• 1

    posted a message on Weekly Card Design Competition #39 - Discussion Topic

    Also, I don't know if I got confused, can we creat a card that summons a minion with bad effects for the opponent?

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #38 - Final Poll

    How Noth the Plaguebringer works? It removes the fatigue cards of 2,4,6 dmg etc? If it's this way why it would be good? It only gives you more damage from fatigue.

    Also, (if I'm not incorrect): Why Fangs of the Father are there? Tactical Assassin was the most voted of its page (the same from my page).

    Congratz to Dr Decipus, Blessing of War and Even Steven, my favorites. Ebb and Flow is also a very great card, I only would like to see more cure, maybe 8 cure since you can't "control" if you will cure or if you'll take damage.

    Posted in: Fan Creations
  • 10

    posted a message on Weekly Card Design Competition #38 - Submission Topic [Ended

    Here is my submission, Great sinergy with Emperor Thaurissan and Pint-Sized Summoner. It can also be used for mill decks or in combination with other card that can be created for mana reduction. 

    Hope you enjoy

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #37 - Final Poll
    Quote from demuze25 >>
    Quote from LucasPassado >>

    Neru'bar enforcer one of the best cards I've seen, Ogre giant is very good too.

    Also I don't understand why cards like ultraxion and optimist ogre enters into the finals but ok.

    How rude...

    Rude where? This is just my opinion, you just need to see, you're paying 2 mana for a 10 damage split in ultraxion and optimist ogre you're getting a very op body 6+12= 18 = "9/9 body" for an funny effect, I agree, the card is very creative and funny but this gets the place of other cards those are serious and not just "funny"

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #37 - Final Poll

    Neru'bar enforcer one of the best cards I've seen, Ogre giant is very good too.

    Also I don't understand why cards like ultraxion and optimist ogre enters into the finals but ok.

    Posted in: Fan Creations
  • 5

    posted a message on Drunksteed 2.0 |DING DONG THE WITCH IS DEAD|

    I really like this deck but I have a question, if you have full board with dreadsteeds, is it a good thing since you won't be able to play anything else?

    Posted in: Drunksteed 2.0 |DING DONG THE WITCH IS DEAD|
  • 3

    posted a message on Starting nerfing mage spells? Agree or not?

    From far mage is one of the best classes in the game, it's not the strongest in the game, but in my opinion has a lot of spells, a lot of thing no other class has, mage has secrets, mage has + than 4 cleaner boards (and one of the most powerful, flamestrike), mage has very strong "hex", mage has card draws, mage has tech cards like echo of medivh, mage has target board cleaners (flame of lance, flamecannon, arcane blast), mage has tempo advantage (freeze, mirror image) , also has very big rng effect with unstable portal (like the one who got varian wrynn earlier), and also has one of the most powerfull cards in the game (flamewaker), no matter vs what I play I get rekt from mage and from eboladin, mech mage, freeze mage and tempo mage three very powerfull and whatever you play in the board it cleans (no, I don't play face hunter).

    It's ok, this all is not "op", but comparing to other classes this is just ridiculous, always comes goods cards for paladin and for mage and never comes good stuff for hunter, or for rogue, I'm saying that, there are so many possibilites of decks for these classes and we can't get out from the same decks from these classes because they can't compete with the other classes, because all you do is countered from a mage, cleans your board everyturn and when you see, it just does ridiculous damage with 2 fireballs and frostbolt and bam, half of your life.

    I'm saying this just because it's frustating going ranked and you only get games vs mages or eboladins and you can't do anything because they will always have better cards than you and this is just insane. 

    I don't know if you agree, but this is just my opinion, the game can do much better and add cards like these to classes like rogue that doesn't have anything or even add some secrets too for the other classes.

    Thanks for the attention.

    Posted in: Mage
  • 1

    posted a message on Hearthpwn Community's Revision

    Man, most of the cards are insane broken, principal cards I want to talk about:

    Druid:

    Claw: Broken, Heroic Strike from warrior is 2 mana receive +4 attack this turn.

    Force of Nature: Better the atual version

    Ironbark Protector: Broken

    Volcanic Lumberer: Has a nice concept but it's a bit op because it can stop any combo or otk deck, also I think the actual version is ok.

    The rest is ok, recycle would be much better 4 mana as you made, 6 mana is just useless.

    Huntards:

    Starving Buzzard: As a 3 mana 2/2 I think it would be better, it was very insane in the past with 2/1 *everytime you summon a beast*, the way you made stills op.

    Explosive Shot and King Krush are a bit op, but the rest is ok.

    Mage:

    Arcane Explosion as a 1 mana is very broken, maybe it still 2 mana deal 1 damage to all enemies? It's a not bad card but everybody prefer other bord cleaners.

    Sorcerer's Apprentice: It's a nice concept but I prefer in this way, because you can combo with arcane missels etc.

    Flamewaker: Just make it a 3/3 and it would be better.

    Cone of Cold: It's good, the way it works now is bad, maybe deal 2 damage to a minion and 1 damage to adjacent minions and freeze them? Would be more balanced with same cost.

    Goblin Blastmage: Totally agree

    Paladin:

    Argent Lance: I think the card would be op, the way it's now it's ok but no one uses it because everybody plays secretin so they don't need it.

    Scarlet Purifier: I think 3 damage is ok, 4 maybe is too much.

    Murloc Knight as rare: Yes!

    Cobalt Guardian: Extremelly broken, infinite divine shield in your turn, I think transforming it into a 5/5 or a 6/4 is enough.

    Lay on Hands: 9 or 10 health is enough, it's a good card, it doesn't need buffs.

    Guardian of Kings: 5/6 is too much, 5/5 is ok.

    The others are very good, I really liked quartermaster and new version of bolvar(it can also become an insane card, but this only time can show us) .

     Priest:

    Mindgames: I don't know why you put it as a common, I really prefer it as an epic.

    Holy Fire: Too much, 5 damage 6 health is enough, the card is already good.

    Shadowform: In my opinion this should be 3 mana *change your hero power to deal 3 damage, if already in shadowform, deal 4 damage to a character* (4 damage not with hero power, 4 damage as a normal spell with target).

    Rogue:

    Cold Blood: Don't need changes

    Betrayal: 1 mana is very cheap, I think the card should cost the same and have something more, maybe deal 1 damage / 2 damage to a minion and the effect?

    Sinister Strike: 3 damage is enough. Gang Up as 2 mana is balanced, 1 mana is a bit op. (Maybe 2 mana put a copy in your hand and 2 in your deck maybe)

    One-eyed Cheat: 5 mana sounds too much, I prefer this as a 3/2 or 4/1. In a pirate rogue the effect is very good for too much attack like this. You can also compare to magma rager.

    Perdition's Blade: Good, I don't like this card too, maybe 3 mana 3/2 would be balanced.

    Headcrack: I used to think this card is the worst spell in the game, but it has a lot of value, I think it should be 3 mana (like the actual) but you can choose any target you want, not only the enemy hero.

    Poisoned Blade: This card is difficult to discuss, I thin the best way it's to make it 3 mana 1/4. 

    Dark Iron Skulker: 3 damage is too much, make it a 4/4 with same effect and it will be much better.

    Edwin VanCleef: I prefer the actual way but yours is good too and don't die easy to bgh.

    Kidnapper: With the combo this card is the same as "destroy a minion" and you also gain a copy of the minion, I only would want better stats on it, maybe 4 mana 3/3 or 5 mana 4/3, it has a big value but very bad body for its effect/cost.

    Editing latter

     

    Posted in: Fan Creations
  • -1

    posted a message on [Legend] Tempo Mage TGT
    Quote from Volk >>
    Quote from LucasPassado >>

    Vc é br? Bom saber disso, ótimo deck :)

    Grandes merdas o caras ser BR mano.
    HUE

    Acho que não falei com você :))

    Posted in: [Legend] Tempo Mage TGT
  • -1

    posted a message on [Legend] Tempo Mage TGT

    Vc é br? Bom saber disso, ótimo deck :)

    Posted in: [Legend] Tempo Mage TGT
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