They'd be retarded to read it like that
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Oskarek89 posted a message on Indepth Guide to Mid-Range DruidPosted in: Indepth Guide to Mid-Range Druid -
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Soulbattle posted a message on New giants in next update please!Posted in: Fan CreationsHere is some art and names for the Giants to make some people happy.
All credit is to ItNeedsMoreNerf these are just Wow lore reskins. Feel free to copy them.
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Asylum_Rhapsody posted a message on THE SEER (A fan-made Class of fortune tellers, oracles, prophets, and other psychics) [COMPLETE]Posted in: Fan CreationsHello, folks! During our little Winter break, both here from the card design competitions and personally from school (going to grad school and working a full time job is hard ;_;), I've decided to post a class that I've been working on for a few months now, basically since the beginning of our board's Class Design Competition. I thought I might submit it to the next Class Design Competition, but with the rules we're working with so far to differentiate it from the first one, it's looking like it won't be eligible. Which I'm fine with! So, I decided to go ahead and take the time to present it here and see what y'all think. I hope you like it! ^_^
THE SEER
The Seer's Vision Hero Power produces one of the following four Secrets at random,
similar to how the Shaman's Totemic Call Hero Power produces one of four random Totems:Justicar Trueheart produces the True Vision Hero Power,
again similar to to the Shaman's Totemic Slam Hero Power:Explanations:
The Seer's Hero Power Secrets are each derived from another existing Hero Power, Vision of Hope from Lesser Heal, Vision of Peril from Fireblast, Vision of Prosperity from Life Tap, and Vision of Woe from Steady Shot. The end results of these Secrets are a bit more powerful, but this is balanced out by two factors:
1) Secrets are inherently on a delay, triggered at your opponent's discretion and thus able to be played around. This is in general why Secrets' effects feel pretty powerful when compared to similar non-Secret cards (Freezing Trap vs Sap, Mirror Entity vs Faceless Manipulator, Avenge vs Blessing of Might, Explosive Trap vs Consecration, Vaporize vs Assassinate, etc.)
2) Like the Shaman Hero Power, these are randomized, so the truly outstanding possibilities are inherently balanced by the less outstanding ones. Wrath of Air Totem would be too good if you could always summon it on demand, but sometimes you'll end up with Healing Totem. Vision of Prosperity is pretty sweet, but Vision of Woe is less so.This Seer's content is complete through League of Adventurers, meaning there are a lot of cards! That being the case, I put most stuff behind spoilers not to be too obtrusive. Before I make you wade through all of that, though, here's just a preview of some of the more interesting and iconic cards you can look forward to from the Seer:
"What's with the art?" you may be asking. Well, this is a class of oracles, fortune tellers, and psychic, and I've always like the idea of these prescient characters' visions coming to them not as clear but rather as mysterious, cryptic, and in need of interpretation. That's why so many of the spells, including the Hero Power tokens, are taken from more abstract fantasy art. Well, without further ado, let's get into it!
SEER CARDS, by expansion
BASIC CARDS
EXPLANATIONS:
(alphabetical)
Destined for Glory: Comparable to Blessing of Kings.
Divination: Follows the costing pattern from Arcane Intellect, Nourish, and Sprint.
Doomed!: Comparable to Assassinate, this card shows off one of the Seer's major mechanical themes, delayed effects that get to be just a bit more powerful because you don't get immediate benefit from them.
Fateful Sign: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there.
Foreshadowing: I would expect this to be one of the Seer's staple cards. As simply drawing a card is worth about (1) mana, this card has you pay (1) mana more for a (2) mana discount next turn, sacrificing tempo now for tempo later.
High Oracle: I would expect this to be one of the Seer's staple cards. Comparable to Ancient of Lore, I wanted to make sure this class, unlike many others, had good late-game options of lower rarity.
Impending Disaster: Somewhere between Consecration and Flamestrike, this card shows off one of the Seer's major mechanical themes, delayed effects that get to be just a bit more powerful because you don't get immediate benefit from them.
Misfortune: I would expect this to be one of the Seer's staple cards. Comparable to Arcane Shot or Holy Smite, this card shows off one of the Seer's major mechanical themes, delayed effects that get to be just a bit more powerful because you don't get immediate benefit from them.
Soothsaying: One of the Seer's few healing options. This card was originally designed before Coldarra Drake existed, and so I needed to alter the wording here to specify Seer powers only to prevent shenanigans from getting too wacky.
War Prophet: Somewhat of a finisher, I wanted to make sure this class, unlike many others, had good late-game options of lower rarity.CLASSIC CARDS
EXPLANATIONS:
(alphabetical)
Apocalyptic Prophecy: This card is probably bad, but man is it cool! I imagine the effect when played even rivaling Twisting Nether!
Astrology: This one is a little weird and was difficult to balance. Basically, it's comparable to Blessing of Kings, just it costs (1) less because the stat distribution you get from it is randomized. Probably best used when you have only 1 minion on the battlefield.
Clairvoyant Spy: I would expect this to be one of the Seer's staple cards. Most of the time, it'll be a perfectly balanced 3/3 for (3) with Stealth that, conditionally, gives you a copy of a Secret you already control. Against certain classes, though, you can use it not only to snag yourself a cross-class Secret but also to determine exactly one of the Secrets they have in play.
Dire Inevitability: One of the Seer's early Secret synergy cards, rather straightforward.
Dreadful Omen: Comparable to Shadow Bolt and likely similarly subpar.
Fates Intertwined: No lie, this card was difficult to balance and get right. Compared to Deadly Shot, it has the additional limitations of requiring you have a minion and that that minion die before the benefit take effect.
Focused Vision: I designed this before Justicar Trueheart came out and I gave an identical effect to the True Vision upgraded Hero Power. Still, I decided that I liked it and wanted to keep it. It's believably simple and one of the Seer's few extra Secret-generation methods in the Classic set.
Fortune Teller: Comparable to a lower-cost Shattered Sun Cleric. The Cleric cost (3) but has a sub-2-cost body, and the Teller costs (1) but has a 0-cost body, maybe a bit better for being a class minion.
Harbinger: This card is crazy. Basically, while its in your deck, whenever you draw a card, the cards in your deck that cost (7) or more are entirely excluded from the card draw options. You have to draw it before you draw your high-cost cards. This means that early on in the game you have a much higher chance of drawing your earlier-game cards. The implications for deck-building and mana curve are mind-boggling, and it's the sort of concept that I don't think anybody could properly judge without actual testing. It's definitely one of my more interesting creations, though, and I think it's a card that makes Seers particularly unique.
Mysterious Orb: I would expect this to be one of the Seer's staple cards, representative of the class in so many ways. In addition to being a straightforward card draw, it also places a tiny body on the field that, while useless on its own, is a perfect candidate for the Seer's many buff effects.
Palm Reading: One of the Seer's early hand-archetype cards. I think it'd be interesting to see those from something other than Warlock.
Prescient Vigilante: One of the Seer's early Secret synergy cards, comparable to Spellbreaker.
Self-Fulfilling: One of the Seer's few healing options. Realism is important to me, and I think it's realistic to have some unremarkable cards here and there.
Tarot's Judgement: One of the Seer's early hand-archetype cards. I think it'd be interesting to see those from something other than Warlock.
Voren'thal: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there, even Legendary ones because we all know there are plenty of unremarkable class Legendaries. But don't worry! I make up for it later...CURSE OF NAXXRAMAS
EXPLANATIONS:
(alphabetical)
Undercity Medium: The balance here was really hard to get right, but I really liked this general concept and really wanted to do it. It was originally only going to be friendly Deathrattles, but I wanted to avoid a situation where people would play just Sylvanas Windrunner with this or something.GOBLINS VS GNOMES
EXPLANATIONS:
(alphabetical)
3N16MA Machine: Flavor Text "It's supposed to calculate your future and print the results out in binary, but for some reason it's always all zeros..." GvG is where a Secret-focused Seer really starts to shine, and this little guy is why. Set it up with Scryer's Trance (see below) and some of the Seer's extra Secret-generating cards, and then go to town with some massive Spell Damage bonuses! Okay, it's only up to +4 most of the time, but still! That and some Misfortune spells (see Basic cards) or other low-cost damage spells can spell your opponent's doom.
Numerologist: Of of the Seer's hand-archetype cards. I think it'd be interesting to see those from something other than Warlock.
Ominous Transmission: I struggled getting this card just right, and I'm still not sure that I have, but I like this concept as a Mech-synergy card and it's a rather unique Secret-generation method for the Seer.
Prophet Skeram: Oh baby! It may not be immediately obvious at first, but this is going to be the cornerstone of a lot of Seer combo decks. Tell me, what's the big problem with cards like Gadgetzan Auctioneer and Mana Addict and Malygos? Your opponent usually gets to attempt to deal with them before you can really get any good use out of them. But what if you could prevent that? With Prophet Skeram, minions that you play will not be summoned immediately (this also denies them their battlecry). Instead, they'll appear on the battlefield at the end of your opponent's next turn, meaning that your opponent won't get to deal with them before you use them to the fullest. It can be a major loss of tempo, and for stuff like Malygos will also require comboing with Foreshadowing (see Basic cards) or other cost-reduction effects over multi-turn set-ups, but I think the concept is really cool and appropriately Legendary!
Psychic Sentinel: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there.
Revelations: A rather unique card draw options that, as it says, has the downside of revealing some of the cards you drew to your opponent. By giving them copies!
Scryer's Trance: This card has two uses. First and most obviously, it can be used to prevent your opponent's pesky Secrets from triggering at an inopportune time (gg, Ice Block). Second, GvG is where a Secret-focused Seer really starts to shine, and this helps you accumulate a collection of Secrets without letting your opponent trigger them, letting you better take advantage of cards with Secret synergy based on the number of Secrets you have in play.
Surveillance Drone: Comparable to Blood Imp.BLACKROCK MOUNTAIN
EXPLANATIONS:
(alphabetical)
Deja Vu: A simple, low-cost damage option for the Seer. It's anti-mill, combos well with Spell Damage, and I couldn't resist this art.
Infinite Drake: I'm pretty proud of this one. I don't know if Dragon Seer could be a thing, but if it could, then this would be an invaluable tool, allowing you to swap your expensive late-game Dragons for other cards from your deck, shuffling them back in and redrawing to replace them with cards that may be more immediately useful.THE GRAND TOURNAMENT
EXPLANATIONS:
(alphabetical)
Cassandra's Curse: Comparable to Silence, also particularly useful in combination with stuff like Ancient Watcher.
Doomsday Cult Leader: Comparable in general balance to Cenarius, I don't think this is good, but I do think this is cool.
Gifted Gambler: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there.
Herald Beluus: This is the announcer for the Grand Tournament! It at first appears to be a joust effect but isn't. It's just a Legendary "tutor" card that shows your opponent what you got. And it comes with the added benefit that Herald Beluus actually has a different voice clip for every Legendary you draw!
Mystic Horseman: Sort of an anti-Hero-Power in an expansion based on Hero Powers. Pretty good body, but the effect isn't exactly difficult to play around.
Seance: I wasn't sure about how to balance this one exactly, but it's mostly based on Emperor Thaurissan and trying to work backwards from its Battlecry. I could be a great turn 2 play, or turn 1 with coin, but it's a big tempo loss early in the game, and I think the random aspect of it keeps it about in check.
Sorrowful Sage: Realism is important to me, and I think it's realistic to have some unremarkable cards here and there. The concept is pretty interesting I think, both thematically and mechanically, and I wouldn't be surprised if they did something similar with the Shaman's Hero Power Totems eventually, but Vision of Woe is probably the worst of the Seer's Hero Power Secrets to do this with. Still, it's an interesting anti-Hero-Power card in an expansion based on Hero Powers.
Undoing Augury: This expansion's only Secret synergy cards, rather straightforward.
Visionary Leader: One of the Seer's hand-archetype cards. I think it'd be interesting to see those from something other than Warlock. It's about comparable to Raid Leader, and it's an experimental attempt at a hand-archtype card that's not directly related to the number of cards in your hand but rather on comparing the number of cards in your hand to the number of cards in your opponent's. I thought it sort of fit the joust theme in a roundabout way.LEAGUE OF EXPLORERS
EXPLANATIONS:
(alphabetical)
Ancient Guardian: Pretty straightforward.
Crystal Skull: This was pretty difficult to get right, but it's being compared to Dancing Swords, Sen'jin Shieldmasta, and taking into account an Arcane Intellect penalty. Probably a very scary turn 2, or turn 1 with coin, play, but giving your opponent two cards when it dies is a pretty big deal, pretty much why nobody plays Naturalize. I could see maybe reducing the Health by 1 or something.
Mad Antiquarian: I'm not big on uncollectable token cards, but I had this idea and couldn't pass it up. This is the Seer's own 1/3 for (1), and what it does is shuffle these weird Hieroglyphs into your deck. When draw, these token cards let you draw another card. Themselves, they cost 0 and do nothing. So what the hell are they for? Two things: First, the up the count of cards in your hand for hand-archetype cards, and Second, they're still 0-cost spells to combo with stuff like Gadgetzan Auctioneer and Mana Addict.SEER CARDS, by function
ARCHETYPE: COMBO-SEER
These cards are the keys to combos that would otherwise be impossible. Prophet Skeram especially is the key to getting use out of cards like Malygos and Mana Addict that have not yet been fully exploitable because of how easy they are to deal with before they can be used to their fullest potential. These combos would be balanced by the multi-turn set-ups they would require.
ARCHETYPE: HAND-SEER
I think it'd be interesting to see a hand-archetype from something other than Warlock, so I've decided to give the Seer plenty of tools to try it out. The Seer doesn't have a reliable and immediate drawing Hero Power to really grasp it, but it does have great card draw options, as explained below, and it is the only class with class-exclusive hand-archetype options.
ARCHETYPE: SECRET-SEER
SECRET GENERATION
SECRET SYNERGY
I hope that I didn't go too overboard in giving the Seer Secret-focused stuff, but it'd be a waste not to take the opportunity considering the class's unique Secret-generating Hero Power. The BIG combo here is obviously going to be setting up 3N16MA Machine, probably by using cheap Secret generation methods in combination with Scryer's Trance the turn before. I've taken care not to give the Seer too many hero-targetable damage spells for exactly this reason. Otherwise, I'm pretty proud of the general variety in form and function of options here.
BUFFS
I decided early on that I wanted Buffs to be something that Seers would have a good variety of options for, and I think I got it about right without making any options too exceptional. The most stand-out ones are probably going to be Fortune Teller and Astrology, possibly Palm Reading.
CARD DRAW
I decided early on that card draw was going to be somewhere I wanted Seers to excel. Mysterious Orb, Foreshadowing, Herald Beluus, and High Oracle are the ones I think are the best, but I'm also particularly proud of Infinite Drake and Revelations and would be curious to see how viable they could be.
DEFENSE
I decided early on that, because of the Seer's focus on Secrets, I didn't want it to have too many self-defense options. Soothsaying is probably not totally bad, but I imagine Seers would mostly have to rely on Neutral cards for their defensive options. This is an intentional weakness.
REMOVAL
SINGLE-TARGET DAMAGE
SINGLE-TARGET DESTRUCTION
AOE
Because of 3N16MA Machine combos, I tried to keep cheap hero-targeting spells in check, so only Misfortune and Dire Inevitability are very good. The general expensiveness and delay of Seer AoE's was another intentional weakness of theirs, though I may have gone a bit overboard on it. In a future expansion, I may try to give them a lower-cost option of some sort if I can think of something unique.
OTHER
Not all cards fit neatly into a straightforward role. Unfortunately, most Hearthstone cards that don't fit neatly into a straightforward role aren't very good, and that's no different here. There are exceptions, though, and that's also no different here. I think Harbinger is a super interesting card that could give Seers a totally unique and totally amazing new deck-building dynamic in terms of how they construct their mana curves and such. I think it's a standout card and one of my favorites in the class.
SEER CARDS, complete collection by cost
I hope you've enjoyed the Seer! ^_^
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Caio2467 posted a message on Demon Deck - how do I get better at it?Posted in: WarlockOh sorry ItNeedsMoreNerf, i didn't understand that you lacking many strong Warlock's cards. Save your dust for crafting
Imp Gang Boss (40 dust isn't too much expensive)other class cards if you want to play Warlock at his maximum potential.Edit:
Oh sorry ItNeedsMoreNerf, i didn't understand that you lacking many strong Warlock's cards. Save your dust for crafting a Imp Gang Boss (40 dust isn't too much expensive) and other class cards..
Imp Gang Boss è nella seconda ala di BRM, non può craftarla!
You can't craft Imp Gang Boss unfortunately. It's totally recommended though to reach that second wing of BRM for the imp alone. Card is great in Zoo and other more mid-ranged versions of Warlock.I must say that i agree with him at 100%, he's absolutely right! Grazie per la correzione @LS90, errore di disattenzione mio :P hai pienamente ragione!!!
Said this i tried to make a sort of Demon Deck based on your actual collection (this Heartpwn Innkeeper Tool is really awesome), here's the decklist and a pic:
[Decklist]
Class cards: 1x Power Overwhelming 1x Mortal Coil 1x Flame Imp 2x Voidwalker 2x Darkbomb 2x Dark Peddler 1x Shadow Bolt 1x Void Terror 1x Felguard 1x Hellfire 2x Voidcaller 1x Doomguard 1x Floating Watcher 1x Siphon Soul 2x Dread Infernal 2x Fearsome Doomguard
Neutral cards: 1x Jeweled Scarab 1x Nerubian Egg Brann Bronzebeard 2x Piloted Shredder Loatheb 1x Sludge Belcher 1x Antique Healbot
Doubts: while i was trying to build a demon deck based on your collection i had the feeling that really needs at least a 3 mana cost demon like Imp Gang Boss (this is why as 3 mana demon you see that poor Felguard, is a demon and if you will be able to play it with Voidcaller's deathrattle can be quite good...to be honest i don't like it so much, in fact it's a test), Imp-losion and even Shadowflame.
I'm not sure also about Brann Bronzebeard, ok you could be healed by 8+8 hp for 8 mana cost if played in combo with Antique Healbot or get multiple cards from Dark Peddler or Jeweled Scarab but probably Brann will not be exploited in the best ways here, maybe you will find a better option instead of this dwarf.
Yeah Nerubian Egg is here again muhaha, it have synergies with Power Overwhelming, Void Terror, can be triggered with Hellfire or just prevent any AoE wipe ^_^[Pic VS Casual Oil Rogue]
I often make decks for my friends who started to play HS after me and because of this don't have yet every card. This is why you won't see a lot of strong cards in this kind of decks (tagged CFD in my personal deckpage at http://www.hearthpwn.com/members/Caio2467/decks). I like trying to build every time, depending on their collections of course, something balanced, funny to play and if possible even pretty competitive.
I hope i was able to give you some kind of inspiration to improve your deck, don't worry if i made a shit deck haha...happen sometimes :P Unfortunatly I'm not a pro or a superskilled player, i just likes try to help who need an hand, this is all i love to do ;) Good game and good luck with your climb!
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SanderNightsite posted a message on Long Time No See - Advice?Posted in: The ArenaQuote from ItNeedsMoreNerf >>Shaman Arena Run 1-3 Unknown Deck by ItNeedsMoreNerf - Dec 10, 2015Minion (27) - 1x Molten Giant
- 1x Acidic Swamp Ooze
- 1x Crazed Alchemist
- 1x Sludge Belcher
- 1x Amani Berserker
- 1x Harvest Golem
- 1x Leper Gnome
- 1x Raging Worgen
- 1x Silver Hand Knight
- 1x Annoy-o-Tron
- 2x Chillwind Yeti
- 1x Clockwork Gnome
- 1x Earthen Ring Farseer
- 1x Evil Heckler
- 1x Fire Elemental
- 1x Flametongue Totem
- 1x Gnomeregan Infantry
- 1x Lance Carrier
- 1x Pit Fighter
- 2x Tuskarr Totemic
- 1x Whirling Zap-o-matic
- 1x Youthful Brewmaster
- 1x Booty Bay Bodyguard
- 1x Gnomish Inventor
- 1x Razorfen Hunter
Ability (2) Weapon (1) So that didn't go too well lol. I lost against 2 Face Hunters and a Paladin (who managed to make a Dragon deck somehow), and I beat a Mage quite easily, suprising enough.
Booty Bay Bodyguard, Lance Carrier and Gnomeregan Infantry were really crappy draws, but their alternatives were even worse. Other than that, I had Gnomish Inventor and Ancestral Knowledge which I didn't need at all in retrospect, so that was a bummer too. Should've paid more attention to my manacurve.
Does anyone have any advice based off this? I mean I know I'm just starting out but I'd like to get better.
This deck doesn't seem terribly bad. But that being said, it is shaman and shamans aren't the best in arena. And provably the worst thing about this deck is the lack on late drops. Only 2 late drops for shaman is pretty bad. You could have used like 4-5 late drops for sure. But then again this kind of a mana curve could work for hunter because hunters hero power is designed to kill the opponent quickly so you don't really need that many late drops if you have a good early game. So all in all "OK" deck but not good for shaman. -
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SanderNightsite posted a message on Long Time No See - Advice?Posted in: The ArenaI didn't play arena for a while either. I started playing day 1 of open beta and rarely played arena for 1,5 years, I felt like most of the time I got less than 3 wins so I lost value. But when I reached over 3000 wins in Play mode and I decided to start playing Arena.. and I was blown away how well I did, I guess when you have literally played thousands of matches you learn a lot! So I started getting 3-4 wins at least and basically without any Arena experience. Then I did like 5-7 runs of arena with the help of Hearth-arena to understand the general value of cards and once I understood what is valuable in arena I started crafting decks without any help, and now I get like 5-6 wins regularly. Ofc sometimes less and sometimes more depending on the draft. Right now I still haven't hit that 12 wins but I have hit 10 wins few times now so that's something.
Anyway I do have few tips for drafting. First understand the value of cards in arena, Hearth-arena helps with that. When you do understand the value of cards stop using Hearth-arena, and don't always pick the card with the most value. You don't want your deck to have too many 5+mana cards just because they are all valuable. What I usually end up doing is first 5 cards I pick with the most value, then next 15-20 I build a deck around the mana curve while also considering value. In example: If I have a choice between a good 6 drop(ie. Value level 70) and an average 2 drop(ie. Value level 55) I usually end up picking the 2 drop because tempo is more important and you should always have more low drops than late drops in arena(from my experience). Now last 5-6 cards when I draft I look at my mana curve and almost ONLY look at the mana curve. If I have a lot of early drops and not enough late drops, I am willing to pick a bad late drop over a good early drop because I need late drops too. So in general how I draft is: first 5 cards- Only value cards, then next 20 cards valuable cards+mana curve. Last 5 cards- Only mana curve fillers.
For what class to pick in arena.. Well consider 2 things: Experience and Class power. Someone said earlier that Hunter is the second worst class for arena.. Well it's not good for sure BUT Because I am an experienced Hunter player with provably around 2000 Hunter wins in play mode with decks like Death-rattle hunter(Post-Undertaker nerf), I know most pluses and minuses in hunter. In general I know very well how to play this class and that's why I often pick Hunter over Mage and Paladin(2 best arena classes) and I perform really well with it. I once got 10 wins with hunter without any epics or legendaries and without any notable combos. But also look at class power and their hero power. Hero powers are really important in arena, generally you want an hero power that can impact the board (Hunter and Warrior have no board impact).
Also 3-3 wins is actually good because you usually get around 50 gold and a pack so you get your entry value back BUT you also get experience which is also really valuable.
Anyway long text, but I felt like writing, also this text goes to anybody new to arena. Hopefully it helped tho :D
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Herculex posted a message on Make the CardPosted in: Fan CreationsA 0 cost minion.
Next: A 1-Cost Beast
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Soulbattle posted a message on Make the CardPosted in: Fan CreationsNext: one or more Warlock secrets! Any cost you like.
Next: A card that makes use of your opponents unspent mana crystals.
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CrazyDave posted a message on Make the CardPosted in: Fan CreationsOne or more Warlock secrets! Any cost you like.
Next: A card that makes use of your opponents unspent mana crystals.
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Pretty damn ridiculous. Did 6 bosses with a Shaman, absolutely no problem, even got some tempo going. But 2 legendaries turn 1, into free spells and yshaarj and ragnaros on board is absolutely unbeatable. Look forward to meeting her again, hope I can get a build to beat her - but honestly, I doubt it...
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Thanks for the idea, working on it now. After disenchanting Majordomo Executus because it became possible, and never having had Kel'Thuzad, there are almost no decks out there that don't involve those 2 cards....
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This is one deck in which I take no shame net-decking. Finally a fun deck that takes pride in the options the game provides us. I still only play casual with it, but by god if it isn't fun. Fantastic find, and it's hilarious to see your opponent's cursor and imagine him thinking: what the hell is this....
Will be keeping an eye on more decks if you make 'em :)
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This card is worthless now UNLESS you have Staghelm
Disciple of C'Thun: -1 health for 1 mana less!
Spellbreaker: same mana for +2/+1!
Typical "blizzard style" nerf....
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I never realized this, but this card's Mana option is essentially 2 Wild Growth for 3 mana, in 1 card! If you Coin it or Innervate it, it might be really strong. But I think the meta favors fast decks too much for that to be viable right now.
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Man fuck this boss. I got SO. DAMN. CLOSE. Full board, he pulls Enter the Coliseum, followed by North Sea Kraken which kills my only remaining Goblin Blastmage with its battlecry... I don't have unstable portal or mad scientist, this is impossible :(
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Took a while because I didn't have Echoing Ooze (I subbed them withAcidic Swamp Ooze and Druid of the Saber. Got lucky and received a Magnataur Alpha from one of the shuffles. Worked pretty well, thanks!
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Haha reading the last few pages, here's the list of classes people have repeatedly called OP (in order of frequency):
Paladin
Druid
Mage
Warrior
Warlock
Priest
Guys, are you saying that 2/3 of classes are OP? Well then the solution is obvious, looking at this list: play hunter! :D yaaaaay
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Awesome job, worked like a charm and is dirt cheap too. Crafted a Circle of Healing for this but didn't even need it :)
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...The basis of your complaint is not having a Consecration when you need it, which is a cheap and powerful aoe? You paladins must have it bad... Seriously though, if he was greedy then he's taking a risk. I try to have Dark Iron Dwarf up at turn 4 or buff a minion to have more than 3 health, but with zoolock you have to know when to control and when to gamble for face. He gambled and it worked out for him.
The amount of times I got cleared by a Flamewaker/Flamestrike, fatal'ed by a Bloodlust or countered with Hellfire and next turn giants from some shitty handlock, is probably just as much as other people losing to zoo. Then again, I know this so I Loatheb them if the board is suspiciously empty, and try to go for burst next turn.
But there's loads of stuff you can do to make them incapacitated at turn 4-5. Hell, even opening with Shielded Minibot is really stressful for zoolocks. You can beat them, I believe in you.