Blizzard needs to Nerf The Caverns Below ASAP... People on forums compare it to Secret Pally, or to the old Face Hunter, I think they underrate the card by a lot... The deck is too good and get countered only by Straight face decks which is ever wors. It just reminds me of Undertaker era, and all the frustration that came with it #FeelsBadMan
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ZakTryingToDive posted a message on Best Un'Goro Standard Decks for End of Season Ladder ClimbingPosted in: News -
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McF4rtson posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsThe Ninja - Karin Shadestep
Art of Deception explained:
Art of Deception is a very strange Hero Power. Unlike Reinforce which synergizes with Paladin's buffs and whatnot, the Dummy will be used to merge and to act as a high-mana minion in certain scenarios, such as Evolving. It has come to my attention that the current wording of the Hero Power needs some work, but for clarification: The Hero Power always costs 2 mana. If you had a maximum of 5 mana when you use Art of Deception, then the Dummy would *act* as a 3-cost minion, as 5 - 2 =3 remaining mana. Likewise, if you had 10 mana crystals, 10 - 2 = 8. You pay 2 mana for a 1/1 minion that has it's mana changed to 8.
Certain minions in this class will merge with others and one such requirement are mana costs, such as the Westwind Shinobi. If you are in a pinch, you can use the Dummy to substitute for the "fusion". Bursting with class flavour, I say, much akin to strawberry Starbursts. FYI, merging minions is not unlike Blood of The Ancient One's mechanic, though there will be quite some variation.
The second function can be used for late-game. If you draw into a card that has an Evolve-esque effect, then just Hero Power to get that 8-mana 1/1, and turn it into a awe-inspiring 9-mana dragon. Apparently Ysera likes hiding behind wooden Dummies.
Example Cards
Westwind Shinobi explained:
Those that followed the development of the Ninja class should be familiar with this. By far one of the most iconic of the Ninja Basic cards, he fulfills his role as an introduction to the Merge mechanic well.
I am obligated to add one into the basic set to teach players how this fundamental class mechanic works. Unlike Blood of The Ancient One, the Westwind Shinobi will *instantly* merge with his buddy, so be sure to take that into consideration. His cost was carefully calculated, as well. If you use your hero power to get a 3 mana 1/1 Dummy, your Shinobi costs 3. Therefore, 2 + 3 = 5, the perfect cost for the 5/6 Spectral Tiger. And, of course, you can always play him by himself on Turn 3 as a 3/4 vanilla. Good stuff.
Be Water explained:
"You must be shapeless, formless, like water. When you pour water in a cup, it becomes the cup. When you pour water in a bottle, it becomes the bottle. When you pour water in a teapot, it becomes the teapot. Water can drip and it can crash. Become like water my friend."
Well, thanks for that, Bruce Lee. And what better way to become water than turning your opponent's stuff into merging material? It is a fairly complex concept, but I think the wording on the card is straightforward and intuitive enough for new players. This can act as the Ninja's hard removal as well, though it is not very reliable. As such, I pegged it at one mana. There will be future hard removal for this class, fret not.
...Ninjas Do It Better explained:
Though a simple card, I chose an Epic rarity as it does shuffle in a token that is produced by a Legendary card. Puns, and an effect that shows the no-nonsense side of Karin, this card is as flavourful as a bacon and cheese poutine.
The Ninja, in general, explained:
I created the class with a broad mindset, and I tried my hardest to incorporate strange mechanics that exist, but aren't quite used that often. Coupled with a dash of tongue-in-cheek humour I picked up while creating the Pirate Hero and Bard classes, out came the Ninja. Karin is not only supposed to be fun and unconventional, but she can definitely hold her own if need be. Westwind Shinobi and Be Water are showcased to represent the "merging" mechanic and how it can be changed. Although Evolving is another core mechanic, I feel like everyone already knows that card does. Therefore, I wanted to focus on the Ninja's more practical side. There are a lot of puns and references in this class but beneath all the shenanigans, the Ninja is still deadly and means business. ...Ninjas Do It Better blends both these aspects together quite nicely.
All in all, the Ninja class is a little irreverant and makes the player think a bit outside the box while beating their opponent's face in.
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Alternatic posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsHello everyone, let me introduce you to the Hermit
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Darren Pieceful (not a typo, lol), the Hermit, is a lonely keeper of balance between the elements. Capable of harvesting pure energy he stores it and uses that energy to empower his spells and the few lucky ones he allows to follow and serve him. Never in a good mood but always fair, the Hermit wanders the plains and forests of Azeroth.
Hero power explained:
The Hermit's hero power Store Energy is rather unique. It shuffles an Energy Orb into your deck. The position of the Orb is random. When you draw the Orb, it works similarly to Ambush!. The card is revealed, it's effect takes place (hero is healed) and then you draw another card. You don't actually draw the Orb - it never gets in your hand. If you get milled (draw an eleventh card) it's effect doesn't trigger.
Balancing this effect was kind of difficult but I believe 3 health is the right amount. 2 health seemed too low compared to Priest but 4 health seemed like a little too much since you can get the orbs from other cards (yet to be introduced).
The true power of the Orbs comes from the other cards. Some of those are listed below.
Example cards:
Energy Blast is the first example of how you can utilize the Energy Orbs in a different way. It is quite straightforward and there will be more effects based on the number of Orbs in your deck.
Spirit Warden is a second example of a card utilizing Energy Orbs. It's and other cards' effect is only triggered if your deck contains the specified number of Orbs. The card will be yellow highlighted if the effect is available.
Virtues are a new type of card that the Hermit can use. There will be more of those and they will all be worded 'Whenever you draw or play this, do something.' meaning their effect gets triggered twice. Once when you draw them (they are revealed) and then when you cast them for the full mana cost.Gameplay:
Playing as the Hermit should be full of expectations, you should be looking forward to the next card you draw. A lot of cards he draws have an immediate effect and there isn't a 'bad top-deck'.
The Hermit's hero power and some cards related to it are his only but powerful ways to heal up. He is good at taking care of single targets but lacks efficient AOE. He does have a lot of card draw but that isn't necessarily a good thing for him.
The Hermit can easily summon a lot of small minions or stall and use his hero power to enable some combo and tempo plays. He isn't a good fatigue player and he isn't a big friend with Reno Jackson but, hey, maybe in a future expansion he will ;-) What I'm trying to get at is that he can be played in different ways.
In the end it all comes to using the energy the right way.
Good luck to fellow competitors, hope you like my entry!
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NecroaV posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsThe Lifestealer Class
Lore
Gi'llax the Lifestealer is a ghoul that was made by one of the Lich's acolyte so serve the Lich King but has gone rogue because it was too overwhelming to control. It had been said that this ghoul alone had slaughter and taken the lives of many, and has now even eaten it's creator to gain his knowledge. Gi'llax's Hero power is a weapon created from fallen enemies that had been quelled by Gi'llax and serve as a tool to destroy new enemies. He now has his own pack to lead and he shall ravage anything that comes in his way to get what he wants. He is also called the Grim-reaper by many.
Class Mechanics:
This class revolves around survivability, you could say this can be considered as an anti-aggro class because of the healing it can get. The class takes advantage of having high health or low health situation able to pull out early aggro and dish out heavy damage in the late game. The other mechanic in this class is having to sacrifice your own minions with substantial amount of health too boost or use an effect.
Unique Keyword:
Explanation:
Cards in this class either require you to have above or below certain health to trigger, instead of dealing with slot problems and deciding how to fit healing into the deck. This keyword makes sure that you can adjust your health quiet nicely and keep aggro away from you most of the time. Feast can come essential because in cards that are not shown here need a certain amount of healing to trigger.
Example Cards
Explanation for Example Cards:
-Blood Bite is a 3 cost spell with the keyword "Feast", which essentially means this is a 3 cost spells that deals 3 damage and heals for 3. It's like the card Drain Life from Warlock and Bash from Warrior but instead on getting a set amount of health or armor, you heal more when you deal more damage. More +Spell Damage with this spell = More Healing + More Damage.
-Curious Zombie is a minion which can be very useful in many cases being that it is a 6/2 when played and a 0/4 after the effect has taken place. This minion can dish out a lot of damage to your opponent if your opponent decides not to deal with it. It gradually becomes weaker but has a benefit to it as it turns into a vanilla 0/4 which still can be buffed. Future cards in the basic sets, soon to be shown if this idea passes, will introduce some sort of benefit for these kind of cards.
-Starving Taste is a 1 cost-spell that kills your own minion to restore your health. Combo it with the Curious Zombie, it is essentially creating a 4 mana 6/6 minion that heals, at highest, 4 health. Good card to pull out of aggro and is able to be utilised quiet often to deal with unnecessary minions on board.
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dapbam posted a message on [LEGEND] Dragon Mage (Top 500)Posted in: [LEGEND] Dragon Mage (Top 500)I love this deck. Has problems with aggro if you don't get a good opening hand or your taunts/heals on curve either. Otherwise this deck has been working wonders for me in most other matchups. I also swapped out the zombie chow for a Mana Wyrm since it's better on almost all turns except turn 1.
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BUTTxPLUG posted a message on [LEGEND] Dragon Mage (Top 500)Posted in: [LEGEND] Dragon Mage (Top 500)Played a few games with this deck and I really like it so far. Is there any room for a kezan mystic?
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Hell yeah! I'm did it by 6 try! tnx