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TSMS posted a message on Game is full RNG.Posted in: General DiscussionMidange Hunter is probably the most trivial meta deck and not a good choice for someone who wants to maintain a steady and high win rate. -
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Maukiepaukie posted a message on Make Hearthstone fasterPosted in: General DiscussionBut then delusional players who debate whether to play their 1 drop or not for a minute won't feel like they're pros anymore.
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booganzoth posted a message on Fun vs Quest RoguePosted in: RogueNot sure if you guys are responding to the OP or not, but I the original question is not "Should quest rogue be nerfed?".
The question is "Do You Enjoy Playing vs. Quest Rogue?" In other words "Is it fun?"
A lot of people have called for The Caverns Below to be nerfed, but I don't see that coming here from the OP.
Personally I don't think the card is overpowered - I beat Quest Rogue all the time with Secret Mage and Burn Mage, and sometimes even with Control Priest. I don't think it needs to be more balanced to stay in the game.
But is it fun? Not really...
Playing against quest rogue is like watching someone else play a game against them self. They just do their own thing for 4 or 5 turns, and if they happen to get the cards they need, they are likely to win on turn 6 or 7. If not they either concede or you finish them off on the following turn.
Others have called the card unbalanced, but I think the criticism here is a different one: win or lose, playing Quest Rogue is not interactive enough to be fun.
Quote from bigbrotherandsister >>They didn't nerf shaman when they were the only tier 1 deck. What makes you think they'll nerf Quest Rogue? Don't waste your time with false hopes. Be grateful that rogue has a new type of deck and enjoy the game.
Quote from LordPikachuStarscream >>Yes actually. It's one of the most difficult match-ups for me, but rather than complaining and demanding it get nerfed, I take it as a challenge and feel immense satisfaction when I win against it compared to other decks.
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scout1515 posted a message on Replacement for The Curator in Midrange Paladin?Posted in: PaladinWith replacements like those, you might as well use a loot hoarder to replace the curator.
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Sarbanes posted a message on First time at rank 10, super happyPosted in: General DiscussionHey guys, I just wanted to say that for the first time in a year of playing HS, I reached rank 10, and I'm supper happy. I know that for most of you guys that is not a big deal, you rank fivers and legends, but i have been wanting this for such a long time.
If any of you care, I have been using Dwayna's Elemental Shaman, a deck that I've been having a blast playing with. I know I could have reached this earlier with decks like Pirate Warrior, Midrange Hunter or Token Druid, but I don't find those decks fun to play.
Anyways, just wanted to share that, sorry for my english, as it's not my mother language.
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Wiener_Schnitzel posted a message on (Custom Expansion) Return to Outland! - Final update 04/06: ArchimondeNeeri the Trickster- the game needs more cards like Loatheb, cards that allow you to mess with your opponent's next turn, to counter his plays in advance. Loatheb was good at this, but also terribly unbalanced; getting such a powerful battlecry for a single stat point is ridiculous. Neeri, on the other side, serves a similar role, but her power level is way more acceptable. While Loatheb messed with every spell without exception, Neeri only affects damaging spells- essentially just burn, soft removal and AoE. The difference between her and Loatheb is slim, but noticeable. With Neeri's effect active the opponent can still play secrets, buff spells and card draw spells without being affected by her battlecry. The card would also have to be played more strategically than Loatheb. She would have to be saved for an impending board clear to preserve your board or played before freeze mage's burn turn, buying you time to flip the game.
Akama, Unbroken- Lotus Assassin is an amazing card in the wrong class. It's an inherently midrange card and rogue hasn't ever played that archetype. With the help of this broken draenei, however, all decks would be free to use that effect. Akama is a perfect way to protect valuable minions from being removed. However, coming on turn 5 means that Dragonfire Potion and Flamestrike are just around the corner, meaning the reign of Akama may soon come to an end. Additionally, just like Kel'Thuzad, he is a win-more card and only has a good impact on a relatively big board. Just like Kel'Thuzad, on an empty one he's totally useless, as a 4/4 on its own just isn't good enough on turn 5 or later in the game.
As an addition, here are another 2 cards, one of them probably a mandatory inclusion in a set so full of demons as "Return to Outland".
Dire Wolf Omega- funnily enough, even though he's way lower down the pack hierarchy than Dire Wolf Alpha, this guy would probably see way more play. It just seems such a good turn 2 play for a control deck; 1 attack minions become useless and 2 attack minions- harmless, and most of 1 drops have 1 or 2 attack. Even a Flame Imp becomes less of a threat though. This wolf is just perfect for early game favourable trades and throwing a wrench into aggro's gameplan.
Avid Demon Hunter- if the neutral Demons I included in this expansion make their way in too many midrange decks besides devoted Demon decks, this card should make sure the balance is restored. A Big Game Hunter without the attack restriction should discourage most decks from including demons in their lists. However, even in non-demon control matchups the card could shine, if control decks begin including Kil'Jaeden.
EDIT: Balanced Akama and the wolf.
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Adlerfan posted a message on Gwent goes Open Beta on May 24thPosted in: Other GamesTried Gwent for a day in closed Beta. Dissappointingly boring
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Wiener_Schnitzel posted a message on (Custom Expansion) Return to Outland! - Final update 04/06: ArchimondePosted in: Fan CreationsThree factions of Draenei will be opposing the Burning Legion: the Broken, determined to take revenge for their malformation brought about by the rule of Magtheridon and the opression of the Horde before that, both orchestrated by Kil'Jaeden; the Sha'tar, inhabitants of the ruined city of Shatt'rath, determined to drive the Legion from Outland forever; finally, the Azeroth fraction, heeding Illidan's call because of a vision of Prophet Velen, according to which their involvement might finally end theinvasions in both Draenor and Azeroth.
I'll start with the regular Draenei. Most of their effects are related to buffs and the Holy Light, therefore most are paladin cards.
With this expansion I decided to add quests for the classes, whose Un'Goro quests I felt were underwhelming, and Legendary minions for the classes with good quests. While Paladin has arguably the weakest quest, only rivaled by Warlock, it isn't inherently weak like Lakkari Sacrifice. Therefore I decided not to make a new quest for Paladin, but instead support the buff archetype The Last Kaleidosaur enforces., since IMO it has potential.
Aldor Recruit- a good opener for Quest Paladin, essentially a Fire Fly that trades the Flame Elemental for a Banana. The spell is cheap and useful, although with less impact in the mid- through lategame.
Sha'tar Guardian- is this good enough to see play over Stonehill Defender, even if it in most cases progresses your quest by 1/3d? Maybe, but only in quest decks. Even then probably better as a one of, as the spells are useless later on, making this a Silverback Patriarch.
Aldor Librarian- unlike most of the draenei, this card probably won't see that much play in Pladin. I think it'll find its home into Rogue decks, as after a single coin it becomes a better Kobold Geomancer. Still not sure the possibility of more spell damage is worth losing the cycle from Bloodmage Thalnos, seeing as the librarian will 100% be removed next turn.
Some more cards for paladin:
Blessing of the Naaru- may seem straight up better than Seal of Champions, but doesn't have that much of an offensive utility. More similar to Spikeridged Steed in the sense that you play to protect the minion, not to make better trades.
Draenei Sage- yes, a neutral card, but also as much a paladin card as Djinni of Zephyrs was. Maybe Priest can use it too, but not to the same success. Anyways, the card is balanced around Djinni, though arguably weaker, since getting a copy of the spell is most of the time better than discovering a new one, but has better long-term value if Djinni is removed.
Speaking of Priest, here comes this set's class legendary, along with another rare for the class!
Zaan, Voice of Light
Quick lore: Zaan is Velen's only daughter. Taught since young age to cherish the Light and worship its embodiment, the Naaru, by her father, Zaan went on to become a Priestess and has since occupied the highest possible rank: High Communicator, the only being beside the Prophet himself allowed to directly converse with the mysterious and benevolent Naaru. It is on their request that she comes to Outland, to spread the Light in this forsaken world and restore its former glory.
Card effect: Yet another possible use for the new type of minion introduced with Un'Goro and Sherazin, the indestructible token. Zaan enters play as a 2/1, but because she spawns a Naaru on each side, she ends the turn as a 2/5. Even when she's removed, the Naaru remain on the battlefield as a useful tool for the priest, constantly buffing their minions health and making them harder to remove with soft removal. The card shines especially versus Aggro, as Zaan comes early enough to be relevant and every next turn every taunt the priest summons between the two naaru will get +4health harder to deal with, presenting a serious obstacle for most aggro decks. However, against control decks with sufficient hard removal the naaru have less of an impact. The card may result in a Control Priest resurgence, but is bad in Silence Priest.
Shattrath Priestess- a good tool to make Silence Priest more consistent, increasing the likelihood of drawing a card to do the Divine Spirit- Inner Fire combo with. However, it's trickier to fit this into your turn, as 5-drop may leave you with insufficient mana to buff the minion's health enough.
Back to Paladin for an epic and this set's Legendary!
Blinding Luster- 'Can't be targeted by spells or Hero Powers' is hardly an expensive ability, judging by Faerie Dragon or Tyrantus, so why is this spell priced at 2 mana? Isn't that too much? Well, spell immunity might not have an impact on some minions, but in other cases it's pretty amazing for you and annoying for your opponent. Take Soggoth the Slitherer for example. Big taunts are usally removed with hard removal spells, however Soggoth can't and must be removed by trading. Thus, hard to remove. Now imagine the same ability on Tirion Fordring or Ragnaros, Lightlord. Getting the ability to choose which minion is immune to spells is a great advantage and should come at an adequate cost. 1 is OP, 3 is probably unplayable and 2 hits the perfect middle.
Vindicator Maraad- no matter how much support you add for Quest Paladin, Galvadon will never be its win condition, it's more of a solid mid-game threat. This one, however, can be the deck's win condition. Some decks just can't deal with a good taunt wall.
With two Blessing of Kings played earlier in the game this is a vanilla card. Throw in a Hand of Protection and this becomes playable. Add a Blinding Luster and this monstrosity becomes a nightmare to deal with. An Adaptation might result in poisonous or windfury, making this card also good offensively. Finally, Silvermoon Portal may trigger some Dr. Boom PTSD. Of course, it would be a very rare occasion when the game will last long enough for you to cast all of these, but in most cases you should get a relatively good body, hopefully with spell immunity. The card also introduces an interesting dilemma into Quest Paladin: seeing as Blinding Luster is a dead topdeck and most decks would only run a single copy, should the player use it early on to later buff Maraad or should they save it for happy Rag or Tirion?
That's all for now, will be adding two more neutral Draenei legendaries very soon!
EDIT: Rebalanced Zaan.
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Wiener_Schnitzel posted a message on (Custom Expansion) Return to Outland! - Final update 04/06: ArchimondePosted in: Fan CreationsSorry guys, now this is really the last batch of cards before I go afk for a few days. I'm adding the rest of the Hunter cards, beside the Maiden of the Wild you saw a while ago and the more recent secret Treacherous Depths. As I've hinted in a reply to Shatterstar1998, this time I'm not improving on face or midrange archetypes. Oh no, I'm lloking for a deck more elusive even than the fabled Unicorn Priest. I'm talking about Control Hunter.
Why couldn't Control Hunter ever take off? Well, the answer is pretty simple: Hunter as a class doesn't cover any of the requirements for a control deck. No healing, no hard removal, no board clears, nothing. Most importantly, not even card draw. Besides, even Hunter's hero power is ill-suited for control games, since it doesn't affect the board state, your health total or draw any cards whatsoever. It just deals damage to the enemy face, which any control deck with half-decent life gain scoffs at.
Building Control Hunter from scratch certainly wouldn't be easy, but I hope the cards I add now help.
Scythebeak- a much needed source of healing, should Hunter ever play control. However, bear in mind that if this card is played on turn 1, most of the time the heal would be wasted, meaning this isn't really a 1 drop, except versus aggro where you would play it for the body. However, in all other matchups this card is best played later, as it is one of two precious health sources for hunter.
Law of the Jungle- I know the flavour of the card is closer to Un'goro than draenor, but I just couldn't resist not using such an awesome art. Simple hard removal to deal with big minions. However, it's terribly overcosted, meaning you'd have to keep a board presence of beats for the card to be useful. You'll notice the same trend in some of the next cards- they are near useless without beasts on board, making maintaining board presence an inherent trait of Control Hunter.
Sin'dorei Pack Leader- finally, a card draw for Hunters of all archetypes (except face, too slow for that). If the minion is only adjacent to a single Beast, it's basically the same as Gnomish Inventor, e.g. not good. However, if you happen to maintain your board of Beasts, you will be rewarded with an incredible value gain.
Midnight Hunt- Midnight...? Hmmm...and the card costs 12? Coincidence? Jokes aside, this is simply hunters' Twisting Nether. However, it might be better if you played a lot of beasts, or a lot worse, even literally unplayable, if you only played a few. Just like Nether, it's an emergency button to push when your enemy gets way ahead of you. The main difference is that if you summoned like 10 Beasts or something the card gets basically free, enabling big swings. Hmm, perhaps I should change the effect to played Beasts only. What do you think?
And now, I present to you the fuel for all those beast board presence effects, along with the second hunter epic, the backbone of this deck that will push it into viability.
Outstanding Groomer- getting two tabbycats at the end of each turn sure comes in handy when you want to get the most out of Law of the Jungle and Sin'dorei Pack Leader, or the new epic. The effect by itself is worthless when not combined with those cards, but together they do pack a punch.
Immovable Hermit- before someone gets confused, this card is a new type of token, the same as Sherazin, Corpse Flower's seed form and the dark portal from Lakkari Sacrifice. I've already made some similar cards in this expansion, Like Illidan himself and an Abyssal, but this is the first one that isn't meant to be revived.
To clarify- tokens like Sherazin's seed are indestructible (not even Brawl kills them, believe me, I tried), but can't attack or do anything. This card is different. It can't transform into a normal minion like Sherazin. Instead, its purpose is to sit on your board and constantly heal you, the main source of healing for Control Hunter.
Not so endless really though. Even though the crab itself is indestructible, adjacent Beasts aren't. Your opponent can easily destroy them and the fountain of health will dry up. Nonetheless, I'm still not sure I balanced it correctly, so if you believe the cost needs to be higher or the heal-less, you're welcome to mention it in the comments.
Finally, the Hunter Legendary takes care of the class' most jarring problem- its hero power- and turns it into an ability any control deck would be proud of.
Borf is an original character of mine, so before I proceed with the discussion of the card itself, I'll quickly invent some lore for him. If you're not into lore, skip the italized part.
Lore: Between the times when the pirates swarmed Gadgetzan and the rise of the Core of Crystals, there was an age undreamed of. And unto this, Rexxar, destined to wear the scruffy hat of a hunter upon a troubled brow, had become the laughing stock of all the other classes. Desperate to reclaim his glory, he sought the aid of Borf, Ironforge's famed sharpshooter. Under his guidance Rexxar learned to not hit face and abandoned the way of the bow in favor of the firearm. It was then that Illidan's call for aid reached him. The hunter returned, destined to defend his homeland from the Legion, and his teacher accompanied him. It is I, his chronicler, who alone can tell thee of his saga. Let me tell you of the days of high adventure! (a cookie for whoever catches the reference first)
And now about the card's effect. Mana cost and stats are mostly irrelevant here, as the effect triggers at the start of the game, meaning I mostly had to focus on the new hero power being similar in power level to the basic ones. I think it is; you essentially trade your ability to finish your opponent off with your hero power for a weapon, with which you can control the board,but which is bad at hitting face (what a paradox for Rexxar). The added 1 health heal on breaking the weapon is mostly irrelevant and just there to give the deck another tiny boost.
That will be all until Tuesday, perhaps even Wednesday.
EDIT: I have returned! Tonight I will add some draenei cards, along with the supreme commander of the Legion- KIl'Jaeden himself!
EDIT 2: Rebalanced Borf's new hero power to be more similar in power to Druid's basic hero power.
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Wiener_Schnitzel posted a message on (Custom Expansion) Return to Outland! - Final update 04/06: ArchimondePosted in: Fan CreationsShaman cards inbound! With this update I'll be adding the rest of Thrall/Morgl's cards from "Return to Outland". With Shaman, instead of creating whole new archetypes, I decided I could instead support two existing ones that aren't that represented currently- Murloc Shaman and Control Shaman. However, seeing as Murloc Shaman got a lot of support in Un'Goro, most of the cards will be pushing the control archetype.
Marsh Magician- when Unite the Murlocs isn't completed yet and you need to recharge this lil' mage will help you out. Balanced around Lyra the Sunshard and designed to do basically the same- generate a LOT of resources before it's removed next turn. However, seeing as getting random Murlocs is WAAY better than random Priest spells, the mana/stats ratio had to be skewed a bit, making this very fragile. Handle with care!
Acolyte of Thunder- Control Shaman is a surprisingly well-equipped deck. It has superb hard removal (Hex), amazing AoE (Lightning Storm, Volcano), reliable healing (Jinyu Waterspeaker, Hallazeal the Ascended) and good value plays (Earth Elemental + Ancestral Spirit). Its card draw, however, is a bit on the iffy side, as Mana Tide Totem will rarely survive your enemy's turn. This card alleviates that drawback and makes overloading not that bad after all. Its limitation aims to restrict its usage in let's say Midjade Shaman and make sure it mostly sees play in devoted control decks.
Time for the epics:
Terokkar Guardian- somewhatlike a Tar Creeper, but not quite. Sure, it has the same defensive capability as it on the turn after being played and slightly better offensive the turn after, at the price of 1 overload. However, should it survive things can get quite interesting... you are free to turn this into an impenetrable wall, but at the price of locking yourself out of most of your mana next turn (and the risk of it getting removed anyway).
Corundum Crusher- the ultimate board control tool in some cases, a useless rock in another. On an empty board it's a pretty weak play, when you have an Earth Elemental it's a whole different story... nevertheless, it's good even at 4 attack and considering all of shaman's healing, a good way to keep up with your opponent's mid-game minions.
It's time for this expansion's second broken Draenei! Nobundo has returned to his homeland and with the power of the elements (and the power of ROCK) to aid and guide him he will purge Draenor from the Legion!
Nobundo has long since mastered the art of turning disadvantages into advantages. Abandoned by the Light, he instead heeded the call of the elements and introduced the draenei to shamanism. His Hearthstone equivalent is also very good at getting use out of drawbacks. When your opponent thinks he's got you cornered, seeing you overloaded a LOT of crystals, and starts flooding, thinking he's got lethal next turn, Nobundo can turn around the entire game in one swoop. However, the card's effect is conditional and without overload Nobundo is just an understatted minion, meaning you'll have to embrace overload synnergy in your deck and brace for those times when you're too overloaded and Nobundo is nowhere in sight.
Thunderstruck- who knew draenei shamans were secretly AC/DC fans? I guess it kind of makes sence, rock being one of the elements and all xD. This hard rock card is the spiritual successor of Elemental Destruction- an incredibly OP for its cost card with a terrible amount of overload attached to compensate. The card can also be compared to Meteor (without adjacent minions bonus though) or Execute (15 damage to a minion essentially makes it hard removal). The effectiveness (and awesomeness!!) of the card is offset by the fact it terribly messes up your next turn, unless you combo it with Farseer Nobundo (dream combo) or that 2 mana 3/2 unlocking overloaded crystals guy from Old Gods. However, those are still just 3 out of 30 cards to remove its drawback, meaning most of the times you'll have to deal with it another way. Even rock has its cost!
Next time- more neutrals and (finally) some Mage cards!
EDIT: Balanced Marsh Magician (cost raised by 1) and Nobundo (5/5 body--> 2/4 body).
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Because it's absurdly powerful and its presence on ladder limits the number of viable control decks.
It makes up more than 15% of the meta from ranks 5-1 and nearly a quarter of it at legend. It shits all over every control deck besides Jade Druid.
You know how people are always complaining about aggro? Well, decks like Razakus are the reason aggro is so widespread. Who wants to play a control mirror that they're wildly unfavored in one out of every five games?
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Agreed on the Shaman spellstone. It's absolutely bonkers when you pull it off, particularly when paired with cards like Ancestral Spirit or Spirit Echo. It's not all that hard to upgrade, either. The biggest issue right now is that Shaman removal is awfully weak right now, and they just get destroyed by this Bonemare/Corridor Creeper meta.
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Living Mana. Feels good! I won't dread getting the "win 5 games with Druid" quest, now.
Maybe this was everybody's experience, but I pulled absolute garbage in terms of epics during my initial ~75 Un'Goro packs. Triple Dinomancy; double Giant Anaconda; double Primalfin Champion; double Biteweed; and the best: I swear I opened five Tortollan Primalist. I didn't land a single Primordial Glyph, Vilespine Slayer, Shadow Visions, or Primordial Drake. It's nice to get at least one useful epic from the set (and not one that I'd already crafted, to boot).
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Yeah. I want a neutral secret that says, "when your opponent plays Shadowreaper Anduin, destroy the enemy hero".
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Got a Spiteful Summoner. I'll take it!
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What's kind of interesting about the class is that it still has its moments in tournament play. Somewhat less so since K&C, but Dead Man's Hand and Taunt have both had their uses when players are able to ban Priest. Alas, we don't have that luxury on ladder.
I have high hopes for the next rotation, though. Raza and Y'Shaarj leaving will hurt Priest in a major way (along with some powerful Dragon Priest cards). Patches will slow down tempo decks. Jade is leaving, which means no need to tech Skulking Geist. Kabal Crystal Runner and Medivh's Valet are out, though secret mage still has a lot of tools.
Obviously there's no way to predict the next meta, but I do think a lot of currently problematic matchups are going to disappear. And if decks like zoo lock and aggro paladin dominate the meta, control Warrior could find its niche. Warrior will have a few tough losses: Ravaging Ghoul, Sleep with the Fishes, and Alley Armorsmith, to name a few. Maybe The Curator and Dirty Rat, too. But overall it feels like these losses are less impactful than those of other classes.
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I had some fun on this one with cards that don't usually get a lot of play. Playing Shaman, I pulled an early Lesser Sapphire Spellstone and gradually upgraded it once. Later I dropped a Rattling Rascal, same turn upgraded it into a Swamp King Dred with Unstable Evolution, and played Ancestral Healing onto the 5/5 skelly so my opponent couldn't trade into the Dred. Next turn I played a second Ancestral Healing onto the Swamp King Dred to heal it to full and spellstoned it to create two copies.
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