Hello, I've been testing this lists for a while now... and after some last last tweak I decided to release them. I've seen a lot of dudes asking for some good highlander decks to play, so here we are.
Every list has been tested at lower ranks 1-10 with approx. 70-80% WR each.
I'm not sure you can do this kind of "analytics" with the methodology you briefly describe. Mainly because cards aren't created in a vacuum and the stronger cards tend to be highly synergistic with strong decks and/or in relations to standing/future "counter-cards", regardless of their overall "face strength".
To use your example:
Dragon's Pack is a spell, so can be stopped entirely by Counterspell. Scion of Ruin has no such "total" counter.
Additionally, Scion being a dragon means you have an innate tribal synergy (think of all the "if you're holding a dragon" cards or War Master Voone for examples) that you don't account for in your "EV." Also, Dragon Pack synergizes with the Evoke mechanic ONLY, whereas Scion can also synergize with the playing of Galakrond itself - i.e. be drawn/given +4/+4 so then you get three 7/6s with rush for 3 mana.
So to say that the Pack is "1.5 EV stronger" is based on an incomplete methodology.
You're right, but I'm considering the cards as standalones. I'm not taking in consideration synergies or counters.
I've compared 2 cards with the same condition to make a comparasion of their "vanilla" value. I would like to put the focus on the card itself and not on the possible interaction between other cards.
EV stands for Effort Values. They are the values of the body + effects / cost. Each point of DAMAGE and HEALTH has a value of 0,5 EV. Effects values depends from different circumstances such as conditions, targets, downsides, etc. Common ones such as Taunt and Discover are always between 0,5-1 EV.
You can set the EV by doing the Vanilla Test: If the average value of the stats of the card match or exceed the cost, it passes the vanilla test.
For Example: A card that is 3/3 and cost (3*) passes the vanilla test with +0 EV. For the same mana cost, a card that is 3/4 passes the vanilla test as well, but with + 0,5 EV. Lastly, a 4/4 that also cost (3*), has + 1 EV.
Hello dudes, I would like to start this thread with the purpose of finding a scientific explanation on how cards "Balance" is done in Hearthstone.
I will start with some example of inexplicable cards, I'll take in consideration their cost and stats to compare each others.
1° Example Cost: 4 Stats: 4/6 (10) = +1 EV - Taunt
Cost: 5 Stats: 10/12 (22) = +6 EV - Taunt
In this case, Dragon's Pack starts from a +5 EV from the average +1 EV of Saronite Chain Gang, but requires a condition to be played with buff as a double 5/6.
The question is: is it worth of a (5*) mana discount ? The answer is: "I don't think so".
We can compare it to Scion of Ruin Cost: 3 Stats: 9/6 (15) = +4,5 EV - Rush.
Seems fair enough?, but it's not. Because Scion of Ruin has minus 1,5 EV compared to Dragon's Pack. Which means that Dragon's Pack should get at least his cost increased by (1*) mana, or the buff decreased from +3/+3 to +2/+2
Anyway, the major problem is that only few classes can afford such big tempo plays. And as it seems, the real problem with either these two cards is the General Balance of the game.
More examples to come... Do you have some good one to explain? :)
Second, people only started talking about this change after Shaman had gotten its time in the sun (Desert Hare Evolve stuff) when the mechanic had been around forever.
And lastly this makes evolve effects and their ilk less friendly to new players by making the effects less obvious on the cards.
First off, powerful "fair" effects are always welcome. Nobody's arguing about Antonidas or Alexstraza indeed. Players are talking about "Cheating": mutate 1 mana in an 8/8 is not the definition of fun, especially if 68% of the playerbase abuse of it.
Second, "people" started talking about Mountain Giant years a go. But you probably haven't started playing yet.
Lastly, I don't think new players cares about this mechanic just because it's "meta".
I don't know lol
I played it in casual with almost 100% W/R but it doesn't matter...
I'm not a ladder beast anyway. I like to play just for the fun of testing new and undiscovered synergies.
That's why I came up with this deck lol
p.s I'm honored that you commented for the first time on my post :))
This deck is broken, shame on me.
YES!!
He keeps the Invokes lol
Here it is guys, i'm proud of what I've just discovered. Hope you have fun playing it :))
Can't wait to see the new hero powers!
4/5 Galakrond's deck are playable, what's the point of keeping priest as it is?
Make the hero power "Discover" please.
Galak's Shaman and Warrior seems a bit overtuned. Especially the Warrior's Invoke mechanic (+3 attack is too much) and the Shaman Galak Battlecry.
Galak's Warlock and Rogue are fine.
Galak's Priest needs a rework. I would like to see a better Invoke. I'd suggest "Discover a Priest Minion"
Necrium Apothecary is not the real problem. Anubisath Warbringer is.
They will never nerf Ancharrr and I wont complain about it.
- Season Pass with unlockables (Cards and Cosmetics)
- More Cosmetics as alternative Artworks and Borders
- Dual Class Mode and Cards
- Seasonal cards from Wild each month (Doom in the tomb like)
Thank you :D
When they see Dinotamer Brann it's always too late lol
A little bit..
You can play it for tempo at T6. But the damage isn't guaranteed to face, so it's too risky.
If you own Zephrys the Great and Dinotamer Brann you can afford Highlander Hunter.
Here's a list of the decks I've been experimenting with..
Hope you like them :)
Hello,
I've been testing this lists for a while now... and after some last last tweak I decided to release them.
I've seen a lot of dudes asking for some good highlander decks to play, so here we are.
Every list has been tested at lower ranks 1-10 with approx. 70-80% WR each.
Hope you have fun playing them :D
You're right, but I'm considering the cards as standalones. I'm not taking in consideration synergies or counters.
I've compared 2 cards with the same condition to make a comparasion of their "vanilla" value. I would like to put the focus on the card itself and not on the possible interaction between other cards.
EV stands for Effort Values. They are the values of the body + effects / cost. Each point of DAMAGE and HEALTH has a value of 0,5 EV. Effects values depends from different circumstances such as conditions, targets, downsides, etc. Common ones such as Taunt and Discover are always between 0,5-1 EV.
You can set the EV by doing the Vanilla Test:
If the average value of the stats of the card match or exceed the cost, it passes the vanilla test.
For Example: A card that is 3/3 and cost (3*) passes the vanilla test with +0 EV. For the same mana cost, a card that is 3/4 passes the vanilla test as well, but with + 0,5 EV. Lastly, a 4/4 that also cost (3*), has + 1 EV.
MANA COMPENDIVM
Hello dudes,
I would like to start this thread with the purpose of finding a scientific explanation on how cards "Balance" is done in Hearthstone.
I will start with some example of inexplicable cards, I'll take in consideration their cost and stats to compare each others.
1° Example
Cost: 4
Stats: 4/6 (10) = +1 EV - Taunt
Cost: 5
Stats: 10/12 (22) = +6 EV - Taunt
In this case, Dragon's Pack starts from a +5 EV from the average +1 EV of Saronite Chain Gang, but requires a condition to be played with buff as a double 5/6.
The question is: is it worth of a (5*) mana discount ?
The answer is: "I don't think so".
We can compare it to Scion of Ruin
Cost: 3
Stats: 9/6 (15) = +4,5 EV - Rush.
Seems fair enough?, but it's not. Because Scion of Ruin has minus 1,5 EV compared to Dragon's Pack. Which means that Dragon's Pack should get at least his cost increased by (1*) mana, or the buff decreased from +3/+3 to +2/+2
Anyway, the major problem is that only few classes can afford such big tempo plays. And as it seems, the real problem with either these two cards is the General Balance of the game.
More examples to come... Do you have some good one to explain? :)
First off, powerful "fair" effects are always welcome. Nobody's arguing about Antonidas or Alexstraza indeed.
Players are talking about "Cheating": mutate 1 mana in an 8/8 is not the definition of fun, especially if 68% of the playerbase abuse of it.
Second, "people" started talking about Mountain Giant years a go. But you probably haven't started playing yet.
Lastly, I don't think new players cares about this mechanic just because it's "meta".
Truly disappointed, this s**t is killing my will to play hs once again.
This is the most stupid nerf i've ever seen.
This card should cost at least (6) for a split 8/8 rush body!
Predicted that shaman would have been top tier before, and also the faceless nerf.
Now I think that shaman will still tier1 even after nerfs!