*Crawls out of the dust*
So... can we have GvG packs back at the store now?
2
*Crawls out of the dust*
So... can we have GvG packs back at the store now?
2
Welp, looks like I'm never coming back to standard again :P Ice Lance, I will forever accompany you in wild.
I'm loving this, because I play almost exclusively wild nowadays and I'm gonna get at least 3200 dust...
1
Knife WIFEY is best!
3
The priest hard counters paladin, once you fill their board with spectral Knights they have 0 comeback mechs
5
IMO a better nerf would have been instead of:
"Whenever you summon a minion with 3 or less attack, give it charge"
Make it:
"Your minions that have 3 or less attack have charge"
This way when Warriors buffed their Frothing Berserker, or gave Grim Patron Inner Rage, it would lose charge as they'd have more than 3 attack. However Warsong would still synergise well with Grim Patron and be a good card in warrior, while eliminating the OTK.
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1
So I know this is basically me dreaming about what could have been, but its good to dream right?
Again and again I hear people asking blizzard to give the rogue class healing, but I have to agree with everyone that says that doesn't make sense thematically. It could also potentially make hearthstone a bland game, where the class you choose makes little to no impact on your playstyle. However Rogue sorely lacks mechanics that help it reach the late game and actually get ahead on the board. As hearthstone already has problem with classes having tons of spells that can simply be thrown in people faces, requiring little interaction with the board, I don't think Rogue should be heading down that road either, just to be nerfed in a later expansion. Cards like backstab and shadow strike that only dmg minions (undamaged ones) are a much better tool for Rogue to have that prevents otk, rush, all in the face like decks. Still that might not be enough.
There are a many paths that could potentially lead to disaster for the game, but secrets might be a saving grace for Rogue. As seen with hunter, their secrets is one of the ways that helps them avoid taking a ton of dmg and potentially reaching a late game (although it could be argued that most hunter decks are aggro rushy, so late game means very little to them). With secrets there are many ways for Rogue to avoid dying before reaching turn 10 and potentially gain some presence on the board. The question is, can hearthstone support more than 3 secret classes and if not would it be ok if one of the other classes lost theirs. I'm looking at you paladin! Without secret paladin being a thing anymore, secrets are hardly played in that class anyways. Paladin is also a class that needs a lot of help right now, but doubling down on the secret mechanics in that class has lead to disaster before. Even if it would mean the loss of many cool cards in paladin, there is the potential to give Paladin awesome new tools, that doubles down on other mechanics of that class (more deathrattle and buffs are a thematically right direction for that class to head in).
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distrupts your card draws. Not really as good as good you think.
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How the Workbench... well, works.
This is where I'm going to post all of my random concepts. No, this is not an expansion. No, this does not follow a theme. It's just a bunch of cards meant to explore interactions, and enable new playstyles, mechanics and well, just generally mess about with design. Balancing comes second here. That's not to say that I won't try to keep the cards somewhat in line, it just means that it's not the main point of this thread. I won't be adding commentary to the cards here, but that doesn't mean that I won't be open to discussing the cards in the comments. Just don't expect certain justifications or clarifications for the cards to be in the original post.
If I add new keywords, the explanation goes here.
7
I think their intention was to give rogue a way to trigger inspire effects without destroying the weapon from their hero power every turn. On paper this card seems okay if it was cheaper, but their execution of it was poor.
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Great stuff all around. I think Kargath Bladefist is my new husbando.
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Sure. I chose enrage for the simple reason that it would only activate once.
Suppose for whatever reason you had two on the board with full health and then played Whirlwind.
If it was 'whenever this minion takes damage' that would be a little too much don't you think? I mean, I could be wrong but, that just seemed like too much to me.
Edit: okay, after some reflection on the enrage keyword, I realized I Interpreted it strangely. I see now it's used to mean 'for as long as this creature is damaged, this effect is taking place', whereas I had thought that it meant 'when this creature takes damage, this effect activates'. Considering it's description, (specifically: "The stated effect activates when the minion is injured") maybe it's not too difficult to see where I got confused. Though this certainty sheds some light on why I find enrage's pool of effects to be so... boring...
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I think this card would easily be fair at 0 mana.
I would argue that this card's nearest analogue is Totemic Might.
1) Both cards have a prerequisite to cast. (which can be a big deal in a game with only 30 card slots)
2) Both cards have synergy with their class's hero power, but there are also other class cards that they can be used on for better value.
Shield Slam might also be considered an analogue for these reasons, though I think it's cost could be justified by the fact that it deals direct damage.