Keep your dirty thoughts to yourself, bucko!
- MrBurger
- Card Design Champion
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Member for 4 years, 8 months, and 17 days
Last active Wed, Apr, 17 2024 09:19:49 -
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Anomaly98 posted a message on Introducing the Darkmoon Races Mini-Set! - All New Cards! - Release 21st of January!Posted in: News -
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RevenantSC posted a message on A Less Friendly Game of Chess is This Week's Tavern BrawlPosted in: NewsMaybe I’m the only one, but this is my favorite brawl. Outside of any poisonous cheese, you can play Tickatus with some board clears. As long as you are confident in your positioning then the game should go long and you’ll fatigue them. At that point even if they take the board you can just block with your own pieces.
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warcraftofworld posted a message on Happy New Year from the HearthPwn Team!Posted in: Newsbig up yourselves bruv and happy new year
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Xoghul posted a message on Heroic Brawliseum is This Week's Tavern BrawlPosted in: NewsScam, nie polecam, pzdr 600
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kiruz posted a message on Scholomance Academy: Card List, Release Date, & Expansion DetailsPosted in: GuidesIn 4 hours.
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Hawk7915 posted a message on New Mage/Rogue Legendary Card Revealed - Jandice BarovPosted in: NewsThe highroll: hiding Al'ar behind Earth Elemental. 5 mana 16/13 worth of stats that might resummon for another 7/3 if opponents can't extinguish the ashes afterwards.
The average case: This is a 5 mana 10/6 (on average you will summon two 4/4s of stats, but one of those 4/4s will SECRETLY be effectively a 4/1 instead). There's some room for mindgames on the SECRET, and sometimes you'll "get 'em" with your bluff - but usually the choice is going to be super obvious because you got a Taunt or Rush body or something. Being spread over 3 bodies is a blessing and a curse although as a Mage/Rogue card, there aren't a ton of ways to abuse that trio of bodies compared to if it was a Shaman or Druid or even Priest card. Compare to Doppelgangster and you are generally getting a pretty good deal.
This seems generally better in Rogue - as a class that might appreciate the sheer tempo advantage of that much power for that mana cost and as a class with access to Shadowstep, Waggle Pick, and to a lesser extent Praise Galakrond! and Cold Blood. The question will be is the highrolly potential of this card worth the fact that the "average" or "fail" case is arguably worse than just slamming a Shield of Galakrond on five as a 4/5 + draw a lackey? Raw stats are less powerful than the guaranteed taunt and the extra card in some matchups. I imagine it will bear testing though.
This seems much worse in Mage...but Mage is currently Highlander mage, and again it may bear testing to see if you highroll with this often enough to make it better than Ruststeed Raider on five. I sort of doubt it - both are exceptional Conjurer's Calling targets but raider is a near-guaranteed "removal" (rushing in for 5 damage on turn 5) plus near-guaranteed to soak 3-4 more damage for you as well with its Taunt; Highlander Mage already has insane swingy lategame potential with Reno and Kalecgos and Puzzle Box so it really needs/wants its cards at 1-6 Mana to ensure it lives long enough to cast those cards. If a new archetype for mage spawns, it looks to be Spell Damage mage utilizing the new 1/3 Spell Damage +1 minion and old Spell Damage+ cards to fuel Combustion and Ras Frostwhisper as potent removal/board control cards, and Jandice doesn't seem to fit particularly well in that deck. Actually, for Highlander Mage - Ras might be the call anyways as a Despicable Dreadlord that randomly gets buffed by Astromancer Solarian (the deck could also easily pivot into running Azure Explorer, Bloodmage Thalnos, or that new 1-drop).
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Feretic posted a message on New Hunter/Druid Common Card Revealed - Adorable InfestationPosted in: NewsCan't wait to kill the Marsuul Cub
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JJGoldman posted a message on Custom Class Competition #6: Phase One, SubmissionPosted in: Fan CreationsThe Scholar
Class mechanics
Scholars are the students, the teachers and the intellectuals of Azeroth, studying every day to enhance their magic, to craft revolutionnary potions and, most of all, to gain knowledge.
Knowledge Crystals are the new mechanic associated with the Scholar Class and are essentially a second mana type ressource that the class can use. Scholars can gain Knowledge Crystals through their hero power, or through several class cards (some of which will be revealed in the future). Unlike regular Mana Crystals, Knowledge Crystals are not gained at the start of each turn, and are not lost at the end of the turn. Knowledge Crystals can be acquired and stacked through different effects and will stay until they are used.
The main way to use Knowledge Crystals is through the Scholar's exclusive keyword: Study.
A card with Study will use up a certain number of your Knowledge Crystals to trigger an additionnal effect. Cards with this keyword will be unveiled when the classic set is released!
Class Identity
The Scholar's strength is card draw, heal and getting value with random spells. It will be limited when it comes to AOE and will be disadvantaged as far as direct damage and single targer removal goes. Furthermore, it has access to freeze cards.
Scholar decks will consist of two main archetypes. A control freeze deck that relies on big spells to keep control of the board and an aggressive token deck that creates small minions and buffs them to quickly win the game.
Now onto the cards!
Showcase cards
These three cards show the main strengths of the class. Scholars can heal themselves while setting up a powerful turn later on with Ancien Alchemist, they can make use of their knowledge crystals with Class Time! and they can finish off minions while keeping card advantage with Calculated Expansion.
Rest of the classic set
Tokens
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freddoccino posted a message on Custom Class Competition #6: Phase One, SubmissionPosted in: Fan CreationsThe Shrine Maiden!
The Shrine Maidens are the ceremonial protectors of sacred places of worships. They do not seek to fight, but will defend their people and honor their ancestors at any cost. Through their worship, they are able to convene with the dead, and know their way around many rituals that guide their prowess in fighting. Through tradition, they are masters of wielding flames, manipulating them to scorch foes as well as empower their allies aura.
Shrine Maidens have access to much card draw, but are not interested in playing fast. They deny their opponent's options with specific conditions and from there are able to benefit more from their symmetrical effects. The class supports both sides having a smaller board, with randomly applied buffs on their side, and punishes for wide boards on the enemy's side. With card draw and being able to play their pace, the class likes to set up scenarios for strong and flashy turns.
Some example cards:
Groundskeeper provides healing to both players keeping the game going. It also allows your discretion with the hero power to have some control on its ability.
Though your Hero Power grants your opponent options, cards like Fate's Edict deny their plays and can force sub-optimal plays. It also depends on your own play order, which could also allow for combo set ups.
Combustion is great burst, which is optimized by having a small board to mitigate the random effect. It works like Arcane Missiles, only instead of damaging enemies, it gives +1 Attack to your minions 10 times.
The rest of the basic set!
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Posted in: ScallywagHello people of the internet. I found a bug (and/or maybe a very consistent gameplay):
I was playing as Rafaam, and I faced an opponent early on. His Monstrous Macaw attacked first, but didn't die. However, it did trigger his Scallywag. It attacked my minion and I was able to steal this 1/1 Pirate. It has no description on this card, which means it should be a 1/1 vanilla minion. Scallywag does imply it attacks immediately, which means it should attack immediately.
I was in Bob's tavern deciding what to do. Pressed hero power, and then played this minion. It came to my surprise that the minion straight on attacked another minion in Bob's tavern, and I stole it with my hero power.
I do not know if this is meant to happen, because it plays consistently according to Scallywag's description, but this vanilla card has no description. My best guess as to how correct this would be to add description to this card saying "Attacks immediately". I know it is a very, very rare scenario, but Hearhstone has been known for being quite consistent, or at least with my experience comparing to other TCG's
Thanks for listening, you deserve a cookie, and a wonderful day.
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AI is not the best, but it's not that bad, that's what I thought. Then I played priest, and AI decided to cast 2 Elekk Mounts on enemy minions, and wasn't willing to play any of 2 Hysterias I had in hand through the whole game, instead wasting Mana on healing opponents with Hero Power.
I. E. If you actualy enjoy the brawl, better not play priest.
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So, how is it different from regular hearthstone?
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Seems pretty cool and well designed, but it's true that it may be hard to spend gold both on this and regular modes. Shame, because I realy like how this looks.
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I would consider votin for Arch-villain Rafaam, but not Ach-thief one. Being an awesome character isn't enough when the card is so weak, and stands against Tirion himself.
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That's what I do whenever I see a tournament related to fantasy/sci-fi/etc universe. In this case, when there is a spell/weapon I just imagine that there is some common guy, who doesn't have much power himself which use them.
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It's because you can't target with a card if you don't play it, same with randomly cast spells.
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There's also outof.cards, but I'd say both are good
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So, looking at questlines, the story is Tamsin opening a portal for Demons, and now they attack Stormwind?
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no, only collectible cards may be generated randomly
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I am not sure about using spell school interactions in Initiate, considering our classes were introduced before Core Set. About Fatigue synergies, concept is ok, but it might not be realy easy to balance, with each Fatigue drawing card in a game dealing more damage to yourself. Enfeeble does it good, because it gets better when you take more damage, so it's ok, because you get better effect for more setup. But, Redpine Necrolyte is REALY strong as one of first Fatigue cards in a game. 2 Mana 3/3 wich cycles definetely is worth it if all what you suffer is 1-3 damage. That means, you may just play few Fatigue cards, and they would just be better than average cards, you only have to keep in check to not have too many of them. That said, if you want to go with Fatigue mechanic, I'd still nerf redspine to 2/3. Plague Deviser Merileth might be too weak, although you only have to draw 4 Fatigue cards to take 10 damage, so maybe it's fine. Still, 4/4 also feels ok. Chalice of Health is way too strong, paying in Health is usualt better than in Mana, especially if you build around it. For sure Hero Power would have to cost 2, and you may increase the cost of a card as well, but still, I don't think it would be well for the game. Ooze Channeller feels weak, because you don't realy make anything immediately, and you pay 4 Mana for 2/2, I'd say it could go to 3/3, or 3/4.
I like Totems. I think Soulbind Totem is fine as 0/3, start of turn effects usually have hard time triggering anyway. I like version of Deathscale Hydra which resummons 3 times the most. Maybe it could cost 5 Mana, but not sure. I'd go with one of the common spirit links, effects have realy good connection within the card. Tak'kora and Kindred Spirits are ok too, but Ta'kora may be kinda strong with The Darkness in wild.