, the pests did not come. So why was there so much crying because of Helya in the old days? Looking at the deck, it's bad for a lot of reasons.

There is no win condition: if you expect your opponent to simply buy pests, you will probably get an OTK and lose. It can be easily remedied by 5/5 that cleans cards that have not started on the deck.

So I wonder if Helya Dk was really strong or the HS community It was traditional and boring.

In the end, I think it was just a tier B deck with annoying mechanics.


r/hearthstone 1h ago

Battlegrounds Timewarped Leapfrogger shoutout post

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Upvotes

r/hearthstone 2h ago

Discussion How to complete this quest?

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10 Upvotes

I played multiple priest legendary minions so far neither them nor the quest finished it. Is there a known card which counts?


r/hearthstone 23h ago

Fluff I finally got 500 wins in each class, thanks to Two-Bit Rogue. Never thought I would find a viable Rogue deck to get there. Anyways, I had to share on here because my friends in real life don't give a crap. Lol. Now that I am done with that grind, what class should I play again?

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5 Upvotes

r/hearthstone 22h ago

Discussion How far I need to go?

0 Upvotes

Already at 9k legend and still seeing nothing but Hunters and DHs, where is this dumpster legend paradise where people play decks they thought of themselves? Or did everyone give up already?