Hearthstone yoink7/2/2023 ![]() This is the hardest one to setup (in order to initiate the puzzle), but the quickest and easiest to actually solve. Don’t worry: read on, and we’ll walk you through everything you need to know to solve this Hearthstone secret! Puzzle #1: The Cubes Playing the correct cards will unlock the puzzle, which you then solve simply by clicking on things in the correct order. From there, you have to play certain specific cards (more on that later). So to start each puzzle, you’ll want to launch a game in Practice Mode (in the Solo Adventures menu). Fortunately, you can do these puzzles in Practice mode and fight against an AI opponent rather than trying to untangle these lengthy puzzles while fighting a real opponent. Each mystery leads to a unique puzzle - and some interesting gameplay. To earn the Mysteries of the Phoenix card back, you have to solve four mysteries hidden throughout the Barrens. Thankfully, just replicating what they did - so that you too can earn your own Mystery of the Phoenix card back - is much easier than solving the puzzles in the first place! Major props to the people in the WoW Secret Finding Discord server, as well as to our friends from the Secret Finding community in China. Spymaster Scabbs now represents 18 damage after being Stealthed by his own Gizmo! And with that, the final piece of the puzzle fell.We knew there was a secret to solve in Hearthstone, but we didn’t expect it to be so intricate, and it was absolutely fascinating to watch the community come together worldwide to solve each of these super complex puzzles. Playing chunky four mana 6/6s in Rogue becomes a lot more enticing when that 6 becomes a 12. In a world where Combo decks kill you on turn 7, the disruptive decks needed to do the same. This card completely snuck by under people's radar until Hunterace unveiled its hidden truth. "Battlegrounds Battlemaster isn't okay, is it?" This new Loatheb, a five mana Game Ender, was the talk of the Stormwind Trading District.Maxing out on SI:7 cards became the best way to play, and especially because of one new card: Infiltrator, the one that eats Secrets and has literally never seen the light of day, found a way in. "Wait, we should probably try every SI:7 card period, huh." There was perhaps an even sillier SI:7 minion to include.Super Scabbs would end the game regardless of where you were- just get there. It was okay to play a Yeti that helped fuel your Quest because your Quest was what mattered. "Wait, we should probably at least try every new SI:7 card, right?" The fans of "All-2-Of's" lists started backing up and rewinding- "Let's just start with jamming every single SI:7 card, even these really goofy-looking four mana 3/3 Informants." And they were right- Informant, a Rogue Chillwind Yeti-meets- Mountain Giant, was Fine Enough.But it was still taking a couple days as grinders fell in and out of sleep. "Okay, which version do we play?" There were attempts to mimic things like the Tempo Rogue list that became known as Token Rogue, and a lot of cards carried over from Miracle like Secret Passage, Foxy Fraud, Swindle, and Wicked Stab*.Miracle was great at dismantling minion-centric boards- but now Mage Quests and Warlock Quests and Demon Hunter Quest OTKs were flourishing. "Do we play the Miracle package, the Stealth package, Secrets?" Miracle was everyone's first starting place, as it was the dominant Rogue archetype before Stormwind. ![]() "Do we have to pla y every SI:7 card?" Yes!. ![]()
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