[CLOSED] Campaign Adventurer's Guide | Decklist repository | Champions | Mercenaries | Ships

    • Angmar wrote:

      Galliard wrote:

      Blackwood wrote:

      I feel like the Thonia changes are on the whole fair and still plenty powerful and fun; I was worried that they'd go overboard with the adjustments, but she has presently been left with ample enough overhead to make interesting deck building and remain a competitive mercenary pick. Nice!
      Yeah, I predicted elsewhere they'd be limited to twice a turn and this is pretty close. Once a turn, but the two important ones are running at +50% power.I didn't expect the charge power cost increase though. Playing a Ranger for the extra charge is that much more important now.
      Playing any human is also an option to get 2 charges from party Mercs.
      Unless there's a merc I'm forgetting, you can only guarantee one of those charges though. Most of them are a 50% chance and even Clatterclank isn't guaranteed.

      Of course, a Human Ranger is the best of all.
    • Galliard wrote:

      Angmar wrote:

      Galliard wrote:

      Blackwood wrote:

      I feel like the Thonia changes are on the whole fair and still plenty powerful and fun; I was worried that they'd go overboard with the adjustments, but she has presently been left with ample enough overhead to make interesting deck building and remain a competitive mercenary pick. Nice!
      Yeah, I predicted elsewhere they'd be limited to twice a turn and this is pretty close. Once a turn, but the two important ones are running at +50% power.I didn't expect the charge power cost increase though. Playing a Ranger for the extra charge is that much more important now.
      Playing any human is also an option to get 2 charges from party Mercs.
      Unless there's a merc I'm forgetting, you can only guarantee one of those charges though. Most of them are a 50% chance and even Clatterclank isn't guaranteed.
      Of course, a Human Ranger is the best of all.
      You get one from Thonia herself, one from playing a ranger, one from Clatterclank (just create a 61 card deck and you will have it in 99% of the fights) and you can get another one guaranteed if you use Katsuhiro and always chose to be on the draw. That is 4 total. Add to it the first two shards played, it means we can reliably activate her power on T1 and T2 (or twice) every game in the first 2 to 4 turns as long as you hit your resource drops. You can also still play her power before the first shard drop on you initial turn which is very powerful in itself.

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    • CoachFliperon wrote:

      Galliard wrote:

      Angmar wrote:

      Galliard wrote:

      Blackwood wrote:

      I feel like the Thonia changes are on the whole fair and still plenty powerful and fun; I was worried that they'd go overboard with the adjustments, but she has presently been left with ample enough overhead to make interesting deck building and remain a competitive mercenary pick. Nice!
      Yeah, I predicted elsewhere they'd be limited to twice a turn and this is pretty close. Once a turn, but the two important ones are running at +50% power.I didn't expect the charge power cost increase though. Playing a Ranger for the extra charge is that much more important now.
      Playing any human is also an option to get 2 charges from party Mercs.
      Unless there's a merc I'm forgetting, you can only guarantee one of those charges though. Most of them are a 50% chance and even Clatterclank isn't guaranteed.Of course, a Human Ranger is the best of all.
      You get one from Thonia herself, one from playing a ranger, one from Clatterclank (just create a 61 card deck and you will have it in 99% of the fights) and you can get another one guaranteed if you use Katsuhiro and always chose to be on the draw. That is 4 total. Add to it the first two shards played, it means we can reliably activate her power on T1 and T2 (or twice) every game in the first 2 to 4 turns as long as you hit your resource drops. You can also still play her power before the first shard drop on you initial turn which is very powerful in itself.
      99% isn't guaranteed :) Also, it's too high of an estimate for a 61 card deck. She has an 8 card starting hand.

      Otherwise, your math checks out. I'm only making the point that +2 health/+1 charge is worth more than one mercenary slot. So a non-Human Ranger is better than a non-Ranger Human.
    • Galliard wrote:

      99% isn't guaranteed Also, it's too high of an estimate for a 61 card deck. She has an 8 card starting hand.

      Otherwise, your math checks out. I'm only making the point that +2 health/+1 charge is worth more than one mercenary slot. So a non-Human Ranger is better than a non-Ranger Human.
      It may very well be a bug but I know I've been getting the Clatterclank bonnus vs 60 cards deck with 7 drawn cards hands consistently.

      Just to be sure, I went into the GMG and did another test. Still getting to 4 charges with the "katsu,clank,hunter" combination on the draw before starting the game. Funny thing is that when we start a game, if you get the popup to chose "play or draw", if you don't click on it you can see that you start with 2 charges (likely ranger + thonia's free charge), then if you click on draw, you end up with same deck size but you get two more charges (one from Katsuhiro and the other has to be Clatterclank).

      Feels like Clatterclank's condition registers before hands are drawn but the charge is given after they are. Or it is just bugged and provides a charge if you have equal number of cards.

      Might be worth reporting.

      The Wardens of Entrath is a large, open to public community of Hex enthusiasts with a mission to help and support Hex players and content creators alike!

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    • CoachFliperon wrote:

      Galliard wrote:

      99% isn't guaranteed Also, it's too high of an estimate for a 61 card deck. She has an 8 card starting hand.

      Otherwise, your math checks out. I'm only making the point that +2 health/+1 charge is worth more than one mercenary slot. So a non-Human Ranger is better than a non-Ranger Human.
      It may very well be a bug but I know I've been getting the Clatterclank bonnus vs 60 cards deck with 7 drawn cards hands consistently.
      Just to be sure, I went into the GMG and did another test. Still getting to 4 charges with the "katsu,clank,hunter" combination on the draw before starting the game. Funny thing is that when we start a game, if you get the popup to chose "play or draw", if you don't click on it you can see that you start with 2 charges (likely ranger + thonia's free charge), then if you click on draw, you end up with same deck size but you get two more charges (one from Katsuhiro and the other has to be Clatterclank).

      Feels like Clatterclank's condition registers before hands are drawn but the charge is given after they are. Or it is just bugged and provides a charge if you have equal number of cards.

      Might be worth reporting.
      That does sound weird. I know that Destructive and Protective Magic don't check the deck size until after you've draw your hand. They have the same timing wording as Clatterclank.

      So one of them is a bug. Hopefully the magics, since that ends up really frustrating.
    • Guys, I just skimmed through the update and didn't read fully, never went past the "once per turn" part of her passive rework...

      Both her ramp and draw passives went from 2 to 3!!! That is just... trading one problem with another possibly?

      Hello T1 Roar followed by T2 majesty...

      Can't wait to try and break her again I guess. Sad thing that the changes were not implemented as advertised. We still have the "old" version in the client.

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    • CoachFliperon wrote:

      Guys, I just skimmed through the update and didn't read fully, never went past the "once per turn" part of her passive rework...

      Both her ramp and draw passives went from 2 to 3!!! That is just... trading one problem with another possibly?

      Hello T1 Roar followed by T2 majesty...

      Can't wait to try and break her again I guess. Sad thing that the changes were not implemented as advertised. We still have the "old" version in the client.
      I think if we can only break her with The Crowd Roars! AA we're fine.

      With equipment, its not a balanced card to begin with.
    • Galliard wrote:

      I think if we can only break her with The Crowd Roars! AA we're fine.
      As always, I'll most definitely try :) I expect the T1 4/1 into T2 5/2 resource curve to produce something top tier and maybe even broken again but we'll see. Already pinged Dino on the Friday update thread to have more info about the non-changed Thonia that we currently have.

      The Wardens of Entrath is a large, open to public community of Hex enthusiasts with a mission to help and support Hex players and content creators alike!

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    • CoachFliperon wrote:

      Galliard wrote:

      I think if we can only break her with The Crowd Roars! AA we're fine.
      As always, I'll most definitely try :) I expect the T1 4/1 into T2 5/2 resource curve to produce something top tier and maybe even broken again but we'll see. Already pinged Dino on the Friday update thread to have more info about the non-changed Thonia that we currently have.
      Shrewd Manipulation might still be a decent place to start. Once per turn is a major nerf, but you could draw 3 on your opponent's turn and then use the burst resources on your own turn.

      Edit: The ruby coin basically becomes a crimson clarity, so that seems spicy too.
    • Angmar wrote:

      CoachFliperon wrote:

      Galliard wrote:

      I think if we can only break her with The Crowd Roars! AA we're fine.
      As always, I'll most definitely try :) I expect the T1 4/1 into T2 5/2 resource curve to produce something top tier and maybe even broken again but we'll see. Already pinged Dino on the Friday update thread to have more info about the non-changed Thonia that we currently have.
      Shrewd Manipulation might still be a decent place to start. Once per turn is a major nerf, but you could draw 3 on your opponent's turn and then use the burst resources on your own turn.
      Edit: The ruby coin basically becomes a crimson clarity, so that seems spicy too.
      Ashwood Transmuter is pretty nice in my "fair" Thonia deck since it lets me trigger a discard and replaces the card.

      The once per turn makes it better since it's ability isn't Basic.
    • Just updated the OP with a few resources for new players. I've spoken with new players that were forwarded here and they found the guide a bit overwhelming. Although the vocation of this thread is not to teach the game's basics, I thought I could add a few links to help new players get started!


      If I missed any obvious new player resources or PVE related guides/content please let me know!

      The Wardens of Entrath is a large, open to public community of Hex enthusiasts with a mission to help and support Hex players and content creators alike!

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    • Here´s an updated list for Mother Dawnbreeze with Scars of War cards.

      hex.tcgbrowser.com/#!/deck=216243


      -Replaced Escort with Conjurer because of the sweet interaction with Pegasus/Scrivener

      -Soothing Breeze with eq ramps health while putting a troop into play

      -Wakuna Lookout with flightgem for evasion

      -And the Wakuna Coins for cycling



      The post was edited 3 times, last by Lyrgoiph ().

    • And here´s a Zurxathil list that i had a lot of fun with, since there is no list up yet.

      hex.tcgbrowser.com/#!/deck=216244

      Shardbase can be optimized (I do not have all wells yet)


      Sockets:
      - Rot Sniper Underwrold
      - Crusader Speed
      - Shardsworn Dreadlings


      In Order to budget this deck replace Monsuun with Bitter Dread (+Weapon eq) and add a Bloodbearer

      The post was edited 4 times, last by Lyrgoiph ().

    • Timlagor wrote:

      The decklists are much appreciated but a link in the list to the post they were submitted would be very useful since the tcgbrowser entry tends not to say anything about the deck
      I had them for a while but since we switched to the "old/new" forums most of them were dead so I only kept the tcg.browser link. Still, a great majority of the original tcg.browser lists have descriptions about the deck. I don't like to point to forum posts for the most part since its often more of an evolving discussion than just some kind of manual for the submissions.

      I do agree though that having some more detailed information on how to play the deck and what cards are mandatory/interchangeable would be best. This is why I want to get this Adventurer's Log video series going. As soon as I manage to get some time off from work to generate a good amount of material I'll be able to get the ball rolling on it.

      Squeaking of which, what list would you guys like to see covered first with the video series?


      @Lyrgoyf, please update or post tcgbrowser links to your lists so I can add them to the guide :)

      The Wardens of Entrath is a large, open to public community of Hex enthusiasts with a mission to help and support Hex players and content creators alike!

      Find us on our Discord server or website!

      The post was edited 1 time, last by CoachFliperon ().