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    posted a message on [VOTING ENDED] Card Design Tournament #2 - Round 3

    Sorry, but almost all of these cards seem to be some combination of oppressively OP, way under-powered, too complicated, not actually on point with OW, or just plain offensive.

    • Haileystraza - D.Va and D.Va, Pilot:  This card is extremely busted. It's base form is like a slightly below curve Spectral Knight but its deathrattle makes it extremely hard to deal with. Basically if opponent doesn't have a Battlecry based Silence effect they just can never deal with this card. The Pilot should not have Charge and should be restricted to "Kills a minion and survives".
    • StogieBlazer - Tracer: This is just a bad card. A 3/4 for 4 that has an effect that likely will be net negative more often than not. 
    • Redqueen - Hana Song and D.Va: This just feels again way too hard to deal with. Less so than the first post, as you can at least Hex, Polymorph, actual Silence etc. or you can kill it with a damage spell and then take out the 1/4, but you're basically getting a one sided Primordial Drake that can basically protect itself. That seems OP. I think if it were the D.Va first and then the Hannah Song and was a 2/1 who had like "At the beginning of your turn, transform this into D.Va" maybe...
    • TheProgenitor - Mercy: This card is overcosted and I think you might run into some problems with giving +Health to adjacent minions as a static effect. 
    • MrUncreative - Hanzo and Genji: These two seem overly complicated and I'm pretty sure the Genji half leads to messed up board states like "Opponent can no longer attack" with a card like Defender of Argus. Also, Genji is actually the "Offensive" hero while Hanzo is the "Defensive" one so I feel like they're a little reversed. Of course Genji can repel attacks so I guess that makes sense, but it's a little odd to see the Offensive hero being more defensive and the Defensive hero being more offensive.
    • TheWamts - Lesbian Timejumper: First this is just like offensively named. Second, I have no idea what the point of the effects are or how they even tie to Tracer's abilities. So you play one, she dies, both players get a copy in their deck, when one gets played the other player loses their copy from their deck and repeat ad nauseum? What? Why is it two sided? I'm assuming this is supposed to represent her rewind ability but she doesn't switch teams when she does that. If it were just "Deathrattle: Shuffle a copy of this card into your deck" I think that would be better, be more simple, and just make more sense without even being broken. 
    • ZardozSpeaks - Reinhardt Wilhelm: I don't really like Taunt on Charge minions as it feels very much like two opposite types of effects. As someone who mained Rein for a long time I understand the intent of the text line. With that being said I think he'd be better/more on point if he had some effect to protect adjacent minions. 
    • Shanksyo - Reaper: This card seems like a Patches redux. It's a little wonky as I'm not sure what "If the first minion to die" means in a case where two minions trade but it seems like an overly powerful effect. Blizz made the mistake of underestimating the impact of a 1/1 Charge for free out of your deck, a 3/2 for free as value seems even more harmful.
    • Phoenixfeather - Hanzo Shimada: The effect is very powerful, but it feels a little overkill. If you have more than 2 dragons in play you're likely already ahead. If you're using cards like Faerie Dragon to charge this up though it still seems very strong as it's not only a reduced cost flame strike (or even a turn 7-9 guaranteed with 2x 1- 2 mana dragons) but you're getting a body AND it's hitting opponent's face. I think it's probably the closest to a realistic card of the whole lot but I'm not sure if it's too strong or too "win more".
    • thepowrofcheese - Bastion: I like card but the Taunt might make it a little too strong. At 6 mana, a 4/8 taunt is pretty huge and that it can potentially attack for even higher seems nuts. It seems like it already has pseudo-Taunt, so I'm not sure the Taunt tag is necessary. Also, effects like this can be abused with healing effects and other stat buffs. I still like the general card but I think if it has Taunt it'd need to cost 7. My biggest issue is it doesn't feel like Bastion. I get that it morphs from position to position each turn, but Bastion doesn't feel like a character who should have Taunt. It feels like he should have Windfury or even Mega-Windfury while attacking minions or something but be fairly weak against the hero or something. 
    Posted in: Fan Creations
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    posted a message on The Rogue Quest, The Caverns Below, is OP. Nerf it already.
    Quote from Tze >>
     Out of curiosity, what decks would those be? It's pretty far from a linear meta right now (if Warlock had a deck that wasn't awful to grind with, I'd argue it would be perfect), and Quest Rogue hasn't really moved in to oppress it to the level we saw Reno/Shaman/Patron oppress their metas. If there's any meta an off-meta deck is going to be viable, this is what I imagine is the best meta to attempt that in.
     
     See, I disagree. Quest Rogue in my opinion is the most polarizing deck they've ever allowed. A healthy meta revolves around Rock, Paper, Scissor to a degree; there will always be favored or poor match-ups for any deck and I think that's not only expected but ideal, but it's never meant to actually be as 100% black and white as Rock Paper Scissors. 

    A healthy meta needs a Rock that still has a small, but real *chance* to beat Paper. Quest Rogue makes Hearthstone actual RPS. If Quest Rogue runs into an aggro-deck it loses, if it runs into a control deck it wins. That's not a meta and what's worse is there's no interaction. 
    I'm overstating to some extent the actual win/loss, because I've certainly beat QR with a control deck and when I was testing the deck I lost to some control decks like Taunt Warrior but beat aggro decks. The thing is those outcomes are fringe. My control Priest can and has beat Jade Druid fairly consistently, albeit (and as expected) lower than 50% once I hit Rank 5 or so. Once I hit that same tier my win rate with that deck has dropped to something like 1/8 versus QR and that 1 win required absurdity to happen (i.e. My turn 3 I Potion of Madness his turn 3 Igneous Elemental and SW:P it with it on my side and then he runs real dry of quest activators). For me a "bad matchup" should still have an expectation to win like 25-33% of the time. It shouldn't be 5%> just by virtue of the match-up and I suspect if you had skilled players testing QR vs Control Deck and then QR vs Aggro deck, we'd see less than 25% win rate for the Control deck and the QR vs aggro. 
    Posted in: Card Discussion
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    posted a message on What's the most amount of damage you can do in your first 3 turns on an empty board?
    Quote from TheHiddenNinja >>

    I'll describe a situation that actually happened to me.

    Turn 1: living roots coin living roots

    Turn 2: mark of the lotus mark of the lotus 12 damage to face

    Turn 3: Savage roar for another 22 damage.

    34 damage, and this actually happened to me.

     I've actually killed people on turn 2 with Silence Priest. Never the 54 damage one described before but you can get 32/32 pretty frequently. Or at least a 28/28 that opp gets left at 2 hp with a massive minion they can't kill and scoop. Radiant Elemental enables super insane turns.

    My favorite was I killed a guy with his own turn 2 Doomsayer with Potion of Madness and starting with a 7 Health body to get it up to a 36/36 and smashed him. 
    Posted in: General Discussion
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    posted a message on Would you like to see an anti-Jade crab?

    I still think this is the way to "fix" Jades. 

    Making a crab to kill Jades doesn't really solve the problem of "Jade" - which is really that Jade Druid can never fatigue and increasingly just overwhelms the board. There's no coming back. The decks that can and actually want to kill "jade" minions don't have a problem with that; it's that they're just instantly replaced with bigger ones.

    If there's really a "Jade Crab" it'd need to say something like "Kill a Jade Golem and reset its controller's Jade Golem growth" or something. That would be too strong though so I don't really see how you do that.

    Posted in: Card Discussion
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    posted a message on The Rogue Quest, The Caverns Below, is OP. Nerf it already.

    The issue isn't really whether it's OP. The issue is that it turns a game with already limited interaction into two games of solitaire. They nerfed Grim Patron decks because of this issue, and I actually always thought Patron matchups actually had a level of interaction, as you could make the board state such they could never actually OTK you without having your own minions in play to charge berserkers and their combo was extreeeeeemely fragile. Quest Rogue suffers from the same problem as Patron, but it's even worse. It's more consistent, it's extremely durable, and it's far easier to OTK from an empty board state. 

    Until they make cards that you can play on opponent's turn or in response to something a thing (i.e. Magic's 'Instants') , decks like this really shouldn't have any place in this game. 

    Posted in: Card Discussion
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    posted a message on What's the most amount of damage you can do in your first 3 turns on an empty board?
    Quote from Alkoviak >>
    Quote from lostkiwi >>
    Quote from CBach09 >>

    Turn 1: 

    Coin + Radiant Elemental

    Turn 2:

    Radiant Elemntal + Power Word: Shield x2 + Shadow Visions x2 + Divine Spirit x3 + Inner Fire

    Hit for 56.

    Turn 3:

    Divine Spirit + Inner Fire

    Hit for 112 and 2 for a total of 170 damage on turn 3.

     Whilst that is a pretty insane combo (I have been OTK'd by priests in a similar manner many times), you wouldn't have enough cards in hand for that.
    You are right, he would be missing one card
    Turn 1: Start hand Radiant + Radiant + power world shield x2 + first turn draw : Shadow vision 
    Turn 2: second turn draw : Shadow vision + Power word Shield x2 draws divine spirit x2
    Turn 3: third turn draw : inner fire
    So this combo is maximum 114 damage
    Obviously the two shadow vision need to be played to get Divine spirit before playing the double power word shield
     I think he has enough cards. 
    Turn 1: Start with 5 cards + Coin > Play Coin Radiant elemental = 4 cards in hand.
    Turn 2: Draw 5th card. Play Elemental #2 (down to 4). Play 2x PW:S (still at 4). Play 2x Shadow Visions copying the *second* copy of Divine Spirit (Still at 4). Play the 2x copies + 1 original copy of Divine Spirit (Down to 1). Play Inner Fire (Down to 0).
    EDIT: Oh I see, it's the third turn he'd be short a card. I kind of stopped counting after you just hit your opponent in the face for 56 turn 2. 
    Posted in: General Discussion
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    posted a message on What's the most amount of damage you can do in your first 3 turns on an empty board?
    Quote from onjens9k >>

    May take a bit of luck this one

    Turn one:

    coin, innervate, barnes – summons 1/1 Y'Shaarj, end of turn get 10/10 Y'shaarj

    Turn two

    Power of the wild, +1/+1 all

    Attack with 4/5 barnes, 2/2 and 11/11 Y'Shaarj for a total of 17

    Y'shaarj and Y'shaarj each summon blood of the ancient one, get 30/30

    Turn 3

    Innervate Leeroy

    Attack with 4/5, 2/2, 11/11, 30/30 and 6/2 for a total of 53

    70 damage in all, turn two and three can probably be improved for even more ^_^

     That one is creative thinking but sadly does not work. The Y'Shaarj is your end of turn trigger so the two Bloods will not trigger. It's for the same reason if Y'Shaarj pulls something like a Ragnaros or Ysera they won't trigger that turn. At least, I *think* that's how that interaction works, but Blizz isn't the most consistent on things like this. 
    Posted in: General Discussion
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    posted a message on Biggest misconception in UnGoro

    Discover is a very powerful but I would dare say necessary mechanic in this game. It helps get around the issue of not having a sideboard, which some decks would absolutely need otherwise, and it also is *usually* tacked onto a sub-optimal base card. The exception to that rule is Drakonid Operative which as a 5/6 for 5 is already as big as any non-drawback 5-drop and it is pulling from opponent's deck so the field of cards it sees are usually very strong unlike cards like even Glyph or Stonehill which regularly show at least one or two terrible options. With that being said, please don't nerf my DrakOp I love him. :)

    And maybe it's my current Priest-Player bias, but I think Shadow Visions is one of the best designed cards ever for HS. It allows you to make reasoned deck building choices and add a new level of consistency to a class that is very often on the slower, more controlling end of the spectrum. I can run a single Greater Healing Potion but with 2 Visions it tends to feel closer to me running like 2.5 without the drawback of having actual 2 heal spells versus decks that don't care about healing like Jade Druid. It's almost the pseudo-sideboard card. 

    Posted in: General Discussion
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    posted a message on Is Nxus Champion Saarad most underrated control card ever?

    He felt like he wanted to be what Lyra is. I crafted him very early in TGT and often ran him as a midrange must-answer in my control decks but pre-Raza and the like the 2 mana cost of hero power alone was debilitating to really get huge turns with him. Basically I'd run him out into empty boards versus decks that had a hard time dealing with a 4/5 on turn 5, like versus druid for example,  or often end up having him function as a pseudo-turn 7 yeti babbling book hybrid. 

    After they released Raza and Beardo I actually crafted both of them and proceeded to have some very fun games of just going absolutely nuts, but now Lyra has usurped even that engine as Lyra, albeit Priest only spells, does what Saraad engines want to do but so much easier.

    Posted in: Card Discussion
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    posted a message on What other legendary needs improved animation??
    Quote from Entro9 >>

    Wait death wing got a new animation? What is it? Cause his old one was just a red version of every other board wipe or so 

     It looks like he flies over the board and rains down a molten swath killing everything and then lands. 
    Posted in: Card Discussion
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    posted a message on Primordial Glyph power level: Should it be nerfed?

    You aren't really getting a discount unless you're using Sorcerer's Apprentice which gives essentially an extra -1 cost effect as she reduces both the glyph and subsequent spell. I just think too many people get salty when someone tosses a Pyroblast on turn 8 but fail to realize the Mage tempo'ed themselves out of maybe their turn 2 earlier that game. I feel like this is in some way a more fair Overload cost as you're front loading the pseudo-tax. 

    "(0) Mana: Discover a Spell" would absolutely be strong, but there's a legitimate chance you get nothing you really want. And I'd argue Glyph is considerably worse than "(0) Mana: Discover a spell" even though functionally very similar, as you need the 2 free mana to start with and if you end up taking something like Mirror Image you aren't even getting a discount.

    Discover is certainly powerful, especially when the pool of valid hits is strong like mage spells or Taunt minions in paladin, but I think too much is being made about it. 

    I still think Ethereal Conjurer and Babbling Book are stronger because you're actually getting the value of a minion in addition to the randomized/semi-randomized rip at a Mage spell. The discount really doesn't mean as much as people are making it out to. It's an immediate tempo loss for the potential of a tempo boost later.

    Posted in: Card Discussion
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    posted a message on The Best Legendary Card
    Quote from HGlaucemic >>

    Best class legendary IMO: Tirion Fordring.  Auto include in almost any paladin deck.

    Honorable mention:  Lord Jaraxxus.  Bailed me out numerous times.

     This. And that's assuming you mean specifically "Standard legal classic class legendary" and even then I'd also add Archmage Antonidas above Grommash- Ragnaros and Sylvanas are pretty nuts, which is why they got moved, and Ysera and Alexstrasza still see a ton of play.
    Second, if you're looking to play Quest Rogue or Quest Hunter neither Van Cleef or Grommash really go in either of those decks. That's not to say you can't play them, but they just aren't great in them.
     
    Posted in: Card Discussion
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    posted a message on Is it typically harder to climb the ladder at the beginning of the month?
    Quote from Ophion >>

    Yes, very much so. Rank 13 is about where legend players end up after the reset. If you want an easier climb you should wait for at least a week until players have climbed closer to their appropriate rank.

    It doesn't even start you that low. I was a little better than 1500 legend last month and started at 16 this month. 



    Posted in: Standard Format
  • 1

    posted a message on Primordial Glyph power level: Should it be nerfed?
    Quote from hillandder >>
    Quote from Lajko >>

    i hate the WHOLE DISCOVER-MECHANIC.

     Discover is a great mechanic in a game lacking sideboard, but must have a cost, minimum 1 mana like Hallucination, free is broken.
     I think this is the critical point. Discover in many circumstances serves to actually help reduce jamming a ton of silver bullet cards in your deck that are trash versus the bulk of opponents but critical versus a handful.
    I think Glyph is strong, but I don't think it's too strong. I actually think it's worse than Ethereal Conjurer and probably mostly on par with a card like Babbling Book. Yes, you get a discounted spell, but it's almost like a reverse of Overload: 2. The upside is it gets doubly reduced with Sorcerer's Apprentice as the -1 applies to both thus making the discovered spell cost actual -2 rather than pseudo-same cost, and it also buffs Mana Wyrm

    The biggest problem I have with the card is its interaction with Cabalist's Tome which makes Tome much stronger in Standard in particular as you very frequently get a Glyph which helps to increase the consistency of Tome hits, and similarly ripping a Tome off turn 2 glyph leads to turn 3 Tome and you have a very legit chance of just cycling Tomes and Glyphs for infinite value as necessary. 
    I still don't think it's "too strong" as in "this is a problem that needs to be fixed" - I just think it's a "very strong" card. 
    Posted in: Card Discussion
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    posted a message on Advice on mirror matches, please

    It's mostly about knowing when to make the smart trades versus when you're supposed to go aggro. Too many people do one or the other and don't know when they're either falling behind that going face is leading them to their death or not realizing they're far enough ahead to become the aggressor and eventually get burned down first.

    Basically, in the MR hunter mirror more than most, you want to maintain the slight tempo advantage. Keep pressure up with your hero power frequently while maintaining either control or threat on the board. You don't need to go all face and you don't need to go all control; just enough face to keep them on the clock and enough control that you don't fall behind. Some of this is obviously just luck of the draw if the decks are exactly the same.

    Posted in: Hunter
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