• 11

    posted a message on How can i deal with this on turn 6?

    Coin + Psychic Scream + Emote.

    Posted in: Standard Format
  • 4

    posted a message on New Shaman Card Reveal - Menacing Nimbus

    ゴゴゴゴMenacingゴゴゴゴ

    Posted in: News
  • 11

    posted a message on Is this a new hero card?

    No, this is Patrick.

    Posted in: Card Discussion
  • 1

    posted a message on The Boomsday Project is Hearthstone's Next Expansion

    -  Un'goro wasn't childish at all,

    - KoFT was the most serious and WoW based expansion ever,

    - KnC was a little childish, but it was based on WoW universe.

    - Witchwood was a Worgen themed expansion with dark tone.

     

    This is FIRST "childish" expansion in a while, get lost.

    Posted in: News
  • 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
  • 2

    posted a message on Harbinger of Catastrophe

    One of the stronger arena only cards, love it.

    Posted in: Harbinger of Catastrophe
  • 2

    posted a message on Egg Warlock

    MOSSY HORROR more like ...

     

     

     

    x2 Void Terror.

    Posted in: Egg Warlock
  • 1

    posted a message on Caverns below - Speculation Thread

     

    Quote from Rwlrwlrwlrwl >>

    The caverns below has been balanced after the nerf and nothing is wrong with crystal core. This quest will be nerfed no more! Perhaps this is the place you seek my dear friend: https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/212005-group-therapy-need-to-blow-off-steam-mega-salty

     
     No, Quest is not balanced. Yes, it loses to most aggro decks but it is ridiculously oppresive against any kind of control.
    Most combo decks are oppresive against control but Quest Rogue finishes its Combo on turn 5 which to most control decks mean sure death. 
    I don't think it's the biggest problem right now, but if aggro will get nerfed ( And it seems like Aggro Paladin will) Caverns below will get only stronger, and trust me it's one of the most frustrating decks to play against today.
    Posted in: Card Discussion
  • 4

    posted a message on Leeching Ashmore?

    Dear friend:

    It doesn't work like this.

     

    It gives Lifesteal. It DOES NOT have Lifesteal itself. Similiar to Ancient od War gaining Taunt with Battlecry and not counting as a Taunt minion and not being ressurected by Hadronox.

    I hope I helped.

    Posted in: Card Discussion
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