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    posted a message on Ben Brode Interview - Deck Slots, Secretadin, Internal Stats; Strength in Numbers, HS Probability Guide

    Apparently this card is "Balanced"....

    I always thought that balance as a definition of a middle ground between overpowered and crap. This card is nothing more then plain crap and is an insult to logical card costing.

    Heck it is an insult to the game designers intelligence.

    4 mana for a weapon not worthy or being worth more then 1 mana HOW??? It literally blows my mind how they take a card then add 3 extra mana then what it should cost and then call it balanced.

     

     

     

    Posted in: News
  • 0

    posted a message on A parallel universe: Rogue's with secrets and Paladins without.

    So I saw the thread on r/hearthstone about Rogue's being the ones who should have secrets rather then Paladins (https://www.reddit.com/r/hearthstone/comments/34zobo/why_do_paladins_use_secrets_but_rogues_dont/) and it inspired to make some alternate cards if this was the case.

    Alternate Paladin Spells:

    • Redemption:

    • Noble Sacrifice:

    • Eye for an Eye:

    • Avenge:

    • Repentance:

    Rogue Secrets (Each secret costs one mana):

    • Retreat (Replaces Conceal): "If an ally minion is attacked, give it stealth and attack the hero instead."

    • Counter Strike (Replaces Sinister Strike): "If your hero is attacked, prevent it and deal that damage to the enemy hero". Notes: Differs from the old Eye to eye, as it has to be a direct attack from a minion or a weapon. Improves with spell damage.

    • Patient Assassin (Replaces current Patient Assassin): "If an enemy minion attacks more then once, destroy it."

    • Quick Reflexes (New card): "If the opponent draws a second card that turn, prevent it and draw a card." Notes: This is including the draw each player gets at the start of the turn.

    • Pickpocket: "If your opponent plays a spell gain a copy of it, it costs (1) less."

    • Shadow Sink: "If your hero is attacked gain stealth for the rest of the turn". Notes: Heros with stealth are not immune just untargetable, does not prevent initial damage.

    Posted in: Fan Creations
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    posted a message on More Lightwardens, please!

    ^ Hobgoblin only buffs minions you play, not summon. And therefore does not work with Violet teachers tockens or Dr.booms boom bots.

    Posted in: Priest
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    posted a message on Rogue Defensive cards.

    ^ Yeh I think it should have a reasonable amount of counter-play.

    It also gives indirect buffs to cards that directly attack the hero. And could perhaps allow them to see some play, similarly to how ice block allows kezan mystic to see some play.

    I was also thinking that AOE silences could perhaps remove the stealth from the hero, such as mass disspell.

    Posted in: Fan Creations
  • 0

    posted a message on Rogue Defensive cards.

    It may do, but what would they swap for it?

    Antique healbot provides amazing defense probs the best defense for any deck in the entire game considering the shadowstep and vanish combos, not to mention ganging them up.  I don't see mill rogue getting too much of a benefit unless they can swap something out effectively.

     

    Posted in: Fan Creations
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    posted a message on Monk class concept - Chi Chi Chi!

    I think this is a great hero concept :)

    I like the extra resource system for them.

    Posted in: Fan Creations
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    posted a message on Rogue Defensive cards.

    Does that mean immune for the opponents turn aswell? If so probably a little bit too overpowered.

    I like the idea of being able to stealth your hero rather then making them immune as logic wise it would fit with the rogue theme better as naturally AoE damage would still hurt you even if your stealth-ed and the fact they can still take non-targetable damage give a little bit of counter-play to it.

    As for it not being played, perhaps I think turn stallers like these would be amazing however in rogue decks as it allows you to stall to a turn to kill them with a combo. Or perhaps it would give birth to more control style rogue decks.

    Posted in: Fan Creations
  • 0

    posted a message on Rogue Defensive cards.

    I think it would be great if they added more defensive options for rogue that would fit their personality and allow them to have a presence in the aggro meta aside from heaving to run extremely aggressive combos.

    I think it's kind of silly rogues are forced to run battlecry heals such as Antique healbot which don't really fit their personality plus it's at a mana cost really hard for rogue's to run since almost all defensive options for them have 5 mana (sludge belcher, dark iron dwarf) this also puts pressure on them running key cards such as Azure drake.

    Some card ideas:

    Notes: Having your hero stealthed does not stop you from taking damage through attacks with a weapon or AoE damage spells for example. It does however stop you from being targeted by any source of target-able damage. Damage such as the hunter hero power will not be prevented.

    New "dodge" mechanic merely means you reduce the damage to zero of any damage taken by the hero if a successful dodge occurs. This includes damage from attacking with your weapon.

     

    What do you guys think?

    Also feel free to post any defensive cards for rogue here.

    Posted in: Fan Creations
  • 1

    posted a message on Most unused cards

    Yall are forgetting about Headcrack!

    If you even know what that card is...

    TBH I think it would be fine if it was deal 2 damage to any character rather then just the enemy hero.

    In most cases it would still be worse then SI:7 with the same cost and combo effect but at least it would be usable in niche decks that really struggle with card retention.

    Posted in: Card Discussion
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    posted a message on Alarm-O-Mallygos

    Hey man, done some changes.

    I swapped out one sludge and one sap for 2 voilet teachers as this allows slightly early tempo catch up and synergises greatly with the huge amount of spells.

    Also it's not a bad thing to be swapped by alarm-o-bot granted not as good as some other minions in this deck, but violet teacher allows your spells to create 1,1s which are great at dealing with the current metas early board flood.

    Because she helps with the early flood an extra sludge is not needed as much which is why one has been swapped out.

     

    It also adds some 4 drops to the deck allowing something good to be played turn 4, and it lowers the big spike of 5 cost minions.

    Posted in: Alarm-O-Mallygos
  • 0

    posted a message on Alarm-O-Mallygos

    ^ You're very welcome friend,

    It will be interesting to see how Chromaggus would help this deck! (This deck would probably be one of the select few that can benefit the most out of Chromaggus, having the ability to get him out early, as well as having heaps of card draw to trigger his effect.)

    Also any changes to face hunter will give this deck a huge boost as the meta will slow down in early rounds meaning you will be much more likely to pull of an alarm-o-bot combo as well as free up some card space without so much needed defense to last against them.

    In-fact this deck is very strong against anything that plays more passively during the early rounds so if a meta swing that favoured this style of deck, I'm sure this one will also come out as a counter to those.

    Posted in: Alarm-O-Mallygos
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    posted a message on Weekly Design Competition #12 - [Ended]

    Similar to Malygos in the fact that versing it and leaving it alive may mean your opponent could snowball out of control with comboed spells. However completely opposite in the fact this snowball comes through potential crazy healing rather then crazy damage.

    Posted in: Fan Creations
  • 0

    posted a message on Alarm-O-Mallygos

    The card draw is not actually bad at all, don't forget the knives and shivs cycle as well.

    Aggro decks are strong versus this, but lets face it you play this deck for fun more then trying to beat everything, and versus aggro is usually not the memorable games.

    But those controly decks are amazing to play against in this deck.

    That's not to say this deck can't beat agro, it has a very decent chance, just as you said early draws are more important. But you could argue it always is versus aggro.

     

     

    Posted in: Alarm-O-Mallygos
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    posted a message on Hand Rogue! (Featuring giants)

    Hey man, I'll try record a few tomorrow if you like :)

    Edit:  https://www.youtube.com/watch?v=3TmJzXdirxA&feature=youtu.be

    Posted in: Hand Rogue! (Featuring giants)
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    posted a message on Nightmare Mech Mill Rogue

    Hmm it could work!

    Could swap out gadgetzan for it I guess.

     Tried it with gazlowe and it works a lot better,

    Turns out this deck needs more mech/minion draws rather then spells at times and gazlowe elps out with that well.

    It also allows you to make the deck more spell orientated.

    Posted in: Nightmare Mech Mill Rogue
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