Now, this idea's been stuck in my head since the Dalaran heist came out. What if they made a Dungeon Run styled game but instead of facing AI's, you faced other players? After winning against 7 opponents, you claim either gold/packs/ranking points, I don't care. You don't have to make 8 players into a "heat" like in Battlegrounds (which causes waiting times), since there'll always be someone out there having been through the same amount of players as you have. Thus, you can, much like a regular dungeon run, take your time choosing buckets and treasures. Alternatively, I DO like the idea of having like a tournament board where you can see how other players progress and prepare for what decks they're playing, in which case a heat-style system would prolly be needed. In other words, there are pros and cons with both alternatives. On top of either system though, I'd like to suggest the following add-ons:
1. At the start of the game, choose from one of all 10 classes, not just 4 like in the with hunt or the Uldum PVE's. 2. Utilize the same mechanism as in Uldum, where you can permanently buy/earn different tools (like the Gatling wand, Finley's hat a.s.o). I'd pay plenty! 3. More Hero Power Options. Resleeve some from previous expansions for all I care, but I want like 20-30 of them. 4. Use your own cards for the Starting Deck: rare and common cards only! 5. More buckets, more Bob's tavern cards, more and new treasures and more and new passive treasures!
I'd happily 150 gold to play a round of there was a chance to win it back and then some. I'm thinking Arena in this regard.
Light's Judgement is my favorite. It seems strong but not OP, works as both an AoE and an expensive single target execution..and most importantly, it slows down the meta. If you're tired of everyone playing aggro decks while you're trying to play a control deck, this card should be your vote.
Meh, if it had had 'charge' instead of 'rush', this card would probably be hella better....but then again, seems like 'charge' is the new 'inspire', AKA, gone :(
Doesn't this effectively kill spell hunter? I mean sure, you can still play Rhokdelar or a weapon but otherwise you're pretty much screwed without minions :(
2
It might be just around the corner...
https://twitter.com/PlayHearthstone/status/1504204433583878144?s=20&t=cGGR6Z5tg1aQqZbIlnrhKQ
0
Tournament styled Dungeon Run!
Now, this idea's been stuck in my head since the Dalaran heist came out. What if they made a Dungeon Run styled game but instead of facing AI's, you faced other players? After winning against 7 opponents, you claim either gold/packs/ranking points, I don't care. You don't have to make 8 players into a "heat" like in Battlegrounds (which causes waiting times), since there'll always be someone out there having been through the same amount of players as you have. Thus, you can, much like a regular dungeon run, take your time choosing buckets and treasures. Alternatively, I DO like the idea of having like a tournament board where you can see how other players progress and prepare for what decks they're playing, in which case a heat-style system would prolly be needed. In other words, there are pros and cons with both alternatives. On top of either system though, I'd like to suggest the following add-ons:
1. At the start of the game, choose from one of all 10 classes, not just 4 like in the with hunt or the Uldum PVE's.
2. Utilize the same mechanism as in Uldum, where you can permanently buy/earn different tools (like the Gatling wand, Finley's hat a.s.o). I'd pay plenty!
3. More Hero Power Options. Resleeve some from previous expansions for all I care, but I want like 20-30 of them.
4. Use your own cards for the Starting Deck: rare and common cards only!
5. More buckets, more Bob's tavern cards, more and new treasures and more and new passive treasures!
I'd happily 150 gold to play a round of there was a chance to win it back and then some. I'm thinking Arena in this regard.
0
I thought they'd work like DK's, but apparently not... oh well
2
Light's Judgement is my favorite. It seems strong but not OP, works as both an AoE and an expensive single target execution..and most importantly, it slows down the meta. If you're tired of everyone playing aggro decks while you're trying to play a control deck, this card should be your vote.
3
Any room to include this in Cubelock? I'm thinking about killing some possessed lackeys with this thing....
1
Meh, if it had had 'charge' instead of 'rush', this card would probably be hella better....but then again, seems like 'charge' is the new 'inspire', AKA, gone :(
1
You guys, I think this card would work as a Chameleos-finder....
0
It's basically a mini Boogeymonster with rush..I like it :)
0
Doesn't this effectively kill spell hunter? I mean sure, you can still play Rhokdelar or a weapon but otherwise you're pretty much screwed without minions :(
0
Is this real? If so, does the effect trigger in the beginning or the end of the turn?