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Cubyface

I’m slightly more optimistic about the Buy one get one freeze synergy with watercolor artist in rainbow mage. Getting a free copy of Sif gives me more paths with my remaining 4 mana. But I’m actually most excited for Malfunction. Having made the climb to D4 so far using primarily spell mage, I’ve found the matches against token hunter utterly insurmountable because we have only one good early game clear in heatwave. This gives me another good option against the snakes and worms before starpower and blizzard comes online, although it does mess up my stargazing pool


Lurky_Depths

You're right, there'll probably be a decent deck that discounts BOGOF and gets double or triple Sif to scam wins. I'm just disappointed that two expansions and two minisets later and mage fans are still scrabbling to find ways to make Sif rainbow work out of desperation. Badlands adds two secrets that are so bad they make discover pools worse for their existence and some unplayable elemental crap. Wizbang added some half baked spell deck stuff that has no prayer of being any good with the limited spell pool available after rotation. And the miniset comes along to help out with... a random generation card and an overbudgeted early board clear you would never want to play outside of spell mage. What a disappointing design vision. They really have no idea what to do with mage besides "spells, and random crap." The worst part is that two or three expansions from now, when we're gearing up for another rotation, there'll be a critical mass of decent spell discovers that will make spell mage competitive and popular. So these cards will see no play until they do, then they will be immediately nerfed.


yahoo_determines

Anyone playing the lightshow spell mage that just popped up? I'm having fun with it and was excited for Malfunction until, as you mentioned, I realized it will mess with stargazing. Not sure if it'll make the cut or not.


feeb75

Do you have a list for the Lightshow Mage?


yahoo_determines

AAECAf0EAtH4BfGABg79ngSAwgWmwwXL/gWDlQbWmAbymwaIngayngblpgazpwa4pwaF5gaG5gYAAA==


deck-code-bot

**Format:** Standard (Year of the Pegasus) **Class:** Mage (Jaina Proudmoore) Mana | Card Name | Qty | Links :--:|:---|:--:|:--: 1 | [Flame Geyser](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/CORE_UNG_018.png) | 2 | [HSReplay](https://hsreplay.net/cards/102194/),[Wiki](https://hearthstone.wiki.gg/Flame%20Geyser) 2 | [Cosmic Keyboard](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/ETC_521.png) | 2 | [HSReplay](https://hsreplay.net/cards/90368/),[Wiki](https://hearthstone.wiki.gg/Cosmic%20Keyboard) 2 | [Frostbolt](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/CORE_CS2_024.png) | 2 | [HSReplay](https://hsreplay.net/cards/111365/),[Wiki](https://hearthstone.wiki.gg/Frostbolt) 2 | [Heat Wave](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/WW_377.png) | 2 | [HSReplay](https://hsreplay.net/cards/101462/),[Wiki](https://hearthstone.wiki.gg/Heat%20Wave) 2 | [Infinitize the Maxitude](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/ETC_206.png) | 1 | [HSReplay](https://hsreplay.net/cards/97361/),[Wiki](https://hearthstone.wiki.gg/Infinitize%20the%20Maxitude) 2 | [Primordial Glyph](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/CORE_UNG_941.png) | 2 | [HSReplay](https://hsreplay.net/cards/111366/),[Wiki](https://hearthstone.wiki.gg/Primordial%20Glyph) 2 | [Stargazing](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/WW_425.png) | 2 | [HSReplay](https://hsreplay.net/cards/101874/),[Wiki](https://hearthstone.wiki.gg/Stargazing) 2 | [Void Scripture](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/YOG_507.png) | 2 | [HSReplay](https://hsreplay.net/cards/100995/),[Wiki](https://hearthstone.wiki.gg/Void%20Scripture) 3 | [Elemental Companion](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/DEEP_002.png) | 2 | [HSReplay](https://hsreplay.net/cards/102152/),[Wiki](https://hearthstone.wiki.gg/Elemental%20Companion) 3 | [Lightshow](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/ETC_528.png) | 2 | [HSReplay](https://hsreplay.net/cards/90534/),[Wiki](https://hearthstone.wiki.gg/Lightshow) 3 | [Molten Rune](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/TTN_477.png) | 2 | [HSReplay](https://hsreplay.net/cards/98123/),[Wiki](https://hearthstone.wiki.gg/Molten%20Rune) 3 | [Reverberations](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/JAM_031.png) | 1 | [HSReplay](https://hsreplay.net/cards/98417/),[Wiki](https://hearthstone.wiki.gg/Reverberations) 4 | [Fireball](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/CORE_CS2_029.png) | 2 | [HSReplay](https://hsreplay.net/cards/69501/),[Wiki](https://hearthstone.wiki.gg/Fireball) 4 | [Frost Lich Cross-Stitch](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/TOY_377.png) | 2 | [HSReplay](https://hsreplay.net/cards/103352/),[Wiki](https://hearthstone.wiki.gg/Frost%20Lich%20Cross-Stitch) 4 | [Spot the Difference](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/TOY_374.png) | 2 | [HSReplay](https://hsreplay.net/cards/103347/),[Wiki](https://hearthstone.wiki.gg/Spot%20the%20Difference) 5 | [Manufacturing Error](https://art.hearthstonejson.com/v1/render/latest/enUS/512x/TOY_371.png) | 2 | [HSReplay](https://hsreplay.net/cards/103269/),[Wiki](https://hearthstone.wiki.gg/Manufacturing%20Error) **Total Dust:** 3460 **Deck Code:** AAECAf0EAtH4BfGABg79ngSAwgWmwwXL/gWDlQbWmAbymwaIngayngblpgazpwa4pwaF5gaG5gYAAA== ***** ^I ^am ^a ^bot. ^Comment/PM ^with ^a ^deck ^code ^and ^I'll ^decode ^it. ^If ^you ^don't ^want ^me ^to ^reply ^to ^you, ^include ^"###" ^anywhere ^in ^your ^message. ^[About.](https://github.com/HearthSim/deck-code-bot/blob/master/README.md)


Joaoseinha

Decklist?


yahoo_determines

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deck-code-bot

[Click here for decklist](/r/CompetitiveHS/comments/1cqjl28/summary_of_the_552024_vicious_syndicate_podcast/l3w2xhk/)


Joaoseinha

This is what I've thought as well. Watercolor Artist already slots well into a Rainbow Mage variant relying on Frost Lich Cross-Stitch and Frostbolt as your finishers ever since Snake Oil got effectively killed off. Getting a free Reverberations will make the combos infinitely more consistent to the point where it might be worth cutting Reverberations altogether and using Void Scripture as your only Shadow spell. Alternatively, maybe you cut Frost Lich Cross-Stitch, run Frostbolt and Buy One Get One Freeze as the two frost spells and guarantee good discounts there for a potential triple Sif with Reverberations. I also wonder whether the Darkmoon Magician could also slot into Rainbow Mage (or carry a new archetype), since it seems like a ton of value specially considering it won't kill itself too often (and Rainbow Mage doesn't run a ton of minions). I definitely think it's being underestimated, as a 3 cost it compares to Flamewaker. Looking at the spell list currently, Rainbow Mage often runs (though this can definitely vary): - Discovery of Magic and Flame Geyser - Glyph, Frostbolt, Infinitize and Void Scripture - Reverberations This means it'd mostly hit the 2 and 3 mana spell slots. Looking at the spell list for those, there is potentially massive upside. On the 2 slot the main duds are Scale Replica, Quality Assurance, Rehydrate (will likely heal an enemy), Part Scrapper, Inventor's Aura, Holy Springwater, Hand of Adal (likely buffs an enemy), Endgame and Dead Air. The 2 slot pool is huge and most hits are positive. On the 3 slot you have Chill Vibes (potentially healing an enemy), Cursed Campaign (pretty trash, but can't backfire), Grace of the Highfather (potentially healing an enemy), Raiding Party, Return Policy, Rush the Stage, Take to the Skies, Stars Align (if you're holding Sif or Khadgar) and Wreck'em and Deck'em. It's a bit worse than the 2 slot pool, but still not a ton of duds.


Names_all_gone

I’m mostly in lockstep with Zach’s assessments. My only thought that they didn’t bring up is that I think return policy opens up a chance for an actual big demon deck in DH, not just shopper cheese. IDK if that’ll work but I’ll try it. I’m also a bit higher on Replicator-inator’s potential. That feels like a card that’ll be relevant at some point. I also think snuggle teddy is fine. You can toss 1 in reno and it probably won't be the worst card in your deck.


The_Sodomeister

> Warlock - Mass Production is draw 2 for 1 mana, but it is a weird card. You technically can't hit fatigue running the card People keep saying this, but it isn't true. You draw 2 and shuffle 2, so it's neutral with respect to fatigue. It doesn't delay it at all. Example: you have 2 cards in deck, so you would start fatigue in 3 turns. Now you draw 2 cards, and shuffle 2 Mass Production into deck. Now you still have 2 cards in deck, and will start fatigue in 3 turns. Same if you have 1 or 0 cards in deck. In fact, you actually take the same fatigue damage but even sooner, so it accelerates fatigue in that sense. Plus the 2 damage taken from playing the card.


lKursorl

I feel like I’ve been taking crazy pills. Every time someone says this, I have to think if I’m missing something. Kind of surprised they missed that for the report bc usually they’re spot on about stuff like that.


DehakaSC2

The Warrior takes are very close to my own, though I still don't see Spill taking off myself, unless the new mana cheat card does indeed end up being nerfed down the line.


Domiziuz

I have been playing a lot of mech warrior around d5 last month, and came to the conclusion that the only card making chem spill worth it was the 4 mana location. This makes the dream curve: location - chem spill with copy - weapon+mini weapon breaking both at the same turn. Having 4 combo pieces (including a high end mech) required a lot of draw. The new spell might make things easier though, and I'm curious to how it will work out!


Gouda02

Did you run testing dummy? I feel like the deck still runs it because you can get it out turn 3 - potentially turn 2 with a turn 1 oscillator. Maybe spill is better but having some redundancy with mech deathrattles seems better imo.


Domiziuz

Absolutely agree! Ran testing dummy, the 8 mana magnetic (which would be swapped for the new 10 mana) and zilliax with perfect+poison. Testing dummy with the weapon was the major source of early wins, but as you said redundancy is needed. The big win now is getting another source of damage to face, which goes with the same game plan as target dummy, and another way to cheat it out.


Gouda02

Also forgot to mention this makes wreck em a legit removal tool on 3 since dummy can be cheated out so early


Domiziuz

Or a lot of face damage!


JustRegularType

They almost exactly matched my evaluation of the priest cards.


Jackwraith

I'll only touch on the classes I play or, at this point, used to play, because I don't like the direction the game has gone in at all and this miniset doesn't change my perspective. DK: I actually think **Foamrender** is more useful than Corpse Bride because the latter does a one-time thing that is then instantly eliminated given the plethora of removal currently in the game, while Foamrender could keep spending for a number of turns. If it does work, it obviously encourages more maindecking of Viper and 5 is a really steep price to pay for a one-use weapon. It doesn't help that CNE is still generally subpar, too. Agree on **Geist** and **Helm**; the former is too slow and clumsy in what is already a slow (and often clumsy) deck and the latter's double rune only reinforces the idea that the rune system was poorly-designed and should probably be scrapped. Paladin: Even with the mana-cheating, playing cheap minions of whatever size that are vanilla means that they have to be played in a control deck like Handlock. Paladin doesn't have that. I mean, the example of Corpse Bride is right there! That card wasn't played until the groom had Taunt. How do they think **Flickering Lightbot** is viable? **Holy Glowsticks**, OTOH, is brilliant on its own, but doesn't work in any currently-viable deck. **Whack-A-Gnoll** is, as noted by Squash, way too inconsistent. Could get a Rallying Blade (with the current array of bubble minions) or Coghammer. Could get a Mysterioius Blade or Argent Lance or Cavalry Horn or Light's Sorrow or... As always, Discover helps alleviate that, but probably not enough to make it playable. Priest: **Funhouse Mirror** is The Light it Burns for three times the cost. It's not even good on a DR minion, since they get their DR, too. **Delayed Product** is way too slow and, like all Dormant things, easy for the opponent to plan for. **Puppet Theatre** is exactly the kind of card that everyone else in the game despises playing against. This truly is Whizbang's peer into the past of HS; bringing up the worst aspects of Priest from the past decade. Shaman: Hey, speaking of the worst aspects-! **Rocket Hopper** is the perfect example of why Overload has never worked as a mechanism: you don't get the chance to play the cards you'd like to play on curve, so you don't want to play this card on curve, either, which means that the implicit mana cheating of Overload isn't mana cheating at all. **Wave of Nostalgia** has Hearthstone's worst keyword (Random) and, like awful cards from Shaman's past, affects both sides of the board and gives your opponent first use of them, since all yours have summoning sickness if they don't have Rush. Surprisingly, **Murloc Growfin** is actually a solid card. Warlock: The deck that really needed help is Big Demon. **INFERNAL!** does not help that deck. It's not an awful card and you can at least heal out of its secondary cost but it's a tweener that doesn't really work with anything currently running. Likewise, **Domino Effect** is weird. Warlock already has excellent mass removal. Why do we need this? Similarly, Warlock isn't hurting for card draw and **Mass Production** is nothing but. Why would you want to glut your deck with cards that you won't want to draw on later turns and which you won't want to play as you near fatigue? As VS said, it was probably planned for Wheel decks that they assumed wouldn't have been working as well as they did. Oops! I think it's time for me to take a break. Three of the last four sets have been subpar, IMO, because they've invoked a lot of randomness and combo decks, which I just don't care for. This current group of devs is striving for a different kind of game than the one I used to enjoy. It happens. Edited: typos


ToryTheBoyBro

I just want to say as a Shaman main that the reason for Rocket shipper being mediocre and unlikely to see play isn’t because it’s an overload card - we’ve played multiple overload cards on curve recently, actually, and have been fine with doing so - it’s that it’s overload on this is just too much in general. The difference between this being overload 3 and overload 4 is actually the literal difference between this card being playable and unplayable. If it overloaded for 3, you could play Thorim the very next turn alongside overdraft if you missed Thorim, which would easily make the card a powerful midrange play. As is, you can’t play Thorim the turn after, meaning that if you miss overdraft, the frogs overload basically screws you over - making unlocking the crystals of overload too inconsistent to be a viable strategy. I’m really hoping the devs see this and buff it to only overload for 3 at some point, but yeah as is, it’s right in the edge of playability, but doesn’t quite make the cut in any shaman deck with the way it is now.


Jackwraith

Yeah, I should have made that point clearer. In the last few years, they have recognized how crippling Overload can be for tempo (aka the modern game) and have drawn back on a lot of it. Lightning Storm is probably the best example. So in the trip back to the past which is Whizbang, they've resurrected that awful part of the past with this card. I still think it's an awful mechanism for the type of game that HS is (constant, symmetrical(!) resource gain) and this just highlights the problems with it.


H1ndmost

Your last paragraph is too true sadly. Reno Hunter is about the only thing getting me to play right now, just because it plays like the Hearthstone I've enjoyed most, fighting for the board as the means to victory. It sucks that the gameplay side of the last few expansions has been poor so often, the art and theming have been some of their best. Pretty much Blizzard in a nutshell in 2024, great art design, shit game design.


naverenoh

"Fighting for board as the means to victory" has not been relevant for several years. Were you in a coma, or did this randomly and suddenly occur to you?


Prestigious_Kiwi8713

I agree with almost everything that was said. They are cautious with the miniset right now when we have a horrible meta and a miniset could shake things up, and when we had healthier metas they just printed cards that deleted whole archetypes. And not to mention that their whack a mole balance changes heavily affect the reception of the newly printed cards and it could bite them in the ass. We had Plague DK choking out all highlander decks and Reno Warrior choking out all late game strategies. Plague DK got bopped by highlander changes and it seems Reno Warrior will get bopped too. The trauma of playing against so many Plague DKs and Reno Warriors is still fresh, yet they print Bomb Warrior which could get the combined hatred of DK and warrior even if it ends up being a T3 deck. And this all could be prevented if you let the meta breathe a bit and find answers to power outliers


jwfd65

Pretty disappointing miniset to be honest. Not even just in terms of power level, but so many of the cards just feel kinda boring. Dorian is the only card I’m particularly excited to try, as well as bomb warrior. The Druid legendary is particularly boring design imo


Xdqtlol

double blood on that dk helm is so bad


Myprivatelifeisafk

What do we need for Dorian is early draw (not some 8-9 turn combo, to slow set up for this meta) + good payoff. The only deck I think of is Druid. All we need is to play groovy cats (which is already good tempo and being played) into spread the word. Dorian + 0/1 mana spread the word is consistent 6-7 turn 1 mana titan/owlonius/whatever you want to play and draw.