I don't think you can say HS is unbalanced because it doesn't use blocking, that's like saying checkers is unbalanced because you can't pass go. Blocking can also makes games very annoying when neither player benefits from attack, which slows down the meta but can be a bit boring when you reach stalemates a lot.
Increase the cost of all cards by 1 and increase the maximum mana to 11. This may seem like a small difference but it significantly weakens one drops, as now you can play 3 of them for the cost of 2 two drops and not four. As more exspensive minions have their cost increased the least proportionate to the original cost, should slow down the meta.
The problem with combos that you're enemy can interact with is that the reason for playing combo decks (atleast for me) was because any other deck made me much saltier when I did what I needed to win and still didn't win. With combos, you know once you get this off you win, so let all the interaction happen pre-combo.
Voted for holy shock (and my own card, heavenly purge). It's just a simple yet unique - ish effect that seems correctly costed. I see now how might art probably seems a bit random compared to the name and effect although the idea is that the people are being separated into heaven and hell with the Phoenix above representing the highest form of ascension, should've picked something more obvious, in terms of power level I don't think it's op as everyone is saying due to the conditionality and because it hit most of your minions as well. At 5 mana I think it would be too slow.
I feel like it's too powerful vs aggro and otk decks, just put this in your deck and suddenly they need an extra 10 damage to win when you're deck performs better in the late.
No one really wants deathrattles to come back, they just think that. Sticky minions are so horrible. I like the mechanic though, maybe gain 2 attack instead of 2 health would be better.
If they don't otk though you just lose, I've tried with my ttk void terror deck and whilst it is super fun and definitely worth playing a bit it's really shit as well so it's hard to motivate yourself to play it after you've already got a few good screenshots
Definitely. Two cards for a combo finisher isn't much and in fatigue warrior this could be a reverse combo to win you the game once fatigue sets in and starts killing people.
Charge is a very cool mechanic though. That moment when you rko someone out of nowhere is amazingly fun and maybe it's too annoying to be top tier but charge otk's should be t2/3 for sure.
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I don't think you can say HS is unbalanced because it doesn't use blocking, that's like saying checkers is unbalanced because you can't pass go. Blocking can also makes games very annoying when neither player benefits from attack, which slows down the meta but can be a bit boring when you reach stalemates a lot.
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It's not a meme, I just couldn't think of good flavor for the card so I used Chip
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http://imgur.com/a/nWKGV
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Increase the cost of all cards by 1 and increase the maximum mana to 11. This may seem like a small difference but it significantly weakens one drops, as now you can play 3 of them for the cost of 2 two drops and not four. As more exspensive minions have their cost increased the least proportionate to the original cost, should slow down the meta.
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The problem with combos that you're enemy can interact with is that the reason for playing combo decks (atleast for me) was because any other deck made me much saltier when I did what I needed to win and still didn't win. With combos, you know once you get this off you win, so let all the interaction happen pre-combo.
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Voted for holy shock (and my own card, heavenly purge). It's just a simple yet unique - ish effect that seems correctly costed. I see now how might art probably seems a bit random compared to the name and effect although the idea is that the people are being separated into heaven and hell with the Phoenix above representing the highest form of ascension, should've picked something more obvious, in terms of power level I don't think it's op as everyone is saying due to the conditionality and because it hit most of your minions as well. At 5 mana I think it would be too slow.
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I feel like it's too powerful vs aggro and otk decks, just put this in your deck and suddenly they need an extra 10 damage to win when you're deck performs better in the late.
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No one really wants deathrattles to come back, they just think that. Sticky minions are so horrible. I like the mechanic though, maybe gain 2 attack instead of 2 health would be better.
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Mill decks, nozdormu secret decks, and of course ancient one decks
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TTK means two turn kill. For example, summoning a minion with 8 health than next turn using double divine spirit inner fire, not playing thaurrisan.
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Definitely. Two cards for a combo finisher isn't much and in fatigue warrior this could be a reverse combo to win you the game once fatigue sets in and starts killing people.
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Charge is a very cool mechanic though. That moment when you rko someone out of nowhere is amazingly fun and maybe it's too annoying to be top tier but charge otk's should be t2/3 for sure.
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I like it, burying malygos seems fun but the burst for this class isn't cheap.