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Discuss!
Looking to learn more about Hearthstone's ninth expansion? Visit our expansion guide for The Boomsday Project!
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Quote from Sillyraptor >>Also just a question for the mods, when it says no unique token generation what does that mean for cards that require a token? I'm a little confused and one of my keywords is predicated on creating a token creature attached to the specific card and i just didn't know if was okay to make cards for that.
The rule means that of your 6 submission cards, none of them can make tokens. However if your keyword does make tokens (like Adapt) then you can show some or all of them. IMO I'd only show a few of it would have a lot to give the gist of it rather than overwhelm the viewers.
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Can Ravencaller give class specific minions? Because that would be my guess.
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I considered Thrall. I think that without Shudderwock, he makes a lot of sense. With Shudderwock, you can end up shutting down the battlecry chain before you get your Murlocs which is why I didn't end up including him.
Interesting on the too many murlocs thing, that does make some sense. Ideally, you want just enough to get the quest done mid game, but not so many you don't have stronger impact card plays. It is a balancing act.
For card draw, I'd recommend Cult Master. It's a little high risk, but I'm using it in a fair number of minion heavy decks at the moment and it works for me. I have it in my Shudderwock deck along with one Mana Tide. It should work in this deck, but I'm thinking two might be too much as it's pretty darn weak when it's played out on an empty board.
That's about what I was thinking with Bloodlust, it just doesn't fit in this decks curve/style. It doesn't push hard enough or make enough bodies mid game to make it work. It would work late game, but if this deck is doing its thing, you just don't need it then.
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Warleaders and Megasaur are essential for any Murloc deck. Definitely craft those. Murlocs are almost always pretty good and their synergies are fun. Unite the Murlocs is essential for this deck but a very specialized card you won't use in any other type of deck. Shudderwock is very powerful, though a bit gimmicky to be sure and not essential to this deck.
Mana Tide can work fine as card draw. Zola is very good for copying Megafin (or other minions) and one of the all-around most useful neutral legendaries for combo play.
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For the record, hunter DK is in tier 1 now. That was a lot of noise for a slight oversight that was fairly quickly corrected...
Are we chasing ghosts here? I expect users to read the short descriptions after the card, they are important, and should explain which cards have a narrow use and which can be fit into multiple decks successfully. If something is not onvious enough, or something important is missing, I am happy to make changes.
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I'm also extremely interested in the jump to Emeriss; I know it's a moot jump from 5-4 but still, I had no idea it was seeing actual use other than meme decks.
Savjz HUNTER
Midrange Hunter Deck
by user-100019605 - Apr 23, 2018
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Ability (18)
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The deck looks pretty cool, but i would like to talk about something else ... stop creating a new thread about the same topic every couple of hours.
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"Ya lookin' for a doctor? I can help you..."
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cg ;)
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Couple of ideas I had for this week. Ascendence is basically the reward from the new quest on a card with twinspell. I figured bumping the cost up 1 accounts for the twinspell and random new spells are great for the other quest.
The druid one was a little harder cause their quests are so different but I think this toes the line in that the unspent mana will bring the cost down but it's also enough that post-quest completion or even early on when you're just biding time to play it can be a big minion threat early on. Only issue is if it starts in your hand and you pass first 4 turns its already at 2 mana. So to compensate I'm either bumping the stats down or the cost up, don't know which is a better fix though
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Simple concept, turns healing totem into a huge threat and gives Shaman board presence and a way to control the board and keep a body on it. I was going to give it Reborn to start as well, but I feel like it's power level goes too high at that point.
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Couple of ideas that I had
One is a card that can stick around and cause issues especially if traded properly by shaman and healed with a totem or anything and the other is interesting you either get a 1/1 for 2 turns and a 2/2 after or you get an EXTREMELY sticky pair of 1/1's i'm not sure if the deathrattles stick through reborn but if they do I don't think it breaks the card too much because they are 1/1s maybe it'd bump the mana up to 3 instead but any advice would be nice! (Also on sapling it should read 'Resummon this "minion" not card, i'd fix that if that's my choice)
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Make Mech Warrior
great againCard draw is always needed for Warrior and with a lot of new and shiny mechs, I have a feeling a Mech-minion deck can work perfectly.
(Also clarification, 'only contains Mechs' means minion wise, not counting spells.)
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I'm actually pretty for this. With one of the reveal stream decks being hand mage it seems like thats the archetype that they're trying to push, and this plus low cost twinspell revealed earlier and mage always using spells, this keeps your hand nice and big; Tiny spell/Hand mage may be a thing to look out for. Probably won't be tier 1 by any stretch but i'm excited to see it in action
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This + Hagatha is just amazing. Shaman may be the class to beat next xpac. Definitely gonna be one that I craft off the bat.
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'Likes to merge his two passions - thievery and teaching.'
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When a Swipe just isn't cutting it.
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I know a lot of people are going with the +1/+1 and/or Rush idea, but so many of them seem to be a bit more complex so I wanted to go with something simple and fits the overall narrative that Warrior seems to have with a lot of Rush Mechs.
Edit: Accidentally put up card without gem/watermark; nothing in card changed just the rarity was added
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You can try to stay alive; at a price.