Quote from Woodsy2575 >>That's because Wizards supports it by running tournaments, which Wild will have none of
- Ryan_Sechrets
- Registered User
-
Member for 9 years, 10 months, and 11 days
Last active Tue, Jan, 1 2019 16:50:25 -
- 5
- 16
- 41
- 0 Followers
- 546 Total Posts
- 760 Thanks
-
2
Baldassar posted a message on I Had A Nightmare About Hearthstone Last NightPosted in: General DiscussionDo you have a crystal ball or some other future-telling ability? If so, you're wasting it by just looking at future Hearhtsone tournaments and mode support... -
1
RichardSRocha posted a message on Why the Magnetic Keyword is a Mistake and How to Fix ItPosted in: General DiscussionQuote from RavenSunHP >>It has to make sense.
Mech was obvious choice for fusion.
But what can fuse with any beast or stand as a minion on its own?
Or Dragons?
The only possible non-mech target would be Elementals, and even then, it would be weird.
Parasites.
-
1
Skyi101 posted a message on Why the Magnetic Keyword is a Mistake and How to Fix ItPosted in: General DiscussionI get where your coming from that it should just apply to whatever tribe tag is on the card.
However, it's about the theme of the expansion and if Magnetic cards are overall good or better then they will always have a place in wild after rotation and that's okay because it makes way for new cards in standard. I think its limited to just the mech trove not just for flavour but to keep design space open too.
Personally I love magnetic, it's a great mechanic and I look forward to see the rest of the cards for this Key word.im guessing we'll see quite a few neutral mechanical this expansion to support the class cards.
-
5
Chantry posted a message on Why the Magnetic Keyword is a Mistake and How to Fix ItPosted in: General DiscussionI like the idea of expanding the design space, but I also believe that limitations breed creativity. Having this only work for Mechs adds a little unique identity to the Tribe, lends itself to taking a look at old Mechs in Wild, and has a nice Flavor to it: robots that can be grafted together.
Your idea is a good one, but I believe I prefer Magnetic as it stands.
-
10
BrokenCycle posted a message on Why the Magnetic Keyword is a Mistake and How to Fix ItPosted in: General DiscussionI personally think magnetic is more thematically appropriate than fuse. There is almost nothing that would make sense fusing. Oozes maybe. It is perfectly fine to have keywords contained to a single set. Recruit was contained to one set, echo is probably contained to one set. Magnetic should be no different. You can get a little crazier with expansion keywords than base set keywords too. Aside from that, I am completely in favor of giving each tribe their own unique mechanic. Mechs and murlocs are kind of boring in that way. Dragons have hand mechanics, elementals have played the turn before mechanic. I think having something like that for each tribe makes each tribe cooler.
The way they handled magnetic tells me they are not planning to using it outside of the set. Which is fine, it makes them have to come up with the next cool mechanic.
-
19
thebitterfig posted a message on Blizzard is Considering Options for Druid - More Information this WeekPosted in: NewsBoth the instant-ramp of Innervate and the long-term ramp of Wild Growth and Nourish are incredibly strong mechanics. With Warlock, the incredibly strong hero power is balanced by having weaker class cards. That's why Cho'gall was never good: warlocks don't have spells worth casting because their hero power requires their spells to be weak. With druid, there clearly hasn't been the same sort of class-weakening to balance the strong core mechanics. On top of this, Wild Growth and Nourish don't have large opportunity costs, since if you draw them late in the game instead of early, they turn into cycle.
This is why, for pretty much the entire history of Hearthstone, Druid has never been a bottom-3 class. They haven't always been a top-3, but they've never really been bad.
My nerf ideas would be the following, perhaps not all of them need to be done:
1. Cap Jades at 8-mana 8/8s. It's probably still nearly unmanageable, but if they cap out at the size of Giants, that just seems fair, and will help keep the mechanic from getting out of hand in Wild as time passes. There's a lot of things in the game which can kinda deal with 8/8 minions (Warrior quest hero power, for example), and incremental damage and stall can work (the spell Blizzard), but stuff really breaks down if they get to 12s and 13s.2. Hall of Fame for Nourish. It's too versatile, and also has a Rag-like issue. Any other mana ramp or draw effects for druid are going to be worse than this. No one will play Lunar Visions if Nourish exists, because it's worse for draw, and it's worse for ramp. Adding new cards with different ramp and draw mechanics will help keep druid interesting and fun, help keep them feeling different, as time passes. Beyond balance, I think that's a good thing for the game.
3. Change Innervate to reduce the cost of your next minion by (2). Basically, Preparation but for minions. It'll still allow a druid to ramp out minions (the core theme of the class, which should be preserved), but there won't be the same high-tempo plays from getting faster spells or squeezing in extra hero powers.
4. I'd probably let Ultimate Infestation roll for the time being. It'll rotate out. I think it's a better idea for classic cards to be touched, since Blizzard decided that they should have a permanence within the game. The baseline should be made fair, since every upcoming set will have to work within that framework. I like the all-4s nerf, I like the 3 cards/4 damage/5 ghoul/6 armor suggestion I've seen a few places, but I think they're less vital than addressing the permanent core of Druid.
5. I'd consider changing all the druid 1/5 taunts into 1/4 taunts (from the 2-mana minion, Spreading Plague, and the DK hero). Going from 5 to 4 health is a pretty big breakpoint in terms of the difficulty of removal and trading, but I think all the cards would still be good for their mana costs.
6. This doesn't mean that other classes don't need a touch on some of their core mechanics. If Blizzard hadn't gone with a permanent Classic set and permanent Hall of Fame/Wild pool, but instead had cards that would rotate in and out of the format, I'd definitely say Ice Block needed to rotate out for a year. Maybe it'd need to come back, but it'd be good to see if Mage could withstand losing it. I'm hesitant in a world where nothing has come back from the Hall of Fame or from Wild sets, but it stands out to me as something that might need to be looked at.
-
20
leefnmajors posted a message on Deck Spotlight: J4CKIECHAN's 83% Win Rate Lyra Miracle Priest (Rank 4 to Legend)Posted in: NewsI think it should be called a Sex Panther Priest.
60% of the time, it works every time.
-
4
ZardozSpeaks posted a message on WCDC Season 5 Finale - Mini Comp #4 (Submission)I was very disappointed that we didn't get a Tortolla card in un'goro, given how much the Tortollans like to talk about their demigod. Now Druid can play the ultimate turtle game!
Tortolla synergizes well with the Jungle Giants quest. Survive to turn 7 and squash those puny aggro decks! I imagine this card, combined with all of druid's great armor cards like Earthen Scales and Feral Rage, opening up a new fatigue deck I'd call "TURTLE DRUID". Note that this isn't broken with Jade Idol since token minions never gain taunt from Tortolla.
-
50
ihascorm posted a message on Weekly Card Design Competition 5.17 - Submission TopicJust thought this card would be a fun idea for discard warlock decks. It's a little like Primordial Glyph in how it works, except it can be used to retrieve important cards you discarded.
-
10
Zence posted a message on Weekly Card Design Competition 5.17 - Submission TopicFlavor: She's merely a distraction... You should probably be watching your back right now.
Seems simple but boy is she deadly! A 4 drop with not the best stat distribution yes, but what she lacks in defense, she makes up in with power. Set this up right and you can make Miracle Rogue, Combo Rogue, and yes, even Quest Rogue all the more deadly.
This card opens up more combos for more unique styles of decks and a wider array of plays!
- To post a comment, please login or register a new account.
2
Why did this release on July 10th if they announced that the expansion announcement would occur on July 12th? Just curious.
3
I think the idea of an orc rider on a dragon whelp is hilarious and consistent with the levity of Hearthstone! :)
6
The idea of a card that is either a minion or a minion enchantment is a great one! It offers flexibility like Discover, prevents dead cards in your hand, and generally encourages more in-game decision-making. Therefore, the idea of the Magnetic keyword has a lot going for it!
The problem is that Magnetic is limited to the mech tribe, arbitrarily restricting the design space for use of this keyword mechanic in future expansions. We saw this problem before, after GvG, the mech tribe received little support. If that happens again, this would be Blizzard introducing a new keyword with limited use, and Blizzard has said that they want to limit the number of keyword mechanics to keep the game accessible (I'm looking at you, Enrage).
Here is a simple proposal to improve the mechanic: Call it "Fuse" and have it always specify a tribe (or tribes). For example, this is how the card text of the new card, Spider Bomb would read:
Fuse: Mech
Deathrattle: Destroy a random enemy minion.
This would allow for many more interesting card interactions. Sure, some could be problematic. Don't print them!
What are your thoughts on Magnetic? Do you have a better idea to improve it?
1
I would do the latter except against ping classes.
4
1
What ads? It sounds like you need a better browser or ad-blocker.
1
14
He is definitely full of negativity and a whiner, as are many streamers. I prefer to watch more positive and constructive streams like Trump and Toast.
1
Nope, just you. Either you play the game too much or it just isn't for you. No one should need to tell you to stop doing something you don't enjoy.
1
Well, the new Elise adds 5 cards from outside your deck. I wouldn't say she is better or worse than the old elise, it's just different. 5/5 for 5 is fine and 2 mana draw 5 random cards is pretty good.