• 0

    posted a message on New Control Warlock!

    Great deck  (^_^)  Not only is it winning games, but it's also incredibly fun. Unlike almost all other control decks (specifically Control Priest and Highlander Mage) it doesn't rely on RNG, which in my opinion makes it feel like my choices actually matter. I replaced one Hysteria with Backfire, as after the nerfs it became a very situational spell and even more card draw makes the list better against other value decks.

    Posted in: New Control Warlock!
  • 1

    posted a message on It Is Time To Revert Nerfs In Highlander Cards?

    I really don't understand why Blizzard is so slow in making changes in HS. If you look at other card games like LoR or Gwent, the developers make very significant changes at least once a month, whereas in Hearthstone a nerf to one card is considered big. I think Blizzard should take risks more often and take up their pace a lot.

    Posted in: Standard Format
  • -1

    posted a message on "There Are Big Changes Coming To Hearthstone In 2021" - Alec Dawson

    I agree. Hearthstone's playerbase is full of hate towards Blizzard and mainly Team 5. While I do agree that the developers are somewhat greedy and the prices for basically everything in HS are ridiculous. However, there is no game without any flaws. For example, in League of Legends there are a lot of things requiring balance changes. Moreover, the game uses a lot of tricks to persuade people to buy their in-game products, just like Hearthstone does (but Riot is much better in this than Blizzard is). Somehow though, the community there is not even close to the toxicity of Hearthstone's players'. I don't really understand why would someone be so engaged in something that is just a video game to go and publicly spread hate a few times a day, but that's just my opinion and I am probably going to get down voted anyways. 

    Posted in: News
  • 0

    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from MrBurger >>

    What would you, people, say about my class? I don't want to beg for feedback, and I know it's Christmas, so many of you may be in rush, but I didn't manage to get any feedback, and would like to know if the direction of my class is any good.

     I really like the concept of giving minions armor. It fits the Engineer's class identity. Genuinely all your cards are well-balanced and have good design, though I believe that Pyromancy could cost 4 mana (comparing it to Minefield)

    Posted in: Fan Creations
  • 6

    posted a message on Suggested changes to Bogspine Knuckles and Hoard Pillager

    People tend to misunderstand how meta works. In fact we can compare meta to a terrorist organization. Everyone hates their leader, but even if you kill him, nothing will change. Someone new will take his place. If Blizzard kills Evolve Shaman, probably DH will be the next culprit, or maybe Paladin, who knows? Meta has always worked like that (even in the OG Vanilla times). There always are decks that are over- and underperforming and that's just natural, so we have to bear with it.

    Posted in: General Discussion
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    posted a message on Custom Class Competition #7 -- Submission Thread | Week One

     

    "The venthyr have a good thing going. They lord over Revendreth's castles and ceaseless twilight while arrogant souls are delivered to their tables. The harvesters' otherworldly punishments strip the pride from their thralls, sparing them an even worse fate: eternal torment in the Maw"

            

    Showcase

    The Venthyr covenant sometimes has to work in the shadows to deal with their enemies quickly and quietly. Venthyr Assassin uses his poisonous daggers to immediately kill the target. Moreover, if the situation gets dangerous he will not hesitate to sacrifice himself to finish off any witnesses.
    "The venthyr are aristocratic overseers of souls burdened with excessive pride and wickedness. They guide troubled souls upon the rigorous path to atonement, harvesting anima to keep their realm strong". Sinful Harvester uses Anima to weaken her enemies and make them more vulnerable.
    "But souls thus drained can't just leave Revendreth for a better place. They have years of penance to slog through while they reflect on the precarity of their afterlives". Eternal Atonement is the worst punishment that can be inflicted upon a deceased soul. Not only does it get much weaker, but it also has to serve the Harvesters.

     

    The Basic set

                                                                                 

           

    Tokens

         

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    Taking all the feedback into account, I decided to make a few changes. First and foremost, as @Ragnador pointed out, all of the 10 classes in the game have Hero Powers, which can be used at any time without any restrictions. Therefore, I resigned from the idea of making a restricted HP, though such a change will also influence the whole Initiate set. Here's the new Hero Power (and its token) :

        

    I believe it's a fair change, as my class is lacking in value generation. Although the Thralls are not too much "value" they can be used as a nice way to either defend yourself with their taunt, or simply flood the board (I will consider a Token/Zoo deck in later sets)

    Then there are also a few changes to other cards (and comments later on) :

    Most of these changes were influenced by the fact, which @Klipce pointed out. Actually there are no 4-liners in the whole basic set in Hearthstone, so I also decided to make my cards simplier.

    • Revendreth Guard - (3/2 ---> 2/2) As @MrBurger wrote, the card would be bunkers in any faster deck. Even if I don't plan on making such an archetype, as a 3/2 the card is way to strong, so I took away 1 attack from it.
    • Eternal Atonement - As a few people suggested, I replaced the word "Change" with "Set" in order to make it a 3-liner instead of a clumsy looking 4-liner.
    • Swarming Mist -  (Restricted to minions) At first I compared it with Defile and Twisting Nether. My intention was to create a good Board Clear, but I underestimated the fact that with some discounts this could be a wincondition by itself, which I wanted to avoid.
    • Venthyr Assassin - (+1 mana cost; -1 attack; target is not random anymore) I really liked the previous version of the card, but again, I wanted to avoid creating 4-liners, so I changed the card. It would probably be too weak to ever see play, but it is balanced at least.
    • Sinful Brand - (A full rework) In short, I decided to give my class OTK possibilities. The old version of Sinful Brand was a debuff / single target removal spell, while the new one is just a +1 mana, +1 damage Moonfire. Do expect more cheap spells, since I want to push a Gadgetzan AuctioneerMalygos OTK archetype.

     

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from Ozymandias >>

    Thanks for all the feedback. Fix wording, balance and add the two remaining cards of the basic. I think this is going to be quite the end set. Still try to find better art. Sun Blast will become something more related to blood.

    @Noah_McGrath It looks like you have cover most of the basic stuff (draw, single removal, mass removal, tokens, specific class card) so maybe you can add some vanilla or one keyword monster, after all is a basic set.

    @Shatterstar1998 I think reveal shouldn't go in the hero power, as is it now. Either add something or reveal something or just leave it without taunt and make it 0 cost. 

     A few comments:

    1. Call to feast seems way overpowered, as it's a 1 mana worth of 2/6 in stats. I think moving it to 2 mana would be a good idea. 

    2. Wording on Call to Feast - since you summon multiple minions it should say "Harvesters" instead of the singular form.

    3. Wording on Sun Blast - I suppose "gained" would be more appropriate than "gain"

    Also I'm not sure about Crimson Knight, as it powercreeps Bloodworm (a 5 mana 4/4 with Lifesteal from Knights of the Frozen Throne).

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from Shatterstar1998 >>
    Quote from whatTheHeck >>

    Mad Scientist

    "Dr. Terrible, famous author of the "Building a better Flesh Giant" and creator of the hideous Nergeld, wasn't born with his love and passion for stitching parts of other fellow humans into a single abomination. He used to be an enineering passionate, and professor at Scholomance in the mech arts, but Kel'Thuzad's influence turned him into the lovely madman we know today. As the hero of the Mad Scientist class before he became an undead (undead mad scientists have become a little too stale), Dr. Terrible will overwhelm your opponents with crazy strategies and swarms of drones. Plus the occasional flesh abomination, of course!"

    Still need three more cards but I wanted to see what do you think about this, plus I'm not sure if something like this has been done before, right now the most similar thing may be the Skaven but I think the tone is different.

    Class identity:

    Strengths: Secrets, Big Spells, Cost Reductions, Removal, Mininon Swarm

    Limitations: Card Draw

    Weaknesses: Healing, Buffs, Face Damage

     I know Planification Session is kinda trash, but Card Draw is a limitation of the class.

    @Shatterstar1998

    Cool flavor with the class (and great name too!), the reveal mechanic seems interesting an a detective class has a very different flavor than any hearthstone class. Also, the 0-Cost and 0-Attack minion sinergy seems cool, hope you use it for something more than Apprentices!

     

     

    The class's name seriously need a change. There's already a widely-used card named Mad Scientist. I think Experimenter seems to fit your class.

    • There's no Deathrattle allowed. So Siren-o-bot is illegal.
    •  Pollination and Plague Vial seems weak. While I know that healing is supposed to be a weakness, the swarming aspect isn't enough to make up for it. I would increase the number of tokens to 5. Plague Vial is even worse since your class is supposed to be good at removal. So I think its cost should be 3.

    And yes. I do plan to print more 0-Attack minions in the future, most likely in the Initiate set or the expansion set or even a slot in my Basic set.

    Quote from Ozymandias >>

    I make some changes and this is what i end up so far.

     

    Missing two cards, one of those probably will be a token generator sort of. As you can see the "spells an cycle" are more flavor related to "blood elves" and the buff and use health to vampyrs. Not afraid of using mana destroy cards because clasic set will have cards that use health as resource.

     

     @Shatterstar1998

    Not sure about the hero power. Add to hand and also give you a minion with a battlecry seems too complex for what is consider basic. I get the theme tho. I don't not if you're not considering a keyword for your revealing mechanic. Reckles pursue activates if it is revealed? wording is weird. 

     

     

    First up: What is "lose health" even mean? Is it the Hero Power reduce your Health permanently? That seems a little harsh especially since your class heavily use Lifesteal. If it just mean take 1 damage then you should reword it similar to Lifetap.

    • Infuse should have its wording change similar to Hand of Protection. Also, its cost should be reduce to 1, similar to Hand of Protection. Paladin's specialty is Divine Shield which seems to similar to your class's specialty in Lifesteal.
    • Dredger Brute's wording should be changed similar to the Warlock "take damage" effects.

     

    Quote from Artimex723 >>

    So I have finished my basic set for the class and here's the first look at my work. I would be glad to recieve some feedback.

    The Harvester

        

     

    And here's the token for the Houndkeeper:


    Now for comments on each card:

    • Anima Extraction - I know it is a powercreep on Dark Pact, but honestly this card is already powercrept by Sacrificial Pact and Warlock has more synergies for swarming the board with small minions to use these spells on. And honestly, I even forgot Dark Pact ever existed.
    • Venthyr Assassin - To be honest, this is the card I am really proud of. Even though at first glance it may appear to be overpowered, it can get awkward very easily. You can't choose which minion it kills with its battlecry (it can also be countered by Divine Shield) and then a 4/3 is extremely easy to deal with at turn 7.
    • Eternal Atonement - When making this card I tried to make something similiar to Assassinate, but also quite different. Now this card is extremely situational. It's usually just the Rogue spell I mentioned but with additional 1/1 body. The real fun starts when you steal some cards with Deathrattle or 'constant' effects (like Ras Frostwhisper).
    • Nathria Commander - Not a very exciting card, but has some nice synergies already and I'm planning on making more cards that synergise with it.
    • Sinful Harvester - Quite similar to Curse of Weakness but instead of Echo, you get a 4/3 body for 2 more mana.
    • Swarming Mist - Even though it's an ability from WoW I kinda reworked it to be a good AOE for my class. At first I wanted to do something more correct in comparison to the WoW spell - "Repeat at the start of your next turn", but in HS such an effect would be too complex for a basic card. As for the powerlevel, I think it's quite balanced and simple.
    • Revendreth Guard - In normal circumstances 3/2 is worth around 2 mana, so you get a 1 mana discount on the second one, but lose 1 card from your deck. Don't be too scared though. The card would be bunkers in Warlock or Demon Hunter, but for a control class like Harvester it's more of a tempo play for the early game, which is the main weakness of my class. Don't expect too many synergies for this one too.
    • Soul Drain - It's something JollyCroquet suggested here, for which I'm very thankful. Just like he said, it's kind of a suggestion for a miracle or combo deck. Then it is strong in dealing with big minions too, but honestly I can't imagine a control archetype finding place for it in its deck.
    • Houndkeeper - Simple but useful effect.
    • Sinful Brand - Another ability from WoW. Just like there it has a debuff effect, but I also reworked it to be a single target removal. Combining it with some other cards I have made (for future phases of the contest) and your Hero Power, it could even deal with very big threats.

     

     

    Your Hero Power is way too strong. Compare to the Mage's Hero Power (which is already considered a premium one). This one give a -1 Attack and the health cannot be healed back. Your class should seriously get a cap on not reducing attack to 0 since if I play a token decks without a buff I will just instantly lose. Adding to that is how awful it feels to have a minion on the field but you can't do anything with it since it has 0 Attack

     Actually I looked through debuff  cards in HS and realized how rare permanent debuffs are. Making your opponent have to sit with a 0 attack minion on board is something a Hero Power or a basic card shouldn't cause, so I changed my HP and Sinful Brand.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    So I have finished my basic set for the class and here's the first look at my work. I would be glad to recieve some feedback.

    The Harvester

        

     

    And here's the token for the Houndkeeper:


    Now for comments on each card:

    • Anima Extraction - I know it is a powercreep on Dark Pact, but honestly this card is already powercrept by Sacrificial Pact and Warlock has more synergies for swarming the board with small minions to use these spells on. And honestly, I even forgot Dark Pact ever existed.
    • Venthyr Assassin - To be honest, this is the card I am really proud of. Even though at first glance it may appear to be overpowered, it can get awkward very easily. You can't choose which minion it kills with its battlecry (it can also be countered by Divine Shield) and then a 4/3 is extremely easy to deal with at turn 7.
    • Eternal Atonement - When making this card I tried to make something similiar to Assassinate, but also quite different. Now this card is extremely situational. It's usually just the Rogue spell I mentioned but with additional 1/1 body. The real fun starts when you steal some cards with Deathrattle or 'constant' effects (like Ras Frostwhisper).
    • Nathria Commander - Not a very exciting card, but has some nice synergies already and I'm planning on making more cards that synergise with it.
    • Sinful Harvester - Quite similar to Curse of Weakness but instead of Echo, you get a 4/3 body for 2 more mana.
    • Swarming Mist - Even though it's an ability from WoW I kinda reworked it to be a good AOE for my class. At first I wanted to do something more correct in comparison to the WoW spell - "Repeat at the start of your next turn", but in HS such an effect would be too complex for a basic card. As for the powerlevel, I think it's quite balanced and simple.
    • Revendreth Guard - In normal circumstances 3/2 is worth around 2 mana, so you get a 1 mana discount on the second one, but lose 1 card from your deck. Don't be too scared though. The card would be bunkers in Warlock or Demon Hunter, but for a control class like Harvester it's more of a tempo play for the early game, which is the main weakness of my class. Don't expect too many synergies for this one too.
    • Soul Drain - It's something JollyCroquet suggested here, for which I'm very thankful. Just like he said, it's kind of a suggestion for a miracle or combo deck. Then it is strong in dealing with big minions too, but honestly I can't imagine a control archetype finding place for it in its deck.
    • Houndkeeper - Simple but useful effect.
    • Sinful Brand - Another ability from WoW. Just like there it has a debuff effect, but I also reworked it to be a single target removal. Combining it with some other cards I have made (for future phases of the contest) and your Hero Power, it could even deal with very big threats.
    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    I don't want to give away my class yet, but it's gonna be something with a bunch of debuffs and single-target removals. This is the first card that I made for it a while ago and then I realized that Silence is a no-go in the basic set, so I thought I'd ask for ideas here on how to replace it. I know I could simply use the card in Classic set, but I really want in the basic, as it shows clearly the class identity.

     

    Posted in: Fan Creations
  • 0

    posted a message on When will there be another custom class competition?
    Quote from McF4rtson 

     I understand how you feel. I'm in quite a similiar situation, just losing all interest in Hearthstone. In my opinion it's already high time Blizzard considered Hearthstone 2 or just a major rework of the already existing game (similiarly to Gwent: Homecoming). Although, I believe many people would be angry about losing money they spent on HS, I also think that they should just make a totally new collection of cards with very little contribution for the so-called "veterans". I just really miss the times when the game was new and exciting for everyone.

    Coming back to the topic though, I believe it would be very nice for a competition like this appear here, but I'm also quite worried there wouldn't be enough interested people, especially considering the decreasing player base of Hearthstone.

    Posted in: Fan Creations
  • 2

    posted a message on Unplayable
    Quote from LightBladeDK >>

    How to win against different aggro decks:

    Druid: Play big taunts

    Secret Mage: Healing/armor gain

    Hunter: Healing/armor gain

    Paladin: Clear the board

    Shaman: Clear the board

    Warlock: Clear the board

    Warrior: Weapon destruction, and all of the above

    Demon Hunter: Get really lucky/opponent draws terribly

     And then you realize you're dead before you even have enough mana to do any of those *_*

    Posted in: General Discussion
  • 1

    posted a message on U guys might forget that we had Fallen Sun Cleric

    That's powercreep, my friend (×_×)

    Posted in: Card Discussion
  • 1

    posted a message on Your favorite game of all time?

    Nostalgia-wise it just has to be either Baldur's Gate 2 or Heroes 3. My childhood wouldn't have been the same without them.

    As for the one which I think is the best game ever created I can't say anything other than Witcher 3. Aside from the incredible plot, it has by far the most enjoyable alchemy system and fighting. The OST and graphics are also terrific. The only disadvantage is that it was quite too long and I had to take a month (or so) break halfway through. 

    Then on the second place I would go for Europa Universalis 4. In my opinion the best strategy game ever and I'm a big fan of those. It gets even better with the "Extended Timeline" mod. Although the price for all of the DLCs is quite scary, they still cost less than one Mega Bundle            pre-order in Hearthstone (and Blizzard has the guts to call it a great deal lol).

    Posted in: Other Games
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