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    posted a message on 2x revenge of the wild or master's call?

    Master's Call100%. Very powerful draw spell that pretty much carries midrange hunter atm by giving it constant gas (and subject 9 furthers that amount if gas the hunter can have). Revenge is practically a win more card that needs you to be ahead on board to work. 

    Posted in: Hunter
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

    Alright gonna drop what I got since I like what I got but need feedback to refine it.

    My class is the Phantom

    The focus of this class is based around the new keyword Undying and harassing powerful affects that usually have the downside of sacrificing minions/need friendly minions to die in order to be useful.

    Undying is a unique mechanic that acts like a variation of Echo. The cards with Undying are going to have more bang for their buck but they force you to commit into playing it 2 turns in a row or lose the 2nd copy which can create interesting balancing acts of greed as you try to maximize the value of your cards without dying.

    Cards:

    Ghostly Touch shows the undying keyword and also presents some interesting choices. Do we use it with our hero power to have cheap and fast damage/healing or do we use this a minion that doesn't die to get a bigger benefit out of it?

    Vengeful Entity shows some uses that Undying gives because this minions grows as you play more copies of it eventually ending up with massive rush minions if.

    Lonely Wanderer is a massive minion if you can play it on turn 4 however needing to have a minion so it doesn't destroy itself but when paired with the hero power it comes in without any extra resources spent but then becomes a 6 mana 7/7 which is less impressive. ( I would assume that is how the battlecry works since it has to destroy a friendly minion and it would be the only one on the board but someone correct me if I'm wrong here)

    Call the Spirits is a simple card that can be used as a basic removal, face damage, or as a way to a activate cards that require minions to die to get use out of them.

    Kyra, Reaper of Souls is the hay maker value card in this class that will probably draw you at least 4-5 cards when you play her. I'm probably gonna change the stats around due to how powerful she is value wise so does a 10 mana 6/6 sound better then what i currently have or should I have some other change?

     Anyway thoughts on what I have so far?

    Posted in: Fan Creations
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    posted a message on New Hunter Spell - Master's Call

    This card is just bad because if you play it just a couple big beasts then why not use kathrena which is way better since it puts the big beasts in play. If your playing a more midrange list with a secret core then you're gonna lose out on key midrange cards like houndmaster, shaw, and any other non beast minion you won't be running. Using this with dire frenzy is a fantasy that won't end up working because of how slow it is (compared to things like cube). It's just to restrictive deck building wise and to weak when it doesn't draw 3 cards to be worth running.

    Posted in: Card Discussion
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    posted a message on [MEGA-THREAD] - Card Nerf Discussion

    Imo the best way to nerf quest rogue is to make the quest more of a buff instead of an aura. This would limit how much power quest rogue could bring since buffs wouldn't be copied by cards like zola, sonya, or bounce effects. Namely I would make it say something along the lines of "Give all your minions on the battlefield, in your hand, and in your deck +4/+4". The deck would still have the power of playing cheap giant minions but with that change alot of what makes quest rogue unfair isn't there anymore since you can't bounce the minions anymore (at least if you want them to be big).

    On a side note even though quest rogue isn't top tier it's still a problem deck due to how polarized the deck is in its matchups. A deck shouldn't have 20/80 and 80/20 matchups because it turns hearthstone games into a coin flip because the deck either loses or wins depending on what it queue'd into and not based on more skill testing factors. In fact several decks are like this currently with the other big culprit being odd warrior who also is very polarized in it's matchup spread.

    Posted in: Card Discussion
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    posted a message on Weekly Card Design Competition 8.11 - Discussion Topic

    Alright reworded and fix the art on my card. Thoughts on the new designs?

    Vindication feels pretty cramped but it's the best I could do with it but I'm open to any changes.

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.11 - Discussion Topic

    So I think I got a pretty decent idea for the challenge but I want to hear some outside opinions. 

    This is meant to a powerful late game tool for a control (or heal) paladin that it currently lacks. However I'm a little worried that the hero powers are unbalanced. Namely what would you do to fix/balance the hero powers while still leaving it to be powerful.

    Posted in: Fan Creations
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    posted a message on How OP would Hero Jaraxxus be?

    If jaraxxus became a hero card he would probably be to powerful even with his slow battlecry because the hero power out values anything other people can offer (I don't know a deck that could beat a 6/6 every turn in terms of value). However he would probably only be run in control warlocks that need to out value decks like big spell mage. Still I think he would be to powerful as a hero card because the hero power is so insanely powerful that it can only be balanced out by making it easy to kill you before you can use the hero power to many times.

    Posted in: Standard Format
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    posted a message on Faeria - Strategy Card Game (now on Nintendo Switch)

    Just a fair warning to those who are going to look into Faeria it should be noted the very slow speed at which content has come out to this point. It's been nearly 2 years and the game has only had 2 expansions (one released in the last month mind you) that have given us new cards. Now that would be fine since the company is quite small but we have other issues that for me soured the game to an extent.

    The 2 most prominent issues to me are the overpowered cards that do get released and the lack of any cards that really change how the game is played (new archetypes pretty much). The first expansion they released (Tree of Everlife) had many cards that needed to be nerfed several times over the course of a couple months since they just went into pretty much every deck or were just so broken in power level that once the card got played the opponent pretty much just lost. The other issue is that very few cards have really pushed players to make new decks that haven't existed since the launch of the game. Even though the latest expansion has brought some decks to be relevant in the meta they already existed to some extent beforehand.

    Now I don't hate faeria, in fact I still enjoy faeria and still play it on rare occasions. However the reasons listed above have caused me to fall out with the game since to me it's just been playing the same decks for over 2 years now while every so often putting in a new card or two and making the deck slightly better.

    Posted in: Other Games
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    posted a message on I don’t think Dr Boom is good

    Dr Boom, Mad Genius is gonna be run for the same reason Justicar Trueheart was run which is for the better hero powers. Dr.Boom offers a more relevant set of hero powers compared to anything warrior has had previously (yes even Tank Up! since stacking armor nowadays won't work). The extra benefit also comes in that the set of hero powers offers you everything a slower warrior deck wants such as armor, removal, and card generation.
    Even if Boom does next to nothing the turn you play him warrior is a class that can usually afford to play something like this without dying and the gain 7 armor keeps you alive while also making a card like Shield Slam pretty good to play alongside it.
    Then after boom comes down if you have any mechs to play out they all have rush which can really lock down the board and prevent you from dying.

    Posted in: Card Discussion
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    posted a message on New Neutral Minion - Replicating Menace

    After taking some time looking at this card and what it works with I'm willing to actually say it's a playable mech. Not the strongest by any means but being magnetic and 4 mana is actually helping it alot. The first thing is the magnetic ability which allows it to add it's attack and deathrattle onto another mech the perfect example being Upgradeable Framebot which becomes a 4/6 that summons three 1/1s upon death which seems pretty good (also works with Nightmare Amalgam and Eternium Rover quite well). Then the 4 mana cost is actually pretty solid since it curves nicely into alot of buffing especially since this is quite a sticky minion with the three main cards I see working with this being Fungalmancer, Wargear, and Zilliax which all work well with the 1/1s that come from the deathrattle. Now this also has some serious power with C'thun since you get multiple bodies and a total 6 attack to immediately use. I think this card could find a home in the right mech deck especially if we have more a few more good mechs to use.

    Posted in: Card Discussion
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    posted a message on New Warrior Spell - Omega Assembly
    Quote from Kardy82 >>
    Quote from FunPolice749 >>
    Quote from Kardy82 >>

    I’m not seeing it. 1 mana play this card and discover a 2nd card. The text reads keep all 3 cards. Where did the 3rd card come from?

     It means that once you have 10 mana crystals you instead of discovering and choosing a single card to get you just get all 3 options and they are added to your hand.

     But but.....what three options? The only thing the card is doing is letting you discover a mech. I’d understand if it said “discover 3 mechs”.

     Imagine you discover a card (discover gives you 3 random cards to choose from based on what it specifies so for omega assembly you will be presented 3 mechs to choose from) but instead of picking 1 card you'll get them all if you have 10 mana crystals. So the card pretty much adds 3 random mechs to your hand if you have 10 mana crystals. 
    An example is would be using this card and being presented with Meat Wagon, Harvest Golem, and Unpowered Steambot now normally you will choose 1 and it will be added to your hand. However at 10 mana crystals all three options are added to your hand.

    Posted in: Card Discussion
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    posted a message on New Warrior Spell - Omega Assembly
    Quote from Kardy82 >>

    I’m not seeing it. 1 mana play this card and discover a 2nd card. The text reads keep all 3 cards. Where did the 3rd card come from?

     It means that once you have 10 mana crystals you instead of discovering and choosing a single card to get you just get all 3 options and they are added to your hand.

    Posted in: Card Discussion
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    posted a message on New Warrior Spell - Omega Assembly
    Quote from Draco_Cracona >>
    Quote from Fierytear >>

    The thing about this card is that it's good at any stage of the game, you can play it early to fill the mana gap, and if you draw it late it's an hand refill. Definitely bananas in arena, still pretty good in standard depending on the average quality of mechs (which seems pretty good so far)

     Has to be said, I'm unconvinced so far. In part because a lot of the pre-boomsday mechs are just so overpriced it's abysmal, and there's exactly one warrior mech so far, which is a 3/8 untargettable. Has potential, but needs good warr mechs. 

     We still have quite a few warrior cards to go so hopefully we get a really good mech that this can pull. Even if we don't get a good mech 1 mana to get 3 mechs is pretty strong value wise especially if you have Dr. Boom, Mad Genius in play since those mechs will have rush and a higher immediate impact. I think this is a nice value card for control warrior that in emergencies can be used to get mech for you to play (something like Zilliax is pretty nice to get vs aggro).

    Posted in: Card Discussion
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    posted a message on The Boomsday Project Card Reveal Bingo
    Quote from Xel562 >>

    Wouldn't Upgradeable Framebot be a power creep? he's definitely a better version of Am'gam Rager (which, surprisingly enough, isn't even an elemental). Or is it that because it's now in wild only it doesn't count?

     iirc team 5 stated that useless cards are alright to power creep because well... they're useless. Booty Bay Bodygaurd and Evil Heckler are examples of this philosophy and yet neither really affected any format as they were both still just weak options. So yes it is powercreep but the card is so bad does it really matter if a better version comes out?

    Posted in: News
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    posted a message on The Boomsday Project - Complete Card Reveal Schedule

    Throughout witchwood and kobolds and catacombs alot of South American (mostly brazilian but others as well) card reveals were late to the point of frustration for many. You have that one group of streamers which in all honesty was probably a way to drive up their views but another example was a publisher website that didn't post the card for nearly 2 whole days after it was meant to be revealed. It's very hard to find any info on this but with how repeatedly for 2 expansion now South Americans have messed up card reveals they now have a poor reputation with card reveals in general.

    Posted in: News
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