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    posted a message on Sea Witch Class Concept [GvG started]

    i gotta say this is looking like one of the better fan made classes. I'm curious to 'sea' (i don't resist puns) what reservoir does, but as a guess I'm gonna say it has to do with how many cards remain in your deck.

    also i love the backgrounds, but i feel the seaweed is just slightly in the way.

    Posted in: Fan Creations
  • 1

    posted a message on i made a new expansion, what do you think

    like many others i made another expansion.
    here it is:

    http://www.hearthcards.net/mycards/?cards=1624

    all the classes have 1 legendary, 2 epics, 3 rares, and 4 commons.
    in neutrals i have made mostly legendaries (9 of them) and a few other cards which came to mind to fill particular niches and help with some archetypes. i plan on making 5 more epics (total 9) and possibly more rares and commons, but most of those cards would be gimmicky, or filler to make sure unstable portal wouldn't become OP (that right people, the real reason behind bad neutral cards)

    here are some new mechanics:
    Druid: if you are holding a card that costs 7 or more. i love ramp druid, but its losing ground to combo and token druid. this also makes some interesting decisions with the initial mulligan, since sure you wont play that ancient of war until turn 5 at the earliest, but you may need it to trigger some of these cards. also i included some green dragons.
    Hunter: flood the board. thats right im giving face hunter more stuff. why? because this stuff is more interesting than most face hunter shenanigans, and is actually less infuriating to deal with, since non of it has charge. i also added some trap synergy, since i think secret hunter would be interesting.
    Mage: based on spells cast this turn. more synergy with rapid spell casts, but rather than being pure aggro as per flamewaker and mana wyrm, this is more control or tempo oriented in my opinion. i love the idea that mage primarily cast spells rather than plays minions, so i took that idea and ran.
    Paladin:"when this minion loses divine shield". divine shield is an interesting mechanic but usually can be dealt with quickly and mainly sees use as an added bonus to make ok cards decent. this trigger can happen as many times as you can apply divine shield.
    Priest: Shuffle X into your deck. priest has usually been about either putting together insane combos or tempo, which is fine, but i felt that priest as a stall deck would be interesting, mill your opponent by having a larger deck than them (giggity) or even just adding more cards so you are more likely to get the necessary combo pieces.
    Rogue: Re-useable cards (also nerubians). rogue has always been about tempo and big  trolden level plays (oil rogue, leeroy rogue) and both of those require you to have the necessary cards to pull that off. these card present you with the ability to pull off medium sized plays, but do so repeatedly. or just give you a nice sized board presence that is difficult to remove.
    Shaman: overload benefits, also totems. overload is a pricey mechanic in some situations, and easily overlooked in others (cough cough totem golem cough) i decided that instead of just having unbound elemental for overload synergy, you could turn overload for fuel for the big spell power shaman plays.
    Warlock: Soul Shards. i was thinking about what i could do from the warlock class and i remembered soul shards, which could be burnt for various spells. warlocks in hearthstone have problems with discard based mechanics ruining their day. the answer: soul shards, made by various cards, would take priority in discarding. if you have a soul shard in hand, and you discard a random card, it is no longer random, its the soul shard.
    Warrior: more taunt stuff. not much to say here, wasn't feeling any ideas for new mechanics for warriors, some armor synergy, a funky aggro weapon and HEY LOOK GAMON!
    Pirates: not a new class, put some synergy in neutral.

    any questions about how cards work? suggestions? something OP? want to call me an idiot?
    leave your comments below!

    also hey look a poll.

    Posted in: Fan Creations
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    posted a message on I MAY HAVE MADE THE STUPIDEST/GREATEST/GIMMICKIEST DECK EVER MADE.

    So I was looking at the TGT cards and noticed things like Burgle and Sideshow Spelleater and thought " wow, there is so much cross class stuff now, i wonder if you can make a deck from that" and this happened.

    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (21) Ability (9)
    Loading Collection

    WHY. WHY NOT.

    Posted in: General Deck Building
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    posted a message on My Top 10 Best TGT Cards

    i like your list and your arguments. good to see someone else like dark bargain. really only one card im hyped for is Living Roots because i think it may be a decent replacement for zombie chow. yes i know a 2/3 turn 1 beats 2 1/1s , but sheer flexibility comes in handy. turn 1 this, it trades for 2 1 drops (or at least most of them) similar to chow, however chow trades into the 1 and 2 drop. so yes chow is better in that regard. however you need to consider 3 things: first, late game value. top deck war at low hp? better 2 1/1s than a heal. you have lethal if it wasnt for the little slime from belcher? pew its dead. i got 10 mana and cenarius. i choose 2 3/3s over the spider tank with heals. the list goes on. second, early removal. they just coined into apprentice mirror image? now its just mirror image. flame imp? no refund. third and finally: possible joust druid. druid with its ramp is able to run some of the highest cost minions (along with handlock and control warr). zombie chow however could show up at a bad time to ruin everything. living roots wont.

    Posted in: Card Discussion
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    posted a message on Aviana Ramp Druid

    so what additions from the newer TGT cards do you think this deck would take? 

    Posted in: Aviana Ramp Druid
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    posted a message on Mulch

    becoming a bad sap. lol.

    Posted in: Mulch
  • 5

    posted a message on Dark Bargain

    handlock is not at all what this card was made for.

    Posted in: Dark Bargain
  • 1

    posted a message on 5 cards you love that don't fit the meta

    troggzore
    molorne
    hogger
    gahzrilla
    nourish.

    Posted in: General Discussion
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    posted a message on New Warrior Legendary - Varian Wrynn
    Quote from TSMS jump

    An actual viable version of Aviana.

    its sad how true this is. druid getting shafted in legendaries, and warrior gets something that would rock on druid. and so did rogue (kind of)

    Posted in: Card Discussion
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    posted a message on TGT/Joust - Will it slow things down?

    i think it will slow down the meta, BUT NOT BY BEING GOOD.

    i think enough people will find the gimmick amusing (especially if totalbiscuit does a lord of the gimmicks on it) that they will be common, and it will work just enough that people will put a couple bigger bodies (more dr balance unfortunately) into their decks. and with aggro at a slight disadvantage, it will SLIGHTLY slow down the meta.

    in addition, i think that a number of other things will be slowing the meta down bit by bit, like Darnassus Aspirant

    in addition in addition, we haven't seen the whole set, so we may see some insane joust cards, maybe even a "you win joust ties" minion effect.

    Posted in: General Discussion
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