• 0

    posted a message on is standard malygos druid a good investment?

    No deck is worth disenchanting Mal'ganis if you even slightly consider playing Control Warlock in the future, but if you don't then it's fine I guess.

    Tho remember that this list will stay in Standard only for the next expansion and I don't know how viable it is in wild.

    Posted in: Druid
  • 2

    posted a message on Login During BlizzCon To Get Free Cards and Boomsday Pack

    Based on that I'd say that it'll be either "Secrets of the 7 Seas", or some space expansion.

    Posted in: News
  • 2

    posted a message on Leeroy vs. Myra

    Almost definitely Leeroy. It's a great card, one of the safest crafts in the game and a really strong finisher to many decks.

     

    Myra is good, but it's far from Leeroy in terms of improving your collection.

     

    Unless you love fun.

    Posted in: General Discussion
  • 0

    posted a message on Williamo's Card Gallery

    I won't touch the balance on any of these, but I'd like to mention that 'Cast this when drawn' on the Armor Pack is a Keyword and therefore the text should be:

     

    "Cast this when drawn

    Gain 10 Armor"

     

    Most of these are well designed, good job!

    Although I don't really understand why Murloc Warlock?

    Posted in: Fan Creations
  • 3

    posted a message on BlizzCon 2018 Floor Map Revealed

    We won't.

    Just cardpacks and a cardback.

    Posted in: News
  • 5

    posted a message on Upcoming Hearthstone Balance Changes - Giggling Inventor, Mana Wyrm, Aviana

    They didn't want it to be too strong in even decks.

    ESPECIALLY Even Shaman would love to see that card.

     

    EDIT: Also they stated they tried it at 6 and found it too strong. Is it that hard to read patch notes?

    Posted in: News
  • 1

    posted a message on (UPDATE) MINI CUSTOM EXPANSION: The Gravestalkers

    I dislike Devastate ( It's kinda boring, just go face and here's a reward. We already have Flappy Bird.) and think Druid minion is too big. You can play it at 1st turn and then just ramp or buff it. Maybe 3/2 or make Deathrattle so it can target your Hero?

     

    On the other hand I like the rogue quest and 8/8 (But change the name to Giant)

    Posted in: Fan Creations
  • 0

    posted a message on The HearthPwn Boomsday Project Community Compendium

    Kun, Aviana, a minion with 7 Health, Star Aligner, Star Aligner will kill yall.

    Posted in: News
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    posted a message on New Mage Card Reveal - Celestial Emissary

    You can kill it to summon Water Elemental, also 2/2 would be too strong.

    Posted in: News
  • 3

    posted a message on The Boomsday Project Card Reveal Bingo

    Mulch Muncher is the only Giant we need.

    Posted in: News
  • 4

    posted a message on New Shaman Card Reveal - Menacing Nimbus

    ゴゴゴゴMenacingゴゴゴゴ

    Posted in: News
  • 0

    posted a message on Your version of Dr.Boom,Mad Genius

    My guess:

    His Hero Power will be 2 mana: Discover a nerfed card, add unnerfed version to your hand.

    It'd be fantastic for Warrior, since they have Execute, Fiery War Axe and the charging lady 3/2/3

    Posted in: Fan Creations
  • 11

    posted a message on Is this a new hero card?

    No, this is Patrick.

    Posted in: Card Discussion
  • 2

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Submission Topic]

    Year of The Crab

    Crabs in Hearthstone are powerful and elegant mythical creatures that save us, pitiful mortals from threats like Murlocs, or Pirates.

    This year will focus on things that are - like crabs - important to Hearthstone World as we know it.

    Expansions:

    1. Caves of the Solitude.

    Caves of the Solitude are a complex system of tunnels and caverns recently discovered under the surface of the Azeroth. Nothing is known about this place, so YOU have to go on an expedition to explore this dark place.

    This expansion puts a lot of focus on minions. Of course it isn't an expansion with only minions in it, but Caverns of Solitude contain many dangerous creatures lurking in the shadows. Like this little fellow.

    ( I'm sorry for the way double tribe looks. )

    In the deep caverns many malicious mutations took place, and because of that you can find there many minions with not one, but two tribes.

    But not only that! Many, many minions with one tribe still reside deep in the caves. This expansion focuses on giving ancient, almost forgotten races like Mechs, or Dragons a chance to rise again!

    They're waiting silently now, but the truth is, that they're just waiting for a chance to return to the surface. A chance like...!

    A Weather is a new Hearthstone mechanic in Caves of the Solitude. It's a Legendary Spell that - when played triggers an ongoing aura effect, that affects the entire board. It can summon minions, deal damage, counter cards, or do even crazier things!

    Never-ending Squall is a Legendary Shaman's Weather that summons a great storm which at the end of every turn will strike a random minion with a Lightning.

    If you want to end the effect of a Weather card you have to replace it with another weather, play a card that destroys it OR resolve it by meeting the special conditions.

    Both players' actions may resolve the weather but I don't think that the person playing the Weather card would like it's effect to end, so better get prepared.

    For example to counter Never ending Squall you would need to keep alive a minion, so the Weather will hit it twice. Then it'll vanish, because as we all know a Lightning never strikes the same place twice.

    If you want to venture into the world of Caves of the Solitude, then pack something to repel the monsters and an umbrella and get ready!

    2. Portals to Nowhere.

    This year's second expansion is full of Portals to Nowhere.

    Magic Portals start to pop up everywhere, transporting adventurers to different dangerous places. Such as...

    Adversely to Caverns of the Solitude this expansion puts a huge emphasis on spells. There are spells that work after few turns, spells that act differently based on the board state...

    We also tried to bring many interesting mechanics to classes that didn't have them before. For example...

    Secrets! Secrets are fun and this time we've prepared 3 Secrets for every class that didn't get Secrets before.

    Keen reader may ask: But what about Rogue? They had Secrets before, will Rogues get Secrets again?" No, Rogues got their 3 Secrets in KnC and we think it's enough. But don't worry, we've prepared a new, exciting route for Rogue.

    Also every class will get a brand new Quest. Some of them are really fascinating and reward longer and more strategic games.

    So... do you want to enter some Portals to Nowhere?

    3. Marvels of Tinkertown.

    This year's third and final expansion is "Marvels of Tinkertown"

    The name is a bad pun, but this expansion is based around something I, and I think many of you really enjoy: Super Heroes.

    These days in Tinker town there are many hoping to break the law, but there are still few who oppose their evil plans.

    One of these heroes is:

    Rexxar is coming to the Town to settle some things one for all. If he hits you this turn, you won't stand again any time soon. But he needs equipment.

    Rexxar's new Hero Power lets him Discover a weapon from other classes. We believe that with his battlecry it will lead to some skill-testing turns.

    But will he be able to defeat malicious villians like:

    Now, that's a villian worth fighting! This expansion is full of Heroes and Villians; familiar faces and unknown. Are you brave enough to venture into this city?

    And finally. These cards will be sent to Hall of Fame:

    1. Divine Favor.

    Divine Favor proved to be a really strong spell, allowing many kinds of aggresive Paladin decks to quickly refill their hands again and again. Without it it'll be easier to print balanced aggresive tools for Paladin.

    2.Cold Blood.

    This card is a way to deal great amounts of damage when used on a charging or stealthed minion. Cold Blood is a scary card, similiar in power level to Power Overwhelming, and we can't leave cards like these to stay in standard format.

    3. Big Game Hunter.

    BGH was always a great options for various decks that had hard times dealing with huge threats, but since it was nerfed it lost most of it's glory. We will move BGH to Hall of Fame, but we will also REVERT THE NERF that was made when WoToG launched, so it can hunt big games like it always wanted in Wild Format.

    Srry 4 bad grammr.

    Posted in: Fan Creations
  • 2

    posted a message on Cards that you usually misread

    For few weeks I read Bloodmage Thalnos as Bloodmage Thanos. Too much Marvel, I guess.

    Posted in: General Discussion
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