I get one offer on the website (20 packs 2 legends) but its not in the in game store.
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Jan 26, 2021Repeaterblox posted a message on Curious New Bundle on Store - Dynamic Bundle Offer, Different For EveryonePosted in: News
Jan 19, 2021Repeaterblox posted a message on Introducing the Darkmoon Races Mini-Set! - All New Cards! - Release 21st of January!Posted in: News
"We've increased the gold you will receive from the battle pass!"
and now its gone...
Nov 10, 2020Posted in: Felsteel Executioner
This card is gonna be so annoying mark my words. 12 damage from one 3 mana card? Isn't that why they nerfed Warglaives of Azzinoth?
Also another burst card. 4 damage burst for 3 mana ain't bad. Just another top deck for them. I foresee another nerf coming to DH in the coming months.
Nov 5, 2020Repeaterblox posted a message on New Warrior Legendary Card Revealed - Ringmaster WhatleyPosted in: News
Love the "Curator" cards.
Tho Countess Ashmore ended up being a dud. I wonder if 2 less cost is enough to make it playable.
Jun 21, 2020Posted in: Easy First Try Lich King Exploit
Oct 2, 2018Repeaterblox posted a message on Hearthstone Patch 12.2 - New Dailies, Hallow's End, Welcome Bundle, New Keyword, Bug FixesPosted in: News
Bet you're really regretting that HS in your username now
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Feb 9, 2021ArcyroX posted a message on Introducing the Core Set, Classic Format, Legacy Set & More!Posted in: News
ima need Trump or someone to explain this in a video, too much to understand in one take
Jan 28, 2021jazzfan27 posted a message on 19.4.1 Balance Patch Notes - Changes to Hysteria and DuelsPosted in: News
I shed a tear for my favorite class getting screwed again.
Hysteria was SO needed. Tiller was a trash card.
Why, blizzz why???
Jan 15, 2019Pircival posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan Creations
Format shamelessly stolen from Demonxz.
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay , which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking, which Archaeologist has several of, it being the core use of the keyword. Additionally, Decay can affect minions and heroes.
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold Crafter Discovers , making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles . One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
The class's core mechanic, Decay , finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper . Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles .
The Big Guy
Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
Jan 13, 2019DrNoOne posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan Creations
You cannot find an innkeeper anywhere on Azeroth that hasn't heard tale of Silas Mellowsong, or that wouldn't pay a small fortune to have him perform in their tavern for even one night. His songs are known to lift the spirit, and move even the most calloused of souls to tears. But life on the road is not all fun and games. While he detests violence, if forced to fight Silas' performing gift can be used to strike fear and demoralise, with enemies been driven to the edge of insanity with the utterance of but a few verses.
Borrowing from classic themes of the Bard in a variety of fantasy mediums, the class has no direct damage spells or weapons, but rather excels in building a resilient board presence and efficiently manipulating the stats of minions on the board throughout the game.
The most basic tool in the Bard's arsenal is the Hero Power, giving a minion +2 Health for 2 mana. This allows the Bard to establish a more resilient early board presence than other classes, and synergises with many of the Bard's spells that benefit, or otherwise interact with, the highest Health minion on the board.
The importance of minion Health in the Bard's game plan is further bolstered by the class-specific keyword: Forte.
An artist as talented as Silas travels only with the best, and the best shine under the spotlight. Any minion with the Forte keyword has Taunt when its health is the highest on the board. This makes for an extremely dynamic board: Trading into a minion with Forte active will more than likely cause it to lose Taunt, but it may very well cause another Forte minion to gain it.
As the above cards make clear, the Bard is geared towards board control and midrange strategies. While all out aggression is possible, capitalising on early board superiority to beat the enemy into submission quickly, the class in at its best when it is ahead on board, and has a variety of tools allowing it to do just that.
Cutting Words is a Basic card, allowing the Bard to set up beneficial trades for a price that cannot be beat.
Young Troubadour is the perfect target for a turn-2 hero power, more than likely transforming it into a 2/3 with Taunt.
Technicolor Dreamcoat exemplifies the Bard's ability to capitalise on being ahead on board. Quite inefficient as a +2/+2 buff, it becomes exceptional if it also gives the target Taunt.
Persuasive Argument is another example of tools available to the Bard: Secrets. Costed at 2 mana, Bard Secrets act similarly to the rest of the class' arsenal, redirecting or stopping attacks and manipulating stats on board, rather than dealing direct damage.
Scorpio the Inimitable, on the other hand, (the Bard's Classic legendary) is one of the few Bard cards that deals direct damage, converting board presence into a finishing blow.
I hope you enjoyed this preliminary look at the Bard, and I hope I'll get a chance to showcase more of it in the future. As a final note, I'm not very happy with the class art assets borrowed from HearthCards.net (the pink might be a bit too bright for my taste), and should my submission pass to the next phase I'll more than likely create custom ones from scratch.
Jan 17, 2019SunnoxPL posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan Creations
Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…
The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.
Armored Baldur – This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.
Ice Crawler – The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.
Protective Weevil – Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.
Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.
Hive Knight Tiso – As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.
This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.
Jan 17, 2019maxlot posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan Creations
The Ringleader is a light, fun-loving class that does its best to put on a show for its audience. The class has a lot of strong synergies, buffs, heals, tokens and a focus on miracle play.
Signature is the Ringleader's keyword, and a big part of what makes the Ringleader the Ringleader. Many circuses are famous for their own different acts, one specific act among the entire show that they slap on posters and imprint into the memories of everyone watching. Signature symbolises that. When you begin building a Ringleader deck, everything's as normal, the deckbuilding is just the same as any other. But when you include a Signature card into it, a slot appears at the top, filled with a pair of bananas to keep the seat warm. From there, you can drag any spell in your collection into it.
These spells appear at the top of the decklist no matter what, in golden text and still taking up the slots in your deck. For a Ringleader, these spells are their, well, Signature , the one they're best known for and the one that puts them apart from the rest. Most Ringleader decks aren't defined fully by their themes, but more specifically by the one specific Signature that ties it all together. Enough talk on thematics though, what does a Signature really mean for a deck? Many Ringleader cards add copies of your Signature to your hand or your deck, and some modify the way it works. Many times, this just means it'll have an extra effect added on top of the spell, both spectacles triggering at the same time, but some change the way the Signature is targeted, repeating every effect on the card onto every new minion it affects.
But then, what of the subtle, overly cautious rogue, or the stoic, overly annoying priest, neither whom pay the same love towards their granduer as the greatest of Ringleaders, who happen upon Signature cards through their burglery and mind-reading? Well, much alike the Worthless Imp s from Sense Demons or the Shadow of Nothing from Mindgames , the Bananas from before will act as the default option. Should they be the type to rely on stealing a lot, they should end up finding a Signature generation card eventually. And by that point they should have built up quite the impressive Banana indeed. And besides, most Signature cards will do something by themselves regardless.
Star Performance ~ A cheap, targeted, multi-purpose buff and heal card from the basic set. While not the most exciting card on its own in the game, a Ringleader knows that the signature act of their show is their most trained, not their most extravagent. Healing your hero and buffing friendly minions is a big part of Ringleader; be sure to consider basic cards like these when looking through Signature cards.
Circus Supplier ~ A handy little chap that's sure to be of use in any circus - he just radiates enthusiasm. He's a nice and simple way of getting yourself more copies of your Signature across the course of the game. I had two Star Performance s in my deck, but with two of these, I may as well have four. That's a lot of attack boosting and healing, however we're not really doing anything too fancy with it yet. And hey, if another class gets one of these guys, what they get will be amusingly appropriate.
Firedancer ~ Before, we were just setting up, but suddenly, those Star Performances might be looking a little scary to your opponent now. If the Ringleader can establish a small board, an extra 9 damage is gonna be coming right for the opponents face, maybe more. The Firedancer is an exaggerative man, putting on quite an impressive performance, and positively heating up the audience for what's to come next... But wait, those Star Performances also heal, right?
(Pay no heed to the old Ringleader border! The work of trickery, surely!)
Three times the targets, three times the spells. Three buffs, three individual heals that bring you an extra 9 Health. This goes for any targeted card that does more than one thing, though effects that say "Your next Signature " only pertain to one of those casts, of course. While any Ringleader can run any spell, the ones they're using as their Signature will surely feel different from the rest.
Dining Dash ~ Ringleaders also have access to aura spells or turn spells, whatever you want to call them. Think of Lock and Load or perhaps Stampede . These spells work the same way, and of course reward the Ringleader for doing a LOT of things in a single turn. Such as, for example, healing your hero a lot of times in one turn. Hmmmm... I wonder how they could do that? Miracle players need look no further than Ringleader for their source of massive, one turn insanity.
Finale Architect ~ This lady is the one who likes to plan out the final acts of the shows she works on. Works great with aura/turn spells and spells that don't require targets, though the ones that do will just target randomly should their original target die before they cast. Sometimes, things don't go according to plan, and that's just fine. Be sure to write out a little risk assessment form before using her, because she certainly won't be doing that. All she cares about is making sure your next turn is one that leaves an impression, which it certainly will.
Expect a lot more signature generation, healing, buffs, wacky insanity and potential for explosive plays in the future of Ringleader, for these five don't even scratch the surface of its potential.
Regina ~ Fajareka Setiawan
Announce ~ Maren Marmulla
Performer ~ Jingsketch
Chain Dance ~ Anastasia Bulgakova
Star Performance & Finale Architect ~ Anzka Nguyen (Seriously check her stuff out she's great)
Circus Supplier ~ ALRadeck
Firedancer ~ Cesar Rosolino
Dining Dash ~ Dmitry Bolotov
Jan 17, 2019Phoenixfeather posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe Oracle Class by Phoenixfeather
An Oracle watches from her temple perch, listening to the pleas of all people, peasants and kings, children and immortals, mages and paladins, alike, all begging for her blessing on the days to come. She listens, curiously, seemingly ignorant, as she chooses the path for others to walk. The future weaves itself into perfection for those she has deemed worthy.
An Oracle wanders the grimy streets of a crowded city. Civilians glare in disgust at his ragged clothing and maddened look. But filth matters not, for he knows the truth. The Impending Doom is coming. The gods have forsaken the world... and if only the people would listen. He continues his mad chant, stumbling over his own words and feet, crying for his enlightened voice to be heard.
An Oracle rides at the head of an amassing army. A shining crown is perched atop his head, signaling his power. He sings of victory. He speaks of the Countdown of fate that is unending, forever ticking onward, to a certainly predictable outcome. He knows their eventual victory is certain. He has foreseen it. It is merely a matter of time.
Strengths: Insane Value, High Card Draw, Effective Removal, Looks Hella Awesome When Things Work
Weaknesses: Slow, Unresponsive to Threats, Low Healing, High Skill Ceiling
Likely Archetypes: Control, Combo, Tempo
Does an Oracle predict what happens next or does she spin fate to make sure it does? Nobody really knows for sure. Regardless, something awesome is coming. Just be ready for when it comes to meet you. Introducing, the Oracle's class exclusive keyword: Countdown .
A Little More Information About Countdowns
When X reaches 0, the Coundown is destroyed and the icon is removed.
Like Quests (and unlike Secrets), Countdowns are played revealed.
Countdowns are only for spells . Some minions may have synergy or have effects that cast Countdowns.
This takes the place off a Secret/Quest slot, so no more than 5 (in any combination) can be simultaneously active. In addition, some cards may have effects that occur when a Countdown is cast (ex. Wonder)
Like Secrets and Quests, you may not have multiple copies of the same Cooldown active at the same time.
Timekeeper: The Oracle must not only predict the future, but manipulate it into her favor. A friendly Timekeeper can let you take an extra turn, cutting down the speed of countdowns and triggering Start and End of Turn effects. Most of the time, you're simply drawing a card and ramping a Mana Crystal. Edit: After numerous "You stole my Time Traveler!" accusations, the card art and effect has been slightly tinkered.
Sludge Prophet: An Oracle can always appreciate the help of her minions to lighten the task of weaving victory. Thankfully, a nearby Witchwood Sludge Prophet was willing to take up the job. Despite a little icky-ness, this friendly Prophet helps everyone, including your opponent, get a little more card draw, so long as you don't kill him.
Wonder: There is no success without a bit of trial and error. Although the Oracle's pondering of the future may bear little fruit at first, in time, a breakthrough will come. And voila! Two turns later, the Oracle suddenly discovers two new cards to play! It's a simple example of a Countdown.
Impending Doom: Unfortunately, the future is not all sunshine and Shimmering Corsair s. DOOM AWAITS. Well, not immediately. If you wait patiently, it'll come. DOOM AWAITS IN LIKE FOUR TURNS! Just wait. In the meantime, you're welcome to have a friendly chat with the enemy minions (as they impolitely pound your face).
Deus Ex Mors: "Time's Up! Let's Do This!" No more waiting for pesky Countdowns to slowly bring Impending Doom. Why not just have it happen... NOW? This Classic Legendary can allow a cascade of powerful effects trigger all at once! Your opponent simply won't be able to keep up!
See you all next round!
Jan 15, 2019OpenHU posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan Creations
represented by Sharpshooter Nally:
The Marksman brings 2 new keyword, Ranged and Ammo
Marksman is basically a control class, with many tools to destroy enemy minions, and destroying enemy combo pieces.
With a limited healing capacity (just like Hunters), Marksmans must protect themselves in a different way, o therwise they are vulnerable to direct damaging classes like Mages.
Marksmans can upgrade they weapons, using a variety of ammo cards. An ammo card isn't lost when the weapon is destroyed, but only one can be attached at a time.
After this short introduction, i hope i will have the opportunity to show more about Marksmans.
Thank you for your precious time!
Jan 15, 2019Shatterstar1998 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan Creations
Class: The Astromancer
Hero: Rishi Sterling
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
- High RNG that is balanced by cards that grant Gaze.
- Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
- Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
- Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Example Cards :
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the meteors shot from this card will focus on the Gazed enemy.
Weaponized Telescope and Starscryer Sera are two examples of cards that grant and synergize with Gaze . Cards with Gaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways from the class to interact and benefit from Gaze beside random effects. Weaponized Telescope is also an example of this class's usage of weapon: Similar to Shaman and Paladin, they use weapon for tempo and assist their cards rather than being a main focus like Rogue or Warrior.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Constellation Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
Oct 6, 2016Hieii posted a message on Weekly Card Design Competition #4.13 - Submission TopicPosted in: Fan Creations
Unity is strength
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