Very simple concept. You spend your turn to get 2 cards off the top of your deck to play. Let's hope they're good ones. Also, the card is worded this way intentionally. Cards like Molten Giant could still cost mana.
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CasmX posted a message on Weekly Design Competition #5 - [Ended] -
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DeadHour posted a message on Weekly Design Competition #5 - Discussion ThreadPosted in: Fan CreationsAnything that adds more Murlocs to the game will get and up vote from me. MGRHLGHLGHLGRHL!
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Frozen_Inferno_1 posted a message on Weekly Design Competition #5 - Discussion ThreadPosted in: Fan CreationsThanks Blizzard... Shaman is now the official Murloc class. The MRGGLGRLGRGLRGLRLGRGLRRRLRLLRGRGLRGRLGRLGLRGLRGRGLRGRLGRLGRLG card looks cool though.
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ParryDox posted a message on Weekly Design Competition #5 - Discussion ThreadPosted in: Fan CreationsSpells don't have Battlecry.
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Bilo502 posted a message on Weekly Design Competition #5 - [Ended]Flavor text: what happens if you use it on lightspawn?
Seems OP at first, but is only situationally powerful. One health minions would not be able to be replicated (they would spawn dead) and the enemy minions that were replicated would easily be able to trade into their corrupted counterparts.
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Aelfscyne posted a message on Weekly Design Competition #5 - [Ended]Druid spell drawing upon the Fey powers to amp things up. :) Note the Deathrattle doesn't return the minion to the owner's hand with all the enchantments. It'd just be the regular minion without the Blessing of the Ancients enhancements.
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mr10percent posted a message on Weekly Design Competition #4 - [Ended]So, a Defias Ringleader that can get out of control. But it's easily dealt with, You'll always get a free Totem the turn you play it and if not dealt with next turn you can "bypass" the overload.
Edit: Balancing, Adjusted the cost of overload so there is a recurring cost and also more decisions to make on the following turns.
(I'll keep the original submission as attachement in case the new version is not accepted)
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TheSNGuy posted a message on Weekly Design Competition #4 - [Ended]Posted in: Fan Creations -
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sneakytoddman posted a message on Goblin Fearbot - an Anti-rush card ideaPosted in: Fan CreationsGood idea. I feel like it could really be OP though ... maybe if add "with 3 attack or less" to the end of it.
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Remhouse posted a message on Should combos be able to deal an insane amount of damage?Posted in: General DiscussionQuote from EphemeralSE »Like FoN + Roar, and Tinker Oil + other stuff. It's annoying as hell, and it doesn't require any skill at all.
Yes they should. Tinker Oil requires a lot of skill and thinking ahead. Successful rogues deck plan ahead before doing so... they set up for lethal and then burst you. FoN + Roar... it's a combo that is fine and that give a bit of reach to the druid.
Instead of blaming the lack of skill... try to improve your own level of skill by avoiding to compromise your board/enemy board to be in such a position of being vulnerable to combo that would kill you.
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Welcome to the Hearthstone community, Galen! When I start a deck, I first get a focus as to what the STYLE of the deck is.
Is it Aggro (crazy fast, go for the face all the time), Tempo (play on curve with efficient cards), Mid-Range (build up a strong "army" around turns 5-8), Control (take it slow, take advantage of your opponents' moves), or some combination of those things? Once you have that, find cards that fit your theme.
After your first prototype of the deck is built, take it to the Casual play area and try it out for a few games. Take note of where the deck fails and where it's strong while still realizing that no deck will win EVERY match.
Here are some general mechanics/ideas that are pretty important in Hearthstone in 90% of decks you'll build, along with neutrals that facilitate that mechanic:
Card Draw Engine- Have a way to draw more cards than your turn usually allows. Loot Hoarder, Gnomish Inventor, Acolyte of Pain, Cult Master.
Sticky Minions- Minions that, even when killed, still have a presence on the board via their Deathrattles or similar means. Harvest Golem, Piloted Shredder, Sludge Belcher, Nerubian Egg, Imp Master.
Silencers- Having a way to deal with minions that have very strong abilities or deathrattles. Ironbeak Owl, Spellbreaker.
Hard Removal- Cards that can instantly get rid of other minions via their Battlecry or similar methods. Big Game Hunter, The Black Knight, Stampeding Kodo, Hemet Nesingwary.
Cards that Last- This is similar to Sticky Minions, but refers to cards that will normally last 2 or 3 turns and do some big damage. A very good source of cards for most new players with limited resources. Boulderfist Ogre, Chillwind Yeti, River Crocolisk, Silvermoon Guardian, Sunwalker.
Advantage- Cards that give an instant edge to your side of the board, usually in the form of improving other minions already out. Defender of Argus, Shattered Sun Cleric, Sunfury Protector, Enhance-o Mechano, Hobgoblin.
Look at those cards and see which ones may find a good home in your deck. Don't be discouraged by other decks loaded with Legendaries either! Yours will come in time :)
-Cygnus