First game, picked Warrior, used a ton of armor gain cards, won, and this was my pack
- Robert13Paulson
- Registered User
-
Member for 10 years, 1 month, and 3 days
Last active Wed, Sep, 26 2018 08:39:54 -
- 2
- 21
- 25
- 0 Followers
- 14 Total Posts
- 10 Thanks
-
11
Rodent420 posted a message on A Less Friendly Game of Chess is This Week's Brawl!Posted in: News -
7
LucasPassado posted a message on Hearthstone Patch 11.2 - Taverns of Time Event, New Bundles, Free Golden Card PackPosted in: Newsand where's the dust back for tess?
-
1
Duufhfj posted a message on Standard Un'Goro Decks you Should be Playing in Season 38 (May 2017)Posted in: NewsGive me downvotes.
-
-2
Teplokot posted a message on New Priest Card Reveal: Mana GeodePosted in: NewsI am looking at the new Jade Lotus cards and wonder why not make this a Jade Crystal that makes a Jade Golem every time it is healed?
Crystal METhAmphetapriest -
15
Szkeptik posted a message on Sea ReaverPosted in: Sea ReaverHow is this not a Pirate? I mean "Sea Plunderer"???
-
12
PupleMD posted a message on Class Creation Competition Phase II - Submission TopicPosted in: Fan CreationsWow, second place! huge thanks to everyone who voted for this class, and a firm handshake to any of the excellent ideas that got knocked out.
Class: Pirate
The Pirate deck is all about constantly attacking with groups of minions, which you can see in the basics and the existing cards from last week:
Although I wasn't aloud to use it this round, it's important to remember the unique keyword Raid: when this character attacks, do X.
This card embodies just about every theme central to the Pirate class. We have the appearance of charge, it encourages Pirate synergy, and it's tied together nicely inside a weapon. Giving a minion charge is worth about 1 mana, just like wirlwind for the Deaths Bite.
Don't worry, it's balanced. For a spell, each 1/1 costs just under 1 mana. Seeing as most of Pirates weapons will range from 2-4 attack, the number of minions spawned will average 3. due to the pirate tag being pretty valuable in this deck, the mana is set at just about 3, with one taken away due to sacrificing your weapon. Has awesome synergy with cards like First Mate and Raid Captain.
Classic aggro-essential early drop that really doesn't need too much explanation. Helps with your curve, and synnergises very well with cards like Bar Fight.
Remember this weapon, because it has some awesome synergy with the other class cards and existing neutral pirates, trading durability for better utility in reference to minions who benefit from high attack.
A taunt creature? Doesn't that seem a little odd in a deck that's mainly rush based? Not true, since at one point Sludgebelcher was being run even in aggro decks. However, this is mainly just a card to give players some more options when playing the Pirate class, by giving more defensive synergies with large numbers.
The Pirates hard removal. in quick games, is as effective as silence and destroy, hence it's high cost. Balanced a bit by the fact that the minion is not in any sense gone, and can very much come back in longer games.
Edit: Accidentally put in two copies of the same card. oops
-
10
OBoily posted a message on Class Creation Competition Phase II - Submission TopicPosted in: Fan CreationsThe Lorewalker
"Show me what you've learned."
Reminder : The Lorewalker class is aimed for Control, Aggro Mill, Control Mill, Fatigue and Hand decks. The purpose of the class is to copy your opponent's cards, fill your opponent's hand and resort to peaceful ways to win.
3 Card Examples
Hear and Learn : Lorewalkers, especially Cho, love to recount stories and tell you more about the history of Pandaria. Hear and Learn is your base class card for milling your opponent. It adds 3 cards to your opponent's hand : History Lesson, a 2-mana spell which reads "Draw a card." Thus, the Lorewalker is the sole class to possess a class card which is specifically made for milling.
When you mill your opponent, you want to constantly keep his hand filled with cards. History Lesson perfectly fulfill this purpose, because it's sticky ; it draws a card.
TOKEN CARD - History Lesson
Transcribe : You wouldn't be a Lorewalker if you didn't write down stories you learned. Transcribe is your most versatile class card and can be powerful in any kind of deck. It acts like Shadowstep, but for spells. You want to further mill your opponent? Copy Hear and Learn. Need another AoE effect during the late game? Copy Tranquility. You copied a great spell with your hero power? Copy it. (Too much copies...)
As you might suspect, the Lorewalker is a spell-heavy class. As such, Transcribe is an essential tool. In the classic set, the Lorewalker will even receive more spells that you might want to copy, with diversified effects ; healing, soft removal, early-game AoE, etc.
Mind Opening : On paper, it's really thrilling to be able to copy your opponent's cards, with your hero power or class cards (like Careful Research). In practice, you will not be necessarily inclined to play those cards. Or you won't be able. Deadly Poison and you don't have a weapon? Nerubian Egg and you have nothing to activate it? Millhouse Mana... wait, why do my opponent even play THAT card?
Mind Opening lets you discard useless cards, cycle through your deck and find the cards you really need. In a control deck, it's essential to always have adequate answers in hand, or have your big threats during the late game. The cost to pay? Mind Opening won't cycle itself. But that's not too dramatic.
The 7 Other Cards
Study your opponent and copy his style of play...
Capture the Essence : When you play the Lorewalker class, you don't destroy your opponent's minions. You appreciate their strength and you copy them! Capture the Essence works similar to Mirror Entity . It's harder to use correctly on a filled board. However, it's more subtle (your opponent won't know if you have this card in hand or not) and you choose when to use it. Great card in control matchups.
Careful Research : Careful Research embodies the Lorewalker style of play. Not only does this card give you information about what you might expect from your opponent, but it also give you some cards. Learn from your opponent and use his best assets against him! You play against a Druid and suspect that he keeps Savage Roar and Force of Nature in hand? Usually that's a pretty dangerous and tricky situation, but not when you play the Lorewalker class!
Mill your opponent...
Experimented Teacher : A Lorewalker's most essential skill : teaching. Experimented Teacher is a strong early minion that helps you "flood" your opponent's hand. It comboes well with your other class cards, like Exotic Lore Student and Defiant Guard. And what would be a teacher without a student? Experimented Teacher adds a 0-mana vanilla 2/2 minion to your opponent's hand.
Tranquility : You will need a peaceful environment to teach and study, without loud bangs and clashing swords. Tranquility is the class base AoE effect. It doesn't destroy everything or do a horrendous amount of damage. However, it's excellent for slowing down the game and milling your opponent, while preserving your own board. It can be used in conjunction with cards like Experimented Teacher and Hear and Learn to destroy some key targets.
Fill your opponent's hand to your advantage...
Exotic Lore Student : Ok, you fill your opponent's hand, and after that? Exotic Lore Student, like Goblin Sapper and Clockwork Giant, benefits from your opponent having a well filled hand. It comboes with your other class cards, like Hear and Learn and Experimented Teacher. It is similar to Questing Adventurer ; it has stronger stats, but you don't control its effect.
Defiant Guard : When you mill your opponent, you want him to keep his cards in hand. Defiant Guard helps you slow down your opponent. Against aggro decks, it will probably prevent your opponent from playing two minions at once. Against midrange decks, it could prevent your opponent from playing a minion on curve. Notice that even if your minion dies, its effect still apply.
Take control of the late game...
Prosperity : Pandaria, a thriving land full of wonders. Prosperity acts as a stronger Innervate. It will come later, but it can be excessively powerful. A turn-6 Ysera or a turn-5 Ragnaros (with the Coin) can immediately turn the game into your favour. Also, you may have noticed that your hero power produces overpriced cards. Prosperity helps you play these cards at a reasonable cost.
TOKEN CARD - Young Trainee
What to expect next?
A new Lorewalker legendary which has an excellent synergy with your hero power, a scroll that accomplishes all your dreams, and trolls drinking tea...
Good luck to all the competitors! I love everything that I've seen so far!
-
3
YoThats posted a message on Weekly Card Design Competition #21: Discussion Topicany thoughts? name is not final, just a concept
-
64
Darthscion posted a message on Weekly Design Competition #5 - [Ended]Flavor: "This one totally wasn't my fault guys!" -Deathwing
A really simple card. Bigger Hellfire, for strong board clear, or a potential finisher.
- To post a comment, please login or register a new account.
0
so, i craft tess cause she's the new bad yogg but donesn't kill herself, nut now the nerf her without reason and I get no refund?
4
Really, if this is beyond your comprehension maybe you just need to get a better comprehension of how the game works...
1
Sunwalker
3
so true, blizzard pls, you dun goofed