- Lathy
- Card Design Champion
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Member for 8 years, 8 months, and 16 days
Last active Fri, Apr, 26 2024 16:51:40 -
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SamTheHam posted a message on Rise of Shadows Community Card Reveal SchedulePosted in: News -
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Sinthuja posted a message on Weekly Card Design Competition 9.10 - Final PollPosted in: Fan CreationsI'm going to try something different and give my personal review of the finalist cards this week. I haven't done this before so sorry if I am too harsh or too soft on some cards. Overall I am positively surprised how different designs people managed to create this week!
Romeo & Juliet by biggerbossman
I think this is quite a neat design although in a real game this would never work. But let's imagine a shenanigan in which they exist. Basically, to pull this out, the rogue needs to be facing a priest. But if a priest faces a rogue running Romeo in their deck, they will be able to pull this combo off. So, there is a nice “if the opponent tries to pull this off, I can pull this off” shenanigan.
However, it would more balance the effects and create a cool reference to the original story if both effects were Deathrattles such as “If both Romeo and Juliet died this turn, destroy the enemy hero”. Last note; Romulo and Julianne are the Warcraft allusions of Romeo and Juliet. Using those names had tied them better to Warcraft.
Multishot Huntress & Travelling Cleric by linkblade91
I like this design and it’s well balanced. However, the idea itself is not too exciting. I think this is one of those obvious card designs someone was guaranteed to make. I'm glad it made it to the finals though!
Sadistic Succubus & Martyr’s Mace by Wailor
I like how differently this idea plays between 2 completely different classes. For a warlock, the effect protects from taking damage from you own hero power and other damaging cards while the paladin is protected when attacking a minion. Very clever! However, the wording could have been tweaked from “heal it instead” to “restore that much Health instead” as with currently existing cards.
Cryptic Lantern & Wreathed Wisperer by Phoenixfeather
I really like the flavour of this one. As a Shaman you keep breaking lanterns to release the wisps inside while rogue summons the spirits from dying minions. Balance wise it works as well. Neat!
Candle Guardian & Soul-consuming Ethereal by whatTheHeck
This is another card where the design is nice and well balanced, but someone was guaranteed to eventually make this design. It's still a simple but nice design!
Annoy-o-horn & Annoy-o-warper by n1ckW
Balance wise this looks ok. However, the idea and the difference between class identities don’t really stand out with this one.
Underbelly Infiltrator & Violet Hold Infiltrator by Lathy
I would love to have these cards in game! I think the stats themselves could be upped to 4/4 and 6/6 so that they would potentially turn the effect against the user if they need to swap the cards with an useless enemy minion. This is one of the designs that got my vote! 😊
Pack Hunter & Silver Hand Captain by CaptainDG
I like the flavour in this one! The card names fit the card mechanic well too. However, since it’s not the battlecry, gaining +1 health whenever a 1/1 minion is summoned could cause some balancing problems especially with the Silver Hand Captain and I would have increased the mana cost by 1.
Sir Annoy-o’s Hooter & Helpless Fledgeling by Kovachut
This is my favourite card of the week! I love how differently this effect fits 2 completely different classes and how it’s perfectly tied with the cards. This one got my vote.
Quest Completed! & Guild Treasure Room by Spearminty
It’s smart that the coins are added to the hand at the end of the turn, preventing potentially infinite loops with Quest Completed! I am not too sure how Echo fits to the Guild Treasure Room but the flavour of it is neat and the card itself is well balanced!
Novice Oracle & Daring Scout by MysterEase
I think the flavor and the artwork work well with both these cards. Priest’s oracle can vision the card while rogue’s scout will spy it. Neat!
Mind Numb & Snow Shaping by Screwjank
Well balanced. Effect fits well both mage and shaman. I don’t have much to say about this card other than that it’s a very COOL design. 😊
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Magiicguy posted a message on New Card Revealed - Swampqueen HagathaPosted in: NewsNot sure it's vanilla but okay ¯\_(ツ)_/¯
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Kovachut posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan CreationsThe purpose of these cards is to make your hero protect your board for a whole turn, so that you can concentrate on buffing your minions and making favourable trades. Both of them are good in the early- and mid-game. The taunt effect is only temporary, so that your opponent won't play from a handicap position forever. Silence and board clear effects work as normal.
Regarding this week's competition, I would argue, that both of these cards fulfill different roles. While it's true, that they both try to protect your board, the paladin weapon leans towards the control-ish side. It doesn't offer any tribe synergies (like the Fledgeling), but it synergises with the class's healing tools. And in this regard healadin gets a nice buff.
Big thanks to Lathy for helping me balance the cards.
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linkblade91 posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan CreationsMultishot Huntress turns your Hunter's Hero Power into Baron Geddon , while Traveling Cleric provides the Priest an AoE heal. "Years later", it can be combined with Shadowreaper Anduin to create a similar outcome to the Hunter.
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Dr_Horus posted a message on We're Designing Textually Equivalent Cards in This Week's Card Design CompetitionPosted in: NewsHere's two comments with the same text
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Dr_Horus posted a message on We're Designing Textually Equivalent Cards in This Week's Card Design CompetitionPosted in: NewsHere's two comments with the same text
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CheeseEtc posted a message on Rotation 2019 : Who will lose whatPosted in: General DiscussionEDIT: I made this thread before we knew Genn & Baku would be rotated out.Go to page 3 for a small update of these conclusions.
In the "I have too much free time" category, I've checked every archetype on HSReplay too see which archetype will lose which cards. I included marginally played/tier 5 decks in my analysis since the rotation may make those decks viable. (Note that I started to write this post before the nerf were announced, I think most conclusions stand).
This is not an attempt at predicting what the future meta will look like though it can help. Obviously we don't know the next expansion yet so we can't make any predictions yet.
I divived the rotating cards of each archetype into 3 categories:
- Deck-defining - Highly specific card that defines the archetype and/or is critical to its viability.
- Important - Strong card that give the deck its power level. Its rotation won't kill the archetype but will significantly weaken it.
- Less important- Tech card that can easily be replace and/or is only used in certain versions of the archetype. Does not threaten a deck.
I've ranked archetypes in 4 categories depending on which cards they will lose. This categorization was made using subjective criteria, feel free to disagree with me on those.
- LEAST AFFECTED - The deck doesn't lose any core cards. It may lose other important cards, but these losses are manageable. If the deck is currently good, expect it to dominate the early meta of the next expansion.
- WEAKENED - The deck loses very impactful cards that won't kill it, but will significantly reduce its power level.
- ENDANGERED - The deck loses core cards on which it relies. It must absolutely obtain a replacement in the new set otherwise it will disappear.
- DOOMED - The deck relied on a very specific card or a very specific expansion theme that will rotate. It is extremely unlikely to survive the rotation.
NOTE: These status are independent of the current power level of a deck. A Tier 4 deck can be "least affected" and remain Tier 4 after the rotation.
Analysis per class
Bold denotes current meta decks, italics denotes marginal decks which I included in case they'd feed on the rotation like cockroaches.
Drood
Status: Uncertain
Worst losses:
The nerfs really gutted the class, but according to VS it remains playable despite them.
Mecha'thun Druid's win condition, Naturalize/Innervate, is still here even though its draw engine is heavily gutted. It can act as a check against decks that are too greedy (Odd Warrior says hi). It will need more low-cost spells to cycle through Auctionner though.
Blizzard will likely continue to push the Treant Druid archetype. It might become viable next expansion.
Huntard
Status: Uncertain
Worst losses:
- Deathstalker Rexxar
- Lesser Emerald Spellstone
- Crackling Razormaw
- Devilsaur Egg
- Candleshot
- Flanking Strike
Hunter is the best class in the game right now, but it will likely not be the case in the future.
Midrange Hunter, the most played deck in the game right now, is also one of the least affected, but it will have issues. The rotation of Crackling Razormaw will leave a big hole in MH's curve, it's a bigger deal than the loss of DK Rexxar. However, the biggest problem for MH is that all of its worst matchups (Baku decks) will survive the rotation! Despite this, MH is a well-rounded deck that is unlikely to go away.
Secret Hunter remains playable, but is already lagging behind since the Spelltone nerf. It also loses its best secrets. However, Subject 9 remains, so I wouldn't completely throw the archetype away.
Cube and Spell will die. F.
The loss of Deathstalker Rexxar will also be a big deal. The card single-handedly made "control" Hunter viable by being an infinite value generator. Without it, the class is more vulnerable to late-game decks.
Mage
Status: Safe
Worst losses:
Mage remained medicore throughout 2018, and the nerfs to Mana Wyrm and Jaina's cleavage didn't help, but recently became better thanks to Odd-Aggro Mage.
Fortunately, Odd-Aggro Mage will likely remain viable in 2019. The only major loss is Explosive Runes, a card that can be replaced with burst. The downside is that the class' matchups against Paladin and Warrior are terrible, and these two classes will keep their decks! Fortunately, OAM can still feed on Midrange Hunters.
On the other hand, slow mage decks Odd-Control Mage and Big Spells Mage will disappear without Frost Lich Jaina and the big spell shell to carry them.
Mage is safe, but may run into the same issue as Shaman: becoming an ok but repetitive one-trick pony.
Pally
Status: Safe
Worst losses:
Uther is rubbing is hands. Paladin keeps all of its viable decks. It will likely become a dominant force in the early April meta.
Even Paladin and Secret Paladin are both tier 1 decks whose shells are mostly untouched besides Sunkeeper Tarim. Prepare the lube.
Odd Paladin doesn't have it as good, but it will remain viable because it fills a niche. Many decks just can't deal with unending waves of little 1/1 shits. Ironically its biggest loss of may also be Sunkeeper Tarim from Stonehill Defender.
If you don't want to invest in the new expansion, play Paladin. Watch out for Odd Warriors though...
Prust
Status: Threatened
Worst losses:
Priest plays, take profit from the few weeks left before April because altar boy Anduin is going to get molested by the rotation. Priest's core set absolutely sucks and the class is therefore reliant on continuously getting good cards from expansions.
The only Priest decks that still have their core left are Wall Priest and Combo Priest. Yet wthout the resurrect package, the consistency-boosting Shadow Visions and effective AOEs, I doubt these two decks will go anywhere.
Is there hope for Priest?. At least Mass Hysteria will remain. Priest is the slowest class in the game so it absolutely needs a mid-game AOE to compensate for the first few turns spent on hero-power-emote. But Priest will need a win condition in the new set to stay viable.
Rouge
Status: Safe
Worst losses:
Valeera always finds a way.
Miracle Rogue is an evergreen archetype, even if its shell changes every rotation. The loss of Vilespine Slayer is going to hurt, but it won't kill it. Mosh'Ogg Announcer looks like a good replacement for it. Odd Rogue will take advantage of the Midrange Hunter matchup.
The best innovations may come from Tempo, Pirate, and Even Rogue (which I lumped together because they're very similar). Captain Hooktusk is a ticking timebomb waiting to break the meta and be nerfed (and yes, she's hot). The tempo gain is just too huge. Since most good Pirates are even-cost and Sharkfin Fan is a thing, the Even variant of Pirate Rogue might also be viable.
Pogo Rogue and Thief Rogue may also fill the niche of increasing value generation, akin to Jade Druid. However, Rogue's utter lack of control tools means these decks will only be viable against truly passive decks (understand: Odd Warrior).
Shaman
Status: Threatened
Worst losses:
Shaman is already on the brink of disappearing, and the rotation won't help.
According to VS, Even Shaman remains viable despite the nuke of Flametongue Totem. However, ES' biggest issue is not its lack of viability but its boringness. The deck hasn't changed since Witchwood aside from minor adjustments like Menacing Nimbus. If Shaman gets an even-cost win condition, interest for the archetype might raise again.
What else if left for Shaman?
I feel like Overload Aggro Shaman is on the brink of viability, only one good overload card could push it over the top as a huge tempo deck.
Even if other Shaman decks suck, the class still has Shudderwock which can easily become broken (again) if a broken combo involving battlecries is printed. Hagatha the Witch is also a big value generator. There's room for improvement.
Warlock
Status: Threatened
Worst losses:
Tough times ahead for Warlock.
Like Priest, all of Warlock's primary archetypes are being gutted. We know from the Un'goro days that, despite what people thought before, the warlock is not invincible.
Zoo Warlock is an evergreen archetype even if the current iteration of it, that involves healing, will disappear. As long as Flame Imp and Doomguard exists, the archetype will exist. However, the question is whether it can be viable. It has to compete with Odd and Even decks (and Midrange Hunter) for early board control, so zoolock must received sticky early-game minions to remain viable.
Although Even Warlock loses DK Gul'dan, the deck is primarily based around hitting the face with big minions like Mountain Giant and Twilight Drake. Even if it doesn't receive any support, the deck might find this niche to occupy.
Meanwhile, Discard Warlock will be remembered as a failed experiment. Despite Blizzard's obvious efforts to push the archetype, it never became viable. It looks like the discard mechanic, being inherently negative, can't have archetypes built around it. F.
Warrior
Status: Safe
Worst losses:
At last, 2 years after the nerf to Fiery War Axe, it looks like Warrior might become more than mediocre again.
Let's talk about Odd Warrior. According to VS, Odd Warrior is the most polarized deck in the game, with matchups that are either a breeze or completely unwinnable. It is similar to 2016-17 Jade Druid.
I've seen many saying that Odd Warrior will be OP as fuck after the expansion because of the rotation of infinite-value DKs and other cards, but it's unlikely to be the case for several reasons:
- Reckless Flurry will go away. This will make Odd Warrior much more vulnerable to midrange or even aggro decks. AOE for Warrior are rares, it's extremely unlikely that warrior will get a new (ODD-COST) one in the new expansion
- One single infinite-value card in the next expansion is enough to screw Odd Warrior
- Even if no infinite-value card is printed, Warrior can still lose to finite value decks, particularily decks that delay fatigue (Academic Espionage anyone?)
- Mecha'thun will still be a thing.
This doesn't mean that it will suck, Odd Warrior will remain a powerful deck in the meta and its extremely polarized matchups will continue to shape the meta even if OW itself won't be very powerful within it.
On the other hand, if OW receives an odd-costed infinite value generator and/or a win condition other than waiting for the opponent to die of old age, then it might indeed become over the top. However, the devs are probably aware of this and won't do it.
Could Warrior's redemption come from its Tempo side instead? Stats show that Rush Warrior is already a tier 2 deck capable of generating a good amount of pressure. However, one of the deck's issues is its price (9 legendaries!). People who want to play a midrange deck might prefer the traditionnaly cheap Midrange Hunter instead, which fills the same niche.
TL;DR conclusions
- ✔ Safe classes that will smoothly enter the new standard year:
- Paladin
- Mage
- Rogue
- Warrior
- ? Weakened classes that may lose their power level:
- Druid
- Hunter
- /!\ Threatened classes that ABSOLUTELY need broken cards in the next expansion to survive:
- Priest
- Shaman
- Warlock
- Deck with "Odd" or "Even" in their name will ruin your life. Most of you are eagerly waiting for the rotation, thinking that once the objectively broken cards from 2017 are out (DKs in particular) the game might become interesting again. You might be disappointed. This report show that, counter-intuitively, it is Genn & Baku that are making the current meta so polarized despite being balanced, rather than the arguably over-the-top cards released during the Year of the Mammoth (DKs in particular). This does not bode well for the future. Unless you're playing Paladin.
- Paladin will dominate the April meta. All of the class' decks will survive the rotation, which means that many f2p players will go for the low-hanging fruit of playing the decks they can still play (and I will be part of them). Whether this will last depends on the cards of the new expansion.
- The meta will become faster thanks (?) to the rotation of all the insane late-game value cards released in 2017 (i.e. Quests and DKs). The current meta seems to be the closest thing we have to the control meta everybody wanted before 2018. Make Face the Place again.
- Odd Warrior will polarize the meta (see Warrior section)
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Xe posted a message on Hearthstone's Next Expansion In Dalaran? Leaked ImagePosted in: NewsThat could be any floating city
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GetchX posted a message on The ScientistPosted in: NewsWell right now they have a villain from each year it seems.
Dr boom from 2014
Rafaam from 2015
Fortune teller from 2016
Toggwaggle from 2017
Hagatha from 2018
Except the villain from 2016 was Patches the Pirate.
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Wild mill rogue with Coldlight Oracle is going to be a pain the bum.
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I find it extremely difficult to match the name of the card with a prober card text to make the card become flavorful :P
Puns I have so far, admitted, some are quite bad:
1. A Cute Angel
2. Count Dracula
3. Algaebro(s)
4. I Can't Even... (Destroy an odd-cost minion?).
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Those who've played WoW have definitely tried being ganked og being the ganker. Stranglethorn Vale was one of the zones in which ganking was most popular, the very zone where Rastakhan's Rumble takes place. The idea is, that you're being ganked by this guy you never see coming, making sure you can't complete your quests. Ugh, so annoying. Thanks to all who've helped me tweak the card.
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well this is awkward.
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Cheers! As for your card, I think there's something off. The idea is fine, but the art and name just doesn't do it for me. Is there any flavor that I'm missing?
Thanks! I see you posted your card already. I think it's incredibly strong being a start of turn effect. Other than that, it's good. Is it a self-made character, or is there any lore behind it?
Brilliant idea. I've changed the wording slightly to make the card look better.
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Cheers Mate. I see your point with the unique effect. The reason I've made it common is simply because I don't find the effect game-changing, and I don't really think it deserves Legendary status.
As for your card, self-upgrading bot is very flavorful and a neat effect. Don't think you need to change anything.
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It's not much, but...
Those who've played WoW probably get the reference. We've all tried being ganked by someone, especially in Stranglethorn Vale (where Rastakhan's Rumble takes place), slowing down our questing and leveling. Ugh, that was so annoying. Found it quite fitting with Overkill. In addition, the effect is very niche, so I think it deserves vanilla stats.
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Based of the WoW proffession Enchant. You also gained the ability to Disenchant items, destroying them granting you dust to make you more powerful.
EDIT: Reduced its cost from 4 to 3. Thanks to Kovachut for helping with the balance.
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Flavor Text: "Shame!"