So today I did a meh Arena (3-3 Priest) but drew a golden Voljin. I can just dust it right? I already have a Voljin.
Itâs basically a free LegendaryâŚso what should I craft? Iâm missing so many big cards, but here are the ones Iâm eyeing
Sylvanas
Dr. Boom
Ragnaros
Jaraxxus
MalâGanis
For reference, besides the standard Legendaries that everyone has, I already have:
Gahrzilla
Voljin
Ysera
Gallywix
Sneeds
Iâm thinking Dr. Boom is the best overall right? Itâs probably a toss up between him and Sylvanas. I could probably play a Handlock/Demonlock variant with the Warlock legends though.
Dr Boom fits in so many decks, so hes one of the best choices. And people are crying for his nerf, even though blizzard doesnât seem to agree. So best case, you get to use him then DE him when hes nerfed to get full dust back. I would completely recommend Dr Boom.
Do you have a specific deck you like to play? Because the niche class legendaries (Jaraxxus, MalGanis, Archmage antionidas) are really the closest second place choice, or Sylvanas is always an awesome choice.
the only thing that could devalue a dr boom right now is competitive 7 drops from Blackrock Mountain, or Dr Boom hate card more than BGH⌠and both are a distinct possibility
People were also crying for a nerf for BGH but Blizzard doesnât agree. In the end Blizzard is very careful about nerfing things, and really that is a good thing. They would rather release cards that compete with, or maybe counter, see how things develop. They never rush to judgement. Plus they have their squad of legend players constantly testing everything, so they are doing everything right.
I think itâll either be Boom or Sylvanas. Going to do a bit of research. I can see the benefit of Sylvanas though; waste removal, empty board removal, silence, and just overall a pain in general. Forces the opponent to waste cards or play inefficiently.
I donât think Dr. Boomâs insanely bad. Personally I donât like the design as it obsoletes War Golem, but itâs not super gamebreaking or anything in my experience.
What do you play? Maybe itâs your style thatâs messing things up.
On a side note, Iâd personally like a redesign to the Boom Bots he summons, as the variance is just soooo high. Like, even just a guaranteed 2 damage to enemy minions would be preferable.
Forbidden techniques in Hearthstone that requires inhuman amount of APM, how many have you mastered?
[details=Spoiler] *Disclaimer: These are the forbidden techniques I discovered in various Hearthstone forums. I havenât seen most of them discussed here so I would like to share.
No. 10: Turn 10 double Venture Co.
This is a very practical technique that requires a medium amount of APM (action per minute). Just drag two Venture Co.s one after the other immediately. A very good introduction to those who want to master higher level APM techniques.
APM required: >200.
No. 9: Double BGH opponentâs double Stormwind Champions.
This one is a little harder in the sense that it requires some mouse precision. And since very few constructed decks have two Stormwind Champions, this technique might see more practical use in Arena.
APM required: >220.
NO.8 (Mage only) Ping Nobel Sacrifice
The exact moment âGET DOWNâ is triggered, ping him with your hero power BEFORE your minion hit him. A very useful technique to get a one card advantage against Paladins.
APM Requiredďź>240
NO.7 Double Arguses Double Shields
If you think this one is as ez as No.10, you are just a noob and need to get gud. The catch is that you need to drop the second Argus the moment the firstâs battlecry triggers. (Protip, the first Argus will blink.) Timing is very essential in this technique and can get you two 3/4 Arguses with taunts from an empty board.
APM requiredďź>260
NO.6 Double Shattered Sun Clerics buff each other
This is one whole new level compared to NO. 7. If you drag the first Cleric on your board but cancel the buff process by right clicking, the Cleric will bounce back to your hand after a very short delay. Now before she bounces back immediately drag the second Cleric to buff the first one, then immediately drag the first one to buff the second one. All these have to be down before the first Cleric bounces to your hand. Same technique can be applied to double argent protectors.
APM Requiredďź>300
NO.5 (Paladin Only) Pick two out of four or more your opponentâs minion using MTC, brewmaster and consecrate
If you have mastered the first 5 and are ready for this one or above, then congratulations, your APM is well above average pros. These are also mandatory trainings every pros have to undertake everyday. You still havenât seen these in tournaments because very few are confident to show it off.
Now on to this classic paladin alley oop maneuver. Consecrate to throw your opponentâs minions in the air. Drop your MTC and drag one of his minions to your side. Combo with brewmaster and drag the second minion. All these have to be done before the minions fall back to the board. Legend says that if you have enough strength you can even drag enemy hero for OTK.
APM requiredďź>340
NO.4 Mad Bomber suicide
This one has absolutely no practical use and is only developed for maximum BM.
Drop Bomber and trigger three bombs. Brewmaster bomber and identify the drop locations of the bombs while they are still in air. Place the same bomber onto those locations to suicide. Sometimes you also need to utilize the minion swapping bug. (I believe every player before Naxx must have seen this bug. It turns out this is not a bug but a feature that encourages high APM. ) APM Requiredďź>360
NO.3 (Warlock Only) Doomguard + double Soulfires
This one requires one to feel the discard locations of the Soulfires. With enough belief in the heart of cards, one can catch those Soulfires like butterflies before they vanish and fling them to your opponentâs face. APM Required: >400
NO.2 (Warlock Only) Turn 4 double Mountain Giants
I believe every handlock player now knows this already. Simply put, when you go 2nd, tap on turn 2 and turn 3. Right before you draw the 11th card on turn 4, drop two mountain giants.
However there is an advanced version of this technique. Tap right before you overdraw on turn 4. The client will think you have 12 cards and you can drop 1-cost mountain giants with the remaining mana.
APM Requiredďź>450
NO.1 (Hunter Only) Wild Pyromancer + UTD
The basics of this technique is such a common knowledge that I donât want to overstate. The higher your APM is, the more value you can get from this combo. It can also bypass most taunts in the game with Hunterâs Mark.
However, the pinnacle of this technique, and of all these forbidden APM techniques, is sealed forever by Blizzard because it was way too overpowered. Yes, you have guessed right. Before Buzzard was nerfed, you can Pyro, Buzzard, UTD for Hunterâs Mark and Timber Wolf. Hunterâs Mark the taunt to bypass it. Drop Timber Wolf and charge all the doggies for tons of damage. This is legendary combo requires at least 600 APM and is beyond the reach of us mere mortals.
Want to start improving your APM today? Start with the following noob-friendly practice and see whether you have what it takes!
Pick two cards from Tracking.
Double Backstab on one minion.
Turn 3 coin mountain giant.
Double Preparation into 1 cost Sprint.*
Hey darkstalker since you are named after IMO the greatest fighting game franchise all time, Iâll give my input. Iâm not nearly as experienced as some of the others here, but both Sylvanas and Boom are game changers and very good. They both are very difficult to deal with.
Personally I would go with Boom. Considering how there are many great 6 drops, while not many good 7 drops.
Either choice is fine honestly, but I would recommend getting those two ASAp. Sylvanas only gets better with the more big guys and legendaries you have.
Iâve been keeping mental checklists of removal now so I know when to bait or go all in, its really upped my game.
I like dragons, but dragons donât like me. Ysera is like the awesomest neutral legendary, yet I only got it once in a draft. Then in that draft, I only drew it once. I was so excited, the game I drew it I was losing badly though. I did everything I could to delay to turn 9, not even caring to win, just wanting to play itâŚto get to dream if only once. Well I lost on opponentâs turn just before I could play it. It was tragic.
Then I have only one unstable portal, and it usually draws absolute garbage 2 mana or less minions. However once today it draws the mighty Onyxia. Yet I face a pure rush paladin, and on the turn I can play it I am facing lethal so have to play something else. Well he plays a bunch of buffs, and I die before I get to my next turn.