For those anxiously awaiting it.
- OverholtNA
- Registered User
-
Member for 7 years, 4 months, and 24 days
Last active Wed, Aug, 2 2023 08:10:37 -
- 4
- 28
- 66
- 0 Followers
- 1,364 Total Posts
- 1361 Thanks
-
11
Burninator posted a message on Quest Rogue Nerf just went live!Posted in: Card Discussion -
1
Somaanurfed posted a message on Conceding after playing a bunch of cards....Posted in: General DiscussionI had the" play 4 cards in one turn and then concede quest. "
-
17
Sounder posted a message on Not hyped at allPosted in: General DiscussionDiscover is the best mechanic in the game IMHO. It means you can play a deck you know by heart but still generate fresh experiences and decisions to make. It means you can take your performance to the next level if you correctly play around the subtleties of minions and spells that aren't in your standard loadout.
Playing against Pirates would be less boring if one of their must-include cards did "Discover a Pirate". For a while Molten Blade was in Pirate decks and made for a few surprises.
If Discover gets out of hand then it's ripe for a counter, eg Lorewalker Pao: "When your opponent Discovers a card, gain a copy."
-
1
Almagnus1 posted a message on Collection Pack RecommendationPosted in: Site Feedback & SupportWith the Wild packs coming back into the store, I would like to see a UI element in the collection manager that would take in your collection, perform statistical maths on it, and make a recommendation for a pack that would be most likely to give cards you don't already have, as well as give you odds for a new card on a per set basis.
This calculation should also take golden cards into account.
As this is a feature that not everyone will want to see, there should also be an option to hide this feature.
-
11
BlackHalo posted a message on "The Caverns Below" is getting nerfedPosted in: Card Discussion -
2
Lolliswagger posted a message on Fix to Uninteractive Decks (Not a nerf)Posted in: Card DiscussionThe vast majority of people seem to be in agreement that it isn't fun to play against uninteractive decks and that this is one of the largest problems in HS. The easiest solution I see to this is to give more tools for interacting with your opponents hand (and possibly deck).
Right now Dirty Rat is pretty much it, but there is so much more potential, especially for class themed ones. Rogue could literally steal a card, priest could silence minions or reveal cards in hand, minions could be damaged in hand, warlock could have a malchezar's imp like card that makes your opponent discard a card every time you discard one, the possibilities are endless.
One or two such cards for each class and maybe one or two such minions would give people the counters needed to deal with uninteractive / combo decks in an interactive way.
Thoughts?
-
1
TheFourthEye posted a message on Using my gold efficiently.Posted in: General DiscussionPersonally, when I got to about the point you are at with the classic set, I started hoarding all my gold for future expansions. Essentially, for both Mean streets and Un'goro I purchased the pre-order, and had close to 10,000 gold to spend. This gave me around 150 packs for the new set. 150 packs will generally net you all commons, most of the rares, some epics, and (hopefully) a handful of epics. You will also end up with a bit of dust to go towards getting the important cards you missed.
Personally, I'm sitting on a bit of dust as well, since I generally just try to play as much as I can with the stuff I've opened. Then once the meta settles down a little, and I've had the chance to play different decks and play against different decks, I get a feel for what I might want to play more, and thus what is more important for me to craft.
While you could still make gains from getting classic packs (in terms of filling out your collection), the real question is how many of those missing commons and rares are game changers?
Furthermore, if you play the tavern brawl every week, then you can consider that by the end of the year, you'll get about 25 or so packs. This means that your need to spend the 3,000 on classic now is lessened, since you'll have gotten those packs from brawls soon enough.
Anyways, no one can really tell you how to spend your gold/dust, you just have to do what makes you happy. My personal recommendation is to save them up for the next expansion. It feels really nice to open 150 packs at once too!
Hope this helps!
-
3
Wiener_Schnitzel posted a message on (Custom Expansion) Return to Outland! - Final update 04/06: ArchimondePosted in: Fan CreationsThe Burning Legion has grown weary of attacking Azeroth and is now launching an assault on Outland! Illidan Stormrage, ruler of Outland, calls Azeroth's greatest heroes to the shattered world's aid, promising rewards and glory beyond measure! However, the Legion is also interested in their allegiance... will you valiantly fight to defend Outland from destruction or will you be seduced by the Legion's overwhelming power (and die at the end of your turn)?
Hey guys, this is a project of mine I've been thinking of starting for a while now. My goal is to submit new cards to this thread at least once a week, until I've created a roughly 100 custom cards set, all thematically fitting the premise: the battle of the forces of Azeroth and Outland combined versus the might of the Burning Legion, along with some traitors. Bearing a similarity to Whispers of the Old Gods, some classes will be fighting for Outland, others- for the Legion.
But now, without further adue, the cards. First up, the ruler of Outland himself, Illidan Stormrage! Info on balance and why I chose this effect in the spoiler below the card.
Besides Arthas, no Warcraft character is more iconic than Illidan, however Illidan Stormrage the card is certainly lacking in epicness. This is why I decided to create a playable version of him. The logic behind his effect is the following: Illidan is constantly fighting the forces of the Legion, in order to repell them from Outland. Upon defeat, he retreats. However, once he has detected the presence of more demons, he will return to fight them again. I purposefully made him weaker than Sherazin, Corpse Flower, since his revival condition is easier to meet and besides, he's neutral.
More to come soon!
-
4
Rimousqui posted a message on Make Hearthstone fasterPosted in: General DiscussionI wish there were Acolytes of Nozdramu: when the rope appears on your opponent turn, he loses 2 Health
- To post a comment, please login or register a new account.
6
It allows you to dictate trades.
1
I think Shaman could creep back in. It was utterly helpless against Highlander Priest and Tempo Rogue, and that's been 25%+ of the meta. It does well against Jade Druid and holds its own against aggro Paladin, so if those decks increase in popularity (along with Exodia Mage and any slower Rogue variants), it'll have some more favorable matchups.
Or maybe we'll just see entirely cubelocks and murloc paladins and it'll stay in the depths of tier 4.
7
A different meta, that's what.
People didn't hate Razakus just because of its win percentage. They hated it because it stifled the meta by being a control killer, it had no viable counter, and it was on top for a second expansion.
I can live with tier 1 decks existing. Aggro Paladin can be countered. Control Warlock can be countered. I'm more than happy to spend two months trying to navigate that rather than dealing with the same drudgery we've faced for the past six.
2
I don't mind teching silence and ooze. Hell, if Jade Druid regains some footing, even Skulking Geist has some utility in this matchup to deal with Dark Pact.
It's a really strong deck, but I'll reserve judgment until I see what pops up in the void left by Razakus.
1
I like the Barnes --> Geosculptor Yip idea, but you have 12 other minions in there to dilute that draw and none of them are particularly useful as 1/1 pulls. That's also a lot of weak minions that you're going to pull from Woecleaver.
I'm just not sure you're ever going to get much value out of Yip in this scenario. You'll always be short on armor against tempo, and control decks will generally be able to remove him promptly after just one turn. If you find a way to cheat him out on turn 4 with a healthy amount of armor, though, that'd be pretty rad. I'm just not sure it's possible given the state of early warrior removal right now.
8
I know right? Everyone says he's so good so I keep him in my opening hand and mulligan for him but he doesn't seem that good.
1
I'll bet it absolutely crushes Chillwind Yetis.
2
Sucks that they printed it as is. Blizzard hasn't ever buffed a card, have they? It seems like they could have removed the "random targets" condition and the weapon still wouldn't be that powerful.
1
Has anyone else tried out I Know a Guy? Seems like the biggest problem with the deck currently is that there's just nothing to do on the early turns. If you can find it early, there are a lot of 3-4 mana taunt minions that can help you stall until your late game.
1
There's not much you can do to Razakus right now. Ideally Psychic Scream would go to 9 mana. In 99% of scenarios, it's just better than Twisting Nether.
I'd like to see a Shadow Visions nerf, too. It's gone under the radar because Raza and Shadowreaper Anduin are the heavy hitters, but it it's absurd to have to deal with two Dragonfire Potions or two Psychic Screams against a Highlander deck, not to mention the ability to just get the exact card you need for every matchup. It adds a level of consistency that puts tier 1 decks over the top. I don't know how you change it without making it completely unplayable, though. Maybe make it the opposite of Primordial Glyph; say, "Discover a copy of a spell in your deck. Increase its cost by (1)."