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    posted a message on [PRIESTESS OF THE MOON] Concept - Complete

    Honestly Owl Scout is hard to judge since there hasn't ever be a revealing the enemy hand ability before.

    Why is Light of Elune fine? Please explain this shit. 

    Idea of devotion 4 lunar flare is that if you play it right away it becomes a more powerful fireball.

     

     

    Posted in: Fan Creations
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    posted a message on [PRIESTESS OF THE MOON] Concept - Complete

    This is a very interesting class that I would play if it was in the game. My thoughts from a first glance at the cards are...

    There is no way in hell Owl Scout should be 0 mana. I feel that you severely underestimate the advantage a player could get from revealing the enemy hand at the right time. I would prefer this card did not exist when thinking about playing against Moon Priestess but I think there would need to be a cost to play it so that it doesn't become super cheap. It might be balanced if it was implemented at 3 mana.

    Light of Elune's mana cost is way out of line. Compare it to other Area of Effect healing spells. Circle of Healing restores 4 health to all minions and is mainly used to combo with Auchenai Soulpriest. Holy nova is a 5 mana trading card that only restores 2 health. Tree of Life is 9 mana and restores the minions on both side's and also both heroes to full health. Those are the only AOE healing cards in the game. Having a 2 mana full heal allows you to trade your entire board for free and come out massively ahead. I would put this card at 8 mana with devotion 6 mana.

    Lunar Flare wouldn't see any play at 8 mana. It is in an awkward spot to price between a 4 mana fireball and 10 mana pyroblast. I would make it 8 with 4 devotion. 

    Blood Moon wouldn't work with hearthstone's mechanics. The idea of a card to deal with stealth is cool but I think a better version would be something like 1 mana: you are able to target enemy minions with stealth this turn, give friendly minions with stealth +1/+1. A stealth counter card will never be played by itself but with this you can also combo it with Lunar Bow and other class stealth synergy cards.

    I feel you are missing a gameplay opportunity with your devotion cards. Looking at the devotion cards you made the formula seems to be, balanced mana cost cards that get a small mana. That is a good idea for lower impact cards, but it misses a big opportunity to make devotion into a higher risk, higher reward mechanic like overload or demon stuff. The idea is you make higher impact cards that cost more mana than they should but have the devotion cost make the card very good if you played it with devotion. My example would be having Lunar Flare be an 8 cost card with a devotion cost of 4. I would also add a card or two to help with card draw and devotion, Card ideas off the top of my head would be:

    4 mana: draw two cards, reduce the devotion cost on cards drawn by 1
    3 mana: the next card you play with devotion costs 4 less. Playing this card does not count against being able to use devotion. 
    6 mana: the next card you play with devotion costs 0. Playing this card does not count against being able to use devotion. 

    Posted in: Fan Creations
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    posted a message on Aucheni Soulpriest and synergies

    With Priest feeling revitalized I have been running a dragon deck and a heal troll deck. On its own Soulpriest with your hero power (and Justicar Trueheart) kick ass but the way it interacts with other cards in your deck is frustrating for me.

    I have been playing two Light of The Naru's with Soulpriest. I can either heal myself or do 3 damage for 1 mana and summon a light warden if I don't what I target. 

    In Dragon I run 2 Soulpriests and 1 Holy Champion. In Heal Troll I run 1 Soulpriest and 2 Holy Champions. Holy Champion is such an amazing card, but the two cards clash with each other. Soulpriest also makes it impossible to gain card draw around with Northshire Cleric. 

    The card also makes me very reluctant to play Holy Nova and Holy Fire. The best part of those cards is the heal you get from them, but you can wipe out your own board and cripple the health of your hero if Soulpriest is on the board. 

    Are other Priest players a fan of using Soulpriest? How do you play around the priest cards it clashes with?

    Posted in: Priest
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    posted a message on The current state of Hearthstone and newer players.

    Blizzard could do a lot more to help low budget players out and if they gave better ways for people to get started more people would end up invested in the game, meaning more people buying packs and a better experience for everyone. More people are going to get invested and pay for cards if they feel they want to spend money vs feeling they need to spend money to win I can think of three changes they could make to help new players out without any real trouble.

    -Give very bad spellbound, common, and rare cards buffs to make them playable in line with power creep. This doesn't impact the game for players who have paid for cards they can build a deck around but as more and more expansions come out power creep is going to increase and while ultimately insignificant the way they came out with ice rager and evil heckler instead of buffing the original cards is a little worrisome and could come off to newer players as a dick move. 

    -Add static gold quests for leveling up heroes between 10 and 20. This idea comes from Blizzard's other free to play game. If someone is starting to get financially invested in Hearthstone they will likely start by going for the cards they like in one or two classes but the daily quest system gets in their way of investing and feeling rewarded with the one deck they really want to play. 

    -Allow for a limited amount of giving between friends. Pandora's box.

    Posted in: General Discussion
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    posted a message on Arcane Nullifier as default control taunt minion? (vs Sludge Belcher)

    Ran a few mech decks with Arcane Nullifier and have really gotten to love the card. I have started replacing Sludge Belcher with it in a couple non-mech control decks. The 2 attack is a bit of a draw back but not being able to be targeted by spells or hero powers is a really big deal. You can also get it off a turn ealier than Sludge Belcher and if you are comparing to Senjin Shieldmaster the spell immunity is more than worth -1 attack. The main plus is that it forces agro decks to trade their low health minions with it instead of just being able to use removal on it.

    What are people's thoughts? I mean on the other hand you do get 4-7 worth of stats from Sludge Belcher. 

    Posted in: Card Discussion
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    posted a message on 85% winrate MECH PRIEST from rank 5 to legend

    Honestly my deck isn't quite the same and geared more for my level of play (16-13) and a little more control based. 

    http://www.hearthpwn.com/decks/253714-modified-awesome-priest-mech-deck

    I don't like lightbomb since it damages your minions as well and I find holy fire overlaps a little with Shadow Word death even though I do like it. I don't have Vol'Jin so I swapped him for Emperor Tharussian but I do want to get Vol'jin in the future. 

    Posted in: 85% winrate MECH PRIEST from rank 5 to legend
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    posted a message on 85% winrate MECH PRIEST from rank 5 to legend

    I am having a ton of success with a modified version of this deck. Why isn't Holy Nova in there? I have 2 shadow boxers and two holy nova's and there have been several times I have been able to do massive combos for card draw and/or damage if they Northshire Cleric and Shadow Boxer are up.

    Posted in: 85% winrate MECH PRIEST from rank 5 to legend
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    posted a message on Was climbing but hit a wall with my spell mech mage deck, thoughts about it?

    I was doing really well with this deck and then started dying to a lot of rushes. Added Mirror Image to block early attacks as well as combo with Archmage Antodias and Arcane Nullifier to force minion trades . Shot up a few ranks and now I can't seem to kill people with it. 

    Spell Mech Mage
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    Minion (19) Ability (11)
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    Two drops are there to cheapen spells and minions, spider tank mid range drops are there for their stats. Flamewalker and Goblin Battlemage allow for some pretty RNG removal. Sky Golem, Sylvannis, and Dr. Boom are the higher drops that trade really well.

    A big gimmick is sing Archmage Antonidias with low cost spells or spare parts to get start chaining fireballs together. 

    Still I have had trouble killing people with this deck and I'm not sure why. Any feedback would be good. 

    Posted in: Mage
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    posted a message on Why do I see so many Haunted Creepers in high level play?

    I see so many of them watching twitch streams and I don't understand why they are good at all? The stats are really bad for a 2 drop and there are so many easy ways to counter the 2 1/1's. 

    Posted in: Card Discussion
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