• 30

    posted a message on New Card - Blazecaller

    On curve with Fire Elemental and Kalimos, Primal Lord :|

    Posted in: Card Discussion
  • 1

    posted a message on Proposed Card Changes (Mostly Nerfs)

    With the new expansion and standard rotation coming, it's highly probable that Blizzard will nerf some of the cards again. Here are some cards that I think need a little rework, most of them are nerfs.

     

    1. Ice Block

    A lot of players blame combo decks' lack of interaction on the damage combos, but I think that, for the most part, stall mechanics play a bigger role in causing the opponents' frustration. This version of Ice Block is still powerful for stalling, but can at least be played around. This way decks with big minions can better deal with Ice Block. Another stimulus for this change is how utterly terrible the card is in any context other than Freeze mage (or a Reno mage that runs freeze cards), and even though this is technically a powercreep to Ice Barrier, you're probably running both anyway.

     

    2. Feral Rage

    Speaking of Ice Barrier powercreep... Feral Rage. Feral Rage is really powerful, with or without Fandral Staghelm. Especially in a deck that puts its focus on summoning big minions, the 3 mana is really convenient as it allows the druid to play 2-3 other cards on the same turn if they wish to, whilst also giving them the armor that they need. Though I don't think that an increased mana cost is too great for the card, considering how Jade Idol costs only 1 mana, the amount of armor being reduced will hopefully help any deck that doesn't run ten 8/8s.

     

    3. Jade Idol

    There have been many good proposed nerfs to this card, as even though the card isn't top tier with an overwhelmingly high winrate, it's certainly destroyed many good control decks like warrior and priest. With this version, you can still have an infinite amount of jade golems, but only with Fandral Staghelm and/or Gadgetzan Auctioneer, making it a lot more difficult to pull off.

     

    4. Gadgetzan Auctioneer

    This nerf is much less directed towards druid and more towards rogue. Having played quite some rogue for several expansions, I feel like, at this point, Blizzard should just make this a rogue class card. The small attack nerf should make Cold Blood x2 + Eviscerate x2 or something of the sort less tough to deal with, that and having auctioneer become easier to trade.

     

    5. Fiery War Axe

    War Axe has always been a staple in every warrior deck - Worgen warrior, Patron warrior, pirate warrior, control warrior, C'Thun warrior.... and seems integral in all of the aforementioned decks, it's such a powerful card that I'm surprised Blizzard didn't nerf it the first time around. Going forward, even I think they should just print some good cards to replace war axe and whilst making it weaker. That's not to say that this version of war axe is useless, though, this kills quite a lot of 1 drops and can be played on turn one, it's just much less powerful later on in the game.

     

     

    ... and finally,
     

     

     

    6. Big Game Hunter

    When it comes to reverting card nerfs, I feel like many of the cards that were core to some skill based decks should be reverted (Warsong Commander, Starving Buzzard, Molten Giant, Blade Flurry), but since Blizzard is going with the "new player experience" and "RNG is fun" route, I'll leave that be. BGH was ran in every deck back when handlocks and Dr. Booms were roaming amidst rank 10 and up. It was basically Shadow Word: Death for anyone who wasn't a priest, but other than killing giants and scholarly goblins, BGH didn't serve much purpose. With 4 mana 7/7s, Jades and Renolocks about, as well as upcoming new cards that create huge minions, I think that BGH will make the meta better for the most part, but then RIP Swamp King Dred.

    ---------------

    What other cards should be changed for Year of the Mammoth? I might've missed a few. Thanks for your time :)

    Posted in: Card Discussion
  • -1

    posted a message on Journey to Un'Goro Card Reveal Livestream

    Something that Team 5 (the Hearthstone Devs) really wants to make meta, so they print really powerful cards for that deck. Not all of these decks work, though. Examples include Jade Druid, Beast Druid, Dragon Priest.

    Posted in: News
  • 2

    posted a message on Make the Card

    Next: 10 mana spell for druids that has a nature thematic.

    Random wildlife include...

     

    Next: A neutral card that allows "weird" playstyles of a class (e.g. Sir Finley Mrrgglton allowing warriors to play aggressive)

    Posted in: Fan Creations
  • 2

    posted a message on Maiev New Hero FeelsBadMan

    Having a new Rogue hero is great and all, just wish it was an more rogue rogue (Maiev's a Warden and a Rogue but not really...?), like Vanessa VanCleef, Mathias Shaw , Garona Halforcen or even fucking Taoshi or Genn Greymane. I don't want to come off as ungrateful, because I'd still be using Maiev, it's just that since only Mage had 2 hero skins, I think it's highly unlikely that we'll ever get those heroes. It's like they really want Elves to be the face of Hearthstone. This is nowhere near as "controversial" as putting Azure Drake in their "Hall of Fame" (why didn't you put Warsong Commander and Blade Flurry there :( ) and openly saying that versatile cards are bad for the game. This post doesn't have any real meaning lol; maybe when Druids get Zen'kiki the apprentice druid as their playable hero instead of Hamuul Runetotem or Broll Bearmantle and Warlocks realise that there aren't any notable Warlocks other than Gul'dan in Warcraft so they're bound to get some random NPC, they might have the same feeling.

    Anyway, I hope that they make some more skins, even purchasable ones would be ok, at least for me. It can't be as hard as printing a new expa- oh, you can't fill skins with Worgen Greasers. Nevermind. On a slightly more serious note (can't really get that serious talking about hero skins), do you guys like Maiev as the Rogue hero? Or Maiev as a character in general?

    Posted in: Rogue
  • 2

    posted a message on Monk Class Concept

    The Monk

    (Custom Class by In_Your_Phase)

     

     

    First off - the Hero and their unique Hero Power. I've picked Emperor Shaohao, last emperor of the Pandaren as the class' hero, mainly because all the other variations of Monk had Chen Stormstout as the hero. Shaohao is also a revered Monk among the Pandaren, but is definitely less iconic than Chen in the Warcraft lore. As for the Hero Power, I went with "The Circle of Life", which is a little pun on the shape of the Sphere. Since Monks use Chi and Energy as resource in WoW, I felt that the representation of spending Chi to empower card effects was somewhat compulsory. Chi Spheres isn't exactly the same as Chi - the resource, but for simplicity's sake, I made a compromise and the two became one card. Note that Chi Spheres are not collectible. When buffed by Justicar Trueheart, it becomes "Endless Circulation", which adds a Chi Sphere AND a Healing Sphere to your hand. Healing Sphere is a card from the basic set.

     

    Basic Set

    Unlocked at level 1. The card demonstrates how Chi Spheres are important to the Monk.

    Unlocked at level 1. Allows for a slow Monk deck and encourages card draw.

    Unlocked at level 1. Give players the dilemma of keeping or playing the Chi Spheres. Encourages a Zoo Monk deck.

    Unlocked at level 1. Another card that boosts the Zoo Monk archetype.

    Unlocked at level 1. Allows the Monk to win trades, but costs tempo.

    Unlocked at level 2. Low cost card for swarming the board. Usable in the Zoo Monk archetype.

    Unlocked at level 4. Demonstrates how Chi Spheres can be spent / removed from the hand for effects.

    Unlocked at level 6. Fun card incorporated in Spell Damage / Burst Monk decks, comparable to Arcane Explosion and Bane of Doom.

    Unlocked at level 8. Shows how sometimes you discard all your Chi Spheres, instead of just one or two. Pretty decent board clear and does not actually require Chi Spheres to be played.

    Unlocked at level 10. What is essentially a larger Shang Xi's Student. Another card for the Midrange and control Monk archetypes.

     Classic Set

    Aysa! Our beloved Master of Tushui! Fright not, WoW players, her counterpart Ji will be joining us shortly. This card acts as a huge anti-aggro body. Really weak to silences, though.

    Chi Burst is the go-to late game removal card... given that you get your Chi Spheres back soon.

    A cheap Recycle, at the cost of discarding cards. Note that you can shuffle friendly minions into your opponent's deck. I think they'll LOVE that Mini-Mage that you put in your deck.

    Late game card for the Zoo Monk. This works with Chi Spheres in the hand, so consider that before you dump your Chi Spheres into the field.

    Yet another board clear for the control archetype. Scales with Spell Damage!

    Another Zoo Monk card. Heavily countered by Swipe...

    A bigger Kor'kron Elite! MUAHAHA!

    A card for the Burst Monk. Also a decent removal (More or less a Fireball?)

    Midrange card. This class lacks Deathrattle minions so I made this.

    Gives your Chi Spheres value! Not a lot of value, but value nonetheless... 

    Since Healing Spheres are difficult to dig out of the deck, Master Hight's Student gives you a version of Chi Sphere that doesn't always get discarded!

    Pandaren Spirits are well respected by the Pandaren. I think that it's fitting that they give Monks energy (Chi Spheres).

    A-ha! Who needs Dr. Boom when you have a Chi Sphere? In all seriousness, this card allows for some insane set-ups (I mean topdeck lethal).

    A bit worse than King Krush, but at least it kills 2 minions.

    Another on-going theme - spending Chi Spheres to lower the mana cost of an effect.

     GvG Cards

    Tried to give this card a bit of a Mech theme since it is after all a GvG legendary, and also wanted to showcase her playful personality, so messing around with gimmicky Spare Parts should give you energy (or Chi Spheres).

    Boosts the Mech archetype. The Mech Monk could probably inherit some traits from the Zoo Monk.

    The current, neutral Brewmasters can't really fit into the deck. Hopefully this allows them to be played in the Monk, returning something with a strong Battlecry. Note that the minions themselves are summoned, instead of a copy of these minions, meaning that they will be pulled out of the deck (like Deathlord, instead of Mindgames.)

    Fistweaving may have been removed in the Legion Alpha, but at least this card is here!

    Bruise Knee = Bruce Lee. 'Nuff said. While Bruise seems like a broken card, Wisdom Seeker itself has terrible stats. Even combined, this card is only a 9 mana 6/7 with Windfury and Charge, with draw backs like the Windfury only hitting for 5 x 2 damage and that you have to draw this card 2 times, potentially holding your deck back when you could've drawn another card that you might need more.

    While the targeted minion can no longer attack (unless they are silenced) and takes up a space in the board, it has synergy with cards like Sea Giant and Shadowflame. It can also be Taunted up, but its Deathrattle effect does not trigger.

    Like the Crackling Jade Lightning in WoW, this card gives you Chi instead of spending it.

    Probably the only Pandaren themed machine. Dark Animus is Mogu / Zandalari so it doesn't count.

     

     

     TGT Cards

    Ji! This card is more or less the damage version of Aysa, much like in WoW. However, this guy discards Chi Spheres, whereas Aysa lets you keep it. Probably used in control decks for a better chance at the Control vs Control matchup.

    Good if they don't have taunt. Played on an empty board or against aggro. The AoE healing cards really benefit this card.

    Thinking of adding a Chi Brew card to work with this fella. Doesn't follow the Brewmasters' effect, but I really don't see how returning cards back to the hand will make a good 6 drop effect.

    Jab. The bread and butter ability for WoW Monks. Also known as the Anti-Leper Gnome in Hearthstone.

    Not sure if this card is strong enough to be played in a Dragon Monk deck. Couldn't think of too many Inspire cards, so this will have to do.

    AoE heal for the Zoo deck. Again. Also works in a control or midrange deck, I guess.

    Note that this card, like Touch of Death, cannot be played if you do not discard the required Chi Spheres.

    Decent 4 drop for a slower deck that doesn't run a ton of Chi Sphere generating cards.

    This card, along with Master of the Mists, forms a new archetype - Aggro Monk. Not that it can't already be done without these two cards.

     

    WoG Cards

    "I am Lei Shen, slayer of Kings and Gods"

    "Outsiders" here refer to the non-Pandaren inhabitants of Azeroth (e.g. Night Elves, Humans, Orcs etc.) These outsiders cost the Pandarens a lot and came in wrecking everything, which is more or less the goal of this card.

    Defend Pandaria today with two copies of this card!

    Tranquil Master is a title your get in WoW for defeating all of the Shas (fragments of Y'Shaarj). He is also Pandaria's premium janitor when Shas are not around.

    13/13 against Deathwing, 2/2 against a Wisp. Very weak against Mage Hero Power, but you can trade a Chi Sphere into an actual minion.

    Discovering really crappy cards might be a negative thing. Also a potential enabler of Mill Monk.

    "Takes Sylvanas' effect"

    More Chi Sphere generation for Standard mode.

    It could be C'thun. It could be anything.

    Mean Streets of Gadgetzan Cards

    Because mill. This card has good synergy with the Chi Spheres too. (Not a Beast because Hozen are humanoid in WoW).

    Yup! The Monk belongs in the Jade Lotus! What a surprise! And they get an Inspire card too! My enthusiasm here is so justified!

    Brewmaster Monks, which are tanks, have this ability called Stagger, which delays their damage intake. This kind of mimics that, and I think that it's a pretty cool mechanic for a card.

    Let me casually do three things in one turn...

    Card text means that any minion that targets it takes 3 damage. For example, Elven Archer targets this card with its battlecry. The archer is dead, but this card takes 1 damage; now say a Leeroy Jenkins attacks this card. Leeroy will take 3 damage before the attack goes through, which will destroy it and this card will not take damage.

    Encourages the discarding of Chi Spheres. Not a lot of good neutral healing cards so I feel that this is necessary for a slower monk deck to exist.

    Combo with Outsiders! can be a bit crazy. Could also be good in a Reno Monk to get some removal or card draw back.

    Usually they're watching Keeping Up With The Windrunners or Firelands' Got Talent, but sometimes they play some Hearthstone as well.

    7 mana Ysera. Or a 7 mana Faerie Dragon.

    [1/2]

     

    Posted in: Fan Creations
  • 0

    posted a message on Make the Card

    Next: A combo card tool (not a survivability tool), just because someone on Blizz Team 5 was talking about combo decks.

    Posted in: Fan Creations
  • 0

    posted a message on Max McCall Talks About Combo Decks and Why They Can Be Problematic

    With that logic, then, we should all learn to cook from the employees at McDonald's and learn to write scripts from Michael Bay. Just because the card game is popular doesn't mean that it's due to it's good design. In fact, it's usually the opposite - most things popular are dumbed down or simplified in one way or another, and the removal of Azure Drake from standard supports this. It's much easier for the viewing audience to see a Christmas Tree on top of Uther's head and 30 eyes popping out of a 30/30 minion to know that the Paladin/Druid player just did something powerful than it is for them to identify that the 6 mana 4/4 is a crucial target that needs to be killed and for them to remember that exactly 7 murlocs have died and they just drew Anyfin Can Happen.

    I don't know how you manage to play "2-4 minute game"s as a player who "only play control or midrange decks", because I've played face Hunter mirrors that lasted for longer than that. Admittedly, the so-called combo decks of the current meta are actually more fast-paced than those in BrM or LoE - most of the time a combo vs control matchup would end with the combo player fatiguing - and even if they weren't, it's still not the fault of the concept of combo decks, but rather the stalling tools that they must use to fight against minion based decks. The point of a combo deck is to edge in that 9th or 10th turn to pull off a 20ish damage combo, emphasis on the 'edge in' part. What Hearthstone has right now are control decks, like Reno Mage and RenoLock, that have no way to finish off their opponent. In most other card games or even in previous metas, control decks' endgame was to have 3-4 large minions on the board that the opponent cannot easily get rid of (i.e. Sylvanas, Ysera and Cabal Shadow Priest), but instead the devs have printed budgeted versions of said cards, like 4 mana 7/7, thus making big-minion control decks less, or not at all viable.

    The "cycle" of deck archetype should go as follows: control beats aggro, aggro beats combo, and combo beats control. However, in almost every expansion after TGT, control decks have been surviving way too well and aggro decks have been too difficult to grind out, thus making it necessary for any type of combo deck to include a ton of board clears to exist even in tier 3 or 4. Think of it this way, combo decks are actively using cards that do not draw them cards and make them pull off their combo faster like they should in this meta, and that's not the fault of combo decks, it's the fault of the sheer strength of low mana cost cards such as Tunnel Trogg and Swashburglar. So the "right", or healthy thing to do is to nerf aggro, which will make control and combo decks better against them, which in turn will make them appear more, which in turn will make combo decks run more card draw (to finish off the control decks) and less boring Frost Nova + Doomsayer-esque board clears.

    On the note of playing a 20 minute game, if you're 10 minutes in and you know that you're not even close to beating your opponent, then why not just concede? You say that you lose said games anyway, right? And no-one gets to choose who they fight against in the ladder, so it's not up to you to say "I don't want to fight against slow decks, this is clearly an issue in game design. Since the games are too long for me to play my deck and do my stuff, it's obviously a flaw in game design; combo decks are so boring to play against." Again, yes, Ice Block, Frost Nova, Reno Jackson and other similar stall cards are very uninteractive, and those cards should be nerfed, removed, or (actually usable) counter cards should be printed like Unfreeze Nova or Ice Break or whatever, but that isn't the fault of the concept of combo decks, it's the flaw of those individual cards, as well as the necessity to put them in due to aggro decks being too effective. If anything, they should start supporting combo decks, not with Counterfeit Coin, Alexstrasza or Emperor Thaurissan, because these cards allow for any slow deck to run 4-5 combo pieces for burst damage, instead they should print more cards like Blade Flurry, Aviana and Charge, cards that are terrible in control decks, but are excellent combo tools. And no, combos aren't meant to be "countered", they're meant to be prevented

    So, to conclude, if you want more interactive games, you should instead be supporting combo decks.

    Posted in: News
  • 2

    posted a message on Max McCall Talks About Combo Decks and Why They Can Be Problematic

    I think that the line between control and combo is increasingly hard to draw. Other than 1000 Armor vs Not A Warrior and Jade Druid, there haven't been a control deck without a damage-based finisher since LoE (there was Priest, but they were tier 4 for not having a win condition...). 60 Health hero decks like Roulette Warlock and Blackjack Mage (and going a bit back in time, Count-to-14-Druid) don't deserve a combo finisher, but Anyfin Paladin (the one with Old Murk Eye) and almost every slow deck in the meta when everyone were still getting in there and blades were still thirsty were both difficult to play and easy to counter, and allowed for some less trading intensive decks like 4 Huffer Hunter and 1/1lock to co-exist with control and combo decks. imo combo decks are fun, it's the stalling mechanics like Ice Block and Frost Nova that aren't.

    Posted in: News
  • 6

    posted a message on Max McCall Talks About Combo Decks and Why They Can Be Problematic

    I have a feeling that this is the same guy who removed Azure Drake from standard for being "too versatile" (a.k.a too well designed).

    Posted in: News
  • 0

    posted a message on Max McCall Talks About Combo Decks and Why They Can Be Problematic

    Well, decks like Oil Rogue and Patron Warrior were way more interactive and interesting than curvestone decks. If the devs don't want combo decks to turtle until turn 12, then maybe they should weaken cards like Justicar Trueheart and Ice Block. Trading up minions and using removal to regain tempo every single game is repetitive, too, and I, for one, would rather they print more Loatheb-like cards that can by itself wreck a combo deck if played right.

    Also, having the same viewpoint as the Hearthstone devs doesn't necessarily make your point more valid. Not to bash on them too much, but they've made many "meh" decisions to say the least - printing Purify at Priest's weakest, nerfing Warsong Commander right after the birth of Secret Paladin (yeah because you can react to Mysterious Challenger; that's not a combo deck), and killing all combo decks altogether by printing C'Thun.

    Overall, though, I actually agree with the blue post that combo decks should be kept at mid to low tier (therefore a minion based deck is top tier).

    Posted in: News
  • 0

    posted a message on (Custom) Khadgar's Basic Card Reskins!

    As the third Mage Hero, work really needs to be done to differentiate between Medivh and his student, Archmage Khadgar. Below is what I propose - reskinning Mage basic cards, and this is how it should be done (entirely reflective of the character).

     

     

    Posted in: Fan Creations
  • 1

    posted a message on Make the Card
     

    Next: Supposing there would be a mode on Hs about Alliance vs Horde, make an alliance-only legendary and a horde-only legendary.

     So I made the Sons of Lothar forgetting that the Discover mechanic only works for neutral cards and cards of your class... so just say the Sons of Lothar bypass this thing... >_<
    Next: A Murloc card (doesn't have to be a minion) that will help Murloc decks recover from the loss of Old Murk-Eye.
    Posted in: Fan Creations
  • 0

    posted a message on A Question About Standard

    So it says in the Blue Post that Standard Mode is where only Basic, Classic and Cards Released in the past and current year can be included in the deck. But what about summoned cards?

    e.g. Can Dark Peddler discover Naxx and GvG cards such as Clockwork Gnome or Undertaker?

    e.g. Can Spellslinger give you Naxx and GvG spells like Avenge or Lightbomb?

    I'm not sure if I missed it or Blizz never addressed this, any constructive response is much appreciated :P Thanks.

    Posted in: General Discussion
  • To post a comment, please login or register a new account.