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    posted a message on Lock and Load?

    You could check my profile for decks, I just posted one today, featuring that very card.

    On to the op. Well, as far as I can tell, L&L is a control card and that sort of archetype is still not largely present in the scene right now in regards to hunter. Noone is really making that leap, since there is already perfectly viable hunter builds out there.

    The card itself in the control matchup is really strong. It's simple - you get one extra card every time you do stuff you were gonna do anyway. There's 44 hunter cards in total. 11 of them cost 5+mana, ergo, they are relatively powerful. ~3 are probably useless to you. On average you have a chance of a huge payoff if you get a decent L&L turn. The only question is how much tempo you lose, and if you can recover on the following turns and that's where deck fine tuning comes into play.

    Posted in: Hunter
  • 0

    posted a message on Lock and Load Control Hunter

    I'll have you know that 2nd L&L is not a must and you can temporarily replace it with a ball of spiders - it works wonders.

    Posted in: Lock and Load Control Hunter
  • 4

    posted a message on What is your opinion of Dragon Priest's strength? [poll]

    Played against it a lot to the point where I don't know which is the commonly accepted list (lightbombs, cabals, chillmaw). In any case - I think it's pretty strong, considering the decks that I personally face off the most against in ladder - which is midrange hunter and secrets pally, all the versions.

    The very consistent early curve coupled with buff spells and taunts creates a really nasty board state that you can't clear without hard removal.

    I personally run a version of control hunter, and the easy games are those, where they commit a velens too early and I have my hunters mark drawn. But if they curve out really well, their beefy minions just take over the board, and it's really hard to come back.

    Vice versa though, without auchenai+circle the deck struggles coming back after losing board.

    I'd definitely call it a top tier deck though.

    Posted in: Priest
  • 0

    posted a message on Lock and Load Control Hunter

    The problem I have with thaurissan in this deck is that it's only useful for lock and load. Your big minion drops curve out perfectly without the discounts.

    That being said, it's perfectly viable to run him instead of say, Saraad. You can give it a try, I just didn't find it very appealing.

    Posted in: Lock and Load Control Hunter
  • 0

    posted a message on What does Hunter *NEED* from future Expansions to become Viable as a Control Class?
    Quote from arrumph jump

    I voted for heals and other tribes—specifically, the existing dragons obviously lend themselves to a control strategy, so a control-oriented hunter dragon or "holding a dragon" card could definitely tilt things that way. And hunter, along with rogue, is one of only two classes that has no class-specific heal or life gain (i.e. armor). Hunter does have good, cheap secrets, though, so Illuminator is an interesting, basically unexplored option (if you hide, say, a Bear Trap behind some taunts, you can get a lot of heals off).

    So glad another person noticed this. I'm looking for a bit of exposure for the control hunter I'm currently laddering with.

    Lock and Load Control Hunter
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    As for the topic - I voted for heals and board clears. Those would definitely improve the archetype, however, I feel like the hero power can be used in a control fashion. In the sense that it clocks your opponent - after all, if you control the board, AND can squeeze in that 2 extra damage per turn, you do shorten their lifespan slightly more thus perhaps limiting his potential plays in that sense.

    Posted in: Hunter
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    posted a message on Weekly Card Design Competition #32 - Submission Topic [ENDED]


    Token:

     Alexi tasks you with a quest to bring you his living brothers head, to ensure the family fortune is bestowed upon him, he promises you a handsome reward if you succeed.

    Probably not worth the trouble to deal with a 3/4 just to get 3 coins. But maybe for some classes in some cases in some decks.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #32 - Discussion Topic

    @teknician - yes, I did mean firebolts, I also immediately checked and corrected my thoughts, you can see them there.

    In regards to the card - the battlecry just gives your opponent the 3/4. The 2nd line of text is independant of that, but note, that weldon himself does not have a deathrattle, so yes, that means you have to somehow kill weldon, while still having alexi on board for the benefit, it doesn't have to be on the same turn though. Now that you bring it up, it does seem a little underpowered, but I mean, then there's classes like warrior or paladin, who have weapons, which you can preequip on turn 4/3 and then play alexi into those and get 3 coins for a weapon charge. That does seem pretty strong, the second alternative are zooey decks, that establish board early and can deal with a 3/4 relatively easily (though you would probably not play this card in this scenario).

    Well, it definately needs some improvement and looking forward to more feedback, I guess.

    Edit: Well, I like the design on it, especially the art. 4/1 seems reasonable to me, but then again, I AM extremely overvaluing this kind of effect.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #32 - Discussion Topic

    Really weird week I have to say.

    I kinda need help with the wording/text on this one:



    Some feedback for ideas in this thread:

    @pomonkeypo - not a fan of the character nor the effect. It doesn't seem to fit the mage well, I can imagine it being ok in tempo, but I just don't find it very likeable. It seems balanced I suppose.

    @ser_wa - very underwhelming, considering it only ever buffs the first card you play. Useful in very niche situations but definitely not a card rogue needs.

    @firebolts - the warlock one doesn't seem to show properly, but if it's the same stats and effect as the hunter one, it certainly fits very well in there. I kinda like this one even. In hunter it seems a bit too much though.

    @teknician - even with gimped stats like that, not a fan of adding the can't attack effect to things. That aside, it's stats aren't even THAT bad. I think it needs to be significantly weaker on it's own, considering it completely shuts down high impact minions with a few exceptions also related to class specific combinations.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition [Special Edition] - Discussion Topic
    Quote from DonnieMcKarlo jump

    Maybe I'm overthinking it, but I think it needs a recosting with additional number tweaks. I'm liking the direction, but not the attempt.

     Hmm... Well what do you think of carminacore's suggestion below?

    Quote from carminacore jump

    May be a bit underpowered. I would love to see that as (1) mana - reduce by 4 or maybe even by 5.

    carminacores suggestion is pretty much exactly what I had in mind. I thought about a similar thing with preparation back in the auctioneer miracle days - that bumping preparation up by 1 mana and making it reduce the spell by (4) would be a significant nerf to the archetype.

    I think your card strikes me as fair now, but still, it's using ramp mechanics that the class already has. Yet stuffing 5 coins in this card seems reasonable enough to play it. So, yeah, I like the change.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition [Special Edition] - Discussion Topic
    Quote from Roflnaab jump

    The class lacked a good 5 rare drop so I thought making a Spectral Knight with a bit slower but more powerful effect would make the cut. Any opinions?

    As for my feedback, I know some lore and whilst being a nitpick, some submissions just don't fit he Twilight's Hammer repertoire of skills or set of races(Like Fel Reavers, Spirit Beasts). Whilst being a "Doomsday" cult, they do have some standards of what their arsenal is to look like. What these cards lack in lore aspect, they make it up in their design however. I really like how Spirit Beast is meant to be the entourage of the class in terms of the Hero Power usage, which correlates directly into Inspire mechanic. 2/5 stats are fine in my opinion although the stat revision of cards seem to be always among those lines, which is understandable but I'd personally like to see more stat revision in the submissions like doing a 4 mana 5/2 and such. This brings up the question of playability but you can balance it via the effect the card has. I personally like all submissions people post as they share their creations for others to look at and analyze more deeply if they have the time which brings more "non facial social interaction", as you might put it:) 

    As a general feedback, I really like this competition and I think it has made the forum slightly more alive than what it previously was:)

     

     I like this addition, since hampering with your opponent's minion stats is also a way of disrupting his gameplan aside from the mana manipulation. Certainly fits the class and I can't say that any tweaks in stats would be necessary. The effect is potentially useless, but the statline is not terrible, it's certainly a preference pick in deckbuilding.

    Regarding the statline of the beast - well, I personally am a bit biased in the whole class concept theme. If you generally focus on reverse ramping your opponent, I think on average your cards should incur a slight penalty in their stat distribution, considering you play your stuff rather freely. Since the card slows the opponent down even more, I set a rather weak base.

    Thanks for the opinions on Twilight Aspirant! You make a good point. For its effect to matter, first you have to win the joust, then the opponent has to actually draw that card for the benefit to come into play, and then the cost increase has to be something that actually matters. You're probably right that it's lackluster as a 3/3 for (3), but I think I'll bump it up to a 3/4 for (3), something comparable to Dark Cultist.

    Also, I thought of a Merchant card!

    The joke is that they're children. ^_^

    Think of this card as working sort of like Arcane Missiles, but instead of sending out 1-damage pings versus your enemies, it sends out (1)-Cost discounts to cards in your hand. Just as Magic Missiles won't attempt to damage an enemy minion that's already been reduced to 0 Health, neither will "Tax Deductions" attempt to reduce the cost of a card that already costs (0).

    I'm not 100% confident about the wording for this, and I've gone over a few things that sounded too unnecessarily complicated before settling on this, so opinions would be appreciated. =)

    EDIT: Where are my manners?

     

    DonnieMcKarlo: I'm not sure about your Merchant card. I feel like the Merchant already has plenty of ways to get Coins, and I fear too many more might be overkill. Your Spirit Beast I like conceptually, but I'm not a fan of the wording. It's incredibly easy in this game to get cards from outside of your class, so I hate cards like Steamwheedle Sniper for example that don't just name the dang hero power they alter. You could word yours better, I think as "Your Despair Hero Power..." or just change it to an Inspire effect. "Inspire: The second card...". Regardless, I think the card just a tad underpowered, and I think you could get away with two more stat points (3/6?) or lowering its cost to (3).

     Hmm, I'm not quite sold on this one, pun intended. The card tries to do something the class already can do based on it's inherent mechanics, does so in a random way and is a 0-cost spell which generally is very exploitable. Maybe I'm overthinking it, but I think it needs a recosting with additional number tweaks. I'm liking the direction, but not the attempt.

    As for the increase in stats on the aspirant - it's tweaking it to the point where you are playing it for the stats rather than the effect, similar to a dark cultist I suppose. Is that good for design? Maybe... it might work out fine.

    @spirit beast - I actually quite like the comparison to steamwheedle sniper personally - making it relatively obvious it only works for your own class is a bonus in my eyes. I agree with the clunky wording, but since there kind of is no precedent like that, it's really hard to judge I think. As previously stated stats are intentionally a bit gimped in regards to the class hampering arsenal, still it's worth considering some changes.

    @payday - well, although the card does provide you with coins which is nothing interesting in the contrast of the class, I think the manner in which it does it is certainly an interesting twist - rewarding you for boldly overplaying a lot of salary minions and then the multilayered use of the coins. And I'm also very satisfied with how the flavour turned out with the cheerful feel of the grand tournament as well.

    Quote from nurgling13 jump

    I like the first version of arms dealer better. It has a more flavourful feel and is more balanced I feel. Getting a weapon for 2 coins without a drawback seems pretty above average to me, not to mention I feel merchant can cheat coins pretty easily in my opinion.

    Faceless marauder reminds me a lot of master of ceremonies. As such I think it's neat. I'm not sure how much of actual deckbuilding alterations it promotes or it just sticks well in the class, it's hard to tell too. But the card is quite likeable I think.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition [Special Edition] - Discussion Topic

    This one is awesoooooome. I was thinking about posibilities for jousting in this class and this fits perfectly, starting from the art all the way up to the concept.

    The only real glaring flaw is the somewhat uselessness of this card. High cost minions will stay high costed and whenever you bump up something small and it's drawn way later in the game it might not have an impact at all.

    While I do appreciate this flavour a lot, it just doesn't seem to have any significant appliance.

    Though I suppose there is the niche scenario where you stuff your deck with giants to make his cards unplayable, but I think that's intruding in the deck attack territory somewhat.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition [Special Edition] - Discussion Topic



    My two pieces.

    Not overly exciting, and I'm aware spirit beast is really similar to sinti's card, but then again, not too much I hope.

    I went full back class design contest mode and made stuff that seems realistic in the context of current things. But I'm a bit out of the loop in regards to that, so whatever.

    I'm just waiting for the moment when the class creators bump into these topics with their thoughts/maybe-feedback.

    From what I've seen so far I like punter and loan shark a lot. Twilight's hammer submissions are really tough to like but definitely more on the interesting side.


    Posted in: Fan Creations
  • 11

    posted a message on Weekly Card Design Competition [Special Edition] - Twilight's Hammer Submission Topic [REVIEW PHASE, UP-VOTING ONLY]

    My dedication to you. Good times.



    Went with the whole inspire theme in boosting your hero powers. Not sure how useful this might be but it's something.

    Posted in: Fan Creations
  • 10

    posted a message on Weekly Card Design Competition [Special Edition] - Merchant Submission Topic [REVIEW PHASE, UP-VOTING ONLY]

    Here's my dedication to your brilliant work.



    Use this for a single turn sustain on a massive board of nasty workers. Or cheat yourself some future ramp and dispose of those good-for-nothings.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #31 - Discussion Topic
    Quote from Teknician jump
    Just gonna repost this because no one looked at it... at all...

    @DoctorWhoops 1 more mana over Mindgames for one more copy of a potentially more relevant minion in that part of the game is pretty OP imo. This should be 7 or 8 mana really. (especially if you're in mid game, this could pull out some big legendaries stuck in your opponent's hand... potentially game winning, kind of broken).

    I'm looking for some opinions on card ideas. I've got a few, and I'm not sure where I should go with them.

    Thoughts on which is the best one, or any changes?

     

     

     I believe argent purification on average scores the best in flavour, innovation and likeability.

    The rest seem somewhat generic, and I'm tempted to say, I already saw very similar concepts in the submission topic. 

    Quote from Sinti jump
    Quote from DialM4Murloc jump
    Quote from Sinti jump
    Quote from DialM4Murloc jump

    Thoughts about these cards would be appreciated! I can do the same for you if you wish.

    Sinners Rise: ewwwwwww, ugly art :D and that effect ... dunno, does "random demons" include all kinds of 1/1 imps as well? that would make it supper horrible, its probably only good in like rly agro priest, so your good stuff doesnt get devaluated, even tho u can get ocasional 5x Malganis but probably not :D

    Redeem SInners: hmm, again this favours token/agro priest, since its random so u might get full board of good stuff or full board of Lightwells :D

    SR: I like the art, it's grim :3 Three kinds of 1/1 Imps (Worthless Imp included). There are several good demons so I think it would be good to devalue the potential profit. Could maybe make it 1 though?

    RS: Not really I think, I saw it more as some sort of pseudo-removal for control. But it's a versatile card so it could probably be used in both. How do you like the card though? :)

    I think i like it, even tho i believe that someone would make ridiculously OP deck with it :D i think it is fine :)


    Iv come up with some ideas myself, what do u say ?:) (card 1 - druid, card 2 - druid, card 3 - rogue) btw im not sure if i should put quotes around the card names, it feels "prettier" :D dunno, most of other cards that give specific cards dont have it :( (Rhonin, Ball of Spiders]

    PS: now when i look at it, i should have used "add" instead of "put" ... of well, i will fix it later.

     

    Not very flavourful. I like the dash of going for specific cards. Maybe you can find an alternate class/card combo. These don't really do it for me.

    Posted in: Fan Creations
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