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One_Man_Army posted a message on Top HearthPwn Standard & Wild Decks for January 2017Posted in: News -
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sanssans posted a message on Top HearthPwn Standard & Wild Decks for January 2017Posted in: Newsmaybe 2017?
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Asylum_Rhapsody posted a message on Weekly Card Design Competition #5.03 - Submission TopicGet it? Because hindsight is 20/20? Haha, seriously though, I think something like this would make quite a mechanically interesting and thematically appropriate "healing" options for Rogues, who currently lack any.
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TheHusky posted a message on Weekly Card Design Competition #5.03 - Submission TopicPosted in: Fan Creations -
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Lordinaryus posted a message on Weekly Card Design Competition #5.03 - Submission TopicOh no! Those crazy goblins found a way to use priest's poor pet rock Crystal as a weapon!
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Tomerick88 posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsThe Orator
Lore
As an Orator Kaila is blessed with the gift of the gab. While her strength and magical ability may be lacking she is able to use the power of words to manipulate the battlefield. This may come from a rallying speech to buff her minions or a well placed insult to Taunt a foe and keep others safe.
Together with her overprotective sister Talia, a skilled warrior in her own right, she has travelled the lands of Azeroth to spread her message of peace and gain influence.
She knows all too well that peace can not be brought about without bloodshed and so has amassed a band of loyal followers to do her bidding. It is not unheard of for the very people that she is fighting to join her ranks before the battle is out so are her powers of persuasion.
Provoke - The class will have access to minions that will benefit from having a turn where they can avoid being targeted by other minions. Provoke will allow them to set up to an extent.
Coerce - This card represents Kaila giving an opposing minion a choice of joining her ranks or facing death. They usually make the right choice.
Loud Mouth - The effect represents this loud character not giving anyone chance to speak. It can remove value from your opponent's hand if they plan to use battlecries but could also be a drawback for you if they don't.
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freddoccino posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsThe Stargazer!
Who are Stargazers?
Stargazers look to the skies to study the stars — whether they use them for tools of navigation or calendar, belief in the ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with some encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts the card at the end of your deck, so you'll draw them last, helping you prevent fatigue damage without disturbing your draw throughout the game. But Wait!
The keyword for this class is called Constellation
To clarify, each individual card with constellation in your deck will provide you with a copy of it if you have a starlight card in your deck to replace. This only happens once, so you can't get infinite copies of a card by playing it each time. So, if you put two copies of one constellation card in your deck, you could potentially end up playing it four times that game. If one was added to your hand, such as through a random effect like Spellslinger, that would also produce a copy when played, and so on and so forth.
Some example cards:
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SleepyPanda123 posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsINCUBUS
Incubi were once great paladins of men, twisted and fallen to fell deeds. They have wholly forsaken the Light to pursue darker magics and sinister objectives, which are virtually unknown to all save the Incubi themselves. To the common folk, Incubi appear as Nightmarish silhouettes too terrible to behold directly, wielding the strength of the greatest warriors and the cunning of the most wicked warlocks. They take pleasure in the pain they inflict upon their victims, stopping at nothing to pursue the deepest sensual experiences via combat and torture. They come and go, so the adventurers say, leaving nothing but flame and agony in their wake.
Cards:
Playstyle Explained:
The Incubus is a class that thrives on attaining victims, then subsequently torturing and killing them, reaping great pleasures from their cruel deeds. This is represented by the Incubus' Hero power, Torment, which allows for the summoning of more bodies that the Hero can abuse to his/ her advantage. The main idea here is to slowly build up your side of the board, lull your opponent into doing the same, then playing powerful cards to "mutilate" the board state.
Slave: One of the core tokens of the class. A reliably on-demand Taunt minion can be useful in a pinch against aggressive deck types. The effect is symmetrical to feign balance – in truth, the Incubus gains the initiative as there will be potentially many minions, weapons, spells (including secrets) that will be able to abuse the fact that the Hero power summons two minions at once. But this won't be that easy to do, since both players will need to clear the Taunts in order to interact with the rest of the characters on the board, the Incubus must use his power wisely in order to achieve the greatest advantage. Of course, there will also be many cards that can help summon these Slaves, and perhaps manipulate the Slaves themselves...
Sadistic Succubus: An early game board control minion. It comes with the temporary downside of giving your opponent a Taunt in exchange for its strong stats. But luckily if you draw this minion in the later stages of the game, it can still provide a lot of utility since you will invariably have cards in your hand or deck that can abuse the Slave that it summons.
Screaming Talons: Speaking of abusing Slaves, the first weapon sneak-peaked from the Incubus class rewards for consistent usage of your Hero power. While cost-inefficient in a pinch, it can be very useful in maintaining board control if you have been using your Hero power wisely and effectively.
Torture Dungeon: Rather straightforward - a draw engine that rewards you for interacting with the board. I might decide to change it to "every minion," but that would require spiking the cost and the fact that its pretty conditional means it can sometimes be a totally dead card. There will be some sweet board clears to come with further competition phases for this class, so hopefully stay tuned!
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Szkeptik posted a message on Weekly Card Design Competition #5.02 - Discussion TopicPosted in: Fan CreationsWell, the submission topic will be full with misunderstood creations this week.
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Zence posted a message on Weekly Card Design Competition #5.01 - FINAL POLLPosted in: Fan CreationsI'm not gonna do an in depth analysis on each card, but I will add a quick comment on each card on what I think about them.
Also for future reference I get that the cards need to fit the theme, but I also put in my opinion based on the usability it would have in-game as well. Also if I said I liked some and didn't say i'd vote them, its because i'm trying really hard to limit it to my top 5 favs.
Coldlight Operative: Very cheeky card, which I do love. Only issue is it seems extremely weak even though you know what card they drew. EDIT: Reread it. Ok, not so weak now. Still seems a bit odd to see a Murloc in Priest though, especially one with this kind of effect...
Acolyte of Wisdom: Also like this card for the references. It has a good risk with its statline so I think it is balanced (although Priest/Pally might be able to abuse this so i'm not entirely sure...) Voted
An Interview with Nat: Loving the flavor, loving the fact that its a usable high cost card for Rogue. Unfortunately it is too strong for Rogues. This works very well withing different Rogue archetypes but the fact that Rogues can abuse this with Prep is what's keeping me from voting it. It may even be stronger than pre-nerf COTW.
Taran Zhu: I love that this card can fit into a Mill Rogue deck without having to sacrifice to much, also appreciate the fact that its low health wont make it broken. It might be slow but at the same time it probably wins Mill games faster. Voted.
Lotus Turtlerider: Its a really good card that fits in a Jade deck. I can see this pulling out any Gang'd Up Jade cards for Rogue, and a couple Jade Idol activators for Miracle Jade Druid. Pretty solid, but might not always be helpful (Won't save your face).
Grinning Trickster: Really neat idea, being able to utilize Cursed! while maintaining board presence. Only thing is it doesn't look like something you want to draw late game. Still really good tho.
Dark Encryptor: I see where you were going with this, but probably not executed the best. If anything this card should have at least 1 more stat point and more Health than Attack to make it useful. Its hard to finish off an opponent using this because you would almost always have to play it T6, which is awful, since T4 it will get killed or nerfed. Also think it could've been worded better.
Ozumat: This card super cool IMO. It gives your opponent a new limitation on how to play, and I believe its balanced, because out of all the different deck types it is its either really good or useless. Voted.
Back-alley Deal: Simple, Balanced, and effective. This card would allow some of the more expensive Rogue cards to be able to be used. Only thing is 2 drop spot is pretty crowded in Rogue. Still Voted.
Backhand: Its a nice idea, but it reminds me of the days of Clockwork Giant and this can easily go terribly wrong for you. A little too risky to me.
Goblinish Experimenter: Really like the idea behind this card. It's a Barnes for your opponent. Honestly though, I can't think of a way off the top of my head that can utilize this effectively. It's a risk reward card, but honestly not something I personally would bother gambling with. Its still a great 3 drop for tempo plays, so who know what decks could use this... Voted.
Manahouse Millstorm: This card is super strong (its balanced though), and a good 4 drop. I also like that its a Kabal card, because it shuts out any way for some other classes to abuse its stats, as most on T4 wouldn't be prepared to face the mighty... i'll stop there.
Voidform: As much as I like the idea behind this card, I don't like that it can be used as a powercreep to Shadowform. I understand that it's a drawback that gets you to that point, but for Aggro Priest it doesn't seem to be that big of a deal. Just not a fan.
Beneath the Vault: Let me first state that I love the flavor behind this card (although the MSG watermark would've completed it for me), and I think the effect is really good for Mill. Only way I can see this backfiring is if you're playing a super Zoo deck or if Valeera misplaces her Murlocs. Seems useless as a card outside of Mill though, even more than Purify, which you can pick up on the fly to at least draw a card.
Nature's Blessing: I like the idea behind the card but that looks way too expensive. Also I think the effects aren't balanced to each other. The Emperor effect is about 2-3 mana and the card draw is 4. Even if this card is for Mill Druid its asking for too much.
Fishing: Really cool idea but I gotta shut it down. Taking your opponent's cards before they can play it is a huge no-no. Sometimes you'll totally destroy their deck by taking their win condition. Even Dirty Rats have to abide by these rules (Also why Illidan Stormrage was nerfed).
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Why is this news.
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Extremely disappointing. With such a great theme I was expecting good AOE and removal spells that WOG left lacking. Instead we got random portals and discard warloc. Also very uninteresting legendaries when compared to LOE. Mediv isnt even a new affect, its just summoning stone.
Also as a priest main I felt personally attacked by the unbelievably bad priest cards, that were not even new effects just cards we already had mashed together for too much mana.
Overall I felt like there were barely any "new" effects and most of the cards are just small variations on existing cards that are still in Standard, so I don't understand these almost reprints at all.