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    posted a message on Make the Keyword

    Corrupt means : at the start of your next turn take control of target ennemy minon.

    Phazon BurstDark ElementOrb Of Madness

    Credits for the pictures :

     

    Next keyword : Flow

    Posted in: Fan Creations
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    posted a message on The Coin And The C'Thun

    I would agree with you in the current format. However with cards like Piloted Shredder or Haunted Creeper being out of Standard, and the upcoming nerfs to cards like Knife Juggler I think the power level of early game drops should go down enough to make it at least somewhat reliable (as in, tier 2-3). I seriously hope for a healthier pool of playable 1-4 drops.

    Posted in: General Discussion
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    posted a message on The Coin And The C'Thun

    Ok first things first, in this post I'm going to assume Old Gods decks (And especially C'Thun) will be playable, and possibly a big part of the meta. I know we have yet to see most of the cards and therefore can't make any definitive assessment. So for those of you already typing "OMG stop complaining we don't know what it'll be like", please get your hands off your keyboard and bear with me.

    I reckon you all know that players going second already have a smaller win-rate than people going first. Blizzard confirmed it a couple of times, but we don't have any numbers. My own assumption is that players on the coin probably win around 49% of the games. Any worse than that and I think Blizzard would have done something about it.

    What this means is that, right now, you are statistically more likely to loose if you're on the coin. Yesterday, a handful of cards from the Old Gods expansion were revealed, most notably C'Thun and two of his followers, Beckoner of Evil and Twilight Elder. From these cards we can say that a C'Thun deck will probably run quite a lot of minions with vanilla stats and no other effect than making your main win condition stronger - in the long run.

    So let's assume two scenarios :

    First scenario, our C'Thun deck goes first. The player gets a Beckoner of Evil in his opening hand. On turn two, he plays his Beckoner of Evil. As far as the board state goes, it's as though he had played River Crocolisk, a card considered pretty bad in Constructed. However, this plays gives him the tempo, which is good. Turn three comes around, he draws Twilight Elder and plays it, effectively playing a Spider Tank, then trades his two-drop into his enemy's. Turn four, he still has the trade initiative, giving him the opportunity to save his Twilight Elder which gives him an easy second proc. End result : C'Thun got buffed by 4 and our player still is ahead on board.

    Second scenario, same player, same draws, except this time he goes second. On turn one he does not play his Beckoner of Evil because then he has no turn 2 play, and saves his coin. Turn two, he plays it, but the card's battlecry does not help him one bit in overcoming the advantage player one has. Turn three, he plays his Twilight Elder, which gets disposed of by his opponent on the next turn. End result : C'Thun got buffed by only 3, and our player is still fairly behind as far as the board goes.

    Here we can see that going second really screwed the player since his deck contains no battlecry that helps him tempo-wise. And the situation gets even worse if we assume his opponent also plays an Old God deck, since he gets more value towards his win condition while keeping the board advantage, effectively snowballing pretty hard.

    What do you guys think ? Do you also feel Old God decks may be too reliant on going first ? Do you think otherwise ?

    Posted in: General Discussion
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    posted a message on Make the Keyword

    Avenge: This ability triggers when an adjacent minion dies.

    These cards are mostly control cards because I love control :D

    Savannah Vulture    Bloodstained Widower    Soothing Waters Angel

    Credits for the pictures :

     Next Keyword : Resonate

    Posted in: Fan Creations
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    posted a message on ToG - 134 new cards inc. C'Thun and 3 old gods, releases late April/early May
    Quote from OxydizTheGreat >>
    Quote from Gaudam >>
    Quote from zammE >>

    Late April/Early May... Noooooooooooo!

     Nooooooooooooooooooooo!
    FTFY
     A great site to describe this announcement, but for a different reason than why you think so. Imo it makes thematically no sense to introduce the old gods as minions, especially as so small ones. Only 10 mana? 6/6? That can be Fireballed, or even killed by Deathwing which is ridiculous.
     I'm not sure that's true. I think the Old Gods will kind of be like Wyrmrest Agent. On its own, its a pretty shitty card with a nigh useless stat distribution, but in a deck build around its synergy it becomes a great card. IMO Old Gods will be just that, except the synergy will be insane and (I hope) high risk, high reward.
    The one thing that makes me go "Noooooo" about this kind of card is that, unless they have a crazy OP battlecry (Loads of face damage for instance; blizz for the love of all that's holy don't do that), then cards like Ironbeak Owl and Big Game Hunter will be very problematic. Heck, maybe Spellbreaker is still too cheap if he negates a massive, 10 card synergy effect.
    Posted in: General Discussion
  • 2

    posted a message on ToG - 134 new cards inc. C'Thun and 3 old gods, releases late April/early May
    Quote from Gaudam >>
    Quote from zammE >>

    Late April/Early May... Noooooooooooo!

     Nooooooooooooooooooooo!
    FTFY
    Posted in: General Discussion
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    posted a message on IMO, Harrison Jones, Northshire Cleric, Cabal Shadow Priest, and Shadow Madness will be nerfed in the patch.

    If stealing a minion with Cabal Shadow Priest breaks the game, then it probably means said minion has a completely broken on-going effect anyway. Now that Shrinkmeister is gone, Cabal Shadow Priest isn't restricting anymore imo.

    Saying 2-attack cards are rendered obsolete because of her is like saying any minion over 1 hp is kept in check by Execute if you ask me.

    Posted in: General Discussion
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    posted a message on So, will 5/4 for 4 be considered better than 4/5 in standart?

    With Naxx and GvG being rotated out I think a lot of statlines will be indirectly buffed, especially 4/3 and 5/4. But sucking less won't necessarily make them good all of a sudden. A good exemple would be Chillwind Yeti versus Evil Heckler. Even though Evil Heckler has a "free" taunt as far as the raw number of stat points go, I believe Chillwind Yeti is more valuable just because of that extra hit point. The cards that are really impacted though are the ones with good baseline effects such as Tomb Pillager. I think this card is really gonna shine in the near future, which is good for the poor Rogues who don't have a lot of playable decks.

    However, some cards will also loose in value after the rotation hits. I'm thinking cards like Tomb Spider. Right now it's a great card because it trades into the first body of the Piloted Shredder and gives you a sweet discovery. But if everyone starts running Chillwind Yeti or Sen'jin Shieldmasta in its stead, then 3/3s for 3 or 4 suddenly become pretty shitty.

    Posted in: General Discussion
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    posted a message on CAN HEARTHPWN BLOCK SPAM THREADS?

    Oh the irony

    Posted in: General Discussion
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    posted a message on March Ranked Play Card Back - Riverpaw Ruffian - Hogger (Animated!)

    Don't mind me I'm just getting an achievement

    Posted in: News
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    posted a message on [Formats] Availability of "Wild Sets" / Value of "wild" golden cards

    Unfortunately, I don't think we're gonna get a full refund.

    I'm a (mostly, spent about thirty bucks as of now) F2P and I just love golden cards. The animation is so good. Currently I'm focusing on making golden legendaries for the only class I play : Priest. I currently have Sylvanas Windrunner, Vol'jin, Prophet Velen and I just crafted my Lorewalker Cho a few days ago.

    I knew from the get go that these were terrible investments. But still, to me, the added value was tremendous. I'm lucky the few cards I crafted are almost all in the Classic set (Thank God I didn't craft a GvG card instead of Cho, I would've been so pissed). I'm devastated my Vol'jin is being taken away though. There are plenty of GvG and Naxx cards that I am very sad will soon be locked, but this one is the most painful of the bunch.

    And this brings me to my next point which I am pretty sad, and surprised, no one mentioned on this forum yet AFAIK. Just look at this golden Vol'jin. I refuse to believe anyone would deny it is gorgeous. Same goes for cards such as Loatheb or Holy Champion. These animated cards are wonderful. But they didn't just pop into existence. Someone had to make these, and yet, sooner or later, they will just stop seeing the light of day. Now don't get me wrong, I know that the artists were paid to do it, but the fact of the matter is that most people in this industry are really passionate about their job, and I genuinely feel sad for them.

    My biggest concern about the golden card is this : First off, the art that was made prior to the announcement will loose value exponentially if things don't change, and even people like me will stop crafting these golden cards. They will just be forgotten forever, and people who can't invest much in the game will stop crafting the new golden cards as well. So then the question that is on my mind is this : If no one crafts golden cards anymore because of their ephemeral life-span, then what is the point of even making them from a business perspective ? I might be wrong, but I don't think there is. Maybe later down the line there will be no golden cards printed at all, and I think that'd be a huge loss for the game.

    So yeah that's my two cents on the issue. I think it would be cool to at least get some incentive to keep crafting golden cards, especially the old ones. For instance, being able to "upgrade" a non-Standard plain card to its golden counterpart. for instance, instead of having to save up 2800 dust, then dust Loatheb then craft Loatheb, we could just spend 1600 dust to upgrade it (effectively dusting the original for its full value). The dream would of course for the price to be even cheaper, and since blizz isn't going to make a lot of buck from wild in the (somewhat distant) future anyway, I think this could be possible and would be good consumer practice.

    Posted in: General Discussion
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    posted a message on ALL or NONE

    Today I had this stupid "Win 5 games with Shaman or Warrior" quest. As I don't have any class cards outside of Priest ones, the only decks I can play with other classes are subpar aggro decks. Today I was lucky, I built my stupid cancer deck, got five wins in a row in Casual, deleted the deck and proceeded to play Arena. However there have been days when I'd loose game after game with my (still subpar) Face Huntard.

    From my experience, these decks are so dumb you can pretty much follow this pattern 100% of the time:

    If [Opponent dealt with my first three turns with more than 20 HP] Loose

    Else If [Opponent has a boardclear by turn 5 and more than 6-10 HP] Loose

    Else Win

    These decks are zero fun to play and I can totally understand the frustration from loosing against them. As I said, I'm mostly a Priest players, and Priests don't really lack anti-aggro tool. My favourite deck runs 2x Deathlord, 2x Northshire Cleric, 2x Shadow Word: Pain, 2x Shadow Madness, 2x Holy Smite, 2x Holy Nova, 2x Holy Fire and a single Lightbomb. And even with all of that plus my Hero Power I sometimes die to the face garbage.

    So yeah all in all you can built a deck tailored against aggro and still loose due to bad luck. It's not fun and one could argue it's not fair that you lost when you only got to draw 33% of your cards but that's the game. Aggro will always be around because every other deck has more mid-late game stuff, and they count on you drawing this stuff early to destroy you.

    With TGT and LOE I think we now have a lot of tools to defend ourselves against aggro without these tools being so bonkers that aggro disappeared. And I'll be honest with you, I'd rather be salty from loosing to Face Huntard once in a while than play a game of who has the best tempo all the time. Aggro forces you to include ways to counter it in your deck hence making your other games more interesting. I think that's good for the game.

    Posted in: General Discussion
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    I didn't want to go overboard with early minions (as in make them good the whole game) because I felt it was unnecessary. I mean, as with current classes, if I draw a one drop on turn 8,  90% of the time it's going to be useless to me right ?

    The hero power can only be used once a turn unless you play Garrison Commander which  the way I see it would be a staple of my class anyway. But baseline you can only use it once a turn.

    Well the point of the spell is that you reset all non-mech minions, and given its high cost I wouldn't consider running it over Garrison Commander in a mech deck.

    I agree with the HP being useless if you have no repairable minion but I don't know what I could do with it. I thought about an alternate effect if it was used on the hero but couldn't find anything that wouldn't be redundant of vanilla HPs. If you happen to have any idea let me know ^^

    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    I see what you are trying to do now. But I still think having to give up three minions for a one turn benefit is mediocre. Killing only two would make it too aggro so this is out of the question, and purely silencing the taunt minion might be too strong in aggro too... That's a really tough one to balance ^^

    Also I forgot to add that you need to specify when targets are chosen randomly on the card text. Unless you want to target which die, but Hearthstone has no card that need multiple targets.

    My favourite cards are by a country mile Mind Wrack,  Phase Retreat and Twilight Duelist. Mirage Channeler is also cool but somewhat subpar because she has to survive one turn (Then again if she summoned the Phantasm at the end of the turn getting the charge one would be useless) 

    On a side note the artwork you chose (made ?) is absolutely gorgeous

    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    @YushyBushy

    Your concept looks really cool, but I think Illusionary Leap is off... It looks like a zoo card but requires you to a) have three Illusions on the board which (as far as I know) are weak bodies, taking up almost half of your board space and b) sacrifice them.

    Doesn't that seem quite counterproductive ? Either you flood your board with what are essentially Imps which is a waste or you sacrifice decent-sized minions to bypass the taunt only one turn ? I'd rather trade the three decent bodies away as they would be likely to kill the taunt for good anyway (Even Deathlord would be dead or close enough)

    Posted in: Fan Creations
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