• 0

    posted a message on List of Cycles in Hearthstone
    Quote from Noah_McGrath >>

    Since you added the gadgetzan potions and highlander legendaries, why not include all the hand buff cards and all the jade golem generating cards?

    Because they are VERY different from each other, cycles tend to include cards that are very similar in wording (whether in name or card text). "Summon a Jade Golem" ain't gonna cut it if all the cards that spawn it are a variation of minions and spells, and Handbuff cards vary from when they are activated, how many minions are buffed, and what X is in the +X/+X buff. They don't match or vary systematically in rarity nor are they mentioned as a set like Potions are.

    Posted in: General Discussion
  • 0

    posted a message on List of Cycles in Hearthstone
    Quote from C_A_W >>

    I think you missed Al'Akir the Windlord, Neptulon, Ragnaros the Firelord and Ragnaros, Lightlord in Elemental lord cycle. Sorry if I missed it while reading. 

    I feel like I won't be including that unless they complete that cycle with Therazine (The Earth one). We'll see though. A lot of these cycles are very iffy, so I'm trying to get popular opinion to see which ones can be considered a cycle.

    So far I slightly regret putting thematic cycles. We'll see tho.

    Posted in: General Discussion
  • 0

    posted a message on List of Cycles in Hearthstone
    Quote from Demonxz95 >>

    Druid of the...


    Druid elves with a Choose One effect that allows them to transform into a Beast with different stats and effects. We don't talk about Druid of the Fang ever since he split off and started that oil rig...

    Not even including Shellshifter. Elves are so racist.

     AAAAA my bad! Thank you for pointing that out tho <3.

    Posted in: General Discussion
  • 0

    posted a message on List of Cycles in Hearthstone
    Quote from burn_the_witch >>

     

    What is this weird Sulfuras-variation that you have included in your list?

     From the Ragnaros vs. Nefarion Brawl. :3

    Posted in: General Discussion
  • 0

    posted a message on List of Cycles in Hearthstone
    Quote from xX_Clerk_Xx >>

    i think you might be confusing cycles with themes in some of these lists.

    Could you be more specific on which ones? I know a lot of these are iffy, so I'm tryin to include ALL of the ones I can think of at first. Which ones do you think shouldn't be cycles?

    Posted in: General Discussion
  • 17

    posted a message on List of Cycles in Hearthstone

    Hello! As the title suggests, this is a compendium of the most apparent cycles that I found in Hearthstone. Is this thread ultimately useless and fluff? Probably. But gosh darn it, it's the internet, and I'm gonna exercise my right of speech! Also, it's neat for me and the 1% of people who find this vaguely interesting (including my boyfriend. HOI PRISM! <3)


    What is a cycle?

    A cycle is a series of cards that have a clear relationship with each other and share a common theme, whether mechanically or thematically (This definition is ripped straight out of Magic: The Gathering's wiki site). A rather famous cycle, for example, is the Rager cycle. In Hearthstone, cycles are usually portrayed as having similar wording in their card names and/or card text, and cycles often consist of one card per rarity or class, whether they be all 9 classes (e.g. Spellstones) or just a couple (Odd/Even Battlecry cards).

    What is considered to be a cycle?

    What can be considered as a cycle is very subjective. For example, you could say that Fire Elemental, Water Elemental, Earth Elemental, and Air Elemental are all part of a cycle. However, for purposes of this thread, I'm going to try to find cycles that have been intuitively implicated to be intentional and have a shared mechanical theme rather than just a shared flavourful theme. Plus, cycles tend to have very similar wording (though there are exceptions and I'll list the ones I think are significant enough).

    I will also not list some redundant cycles (e.g. the class legendary minions per set) and mega-cycle pairs because most of these mega-cycle pairs are just fun reiterations of earlier cards, and boy do Whispers of the Old Gods have lots of these. Additionally, I'll add noncollectable cards if necessary to cycles, but I will not add cycles composed of exclusively uncollectible cards (e.g. Animal Companions) because there's WAAAY too many of these, and I don't wanna make the thread bigger than it already is.

    Regardless, let me know if I missed any cycles you think should (or shouldn't) be on the list!

    What are some cycle-related terminology (neeerd)?

    • Mega-Cycle:  A cycles that spans across multiple expansions.
    • Tight Cycle: A cycle consisting of very, VERY similar wording and theme (e.g. Spirits from Rastakhan's Rumble)
    • Loose Cycle: A cycle comprised of cards with only a thematic link or a very weak mechanical link (e.g. the Monster Hunters Tess Greymane, Darius Crowley, Toki, Time-Tinker, and Houndmaster Shaw from The Witchwood expansion). 
    • Horizontal Cycle: A cycle that includes one card per class (e.g. Legendary Spells from The Boomsday Project expansion). Hearthstone has lots of these.
    • Vertical Cycle: A cycle composed of one card per rarity. This, funny enough, is rare in Hearthstone.
    • Pair: A cycle containing only 2 cards.

     

    Ragers
     

    Unanimously known as the worst card in the entirety of Hearthstone by the Hearthstone community, Magma Rager is the classic 3 mana 5/1 has been parodied multiple times in later sets in both collectible content and solo adventure content. Eventually, this formed a cycle dedicated to the most classic joke card in all of Hearthstone (or should I say Basic?).

    Giants


    Giants are 8/8 minions that suitably have the naming structure of "______ Giant". They tend to have an incredibly expensive cost with card text denoting a way to reduce its cost. You can find the Classic giants near your local Warlock.

    Weapon Oozes

    Weapon Oozes are small minions that in some way cause weapon durability reduction. Also, they have an icky animation >w>.

    Annoy-o-Cards

    This cycle comprises of cards that hearken back to the infamous Annoy-o-Tron. This is probably the closest a Hearthstone card has ever gotten from having its flavour and gameplay functionality connected. (I still hear its "Hello"s...).

    Eggs


    0-Attack cards that have the naming structure of "_____ Egg". They usually have a Deathrattle that spawns a minion larger than the Mana Cost would normally allow, but this effect can vary. Also part of a complete and nutritious breakfast.

     Battlecry Healers

    1, 2, 3, 4! A healer for each mana Cost floor! 5, 6, 7, 8! Targets any character as a Battlecry, mate! 9, 10, 11, 12! I need healing.

    Spell Damage Kobolds

    Kobolds with Spell Damage! Like the name says! Ironically, none are found in Kobolds and Catacombs.

    Druid of the...

    Druid elves with a Choose One effect that allows them to transform into a Beast with different stats and effects. We don't talk about Druid of the Fang ever since he split off and started that oil rig...

    Wisp Puns

    Druid spells that can spawn a lot of Wisps and are named by a guy who refuses to be fired from Team 5. Clearly Druid's secret wisp-on.

    Shadow Words

    Cheap destruction spells that only destroy minions with a certain amount of Attack; noticeably, none of these cards affect 4-Attack minions or your moral compass.

    Power Words

    Buff cards! Priest edition.

    Blessings

    Buff cards! Paladin edition.

    Mad Goblins

    "Mad" goblins that give an effect split randomly between all other characters. Under much consideration, Flame Imp was not included in this cycle despite having a similar effect.

    Elemental Shocks

    Shaman spells that deal damage equal to its Cost (without Spell Power) and have an extra little effect. The Basic and Classic Shocks in particular are 1-Cost cards that deal 1 damage to a target and give a negative effect to it. Lava Shock shockingly breaks this pattern.

    The Cutest Wittle 1/1 Race Minion

    Who's an adorable cheap minion with a 1/1 statline with an intended use for Racial decks? You are! Yes you are!

    The Chicken Cycle

    1-Cost Chickens usually with a very bad but powerful effect if the stars align. Also Leeroy Jenkins's favourite cycle.

    Hunter Traps


    2 Mana Hunter Secrets with the word "Trap" in their name. Presumably catches a lot of fish aliens.

    Hunter Shots


    Damage dealing Hunter spells with the word "Shot" in their name. Rogue has a more affordable option in Witchwood.

    Troll Berserkers

    Trolls that gain +3 Attack attack when damaged or whenever they're damaged. Again, ironically none are found in Rastakhan's Rumble...

    RNG 1-Cost Minions


    The name says it all. To your opponent, a Pyroblast. To you, a Glacial Mysteries.

    Banana Cards

    Minions that give Bananas! And Potassium! And random appeeling comedic slips!

    Injured Cards

    Poor minions that damage themselves when played into the battlefield. Unfortunately, Priests only healed the Injured Blademaster in the meta due to his attention-seeking nature making everything all about HIMSELF. Hmph!

    Ragnaros Cards


    Cards that in some way refer to the iconic Ragnaros the Firelord, which used to be the most powerful Classic card. Cards in this cycle are defined by doing 8 of something to a random character, Ragnaroking, and rolling.

    Ogre Cards


    Miss them? Well, they'll miss you. These cards have a 100% chance to hit 50% of the time!

    Yogg-Saron Cards

    Legendary minions with an effect that often goes along the line of "Battlecry: Play a ______ for each ______ you've played this game (targets chosen randomly)". Also, they have a sparkly border during its effect! Shiiiiny!


     

    Vanilla 2 Mana Beasts


    I think you can see why I don't wanna post EVERY card pair...especially the mega-cycles...there's too many of em...

    Dwarfs with Guns

    No, this is not a euphemism >w>. These are dwarfs that have the simple Battlecry of "Deal X damage." Stop judging

    Basic Shadow Words

    The original cards that made every Priest scream whenever they see a Ysera. For real though, they're cheap Assassinate spells that only destroy minions with certain Attack.


    Brewmasters

    Pandaren Brewmasters that return a friendly minion to your hand. See, this is what The Caverns Below flavour text meant by The Taverns Below. "Say what's in this drink?~"

    Shielders

    2/3 minions that give adjacent minions Taunt. It's how you find your Classic Giants.

    Dragon Aspects


    Legendary Dragons that depict the original five Dragon Aspects. Two of them are 9 mana 8/8 minions (one female, one male), and the two other dragons are 9 mana 4/12s (one female, one male); all 4 of these fellas have 16 stat points in total. The only exception is Deathwing. Cause he's Deathwing. (Must've been eating too many Death Wings).

    Ancients

    7 mana 5/5 Epic Druid minions that have a Choose One effect. They also rhyme and have bushy beards!

    New 1-Cost RNG Spells

    Introduced as some of the first new Classic cards, these cards are Common 1-Cost spells that give you a random card. And they will still always give you Glacial Mysteries. Even Call of the Void.

    Self-Damage Demons

    Demons that deal damage to your hero equal to their attack. Like my insecurity and anxiety!


    Racial Reward Cards

    Cards that used to be rewarded for collecting all cards of a certain race! They also used to come with a dental plan, as shown by their excellent mouth modelling.

    Special Token Reward Cards

    Legendary minions that generate a random special token. ALSO CONTAINS CAPS LOCK FOR SOME REASON.


    Thaddius Spawners

    Two of these spawn Thaddius when they both die. If Feugen was wearing a top hat and Stalagg was wearing a monocle, then you summon Chaddius.


    Shredders

    Mechs with an even cost that summon a random minion. This is one of Hearthstone's only verticle cycles...and it doesn't even complete the cycle. REALLY COOL FOR MY OCD BLIZZARD.

    Troggs

    Troggs that gain Attack whenever your opponent casts a spell! Also, the first series of cards that the pros rated 5 stars even though it saw no play whatsoever. I, a more intellectual creature, rated Hobgoblin as 5 stars.


    Death Cost Reduction Cards

    Cards that cost (1) less for every minion that died this turn. I too would sacrifice Silver Hand Recruits to listen to Nefarion's sexy voice.

    Empty Hand Hunter Cards

    A cycle that includes not only Hunter cards that have a bonus if you hand is empty but also the OG 4 mana 7/7.


    The -Bane Sisters

    3 mana 3/4 sisters that do something neat when you cast a spell on them! They also have this whole light-dark thing...their spiritual book is very helpful! Remember, the light and the dark is all about you.

    Hunter TGT Legendaries

    Alone, they're pretty bad 4/2 Beasts. But together, Dreadscale and his sidekick Acidmaw make a Twisted Team! Though, I hear Acidmaw is easily neutralized by Basic cards.

    Non-Legendary Inspire Class Cards



    Our first 9-class horizontal cycle (not including class legendaries)! This cycle is composed of inspiring non-Legendary cards from each class! In fact, each class only contains one Inspire card in TGT! Except for Priests. Because how else would Acidmaw see play?

    Upgraded Hero Powers

    Speaking of Inspire, an inspiring set of better versions of hero powers that could be obtained via Justicar Trueheart! You might be wondering why I only included this uncollectible cycle. The answer is rational and simple one: Because I said so.

    Joust Cards


    Cards that reveal a minion from each deck and if you get a higher cost minion, you get a prize! (I hope it's funnel cakes)


     

    League of Explorers

    These Legendary cards are the Explorer's League, and they are in need of explorers. They seek adventure across land and sea! Won't you come and join them?

    Murloc Pop Songs

    Murloc spells in the respective Murloc classes! They're also named after catchy Murloc songs, but we all know that I Am Murloc reigns supreme over these newfangled hippy songs! Why back in my day...


    Old Gods

    10 Mana Legendary Neutral Minions with effects beyond your mortal comprehension. They depict the Old Gods...although...I'm pretty sure if we just kindly called them "Elder Gods", they'd be much nicer!

    C'thun Buff Cards


    Cards that buff C'thun wherever it is! In your hand, deck, board, basement, demonic circle, and local library!

    10-Attack C'thun Cards

    Minions that grant a benefit if your C'thun has at least 10-Attack and also a free coffee on the 2147483648th Attack!

    Forbidden Cards


    The Forbidden cards. Powerful spells and minions that expend all your mana and do something based on how much mana you spent. No creature within the realm of sanity should-OMG LOOK AT THE CUTIE LITTLE SLIMES IN FORBBIDEN RITUAL'S ARTWORK AAAAA I WANNA CAST IT.


    Karazhan Portals

    These Portally good Portals of Portaliness perform an action with a specific number and summon a minion with a Cost of that same number. Now you're thinking with Portals!

    Menagerie Cards

    Minions that synergize with a Beast, Dragon, and Murloc! Midrange, Control, and Aggro...animals, all of them!


    Rare Discover Tri-Class Cards

    Nine tri-class cards were introduced in Mean Streets of Gadgetzan. Three of these allowed you to Discover with each option being from a different class within the Crime Family. So now you can Purify your Dreadsteed!

    Common Crime Family Mechanic Cards

    The other three of these cards represented the basic mechanics of the three Crime Families: handbuffing, Jade Golems, and Potions! Of course, the actual mechanics were Patched, the False Idols, and the deck that struck rich.

    Legendary Crime Lords

    The leaders of Crime Families that can make you an offer you can't refuse. Unless it's Don Han'Cho (sorry buddy :c).

    The Kabal Legendaries

    Not only are they the only Crime Family with a Legendary cycle, but they also have the most fabulous pink outfits too! Oh, and their battlecries only work if your deck has no duplicates but have you seen Solia's nail polish like oh my old gods.

    Potions



    Spells from the Kabal classes that can be generated by Kabal Chemist! But she always miscalculates Hess's Law and makes the potions freezing cold though. :/

    Hog Motorcyclists

    A gang of pigs that will only gain Charge under specific conditions. And yet again we have ANOTHER INCOMPLETE VERTICAL CYCLE BLIZZ WHY U DO DIS TO MEEE.

    Conditional Self-Buffers

    Understated minions that become much more powerful under certain circumstances. Just gotta give em some encouragement! Look at how sad they are! Look at that poor squid! Go squid go! :D


    Quests



    Our first non-minion class legendary cycle! These consist of 1-Cost Legendary spells that start in your hand and give you a 5 mana card as a reward once you complete their requirements. The exception is Sulfuras, whose lack of a 2 mana Cost is found within DIE, INSECT!. If the reward is a minion, the card is usually an 8/8 unless it's Galvadon, The Last Kaleidosaur who has Stealth and whole lot more.

    Tar Elementals

    Summoned with a wubbly bubbly animation, these minions have increased attack during your opponent's turn in case you're against aggro and you wanna give 'em a sticky situation.

    Hatchlings

    Adorable wittle dinos that shuffle in an overstated minion into your deck if you dare disturb the mother's child...BUT I WANNA PET IT.

    Class Legendary Elementals

    Elementals: My favourite Hearthstone race! They were featured in Mage, Shaman, and Priest, so naturally a Legendary Elemental was given to each class. It was just elementary.

    Class Legendary Dinosaurs

    RAWWWWWR RAWR RAWR RAAAAH. (They're big class legendary beasts. Belonging to dino classes. What more info do you need?)

     


    Princes

    Neutral Legendaries with a special Battlecry that would only activate if there were no minions in your deck that have the same cost as it. Yeesh. They're clearly spotlight-hogging divas. Nerf this!

    Death Knight Card Generators

    Neutral Legendaries that produce powerful token cards known as Death Knight cards, including the literal Death Metal that is Frostmourne and that one card that makes Combo decks concede: Death Grip. Best. Cards. Ever!

    Death Knights



    A formidable 9-class horizontal cycle. This cycle consists of a new card type called a "Hero Card" which supplies some Armor, has a useful Battlecry, and transforms your hero power into a more potent one. They also have edgy monologues as their flavour text. It's just a phase. Don't worry it'll pass in the next rotation.

    Opponent's Turn Deathrattle Cards

    Deathrattle-holding cards that only activate if it's your opponent's turn. Because there's nothing passive aggressive about wanting to die at the enemy hands but not yours because they trust the enemy more than you. Noooo...

    Recursive Cards

    Spells that recast itself if something happens.
    Spells that recast itself if something happens.
    See this is so recursive, this joke is probably done before.

    Scarabs and Spiders Cards

    This cycle includes cards that spawn Scarabs or Spiders, which was a theme for Druid this expansion. It's not a bug. Well, it is.


    Legendary Weapons


    The last non-minion 9-class legendary horizontal cycle of the Year of the Mammoth (that was a mouthful)! This cycle is composed of weapons for each class! Interestingly, the Kabal classes all received 0/3 weapons. However, despite being a non-weapon class, Druids get a 1-Attack weapon. Stick to the plan.

    Spellstones



    Rare Class Spells crafted by the Azari devil
    Can be upgraded by three levels
    Each named after precious stone
    With flavour text in a poetic tone

    Unidentified Cards

    Unidentified objects which can transform into one of 4 unique tokens when drawn. Also makes you hold up the object in mid-air while a song goes "Na na na na na na...da da da daaaa!"

    Rogue Secrets

    2 Mana Secrets in Rogue that are all about timing, cunning, and hoping your opponent puts that Stubborn Gastropod Zombeast next to that Charged Devilsaur (you know you want to!).

    Spell Hunter Cards

    Cards that only work if your deck has no minions. Also, the decck archetype everyone made fun of when it was revealed. Well, who's laughing now? (not me and my odd mage ;w;)

    Warlock Self-Damage Cards

    Cheap cards with 2-Attack that deal 2 damage to your face! Instead of burning you with fire like Flame Imp does, they burn you mentally with insults and study-work overload. Yay.

    Armor-Limiting Taunt Minions

     These are minions found within the Armor classes that cannot attack unless you have a certain amount of Armor. Also, they're fist models.


    Odd/Even Start of Game Cards

    An odd way to even the match by providing an improved hero power throughout the game if your deck only contains odd or even cards.

    Odd/Even Battlecry Cards

    Some even stranger oddities that are beasts with better effects if your deck only contains odd or even cards.

    Stat-swapping Worgens


    Worgens that swap their Attack and Health each turn they are in your hand. They also change their art and opinion towards Michael Jackson's Thriller.

    Death Dependent Hunter Cards

    Hunter cards that have a benefit if a minion died this turn. Also features some Emerald Drakes in the artwork. What is it with Hunters and Emerald anyways? Is Rexxar a May baby? Maybe.

    Self-Damage Dependent Warlock Cards

    Warlock cards that have a benefit if your hero hurt itself this turn. Yeesh, what is it with these hurtful cards? Can't wee have a card that does something if we give the enemy a fuzzy wuzzy warm hug?

    Random Shaman Spell Generators

    In the Witchwood, which wood would witch woods? The witch would with Witchwood witchcraft.

    The Monster Hunters

    Characters present in the solo adventure, and Hagatha would've gotten away with her schemes if it wasn't for these meddling hunters...and rogues, mages, and warriors.


    Legendary Scientists





    Magic is merely phenomena undefined by science! And in this expansion, there is definitely some science goin on. Each class represents a certain field of science with a Legendary minion (and hero) acting as the head scientist of that field. (But no scientist will ever be Legendary as Stephen Hawking...)

    Legendary Spells


    The class identities within this expansion are further depicted by Legendary spells, each pertaining to their field of science and usually refers to the aforementioned head scientist. I for one can't wait til we get the Neil DeGreese Tyson Legendary spell.

    Omega Cards


    Cards that have a special effect if you have 10 Mana Crystals, empty or full. They also have an Omega symbol on their art. As Cogito_Ergo_Sum, I prefer Sigma Cards.

    Projects

    Common class spells that benefit both players. There is unfortunately no Poultryizer Project nor Funnel Cake Project to project.

    Left/Right-Most Card Interactions

    Cards that deal with left-most and right-most cards in your hand. To the left, to the left, that's right!


    Class Loas



    Each class represents a troll team supported by a troll god called a Loa (talk about team spirit). Thus, each class has a Legendary Beast representing that class's Loa except for Priest, which has Bwonsamdi. They have the naming structure of "Loa's name, Loa's species". Which Loa do you follow? (hint: it's the big friggin Dragonhawk! GO DRAGONHAWKS! I mean, ahem, your choice.)

    Spirits



    A bit of team spirit! There is also a 9-class horizontal cycle in which each class contains a 0/3 Rare Minion that has Stealth for 1 turn and a passive effect. This effect synergizes well with its respective Loa. That's the spirit!

    Troll Champions



    The other Legendary class minions (and a hero) each represent a Warcraft lore character (save for Rogue) that has some tie to the Loa. Also, they have one of the best accents in Warcraft lore (but Draenei accents are still da best for unbiased reasons).

    4-related Tauren Spells

    A card pair that heals for 4 and deals 4 damage respectively. It also features Tauren in similar art! The former's a lightweight, but the latter's on fire!


    Schemes

    With every villain scheming, their maniacal smiles beaming!
    With every turn, their power grows,
    Until cast as powerful blows
    Their victory, at last, there and gleaming!

    The E.V.I.L. Founders

    They're evil villains from Hearthstone's history! One from each year! They also have the same Attack and Health as their previous reincarnations, with Lazul and Hagatha being an exception because they're a Hag (but still her Health and Armor are the same!). Some of them even bring back the mechanics of Legendaries from the sets the villains came from.

    Callbacks

    Ever get that feeling of deja vu? Well, considering that these villain cards call back to the mechanics of the sets these villains featured in, you should! Ever get that feeling of deja v-hold on I'm getting a call. Back to it I guess.

    Lackey Generators

    There's a single Lackey generator for each evil class (and neutral)! Cool right? Although I chose not to include uncollectible cycles, it's worth noting that each of the first 5 Lackeys correspond to one of the five villains in the set and usually are flavourfully themed to said villain (e.g. Rafaam's Ethereal Lackey uses Discover, which came from LoE)

    Common Twinspells

    Every class has a twin of twinspells, which are spells that add a copy of the spell to your hand without "Twinspell"! One of them is common, while the other is rare. And they all feature the Eye of the Kirin Tor as well! 

    Rare Twinspells

    Every class has a twin of twinspells, which are spells that add a copy of the spell to your hand without ""! One of them is common, while the other is rare. And they all feature the Eye of the Kirin Tor as well!

    Portal Demons

    Demons that shuffle Portals into a deck that summon a Demon when drawn! Where do they keep getting these demons...

    Posted in: General Discussion
  • 0

    posted a message on Weekly Card Design Competition 8.18 - Discussion Topic

    Your thoughts?

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 8.17 - Final Poll
    Quote from Lathy >>

    Cheers to all who votes for it! It wasn't the biggest surprise reading the comments in the discussion topic, but I thought that you, SDhn2a, or Cogito might've gotten away with it ;)

    Congrats Lathy! It was well deserved, and it keeps reminding me that DISCARDLOCK SHOULD BE A THING YOU READIN THIS BLIZZARD?! BUFF IT TO OBLIVION!

     

    Posted in: Fan Creations
  • 0

    posted a message on We Planned A Hand, So Go Vote For Your Favourite Community Created Cards

    Exactly. That's a neat combo you could create in the late game...provided that you don't draw a minion or a situational spell.

    Still, I hope you could try to sneak in a lot of ways that plays with the "right-hand" mechanic, which is the theme of the comp. :D

    Posted in: News
  • 0

    posted a message on Weekly Card Design Competition 8.17 - Final Poll

    The Discardlock cards here sadly remind me of the fact that this is the last chance before most of the Discard synergy cards (if not, all) will rotate out of standard. You better give Discardlock one last hurrah Blizzard! Also, welcome back Oto! I'm coming back too! <3

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 8.17 - Final Poll
    Quote from Wailor >>

    I know this fancy formula you use to select the finalists, but how do you decide how many of them are chosen?

    A very simple formula. Take the total number of submissions, divide them by 10, round to the nearest multiple of 4 (so it looks nice on the poll).

    So we have 80 submissions, divide that by 10 you get 8, and since it's already a multiple of 4, we keep it as 8.

    Examples:

    • If you have 167 submissions, then you'll get 16 finalists.
    • If you have 189 submissions, you should get 20 finalists
    • If you have 131 submissions, you should have 12 finalists.
    Posted in: Fan Creations
  • 2

    posted a message on We Planned A Hand, So Go Vote For Your Favourite Community Created Cards

    Glad you liked my card. ^-^

    Do note that you're gonna have to a) have a completely empty board when you spam Samuro, b) have the exact cards you need in your hand in the exact order you want to play them from right to left, c) dodge literally any AoE that deals at least 2 damage for one turn because note that the first time you play this, Sam's reduction will ONLY affect his Echo card because it'll stay there until the end of turn, which makes the Echo mechanic a lovely balancing tool.

    Also note that the main viable Rogue decks atm are tempo/aggro/midrangey decks, and Sam only really works in a Control/Combo deck with the latter being kinda hard to set up.

    Hope that explains why I balanced him as such.

    Posted in: News
  • 12

    posted a message on Weekly Card Design Competition 8.17 - Submission Topic

    "MEDIC! Oh wait, wrong card."

    Based on the Warcraft 3 Character introduced alongside Rexxar and Chen, Samuro is a Blademaster seeking vengeance for his slaughtered hometown. He's well-known for having the ability to clone himself into sqwishy clones that overwhelm the enemy. Hope you like this interpretation of him into card form. :D.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 8.17 - Discussion Topic
    Quote from TheProgenitor >>
    Quote from TheFFsage >>

    I have an idea for a card but I just haven't the art for it. Looking for something that locks, imprison, seals or something.

    Card is currently a minion

    Your opponent cannot play their left most card.

    Idk if this should be a battlecry or on play effect? If it was onplay I would like to make it some 10 mana card that has stealth but I think stealth is a lil op.

    Or should the card be spell instead?

     

    TLDR: Minion with battlecry or going effect or spell

    Your opponent cannot play their left most card

     Definitely make it an ongoing effect on a minion without Stealth. Having that be permanent without any interaction would be no fun for the opponent. For art, there's this guy. It's not very Hearthstone-y, but that red circle thing looks kinda like a seal.

     

    Quote from Cogito_Ergo_Sum >>

    Your thoughts?

     Samuro and the Revolver are both pretty interesting. Balance-wise, I think Samuro would be fine if the tokens didn't have the Cost-reduction ability, but the fact that they do pushes it over for me. Even if only a few survive to next turn, you shouldn't have a hard time cycling through most if not all of your hand. This is mitigated a bit by the fact that you can only pull it off on 10, but in a way that makes it worse since he's not very good until then. He's a late-game bomb disguised as a 4-Mana Echo card, and I don't like when cards "hide" their true function like that. The way his abilities interact is really cool, and honestly most people won't notice or care about these problems, but it's something to consider.

    Quote from NiRaSt >>

    my idea for the week, taughts for balance?

    Will offer feedback for feedback.

    @Lathy, sorry for stealing your dancer motif, but it fits too well with my card to ignore it.

     Compared to Seeping Oozeling, you can probably afford to make him a little stronger, but not a lot; he's better than Oozeling since his effect is immediate.

    Hey thanks for the feedback! The fact that the copies have a copy reduction is absolutely necessary because Samuro's entire "iconicness" is based around that self-cloning ability. And he is intended to be late game material like Radiant Elemental despite it's low cost. I might make it a 3/2 tho just to make it a bit more counterable. Note that dumping your hand is not always the best option since you need to a) have the right cards in your hand, b) live to 10 mana, c) build a large portion of your deck around this one inconsistent combo, and d) pray your opponent has no AoE/answers/etc.


    Miracle Cure is a nice quick heal if you're in trouble, and it procks more Miracle/Spell Priest shenanigans which I looooove. However, but it's a bit reliant on top-decking, and Control Priest's problems don't include a lack of healing, in fact it would be over-saturation. Also, it's a tad bit too simple for my tastes, but that's just me :P.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.17 - Discussion Topic
    Quote from Demonxz95 >>
    Quote from Cogito_Ergo_Sum >>

    Your thoughts?

    Ahh! A zombie! Burn it with fire!

    But on to the cards:

    Samuro, Blade Illusionist - I'm pretty sure Echo copies go to the right when you play an Echo card, so when you play it, it will discount a copy of itself, and if you were to repeatedly play them, you'd fill your board with 3/3s for 10 mana (Mirror of Doom, which granted, isn't that great because it's a token created by a mediocre Legendary). Probably not that OP, but eh. It could definitely do something if at least some of them survive.

    Planetary Alignment - Misspelling. Other than that, really cool, but I don't see how you'd utilize it properly.

    Reloading Revolver - Definitely the favorite out of the bunch. It's not too complex, but it's incredibly interesting. Hunter also lacks some good card draw and weapons (besides Candleshot).

    I already submitted my card (#shamelessplug).

     Thank you for the feedback as always Demonxz95 <3.

    The interaction with Samuro, Blade Illusionist's reduction and Echo is supposed to be intentional :D. In Warcraft 3 (and Heroes of the Storm), one of Samuro's most noteworthy abilities is that he can clone himself, and you can control separate clones. I tried to translate that into HS with Echo and a cost reduction to make it more worthwhile overtime. Does that change your opinion of Sammy or...?


    Unfortunate Experiment seems like a great way to make Discard more controlled and provides to one of my favourite archetypes in the history of HS. Using this week's theme is a great way to counter one of Discardlock's weakness of randomness/inconsistency. It's also just a nice Taunt body since you're gonna be lifetaping 24/7 to restock yourself on cards you've discarded. My only concern is that it's probably one of the more obvious mechanics you could do with hand positioning, and it might not stand out from the rest.

    Posted in: Fan Creations
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