Me too for sure haha.
Nah +1/+1 is too weak, i'd just do Blizzardstyle and leave it as it is and see how it goes, then nerf it 2 months before it rotates lol
1
Me too for sure haha.
Nah +1/+1 is too weak, i'd just do Blizzardstyle and leave it as it is and see how it goes, then nerf it 2 months before it rotates lol
1
Momentary is an interesting keyword: it's kind of like grafting a lasting spell effect onto a minion, with a duration of one round. While I don't have any remarks about balance at the moment - I'm tired, and don't want to think through the numbers - I'd like to point out Hearthstone's unofficial rule regarding card text. If you take a look through the game, you'll find no card that contains five text lines or more; everything maxes out at four lines of words. Blizzard's general attitude is that any card that requires more than four lines is too complicated for Hearthstone, and/or needlessly bloated with ideas. So, to follow Hearthstone convention, you should put Momentary and Stealth on the same line. It would look a lot cleaner that way, as well.
Other than that, Armorsmith should not be bolded (only keywords are bolded), and The Beared should say "Your other Beasts" :)
1
All this are great legendary minions. It would make your opponent second think before summoning any monsters giving you a huge advantage the next turn if they decide not to summon any. Legit card ideas.
8
Caverns of Twisted Time
(2018/03/05)
New Keyword: Rift (x)
Minions with Rift Keyword symbolize the chronomatic power of the Infinite Dragonflight. Whenever your turn begins, the Rift stacks of each minions are reduced by (1), and when they become (0), something happens. Another interesting about this new keyword is that those Rift stacks don't disappear even when the minion dies (But they will still take places of your battlefield). The total number of minions with this new Rift keyword is 9 and they are all neutral.
For example, let's say you played one of these cards, Infinite Arcanomancer, last turn. It's your opponent's turn and he cast Fireball to this minion. Your Infinite Arcanomancer will definitely die, but you will discover a spell at the start of your next turn because the remaining Rift stack will be (0) from (1).
Murozond is the leader of the Infinite Dragonflight. If you can survive for 10 turns after playing him, you directly win the game. He lets you feel the flow of the time in a totally different way than Nozdormu.
Battlefield cards are neither minions nor spells nor weapons, just like Hero Cards. As soon as you play one of these Battlefield cards, your battlefield will change and gain its own individual effect. And the features on your (northeast and northwest) corners of the game board will be changed into their unique interactive features as well, which doesn't really interrupt your actual game play.
Your decks can't contain more than one Battlefield card at a time. Battlefield cards are always included in your starting hand, and they can't be generated by other sources during the game or be offered in the Arena.
This expansion includes some of those "Multiple Targets" cards, which work differently than other cards like Multi-Shot or Arcane Missiles. Let me show you an example and that will explain you better.
So this is how it works. You will see some of these "Multiple Targets" cards later.
1. Choose a minion normally. Repeat this three times. You may choose three different minions or you may choose a single minion three times.
2. After you finish choosing minions, you fire three arrows to the chosen minions. If you chose three enemy River Crocolisks, they will all die in order you chose. If you chose a Silvermoon Guardian three times, the first arrow will remove his Divine Shield and the second arrow will deal 3 damage to him. And then, because the target is already dead, the third arrow will be wasted.
3. Casting is over. If you have a minion with "Whenever you cast a spell" effect, they will be triggered once.
This is not such a amazing news, but the new keyword, Elusive, has been added. This will replace all the "Can'be targeted by spells or Hero Powers" texts, like we have already experienced by Poisonous or Lifesteal.
In Caverns of Twisted Time, the nine classes will be classified into three different units but there will be only one tri-class (Legendary) card for each. This is meant to describe the themes and concepts of each class.
Warlords of Draenor (Iron Horde): Warrior, Shaman, Warlock
The Burning Crusade (Illidari): Hunter, Rogue, Mage
War of the Ancients (Kaldorei Resistance): Paladin, Priest, Druid
Enjoy your journey into three different periods of time with these new hero skins!
Paladin - Exarch Yerl
Rogue - Varedis Felsoul
Hunter - Huln Highmountain
The true power of the Iron Horde comes from their savageness or corrupted magic. Let your hero and minions fight fiercely. Then the return you get will be greater and greater.
Warrior Cards ▽
Shaman Cards ▽
[Shaman Token]
Warlock Cards ▽
The Illidari serves not only Illidan but his power and magic. Many of them actively react with your spells so be sure that you are prepared.
Hunter Cards ▽
[Hunter Tokens]
Rogue Cards ▽
[Rouge Token]
Mage Cards ▽
[Mage Tokens]
The members of the Kaldorei Resistance are the most experienced soldiers who desperately fought against the first attack of the Burning Legion. They are armed with various buffs, heals, and most of all, solidarity. Well, and some Dragons as well.
Paladin Cards ▽
Priest Cards ▽
Druid Cards ▽
[Druid Token]
And there are more! 23 Common minions, 10 Rare cards, 9 Epic cards, and 11 Legendary cards including 5 Battlefield cards are remaining. Would you like to meet the arrogance and opportunistic members of the Nightborne Dusk Watch? What about the wise citizens of the Timeless Isle, or the mysterious Ethereals?
Neutral Common Cards ▽
Neutral Rare Cards ▽
Neutral Epic Cards ▽
Neutral Legendary Cards ▽
[Neutral Tokens]
Thank you for watching and I hope you enjoyed. And thank you for all the arts I used, they were very helpful. I wanted to use all the other arts I've collected, but I couldn't make more than 135 cards.
If you've noticed any misspell of mistake, error, or balance problem, let me know. Leave your comment and I will gladly read them.
(I don't know why some cards are not arrayed properly. Tried to fix it but failed. First time posting a thread and I apologize about that.)
2
The idea is crazy ;D greed is gooood
3
I have question. Normally when I decide to stay on rank 15 I have two reasons to do it:
1) Reward doesn't really stimulate me to climb.
2) Grinding even to rank 10 sometimes is very anoying because I have to earn too much star (which means I should play to some stupid tier 1 deck).
So my question is. What is difference now, if I once go to rank 3-4 and than every month climb to it, instead of staying on rank 15 and every month climb to rank 15? This is the most problematic part for me, that actually right now lower rank will be the same as higher rank. Of course on rank 15 maybe people has less cards, but this is not really true. I play constantly vs same tier 1 decks as on rank 5. Even on rank 5 I think that people has more cards and sometimes experiment. I am a bit confused how good is this for HS at all.
And even more. I though that 1 of their problem is that actually lower ranks never climb to 15 even. How the hell this is fixing this problem? They will put more imbalanced common cards in order even F2P people to be able to reach higher rank or what?
2
Yeah good news, now hopefully blizzard will notice their game is broken af right now and maybe jus maybe try to fix it.
19
If there was no pack, I would never play it.
2
true, actually i even won the game that i tested the deck lol! i was just a little concerned, i even used the legendary weapon, works jgreat too!
18
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2
I don't know how you consistently lose with this against paladin tbh. What do you usually play?
1
Freeze Mage died for this.
I don't want to play a curvestone game, Blizzard.
5
Legendary card?
I mean, the effect is way too situational; on the average, it's a 4 mana 4/3 divine shield. Meh, it's ok i guess
4
I really can't get why is this card so overrated. Not even close to Barnes: when Barnes is played (on t4), you have a direct impact on the game without anything else. With this card you put on board (on t5) a 2/6 that can be removed. And more, it's reaaally unreliable: you can't drive the effect on the minion you want to be summoned. Even if you combo it on t10 with a Nourish or something, it's a 10 mana combo.
Can someone explain? I think it's a bad card.
1
I think this is really bad.
Let's consider Faceless Manipulator, for 5 mana you kinda 'add a copy of a minion to your hand and play it'.
4 damage better than play the minion?
Let's consider Entomb : for 6 mana you kinda 'kill a minion and add a copy of it into your deck' . For 1 more mana, you don't have the situational 4 mana damage condition, and it helps you on fatigue matchups (where the value stealing is actually important).
And again, if you care about your opponent's value, why don't you play non-situational value yourself?
If you considering the average HS matchup, this card will never see play...
2
The card itself is really strong. We can argue on where you want to play it, but i mean...
2
The anti-aggro Temporus version
2
This card would be really good in every single strategic card game.
So it's not good in HS. I don't think it'll be played in tier decks at least
1
Worst revealed card.
1
Best combo for this card is turn 5, Vex coin Frostbolt. 2 minion spawned as a tempo play. Don't think it'll be playable. Bad card.
(of course i'm not considering the infinite Glyphs chain lol)