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    posted a message on Rogue Quest Echo Card

     

    Quote from ZCFlayer >>

    What else does this 2 mana minion that damages you for 2 do? Pulling off the quest by turn 10 is easy enough as it is without having to Pyroblast yourself in the face in the process. 

     
    I was focused less on the stats of the minion, and more on the concept of being able to utilize the quest without making your deck built around it, and it not being broken either (could be a crummy 1/1 or 2/2 for all I care). Instead, consider it being one possible Win condition, but not a required one because you did not have to stack up on cards returning minions to your hand. There are certainly a few decks in the meta that have more than one potential win condition now, and I think that's where all the quests seem to be lacking.
    Posted in: Card Discussion
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    posted a message on Rogue Quest Echo Card

    So we have all gotten a feel for how useful the Echo ability can seemingly be for most of the class quests. We saw Rogue quest get nerf'd because it was needed and it quickly fell off the charts. I am simply only looking to offer a more balanced approach to playing the rogue quest without necessarily building an entire deck around it.

    My proposal is this a 2 mana echo minion that deals 2 damage to yourself each time it is played. This means a rogue can pull off the whole quest on Turn 10, but will need to sacrifice 10 health which is fair considering how abusive the rest of the matchup could be. Or a it could deal 3 damage only when after the first one has been placed (I doubt echo is tooled for such).

    Posted in: Card Discussion
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    posted a message on New Neutral Legendary - Azalina Soulthief

     

    Quote from Happy115 >>

    Mage has the potential to have an infinite turn combo going in wild (if lucky)

    Step 1: Complete Time Warp Quest & Get a time rewinder spare part. 

    Step 2: Check if opponent has only 8 cards. If yes, proceed to Step 3.

    Step 3: Play Lore walker Cho First , 2 sorcerer's apprentice, time rewinder, and Time warp.

    Step 4: Second turn (From time warp): Play Azalina soulthief which will get you the 2 cards Time Warp and time rewinder (and others). Play Time Warp and time rewinder on Azalina.  Attack with Sorcerer's apprentices.

    Step 5: Repeat step 4 until you win the game, or fatigue from taking to long in your 20 turns. 

    If you some how manage to stack your deck to like 60 before this combo goes off you can just steal your opponent's time until they choose to concede, or fall asleep waiting for their turn that will never come.

    Just playing a useless turn repeatedly would actually mill yourself as you would still be drawing with each turn, leaving yourself good as dead with no mana to use.

    Instead your idea would need the following 4x Sorcerer's Apprentice (using Simulacrum or Molten Reflection ) to make Time Warp 1 mana each time you play it, then you should have Time Rewinder for free, and Azalina Soulthief costs 7 mana. This means you could start this combo by turn 8, and by turn 10 begin Hero Powering your opponent to death? Which you'd really just be racing against the clock from Milling yourself anyway.

    Posted in: Card Discussion
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    posted a message on Updating Card Text for New Mechanics

    Charge combo's currently with the nerf'd Warsong Commander along with other cards that currently use the Charge mechanic. Unlikely, they will change this.

    Posted in: Card Discussion
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    posted a message on Witchwood's flavorful release date?

    The card packs for Witchwood say April 30th...

    Posted in: General Discussion
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    posted a message on King Togwaggle/Azalina Soulthief

    Naga Sea Witch continues to make this combo possible for all classes.

    Posted in: Card Discussion
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    posted a message on Rush, the end of Hearthstone?

    Anyone else here think that creating a mechanic (as balanced as it may be in some cases) Rush, is signifying they've run out of good ideas? I mean introducing a nerf'd version of Charge sounds like a scapegoat for an idea, instead of trying to better balance cards with Charge

    Posted in: Card Discussion
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    posted a message on King Togwaggle/Azalina Soulthief

    Twig of the World Tree makes this combination possible in one turn.

    Posted in: Card Discussion
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    posted a message on King Togwaggle/Azalina Soulthief

    So far the first thing that comes to mind when seeing this new "pretty awful" legendary is King Togwaggle. Get both Legendaries in your hand. Play King First, then play Azalina Soulthief to get a copy of King's Ransom. That way when your opponent plays their King's Ransom you can counter with your own, and leave them stuck. Maybe the most fun part of this combo is they are both Neutral Legendary minions.

    Posted in: Card Discussion
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    posted a message on Feralas? Ashenvale? Duskwood?

    I think it's a pretty safe bet at this point to guess Emerald dream or something to do with it will be the general theme for the upcoming expansion. With that said, in Azeroth I believe there are 4 portals to the Emerald dream (when I used to play WoW almost 10 years ago). Most people have mentioned duskwood because it is near the Ivory Tower of Karazhan, which was pictured in the recent hint. However, I am beginning to wonder more if that wasn't meant to be a hint at all.

    I am wondering if Ashenvale (Laughing sisters like the new Druid hero Lunara) is a possibility. My personal choice would be Feralas. Dire Maul alone has TONS of lore with Ogres to make for some really fun cards, and maybe even an Ogre Tribe?

    A big part of getting the Legendary (epic ranked) sword Quel'Serrar starts in Dire Maul. Could we see such a weapon and it's legendary quest make it's way to Hearthstone? The Emerald dream, Dire Maul together make for a plenty fun combination of lore for cards. I know it's a pipe dream.

    Posted in: General Discussion
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    posted a message on Ben Brode strikes again

    Between the Detective/Sherlock image we saw a few days ago, and now Ben Brode's tweet about someone missing and getting help looking for that someone, it's quite obvious what the next theme will be. Anyone who knows the Warcraft lore around Emerald Dream will recognize these hints. Seeing as to how hard they are pushing the searching/looking or whatever concept, I bet that will have something to do with a new mechanic. 

    Posted in: General Discussion
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    posted a message on Reward 5 gold per win instead of 10 gold per 3 wins

    As much as I would love for Blizzard to be more generous with gold and rewards in general, I think people are missing the entire business argument. 

    1. You can say it’d benefit all new players just getting started, but it would also benefit everyone else at Blizzard’s dollar. So they’d have to set it so “new players in their first 6 months get extra gold.” 

    2. Brand new players are oblivious to the amount of cards they need in their collection to compete in ladder. These players are more likely to spend a little money (like $5 starter bundle and $10 here or there). And the best way to get any player to keep playing is by making them feel invested via their wallet.

    Posted in: General Discussion
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    posted a message on Does Duskwood Play a Role in the Next Hearthstone Expansion? Mammoth Sets are Looking for Friends!

    Would love it if we got another Tribe for ethereals much like we got the Elemental tribe that made some old cards playable again. 

    Posted in: News
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    posted a message on Does Duskwood Play a Role in the Next Hearthstone Expansion? Mammoth Sets are Looking for Friends!

    While I doubt there is any connection, if Duskwood is indeed apart of the expansion, could Duskbreaker be a hint? Did any MOSG cards hint to Un’Goro? 

    Posted in: News
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    posted a message on Ice Block, Ice Lance, and Evasion

     

    Quote from MProdigy >>

    Just another mage mad they can’t ignor board and discover multiple ice blocks to win.

     
     While I do enjoy playing the Mage class with spells to mix it up from playing Warrior or any other minion heavy archetypes, I do not subscribe to being a Mage player.
    As far as I'm concerned blizzard could have simply said we are removing Ice Block from the discover mechanic, or a number of other changes.
    Such as.....   SecretWhen your hero is reduced below 10 health, become Immune this turn. 
    Or..... SecretWhen your hero takes 10 or more damage in a turn, become Immune this turn. 
    Heck they could have made Ice Block, and other cards Legendary instead of having to change them. This could have certainly balanced out cards. Keeping Innervate instead of nerfing, but only allowing 1 in a deck would have been way better of a change.
    Posted in: Standard Format
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