• 0

    posted a message on Weekly Card Design Competition #40 - Discussion Topic
    Quote from LucasPassado >>

    Someone helps me what card I should submit, I haven't decided yet :s

     From reading the card text I of Danarius, I have no idea what the card does. What is the point of gaining charge when it allready attacked a minion? It doesn't gain windfury, and an attack should be an attack or it should be worded differently. Adventurer druid looks more interesting to me.
    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition #40 - Discussion Topic
    Quote from LucasPassado >>
    Quote from truluste >>

    What do you think about this Shaman weapon? I think it's versatile and potentially powerful, but I'm having trouble of assessing its true value.

    You can equip it turn 1 and basically get a Fiery War Axe with upside on turn 2. But it can also serve as quick removal much like Rockbiter or as a finisher similar to Doomhammer.

    http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/81400-weekly-card-design-competition-40-submission-topic?comment=122

     I really liked it, but I don't know if it's balanced :s sounds op but I'm not sure, it's very good anyway
     Almost completely outclasses Rockbiter Weapon. Should be 2/1 in my opinion. This allows you to make totems while dealing with enemy minions for at least 2-3 turns.
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #40 - Discussion Topic
    Quote from agithore >>
    Quote from vesperbot >>
    Quote from agithore >>

    CARD

    Feedback pls

    I say borders OP or is OP, because even summon a 5-mana demon with 5 targeted damage is nearly 9 mana worth. Maybe drop to 4-7, or increase cost to 10... oops, 10 cost is forbidden in this competition. Or, maybe amp damage to 5-8, and since there are no demons with cost 8, dealing 8 damage will result in a drawback thus compensating for increased damage.
     I think anything less than five damage would just make it unplayable. For 9 mana, you really want a good effect since it will most likely cost an entire turn's mana. Also consider minions like Void Crusher can come out of this which may have a chance to backfire.
    It is really fine. Mana doesn't scale linearly. Something that costs 9 mana should be way better than two things that cost 9 together, or it is not playable. The rule that getting two effects in one card is like drawing a card doesn't apply anymore since you have the huge drawback that the card could have been cluttering up your hand for 9 turns. That said, it's weird that I's rather have this deal 5 damage than 6 damage XD In my opinion dealing with the board AND giving you a big minion is exactly what a turn 9 card needs to do.
    Posted in: Fan Creations
  • 20

    posted a message on Weekly Card Design Competition #40 - Submission Topic

    To make up for Poisoned Blade.

    This card will completely wreck so many things in combination with existing cards. Control rogue will no longer be a dream! Sure this would likely eventually be nerfed to 1/2, but until then...

    In case te wording is confusing, this silences the minion, not the weapon, obviously.

    Posted in: Fan Creations
  • 0

    posted a message on Is Divine Favor broken? nerf?
    Quote from ScaryKoolaid >>

    The thing is you can play around a card like DF or Unleash the Hounds the same way you can play around cards like Flamestrike and BGH.

    Don't hoard cards versus paladins, and if your deck just does that like Freeze Mage or CW then maybe the card is designed to counter your deck. People complain about it because it does wreck control, but it's garbage versus any other deck that plays a lot of cards. The same way a card like Mind Control wrecks a control mirror but is probably not going to be played versus an aggressive deck. Or a card like Shield Block is good versus aggro but a liability versus some control matchups.

    Just because a card is strong versus your deck doesn't make it broken or doesn't mean it should be nerfed. It's when a card is strong versus EVERY deck  that a card should be looked at as requiring a balance.

     But it's a card that counters the decks that are supposed to counter your deck, thus leaving it without real counters. Isn't that kind of the same thing?
    Posted in: Card Discussion
  • 0

    posted a message on All clear! A deck to intentionally annoy aggro players...

    ... and sometimes unintentionally annoy midrange/control players as well. I'm really sorry about that, but it so happens the deck can often deal with those as well.

    Aggressive decks annoy the crap out of me, they just do. They make me want to punch a hole in my desk! 

    It's only fair that I annoy them right back. That's the goal of this deck, to kill all their shiny toys over and over, just like they always kill my armor and life total.

    It's actually pretty succesful so far. Played 8 games (all about 20 minutes long) and won 7. Lost against a control warrior (but won against two) and won against zoo, a priest, two paladins (midrange and secret) and a shaman (mech/ deathrattle hybrid) The deck lives up to its name, it can handle a LOT of pressure. The shaman in particular comboed with Ancestral Spirit and Reincarnate with BOTH Kel'Thuzad and Sylvanas Windrunner, and I survived both.

    Here is the deck:

    All clear!
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (18) Ability (12)
    Loading Collection

    Best moment of the deck: 

    I used a thoughtstolen Aldor Peacekeeper on the opponents Tirion Fordring, then later used Shadow Madness on it to get the Ashbringer. And yes, I did win that game :)

    Naturally, I'm interested in experiences and suggestions!

    Posted in: Priest
  • 1

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!
    Quote from ShinJINRyu >>

    Why does every single Eboladin topdeck a truesilver everytime they're 4 off lethal... Or mages with their fireballs... Or zoolocks with their fucking doomguards

     Because they wern't lucky enough to draw them before getting to that point? I was finally stabalising the other day with 4 armor each turn and an empty board and hand for my opponent. Was at 8 health, opponent topdecked a Pyroblast. I would have had 12 health just one turn later! But then if the opponent had drawn it any turn before that, I would have lost as well. It sucks, but the order in which they draw their agressive cards really isn't that important. It just feels bad when you think you are finally stabilising.
    Posted in: General Discussion
  • 0

    posted a message on I don't get it

    Simple truth is aggro has a higher chance to get a "good" hand than control. I've had games where even a turn 4 sludge belcher comes too late. What's really important is not to get frustrated when you lose one of those games, because when you get frustrated is when you start throwing subsequent games you could actually have won.

    Posted in: Warrior
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    Really, 10 in the evening and 50% of the players are bots already?

    Is it too much to ask to play against actual people? This is getting ridiculous.

    Posted in: General Discussion
  • 1

    posted a message on Is Freeze Mage vs. CW the most lopsided match in the game?

    It was near impossible to win BEFORE Justicar Trueheart. When I faced freeze mage as a CW back then, the only way I could lose was with an extremely well-timed Archmage Antonidas. With even more ways to rake up armor now... I don't see how you can win. I started playing freeze mage this season too, and I just accept that every warrior I face will be a loss.

    But I'm still having trouble against the really aggressive decks as well, winrate so far is not high, but it's not the easiest deck.

    Posted in: Mage
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!
    Quote from TalariaEU >>
    Quote from Giorgioksk >>
    Quote from BrokenCycle >>

    Pro tip: If you want to finish your winning turn, don't anounce that you are going to win by saying "well played" at the very start of your turn, because it takes me just two seconds to hit concede, and you could have just said it a turn ago when we both already knew you were going to win anyway. Why did I not hit concede then last turn then? Because I actually like playing to the end. But if you don't have the courtesy to say "well played" after the game is actually over then I won't let you get to the end at all.

    This phenomenon doesn't even bother me that much necesarily, I just find it a really weird thing to do, and it almost feel like I HAVE to hit concede in response.

     Many of my opponents were saying well-played when they were 1 dmg off lethal just to force the concede. They didn't have it, so I finished them next turn. Sometimes it's just a bluff...
     Its true I do that all the time. Its like preying on my opponent's stress.
    First of all I can usually tell when it's a bluff, and I do this myself as well. I never concede when a mage does it, but when a warlock needs one more damage, I sure as hell know I lost already. Also, I wait until I see the winning card appear. I hover my mouse over the concede button, wait for doomguard to be played, then hit concede immediately. I'm not going to throw away games, don't worry :p 
    It just seems to me that, when you are ACTUALLY winning, you want the satisfaction of doing it yourself, so why start BMming right before you win? There is still a window to spam some emotes after.
    Posted in: General Discussion
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    Pro tip: If you want to finish your winning turn, don't anounce that you are going to win by saying "well played" at the very start of your turn, because it takes me just two seconds to hit concede, and you could have just said it a turn ago when we both already knew you were going to win anyway. Why did I not hit concede then last turn then? Because I actually like playing to the end. But if you don't have the courtesy to say "well played" after the game is actually over then I won't let you get to the end at all.

    This phenomenon doesn't even bother me that much necesarily, I just find it a really weird thing to do, and it almost feel like I HAVE to hit concede in response.

    Posted in: General Discussion
  • 0

    posted a message on I got to rank 5 with a deck that wasn't secret paladin! (Mech/tempo)

    I like having options on turn one, that's why I like both, really.

    How about -1 duplicate, -1 mirror image instead? I don't want to draw a duplicate and I rarely want to play mirror image on turn 1. -1 duplicate makes the second mad scientist pretty useless though...

    Posted in: Mage
  • 0

    posted a message on I got to rank 5 with a deck that wasn't secret paladin! (Mech/tempo)

    True, but since there is so little draw in the deck (no Arcane Intellect), not getting the echo can lose me the game (where a fireball may have won it as well, admittedly) so that's why I put in two. Going to test it without for sure.

    Can you tell me why you value Cogmaster higher than Clockwork Gnome? Clockwork gnome synergises with almost all the other cards in the deck, while cogmaster only synergises with the mechs (one of which you suggest I take out.) I was thinking of taking out Cogmaster myself.

    Posted in: Mage
  • 1

    posted a message on I got to rank 5 with a deck that wasn't secret paladin! (Mech/tempo)

    Maybe I'm disproportionately happy about getting to rank 5 two seasons in a row, but I don't play ladder much, so I just don't have the time to get to legend. So rank 5 (and the golden epic) is my goal each season.

    Anyway, I struggled for months with control warrior, getting no further than rank 10 until two seasons ago, when I managed to get to rank 6 with the deck, there was already a golden epic involved, so I tried and tried, but I just couldn't get to rank 5.

    Last season, I tried again, this time with the much less fun to play/play against secret paladin deck. I got to rank 5 in a breeze. I was happy, but also disappointed. No deck should be so stupidly powerful.

    Anyway, I was on my way to get to rank 5 again this season. Counter decks are a bit more refined so it was a bit harder, meaning I had to play this horrible deck a bit more than I liked. So I switched it up! I had recently crafted Echo of Medivh to play around with in my experimental banana taunt deck, so I whipped up the following deck:

    Flamewaker mechs
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (22) Ability (8)
    Loading Collection

    I'm sure it's not an original deck, but I did build it on the spot without help of the internets. And it actually turned out to be more effective than my agressive secret paladin deck. Went from rank 8 to 5 with it, and I had a lot more fun doing so. I'm probably going to refine it and play it again next season. Unless I can make banana taunt more effective, then I'm totally going to ladder with that :)

    Anyway, I'm open to suggestions for this deck! My goal is to make it stronger without taking the fun out of it. Most cards are pretty essential, but some direct damage in the form of Frostbolt or Fireball would be nice. The question is, what to take out?

    Posted in: Mage
  • To post a comment, please login or register a new account.