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    posted a message on I'd like to see a proper anti-secret tech

    Or you guys could just look at my example lol.

    Quote from Likafoss >>

    I were to make an anti-secret card that wasn't as superiorly broken as the card in the original post, I would make a 3 mana 2/2 "Battlecry: if you trigger a Secret this turn, destroy it instead."

    Posted in: Card Discussion
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    posted a message on Expansion Creation Competition - [Phase I Submission]

    You and your fellow adventurers are becoming more and more lost as you struggle to find your way through the deep forest of Draynor as the end of the day draws near. Suddenly, you spot a dim light in the distance through the shadowy trees; "A town!" you exclaim to your fellow travelers. The lot of you increase your pace as you find the life in your legs is restored from the thought of a safe place to rest. . . But will you find rest easier in the Town known only by it's reputation of  none ever escaping? If only you knew the danger that lies ahead in the treacherous town of  the Outlands. . .

    As you and your crew reach the outskirts of the town, you realize that this is different from any other town seen elsewhere. It's not so strange a sight, but you and the travelers around you share a feeling of despair as you draw nearer to the closest structure. Suddenly a shadowy figure jumps out at you! a smaller man hastily whispers "Come here! you don't want to get stuck out here when full nightfall hits!" Startled and cautious, your group follows the man inside the building you assume is his house. As you enter, you see an array of odd bottles with glowing and fizzling liquids and several mechanical devices that could easily be used as weapons, but not for any normal foe! He tells you all to get some rest, and that he'll have a lot of explaining to do before anyone leaves the next day. . .

    The following Morning you are guided to what looks like a coliseum! There's all sorts of chatter and energy radiating from the place! as you draw nearer, you swear you hear a Dragon, but don't those reside a week's journey from here? The man tells you that this is the main social gathering each week where outsiders and lost are pitted against each other to fight, if they are caught. Even dragons and other magical creatures are summoned to fight as entertainment, but you should be lucky that he found you as he wouldn't turn you in. He parts and goes his on way with these words: "you're on your own now, but don't go out at night in the town, Assassins and the like are everywhere, and I heard that a couple creatures summoned in the arena here escaped and hunt at night. If you leave, do it in the morning, and do it quickly.



    This expansion will add a new keyword: Improvise and applies existing mechanics in new ways. There are new Secrets for Rogue and one for Hunter in this set! If I progress through the stages, I'll begin to add Assassins for the rogue, Secrets for More classes (Including Warlock!)

    Improvise

    explanation

    Note: you must be able to meet the requirements of the additional cost in order to choose it, eg. if you don't have a minion in play, you won't be offered the choice of giving a friendly minion -1/-1 as a payment method. When you play an improvise card, you first choose if you would like to use Improvise then either pay full cost or 2 less mana and pick one of three options above.



    This is a basic example as a Neutral minion:

    This is effectively a 3 mana 4/4 with the battlecry, but you would have to pay an additional non-mana cost listed above.



    As Deadly assassins, Rogues need to keep on their toes at all times. Often, one maneuver can change the course of an intense battle, and Evade will prove to b much needed survival through the course of time.

    Evade is one of the few Secrets for Rogue I plan to introduce with this expansion, and they will all be based on a survival mechanism and strategically planning ahead.



    In the midst of battle, you may not have all of the resources you need to continue your fight. As numerous historical and legendary battles have shown, those who improvise the best, end up on top.

    Mirror Cast is the second card example with the Improvise keyword, and it is also a 5 cost card similar to Goblin Miner above. The card(s) would be absolutely broken if you could just straight up pay 3 mana for them, but the Improvise mechanic aims to keep them in check. Mirror Cast aims to make a variety of Mage decks possible that otherwise wouldn't be.



    Searing Champion remains Nameless among the crowds of Draynor and masses part to make way for this fearsome champion of the Outlands Arena. If you can survive whatever terrible creatures and stranded adventurers like yourself have to throw at you, you will be ordered to stand your ground against the Mighty Searing Champion!

    This card aims to be a major tempo play, especially against Aggro-style decks.



    A strictly forbidden spell in the lands of Draynor and the Outlands Arena. It has only been successfully cast once, and it nearly took out the entirety of the once Draynor Kingdom! If you are caught attempting to even learn this spell, you will be locked away for years to come.

    Dragon's Call hopes to revive the powerful presence of Dragon based decks in a meta that has been quite aggressive lately.

    Dragon Tokens

    Vakkla, Dragon Father

    Posted in: Fan Creations
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    posted a message on Card Balancing Theories

    I finally figured out an option for Lotus Illusionist that would be balanced and might see use in mid-range or control Shaman Jade Golem decks. Check it out!

    Posted in: Card Discussion
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    posted a message on I'd like to see a proper anti-secret tech

    Check out my entire thread on card balancing, I've got enough practice I'd say.

    Posted in: Card Discussion
  • 2

    posted a message on I'd like to see a proper anti-secret tech

    I were to make an anti-secret card that wasn't as superiorly broken as the card in the original post, I would make a 3 mana 2/2 "Battlecry: if you trigger a Secret this turn, destroy it instead."

    Posted in: Card Discussion
  • 0

    posted a message on Semi-F2P HANDBUFF Paladin 75% WR

    Nice deck! I made my own version the other day that has been seeing a lot of success. It cost over 11k dust, but it'd be something to build towards if you're interested.

    http://www.hearthpwn.com/decks/852274-78-win-rate-tempo-taunt-paladin

    Posted in: Semi-F2P HANDBUFF Paladin 75% WR
  • 0

    posted a message on Semi-F2P HANDBUFF Paladin 75% WR

    Nice deck! I made my own version the other day that has been seeing a lot of success. It cost over 11k dust, but it'd be something to build towards if you're interested.

    http://www.hearthpwn.com/decks/852274-78-win-rate-tempo-taunt-paladin

    Posted in: Semi-F2P HANDBUFF Paladin 75% WR
  • 0

    posted a message on RKKK - FREEZE MAGE

    How much success have you seen with this deck this season? I have enough dust to Craft Alexstrasza, but I also want Fandral for Druid or another Rogue legendary.

    Posted in: RKKK - FREEZE MAGE
  • 0

    posted a message on Razorpetal Malygos Rogue

    Probably trade a kolbold for him, maybe a creeper since the deck is spell based

    Posted in: Razorpetal Malygos Rogue
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    posted a message on High Priestess Finja

    I'm actually going to replace Mediv with a Glimmerroot.

    Posted in: High Priestess Finja
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    posted a message on High Priestess Finja

    definitely get the other Shadow Visions. 

    Posted in: High Priestess Finja
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    posted a message on New Legendary Card - Hemet, Jungle Hunter

    I've actually played a Molten Giant Holy Wrath Paladin with Hemet in it in Ranked around rank 18 I think. It was hilarious. And I usually put Hemet in my quest Hunter decks that I make.

    Posted in: Card Discussion
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    posted a message on (75%) Did you pull a Marsh Queen and want a winning streak?

    You should check out my Pirates version in my signature, the Pirates can win by themselves half of the time.

    JK, signatures don't sow here. the URL is http://www.hearthpwn.com/decks/845956-a-pirates-swamp

    Posted in: (75%) Did you pull a Marsh Queen and want a winning streak?
  • 0

    posted a message on Should Plants Be a Thing in Hearthstone?
    Quote from michalsuch429 >>

    It might be slightly off topic, but is there a name for plants moving like animals? There are Ents, Treants, Treebeards, Ancients and probably more, but these are all names of anthropomorphic trees. I'm looking for a word that would describe plants with animal traits, but wouldn't describe a regular plant.

    It's a little too late for this, because there are too many plants in the game already, but I think that a cool plant synergy idea would be a combination of "can't attack", taunt and abilities that scale with the amount of plants you've played this game. So all plants would be very defensive, allow you to build a wall, that would be almost inpanatrable in the late game, but would require you to include some additional win condition in order to finish the game, because they pretty much wouldn't deal any damage. Something like Jades those are not vulnerable in early game, but don't autowin late game.

     I don't think what you're talking about exists, but I wouldn't know to be honest.
    Posted in: Fan Creations
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    posted a message on Tempo Taunt Paladin

    If you guys have the cards, this deck is definitely worth a try. I started at rank 20 and haven't stopped climbing at rank 13: 3 star. That's including messing around with another deck or two.

    Remember to like the deck and check out my other decks on my profile!

    Posted in: Tempo Taunt Paladin
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