• 3

    posted a message on Am I terrible or should I keep grinding???
    Quote from Helweek >>

    Also there is a reason why rank 5 is called Dad legend

     First time I heard that name but that’s quite true
    Posted in: Players and Teams Discussion
  • 1

    posted a message on [old] The Right Way to Reward Dungeon Runs
    Quote from Thonson >>

    What about something simpler like each week Dungeon run keeps track of your farthest dungeon run, then at the end of each week you get a dungeon reward of 10g per boss completed on your farthest run of the week.

    Best run of the week is beating 7 bosses?  Get 70 gold!  Best is 4 bosses?  40g.  Maybe for a full clear of 8 bosses they can bump it to 100g.  So basically giving the same reward as weekly Tavern Brawl, but you get to choose what pack you get as you're rewarded the 100g instead of a pack.

    It's a small enough reward system of for easy gold in a single week that Blizzard could probably afford to implement it, and it simultaneously quiets some of the "Hearthstone is too expensive" chatter online as well as giving any new players an extra source of weekly income to start building up their sets.

    That is actually a great idea. I would just make it reward dust instead of gold
     8 win get 80 dust
    100 is roughly the same as the average dust packs value. But it remove the high roll of getting a legendary. Just a steady way to earn some dust. And in twenty weeks input gets you a free legendary. Should not banckrupt blizzard
    That would make people still play ranked and casual because they are the only way to get gold and buy packs. But it would give free dust to new players so they can craft cars without having to dust so interesting cards.
    Posted in: Dungeon Run
  • 1

    posted a message on Djinni of Zephyrs does no longer trigger Entomb!

    At least it was fixed before the card left standard... Oh wait ?

    Posted in: Card Discussion
  • 1

    posted a message on Why am I losing?
    Quote from Garthym87 >>

    Updated the deck, picked up two Wrath and a Spellbreaker.  Seems to be going well so far.  Thanks again for all of the constructive feedback.

     Rules of thumbs: the less tech the better.
    To much tech makes a deck inconsistent. And however you think heavily tech for one bad matchup will never make you favorable. You will go from 35% win rate to 40-45% at best. But I may decrease your winrate for 4/5 other matchup by 2-3% making you lower your winrate across the board.
    1/2 tech card is ok, 3 is top maximum and above that you better meet 50% of this matchup. Some decks accept tech card more easily or the tech has so synergy otherwise. But most of the time try to avoid teching too much before you understand what you are doing (like reach rank 5 every month). Stick to the list or play a netdeck with the tech inside 
    Posted in: General Deck Building
  • 1

    posted a message on Why am I losing?

    Deck is not optimal, too much tech and bad ones, 

    Posted in: General Deck Building
  • 1

    posted a message on People who say wild is easy..........

    Wild always felt easier, less optimized decks with lower average skill level compared to the same rank in standard.

    if have difficulties climbing it is probably either bad luck or that your deck is not strong enough.

    Posted in: Wild Format
  • 3

    posted a message on Weekly Card Design Competition 6.11 - Submission Topic

    One with nothing

    A quest warlock support card. Demon restriction is to avoid broken combo with Y'shraaji or other too powerful cards. It concern the demons you discarded that turn to give you more control over the summoned card.

    original in the spoiler

    One with nothing

     

     

    Posted in: Fan Creations
  • 1

    posted a message on How to counter Jade Druids

    Learn to play, learn to play. Easy to say but when most of the other class either need to learn to play and tech you deck or switch to a different class/deck just to fight of one class it means that something is not right for the meta.

    Like we had during gadgetzan, whenever you made a deck the question was: "How will it fare in the pirate warrior match up ?"

    Now the only question is: "how do I beat off druid ?"

    The problem with druid is two archetypes opposed : The best aggro deck and the best value deck. One of each would allow us to stabilize our mulligan and tech accordingly. If you tech too much for either one your drop rate drops for the other

    Posted in: General Discussion
  • 1

    posted a message on Weekly Card Design Competition 6.10 - Discussion Topic
    Quote from Sinti >>
    Quote from Alkoviak >>

    First time doing a fan made card.

    Any advice ?

    I have a lot of questions especially about the cost. Basically the card offer a 3 mana free spell in exchange of a conditional activation and a stat distribution very sensitive to removal. Without that stat distribution or with a taunt I think the card would be too powerful. Played with a doomsayer it create a dilemma in the opponent were even if they deal with the doomsayer they still leave an aggressive minion on board. Giving them more incentive to just let the doomsayer proc.

    Frostbrood Sentry

    Frostblood Sentry

    Support a Dragon deck with Sindragosa. Quite easy to combo with Doomsayer. The aggressive stats can either be used to get a really good trade next turn or set up a next turn lethal. Three health make it easily removable to compensate for the strength of the card.

    Cost: Could only be a 4 mana cost. Cheaper was too strong effect but I did not want to be the card to be able to curve into Meteor, Blizzard then flamestrike.

    Stat: Aggressively stated. I want the dragon to be easy to remove from hand. And it fit with my idea of a sentry who is here to block advance then sacrifice itself against the biggest threat.

    I kinda like it actually, i dont think combo with Doomsayer is that OP, its basically 1 more mana over Frost Nova with a conditional trigger (tho u wouldnt rly Frost Nova + Doomsayer 2 minions, so that part is kinda irrelevant in fact) and u lose the minion if it procs. Its more of a problem if u already have the board and u play this, u go face with everything else and next turn your opponent cant do shit and on your turn u go face again and have an extra 5 dmg. Mby it should be 4/3 or 5/2, but i do kinda like the idea, im just not completely sure if it would be balance at all or not, since this can snowball the game quite hard.  ... or it could freeze entire board, that might be an option how to balance it.
     Duly noted. I actually think you could play the doomsayer into that, like some other control deck sometime play a big taunt and a doomsayer to try and make sure the doomsayer proc and have an empty board for whatever they need to play next turn. I tough about lowering the stat but if you cannot proc the effect playing an "5/3 do nothing" is already a big tempo loss. It can be removed by a two mana minion and most 3 mana damage spell and if you are in front class like rogue, priest or warrior who usually have small board you will probably never activate the effect.
    Probably a min/max effect too important. Too strong when activated but too weak when not activated.
    What I liked about the card is that if you are ahead of the board the card is a 5/3 do nothing and if you are losing the card may put back in the game.
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 6.10 - Discussion Topic

    First time doing a fan made card.

    Any advice ?

    I have a lot of questions especially about the cost. Basically the card offer a 3 mana free spell in exchange of a conditional activation and a stat distribution very sensitive to removal. Without that stat distribution or with a taunt I think the card would be too powerful. Played with a doomsayer it create a dilemma in the opponent were even if they deal with the doomsayer they still leave an aggressive minion on board. Giving them more incentive to just let the doomsayer proc.

    Frostbrood Sentry

    Frostblood Sentry

    Support a Dragon deck with Sindragosa. Quite easy to combo with Doomsayer. The aggressive stats can either be used to get a really good trade next turn or set up a next turn lethal. Three health make it easily removable to compensate for the strength of the card.

    Cost: Could only be a 4 mana cost. Cheaper was too strong effect but I did not want to be the card to be able to curve into Meteor, Blizzard then flamestrike.

    Stat: Aggressively stated. I want the dragon to be easy to remove from hand. And it fit with my idea of a sentry who is here to block advance then sacrifice itself against the biggest threat.

    Posted in: Fan Creations
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