Flavor Text: Yes, you are being watched.
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Masta' Trappa' Musa sparkles orange to signal his upgrade bonus. Hunter Secrets in your hand also sparkle orange; mousing over them highlights the words/stats (between asterisks) affected by his bonus.
Once an upgraded Secret is played, it won’t lose its bonus when Musa dies or leaves the battlefield.
Click the Spoiler below to preview every upgraded Secret .
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A few things to clarify:
Yeah, it’s a rare with a lot of words. Since the effect is still pretty much straight-forward and the wordiness comes from technical stuff, I think its OK, but maybe summoning a 4/4 with rush and taunt would be better.
Although its not the same, and that's my second point- if there is no enemy minion, the summon doesn’t happen.
The flavor is- the troll shoots an arrow, and the raptor chases after it, and it protects his tamer as well
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That's far too long to wait. We have already been living with these terrible mistakes for five months now, some of them even longer.
I can't even express how disrespected I feel as a player.
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Great, now fix arena!
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Why do millions of people have to suffer for a small minority in competitive hearthstone... This does not make since and I figured this would be the case. I can now confirm that Hearthstone is now a game catered around the HCT before it is a card game for millions. I am now officially moving on...it should not take a month to balance the game when other companies do it within two weeks. All for the sake of maybe a hundred people which are clearly more important then the rest of us.... so we can expect this in the future, thank god I am done spending money on this game and any future expansion. Hey Blizzard - Team 5 JUST TO LET YOU KNOW THAT WE THE MILLIONS ARE THE REASON YOU ARE SUCCESFUL NOT THE COMMERCIALLY VIABLE SPOKEPERSONS ON TWITCH AND HCT THAT SELL YOUR GAMES!
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'I think Deathstalker Rexxar should cost 9 Mana, for instance, and it's hero power should cost 4.'
Is this guy out of his mind?
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Quote from IDontLikeFun >>
Quote from IDontLikeFun >>
Quote from IDontLikeFun >>Not even close I play literally every deck I am not salty it is just the truth decks is filled with power creeps like tarim call to arms etc.Well you sound like one.I don't want cards to be nerfed,people complain about Paladin & Warlock,i say git good.I guess you are the guy who is okay with cheating in games you enjoy cheating but other people are frustrated and doesn't enjoy the game.Good players have faith in their skills & their deck.Bad players make excuses.
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While a good bit of these cards are Nerfed or defunked they still were the top dogs for their time
This thread probably did not need to be made it was more of a personal interest thing rather than an educational endeavor
I will continue to update this thread as the years go on despite how much attention this thread may or may not get.
Side note if you disagree with anything on here make sure to post about it I'm open to suggestions.
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Gotta say Hearthpwn team, you guys work fast as f*k.
Props to you guys. It's astonishing how quickly you uploaded these cards.
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I made a post in the group therapy thread and wanted to share it with a broader audience.
I have finally done it! I have removed HS from my computer! ITS OVER!
Seriously though, the game had not been fun for me for a while now. The major issue for me has been the fundamentals it was built upon. You have RNG within a card, sometimes it works in your favor sometimes it doesn't, and that's fine, card games will always come with that element. Even with RNG not working in my favor many, many times (looking at you arena!), I did not complain about the game or thought that it needs to changed.
The real problem for me has been the initial draw of a limited 3 cards (4 if going second) out a total 30 cards. Its game breaking tbh. Having 10% of your deck at the start of the game severely limits your play style and encourages aggro built heavily. With the addition of Baku, this has been favored even more, with the hero powers becoming stronger (Bakuladin, not to mention Gennladin but that is a mid-range deck. Also, it will only be a matter of time when someone finds a better version of Baku Hunter, rather then the current crappy version of playing a bunch of 1 drops and hope you draw silence to finish off the opponent.). Some people will say that aggro will become stronger if they have more cards at the start, but so will control and mid-range, you will have more tools to deal with aggro rather then playing that one card you have to save your ass and hope for the best.
The other thing with the initial card limit is that it hurts two card combos the most. You have one piece in hand and sometimes you never ever draw the second piece. It limits deck building because you cannot add such combos in your deck unless you have heavy draw mechanics and we all know how draw works in HS, as some classes are entitled to get all the draws they want while others get nothing (seriously who decided to give Kobold Librarian to Warlocks? They didn't have enough draw?)
If you provide more cards at the start of the game, then these two card combos become more realistic and deck creativity increases even without draw. With more cards you have a better chance to fight aggro and better chance to do combos (not miracle style combos, but simple combos that should exist in the game but don't).
Final issue with initial number of cards in your hand, cards that increases the thickness of your deck are rather useless (White Eyes and Dire Frenzy), this is why discover has been such a popular mechanic because it adds to your hand. Almost all discover cards are very good or playable (no wonder Blizzard abused it). Both discover and "add card to your deck" are value plays but we all know which one we all prefer. Recruit is also popular when done right because it thins your deck and provides more chances to draw a crucial card.
In other words, what I believe is, if you have more cards at the start of the game, the game will be more interesting while also being shorter due to faster fatigue rates. It will also counter the lack of card draw some classes have as well as providing more chances for the crucial turn you want to do since you will have more cards in your hand.
The second fundamental flaw with the game is AoE. Once again some classes are entitled to it but others are not? This causes some classes to play a specific type of deck and nothing else (Hunters, who are one AoE away from having a cool and viable control deck. Wild is a decent example). I have never understood this design philosophy from Blizzard. Why are you restricting gameplay with this decision? Will it be really bad to print a half decent AoE rather then printing a dumb unusable pack filler? And speaking of decent AoE!
Most AoE in the game are simply not good enough. Go back and look at all the AoE cards ever released. How many of them were good? And how many were good on their own? AoE cards became good in the last 1.5-2 years and that is when we really saw a host of control decks become viable (Kazakus had a huge part to play), we had control decks before this period but not to the extent we had during that era. Once again we are back to an era where AoE barely exist (or reliable AoE barely exist), when compared to the extent it existed in the year of the Mammoth.
The third and final fundamental flaw with Hearthstone is minion stats in accordance to their mana and the bonus effects they bring. Sometimes the bonus effect is so strong, one application can turn the game around. Minions at low mana are already heavily stated and this goes on and becomes a major issue as the mana increases. At 1 mana you have almost 4 stats on a body (looking at many 1/3 minions in the game, this stat can increase on some minions)! Later on it becomes 5 mana with 10 stats and a bonus effect (looking at the many 5 drops in the game) and increases to up to 10 mana with 24 stats (and bonus effects). With the lack of removal in the game, single target or AoE, dealing with such minions is problematic. If you have big minions in the game, or if your game revolves heavily around minions, then there should be ways to deal with them, otherwise their stats should be lower, so they are manageable with minion minion trading, thus encouraging trading and interactions. Spiteful Summoner is a potential 6 mana 16/16 (32 stats for just 6 mana!) and that is not right. 4 mana 7/7 (14 stats for 4 mana!) was not right.
When Emeriss was released, it was a meme card (and probably will stay that way forever). However, if you look at the stats of the card, they somehow feel, right? Bonus effect aside, 10 mana for 16 stats is mighty fine and can be dealt with, looking at it comes out at turn 10. The effect is powerful but it has limitations of its own. Over scaled minions have caused major issues in HS and they should be limited but somehow are abundant and there are lack of direct counters to them.
Right now HS heavily lacks within the "interactive game play" department. Or maybe, it has always lacked in that department?
There are a few more things I wanted to list. But to hell with it. I am done with this game! I will not miss it and will not miss the community either! Haha!
Anyways boys and girls. Hope you all have a great time ahead. Good luck with your lives and have fun!
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I have finally done it! I have removed HS from my computer! ITS OVER!
Seriously though, the game had not been fun for me for a while now. The major issue for me has been the fundamentals it was built upon. You have RNG within a card, sometimes it works in your favor sometimes it doesn't, and that's fine, but the problem for me has been the initial draw of a limited 3 cards (4 if going second) out a total 30 cards. Its game breaking tbh. Having 10% of your deck at the start of the game severely limits your play style and encourages aggro built heavily. With the addition of Baku, this has been favored even more, with the hero powers becoming stronger (Bakuladin, not to mention Gennladin but that is a mid-range deck. Also, it will only be a matter of time when someone finds a better version of Baku Hunter, rather then the current crappy version of playing a bunch of 1 drops and hope you draw silence to finish off the opponent.). Some people will say that aggro will become stronger if they have more cards at the start, but so will control and mid-range, you will have more tools to deal with aggro rather then playing that one card you have to save your ass and hope for the best.
The other thing with the initial card limit is that it hurts two card combos the most. You have one piece in hand and sometimes you never ever draw the second piece. It limits deck building because you cannot add such combos in your deck unless you have heavy draw mechanics and we all know how draw works in HS, as some classes are entitled to get all the draws they want while others get nothing (seriously who decided to give Kobald Librarian to Warlocks? They didn't have enough draw?)
If you provide more cards at the start of the game, then these two card combos become more realistic and deck creativity increases even without draw. With more cards you have a better chance to fight aggro and better chance to do combos (not miracle style combos, but simple combos that should exist in the game but don't).
Final issue with initial number of cards in your hand, cards that increases the thickness of your deck are rather useless (White Eyes and Dire Frenzy), this is why discover has been such a popular mechanic because it adds to your hand. Almost all discover cards are very good or playable. Both discover and "add card to your deck" are value plays but we all know which one we all prefer. Recruit is also popular when done right because it thins your deck and provides more chances to draw a crucial card.
In other words, what I believe is, if you have more cards at the start of the game, the game will be more interesting while also being shorter due to faster fatigue rates. It will also counter the lack of card draw some classes have as well as providing more chances to that crucial turn you want to do since you will have more cards.
The second fundamental flaw with the game is AoE. Once again some classes are entitled to it but others are not? This causes some classes to play a specific type of deck and nothing else (Hunters, who are one AoE away from having a cool and viable control deck). I have never understood this design philosophy from Blizzard. Why are you restricting gameplay with this decision? Will it be really bad to print a half decent AoE rather then printing a dumb unusable pack filler?
The other issue is that most AoE are simply not good enough. Go back and look at all the AoE cards ever released. How many of them were good? And how many were good on their own? AoE cards became good in the last 1.5-2 years and that is when we really saw a host of control decks become viable (Kazakus had a huge part to play), we had control decks before this period but not to this extent. Once again we are back to an era where AoE doesn't exists to the extent it existed in the year of the Mammoth.
The third and final fundamental flaw with Hearthstone is minion stats in accordance to their mana and the bonus effects they bring, sometimes the bonus effect is so strong, one application can turn the game around. Minions at low mana are already heavily stated and this goes on and becomes a major issue as the mana increases. At 1 mana you have almost 4 stats on a body (looking at many 1/3 minions in the game, this stat can increase on some minions!) Later on it becomes 5 mana with 10 stats and a bonus effect (looking at the many 5 drops in the game) and increases to up to 10 mana 24 stats (with bonus effects). With the lack of removal in the game, single target or AoE, dealing with such minions is problematic. If you have big minions in the game, or if your game revolves heavily around minions, then there should be ways to deal with them, otherwise their stats should be lower, so they are manageable with minion minion trading, thus encouraging trading and interactions. Spiteful Summoner is a potential 6 mana 16/16 and that is not right. 4 mana 7/7 was not right.
Right now HS heavily lacks within the interactive game play department. Or maybe, it has always lacked in the department?
There are a few more things I wanted to list, but to hell with it. I am done with this game! I will not miss it and will not miss the community either! Haha!
Anyways boys and girls. Hope you all have a great time ahead. Good luck with your lives and have fun!
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Hearthstone is not dying. It is simply changing. A company like Blizzard just doesn't roll up after a few people leave. After the time HS has been in play, some shake in the lead team is nothing odd. Its actually normal. A person as intelligent and charismatic as Ben Brode will stay around and work for other people for a very long time. He was bound to go on his own adventures.
In case you haven't noticed, Hearthstone's design philosophy has already changed, with very little rng in the game at work right now. The game still has rng but it is not as large as it was previously.
Since HS designs expansions yearly, meaning 3 expansions ahead, rather then designing a single expansion and moving on to the next. I bet you won't see any difference in the game design for a long time.
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Its even more fun now! Since you can just replay that Boar over and over again if you Sonya on the board and complete the quest.
I don't mind QR. They keep extremely greedy and late game decks in check but get wrecked so hard by any deck slightly aggressive. I play QH and if I mulligan the quest away, focus on eating their faces, I win almost all the time, even if they vanish twice. They are so fragile.
QR is the classic example of decks in the current meta. You either WIN HARD or LOSE HARD. The meta is so polarizing right now, making it difficult to climb (difficult climb is not a bad thing). But the climb has become difficult due to your luck with what deck you will face and mostly has nothing to do with your skill or how you pilot your own deck. You also need to tech in stupid cards to counter some decks which means if you really wanna climb fast the number of cards you tech will be around 2-5, diluting your deck and reducing the fun level.
Whats more interesting is that all these "new" decks are just older OP decks that got revived and barely contain any new cards. I think the highest number of new cards you will find in any given deck is three. This is not to say the new expansion sucks bla bla, but more about how incredibly OP some of the old cards were. And these older cards were oppressed by the cards that rotated with the new year indicating their power level. This means only one thing. The power creep in Hearthstone has gone out of control and Blizzard needs to take things seriously.
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Agree with some of the nerfs.
The Silver Hand recruit "nerf" will actually lead to other problems. Since 2/2 is more difficult to kill, it means they have more staying power and therefor higher chances of buffs. Imagine you have 3 or 4 2/2s on the board and you play Unidentified Maul with divine shield. Congrats, now you have to face multiple Shielded Minibot.
The Ballista Shot "nerf", should actually have been an ability for Hunters a long ago. They should have released a card that converts the hero power from deal damage to enemy hero to deal 2 damage. Steamwheedle Sniper should have made the ability permanent. But then, there might be concerns that Hunter can clear the enemy board while developing their own.
Carnivorous Cube should not exist in the game. Period. It is a card that people will always find a way to abuse. The effect needs complete alternation. People saying Cube is not the problem need to look at Cube Druid. No, it's not Taunt Druid. Its Cube Druid. The deck exists because of the Cube. If Cube didn't exist, the deck will be manageable. Since it will have two Hadronox combos and the combo pieces will be difficult to assemble. Right now you can face upto 7 Hadronox (I have faced 4 after silencing 1 Cube. That's four sets of taunt and 8 Lich King). Making the Cube silencing the minion before killing and summoning two minions doesn't solve anything. Silencing Doomguard does nothing. Silencing Voidlord does nothing, you still get two of back, only loosing 3 1/3s and that actually makes Bloodreaver better LoL! Silencing Hadronox does nothing because Druids can pop the Cube various ways and resummon two. As it turns out, Hadronox is easy to kill.
I do not like the proposed nerf here since Warlocks can just resummon the demons via Skull of the Minari. Druids can replay Hadronox and pop it.
CUBE IS THE PROBLEM. The power level is beyond any card before. As long as there are ways to resummon minions and kill your own minions, Cube will continue to be a problem. Another problem is that classes don't really have a way to deal will mass boards. If you can remove all the minions it will not be a problem. But but but, Hadronox and Voidlord are deathrattle minions and so is the Cube. Nevermind. There is no way out here, you're screwed. GG, WP. Just play Quest Rogue. The deck is so creative and requires tremendous amount of skill.
The remaining two nerfs, I agree with.
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There is no update from Blizzard regarding the meta. They said they will release some information early this week. How much data do you need to make a simple decision of nerfing some cards?
Just nerf Carnivorous Cube, Unidentified Maul and a couple of other cards. Make life easy for the players. It is so stupid to face the same cards, not even decks, over and over.
You have a decent winrate with a deck you made? Its doing good? Well here, meta shit in yo face!
They also need to end their retarded bias designing style. Give ALL classes a set of cards to make interesting decks. Not just a couple classes. If I remember correctly, Warlock is the only class that had a 3 card set reveled this expansion. Hunter got no synergy cards. They released Toxmonger and completely skipped a decent 1 drop for Hunters to actually make the card work, knowing Hunters are loosing 1 drops. Yeah You have Elven Archer and freaking Stonetusk Boar. But how about Hunter specific 1 drop for the synergy. Like you do with every other class you idiots. Hunters need reliable removal. It goes well with the Quest too. Or how about card draw?
They gave Hunters two dragons. And they don't even work like the other dragons. They have a completely new mechanic in place. At least be consistent with a tribe. All other freaking dragons and dragon synergy cards work with if "you are holding a dragon", here is this numbnuts, Carrion Drake works if a minion dies on the board on your turn. Whatever the hell happened to "holding a dragon?" Is this also oppressing the players in rank 25? That when it comes to Hunters you completely alter the theme of dragons that has been part of the game for 4+ years?
The other dragon is just because Blizzard simply isn't interested in Hunters. Because yawn Hunter. They did because they wanted to make a Hunter legendary and didn't want to repeat the boring beast theme that has been part of Hunters.
There is a third card related to dragons released for Hunters. Because it has a dragon picture on it and the name is Wing Blast. Get it? That makes it a dragon related card. I mean. You can literally call it "Fart: Deal 4 damage to a minion" and nothing will change. Nothing. I mean give the card a new animation unique to Hunters, you literally recycled the Warrior cards animation. That's the level of interest in Hunters. This card also has that theme of kill a minion. It makes sense here and I actually like the theme. I find it interesting and something Blizzard should work with in the future. Oh wait. It's a Hunter theme. Nevermind. Next expansion they will make a Hunter Elemental, 7 mana 6/7. It will read "Random Hunter Card we made because yawn Hunter: If you played a Mech two turns ago, gain +1/+1 and do nothing else". Now Hunters have a 7 drop they have been whining about for years and its an ELEMENTAL, 7 mana 7/8!!! Boulderfist Orge counter we all have been waiting for.
Hunters are the rush mechanic experts of the game, just like Warriors. Gets two rush related cards. 1 doesn't even have rush. The other is unplayable and makes a freaking depressing weird sound when played. It feels like even the card is asking the player "why are you playing me dude???" 2 mana deal 2 damage to a minion you don't want to deal damage to. Repeat for 4 mana and so fort. Such an expert of the rush mechanic. Houndmaster Shaw actually breaks your opponent if he stays on the board. What synergy card he got? Nothing. Because, yawn Hunter. Oh Yeah there is the 5 mana dragon we talked about earlier. You can kill an enemy minion with Shaw, get the dragon on the board with poisonous and remove another minion while Shaw and Carrion Drake contest the board on your next turn. You kill an enemy minion with Shaw and plan to play Carrion Drake to proceed with your plan. Oh wait. Shaw died because Spiteful Summoner Summoned "Grandpa, 12/12: Win the Game". You had to run Shaw into Grandpa to give the Drake poisonous, since that's the new Dragon theme. You play your Drake because it has poisonous and contest Grandpa. Your opponent plays a taunt. Grandpa goes face. Spiteful goes face. You are down to 10 hp. GG WP. Because yawn Hunter. Stay rank 20. Because that's where your competition is. Against newby players who can deal with your hero power. Here, have Baku, now you can kill them noobs faster and LoL HARDER.
The Witchwood expansion having very little effective on the game goes on to show Blizzard's designing of classes is rigged beyond imagination. Pick up the cards and the top cards are for classes that got top cards for the past 4-5 expansions. Kazakus is a thing in Hearthstone, an answer to all your problems at all turns. Didn't get an answer from Kazakus? No worries. Here have a 3 mana 2/2 "give you the answer to your current problems". Then you had the freaking Jades. You know what I realized playing those decks? I didn't even had to bother. Just play whatever. Because I got so disinterested with it. While the Grimmy Goons got Don Han'Cho. How can you compare the three legendaries? Hunters got "give a minion in your hand +2/+2". Warriors got "+2/+2" and "+3/+3". Paladins got "give all minions +1/+1". Guess which one feels better just by a simple look at the mechanic? Granted none of them worked, but Paladins got the favor even in that design.
They are so invested in Warlock they spent about 7 expansions trying to make Discardlock work. They failed but succeeded in discarding other classes. Dragon Priest got so much love, it got AIDS. This is what happens when you make the same class have an orgy over and over again. Paladins have started to have orgies with itself. Everywhere a Paladin goes, all they see are Paladins, resulting in some serious Dude on Dude action. How many Dudes you got? 4? I got 5, oh yeah baby! Come at me! But Druids got the best love, their Dudes grow every time you summoned one. But yawn Hunters.
I honestly tried to make this post as user friendly and civil as I could but I cannot stop myself. Whenever I think about the game on the micro level it just pisses me off so much I turn to sarcasm, uncivilized comments. I actually want to sit down with the Devs and make them hate themselves. I actually want them to feel shame. I will outline each and every failure they made regarding the game. Make them walk naked from their Headquarters to their home, chanting "SHAME! SHAME! SHAME!"
RNG was a problem in this game. But RNG was a problem EVERYONE FACED. Now you have quarter of the population playing Cubelock swearing at Aggroladins and Cubedruid, quarter of the population playing Aggroladins swearing at Cubelock and Cubedruid, quarter of the population playing Cubedruid swearing at Aggorladins and Cubelocks and the remaining quarter wondering "How long can this go on?"
Why can't Blizzard give equal attention to every class and come up with interesting mechanics and play styles for all the classes? Is it really that difficult? You are honestly telling me, that Pirate Warrior was not as oppressive as Hunter ever was in the lower ranks? Or the current Paladins does not do the same? A strong deck like Cubelock, etc. does not oppress players at lower ranks? You will find the deck at rank 25. Seriously. Go, see it. And it is not oppressive for the new players?
How about giving classes all sorts of play styles. Wanna play aggro, mid-range or control with a class? Sure, you can do all three. So this by printing class cards. So, even if the game is aggro vs. aggro, it's different. Not Pirate vs. Pirate or Keleseth vs. Keleseth. Make class cards more impacting and not stupid cards like Carnivorous Cube, that a very strong bias towards one class because of how they can pop it on their own turn. Now you have two who can do it. And if you want it to be a mechanic, then give all classes the same type of play style. HOLD ON, HOLD ON, HOLD ON! Do you really think I want another freaking Patches vs. Patches crap or Keleseth vs. Keleseth crap. If you do this, I will twist your nipples and step on your nuts at the same time.
I can honestly go on for days about how stupid the game design philosophy has become in Hearthstone. And how it needs to be changed and changed fast. But I won't. You really think I want to deal with this crap all the time? Hell freaking no!
Just nerf the Goddamn oppressive cards so we can have a different freaking meta already.
BECAUSE!
YAWN!
HUNTER!
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Great. Another infinite loop deck...
With Blizzard releasing low cost summon/resurrect/recruite cards, Cube will be a pain to deal with for the next two years.
This will be the new cancer once Lock and Pala are nerfed. Can't wait to face it 9 out of 10 times.
You faced 6 taunts in a game? Well how about 50? That also heal and generate cards.
And you thought Jade's were bad.
And you thought Cubelock was bad.
I think it's better to stop trying at this point and just exit the game.
Who came up with the idea of the cube and low cost resummon cards. All of those people should be fired.