Now, I am not sure if this will see any relevance, it really just looks like a meme deck, but with cards like Raiding Party in the game, it would be easy to pick up Patches and some form of weapon with sustain. Maybe Shadowblade? Does anyone think this combo will be relevant?
I think Dr. Booms scheme will be something armor related. Like gain 1 Armor. For Lazul's, maybe we could see add a Priest spell to your hand? And for Rafaams, I really have no clue. Maybe card draw?
After about an hour of searching for images and coming up with card ideas, I bring you my entry...
The Trickster
Hero and H
ero Power:
Class Theme:
The class of Trickster is actually quite self explanatory. Playing against this class is very similar to playing against a Mage with 5 secrets, as there are many things that will have to be played around and dealt with accordingly. Here are some examples of said things.
Card Examples:
I was a big fan of this type of mechanic with
Fatespinner
, so I had decided to make a card with a similar idea. It has a similar statline and cost to
Rotten Applebaum
, but more flexibility. In an aggro deck, you could have a 4/4 body on board with a Deathrattle that hits for more damage. In other cases, the heal may be more necessary. This card is pretty versatile.
This of course wouldn't be the only secret to play around, but it is certainly a scary or annoying one. I am not sure how Hearthstone dictates what triggers first, but in the best case scenario, this would trigger before a Battlecry, causing a waste of mana and tempo. Like
Counterspell
, it is possible to play around by throwing out a weak minion, but that is still a waste of mana nonetheless.
I realize someone else used this art as their hero portrait, I apologize. It was purely coincidence.
Personally when I play a game of Hearthstone, I base my mulligan around the class I am playing against. The point of this card is to fool opponents into exchanging the wrong cards, along with a not too awful statline. Of course, there would be no animation to this until it was revealed, and I also forgot to mention using your Hero Power would also remove the disguise.
Other Cards:
These cards fit more with the theme of tricking thematically over fundamentally.
Sneaky Trickster can be very frustrating to deal with. If it isn't obvious, the only ways to really clear this would be AoE, Spells, or Silences. While it's statline may be seen as somewhat weak for its cost, if your opponent lacks the removal, this minion shows its true power.
And last but not least...
Perhaps the most basic card of the preview. The reasoning for this was I didn't want to give to far into the gimmick. I wanted to provide a playable card that would probably actually see play. It's a simple yet effective mechanic, while still fitting the theme of trickery.
Edit: I forgot to add "Hero Power" into the Hero Power. It has been updated.
I invite you all to help me put together a fan set that is exclusive to the Wild format, using past mechanics like Joust, Inspire, and Spare Parts. I will post a few, but I will periodically update this until I have a full set. Here are a few examples. Feel free to submit stuff!
I unpacked Twin Emperor Vek'lor from the wild bundle, so for fun I am going to invest a little bit of dust into a C'Thun deck. So my question is, which of the 6 classes with C'Thun cards make the most viable deck. Priest, Warrior, Rogue, Druid, Mage, or Warlock? I like the way Priest looks, but what would be some good cards to include in that deck, if Priest is the way to go? I remember back when WotOG was released, Twilight Geomancer and Skeram Cultist were never really played. Also, in this day and age is there any chance of these decks being above Tier 4?
I know this thread has probably been done before, but I figured it would be neat to ask since I've never seen it. Its pretty self explanatory. What expansion themes would you like to see? Personally I think one based around Outland would be cool.
I have actually pulled off the combo 3 times, and it works. Think of it this way. If you reduce both Summoning Portals, a Defile, and the Elven Archer, you would need 3 (First Portal) + 1 (Second Portal) +3 (Sapper) +1 (Patron) +1 (Deathspeaker) +1 (Defile) +0 (Archer) = 10 mana
3
I know, that's why I said pull and trigger
1
I'm making this thread out of curiosity myself and just to show, so far, which minions Oblivitron can pull and trigger.
Standard:
Mechanical Whelp
Spark Drill
Piloted Reaper
Replicating Menace
Weaponized Pinata
Harvest Golem
Kaboom Bot
Spider Bomb
Goblin Bomb
Mecharoo
From other classes in Standard:
Mechano-Egg
Blightnozzle Crawler
Dead Ringer
Wild:
Sneed's Old Shredder
Piloted Sky Golem
Meat Wagon
Mechanical Yeti
Piloted Shredder
Explosive Sheep
Clockwork Gnome
Useless Pulls (Besides the stats I guess):
Mecha'thun
Corrupted Healbot
7
Better in wild
0
I recently realized a potential 10-mana OTK with the release of Togwaggle's Scheme. it goes a little something like this:
1x Counterfeit Coin
1xPatches the Pirate
2xCannon Barrage
1xShadowstep
1xTogwaggle's Scheme (Charged up to 6 if possible)
1xPreparation
1-mana Patches + 1-mana Scheme + 0-mana Shadowstep + 0-mana Patches + 0-mana Prep + 3-mana Barrage (24 Damage) - 1-mana Coin + 6-mana Barrage (Another 24 Damage) = 10-mana 48 Damage Combo
Now, I am not sure if this will see any relevance, it really just looks like a meme deck, but with cards like Raiding Party in the game, it would be easy to pick up Patches and some form of weapon with sustain. Maybe Shadowblade? Does anyone think this combo will be relevant?
0
I think Dr. Booms scheme will be something armor related. Like gain 1 Armor. For Lazul's, maybe we could see add a Priest spell to your hand? And for Rafaams, I really have no clue. Maybe card draw?
26
"Your mind won't be the only thing that's numb."
"Freeze Shaman intensifies"
18
He's lying. The real reason they didn't hall of fame Malygos was because it's going to be The Year of the Dragon. Think about how bad that would look.
0
No inclusion Kazakus or Inkmaster Solia? Aren't they the main reason you would be playing Reno Mage?
6
After about an hour of searching for images and coming up with card ideas, I bring you my entry...
The Trickster
Hero and H ero Power:
Class Theme:
The class of Trickster is actually quite self explanatory. Playing against this class is very similar to playing against a Mage with 5 secrets, as there are many things that will have to be played around and dealt with accordingly. Here are some examples of said things.
Card Examples:
I was a big fan of this type of mechanic with Fatespinner , so I had decided to make a card with a similar idea. It has a similar statline and cost to Rotten Applebaum , but more flexibility. In an aggro deck, you could have a 4/4 body on board with a Deathrattle that hits for more damage. In other cases, the heal may be more necessary. This card is pretty versatile.
This of course wouldn't be the only secret to play around, but it is certainly a scary or annoying one. I am not sure how Hearthstone dictates what triggers first, but in the best case scenario, this would trigger before a Battlecry, causing a waste of mana and tempo. Like Counterspell , it is possible to play around by throwing out a weak minion, but that is still a waste of mana nonetheless.
I realize someone else used this art as their hero portrait, I apologize. It was purely coincidence.
Personally when I play a game of Hearthstone, I base my mulligan around the class I am playing against. The point of this card is to fool opponents into exchanging the wrong cards, along with a not too awful statline. Of course, there would be no animation to this until it was revealed, and I also forgot to mention using your Hero Power would also remove the disguise.
Other Cards:
These cards fit more with the theme of tricking thematically over fundamentally.
Sneaky Trickster can be very frustrating to deal with. If it isn't obvious, the only ways to really clear this would be AoE, Spells, or Silences. While it's statline may be seen as somewhat weak for its cost, if your opponent lacks the removal, this minion shows its true power.
And last but not least...
Perhaps the most basic card of the preview. The reasoning for this was I didn't want to give to far into the gimmick. I wanted to provide a playable card that would probably actually see play. It's a simple yet effective mechanic, while still fitting the theme of trickery.
Edit: I forgot to add "Hero Power" into the Hero Power. It has been updated.
1
Hello all!
I invite you all to help me put together a fan set that is exclusive to the Wild format, using past mechanics like Joust, Inspire, and Spare Parts. I will post a few, but I will periodically update this until I have a full set. Here are a few examples. Feel free to submit stuff!
(Forgot to add logo for this one ^^^)
0
I unpacked Twin Emperor Vek'lor from the wild bundle, so for fun I am going to invest a little bit of dust into a C'Thun deck. So my question is, which of the 6 classes with C'Thun cards make the most viable deck. Priest, Warrior, Rogue, Druid, Mage, or Warlock? I like the way Priest looks, but what would be some good cards to include in that deck, if Priest is the way to go? I remember back when WotOG was released, Twilight Geomancer and Skeram Cultist were never really played. Also, in this day and age is there any chance of these decks being above Tier 4?
0
"Lead singer of the tribute band, "Water, Wind, and Fire.""
0
I dig this!
1
I know this thread has probably been done before, but I figured it would be neat to ask since I've never seen it. Its pretty self explanatory. What expansion themes would you like to see? Personally I think one based around Outland would be cool.
0
I have actually pulled off the combo 3 times, and it works. Think of it this way. If you reduce both Summoning Portals, a Defile, and the Elven Archer, you would need 3 (First Portal) + 1 (Second Portal) +3 (Sapper) +1 (Patron) +1 (Deathspeaker) +1 (Defile) +0 (Archer) = 10 mana