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    posted a message on Priest weapon (first card I've ever made). opinions?

    I say the thing with this card is that it's effect doesn't do much. Unless you're playing like in arena (and this wouldn't be good in arena) where things like trades and tempo are extremely important, this card doesn't do much.

    It simply doesn't do anything big in the game for you. Even if you heal your whole board all times, you can still easily get cleared or lose to some random combo. Design wise it's ok, but it's not a good card.

    Posted in: Fan Creations
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    posted a message on Soggoth the Slitherer

    I actually faced this card once in arena and it won my opponent the game by itself. Simply impossible to deal with if you dont have a silence.

    Posted in: Soggoth the Slitherer
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    posted a message on (POLL) Gurubashi Berserker Variant. Broken? or Nah?
    Quote from Kaioxys >>
    Quote from NarizArcana >>

    I like it but problem with bouncing blade

     I don't think so, the solution would be similar to MoP + Auchenai.
     What's Mop?
     Mistress of Pain I think

    I don't understand why tho
    Posted in: Fan Creations
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    posted a message on More cards in opening hand

    What do you guys think would be different in Hearthstone if we had a bigger opening hand? Maybe around 5-6 cards? I was thinking about what could make the game more control-oriented and came up with this thought. There would be card like Northshire Cleric that would lose a lot of value from this, but I think that the game could generally be more control oriented. I think decks like face hunter wouldn't benefit as much as other decks would, since a control deck would be just getting more answers to deal with the board. Even Reno Jackson would gain more value.

    So what do you guys think? Would this shift the game towards aggro or control or not change? Would you like if the number of opening cards raised?

    Posted in: General Discussion
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    posted a message on Quick Question: Can you mill your own Ancient Curses?

    I think it's the same with Iron Juggernaut drawing a Burrowing Mine when the opponent has 10 cards in hand, and the card gets milled/destroyed and deals no damage. I've seen the previous example happen but not Ancient Shade's Ancient Curse but I believe it should be the same.

    Posted in: General Discussion
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    posted a message on Got a Gold Gahz'rilla last night....keep or dust?

    I say don't disenchant any of the cards that aren't "completely useless" (aka not Hemet Nesingwary) yet. Who knows what will be playable or not after the next expansion.

    Posted in: Card Discussion
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    posted a message on Troll Card Creations

    I don't see Hexxer being good. All around it's strictly worse than Mini-Mage, even if you can raise the spell damage, I don't think it's ever worth it, although this is one of those cards that might prove you wrong, I wouldn't bet on that. Spell damage isn't one of those things that shift who's winning in a game.

    Posted in: Fan Creations
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    posted a message on Post ideas for new daily quests!

    100g: BM your opponent with 100 "well played" emotes on the turn you win.

    Posted in: General Discussion
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    posted a message on King Mukla

    Just opened one. Should I dust it when standard comes?

    Posted in: King Mukla
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    posted a message on Math Problem

    You have 2 axe flingers with 2 or more HP, so since you only need 2 hits on any of them to win, the calculation is actually pretty simple.

    Assuming there are no other minions on board and you already attacked, you need 4 more damage, and Axe Flinger deals 2 damage every time it takes a hit.

    Then, the only time you don't have lethal with Bouncing Blade is when the blade kills the [card/Emperor Thaurissan[/card] after dealing at most 1 hit to any of the Axe Flingers.

    You have 2/3 of change to hit an Axe Flinger each time, and 1/3 to hit [card/Emperor Thaurissan[/card] each time.

    So the possible outcomes are:

    1- 2 hits on AF and win
    2- 2 hits on AF, 1 on T and win
    3- 2 hits on AF, 2 on T and win
    4- 2 hits on AF, 3 on T and win
    5- 1 hit on AF, 4 on T and lose (lethal)
    6- 0 hits on AF, 4 on T and lose (lethal)

    In case 1 we have the possible combinations:

    Taking T for Thaurissan, A for AF1 and B for AF2:

    AA, AB, BA and BB. 4 combinations.

    However, case 2 is only the same cases in 1, but with the addition of 1 T for each, keeping in mind that there are multiple orders to that so:

    Case 2:
    AAT, ATA, TAA
    ABT, ATB, TAB
    BAT, BTA, TBA
    BBT, BTB, TBB,

    From that example, we can also conclude that the number of combinations for each of the other cases is the cases in Case 1, multiplied by the number of different ways of ordering the T hits.

    If we were to do the mathematical calculation for Case 1, we take XY as the variables for case 1, and on case 2, we have to calculate the number of different combinations of that XY with one T hit, but keeping in mind that X and Y are already determined, so we only need to calculate the number of different positions for the T hit to be in.

    This can be done by looking at the ordering as _X_Y_ with _ being blank spaces. So for 1 T (case 2) we have 3 possibilities, being calculated as 3!/2, since we have 3 unknowns (X, Y and T) but we can only count half the cases, which are when X appears before Y. Which we multiply by the combinations of XY (4) to give us 12 combinations for case 2.

    As of now:
    Case 1: 4 combinations (XY)
    Case 2: 12 combinations (4 from XY times 3 from ordering)

    Case 3: TTXY 4!/2!2 = 6 combinations of ordering, times 4 from XY combinations = 24 combinations.

    Case 4: TTTXY 5!/3!2 = 10 combinations of ordering, times 4 from XY combinations = 40 combinations.

    But on cases 5 and 6 you can't use XY anymore, since only 1 AF is hit. We have the following combinations:
    Taking AF1 as A and AF2 as B:

    Case 5: Since there's only 1 hit, it happens either on A or B, so combinations are of the type: ATTTT or BTTTT, each of which have 5 combinations 5!/4!, so total 10 combinations.

    Case 6 has only one combination TTTT.

    So:
    Case 1: 4 comb.
    Case 2: 12 comb.
    Case 3: 24 comb.
    Case 4: 40 comb.
    Case 5: 10 comb.
    Case 6: 1 comb.

    So, counting the win chances we have 4 + 12 + 24 + 40 combinations where we win in a total of 4 + 12 + 24 + 40 + 10 + 1 which gives

    80/91, so you had 80 out of 91 chance of lethal.

    Whew this took long. I'm not the best teacher, but I hope you can understand. I deleted and retyped a lot so might be badly written a bit, please ignore that.

    Posted in: General Deck Building
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    posted a message on Flamestrike nerf

    But Flamestrike is basic, how would you nerf it in arena?

    Posted in: General Discussion
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    posted a message on Flamestrike nerf

    How do you even nerf Flamestrike without making it too useless.

    Posted in: General Discussion
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    posted a message on An issue with - "mass disenchant button"

    Well, try logging out and in again. That usually solves most bugs like this.

    Posted in: General Discussion
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    posted a message on An issue with - "mass disenchant button"

    What do you mean you don't have...? The disenchant button is right there?

    Posted in: General Discussion
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    posted a message on A question of etiquette.

    When I'm about to win (100% sure, lethal on board etc) I usually play all cards I can just to let the opponent know what I had, not as BM...

    It's more like when you play against someone and keep wondering, "did they have that card?", "should I've really played like this", "would they be able to win had I done that" kind of stuff. I also like myself to know what my opponents had in hand if they had one or two cards when I lose.

    Posted in: General Discussion
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