The stats are nuts and that Inspire ability is pretty crazy, but discarding 2 random cards is pretty harsh...originally it was 3 cards, but that felt too bad.
- ElBoney
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FunKaliTy posted a message on Do you think this would be a balanced card? -
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Balanced around Pit Fighter and Stranglethorn Tiger. I thought the randomness balanced the flexibility in terms of mana cost. Probably could be 6 mana, but I think the possibility of Reversing Switch makes this card not as good as it looks.
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RiskiestBiscuit posted a message on What cards might make a comback in Standard?Posted in: Card DiscussionOf the classic Set i have the though that may see more game ( as always waiting fornext expansion cards):
Cenarius With dr Boom out is an interesting option for a behemot druid type.
Ragnaros the FirelordAlso may cover dr doom in some decks. moreso that we may have few token making cards.
Gorehowl the weapon i most have. As warrior loses his signatureanti minion weapon thiscan substitute it, at least one for deck.
Abomination also a not so bad subtitute in patron ( for the weapon and the unstable ghoul) or in other decks as antyaggro tool
Dark Iron Dwarf can substitute sheeder in some decks. pre G&G saw a moderate use
Harvest Golem the poor substitute of a lot of deathratte cards
Kirin Tor Mage that a personal bet. With the scientist out may see moderate play
Andas some has said, also Caine, sunwalker, etc.
I agree with most of the cards on this list. I'd like to see more abominations being played, as it's always been an interesting card to me. Gorehowl and Rag both seem like cards that you could almost put into a deck right now but jut barely don't make the cut for whatever reason, so suggesting they will be good in standard is a fair assessment. -
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Keyser_PL posted a message on Discover mechanic for Daily Quests (idea)Posted in: General DiscussionDiscover mechanic for Daily Quests (choose from three different randomly selected quests), it would be great, especially for new players.
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WhyMeWhy posted a message on Lizard Prince - Common Paladin MinionPosted in: Fan Creationsomg this would be almost-good enough to put in my dragon pally
except 1 damage isnt going to kill squat
soooo....
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Sparkle posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsAll of these ideas are fantastic! :)
Bloodseeker does feel like a weaker Eaglehorn Bow; the best thing about Eaglehorn Bow is that it can last a long time if you use secrets, whereas this can easily become an underwhelming 3-mana Glaizezooka, or, to put it another way, a Shadow Bolt that hurts you. The best possible outcome is a 3-mana Flame Lance that hurts your face, but that's only a 25% chance and it's still not excellent; players would rather go for a reliable weapon like Eaglehorn Bow than a hit-or-miss weapon like that. It's a good concept but I think it's too much "all or nothing."
Haunting Knight is really interesting. I feel like it might be a little bit underwhelming, though. On turn 2 there's a decent chance your opponent plays a 3/2 and kills it for free on turn 3, which means it will have dealt... wait, at the end of each turn? So 5 damage... never mind, that's a good card.
Gnoll Brute seems like a tech card that would be powerful in a taunt meta, sort of like how Lil' Exorcist can be powerful-ish in a deathrattle meta and Kezan Mystic in a secret meta. Could potentially be used, but then again maybe not. I don't know.
Bitter Mage seems on the balanced side of "strong" and Wolfrider Captain seems alright. At 4 mana, a minion is supposed to have 9 stats; this is 3 + 2 + 3 (charge) = 8 and the Raid Leader effect. While it's perfectly decent, I can't see it being used very much. Rogue Trainer is good, adds some nice Stealth synergy, but maybe it could say "Whenever a minion gains Stealth, give it +1 attack"; that way it still buffs minions like Gilblin Stalker while also having some Conceal synergy.
These are some really good cards. Keep going :)
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protar95 posted a message on Nexus-King Salhadaar, an Ethereal Class Concept [WotOG Cards Finished]Posted in: Fan CreationsI don't think that it needs to make the zero cost card cost 1. Hero powers have the value of a zero cost ability, so all the zero cost cards are in line with a hero power anyway. There is flexibility there, but also quite a lot of randomness which offsets it.
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user-13037754 posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsSo, here come the aggro cards! I tried to make some stuff for different archetypes, from spell focused aggro to token decks.
I had some trouble balancing the Bloodseeker. I felt that at 2 mana it was a much better Glaivezooka and at 3 mana it was a worse Eaglehorn Bow. Ultimately I settled for 3 mana, since it still has the potential to surpass the damage of the Eaglehorn without any setup.
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Eni6ma posted a message on [Poll] Jaina vs. MedivhPosted in: General DiscussionI like Medivh more, but also because he has a MUCH cooler backstory than Jaina. Plus, his fireblast is actually a shadowbolt which is awesome because it goes along with his lore of his mastery over ALL magic... Makes me want to play WoW TBC again... ah nostalgia.
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Waterbuf posted a message on Why do so many miss the best thing about Tavern Brawl?Posted in: Tavern BrawlIts because 99% of what is posted on the forums is just idiots complaining about everything.
Decks assemble - WTF TOO SLOW
Lead from the front - WTF TOO FAST
Reading these forums gives me the impressions that the people who play these games are literally the scum of the earth.
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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.