They can just nerf it so it targets friendly Demons only, it probably was the initial intended purpose. I don't know why they left it like that to this day, especially the interaction with Jaraxxus. Perhaps they thought it was harmless and flavorful?
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Mar 18, 2020Megameth posted a message on New Priest Rare Card Revealed - Dragonmaw OverseerPosted in: News
How is this a Priest card? Am I missing something?
Mar 18, 2020Posted in: General Discussion
Well, you're right to state that they are trying to give Priest more tools to control properly, but some the cards that I mentioned (Lightspawn, Lightwell, Circle of Healing) don't help with anything and in their current state they'll never see play. I agree with you on Divine Spirit and card draw stuff though.
Mar 18, 2020Posted in: General Discussion
I'm not even a regular Priest player, but they kinda screwed up with some of the HoF card that they chose.
Firstly, Auchenai Soulpriest, a card that has never ever been a problem in game's history. Shadow Priest was a well liked and healthy archetype, so much so that they reprinted cards with this effect twice. Such a shame. Not to mention that Circle of Healing is essentially useless now, since Northshire Cleric is also gone.
And Shadowform, one of custom creators' favorite cards, is also gone. While some of the playerbase was awaiting (honestly, that was hopeless, but still) for support, they buried the card instead. It was one of the most interesting cards back in Beta days, it feels bad to see it go away so pointlessly.
Useless and bland cards that never saw play since Beta, such as Lightspawn, Lightwell and cards that had their only their combos HoF'd (Circle of Healing and Inner Fire) are now clogging Priest's basic set.
The cards they buffed and the new cards are all pretty cool, but aside from Prophet Velen and Divine Spirit's unsuprising banishment to the Wild they dropped the ball on every other Priest card they chose for the Hall of Fame.
What are your thoughts on these changes? Agree? Disagree? Perhaps agree to disagree?
Mar 14, 2020Posted in: The Arena
Hello fellow arenafags, I'm a seasoned Arena player and I'm doing especially well after the new rotation, never breaking the infinite cycle. But something has been bothering me for a long time, and this became even more common with the new rotation.
This is my observation for my last 7 or 8 runs, but I recall it happened to me in the previous rotation as well. The thing is, whenever I start a run, for my first two or three matches, I always get queued against insane decks. By insane, I mean INSANE. This happens at 0-0, 1-0 or even 1-1. The opposing side usually has the complete package of premium cards for their class, strong Legendaries and usually curvestones and curbstomps me so I always go 0-1 or 1-2. This caused me to tilt-retire probably hundreds of times, but after suffering too much from that habit I decided to actually play after my second lose, and lo and behold...
The opponents started to become extremely easy. And yes, that's expected at 1-2, 2-2 and stuff... But I was usually able to make it to 7-2 no problem, it's a cakewalk even. My last few runs are all 1-2 and then I get a 6 or 7 win streak and finish the run at 6 to 9 win range. This is the case for the last two or so Arena rotations but it wasn't common back then, and I play this game on and off since the Beta.
Is something similar happening to you?
TL;DR: All I get for my Arena matches are either people with insane decks or complete jobbers with shitty decks, with no in between. This is going on for quite some time, so I wonder if you guys have similar experiences or if there's an explanation for this.
inb4 people speedread and post the salt thread.
Mar 14, 2020Posted in: Fan Creations
And here we are, folks, the last reveal that completes this set. I'm happy to present you the remaining cards, and thankful for your comments and all the praise and constructive criticism you guys put out there. Stay tuned for the additional Adventure, "N'Zoth's Scheme", for something special!
THE QUEEN HERSELF!
CAPTAIN'S JOURNAL: WARLOCK
Last of the last, I present you the remaining three Warlock cards. Warlock was pretty straightforward, I had two archetypes in mind, handbuff and discard. So I just did some stuff, the only card that had me almost go creatively bankrupt was Into the Unknown. Still don't know if it's too strong or too weak, didn't try to balance it too much.
That's all, folks! I'll post again in this thread when I eventually open up my other thread about the additional Adventure! 50 MORE CARDS ARE COMING!
Mar 13, 2020Posted in: Fan Creations
Very cool stuff. The whole thing is probably the most polished Adventure I've ever seen! Everything from boss battles to decks, even the flavorful quotes are amazing.
For cards, I really like Impatient Guard and it's use of Burst mechanic. The cards that incorporate this mechanic are few but very well thought out. Resourceful mechanic is really cool, but some cards are just copies of existing cards with a twist, which could lead to balance problems, as you can technically put 4 copies of a card in your deck. Cookie looks like a very strong card and might need balance adjustments. Lastly, I have to mention, I really like the Azshara boss battle and the crew shenanigans.
Keep the good stuff coming!
Mar 13, 2020Posted in: Fan Creations
Second to last card dump, we're almost done!
CAPTAIN'S JOURNAL: WARRIOR
Tbh, I had trouble with Warrior. Especially the Pirate package, I had trouble designing unique and interesting stuff. Most of the time I didn't have anything in mind and just went with the card art to design something, which is a bad habit I developed from hoarding too much good art. But the Tortollan guy had me an Eureka moment. What if... Armor + Pirates? I tried to gave it a shot with a measly 2 cards, as you can see, so it's by no means a developed archetype, sadly.
-Feludius received a change.
-Rock Bottom Defender received a change due to being op af, thank you MrBurger for pointing it out!
Mar 12, 2020Posted in: Fan Creations
It's been a couple of days since I last posted to this thread. This is either second or third to last card dump, then I'll move on to this set's adventure, "N'Zoth's Scheme" and post the 50 additional cards that'll be added on top of this set in another thread. Today we have:
ELEMENTALS! LOTS OF WATER ELEMENTALS! (AND...MURLOCS!?)
ON NEPTULON'S MURLEMENTALS:
-The same mentality as Zombeasts, Murlementals are hybrids of a Murloc and an Elemental. Unlike Zombeasts, they don't have a limitation of being 5-Cost or less. You'll be offered gigantic Elementals, and if you choose, let's say, a 9-Cost Elemental, you'll only get 1 or 0-Cost Murlocs as your next choice. They are dual type, so they trigger stuff for both types. Here's an example using the card above and Grimscale Oracle.
CAPTAIN'S JOURNAL: SHAMAN
As you've probably noticed by looking at the rest of the set, especially the class cards, I try to juggle two, three or four archetypes at once with each class. For some, like Hunter, I tried to implement wacky stuff like Murlocs, but for most classes I just expanded upon an existing archetype they already have. For Shaman, those were Elemental, Murloc, Big Spell and Evolve. I really enjoy designing cards that incorporate multiple archetypes, and for Shaman, I did plenty of them. If I ever make another project this big I'd like to focus more on a Totem Shaman though.
Mar 5, 2020Posted in: Fan Creations
Wuz good? Ya boi H.P. Lovecraft is back at it again with more reveals! We're delving deep into the realm of eldritch horrors for the day.
I'm a huge fan of Lovecraftian storytelling, and while WoW is mostly devoid of the core things that make Lovecraftian Horror good, they at least nail the aesthetic. Besides, the deep sea and Lovecraft basically go hand in hand, which is why I had so much fun creating these cards so far. It's not easy to give the vibe of a lurking horror, but I think Submerge is at least a formidable attempt at it.
By the way, I'm trying my best to give responses and make changes according to your reviews of the set, so hmu if you want to help me balance it out. For example, The Eater of Names is a card that I was hesitant when balancing, because it has a very powerful effect but also needs a lot of setup to pull it off, and it could possibly be countered by your opponent. I appreciate the feedback you guys give, so don't hesitate to comment and stuff.
CAPTAIN'S JOURNAL: PRIEST
I attempted to try something different with Priest. Most of Priest's cards revolve around a Tempo-esque archetype that revolves around Creating 2/1 Disciples and do various stuff with them, perhaps immediately using them for board presence or holding on to them for big turns. The Priest is the best and most fitting class to try out the Lovecraftian aesthetic that I'm rambling about in this post. Cult stuff is just a no-brainer in an Old God related expansion like this, and Priest is the perfect match for it!
-Dockside Terror doesn't have Charge in the Keyword pool, it has Rush instead.
Some more clarifications about the mechanics as well as other news:
-Applies for X turns spells can only be activated one at a time, meaning you can't have two of them active a the same time.
-Abyssmancer Reze makes it so you can have regular minions do the Submerge/Resurface. In the case of Battlecry minions, they'll trigger their Battlecries first before you get to make the decision to Submerge, if that's what you aim to do with it.
-Balance changes are made for multiple cards. Check them out to find out!
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