• 1

    posted a message on New cards from my upcoming expansion (Shaman's set revealed!).

    You are aware that most of these card arts are already used in game by other cards?

    there's a lot of incorrect wording and most cards seem extremely OP

    Posted in: Fan Creations
  • 7

    posted a message on GOOD OLE FASHION TAUNT WARRIOR 60%WR

    Starting to think this is a fat lie. where's that guide m8?

    Posted in: GOOD OLE FASHION TAUNT WARRIOR 60%WR
  • 0

    posted a message on Making shaman archetypes great again! (2nd Update: 2 new sets!)

    Second update guys:

    2 new sets:

    - Added an evolve shaman 4-card set. centered around making evolve shaman viable after the next standard rotation!

    - Added a Malygos shaman 4-card set. centered around making Malygos a viable pick for shaman!

    Balance Update:

    - Magatha Grimtotem: The totem effect called "Totemic Ward" now only makes basic totems immune (used to make all other totems immune). someone pointed out that making 2 custom totems through Murmuring Elemental and giving them the Totemic Ward effect leaves you with 2 immune taunts on turn 10. Which is obviously toxic as all hell. Since the deck relies mainly on basic totems any way, I felt that this was a fair nerf.

     

    Posted in: Fan Creations
  • 1

    posted a message on Making shaman archetypes great again! (2nd Update: 2 new sets!)

    After some feedback and reflection I've made some changes:

    - Domain of Elements: now draws 1 elemental by default and 2 if you played an elemental last turn. used to only draw if you played an elemental last turn. The card needed to have a base effect otherwise it could end up being dead in topdecks.

    - Ahune the Frostlord: The Frozen Tomb now costs 4 mana (originally 2), just to ensure it doesn't get out of hand too easily.

    - Magatha Grimtotem: Custom totems now cost 5 mana (originally 4). Someone pointed out how you can do a turn 10 Windshear Totem with Totemic Rage into Windshear Stormcaller and Primal Fusion on the summoned Al'Akir the Windlord for a 20 damage combo. Which is just a bit filthy. The Guardian Totem gained 2 health and the Fresh Water Totem gained 1 health to compensate for the cost increase.

    - Mutanus The Devourer: fixed the art. careful when you decide to edit a card that you created on hearthcards, as it uses the whole card as the image for your art, and moves it a bit, leaving a small amount of the card's portrait inside the picture!

    - Thunderclap: originally could target heroes. changed to only target minions. the issue was that this would deal 1 damage for each overloaded mana crystal. so it would benifit from spell damage in insane ways. lets say you play Malygos and you have 1 overloaded mana crystal for thunderclap. it would deal 6 damage per overloaded mana crystal due to the spell damage +5. I initially wanted to keep the ability to target heroes and change the text so it doesn't benifit that harshly from spell damage, but a 0 mana face spell for malygos is still too powerful. So I changed it to target minions only.

    - Geomaster: Changed it to "Your cards Overload (1) less Mana Crystal" from "At the end of your turn, unlock your overloaded Mana Crystals". Wanted to do something a bit more original and the old effect with those prime stats was a bit too much.

     

     Oh and on a flip side, I'm working on a malygos shaman set right now so stay tuned if you're into that!

    Posted in: Fan Creations
  • 1

    posted a message on Making shaman archetypes great again! (2nd Update: 2 new sets!)

     

    Quote from Bartigul >>

    Thunderclap would be abused in MalyShaman decks by just being a 0 mana card that can go face. Maybe making cost 1 or only targeting minions would be more safe.

     Wow completely overlooked that haha. It will deal 6 damage per overloaded mana crystal this way xD
    I do like the idea of malygos shaman though as it's my oldest refined deck I ever played. I'm thinking of changing the text to deal damage equal to your overloaded mana crystals. this way, with malygos it wouldn't be 6 damage per overloaded mana crystal, and instead your overloaded mana crystals +5, which is far more fair.
    Thanks for pointing it out!
    Posted in: Fan Creations
  • 0

    posted a message on Small Nerfs, Big Difference

    I like the nerfs, but if you address these midrangey cards you should address some control deck cards as well. there are currently plenty of strong control decks such as raza priest, cube warlock and big priest. if you were to only nerf these cards those other decks would get even more busted.

    Posted in: Fan Creations
  • 4

    posted a message on Making shaman archetypes great again! (2nd Update: 2 new sets!)

    It's no secret that shaman suffers from meme-tier archetypes, that seemingly get thrown in and never touched again. As of Knights of the Frozen Throne, we've only seen evolve shaman as a truly competitive archetype, while the others either saw very little or no play due to their inherent weaknesses. Shaman has always been my favorite class and I wondered how some of its archetypes would look if they just had a few more cards to boost their viability.

    The archetypes I'm addressing are:

    Elemental Shaman: possibly the more viable of the sadface archetypes of shaman, but still suffers from consistency. My aim is to improve the archetype by addressing the issue of "Played an elemental last turn".

    Fog Elemental: A normally statted minion that serves as an Elemental activator on the turn it is played, as well as the turn afterwards.

    Domain of Elements: A way for elemental shaman to get some additional draw, as one of its weaknesses is running out of elementals to play, and then losing due to topdecking one that required an elemental last turn.

    Frostfire Blade: A 3/2 weapon for shaman that gives you a cheap elemental from any class. allowing you to get an activator. It's also potentially decent for evolve shaman to flood the board a bit more.

    Therazane the Stonemother: although terrible in stats, your hero power will become something that elementals can use perfectly. your totems will basically become elementals and gain +1/+1. Additionally, the hero power states Play, allowing it to activate elemental synergy.

    Frost Shaman: The biggest meme that never saw play. This archetype needed something to make it even remotely functional. It needs a win condition that carries it enough to be worth considering pumping your deck with weird freeze cards.

    Frostrider: a great way to give frost shaman a powerful turn 4. they get to deal 4 damage and summon a 4/3, which on curve is arguably better than cards such as Jade Lightning since frost shaman is so bad, I felt that giving it an overly powerful card would help its viability greatly.

    Ice Weaver: the biggest issue with frost shaman is their lack of good freeze spells, which are all ironically in the mage class. This card gives frost shaman a very needed support. The card on its own is actually quite decent, and can fit in elemental shaman as well.

    Frostbite: with the card Unstable Evolution coming out a new mechanic for shaman is born, that I'd love to see more often. This card allows you to spam a bit of freeze, allowing you to properly synergize with Moorabi.

    Ahune the Frostlord: a 8 mana 8/8 elemental lord! Only this one gives you a spell on death. this spell called "The Frozen Tomb" turns your deck into an insane control deck that can easily destroy all enemy minions, giving frost shaman a proper win condition. Additionally, it's an elemental, which means you could draw it with Domain of Elements(see previous spoiler)! Combine The Frozen Tomb with Frostbite for amazing board wipes.

    Totem Shaman: with the Kobolds expansion we have received a lot of cards for this archetype, but it's just not enough as it has no solid strategy or win condition. My aim is to turn shaman into a swarm deck that can utilize it's vast amount of totems effectively.

    Pulsing Totem: ramps up your totems, and is better the mroe you have of them, but also buffs itself making it actually a 1/3. Your opponent will want to get rid of this quickly.

    Tauren Totemancer: Murlocs have Gentle Megasaur, so totems will get this! Obviously not as good as megasaur, as your totems will not always have attack value, which would make windfury and poisonous a bit mundane, which is why i felt that for 3 mana it would be fair.

    Fire Nova Totem: another tool that forces your opponent to fear the swarm of totems. this card potentially wipe an entire enemy board. on its own it deals 1 damage, but with just 1 other totem it becomes a Consecration (that doesn't hit the enemy hero). an issue of totem shaman is that their totems just don't do anything initially, so they need something to get rid of enemy minions properly.

    Magatha Grimtotem: Very similar to Kazakus, but with totems! First you choose 1 of three preset powerful totems, and then give them an added effect. this custom totem will be added to your hand. there are a lot of variables to this card making it a bit hard to predict what is the best option. but here are some examples of what you can do:

    Fresh Water Totem + Totemic Ward: keep your other totems invincible with this. as long as this durable totem stands, you can abuse cards such as Bloodlust, to either go face or trade incredibly efficiently. Additionally it's a great minion to use Lightning Storm or Maelstrom Portal with.

    Guardian Totem + Totemic Overflow: With the durability of this minion, it is easy to set up a few totems before it is killed, which allows you to easily get some card draw out of it. at the worst case scenario it's a 0/12 Taunt that draws you one card. which is actually not so bad.

    Windshear Totem + Totemic Rage: summon all 4 basic totems and deal 4 damage to the enemy face. then play Windshear Stormcaller for a 9 mana free Al'Akir the Windlord to go face with! that's 10 damage in one turn.

    These are just examples, as you can use any combination, which makes this a very powerful legendary that can fit many situations.

     

    Murloc Shaman: Although not horrible, murloc shaman suffers from low-value tempo, while desperately trying to get to finish its quest. My goal is to give shaman more valuable tempo for murlocs, while also giving it a small kick in the right direction to finish the quest a bit earlier.

    Shamurloc: a very simple Loot Hoarder murloc to give shamans a bit of cycle so it won't run out of cards too soon.

    Murloc Nightcrawler: Since murloc Shaman loves to play lots of low-statted minions, this allows them to get rid of giant threats without having to get rid of all their murlocs or making their quest worse by having to make room for removal.

    Coldlight Commander: a card that has a very strong amount of potential. at the worst you summon a 1/1 murloc, but at the best you summon Finja, the Flying Star, Murloc Warleader or Mutanus the Devourer! And the recruit mechanic is a summon, so it complements the shaman quest perfectly!

    Mutanus the Devourer: a excellent card to play in Murloc shaman. great stats and great effects, and the lifesteal might save you in a pinch! with the effect being so awesome it is obviously exclusive to murloc shaman.

    Overload Shaman: started appearing at the frozen throne, and has now received more valuable cards, especially with the new spellstone. However still suffers of overload being so godawful. My aim is to give shaman good options to get rid of overload while also utilizing it to their advantage.

    Thunderclap: if you overload a whole lot this card is what you need. It gives that extra punch you need to survive and can target the enemy hero, which makes it function as a finisher.

    Geomaster: a prime statted minion with a fantastic effect for overload shamans. with this you can keep playing busted cards without losing a massive amount of tempo afterwards.

    Overflow: instead of drawing 3 cards, you discover 3 shaman cards, allowing you to fill your hand with even more overload, or get a card that you truly need at the moment. 3 overload also works greatly with the spellstone.

    Ner'zhul: The spicy dream of every overload deck. you will still get your overloaded mana crystals for you to synergize with, but they will get removed at the end of your turn, making you lose no tempo ever again.

     

    UPDATE:

    2 new 4-card sets!

    Evolve Shaman: Although shaman is an alright deck, it has become a more niche pick since the release of Kobolds, as it gets overshadowed my decks that have more consistency. Another big fear of evolve shaman is the future standard rotation that will come with the new expansion, which will rid shamans of Evolve, their most important card. I wanted to address evolve shaman by giving it new transformation mechanics to go into the next standard rotation.

    Faceless Sapper: utilize your transformation effects to get a free 4/3 minion. cards that have the ability to transform a minion or themselves synergize effectively with this. examples would be: Faceless Manipulator, Hex and best of all: Unstable Evolution which quickly gives you this minion for free and ready to evolve!

    N'Raqi Corruptor: Your new evolve mechanic, that comes with a 3/3 minion! A great tool to get your tiny highly costed minions to something gigantic. Here's a good combo example: Saronite Chain Gang + Murmuring Elemental + N'Raqi Corruptor for two 6-mana minions.

    Potion of Corruption: Devolve is another amazing card that is going away with the standard rotation, so I wanted to make something that could replace it, while still holding value for elemental shamans. this card is very nice in multiple situations and an excellent alternative to cards like Hex, and can also aid in turning your small minions to large ones.

    Warlord Zon'Ozz:  Although somewhat on the expensive side for an evolve shaman, it is an excellent way to spiral out of control during the late game. It is hard to predict when the evolutions will hit, but I felt that simply giving the player evolves with such ease would break evolve shaman. Thus I figured that since the archetype plays a lot of tokens any way, it might as well occasionally get evolutions off.

     Malygos Shaman: I used to play Malygos shaman all the time during naxx through the grand tournament. It was my favorite OTK attempt deck and I always felt that malygos truly fits home with shaman. I wanted to revisit that deck as its own archetype by introducing a new semi-archetype for shaman that relies heavily on control and then finishes the game with Malygos.

    Thunderstorm: initially has no spell damage, which is why you want to combine it with cards such as Bloodmage Thalnos and your spell damage totem. But this card is truly meant for Malygos. At turn 9, you could turn the tables around by clearing the enemy board for 0 mana. And of course it hits the enemy face, making it a staple for the Malygod OTK.

    Servant of Malygos: the only card that directly mentions malygos. Just like C'thun, it will affect malygos wherever it may be. This card allows you to set up for a Malygod combo without the need of the rotated card Ancestor's Call. Combine this with Murmuring Elemental to get him out for even less!

    Dragonflight's Call: a 2 mana spell that will give you one of your dragons. the goal of Malygos shaman is to practically put no dragons in your deck aside from Malygos and maybe a second dragon as a filler. This card allows you to get to your required card asap, allowing you to set up for your combo's with more ease.

    Chromatus: the only dragon that is exclusive to shaman, and it discovers you a legendary dragon! Due to how discover mechanics work, the chance is extremely high that this will give you another Chromatus, letting you get endless 6/6 minions for 7 mana. but it also serves as a potential second Malygos. and of course with the power level of legendary dragons it's overall a solid card to get something even more solid from.

     

     

    Thank you for checking out my cards and please do criticize if anything seems incredibly broken or incredibly weak. I'm open to any form of feedback and am trying to make the archetype's meta ready. If you are curious to how a card would interact with a different card let me know as well I actually might end up realizing something that needs specification.

    Posted in: Fan Creations
  • 0

    posted a message on GOOD OLE FASHION TAUNT WARRIOR 60%WR

    Really curious how this deck is performing, probly insanely good vs aggro paladin but vs cubelocks or big/raza priests it seems too low in value.

     

    Also, Do you think Master Oakheart is any good? most minions in the deck have low attack so it would fit in.

    Posted in: GOOD OLE FASHION TAUNT WARRIOR 60%WR
  • 0

    posted a message on 4 Warrior cards: taunts and control

    ah alright. I'll change the name to something more fitting then. thanks for your feedback :)

    Posted in: Fan Creations
  • 0

    posted a message on 4 Warrior cards: taunts and control
    Quote from Zensu >>

    Avenger's Shield is a paladin spell.

     ??????
    Posted in: Fan Creations
  • 0

    posted a message on 4 Warrior cards: taunts and control

    Here's an attempt at adding viability to quest warrior and control warrior,

    Grand Shieldmaster: Although mediocre in stats, this card gives taunt warrior 3 cards for its quest, as well as small taunts that help against aggro decks. Shield's Apprentice and Lone Shield are tokens only.

    Titan's Fall: may seem very strong at first but will fail at killing any minion that has more health than its mana cost. I figured it should be 3 rather than 4 due to this weakness. it's still a damage source that doesn't require multiple cards to pull off, which is something I think warrior really needs.

    Avenger's shield: Something to help taunt warriors even further. usually the issue of taunt warrior is that you play very few minions, while your opponent plays multiple and trades efficiently with yours. With this spell you can stabilize the board a bit, allowing you to continue to push for your win condition.

    Kargath Bladefist: I made this card with the goal of fitting in any warrior deck (except aggro). It has Taunt for quest warriors, it has Deathrattle for N'Zoth control warriors, and it empowers your current hero power by giving it 2 armor gain. this means that your basic hero power will give you 4 armor, but other hero power's such as the Ragnaros hero power from your quest, or your whirlwind hero power from your death knight will also grant 2 armor if hit with this Deathrattle. beware when changing your hero power however, as it will remove this effect.

     

    Posted in: Fan Creations
  • 0

    posted a message on How Good is Rank 15?

    Gz on reaching rank 15!

    Now enjoy a month of going against netdecks :)

    Posted in: Standard Format
  • 0

    posted a message on When Rexxar Hunts Alone - Diving into the Kobolds Spell Hunter Archetype

    well actually, with Psychic Scream you put minions in their deck making their legendary weapon and to my side useless.

    Posted in: News
  • 0

    posted a message on NickChipper Miracle Hunter

    Surprised how well this deck is performing so far

    Posted in: NickChipper Miracle Hunter
  • 0

    posted a message on When Rexxar Hunts Alone - Diving into the Kobolds Spell Hunter Archetype

    lolz @ any board clear ever

    Posted in: News
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