They need to change the logic of Theotar, the Mad Duke to discover duplicates also (right now if you have 2+ same cards in hand, it will be shown as 1 of 3 options in discovery). Also as someone else mentioned, the card you will swap from your hand should be random. I think, that people would be satisfied with this change and it could stay 4 mana even.
- B3ckemon
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Cleedek posted a message on 24.4.3 Patch Notes - Balance Changes For Constructed & BattlegroundsPosted in: News -
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RaptorWithWings posted a message on 24.4.3 Patch Notes - Balance Changes For Constructed & BattlegroundsPosted in: NewsI wouldn’t mind Theotar as much if you Discovered the card you steal but the card you give away was random. Always losing your best card (if not your win condition) and always getting something barely usable is a ridiculously annoying way to lose, especially since it’s neutral, so every deck that can run it does. Since it’s the only card in Hearthstone with a hand-rip effect that lets you choose the card, there should be something other than moderate tempo loss to make it less omnipresent.
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exhem posted a message on 24.4.2 Patch Notes - Arena and Battlegrounds Balance Changes - Game Improvements & FixesPosted in: NewsBy reducing their appearance you do ease the problem, less frequent translates into less annoying. My issue though is that they just lessen the offering in the draft, but not in the discover effects, making discover effects even more powerful and relevant by comparison.
I mean why would I care if only 1 out of 100 drafts offers Ysera, if she can be found in 1 out 3 draconic lackeys.
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Tarious posted a message on A Mysterious Recipe is This Week's Tavern BrawlPosted in: NewsTry the newest standard deck recipes!
PS the discover and evolve pools are wild
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Werburgsam posted a message on Battlegrounds Reveals: Heroes and Quest Cards - Rewards too! - Demon Rework & Toxfin Back!Posted in: NewsI remember when the season track for Hearthstone came out the first time. You got only a tiny fraction of the gold you received before the track. Then Blizzard listened to how much players complained and slowly adjusted it. I assume it'll be the same here. First with that new currency everything will be super expensive and the track offer very little for the time investment needed, and then over time it will slightly improved to a normal level of greed.
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Pagan posted a message on Fireside Gatherings Now Live - Enjoy Your Early Pack Openings!Posted in: NewsDo you guys have flying cars yet?
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Grimmorte posted a message on Fireside Gatherings Now Live - Enjoy Your Early Pack Openings!Posted in: NewsJust logged in at 10 only to be mad. Living in the future sucks. #est
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xanzan1 posted a message on Rewards Track Refresh for Murder at Castle NathriaPosted in: NewsI'm glad they've made it a habit of giving out some top tier free legendaries. Sire Denathrius going to see quite a bit of play.
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RAGEdarky posted a message on Are you excited for the expansion?Posted in: General DiscussionNew expansion looks lit.
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user-100026942 posted a message on New Mage Legendary Card Revealed - Orion Mansion ManagerPosted in: NewsGiven the amount of rush minions, this might enable for Splitting Image to see some play in wild.
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The Fisherman
"I can wait and fish all day!" -Pagle, Nat.
Relax and hook on your victories playing as the Fisherman. He may not be the strongest or fastest, but is definitely the more fishy one.
Nat Pagle is here to give us a nice and relaxing time in front of the water. Just like fishing, the idea behind the class is a slow game. Gain tempo for later turns and control the board. I'm looking mostly for paladin and priest cards as comparison (and hunter, kind of).
Go Fishing is the Hero power that adds a fish to the top of your deck and is summoned later on, for a small tempo. The deck of the fisherman is like the 'bucket' into which he stores his fish, rather than the sea/river where he ACTUALLY fishes. This will be the board and the cards themselves. There will be cards that synergize with the hero power and fishing minions from the deck later on.
Class' main features:
Hero Power Tokens:
SHOWCASE:
Some last minute changes were made and I cut out some cards in favor of others. Also decided to submit them at once for I don't know if I will be able to access the forum the last day. But they will RETURN in the initiate set! The other cards:
Tokens:
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Is it salt?
Is it hate?
Is it fun?
Is it free time?
Is it a masterpiece? Yes.
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For clarification, our new classes don't NEED to have a new keyword, right? I got unsure, because all classes shown here have one xD
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Both say the battlecry will trigger twice. Not "one more time" for each one. It is working as expected.
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"Good news, everyone! I think I perfected a plague that will destroy all life on Azeroth!" - Professor Putricide
The Scientist
"Mad" for not being remembered in the scientists' expansion, the greatest mind of the Scourge hails for vengeance. The Scientist class will count with the power of science to take down the opponent's plans.
As for the class identity, it will consist mostly of card generation, AoE damage, poisonous and freezing minions, many random effects (we may never know the outcome of an experience, right?) and synergy with spells and the Concoctions, new mechanic of the Scientist's Hero Power. Upcoming sets will also feature deathrattles and secrets. It won't have good card draw, however, due to the card generation, and overall the gameplay is more reactive than offensive.
Concoctions are 1 mana spells that do something simple, slightly better than a regular Hero Power. This feature was inspired by Shaman's totems and the Spare parts:
Showcase
Other cards of the set
Tokens