Nice jade druid deck with 0 ungoro cards
- Okacz
- Registered User
-
Member for 10 years and 28 days
Last active Fri, Apr, 21 2017 04:26:41 -
- 6
- 22
- 0 Followers
- 153 Total Posts
- 180 Thanks
-
41
seigmoraig1 posted a message on New Un'Goro Decks From the Pros: We Don't Always Need QuestsPosted in: News -
2
KittyCake posted a message on New Card Revealed: Shadow VisionsPosted in: NewsShe's Ukrainian -_-
-
118
Crawsushi posted a message on Weekly Card Design Competition #4.12 [SUBMISSION]Sorry.
-
11
MrBobee posted a message on Weekly Card Design Competition 3.12 - Submission TopicPosted in: Fan CreationsGeneral from Alterac Valley
-
8
binza posted a message on Weekly Card Design Competition 3.08 [Submission Topic]My submission this week! I couldnt get the text to not overlap the border around the attack value - hope you still like it! Best of luck to all!
Edit: Changed the text and picture a bit for cosmetic reasons.
-
134
sashashepto posted a message on Weekly Card Design Competition 3.07 [Submission Topic]Posted in: Fan Creations -
104
Zukuu posted a message on Weekly Card Design Competition 3.06 [Submission Topic]Posted in: Fan Creations
Whirling Blade = +1 Attack.
Armor Plating = +1 Durability.
Reversing Switch = Swaps Durability and Attack.
Time Rewinder = Returns the weapon back to your hand.
Rusty Horn = Your hero has taunt until the start of your next turn.
Emergency Coolant = Your weapon freezes any character it damages until the start of your next turn.
Cloaking Field = Your weapon ignores taunt until the start of your next turn. -
194
AngryChicken posted a message on Weekly Card Design Competition 3.06 [Submission Topic]Posted in: Fan Creations -
15
user-21057896 posted a message on Weekly Card Design Competition #31 - Submission Topic [CLOSED]Posted in: Fan CreationsHey!
my sub of the week. A good removal, that can't completely deal with all 2 drops, so I guess it's balance for the cost.Feel free to comment.
- To post a comment, please login or register a new account.
1
They didn't Hall of Fame cards just because they were too good and played in every deck. Fiery War Axe is still played in every Warrior deck ever.
When it comes to Ice Lance, it was probably a case of the team making a new, interesting card/archetype (possibly for next expansion) and someone noticing that the sleeper card, Ice Lance, could make it way too OP. Imagine a WoW mechanic, Shatter, being introduced, where for instance frozen enemies take double damage. Instead of redesigning the whole archetype, throwing days of work into the trash, they simply Hall of Famed the problematic card.
Ice Block is a different kind of card. It was created with it being OP in mind. Thanks to this thing archetype like Freeze Mage can even exist, and Hall of Faming it would remove a beloved archetype from the game.
1
It definitely does not work in traditional hyperaggro-oriented Discardlock, but I believe it's a card trying to push a new kind of this archetype, more midrange-controllish. It's not that it works amazingly, but this card is actually playable if you can manage to utilize the discard mechanic over the course of the game without going full empty-hand. Same with the Dinomancer card, or Clutchmother - those are non-aggro discard cards.
Still, as any other quest, to play it you sacrifice turn 1 (which is when you want your Malchezaar's Imp or Voidwalker to go) and a card slot in your mulligan. Kind of hard to justify for the effect that needs a few turns to really make a difference.
4
Quest Rogue is an unhealthy deck, not because it's incredibly good (it's actually medicore-okayish), but because the game is literally dictatated by Rogues mulligan. If he is lucky, he has the quest running at turn 2, if he isn't he can just be playing bullshit 1/1s till turn 15. If they have a good enough hand the rest of the game is a charade, cause Rogue has already won. No deck should work like that.
Taunt Warrior is really strong, yeah, but it seems it's strong in the sense of "if it gets out of control, people will play cards to counter it". Just like people are teching in Anti-Pirate Crabs™, they might start teching in Black Knight or silences. Their quest reward is bullshit tho, when I won against one of those just because he was getting unlucky with his Hero Power it did not feel like a deserved win. Yeah, let's remove Ragnaros with his bullshit RNG ability and put it somewhere else.
9
This card alone sold me on the Adapt mechanic, it's so much fun:D Windfury and Untargetable when I needed the reach, 5/9 with Taunt when I needed protection, 8/9 for 7 when I needed decent body - so many combinations. Kudos to Blizz, probably the most fun mechanic in a while.
4
Really like this card. If it ends up useable, Discard Lock might finally get a decent threat in addition to Silverware Golem shinenigans.
What bothers me is - why the hell is that Lock minion? It's a Silthid, has NOTHING to do with warlocks. Then again, perhaps Demonsaurus was too meta.
2
Considering Adapt mechanic will actually be widely used (which I'm not so sure about), and even then you get poisonous effect like once in 4 tries. Also, let's remember the history of Poisonous cards in HS, with NONE of them being played on their own. I'm not saying Dred is new Dr. 7, but chances that it's Adapt that would keep him in check are pretty low.
9
Sorry, but in my eyes ALL the "enemy discard" cards, together with Dirty Rat, are not good for the game - and in fact, punish everything BUT aggro.
"Insane synergies" is what makes this game non-braindead. You think when creating a deck that supports them, you think when to use them so you don't overextend/play it too early, your opponent thinks how to deal with the combo you might be playing. Your idea punishes those decks, but is almost inconsequential to Aggro or actual "braindead" decks like Jade Druid, that just keep going regardless of what they discard. Combo decks, control with win condition, any creative thought is gone when "discard" mechanic actually goes live. In that scenario, playing specific cards or win conditions can't be reliable, since those can be discarded mid game because of bad RNG.
2
Wow, at last I got a chance to play against Aggro lock with Totem Shaman. Creativity has clearly reached the summit.
3
Actually this card, and the state of Priest right now, makes sense from design perspective. Ben Brode and the team know a few things for sure:
1) You can't achieve perfect balance, so you need to make sure that some classes are very strong during some periods of time and very weak during others.
2) They designed Priest class to be incredibly annoying to play against, especially with the non-classic cards. Stuff like Entomb, if used by a class that constantly wins, would really make people rage quit en masse. Priest is most likely the 1 class Ben Brode does not want to be OP at any point.
3) They need to release a few stinkers in each expansion/adventure, so the good/fun cards shine even brighter, and players have something to strive for when they get bad/medicore cards in packs.
Still, it's kind of weird that they would make a card this bad. Obviously they were going for a card that would see very little/no play for this slot, but as many have said, this is just a few leagues worse than anything else in HS.
4
Call of the Wild is just a sad attempt of making Hunter not completly worthless. And it works, playing those 2 cards back to back wins you the game. I wouldn't say nerf it, but rather make some at least decent hunter cards while you are at it.
Flamewreathed Faceless - nerf this one. Shaman got a LOT of good/great cards in recent months, he doesn't need the "nuke" minion.
Entomb can go straight to hell. A WAY better Assassinate, used on Tirion or Sylvanas it gives you so much value that your computer might run out of RAM. This is at the very least an 8 mana card for me.
Aside of that, the game seems nicely balanced now, WAY better than before, with Dr. 7 and Shredder. The team should rather be buffing the underpowered cards so they don't need to make their upgraded versions in expansions.