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    posted a message on League of Legendaries

    I see where you're coming from with these and to explain Alistar I was sort of thinking about atttempts to summon him without activating his Battlecry through alarmobot etc. so you can suddenly have a random 6/9 charge stomp into the board

    I think Alistar could have that as an enrage ability. Fits him too, being an angry fucking bull.

     

    Posted in: Fan Creations
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    posted a message on League of Legendaries

    Aatrox's card text doesn't suit his mechanics/playstyle in LoL. He should have a deathrattle effect that returns him with half health and maybe make him start with 6 health. Warrior class makes sense.

    Ahri should belong to the mage class and have different card text as well. She is known for her elusiveness, high burst, and her charm. Her card text should be something like "Spell Damage + 3. Cannot be attacked."

    Akali's two mechanics that you gave her clash. Once she attacks with her charge, she is revealed. Her text should read something like, "Charge. At the end of your turn, gain stealth." That way, she plays like she does in LoL, assassinating her target before cloaking herself back in her shroud. Also, you gotta change her to rogue class for obvious reasons.

    Alistar is a trainwreck, no offense. I don't know what you wanted with this card but the card text just doesn't make sense. The battlecry activates when Alistar is played, therefore, he never has charge. I think a better card text to fit his character is "Taunt. Incoming damage is reduced by -1" It relates to his tanky role as well as his ultimate ability to negate % of all incoming damage. He belongs in the druid class.

    Amumu's effect out of all of these cards is the only one that truly defines his character. The only change I would make to amumu is his attack stat to 1 and possibly adjusting his cost to 4. I like the path you took with him. Being a mummy, I'd throw him into the warlock class.

    Posted in: Fan Creations
  • 0

    posted a message on Dr. Boom vs Ragnos? Which to craft?

    obv boom

    Posted in: Card Discussion
  • 0

    posted a message on Getting Fireside card back with ease!
    Quote from KenobiNinja »
    Quote from Markdrgardner »

    Anyone around wants this still? Join us via the link in Evolve forums "Fireside Gatherings-  Get the card back"

     https://www.evolvehq.com/games/hearthstone/topics/get-the-card-back-eu

    Online now, just waiting for someone who also need the card back. 

    Same

    Posted in: General Chat
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    posted a message on Help to beat Freeze Mage.
    Quote from Jay_Paladino »

    [card]Kezan Mystic[/card] its all you need, run one copy, steal ice block, and GG :D

    Basically this as well. Hopefully, you'll play nothing BUT freeze mage and hunter because this card is only good for a small niche.

    Posted in: General Discussion
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    posted a message on Help to beat Freeze Mage.
    Quote from avoidiam »

    I realize this is an old thread, but I just got smoked by a freeze mage and wanted to ask.  Without designing a deck to specifically beat freeze mage, what is the best general strategy when facing one?  I was playing demonlock and had him down to 2 when I popped the second ice block, then got hit for 24 damage next turn.  Is there a real counter to this, again, without designing a deck to specifically beat it?  Or you do just say okay, I only face maybe one a day, take the loss and move on?

    That's what sorta annoys be about Hearthstone sometimes is that it doesn't really seem designed with counters in mind.  Hell, mage itself is the only one with a counterspell.  I run loatheb, but didn't get it before that round.

    You already know the answer to why you lost against freeze mage. You're using warlock, the one class that kills you faster, and you couldn't dig for Loatheb in time. You can't win your worst match-up every game.

    If you start facing an overwhelming amount of freeze mage where you are in your ladder right now, I'd recommend teching in an Antique Healbot. It gets you out of lethal when facing freeze mage and aggro.deks

    Or, you know, switching classes until you stop seeing freeze.

    Posted in: General Discussion
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    posted a message on New Mage Card Idea, Chilly
    Quote from Selutu »

    I actually find it balanced, or even underpowered. 5 mana 4/5 doesn't pass the vanilla test, so the effect should be very strong, but yet freeze your opponent's minions when they are summoned means that all it essentially does is disable charge. It doesn't affect anything else.

     

    Scrap that, freezing means that it can't attack the next turn. But yeah, I think the balance is okay. Maybe knock it up a mana and give it a 6 health body instead so it's less fragile?

    Possibly. I wanted this minion to not have an absurd amount of health so he can be removed without too much trouble, but still put a tremendous amount of pressure on the board if your opponent didn't play a minion turn 4.

    Posted in: Fan Creations
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    posted a message on New Mage Card Idea, Chilly
    Quote from Selutu »

    I actually find it balanced, or even underpowered. 5 mana 4/5 doesn't pass the vanilla test, so the effect should be very strong, but yet freeze your opponent's minions when they are summoned means that all it essentially does is disable charge. It doesn't affect anything else.

    Quote from Scoops »
    Quote from Decadence99 »

    Not sure if you worded it the way you intend it to work because currently it's extremely weak. The only thing it would actually stall is minions with charge. Freeze only lasts 1 turn, so summoning any minion without charge can't attack the turn it's played anyways, giving the freeze effect zero value...

    I worded it correctly. If you hover over the word freeze you'll see the definition and it states, "Frozen minions may not attack during their next turn." Not THE next turn, THEIR next turn.

     For example, if you were a Warrior player and you attack a Snowchugger with your hero using Fiery War Axe, your hero is frozen your next turn even though you got frozen this turn.

    Posted in: Fan Creations
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    posted a message on New Mage Card Idea, Chilly
    Quote from D00mL0rd »

    Honestly this seems very balanced to me because often times minions aren't dealt with by playing other minions, they're dealt with by trading what you have already and playing spells, which means the effect doesn't see a tremendous amount of use. If anything I would change it to have 3 attack if it's too powerful.

    Thank you for the feedback. I can understand the attack stat of this minion being a bit unnecessary. Perhaps 3 attack would place it in the right spot.

    Posted in: Fan Creations
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    posted a message on New Mage Card Idea, Chilly
    Quote from Decadence99 »

    Not sure if you worded it the way you intend it to work because currently it's extremely weak. The only thing it would actually stall is minions with charge. Freeze only lasts 1 turn, so summoning any minion without charge can't attack the turn it's played anyways, giving the freeze effect zero value...

    I worded it correctly. If you hover over the word freeze you'll see the definition and it states, "Frozen minions may not attack during their next turn." Not THE next turn, THEIR next turn.

    Posted in: Fan Creations
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    posted a message on New Mage Card Idea, Chilly

    Thanks for the feedback, both of you. 
    I feel that his health is justified at 5 seeing that his effect only freezes minions AND only minions played after Chilly hits the field. This leaves him susceptible to weapons, battlecries, and spells as well as minions already on the board.

    Freeze Mage is what I mostly had in mind when I created this. Also, nice name bruh. Glad to see Snatch Steal come off the forbidden list this format. :)

    Posted in: Fan Creations
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    posted a message on New Mage Card Idea, Chilly

    Bumping because I got 0 feedback yesterday

    Posted in: Fan Creations
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    posted a message on New Mage Card Idea, Chilly

    Hello all. I have a card idea that would be mage-specific legendary and I'd like to know your opinions on it.

    Unfortunately, I don't play WoW so I don't have a deep knowledge of lore so for the sake of giving this card a name lets call him Chilly.

    So here it is:

    Chilly

    (Legendary)

    5 Mana

    4 Attack, 5 Health

    Freeze your opponents minions when they are summoned.

     

     

     

    The idea I was going for is that this minion is from a tundra, and brings the sub-zero temperatures with it, freezing whoever dares come forth to fight it. As I said, I don't play WoW so I don't know if an NPC exists like this in the game for Blizzard to model this card after. It's just an idea I had.

    This card should effectively stun your opponent, allowing for:

    Aggro

    • One last push for lethal if you flood the board with minions the same turn you play this card (if your opponent doesn't have mass removal)

    OR

    Control

    • Stalling for an extra turn to allow for a Flamestrike or other mass removal follow-up.

    *Play Chilly + Loatheb for a sicknasty lockdown on turn 10*

    Why I believe this card would be balanced:

    This minion doesn't stun spells, so your opponent is still able to remove Chilly. (That being said, this guy is excellent spell-bait, eating up opponent's removal so you can safely follow up with your legendaries the following turn.)

    Chilly doesn't affect minions already on the board, allowing your opponent to remove Chilly with his minions summoned previously.




    So what do you guys think?

    Posted in: Fan Creations
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    posted a message on The Kelpie, an early game threat.
    Quote from Ballinglikeafool »
    Quote from Scoops »

    I just had an idea to make this card have a very strong niche in control decks and not played in every deck out there.
    What if the card was a 1/6 body, 4 mana, and the text read,

    "While you have 8 or more cards in your hand, when your hero is attacked by a minion, put this minion from your hand into the battlefield and make it the new target.
    Destroy any minion damaged by this minion."

    This could make the card only viable in Handlock/ Control decks due to its hand size requirement, AND also allow this card not to be played too early. Also, the Cobra effect allows this card to have insane value midgame but still retain it through to the endgame.

    And because of it's hand size requirement, you could make a read that your opponent could be holding his hand to be able to drop Kelpie.

    It's still OP.

    Does Handlock need a 0 mana Vaporize with no secret icon to act as a tell?

    It's not a matter of if Handlock needs this support, but if this is a cool idea for the deck type in general?

    Posted in: Fan Creations
  • 0

    posted a message on The Kelpie, an early game threat.

    I just had an idea to make this card have a very strong niche in control decks and not played in every deck out there.
    What if the card was a 1/6 body, 4 mana, and the text read,

    "While you have 8 or more cards in your hand, when your hero is attacked by a minion, put this minion from your hand into the battlefield and make it the new target.
    Destroy any minion damaged by this minion."

    This could make the card only viable in Handlock/ Control decks due to its hand size requirement, AND also allow this card not to be played too early. Also, the Cobra effect allows this card to have insane value midgame but still retain it through to the endgame.

    And because of it's hand size requirement, you could make a read that your opponent could be holding his hand to be able to drop Kelpie.

    Posted in: Fan Creations
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