• 3

    posted a message on Weekly Card Design Competition #4.06 [SUBMISSION]

    Spell damage is notoriously underused. So there you go:

    Posted in: Fan Creations
  • 10

    posted a message on Weekly Card Design Competition #4.05 [SUBMISSION]

    Triggers twice means that:
    Si7 deals 4 damage (2 damage twice)
    Cold Blood adds +8 attack (+4 twice)
    Eviscerate deals 8 (4 damage twice)

    Turn 10 OTK with Leeroy (no Emperor needed):
    Killing Spree (1 mana)
    Leeroy (5 mana) - 6 damage
    Cold Blood x2 (2 mana) - 16 damage
    Eviscerate (2 mana) - 8 damage
    Total 30 damage

    Turn 10 OTK with Southsea Deckhand (no Emperor needed):
    Equip dagger (2 mana)
    Southsea deckhand (1 mana) - 2 damage
    Killing Spree (1 mana)
    Cold Blood x2 (2 mana) - 16 damage
    Eviscerate x2 (4 mana) - 16 damage
    Total 34 damage, +1 from dagger hit

    Assuming weapon is already equipped, sub Shadow Strike for Eviscerate for turn 9 OTK, or sub it for
    Cold Blood for turn 10 OTK:
    Shadow Strike (3 mana) - 5 damage
    Killing Spree (1 mana)
    Southsea Deack hand (1 mana) - 2 damage
    cold Blood x2 (2 mana) - 16 damage
    Eviscerate (2 mana) - 8 damage
    Total 31 damage on turn 9. You can do the same combo with but 2 evis and 1 cold blood on turn 10.

    Emperor adds many new permutations.

    Emperor and Malygos OTK on turn 10 (discounted cards marked with *):
    Killing Spree* (0 mana)
    Malygos* (8 mana)
    Eviscerate* x2 (2 mana, 36 damage) - normal evis does 4, with Maly it does 9, with Killing spree
    each eviscerate triggers twice dealing 18.
    Total 36 damage

    Emperor and SI-7 (discounted cards marked with *):
    shadow Strike (3 mana) - 5 damage
    Killing spree* (0 mana)
    Si-7* x2 (4 mana) - 8 damage
    Eviscerate* x2 (2 mana) - 16 damage
    Hit face for 1 dmg with dagger (assumes weapon already equipped)
    Total 30 damage on turn 9. The same combo can be played on turn 10 with one less discount.

    Emperor also enables faceless combos (discounted cards marked with *):
    Killing spree* (0 mana)
    Leeroy* (4 mana) - 6 damage
    Cold Blood x2 (2 mana) - 16 damage
    Faceless Manipulator* (4 mana) - copy 22 damage Leeroy
    Total 44 damage on Turn 10

    The same can be done with 1 cold blood and 1 evis (discounted cards marked with *):
    Killing Spree* (0 mana)
    Leeroy* (4 mana) - 6 damage
    Cold Blood (1 mana) - 8 damage
    Faceless Manipulator* (4 mana) - copy 14 damage Leerogy
    Eviscerate* (1 mana) - 8 damage

    Total 36 damage on Turn 10

    Southsea deckhand saves 4 mana over Leeroy, making Faceless combos possible without Emperor:
    Southsea deckhand (1 mana) - 2 damage (assumes weapon already equipped)
    Killing spree (1 mana)
    Cold Blood x2 (2 mana) - 16 damage
    Faceless (5 mana) - copy 18 damage deckhand
    Total 36 damage on turn 9, +1 face hit with dagger


    And so on. This card is OP and I don't think it will ever be printed. Though it might hit a sweet spot If it added a flat +2 damage on combo spells, instead of doubling it (+4). If that happened, we could see something like this in the game.

    Posted in: Fan Creations
  • 2

    posted a message on [Rank 5] Well-off Valeera!

    Second Tomb Pillager or Cairne for summoner, Journey from below for Xaril.

    Posted in: [Rank 5] Well-off Valeera!
  • 0

    posted a message on [Legend] Control

    So far I've played 3 games, and all of them were aganist C'thun warrriors. I went 0-3. and they feel like a hard counter. All 3 games went into fatigue, where those assholes have 2 advantages:

    1. Extra 20 armor from ancient shieldbearers

    2. Two C'thuns hitting your face usually for a combined 30-36 damage. (You remove C'thun #1, they use the 7/9 that ressurects it)

    The last game I played went almost perfect for me, and I still lost. I got insane value from my Gorehowl, killing both of his 6/6s with it and a bunch of small trash. I Harrisoned his Gorehowl when it still had 6 charges on it. I stole his C'thun from him with Sylvnas and hit his face for 18 dmg (though he stole it back the next turn). I managed to bait out all of his removal and get to fatigue with my Ysera still on board (but of course, it lost the 50/50 brawl two turns later). I played super greedy with my removal only using it on his 7+ mana cards (both Cthuns, the 7/9, and I think I shield slammed a 4/6 to keep my Harrison alive). In the end I lost to fatigue by like 25 hp, with my 6/6 still on board hitting his face.

    It's extremely frustrating losing three 20 minuite back-to-back games like these :x Hearthstone gods, give me something else to fight except C'thun warriors!

    Posted in: [Legend] Control
  • 3

    posted a message on Incredible Control Rogue - Guide Included

    Interesting deck. Zoo is definitely hard, but control mirrors are a blast!

    Posted in: Incredible Control Rogue - Guide Included
  • 0

    posted a message on MarkW's New Taunt Warrior (EU)

    I can't seem to make it work. I tried a few more games, and went 0-3. Then I switched to tempo mage/dragon priest to do quests and went a combined 8-1. Go figure.

    Too bad I can't make this deck work! Warrior is my favorite class. I'll keep an eye on it once standard comes out. Thanks again for posting!

    Posted in: MarkW's New Taunt Warrior (EU)
  • 2

    posted a message on MarkW's New Taunt Warrior (EU)

    3-3 with this deck so far

    game 1: aggro paladin, kills me through 5 taunts by turn 8 (the taunts were monkey, belcher, silenced belcher + x2 sparring partner + bolster on all 3). I made a small mistake by not clearing one of his four 2/1's. I felt relatively safe because he only had 1 card. That card turned out to be divine favor and he favored into instant damage that allowed him clear all my taunts. Had I killed one of the 2/1's he'd be one damage short.

    game 2: face hunter, dead against him by turn 7ish. He had some nice draws with x2 leper gnome + weapons + both kill commands + quick shot. I managed to stabilize by turn 6-7, but then he just killed me with spells through taunts. The lack of healing and burst armor gain is painful. I should note that in this game I manged to get an armorsmith behind a nullifier, and it ended up giving me 4 or 5 armor. Wasn't enough :(

    game 3: a druid with x2 ancients of war. I didn't think he would have them, so I wasted my executes on other stuff trying to keep his board clear for savage roar. I managed to kill one ancient with weapons, but the other one ate all my minions. I could have won this game had I been more conservative with my removal.

    game 4: won against a tempo mage. The arcane nullified definitely fucked him up and I was able to easily clear his apprentices and flame wakers.

    game 5: a weird game against a priest who tried to one shot me with a buffed gorgoyle but never got the combo.

    game 6: elise paladin with a self-made deck, he lost.

    So basically I went 1-3 against netdecks, and 2-0 against selfies. The deck definitely has nifty combos, but I am not sure if it can go toe-to-toe with other netdecks.

    Will play more tomorrow. Thanks for posting this!

     

    Posted in: MarkW's New Taunt Warrior (EU)
  • 2

    posted a message on Top 10 legend, 80% WR - Bitch Jaina

    I am rolfing so hard right now. This entire deck is basically one big BM. So far I went 3-0, with two reno warlocks and a control druid conceding to me in fatigue. 10/10 would play again.

     

    edit: That being said, zoo seems like an autoloss. They literally mill through their entire deck and kill you through taunts. You'd think 5 aoes in this deck would be enough, but they repopulate the board pretty easily with sticky minions and implosion. Any tips?

    Posted in: Top 10 legend, 80% WR - Bitch Jaina
  • 0

    posted a message on *Now Triple* Double Legend Reno Warrior

    Sitting at 3-7 right now, which includes 0-5 against tempo/mech mage.  Not sure what I am doing wrong. Either I don't draw any answers early on and lose by turn 6, or I drag it out into turn 8-9 and then die from using face too much. This was dropping from rank 12 to 14.

    The deck is definitely not as easy to pilot as control warrior circa 2015. Good luck to all who are trying this out! And thanks to the author for posting! War is my favorite class, and it's good to see smart players making it work in this meta.

    Posted in: *Now Triple* Double Legend Reno Warrior
  • 9

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Submission]

    Don't Stop Spinning (Wheel of Time-themed deck)

    Our hero is Moiraine Damodred, one of the central characters in Robert Jordan's epic fantasy series. Moiraine is an Aes Sedai, a Tower-trained sorceress capable of both destroying and healing with her Source-based magic. However, like most Aes Sedai of her generation, Moiraine's connection to the Source is not exceptionally strong. To defeat her opponents she must rely on wisdom and guile as much as on her Aes Sedai abilities. Position your pieces wisely and use your limited magics judiciously.

    Hero Power

    Moirane's hero power provides the player with 3 or 4 basic Aes Sedai spells. These spells are not powerful, and are meant to provide minor buffs and minor damage/disruption effects. Think of them as Spare parts. They are not super impactful, but clever use will lead to favorable trades. I am not quite sure yet how much mana they should cost. By default, I went with 2 mana for the hero power, and 1 mana to cast the spell. 2+1 mana is probably an overkill, and I am considering either reducing the hero power cost to 1.

     

    Absorb (keyword)reduces incoming damage by stated amount. Unlike a health buff, this does not go away after damage is applied. Use this to keep your low-health minions alive. Example: give +1 absorb to a 2/1, and a haunted creeper will no longer be able to kill it.

    Link (keyword) - incoming damage is equally split between minions. This can be used to keep your own minions alive (friendly-friendly link), to crowd control enemy minions (enemy-friendly link encourages specific attack order by the opponent), and to destroy low health enemy minions (link two enemy 3/2's and attack one of them with a 4/5, killing both).

    Both Absorb and Link will be found on other cards as well. Ward: Strike is pretty self-explanatory. Pay 3 mana to do 1 damage is very expensive, but you get the benefit of it being a card in your hand.

    Sample Class Cards

    I didn't put too much time into these yet. For now they are mostly a nod to WoT lore, while being reasonable from the gameplay standpoint.

    Warder is your basic 4-drop. As long as he is alive, all the damage Moiraine takes is reduced by two. It's meant to be an anti-aggro card that gives your opponent a choice: keep hitting face for reduced damage, or spend resources killing the Warder. The card might be lackluster otherwise, and I am still thinking about it. Lorewise, this card pays homage to Warders, warrior bodyguards and assistants to the Aes Sedai, hence the absorb effect.

    Nynaeve al'Meara is one of your 3 class legendaries. Her main role is to provide a boost to Ward: Strike and other weak Aes Sedai spells. She might end up being abused with Moonstrike in the mid-game, but since the spellpower effect is tied to Enrage, I think it will be ok. Lore-wise, this is a reference to Nynaeve: her magic abilities are super strong, but she can only channel them when she is pissed.

    Balefire is meant to be one of the win conditions. Wait until late game and try to combo it with Nynaeve (or Alexstrasza), or use it in mid-game to fight for board control. The resurrection drawback is there, because 8 damage to anything for 5 mana is too versatile. The lore reference is to balefire, a spell that obliterates so completely that it unravels the past and changes the present. (I need to word this card better; the minion you destroyed with it can not be resurrected).

    Playstyle Overview

    I envision this class as a mix of priest, mage, and tempo rogue. You have beefy minions you buff with cheap spells and can win the control game. Or you can stall by avoiding damage through absorb, and then burst on turn 9 with Alex + 2 balefires. Alternatively, you can use clever combos with link and absorbs to outvalue your opponent and gain tempo. This is not a fast class, though. Reliance on buffs and minions defines it. The trick will be to think of balancing these minion and spell interactions. 

     edit1: adjusted card size so 3 fit in a row

    Posted in: Fan Creations
  • 8

    posted a message on 85% winrate MECH PRIEST from rank 5 to legend

    I don't see how any deck can be 85% win rate if it's weakness is face hunters. I tried it today with expected results. The first 4 match up were face hunters. I went 0-4. All of them were close, I grant you, but still 0-4 is 0-4.

    Posted in: 85% winrate MECH PRIEST from rank 5 to legend
  • 0

    posted a message on EU Legend #1 Tempo Mage *UPDATED*

    Great deck!

    I've taken this from R16 to R10 in one evening. It absolutely farms hunters. I haven't lost a single game against either face or midrange. Aggro like zoo or mech feels about 50/50 depending on how good a draw they get. Oil rogue, combo druid, and midrange paladin is at least 50%. Mill rogue is a push over, naturally. I haven't encountered too many warriors.

    This deck's one weakness, in my experience, are priests. So far I went something like 1-6 aganist priest, and one time I won was because I got an uncontested summoning portal via unstable port and flooded the board with 2 mana shredders and 3 mana belches, protected from wipe by a counterspell.

    But normally the way these games go is that we trade tick for tack and the game feels close, but by turn 10 I find myself with an empty hand. In early game he contests well with deathguards or valen's chosen, in mid-game he can mess with me using madness/cabal/shrinkmeister (my scientists/oozes/wyrms/belchers get stolen), and in the late game he deals with my 3-4 big threats with lightbomb/BGH/mindcontrol. Any tips anyone?

    Thanks again for sharing this deck, it's a lot of fun!

    Posted in: EU Legend #1 Tempo Mage *UPDATED*
  • 0

    posted a message on There needs to be an Incentive for Arena like a Cardback

    Two things:

    1) There are high-win bots in arena. See one of Kripp's videos.

    2) 0.65% of arenas end with 12-x is fine, but how many arena runs can one player do in a span of a season? A lot. Let's say you do 1 run each day for 30 days - your chance of not getting a single 12-winner in those 30 days is (1 - 0.0065) ^ 30 = 0.8223. Someone who is good at probabilities, check my maths, but that means that you chance of getting at least one 12 winner is 1 - 0.82 = 0.18, i.e. 18%. If you do two arena runs every day, this goes up to 33%. Three runs a day - to 45%. It's not the same as 0.5% legend, not at all. It's far easier.

    If we apply the same scheme to the 0.024% 12-0 runs, we get 0.7%, 1.4%, and 2.1% of getting at least one 12-0 run in 30/60/90 arena runs. That is, more or less, on the order of legend 0.5%.

    disclaimer: unless my maths are wrong

    Posted in: General Discussion
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