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    posted a message on [Game] Name another card that has the same...

    Spellbender

    Has the word "spell" in the description.

    Posted in: General Chat
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    posted a message on [Game] Name another card that has the same...

    Blessing of Kings

    Same mana cost.

    Posted in: General Chat
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    posted a message on Card Nerf - Yogg-Saron, Hope's End
    Quote from nevr3000 >>
    Yogg didn't lose his flavor with the nerf. ....He wasn't changed to do anything different than intended, only his consistency was changed by making the battlecry end when Yogg leaves the board....It's still a fun card, it's still a playable card... and it can still do stupid things. It didn't lose it's nature.

     Yup, that's true, I did not mean the opposite. I was just referring to a comment, that suggested that Yogg should be nerfed again and I asked him how can he do that, without changing its nature.
    If you stopped playing him because RNG might kill him before he gives you value, you didn't play him for the yolo RNG factor, you played him because you expected him to swing you the game.

    Ah, you got me - because I really, really wanted to win with my Randuin. Don't want to be sarcastic here, but now I have to disagree. I just want more fireworks. And is it really that bad, that I want to see more of that? In Casual? I'm sorry, that I've constantly repeated that, but people kinda forgot, that that's the (main) purpose of this format. A format, where you don't have to be a try harder, where you can goof around more. Why not support this format? Why not put fun cards in there, so that people will be motivated to go there more often. There is still a format, called tavern brawl - I hear you say, but there's a set of rules, which you have to comply with (= you can't (always) bring your favourite deck) and sometimes you may not like it too.
    Back to the topic; of course I still use Yogg, because he does stupid things, but now it's not that satisfying to play him, because:
    - the show ends pretty soon;
    - how often do you get to play Yogg anyway? I mean it's not always, that I manage to get to turn 10 with my fun deck, yet alone draw yogg and play him.
    And I'm not complaining, that I didn't get to a win streak with him. It's not about winning, it's about using/ playing the most of your deck and getting to see a show. I care about fireworks, not a game swing.

    For the record there are still ladder decks featuring Yogg. It won't make the deck tier 1 anymore though, unlike the pre-nerf Yogg.

    And why should such a card be included in top tier decks anyway? What's the point of being a competitive deck, if you will rely on RNG to win you the game? It's just not serious, even if playing Yogg will most likely lose you the game. 

    Posted in: Card Discussion
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    posted a message on Weekly Card Design Competition 5.13 - Discussion Topic
    Thanks for your post, I really appreciate your feedback, since it was a really detailed one. But before I continue, I will say, that IF this discussion get's more attention, I will eventually make a thread about the card, so that we won't spam here.

    Tl;dr: I agree with your points, but disagree with one of them, that Hearthstone wouldn't benefit from such cards.

    Yeah, I guess you were right about the wording thing, how it's not that clear. For me it meant only, that 4 consecutive turns will pass (Me - My opp - Me - My opp). Secondly, about the effect: Would you believe me, that right after posting the card, I immediately thought about how devastating this card would be in the freeze mage deck? How you wouldn't do anything about it and how the game will become even more non interactive than before. I have to admit, that that decision wasn't the best I've made. 

    But do you know why I made these cards: 
    It seems like you're really into those 10 mana spells :D

    Let's compare these two cards for a second. Now I don't want to offend any of the participants in the competition, but I will give my opinion about the cards. Both cards are well balanced - nothing out of the ordinary, however I don't think that the first card would ever see play. You can only put it in a buffing deck, but why should you do that, when you can choose a more advantageous card. The culling is better - in a way, that if it was implemented, it would definitely see play.

    My goal was to make a card, that would simply be played. A card, that would break the ice and open new possibilities. And I didn't want to make it a simple one, which everyone could see, if it was broken or overcosted/weak. It had to be a bit complicated, in order to be interesting, that's why I wanted to hear out some opinions. Now I'm FAR from thinking, that my card is well designed or balanced, or has the potential like the Culling. And it's obvious, that I failed. But I aimed to make a card, that would support the macro aspect of the game. Because for me a game of hearthstone is frequently "Do I have the card? Do i have the mana to use it." Sometimes "Do I need to play it now (or I can wait a bit)". And I purposely gave an example with Jades and twisting nether - how you can hold on the big board clear for a while. Normally you cannot afford to do that, because they will kill you on the following turn, even though you will need the board clear desperately later. And that imo is missing from the game - planning strategies up ahead.

    Because there's no argue, that HS tries to be a simple game (=accessible for all). And that's good. Although I played Yu-Gi-Oh and loved how the game was complicated with all the spell, trap etc. cards, I got puzzled from the thousands of cards and possibilities there and I had the feeling, that I would never be able to catch up. Hearthstone tries to prevent this from happening. But imo it wouldn't hurt, if we added some cards, that supported the macro aspect. Because I kinda got fed up with the repetitive cards like "give a minion +/+". I would warmly welcome cards like Hemet, Jungle Hunter, which think out of the box. Because hs is not just a game of aggro vs control - of course one deck will take the proactive role and the other of the reactive in some cases, but we need cards, that open more possibilities.

    And I won't stop planning such cards, even though some of them may be broken, just to imagine a new path for the game.

     

    Posted in: Fan Creations
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    posted a message on Card Nerf - Yogg-Saron, Hope's End
    Quote from Slydie >>
     Easy, just make the "fun" cards bad enough, like Prince Malchezaar, Elite Tauren Chieftain and Nozdormu. No reason to make things complicated.
    I assume you meant only yogg should get your special treatment.
    I was only talking about Yogg since this is a thread about him.
    Secondly how do you nerf a card, without changing it's nature/ it's flavor? And I have another question: Why should such a card be included in competitive decks anyway, even if it's nerfed, as you suggest. After all Yogg's middle name is RNGeesus himself. Imo things will get even more complicated, if people constantly demanded nerfs for a card. For me the easiest (and probably the best) solution for yogg is just to be allowed in casual. As simple as that.
    Look man, not many people care for ranks. Some people just want to have fun and experiment with cards. I understand why you don't like to lose to Yogg - me neither. RNG makes the skillful play irrelevant, it's not fair that a person, after making some mistakes, gets rewarded and takes the lead. It just destroys the meaning of competitiveness. 
    But please consider that nerfing one card will affect the game experience for others as well, for people, that want to have fun and goof around. If you play the nerfed version of Yogg, there's a chance, that he will immediately kill himself and the battlecry will end way too early(in my case that happens too frequently). Imagine how this thing happens several times, until the player decides, that it's not worth it to include him in the deck. You may not be convinced, and I can almost hear you say "That's not true". If I have to observe it from my experience - I eventually got bored of Yogg constantly ending his battlecry sooner than it should. That's why in order not to oppress more competitive games, this card should be allowed only in casual. There, you know, you will face wacky decks, where winning is not that important.

    Note: the other three mentioned cards have their weaknesses, but were made that way. They didn't lose their nature. Prince Malchezaar draws you potentially dead cards, Nozdormu is expensive and I'm not going to discuss Elite Tauren. Point is - they weren't changed, they stayed as they are. 
    Posted in: Card Discussion
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    posted a message on Card Nerf - Yogg-Saron, Hope's End
    Quote from Slydie >>
    Quote from Kovachut >>

    I really like fireworks, I was really sad, that they had to nerf Yogg.

    If i could chose his faith, I would prefer, that he leaves tournaments and ranked, but un-nerfed returns in casual. Games don't feel the same w/o him; and in the times, when you actually play him, he immediately kills/transforms/silences himself or he bounces back in the hand. And then "That's all folks". All so unsatisfying.
    Yogg is a card, that was clearly made for entertaining purposes, that's why it shouldn't be used in those formats, but only in casual. That way more people would play there.

     So would that include all nerfed cards or only Yogg? Some nerfed cards are still played in ranked!
    The nerf was good. There is minimal skill to playing him, no counterplay, and an absolutely terrible way to lose, even worse than being smorced on turn 4 by pirate warrior imo.
    Maybe he wasn't nerfed hard enough, as he is still stealing wins in legend rank!
     ammm? did you read what i said
    I said: If i could chose his faith, I would prefer, that he leaves tournaments and ranked, but un-nerfed returns in casual. .. Yogg is a card, that was clearly made for entertaining purposes, that's why it shouldn't be used in those formats, but only in casual
     
    Posted in: Card Discussion
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    posted a message on If you Draw Patches on Turn 1, Should you just Concede?

    yes please ^^

    But now seriously, I've lost games to pirates, even though they had patches in hand. It all depends on whether you will draw better later on.

    Posted in: Card Discussion
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    posted a message on What do you think of a new and fun spell priest?
    Quote from Trippicus >>

    Its fine if you don't mind never winning a game

     why do you have to be such a downer
    Posted in: Priest
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!
    Quote from Justice171 >
     Was that common knowledge?
    You are completely right. I did not expect this, I assumed it would stick on my side of the field. Because of that I ended up with a tougher game than it was before. 
     amm, i've been watching some videos and knew about this interaction
    you can keep the minion, but you have to bounce it in your hand (with pandas, shadowstep)
    Posted in: General Discussion
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!
    Quote from Justice171 >>

    What do you think happens here:

    Potion of madness opponent's Rumbling Elemental
    While the elemental is on your side, silence it with Ironbeak Owl (a battlecry minion)

    Please, do answer what you think happens here? 

     it returns to their side of the board
    Posted in: General Discussion
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    posted a message on Weekly Card Design Competition 5.13 - Discussion Topic

    Hey guys. Can you give me your opinion about this card:

    Before I continue, I want to mention, that I already have a submission for the weekly competition and I won't post another one, but today I got an idea, that is related to this topic and I wanted to give it a try.

    So let's begin:
    Recently I've watched Reynad's video about the micro and the macro aspect in the card games. And I thought, that hearthstone doesn't support the macro decisions (in most cases), normally is just playing on curve. So that's why I came up with this. It's a card, a powerful card, that doesn't do much (doesn't bring a tempo swing) at the moment, but it helps you think up ahead. Let's see the pros:
    1) The simplest usage of this card is the control (reactive) one. Basically you pay a huge price, but assure, that you won't die in the following turns (this effect works for the other two as well). The reason I'm putting it here, is because, your goal now becomes not to survive, but to establish a board control. Being immune will help you use all kinds of spells - damaging or really expensive ones, that normally would end up killing you. Cards like Corrupting MistHellfireAbyssal Enforcer etc. Imagine how your opponent (let's say jade dudu) plays his 10/10 11/11 12/12 and you can hold off on Twisting Nether for a better usage later.

    2) Secondly you can use the spell after attacking with your minions. You can drop your opponent pretty low, but you can assure, that they won't heal back and that you can finish them later. Because they are immune, they won't be able to heal themselves by using Farseer or let's say Greater Healing Potion, but cards like Ragnaros, Lightlord, Reno Jackson and Antique Healbot don't need to target the hero and will heal them normally.

    3) The third possibility lies in the combo handlock. Basically, if you have ticks from emperor, you will prepare for the turn, when you will use the combo to kill your opponent. What do I mean: If at a moment you don't have a combo piece or simply didn't played Emperor, you can play this card and chill, until you get the pieces.

    That's my idea about this card. I would to ask you to help me balance it. Now, please consider the fact, that the purpose of the card should remain. The card should support the macro aspect of the game. So you can give me your opinion about, whether there should be a change in the number of destroyed mana crystals, in the turns, where the both players are immune.

    Posted in: Fan Creations
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    posted a message on Tar Lurker
    Quote from Vernula >>
    The thing about Standard is that it's constantly going to change. You just had Reno Jackson, prior to that you had Antique Healbot. You'll probably not see strong heals for a while now, but the taunts they're giving you will be "heals" in the way that taunts are.
    Warlock may become a class that has to really question if Lifetap is worth it later on in the coming year.
     Let's talk about taunts for a little bit. Generally speaking the health total of a taunt transfers to your own hero, because it soaks up the damage, which you could have taken. However that's not the case with spells, which normally bypass minions.  

    Vernula, I know, that you are a fan of the warlock class as much as I am and especially of the control type.
    I'm not a whiner, that reno is leaving. I read some forums that Antique Healbot was being included way too much in some decks, which resolved in limiting the space for other cards. And frankly this is true. Same thing is with reno, kinda. 
    Let me however disagree with you about one point. Having a good heal option in standard, will always be a plus for the decks w/o it. A taunt can't be that flexible as it's heal equivalent.  As explained in the quote, taunts soak up the damage, that is being dealt by minions. But you can't always be sure, that this will be enough for you to survive. In the last (pirate) meta we needed more ways to undo the damage, the taunts really did a great work at blocking them. But what IF you don't draw the taunts at the right time. Imagine how you are on low health and you draw your big body minion. Would you always feel safe, when you put it on the board, even if the board is empty? Would you feel, that after playing it, the game will go in your favor or that you are making a comeback? Because every class has a reach, every class can do well against a single minion. The heal options can undo the damage at any moment - in mid game or in the late, when you are struggling.

    Imagine what it would be, if handlocks didn't have antique healbot. Yes, they would still use Molten Giant (I'm acknowledging handlock before the molten nerf), but would it be enough against the hunter's spells and hero power? I will never complain about taunts - they are essential in this game, but they cannot replace the healing. And it's not only the warlock hero power, you also have other cards like Abyssal or Hell Fire, that deal damage to you. Earthen Ring Farseer is good in the early game, but not in the late. Cult Apothecary also heals you for a bunch, but 1) it's situational; 2) if the opponent has a big board, it's more likely that they will use the numbers to finish you (Bloodlust, Savage Roar,the zoolock's Darkshire Councilman benefits with the board presence) 3) even if you combine him with Shadowflame, it's 9 mana, which means that you can do this only in the late game.  A good healing option would be Jinyu Waterspeaker, make it 5 mana, neutral and voila - not too oppressive and not too much space limiting.

     

    Posted in: Tar Lurker
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    posted a message on New Card - Bloodbloom

    Am.. I would like to express my opinion about this:

    Don't know how to start. As a player, who crafted Cho'Gall in his deck, I'm very pleased with the result. In WotoG there weren't any spells that could support this legendary, or better said, not many enough. But Cho'Gall is nowhere near a pack filler, nor a terrible card, it's not a niche card either. It just needed spells to work. With MsoG we got a huge pool we can use: Blastcrystal potion, Kazakus spells and there's even a possibility with Kabal Courier, when you get a decent spell. Cho'Gall is underrated imo - I won many games, because I could summon him + destroy an opponent's minion (with siphon, blastcrystal or with shadow bolt, when the minion was on low health) or + Shadow Flame for a massive board clear. So his ability to make the next spell (almost) free is huge - spell + a body. Solia did the same thing, except you didn't have to pay health as a recourse and the body was weaker.

    So logically I should compliment Bloodbloom, because it holds a huge potential. But here's the thing - I'm kinda sceptical about how much play it will see in standard. 

    This card is cheaper, and cheaper cards that have the same effects as more expensive ones are almost universally better than the more expensive version.

    Vernula made a good point there, but for me that's not always reliable. I would still prefer to lose a 7/7 body, that can SOMETIMES die in a twisting nether or DOOM, when I don't have the needed mana. This doesn't happen that often. Secondly: Cho'Gall is expensive - yes, but it's a body, that when used well, can bring a swing. Running Bloodbloom + Twisting nether early in the game is good, I admit it, but because there aren't any (good) healing options in standard, how can you assure to play safely the next turns. We have taunts - yes, but our opponents can have burst, can't they? And don't mention Violet Illusionist, because a 3-card-combo just to do the same thing as a single card is not worth it.

    So what's my opinion: In order for Bloodbloom to see (more) play in standard, we should wait, until we get better healing options and more spells. For now I can see this card see play in wild, where you aren't afraid of dropping low, where there are more spells in your disposal and probably in pure handlocks, where you have to have duplicates of something, in order for the combo to be consistent.  

    Edit: A good combo with Bloodbloom is the one with Kel'Thuzad, as someone mentioned in this thread. This 3-card-combo, which destroys all minions and on top of that makes a threatening board, is huge and I would like to compliment on the creative idea. Not always going to happen, but still it's cool to think about it.

    Posted in: Card Discussion
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    posted a message on The Pepper Thread - Share your good vibes!

    Won a game against a pirate.

    JK, the real post starts here:

    It was somewhere in the beginning of the WotoG expansion. Back then I didn't care that much about reaching high ranks, so I didn't played any typical net deck, though my deck was build around Reno with some duplicates of Dark Peddler and Shadow Bolt. Recently I crafted Renounce Darkness, because why not and I wanted to give it a try. Note: I've added a Summoning Portal in my deck as well.

    Since this match found place a year ago, I can only reconstruct it with blurry memories. So here's the picture: a 2-3 months hs player facing a golden dudu with bunch of legendaries.... His deck was a (wild) cthun one.

    So what can I remember: My opponent cthun-ed me and although I used Siphon Soul, I think, I was still struggling to survive, because he already had a big board and I was on low health. Reno in hand, but he wasn't active yet. At one point my health was only 1 hp and he would surely kill me even with his hero power on his following turn. And then, probably you have guessed by now, I got the other duplicate and Reno was finally active. Healed myself to 30.
    So I was back in the game. I took some damage from his board, cleared it somehow. He played his Doomcaller and I had to find a way to remove it. So at that moment I was thinking, that I already used my strong cards, so it would be better to replace them all. Used Renounce and became a rogue. Then I started using the portal, built a board and dropped my opponent pretty low. Now I think there was a Lorewalker Cho in the game, probably from Piloted Shredder, because he used Tree of Life and I got a copy of it. I did a mistake of not playing it with the portal, I thought that I would need it later on - when I clearly had almost no cards left, not to mention that this card would also heal him. After I ended my turn, he used Deathwing.

    Well, I thought "Huh, that's all folks. It was fun, until it lasted" So I emoted "Well played", because it was clearly gg: One Tree in my hand and one card left in the deck. And then a miracle happened. As I was ready to concede, I got the only card, that could save me: Gang Up. I don't think that even a pro player can hope of such outcome. I copied Deathwing, sure I took some damage from him, but I dropped *mine* and cleared his board. He Cthun-ed me once again, but his Cthun didn't do much. Killed him with his own Deathwing.

    Never again had I have such an intense game like that one.

    Posted in: General Discussion
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    posted a message on Card Nerf - Yogg-Saron, Hope's End

    I really like fireworks, I was really sad, that they had to nerf Yogg.

    If i could chose his faith, I would prefer, that he leaves tournaments and ranked, but un-nerfed returns in casual. Games don't feel the same w/o him; and in the times, when you actually play him, he immediately kills/transforms/silences himself or he bounces back in the hand. And then "That's all folks". All so unsatisfying.
    Yogg is a card, that was clearly made for entertaining purposes, that's why it shouldn't be used in those formats, but only in casual. That way more people would play there.

    Posted in: Card Discussion
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