- ParryDox
- Registered User
-
Member for 10 years, 1 month, and 7 days
Last active Sun, Aug, 13 2017 10:07:51 -
- 9
- 16
- 37
- 0 Followers
- 284 Total Posts
- 319 Thanks
-
10
NikitosTEG posted a message on The screenshots thread! Share your funny/awesome moments!Posted in: General DiscussionThis is not fair...
-
15
Gomelus posted a message on [5th place CCC] Siras Terra, the GeomancerPosted in: Fan CreationsSup people. As I promised, I finished my class, updated with TGT and LOE sets. I've been working round the clock for the past few days (not really), to deliver to you my greatest work yet (barely decent).
First of all, a quick(ie) introduction about the class for those who haven't been following the competition (SHAME ON YOU).Alt Hero
A summoning gone wrong, an earth golem made by an apprentice geomancer became sentient . Now, going by the name of Crystallis, it has made his own mission to collect the tears of aggro decks.The class revolves around sturdy minions, Armor interaction and controlling the board. The keyword of the class is Aftershock. It works as a reverse Combo: for the Aftershock effect to trigger, you have to play a card AFTER the card with Aftershock. It has to be on the same turn, and it triggers only once.
Up next I'll get the sets in order, with some explanations on each card.Basic Set
Iron Knuckle: nothing fancy here. The Iron Knuckle is what Light's Justice aspires to be.
Diamond Fist: this weapon will be your Fiery War Axe and Truesilver Champion.
Earthen Favor: this card will enable the Geomancer for all the crazy Armor gain to come.
Tremor: standard AoE, but with a twist. For each damage dealt, you will gain 1 Armor. Sweet, huh? It means that Divine Shields will be the bane of your existence and Spell Damage will make you a walking Armory.
Crystallize: it's the same as Power Word: Shield, but different. But still the same. It works wonders as an enabler for the next card.
Erosion: THE premium removal of the class. If the minion's Attack<Health, it goes night-night.
Shatter: the duck is this? Lose Armor? NEEEEEXT. But before you leave, let me explain the reasoning. Although the class doesn't stack Armor as steady as Garrosh (because 2>1, duh), you will have several ways of doing it through spells, minions and weapons, and with Earthen Favor, you could amass a duckload of Armor in a single turn. This helps prevent the abuse (and makes me the bee's knees because never-seen-before interactions). It's been made to target only minions on purpose, because this, combined with Spell Damage, will hit for 2 a pop, making it a potential Pyroblast (and that's a big no-no). And yes, if you're wondering, if you have only 2 Armor, you'll do only 2 damage.
Stoneshield Colossus: your everyday Fire Elemental, with less fire and more earth. Gives an ongoing +2 Health to all your minions, making them harder to clear. The main way of doing SMOrc damage will be through weapons and minions, so you need them to stick for awhile for that to happen.
Guardian Golem: like Chillwind Yeti, but with 100% more Taunt.
Stone Pup: standard 1-drop. Don't expect him to roll over though, he may cause an avalanche.
Classic Set
Adamant Resolve: massive Armor gain for the mana cost, but you lose ALL of it in your next turn. Even the one you gain outside this card. Combo piece for a few of the other spells.
Dust to Dust: why on Earth would you want to kill your own minions? The same reason you Shield Slam or Shadow Word: Death your own Sylvanas Windrunner. Plus 6 Armor! VALUE.
Landslide Avatar: this guy went through a few changes, but everyone ended up OP, so I had to change the effect. The original was a dynamic effect like Lightspawn, but with Health and your Armor instead. It proved to be broken, along with several mods I tried as well. But I believe the new effect, captures the essence of the class pretty well: fuck bitches, get money... Errr, lose Armor, do something. Yeah, I totally meant to say that. Losing Armor includes taking face damage, so careful when going SMOrc with this guy on the board.
Sandstorm: prime example of the Aftershock mechanic. The card on its own is an overcosted Consecration (without the face damage!). But if you trigger the Aftershock, your hero becomes untargetable until your next turn. You can even roleplay it and dress like The Rock in The Scorpion King (added flavor for the Illidan look-alike).
Sand Dweller: simple 2 drop with a simple Aftershock. Played alone, it's an average 2 drop, when played with the mechanic, well... that's another story.
Telluric Currents: here's where the temporary Armor comes into play. Strong AoE buff, the Aftershock helps you trade really good against your opponent.
Animate Stone: works like Feral Spirit, it gets you 2 glorified Shieldbearer. If you trigger the Aftershock, they get the Elusive effect like Faerie Dragon.
Clay Golem: IT'S NOT Grim Patron! This guy, instead of summoning another one, it makes an exact copy. This mean that if you deal 1 damage to it, it will summon a 4/2. Works really good with Health buffs (which the class has a lot).
Earthen Adept: simple effect, your weapon remains active during your opponent's turn, meaning that any minion or herothat goes face WILL get damaged by it (it doesn't lose Durability, just like a friendly minion hitting you with Misdirection).
Seismic Sense: balanced around Arcane Intellect. On its own, it's a terrible card draw, if you happen to trigger the Aftershock, you get it again like Headcrack. You still need to pay 3 mana again for the draw. I'm giving the class weak card draw on purpose, because of the combo potential it has.
Skittish Scorpion: ah... this guy. THIS guy. Seriously, this guy. Weaker stats than Dire Wolf Alpha, but on the other hand, the effect is arguably stronger than Lassie there. If you trigger the Aftershock, it gets Stealthed for a turn, for added skittish-ness.
Living Armor: I know, it looks like a piece of crap. Why would you want to lose all your Armor just to heal for the same? it's pretty much a waste... unless you played Adamant Resolve earlier. Strict combo-oriented card.
Mole Claws: HYAAA! I mean... yeah, this is what the Geomancer is all about: controling the board. On its own, it's a really bad weapon (ME NO SMORC?) but if you trigger the Aftershock, you can kill that Emperor Thaurissan hiding behind the Annoy-o-Tron. Goldshire Footman indirect nerf.
Shockwave: gives your hero the "Cleave" effect like Foe Reaper 4000 until the end of your turn. Nothing to explain here. Helps a lot for board control.
Gaius the Earthshaper: paging Dr. 10, please Dr. 10 report to the rekt ward ASAP. I tried to make the body and the arms linked somehow (because FLAVOR), but it ended up being either OP or UP, so I settled for this version. Strong body on it's own (if it's somehow summoned), plus the arms play as the Sword and Board of Gaius. Both Hands are easy to remove (for a 10 drop) and the body isn't threatening for such a big drop (see Kel'Thuzad).
Naxxramas Set
Gravedigger: what classifies as an Armor card, you may wonder. Any card that has written "Armor" somewhere in their text? No. In this case, the cards considered are those that, somehow, give you Armor. And yes, it includes cards from the other classes. Here, let me save you the trouble of googling (hearthpwning?) them: Claw, Bite, Bash, Shield Block, Armorsmith, Shieldmaiden, Ice Barrier. The class cards included are: Stone Pup, Tremor, Diamond Fist, Adamant Resolve, Dust to Dust, Fury of the Earth and Arkos Stonehand.
Goblins vs Gnomes Set
Armorer Enthusiast: the not-mandatory-but-still-funny Ogre card of the set. It has the Zombie Chow treatment: strong stats with a downside effect. Simple effect, if you gain Armor with this guy in play, there's a 50% chance you won't gain it, but your opponent will, so be careful!
Scrapbot: mandatory early Mech for the class. Interacts like Landslide Avatar (whenever you lose Armor, deal 1 damage to a random enemy), but instead of doing damage, it adds a Spare Part to your hand. Little guy is all about recycling. Remember, taking face damage IS considered losing Armor, not only when you use the class cards that say so.
Rocket Hammer: the weapon of the set, it comes with Mech synergy. It seems weak, but in a Mech deck it becomes somewhat of a free ping, better yet if you trigger the Aftershock. Keep it away from fire though, it may combust and explode.
Obsidian Spikes: the one and only, the magnificent... direct damage of the class! Yes, it's the only direct damage the class has so far. On its own, it's an overcosted Holy Smite, but trigger the Aftershock and it becomes the redheaded stepchild of Swipe. It felt necessary to add at the very least 1 direct damage spell for the class... Warriors have Mortal Strike and Bash after all.
Quicksand: reverse Savage Roar incoming. Meant to give you some breathing room if you're facing a board swarmed with enemy minions. Bear in mind, it doesn't affect your opponent's weapon, as well as minions newly played (for example, a minion with Charge won't be affected, because it was played AFTER). Because huck funters.
Blunt Force Drill: what the flying duck is this card? Yeah, I know, the text is weird at first sight, but it's really intuitive actually. It's meant to work as Trample of MTG: after the minion dealt damage (to a minion, really, because if you do excess damage to your opponent you won anyway), the "overkill" damage will go to a random enemy. For example: your Stormwind Champion attacks (and kills) a Sen'jin Shieldmasta, 6 Attack - 5 Health = 1 excess damage goes to a random enemy (face or minion). If that damage WAS overkill as well, it won't trigger again, just the first attack. See? It definitely didn't need a paragraph worth of explanations.
Quicksilver Anomaly: meant to work wonders in a Mech deck, it's a cheaper (but conditional) Faceless Manipulator. It works just the same, only you can target Mechs (yours and your opponent's). Anything to do with the guy from Terminator 2 is pure coincidence.
The Lone Wanderer: BEFORE Y'ALL START SCREAMIN' "OP" LEMME TELL YA SOMETHIN': Immune minions CAN'T be Taunted. Yep, that's right, just like when you give a Stealth minion Taunt, it doesn't work. A 5/5 for 7 is preeeeeetty bad, but as long as you have Armor, he becomes the ultimate removal tool. And remember, unlike Warrior, the Geomancer can't stack a duckload of Armor, and if they do, it's a combo play using Earthen Favor (double your Armor gain this turn), plus the class revolves around LOSING Armor to do stuff.
Blackrock Mountain Set
Molten Offering: the second card of BRM, it interacts with dead minions just like several cards from BRM (likes to listen to My Chemical Romance too!). Of course, you would need to play this AFTER trading, and includes your opponent's minions.
Ironhide Worm: OK stats for the mana Cost, but the real charm comes from its effect. If you Darkbomb this guy, it will take 2 damage from it, making him a badass motherducker. On the other hand, it CAN be pinged, the damage can't be reduce to 0. I know, that would make Secret Pallys assume a fetal position and cry in a corner, but that's not the idea.
The Grand Tournament Set
Champion of Gaius: mandatory knight/gladiator/jouster guy of the set. Boulderfist Ogre stats, but with the added half Fiery War Axe as a deathrattle.
Rockbender: the duck is this? Yes, it seems weird at first glance, but let me explain: you trigger your Hero Power, you gain Armor, you lose Armor, but you gain a "buff" in Health, just like the minions. This means that you're effectively bumping your max Health. Reno Jackson just became aroused by this card.
Fury of the Earth: Casino Geomancer meta inc. It's like Shield Block, if you win the joust, you could potentially win more Armor. If you lose, at least you cycle a card, yay!
Armordillo: OK.
Granite Elemental: same effect as the Ironhide Worm from the BRM set, I liked it so much that I made a smaller version. I definetily did not run out of ideas.
Scorched Earth: the flavor text is "the name Salty Earth wasn't that appealing". Loatheb-like effect, if you trigger the Aftershock, all enemy cards cost 1 more.
Weighted Gloves: it seems like a better Deadly Poison, but the second part of the card states that, when you attack with said weapon, you'll lose 2 Durability instead of 1.
Walking Mountain: I had this idea for quite some time (since the conception of the class pretty much). Probably broken AF, but I wanted to implement it (and still be playable if a class with no Armor gain gets this card somehow). FYI: it counts each time you gain Armor, not the number of Armor gained. If you gain 3 Armor, it drops the Cost by 1, not 3.
Arkos Stonehand: well... yeah, I went full Northshire on this one. Your hero getting taunt means that your minions without taunt won't be targetable by your opponent's minions (SMOrcs rejoice!). But, on the other hand, ANY damage done by your minions, nets you Armor. If you Elven Archer someone, you get that 1 Armor from the battlecry. It's in BGH range AND has low health on purpose, because the effect probably is just OP. Then again, I'm not competing anymore, so who cares! (I do care, please tell me if it's broken so I can balance it).
League of Explorers Set
Tunneling Construct: the Cave-In works like most of the "when drawn" cards, but what does the effect mean? It means that any of your minions that don't attack this turn (don't """move"""), will get destroyed, because they failed to escape the crumbling cave. It applies to minions that just came into play, so if you draw this, better not play any minions without charge. This forces both players to attack, even if they don't want to (for example, there's a taunt in play and you have to trade everything in).
Rockpaw Wolf: if you lose Armor, you add a Stone Pup to your hand (the basic card).
Gem Enchanter: the Aftershock is quite simple: if you trigger the Aftershock with an epic card, you discover an epic card. If it's basic, common, rare or legendary: same deal.
Well, that's the whole class. Building this thread has been my most productive time at work by far. Hope you guys enjoy it, and please, if you have any suggestions, comments or whatever, save them, I don't want to hear them.
-
2
ScaryKoolaid posted a message on Gift Exchange - Tavern Brawl #27 (Winter Veil 2015)Posted in: Tavern BrawlI don't think the brawl itself is totally bad, I just think they went overboard with the cost reduction. There tends to be a snowball effect (and I'm not even talking about the 0 mana "sap 3 random enemies") - example: If your opponent is druid you typically can just snag some massive taunters for nearly no investment. They can just keep tagging your chest while you can't break their taunt wall. If they chose Mage you can often just get something like Blizzard for (1) and lock them out of the game.
Basically, you need to build a deck that can kill their 0/4 first, and if you do you just win unless you fizzle super hard on the "Treasure". -
4
NateATcurse posted a message on Titans (finally done with TGT and LoE)Posted in: Fan CreationsYup, this was also from the expansion I posted earlier this year but haven't finished properly, and here is my attempt to put together the Titan class.
For Constructed:
Board control, fatigue or ramp 8-Attack low health minion and go face with style, will further push the class in to more fatigue archetype in the future.For Arena:
Control minions, make better trades and gain advantage of board presence.Keywords:
No special keywords, but it has -Attack mechanics and plays with 8-Attack minions.Heroes, Hero Power:
Teaser:
Basic Set:
Comments on Basic Set mechanic/direction :
Golganneth Follower (4cost 2/1 minion): Mitigate tempo lost against mirror entity.
Khaz'goroth Follower (6cost 2/3 minion): Same as Golganneth Follower.
Chain for the old gods (2cost spell): OP. Probably +1 cost if this class is real.
Pantheon's Guide (3cost spell): OP. Same as Chain for the old gods.
(In progress)
Classic Set:
Comments on mechanic/direction :
AmanThul the Highfather (7cost 8/6 Legendary minion): damage bases on the original cost of the spell, not when it was played.
(In progress)GvG Set:
Comments on mechanic/direction :
Grand Mechaine (4cost 5/4 Rare minion): Spare Parts will be pretty insane with this minion on board.Quarantine Field (1cost Epic spell): Time to stall.
(In progress)
Naxx, BRM and LoE Set:
Comments on mechanic/direction :
Ruin Golem (8cost 8/5 LoE Rare minion): Well, mechanically Can't Taunt is the same as Can't Attack, So when its Silenced it has Taunt (Since I can't think of another short and simple wording for Taunt). And the golem can certainly gain Taunt from Argus and Sunfury.
(In progress)TGT Set:
Comments on mechanic/direction :
(In progress)
Collapsing Star:Sky Bound Class: Here (Sky Bound)
Raven Order Class: Here (Raven Order)
Sea Witch Class: Here (Sea Witch)Disclaimer: I do not claim to be the owner of any arts, I am just sharing the card mechanics casually.
Next classes coming soon will be Shadow Hunter (Troll) update and my attempt on Worgen.
-
5
sterpfi posted a message on Is someone already experimenting with Dreadsteed?Posted in: Card Discussion -
1
Valemorah posted a message on What do you expect from the live from Blizzard this evening ?Posted in: General Discussionopen new cards to arena, then release the last tuesday of the month =(
-
81
itaekwon posted a message on New Druid Card - Living RootsPosted in: Card DiscussionI've seen enough h*ntai to know where this is going.
-
8
Turn1Jarraxus posted a message on The screenshots thread! Share your funny/awesome moments!Posted in: General DiscussionMFW people say Majordomo Executus is a trash card
Also, someone couldn't handle the Totemic Might synergy
- To post a comment, please login or register a new account.
1
6
Increasing the temperature with these ones.
12
22
Two of the most hottest minions in Hearthstone right here:
9
Everyone! Get in here!
3
Honestly, the card has a very inherent weakness in that the burst potential of the card is heavily ruined if your opponent is also playing Murlocs, essentially clogging up the potential to do 12+ damage in a turn. I've been teching a Finley and a couple Coldlight Oracles in decks to deal with the flood of Anyfin OTK Paladins, and it cracks me up everytime my Coldlights show up in the place of more important Murlocs like Warleader or Murk Eye.
It's also very weak to transformative effects like Hex and Polymorph (and Entomb), which have seen less play as of late.
3
Man, Elise is super legit in this deck.
7
Acidic Swamp Ooze nerf
3
Interesting, but I feel like it won't see play.
3
More Tokens for Token Druid.