They're all great.
But for me the nr.1 is black temple. ;)
6
They're all great.
But for me the nr.1 is black temple. ;)
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When Hellfire freezes all characters...
1
Quote from LunarFlare13 >>Quote from Bushmaster22 >>Save your dust from other cards and be patient. Xaril is a great card, but as others explained, Van Cleefe is better in the current meta.
However, the meta may change and Xaril may become a much stronger card so DON'T dust it just yet, especially since it's golden. Even the cards it produces on battlecry and deathrattle will be golden too which is kind of cool.
Personally, I would never dust golden legendary unless it was a real bad one that almost never gets used like Tinkmaster.
Or Millhouse Manastorm LOL. For some reason I still have my golden of him...
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What this guy said^
I even crafted xaril just because everytime I use barnes, and I mean every time I've dropped him he would always summon a Si7 agent.Every.time. got sick of it, stuck xaril in instead, and haven't had any regrets yet. the toxins help a lot more than you think in a match. you either get a conceal, shadowstep, give a minion +3 attack, a +2 damage firebloom, or draw a card. all pretty good 1 mana spells for a miracle deck. I think it's hilarious when people say xaril isn't good but helped win games barnes wouldn't have. I even swapped 1 azure drake for an Arcane giant because my hand would always be too full or have to much draw. Hasn't failed me yet.
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Great update to ONiK! Thx for sharing!
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I'm a "wild" player (lol), and this is the kind of decks that gives me hope in humanity.
Keep up the good work! Fun should prevail! :)
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Welcome to...
First of all, here's a link to the imgur album with the full class set for anyone who doesn't want to read all of my verbiage...
Hello! Welcome to my Hearthstone Bard class concept, finalist in the "Worlds Beyond Warcraft" class creation competition.
First, I want to give a short personal introduction. I've been creating concepts for games all my life, staring all the way back when I played Maplestory in elementary school and continuing through pretty much every game I've played up until today. Out of all the games I've designed for, Hearthstone is my favorite, since it has the perfect combination of short-term success and long-term planning. I've been designing for hearthstone for about two, maybe two and a half years now. My design sense has increased greatly over the time I've been here, as can be seen in the difference in quality between my Monk Concept, Lich Concept, and finally, this Bard concept.
Onto this concept itself. In case you didn't know, this class was a finalist (to be updated after results are known) in the second Class Creation Competition (CCC) here on Hearthpwn. This time, we were asked to create a class that represented something from outside of the World of Warcraft lore, contrary to most class creations. So, we ended up seeing a lot of creativity and out-of-the-box ideas. I knew from the start that Bard was the class I wanted to make, since I've always been fascinated by the idea of music in combat.
Speaking of music in combat, I'll take this time to explain how you should imagine a Bard, or at least, the Bards in this class idea. When Bard's play music, it's far more than just entertainment. This manifests itself in two ways:
Lastly, I want to point out that I normally take the design process verrryyy slowwwlyy. I spent at least three months on my Monk Concept, and back then, Naxx was the only expansion. This competition gave ~1 month to do Basic, Classic, Naxx, GvG, BRM, TGT, and LoE sets. Needless to say, not everything is balanced yet and everything is a work in progress. Currently, we are in the "Alpha" of Bard, and many cards are likely to be reworked, removed, replaced, and rebalanced in the near future.
I finished updating a LackeyCCG program made by Mcf4rtson and I with my Bard class. Here's the download. I'm going to put the instructions in this spoiler to avoid taking up even more space before you get to the real class.
To run the program, simply extract the zip file to wherever you want and then run the Hearthstone Mod.exe inside of it.
If you want to learn about how to use Lackey to its fullest, I suggest you read the tutorials for LackeyCCG.
If anyone is interested in making any of the following decks, please try your hand at it and share your decklist with me!
Primary Decktypes (please make these first):
Secondary Decktypes
The idea of a "Bard" is common in RPGs such as Dungeons and Dragons. The basic idea is a masterful musician enhanced with magic that plays songs with potent utility effects. Normally, Bards manifest as supportive characters, but they are well-known for their versatility.
In Hearthstone, every class has themes running through it. Warrior with Charge, Enrage, Armor; Rogues with Combo, Stealth, and Burst damage... so what makes Bard feel like a new hearthstone class, rather than a clone of the existing ones?
Now, onto this class's hero, hero power, and unique mechanic. Finally, the class really begins!
Lore: Lindsey Starling
"A picture is worth a thousand words, but a song is worth a million."
-Lindsey Starling
A legendary Musician who is said to have defeated a dragon with nothing but a violin, Lindsey preaches peace and unity to the world through music. No matter where we come from, we still feel the same joy and the same sadness. No matter how different we think we are, a song can show us that our emotions are the same. She travels the world as a wandering hero, teaching all she meets of her philosophy. Already, hundreds of other bards from every corner of the globe have joined her cause, thus forming the Starling Orchestra. They have taken up her goal of a world where people put their differences aside and live in harmony, a goal that they believe can be achieved through music.
While they do fight valiantly for what they believe is right, bards are generally more peaceful people who would rather play an enticing melody than engage in direct combat. As such, the Bard class's unique keyword is Melody, which gives a character an ability that they can use instead of attacking.
Melody effects are activated by pressing the melody button that appears when attacking with a minion. Playing a melody has all the same conditions as attacking, and should be thought of as "a different way to attack."
Melody In-depth
While the conditions for using a melody are the same attacking, the actual effect is closer to a battlecry or spell.
The technicalities may make it sound intimidating, but the Melody mechanic is really very simple. Here it is, put concisely:
And in this spoiler is an infographic showing an example situation of how Melody effects are activated:
Normal Justicar
Hero Powers Explained
Already, we can see the versatility of Bard through its hero power. Since melody costs 1 durability on weapons, Acoustics gives you the choice of "Attack for one damage" or "Restore 2 Health to your hero." The first option is like a worse druid hero power, and the second is like a worse warrior hero power. Such is the price for versatility. This hero power allows Bard to play as a control class quite effectively, and the 1-damage makes up for its lack of reliable removal.
The Justicar hero power is standard scaling from the normal one. Attack buffs typically increase by 1 and healing values increase by 2.
Finally, what you've all been waiting for! The cards!
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Basic Set Explained:
The basic set is supposed to be a little-bit-of-everything set. We get removal, which is rare in Bard, a token generator, an AoE buff, weapon synergy minions and even a healing card. We want to make sure that Bard has versatility right from the getgo.
While designing Bard, there was a card in the basic set that happened to synergize really well with Wisp. So well, to the point where I really wanted Wisp in Bard to be viable. Unfortunately, wisp just doesn't do enough to warrant a card slot. So, a card that generates wisps would both fit into Bard's 1 mana minion slot and allow wisp to see play! When this design came around, it was impossible to refuse.
You might not want to immediately play the wisps you get from this card. Bard has a lot of cards that synergize with how many minions you currently have on the field, and since wisp costs 0 mana, you can drop them all right before you play those cards to significantly increase their output.
This card is an example of Bard cards that produce insane versatility through very simple effects. Its efficient mana cost allows to to be used to trade more effectively. It also is a card that could give Bard its finisher, possibly in combination with Leeroy Jenkins. When minions start getting Melody in the classic set, this card allows you to use a melody twice in a turn, or use any combination of 1 Attack and 1 melody.
This is also the type of card that can be very worrying in terms of overly large OTK combos with large charge minions or attack buffs. However, since I've already been staying away from Attack buffs just because it goes against Bard flavor in general, I won't have to go out of the way to keep this card in check.
This card functions as Bard's "Hard" removal. It allows you to use your tokens to take down larger minions without killing those tokens in the process. It also allows you to simply ignore a minion for a turn and just use your minions' melody effects, rather than forcing your minions to remove a threat immediately and thus taking away their opportunity to use their melodies.
At first glance, this card might seem weird in the basic set, since there aren't any weapons. But remember, your Hero Power gives a weapon.
Now is a good time to talk about Bard weapons in general. Because the interaction between a Weapon and the Melody mechanic is really interesting, I've designed this class so that every single weapon has a Melody effect. This might sound redundant, but I've made sure that every weapon feels fresh and interesting. Lore-wise, Bards would have no reason to have a weapon that doesn't have a melody effect, anyway.
The first of the Bard's "Songs". Songs are a set of cards in bard, identified with a card name in the format of "Song of...". All of them have some sort of synergy with controlling many minions. This one being the most central and the most simple, it belongs in the basic set.
This card is a simple reflection of how Bards tend to buff their minions in defensive ways rather than being a Savage Roar / Bloodlust clone.
Choir is actually an exception for Bard in that it is a direct damage spell. All classes need some sort of generic removal, and so this is how Bard will have it, only potent if you have a good board. While this card can function as some serious burn in an aggressive token deck, it's not too hard for any Bard deck to get at least 1 or 2 minions, so this card should be a core card in any deck.
A good midgame multi-card draw for Bard that fits better in control decks, but can be used pretty much anywhere. It's simple and gets the job done, just like a basic card should.
What sets Bard apart from the token-style gameplays of Druid or Shaman is that it uses minions for control rather than outright aggro. This card is what links flooding the board with defensive gameplay, and allows you to both heal your hero and develop your board in the same turn.
The main thing that Bard was lacking before this card was designed was the fact that once you lost tempo or board control, there was no way to get it back. This card fixes just that, allowing you to thin your opponent's board while starting to rebuild your own.
Orchestra is a one-of-everything token generator. It summons these exact four minions every time.
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Classic Set Explained:
The main theme of the classic set is to expand as much as possible on the Melody mechanic. This means both minions and weapons that have melody as well as cards that boost melodies. An important trend to note is that Melodies are almost always a beneficial effect for yourself, rather than a harmful effect for your opponent.
The Melody mechanic suffers from the fact that it is always slow, since minions can't play their melodies on the turn that they are played and few if any melody minions will have Charge. This card offers a solution to that issue, and opens up the Melody Bard decktype into something viable. This card on its own may be hard to justify a deck slot for, but potent melody effects and some more support in GvG should allow debut to see a lot of play.
It's also worth noticing that this card can also function as a 1-turn humility to kill an enemy minion, or something to turn a friendly minion into a 1-damage charge. This reflects how Bards are extremely versatile.
In case it wasn't clear from the card, the buffs from Divine Symphony and Heavenly Harmony are PERMANENT. It's like you have a stormwind champion on your board that doesn't stop until you go face, since the effect applies to both current and future minions that are played.
This also has an interesting interaction when played on turn 1, since you can choose which Masterpiece to play on turn 2, turning it into either a 2/2 or a 1/3 based on how you want to trade.
Kindlewood Violinist is officially the only melody effect that deals damage. It's an extremely powerful two-drop, which functions as a shielded mini-bot against 2-health or lower minions, or a regular bloodfen raptor against any others. The choice you make in using this melody is "Do I need to trade into something with 3+ health, or can I kill a weak minion?"
This card has often been called out for its balance. Admittedly, it is strong, but your opponent has to knowingly play into it for it to really harm you. It gets removed by any standard 2 mana removal, and is also just a regular 2 mana 3/2 versus anything with more than 2 Health.
Seeing as how Battlecry and Deathrattle both have a double-trigger legendary, it would be fitting to give Bard a double melody trigger effect. But it would be boring to just slap it onto another legendary, so instead it appears in this feign-death-esque card. In case the wording is unclear, it gives you a one-turn only double trigger for your melodies when they get activated (closer to brann and rivendare than feign death).
This card does have some crazy combo potentials, but due to the nature of melody effects being positive for you rather than harmful to your enemy, they usually have a way to deal with it. Even the craziest of melody effects aren't game-breaking with this, so it could see play in Debut/Melody Bard as a balanced yet powerful combo card.
Composer is the card that single-handedly streamlines songs from being clunky and a loss of tempo into a cornerstone of Bard. This minion, in combination with the more potent songs like Song of Fortitude and Song of Passion is an extremely devastating combo that truly defines how Bard decks play as opposed to other midrange or token decks. Because of Composer, songs fit well into many Bard decks.
This description has made it sound OP, and I can't deny that it is fairly strong. It does give huge amounts of value, but this is simply one of those Bard cards that is strong so that it can define the class. From playtesting experience, the board impact is strong, but not so strong that it's impossible for my opponent to come back.
In case the card text did not make it obvious, the minion is silenced while it is in your opponent's hand. This means that it is now just a vanilla minion, it won't activate its battlecry on being played and it will remain silenced when it re-enters the field. If your opponent then returned it to their hand normally, it would be un-silenced, though. The card would look like this in their hand:
The first of Bard's melody weapons! Note that most if not all of Bard's weapons will have melody effects. This is because Melodies have interesting interactions with weapons (they cost 1 durability but can be used immediately) and make thematic sense from the viewpoint of equipping instruments and playing them.
This drum showcases a more aggressive theme in Bard. While Bard is mainly a control class, it would be narrow-minded to not give it any way to play aggro. This card is a rare sight in that it gives a strictly damage-based buff. The choice you make in using the melody is "Do I need to hit something for 3 damage, or do I have enough minions so that the melody is more valuable than 3 damage?"
Bard has many minions that are powerful if they can stay alive for more than one turn and snowball, as a result of the Melody mechanic. Song of loyalty allows you to protect a powerful minion if you have board dominance, but still allows for counterplay since the minion you buff is more vulnerable to BGH and is a better justification for silence.
Another melody weapon for Bard, but this one behaves differently from War Drum. The drum is a more typical melody weapon, where you choose between an attack and a buff. This weapon serves as a two-in-one value card that gives you versatility in removal. You have three choices: 4 mana, draw 2 cards if you're in a tight spot, attacking for 4 once and then drawing a card, or a 4 mana 4/2 weapon. Each effect is slightly weaker than it would be alone, but that's the price of versatility. This has been one of my favorite cards in playtesting, and I can assure you that all 3 options are very useful.
This card showcases two things: A token-summoning card as well as a nuanced melody. This card is pretty weak on its own, but may become the staple of a combo debut/limelight/melody deck, since having two is exponentially better than having one.
Note that this minion is supposed to be a murloc, but we can't make murlocs due to competition rules. Murloc Bard will be a thing, someday, I promise.
This card can both be used as a mechanism to trade without hurting your own minions or preserving your board into the next turn. Since Bard should usually have a board that they can benefit with divine shield, and Bard has a lot of spells that synergize with controlling many minions, both of these effects should see usage.
In case the text is ambiguous, this card gives all friendly minions divine shield that they then lose next turn.
In the previous set, we saw the card Song of Fortitude. In case it wasn't obvious, there are many cards in Bard named by "Song of..." which are all effects that scale with the number of minions you control. They are collectively referenced as "Songs" and have various cards that synergize with them.
Song of Passion serves as Bard's burst damage with a full board. Comparing it to Bloodlust:
Cons: It doesn't always go face. :(
Pros: It doesn't always go face! :D
Bard is a control class, so it's fitting that their finisher also serves as a way to clear the board.
A super potent healing card that demolishes aggro and provides the healing that control/debut Bard needs to be a viable deck. Showcases exactly how Bard should play, where you receive a stronger heal by also healing the enemy hero.
The perfect example of what a melody effect should look like. Part of the time, being able to trade with a 5/7 minion is an absolute necessity. However, if you've cleared your opponent's board, as a Bard player you would rather draw two cards than just attack face. This is exactly how a melody effects should work, where there is always some sort of choice to make on whether to attack or use the melody, rather than one option or the other always being superior.
Star of the Show serves as Bard's big, expensive melody minion for maximum value with Debut. Whereas most melody cards involve a choice based on the situation, this one is more of a cycle: If it has 4 attack, play the melody to become an 8/8. If it has 8 attack, then attack and trade with your backup singers. Then, repeat.
Naxxramas Card Explained:
Once again, we have a card that fits with a lot of themes.
Firstly, it opens up a deathrattle/zoo deck type, since this card works extremely well with cards like Nerubian Eggand Haunted Creeper.
Secondly, it synergizes with the general Bard theme of flooding the board and having tokens.
Thirdly, it works well with melody minions in a way similar to Debut, since while most minions take a huge hit with their attack dropped to 1, melody effects are just as strong as ever.
GvG Set Explained:
Flavor-wise, many of these cards are themed on modern music and technology to go along with the GvG theme of mechanical contraptions. Aside from that, this set's purpose is to build on existing aspects of Bard - we finally get an efficient token-summoner, and a lot of cards to push a melody-centered Bard deck.
As I said during Phase III, Debut is an extremely interesting card, but probably won't be good enough to occupy a deck slot. Magic Mic solves that problem, introducing Bard's third melody weapon as a way for Debut to see play.
Most of the time, you'll probably want to use both attacks to get Debut spells, but it can also serve has removal for a scary Knife Juggler in a desperate situation.
This is the card that will turn Mech Bard into a formidable force. The Mech tribe is based on flooding the board, meaning that Songs, which synergize with a full board, are especially effective in combination. Cellobot allows Mech Bard access to songs without having to waste valuable deck slots on them.
For a class based on summoning tokens, Bard has had some pretty inefficient summoners up to this point. White noise is admittedly quite strong, but this is intentional. If tokens are going to have a chance of being successful, there needs to be at least one super-solid card that helps them out, and this fits the bill. Plus, nerfs can always be done if it gets out of hand.
As people should know if they've read about how melody works, it has a very interesting interaction with windfury, allowing for four different combinations of using an attack and playing a melody each turn. As such, it made sense for there to be a minion that had windfury for itself to show that interaction without requiring a combo from Double Time. Designed based on Questing Adventurer, this card can become quite crazy if it is left alive unchecked, but is relatively easy to remove if it isn't capitalized on immediately.
It's nice to sometimes have class cards that take a break from the crazy combo-heavy jam-packed with synergy minions. This card is a simple yet interesting turn 3 + 4 play that ties well into this set's modern musical themes.
No, Songs do not stop with the classic set, more will keep coming. As of right now, Bard will have 8 songs total, which means 3 more that you have yet to see.
GvG is where we were introduced to the idea of referencing and transforming minions based on their cost, and this card is the AoE counterpart to Otto Tune. This card serves as a higher-cost but higher-power alternative to Song of Fortitude, and should create some crazy games with Cellobot.
Like most other classes, Bard has more than one AoE card. While reverberate is better for aggressive or midrange decks trying to win tempo back, this one fits better in control decks wishing to clear the board but keep their powerful minions untouched.
Otto Tune is the minion with the single most powerful melody effect, and he is the embodiment of Bard's unique mechanic.
There is really not much to say about this card: It's simple and effective. Debut has obvious synergy here, and this would likely serve as the big threat in Debut decks.
Mechanics-wise, it is important to note that if a minion's mana cost would exceed 10 through the transformation, it transforms into a 10-cost minion. This is to avoid ambiguities with 11 mana, 13 mana, etc minions that don't exist.
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BRM Set Explained:
Remember how these 3 sets are a break from Bard's themes of "no damage allowed"? Well, here's another example. Aside from Choir, Bard has absolutely no removal, so if it wants any chance of doing well in a real game, it will need a least a little. The fact that it can recycle itself given you have a full board allows Bard to get decent removal even though has so few spells that can do so.
In case you're concerned about this being an "infinite value" card, and see it as OP compared to headcrack, let me justify it. Firstly, this card is always bad value, since it's a 3 mana darkbomb. More importantly, your condition for recycling it actually has counterplay, since your opponent can clear your board to prevent you from getting it back. If this card was unstoppable, then it would be broken, but it has counterplay, so it should be fine.
Bard is not exactly the type of class that would have Dragon synergy, so I won't try to shove it in. Instead, it will get its dose of dragons through a generic big body.
Anyway, this card is the final piece of the puzzle for Melody/Debut Bard to become a thing. This minion is a 7/7 on turn 4 with Debut, which sounds strong, but I think is just within the bounds of acceptability. It's a very simple yet effective card, and that's why it earns its spot in the example cards.
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TGT Set Explained
In TGT, many classes received cards that were intended to be used in very new and strange ways. Bard's TGT set has this same goal, of attempting to create several new decktypes.
Also, TGT was trying to significantly slow down the meta. With cards like Varian Wrynn and Confessor Paletress, it's like blizzard expected games to be filled with huge mana-cost minions. As such, classes were given both stronger lategame minions and ways to deal with that lategame. Bard has always needed something like this - as a "token-based control class", it needs some way to be able to use a bunch of small minions to at least stand a chance against a bunch of big ones.
Again, as we shift away from the singular deck type of "Peaceful Bard", the idealistic midrange/token/control deck that doesn't have any removal, we need a good "deal 3 damage" spell. Contrary to Chant, which is overpriced for a bonus, this one is underpriced with a drawback. Useful lategame to kill big minions in combination with your smaller ones, or early game if you're willing to make the tradeoff of giving your opponent a card.
Finally, the "Whenever you activate a Melody" card comes into play. What's more is that it's a pirate, and it has some pretty awesome synergy with Ship's cannon.
With this card, we have set up the framework for what Pirate Bard looks like: Summoning a bunch of token pirates tocombo with Ship's Cannon and Southsea Captain, while using weapons to both synergize with pirate cards and provide easy access to instant melodies.
Finally! This is one of the oldest Bard cards to ever be designed. It does an excellent job of staying true to the "no aggressive songs" theme, since the sole purpose of this card is to turn a board full of tokens into a formidable trading force.
This is one of Bard's mechanisms for competing against strong minions.
Again, with the theme of versatility, this card is very powerful and can do A LOT. It can both buff tokens to 3/3's (which can attack on the same turn, like Keeper of Uldaman) while dropping your opponent's huge minions to managable bodies. If set up correctly, this card can be a huge tempo swing, but at the same time, it can also be useless. There are several notable combos with cards like Drop the Bass for a 9 mana kill all minions except for 1, and also, if you have Heavenly Harmony active from The Conductor, your minions are all 3/4s and can make an insane trade with the enemy board.
Finally, a card draw engine that works in aggressive decks as well as token/midrange. While not as reliable, it can snowball to be very powerful. Since your opponent can actually do something about your board, hopefully it doesn't feel as anti-fun as Divine Favor.
This card is a miracle for me. While it may not be the best card, it solved two HUGE problems at the same time. I knew I needed to make one last melody weapon that was based in the late game (this was designed after Freebooter's Fiddle), but I didn't know what to do with it. I had also been trying to pull of the "your minions are more expensive but get a stat buff", in order to turn useless token minions into decent lategame minions. This card accomplishes both those jobs very well.
Right now, it might be a bit weak. Thinking about a 4 mana 6/5 leper gnome feels kinda strong, but at the same time, you paid 5 mana to do it. It will require some playtesting, and believe me, I'm excited to try this card out.
Out of all the legendaries I've made for Bard, this one required the least smashing my head into a wall. Ever since Toshley came out, I've always wanted to create a card that had every single effect trigger. But honestly, justbattlecry, deathrattle, and inspire didn't seem like enough. Once Bard had Melody introduced, I eventually came around to realize that I finally had the four triggers, and so I put this card together.
In the limited playtesting that I've done with it so far, it seems pretty strong, but not overwhelmingly so. Conceptually, it seems crazy OP to me, so I'll keep my eye out.
First, let me talk about how this card interacts with melody minions, since it's kind of complicated. There are two main possibilities:
I remember before I revealed this card someone said that "That effect is too OP to ever exist, even on a legendary (paraphrased)". To me, this card feels like Coldarra Drake, a 6 mana 6/6 minion with a potentially crazy effect that probably won't really see much play. Again, this one will need to be playtest, since its power is so dependent on how easy it is to keep a board full of melody minions.
This card was made since Bard was completely lacking any card that costed more than 7 mana. It doesn't really fit into any currently existing Bard deck, since most Bard cards are based on low-cost minions. But I think that it might work in the Melody/Debut/Control Bard deck, and lead to some really interesting and crazy games.
I always viewed this card as underpowered, because of how slow and unreliable is, but it could be OP as well.
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LoE Set Explained:
The reason that the Discover mechanic is so cool is that it allows cards that are cool but not strong enough to fit into decks to see play. This is what songwriter accomplishes for Bard - a lot of the songs are very interesting, but they aren't good enough to warrant a deckslot. As well as fitting into the non-legendary 1-slot for token bard, this card allows for some pretty interesting matches to occur.
As per request, here is a list of all songs:
In the TGT set, Bloodsail Shantyman established what a pirate Bard deck is going to look like: Weapons, Melodies, and Tokens. This weapon concludes Bard nicely, accomplishing all three of those goals AND serving as an interesting weapon in general.
Note that if you use the Melody and this weapon has 2 or 3 durability, the Southsea Deckhand will have charge when it's summoned. This means that you have the choice between "swing with your face for three" or "deal 2 damage" most of the time. Already, that makes for a pretty interesting card, not to mention the added benefits when used in a Pirate deck.
When I was talking about cool songs that won't see play, this one comes to mind. The effect is way too slow for most tokens decks to handle. Composer is better used on far more efficient Songs, like Fortitude and Passion. Regardless, it theoretically bridges the gap between early game board control and late game threats, and can still see play due to Songwriter.
This section contains cards that are no longer in Bard, or never made it in the first place. This is your opportunity to see how this class has progressed, as well as laugh at some of my crappier designs. Enjoy!
Cards that were removed or reworked beyond recognition:
None yet, Bard isn't even out of alpha!
Cards that never made it into the class, or had to be reworked heavily to fit:
For those who weren't there to see it, the design process for The Conductor was pretty traumatizing, although I ended up with something I really like. It spawned a total of 17 different versions, here were some of the craziest ones:
...yeah, glad we got that one out of the way.
I tried to make it so that each token only used one number. I failed.
Unfortunately, we never got to see a card that gave a minion a melody effect. Here's one that was going to happen:
Here's an interesting card from GvG that never made the cut because it was always too weak for what I wanted it to do (token decks) but too strong for stuff I didn't care about (Malygos Bard, wtf):
While designing the classic set, I realized that I had pushed the "simplicity is elegance" ideal so hard that the set was pretty boring. It got freshened up, and I'm pretty happy with the result. Here's two iterations of one of the minions that got cut:
In the basic set, there was this huge push to make "tempo bard" which revolved around things like "if you cast a spell this turn" and "if you summoned a minion this turn." It was kinda nice, but the effects seemed too blatantly obvious. Here was one:
Here was the original version of Instrumentalist, which went through 8 iterations:
Funny how the card that is currently Star of the Show that summons backup singers used to be the backup singer itself. This was back when buff bard was going to be a thing.
Some iterations of the Soothing Lyrist artwork before I settled on the reverse knife juggler:
This card was really... out there. It was designed before "Songs" were really a thing, and could just apply to any spell.
Folk Legend was 3 mana: Summon a random Legendary minion.
This was a SUPER old and OP version of limelight. Since Bard wasn't going to have ANY hard removal, instead you were supposed to use this + silence or BGH.
Speaking of Silence:
For some reason, I had a big qualm about Bard's hero power "not representing the class enough" and spent like 6 hours trying to rework it (I ended up leaving it in the version it is now). It used to be a shaman-esque thing that generated one of four different buffs:
Old art for our hero, Lindsey. Turns out, a lot of people really like to photoshop this picture.
Art that never got used:
Alternate art for remix, but then remix got removed.
Amplifier was going to be a GvG card, but it was too OP.
Old art for low note. I had to use content-aware fill to extend the borders just a smidge, but the positioning never worked out anyway.
Pretty cool art for a pianist, but never got used :(
Pagan/ritualistic drummer, just never got around to using it.
An actual 18th century painting called "The Bard." It was going to be used for a card called Song of Freedom, but I could never come up with an effect.
Art for an 1812 Overture card, but it never got made. Too violent for Bard.
Old Song of Loyalty art, since it was actually relevant to bards. But it didn't show the theme well enough.
This art looked great from a distance for Regal Trumpeteer, but on a closer look, that face....
I spent so long looking for this picture after seeing it on Mcf4rtson's bard, I asked him where he got it, he told me, I kept saving it for the whole competition and never ended up using it. Huh.
A more dismal tone. Was originally going to be used for Lament, but the fact that the violinist is so pushed to the side made it not work.
Thank you so much for reading! If you enjoyed this class, please vote for it in the competition! I hope to be updating this class with the next expansion's set when it comes out.
See you then,
~DKP
1
Priest sucks to play against and I will tell you why:
1) If you are a Face deck, then you lose despite the skill gap that may exist. It is such a one-sided affair that only the Priest player can enjoy any aspect of the game except for the infrequent occasions where Face squeezes out a win.
2) Priest is so fucking slow and boring to play against. I don't want to spend 30 minutes watching you try to heal and fatigue your way to victory (or defeat).
3) If you are a deck like Oil Rogue, then Priest is easy pickings. You don't get any joy when you beat a Priest with such an advantage.
4) Lightbomb is often times impossible to play around. This is annoying.
5) Dragon Priest is perhaps the most mindless deck to pilot. Play oversized creatures each turn with no real penalty for doing so. The Dragons and Enabled Cards are strong as fuck.
So there you have it. Priest is a class that most people don't enjoy playing against.
TLDR; Priest is not fun to play against (win or lose).
2
Quote from CynicalSwede >>Will you disenchant your Nexx and GvG cards and use the dust to craft Standard cards? Or will you keep them to be able to build Tier 1 one decks in Wild as well?
Simple as that.
1
In constructed it doesn't really work now, but Fallen Hero is an excellent choice at arena (for my runs, at least)
Also, my Rhonin Tempo Mage is just excellent, the best deck I have, don't know what you guys are talking about
(though I would really love to use Rhonin, Toshley and Gazlowe on a mech-mage. it would be like heaven if that worked).
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1
Hearthstone has tranaformed into this kind of competitive game because the community has placed far too much emphasis on winning.
Hardly anyone plays outside of the meta because that would mean their win rates would drop.
The beta and the first few months before Naxxramas were the best time to play Hearthstone because most players actually tried out novel deck ideas instead of searching up the highest win rate flavour of the month deck on Hearthpwn or some other site.
I can't remember the last time I ran into a non-meta deck in casual. :'( It makes me sad to think I'm the only one that even bothers using cards like Wee Spellstopper, Master of Ceremonies, and Anub'arak. Like why are cards like these even printed? :(
3
That's how I lose almost all of my games in ranked. I lose because my opponent topdecks an answer to my board, a finisher with just enough damage to kill me, or gets the one card he needs from a random effect (like your case in the pics). :(
1
Pirate Warrior doesn't win as often as you think it does. It just wins (or loses) much more QUICKLY than most decks.
As for crafting, I crafted the Lich King. He's a very strong control card.
2
This card can destroy the aforementioned Jade Idol and Paladin Secrets, but it also deals with Power Overwhelming, Conceal, Cold Blood, Soulfire and Ice Lance, as well as maybe spells discounted by Emperor Thaurissan. This has potentially huge implications for Wild especially. Note that all of these cards can be used to threaten considerable face damage at a very low mana cost.
I like it.
3
Or it was a typo since the "9" key is right beside the "0" key.
7
Here's my top 10 out of all of the card backs released thus far. :) I own all of them except for Power Core and Bahamas (Hoping to attend World Championship Finals in 2018 to get them!) In no particular order:
Power Core
Bahamas (World Championship 2017)
Dalaran Flame
Blizzcon 2014
Legacy of the Void
Secret Level
Molten Core
Eyes of C'Thun
Ragnaros
Heroes of the Storm
2
Don't disenchant golden Xaril! I can almost guarantee that that card will see play within the next year. As it is there are some other great Rogue decks (not necessarily Miracle) that you can make that have room for it. Some fun decks exist too, like C'Thun Rogue, N'Zoth Rogue, Reno Rogue and Burgle Rogue (I use Xaril in all of these decks and I also play these decks in ranked).
Also might I point out that VanCleef requires you to have a very specific combination of cards to even be useful. Xaril is useful on its own and can be played on curve without prior setup. Also, many cards exist that can take care of VanCleef even if you do drop it on curve as a 12/12. A 12/12 VanCleef hardly ever gets dropped anyway though since it requires both Preparation, another two spells and The Coin. Usually VanCleef is an 8/8 at best when dropped on curve with The Coin, Preparation and another spell.
1
2x Fist of Jaraxxus for almost guaranteed 8 damage to face (or to get rid of deathrattle summons after Deathwing is played).
2
Thank you for your kind words. =) That's exactly why I made this deck!
2
Entomb is the only reason I hate playing against Priest. ALL of my decks are control decks. I took a Priest to fatigue with Control Paladin by not playing any of my big finishers because I KNEW he had Entomb in his hand. Kept Dr. Boom, Sylvanas and Tirion off the board until he played his Golden Monkey at which point I lost anyways because he had acquired so many discounts with his Emperor Thaurissan before I could clear it. I even held my Shielded Minibots in hand because I knew he had Cabal Shadow Priest too. I was making taunt totems from my upgraded Shaman hero power every turn to stave off the inevitable. (Thanks Sir Finley OPlton and Justicar Winmore) ;)
Eventually I had to play my Eadric the Pure to stop the roflstomping board this priest was creating and guess what? He got Entombed. Couldn't draw my second Equality to clear with even after I played my Lay on Hands.
The control game against Priest is no longer fun because they have two copies of a universal answer against any big minion you play that costs less than Mind Control (a la Entomb) while ALSO giving them a copy of that minion guaranteed to play against you later in the game. This sets it apart from Hex and Polymorph, especially when taking into account Priest's plethora of other removal options.