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    posted a message on What if the class mounts released in Legion Patch 7.2 of WoW were Legendary Minions? Introducing 9 out of 11 mounts

    Thanks for the suggestion. I was thinking the warlock legendary could find a place in a hypothetical demon discard control warlock where the discard mechanic's extremely agressive tendencies can be curbed towards a more control style demon deck, and how Helbram can be a good selection for the deck, as its heavily control oriented.

    While in a control matchup, helbram can be devastating, especially against other control decks (maybe not, though, for the upcoming KFT control warrior feature dead man's hand), I figured that for the most part, the opponent would only discard 2-3 cards in general, which doesn't seem too bad, considering how the average non aggro hand size can afford losing 2 cards.

    However, a good point you brought up would be how many cards is acceptable to discard from your opponent's hand or deck at any given point is it acceptable before its too broken? I remember people say that back in beta illidan discarded 3 cards from both you and your opponent's hand and immediately reshuffled them. While it was broken as an aggro card back in the day, considering how the meta was definitely much slower back in the days, would it still be broken today? In today's meta aggro can literally finish turn 1-5, and usually the midrange decks can extend to 10, with control and combo finishing 10+. However, I don't believe either midrange or control decks would suffer greatly from a 3 card discard + draw bc midrange imo seems to feature good standalone minions, while control should probably have plenty of options left to deal with whatever is on the board, not to mention that the decks that will have to run pre-nerf illidan would have to be a sort of control as well. While combo would definitely suffer, its counter play, which is something blizzard is considering to print more of these days. 

    Idk these are my 2 cents on discard, what do you think? 

     

    Posted in: Fan Creations
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    posted a message on What if the class mounts released in Legion Patch 7.2 of WoW were Legendary Minions? Introducing 9 out of 11 mounts

    Thanks man! I found it weird how I literally got radio silence for almost 2 days 

    Overall though, do you have any mana cost or stat balancing suggestions? I feel like some of these abilities may be too strong for their cost

     

     

    Posted in: Fan Creations
  • 3

    posted a message on What if the class mounts released in Legion Patch 7.2 of WoW were Legendary Minions? Introducing 9 out of 11 mounts

    Warrior 

    Shaman

      

    Druid

    The moonfires casted by Nyxas are affected by any spell damage on your side of the board.

     Hunter

    I hope its not too OP. Hunters dont have many AOE options that hit their own board, and the only one they have is in wild.

     Rogue

    Literally what it sounds like. Additionally, when you draw the marked cards on your opponent's turn, your opponent's turn is interrupted briefly and you, the player, is given a 30 second time period to chose a target to deal 3 damage to. Your opponent does not lose any time on his turn from this interaction with Deliverance Lost.

    Paladin

    The original idea was 4 spells, but would 3 be already too much?

    For spells that can't be cast on Elysius, such as secrets, consecrate, equality, etc, they are cast as usual.

    Warlock

    To elaborate, YOU first discard a random card, followed by a 1 damage AoE. Afterwards, your opponent proceeds to automatically discard a random card and cast another 1 damage AoE. This continues until a minion from either side of the board dies. 

    Additionally, Helbram's battlecry stops the moment either players run out of cards in their hands. or when no minions can be killed on the battlefield

    Mage

    Prisiamatic Divulgence is a portal that appears on the field, much like the warlock spell "Dark Portal" or the Netherspite encounter where he summons 2 portals. In this case, minions on either the left or right side of Prisiamatic Divulgence are affected by it.

    Contrary to what its name would suggest, Empty tome would have the word for word text of the minion affected by Prisiamatic Divulgence, allowing you to cast the minion's ability again in spell form. Similarly, Empty tome is affected by spell damage as well.

    However, as general rules of thumb: Empty Tomes with minion deathrattles are treated as spells that can be cast on minions to give them the deathrattle. Deathrattles can stack, meaning that if you copied Ticking Abomination's deathrattle, and u got it on an Empty Tome, and then you cast the Empty Tome on Ticking Abomination, it will deal 5 damage to your minions, twice.

    Empty Tomes with persistent end of the turn effects such as those from Ragnaros, Barron Geddon, etc, will generate an Aura type of spell like Embrace Darkness that will only persist for one turn.

    In the case Prisiamatic Divulgence copied Prince Malchezar's text, then there is no effect.

    In the case Prisiamatic Divulgence copied Prince Jaraxxus' text, you transform into him

    In the case Prisiamatic Divulgence copied text from Ancient Watcher and related cards, you can use the empty tome with Ancient Watcher's ability and cast it on a friendly minion, preventing it from attacking.

    Similarly, by copying Felorc Soulfied's ability, you can cast it on a friendly minion, allowing it to take 3 damage every turn. 

    In the case Prisiamatic Divulgence copied text such as taunt, charge, divine shield, those effects can be transferred onto a minion as a buff.

    Priest

    Definitely not the typical priest card. However, lets hope that this card isn't too OP.

    Posted in: Fan Creations
  • -1

    posted a message on [Legend #2] THEORY Beast Druid

    Can I replace deathwing with sylvannus ?

    Posted in: [Legend #2] THEORY Beast Druid
  • 14

    posted a message on Purify

    remember, 

     

    all decks are viable if you are rank 20

    Posted in: Purify
  • 3

    posted a message on The current Discover mechanic is flawed

    Hey guys, 

    For a while, I've been wanting to say this. I believe that the Discover mechanic is flawed. The way its worded would only limit design space when Team 5 is going to design new card.

    According to the hearthstone wiki, the definition of Discover is:

    "Discover is an ability that allows the player to choose from three different pseudo-randomly selected cards, with the chosen option generated and added to their hand."

    Though initially, nothing seems wrong, there are 2 main limitations that go with this definition.

    1) The Card that you chose from the 3 pseudo-randomly selected cards will only and always be added to your hand. (More on this)

    2) The discover mechanic dictates that one can only generate 3 pseudo-randomly selected cards and that there exists no real way to increase that pool.

    and a slightly minor, but an equally important point, is that there is absolutely no interaction with the other 2 cards that you do not choose with the current Discover mechanic. 

    I will now begin to elaborate on my current points: 

    1) The fact that the card you get from casting a spell or summoning a minion with the Discover mechanic can only be added to your hand is a rather big limitation to card design. Suppose that someone in Team 5 wanted to create a Discover based card that not only combines Discover and Discard together. Not only would that be troublesome, as the card's effect would have to be broken up into two portions, but breaking it up into two portions destroys the concise definitions that we all like about Hearthstone cards. 

    For example, if a Team 5 developer wanted to create a card like this: 

    They could make it, but the fact that the wording is too verbose makes it a turndown for many players, including Team 5, who opted to create this version of Medivh, the Guardian with Atiesh, instead of something like this: 

     

    As a suggestion, If Blizzard changed the definition of Discover to: "Choose a card generated from a standard set of 3 pseudo-randomly generated cards." both Team 5 and amateur card designers would have greater leeway in creating different Discover cards that would be the natural evolution on the current mechanic of Discover without sacrificing concise language. 

    Take the hypothetical card, Siphoned Soul, that I've created. If we apply the new definition of Discover while generating this card, we would instead have something like this: 

     

    Not only did we end up creating a much more concise and easy to read version of Siphoned Soul, we have effectively created a completely new form of Discover cards that Team 5 has never touched upon. In addition, this way, if a Blizzard Developer intended to create this card without even adding the Discovered card in the first place, we now hit 2 birds with one stone by applying the fixed definition of Discover. 

    2) While not as big of an issue as point #1, the current definition of Discover states that you can only discover a card from a set pool of 3 cards. Though it really isn't that big of a deal, there are certain design limitations that comes with this aspect. For instance, why can't we have Discover based cards that, instead, generates a bigger pool of cards such as this: 

     

    While creating a card like this would require a UI overhaul in the terms of how Team 5 displays the pool of cards generated from the Discover mechanic, such a card like Adamant Ironheart would definitely open up design space for designing future Discover cards. Perhaps there might even be a card with an ability of " Destroy a friendly minion. Discover cards equal to the mana cost of the minion destroyed."

    Now addressing the minor point. There has yet to be any interactions with the cards that you do not choose when you play a Discover based card. Though that can be easily addressed with the current system, here is a card that I'd like to share that does in fact combine the proposed Discover mechanic with interacting with cards that weren't picked in the pool of discovered cards: 

     

    while a bit more verbose than preferred, and probably straight up broken (I didn't bother balancing, just came up with it on the whim as a example), this minion not only takes advantage of the Discover mechanic, but also interacts with the other cards that weren't picked, which is a fundamental aspect of Discover that was never investigated before.

     Oh, I almost forgot, here is what the current Discover cards would look like if we applied the updated definition of Discover to these cards. 

     

     

     

    Thoughts? 

     

     

     

     

    Posted in: General Discussion
  • 3

    posted a message on Force of the Mrlrgrlgrg!

    Yogg got nerfed. Is this deck going to change?

    Posted in: Force of the Mrlrgrlgrg!
  • 1

    posted a message on [P4wnyhof] Atiesh Tempo

    Is there any replacement to thalnos?

    Posted in: [P4wnyhof] Atiesh Tempo
  • 1

    posted a message on Firelands Portal

    This card is just straight up tilting. I had a warrior arena run where I had board dominance but my mage opponent used 3 Firelands Portals on me. Needless to say, I straight up lost and was so salty that I quit the game for a few hours. If Team 5 thinks that Firelands Portal is a good card someone in the dev team needs to straight up get fired. 

    Posted in: Firelands Portal
  • 2

    posted a message on Ancient Watcher

    P U R I F Y B O I S

    Posted in: Ancient Watcher
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