This also kills competitive hearthstone. Strategy and finding a game plan for the coming turns is a waste of time and can only lead to frustration.
- SirRandsborg
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MattyHooba posted a message on Weekly Card Design Competition 9.03 - Submission TopicPosted in: Fan Creations -
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ilja615 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsI proudly present to you, my custom class for this competition:
The Journeyman
The hero for the journeyman class is a pandaren, called Ping Loo. His job is to travel to all the undiscovered lands. Of course he never travels alone, because he has his minions and companions to help him out. The hero power moves minions, which is a common theme in this class, but he also gives them a small health buff to make the hero power not complete garbage in decks that are NOT centered around moving minions.
The important themes of this class are:
- Moving your minions: This can only be done when you have multiple minions on board. Some minions get extra effects when moved, and some require smart placing but you can move the minions later. Moving a minion picks him up from the field, and you can then drag him to a new place on the board. If you only have one minion, the 'moving' part of the card will just be skipped. So in the hero power's case, you just give your minion +1 health.
- Smart placement: In the journeyman class, you will see a lot of minions that have effects on the minions adjacent to them, or opposing to them. If a minion has 2 other minions opposing to him, he can affect both. (like in the monster hunt from witchwood if you play as cannoneer) smart placement is important, but the hero power allows you to adjust your placement if you want to.
- Card draw: Card draw is important for the class, because of the various small combo's available in this class. Card draw is also important if you want to make a deck that uses this class' own keyword, Signal, which i will explain in a moment.
further more, the class will have control tools and some minor discover synergy in some expansions, but those are not the main strategies. The class also has a lot of synergy with minions, and is not centered around spells (well exept for boomsday but boomsday is crazy anyways). The class might get 2 or 3 weapons but not too many.
Because communication is important when travelling together, he also has a custom keyword, called Signal , which will be introduced in the classic set and also used in later expansions. Signal is an effect just like battlecry and deathrattle but it can be activated multiple times. It allows minions to send signals to the minions adjacent to it, who will then react to it. Thats also why placement is important.
So some minions can Emit a signal, and others can Receive a signal. That is also specified on the card. Basically you need an emitting minion next to a receiving minion.
Now, it's time for the example cards! They will also demonstrate how the keyword and the mechanics of the class work.
Now let's quickly talk about them:
- Desert Cruiser: Nothing really interesting here, but is still a usefull card. Some of the Signal effects are really strong and this card is a great way to trigger them.
- Darkmoon Caster: This card was one of the first cards i made for my class, and since then it has inspired me a lot, and the mechanics all evolved around this card. It requires very carefull placement, because when there are 2 minions in front of this guy, he hits BOTH of them! When there is no minion in front of him, he hits the enemy hero directly! And it is also a 3/2 minion who can attack & defend as normal.
- Experienced Pathfinder: This card lays the foundation to movement based decks and synergises quite nice with the hero power.
- Smoke Signal: An essential card for any Signal based decks, but still a very balanced card.
- Ulla Araviona: A sneak peek to what will come in the Boomsday Project set... She makes your spells basically free, at the cost of giving them random targets, and you can't choose when or if you even want to play the spells.
I really hoped that you enjoyed reading about the journeyman, and also I am already exited to show the rest of this to you all, and even when i get knocked out of the competition I will upload my work in my own thread. Also i wish great luck to all the other competitors. Thanks for reading,
ilja615
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LittleOgre posted a message on OLD GODS, NEW TRICKS - A Card Design Competition (Submission Topic)Posted in: Fan Creations -
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Horkinger posted a message on New Paladin Spell - Call to ArmsPosted in: Card DiscussionNot combineable with Keleseth:)
Cards I really would like to get from Call to Arms (indepently of the question how viable they are in general):
Dirty Rat (still great stats if you get it for free)
But every 2/3 or 3/2 is good if you can draw all 3. Saronite Chain Gang is a really good 4 drop and they are only 2 minions. A third minion for giving up the taunt seems acceptable to me.
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RavenSunHP posted a message on New Paladin Minion - Immortal PrelatePosted in: Card DiscussionCall to Arms Paladin is back.
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jpw81 posted a message on Harrison Jones = Indiana JonesPosted in: Card DiscussionAwesome find! I recently discovered that some of the cards somehow seem to resemble characters from a game named world of warcraft.
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Rino posted a message on Final Rastakhan Card Reveal Stream - Live Updates!Posted in: NewsFinal words: Love the control expansion theme, as a Healadin main, this brings tears to my joy! Stream reveal and cards were the typical fillers but this time, it was direct what Blizzard wanted each class to do. I personally would love to see more support towards these specific styles in the next expansion and not a 360 turn to start from scratch. Thank you all and I hope you enjoy this quick PERSONAL rating per class:
- Paladin : ★★★★☆ (Healadin / Buffaladin / OTK)
- Druid : ★★★☆☆ (Hero Damage / Beast Control)
- Rogue : ★★★★☆ (Pirate Theme)
- Shaman : ★★★☆☆ (Spell Control)
- Priest : ★★★☆☆ (Late Game Buff / Control)
- Warlock : ★★★★☆ (Discard)
- Warrior : ★★★☆☆ (Dragon Warrior)
- Mage : ★★★★☆ (Hero Power / Late Game Control / Elementals)
See you in the Arena!
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strudel_hs posted a message on New Paladin Weapon - BloodclawPosted in: Card DiscussionAmusing that there are only "meta-defining" and "very good" as vote-option :)
this card is insane.. I would play it in aggro paladin and control paladin. as control pala it is most important to keep the board clear in the early turns to avoid snowbally dmg turn 2+... turn1 weapon + swing, turn2 2nd swing + the new heal + draw card spell and maybe spellstone....
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I disagree, while the meta is slowing down, this card shines most against a more midrange zoo deck, not an aggro deck. Especially in the new control/heal paladin Blizzard is pushing, this will be a great addition.
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All aboard the Hype Train
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I feel like the most interesting matchup for this card is a control Paladin, like the one blizzard seams to be pushing with cards like Forbidden Healing and the new legendary for Paladin, Ragnaros.
On one hand, cards like Aldor and Keeper are useless. The attack just resets, and that takes away a large part of the Paladins removal tools.
However, a big component for control Paladin in the past was Stampeding Kodo, which wrecks this card 3 ways from Sunday. The tempo loss is to extream, and would let the paladin catchup for a massive heal or a big drop.
So, I say cautiously that this cards playability is directly correlated to how popular Paladin is. Now, if that means more or less play is yet to be seen, but it will certainly be an interesting series of plays none the less. Interesting card and design, happy to see Blizzard experimenting with cards like this.
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Before I say anything, this is a BAD card.
That out of the way, this card has a few possibilities, namely in Pirate warrior. Pirates usually synergize with weapons, and having a constant one for the entire game, despite the value you lose, *might* be worth it. Then again, one may argue that the low attack of this weapon doesn't synergize enough. To them I say, Upgrade! A scarcely seen card that has huge implications, especially with The 1/1 First Mate pirate that gives you a 1/3 weapon. Not that it makes it playable on its own, but it can be done.
We cannot judge this card by its strength alone, yet by how powerful Pirate Warrior will be. That Archtypes' strength is directly correlated to the strength of this card. And the power of that deck is yet to be determined, if Blizzard keeps going with the pirate theme in Warrior.
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The fact that they replaced the "The" with a comma is the most upsetting to me.
Otherwise its a balanced card, great for-
Ok, I cant get over it. WHY. just "Ragnaros THE Lightlord" not hard. 3 Letters blizzard
Anyways getting back to the card, the late game for paladin is strong to start, and this-
Ok like but why a COMMA? it makes no sense! its separating itself form its counterpart in a totally unnecessary way! *sigh*
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I get that's is a bit over powered. But so is Tempo mage, and any other good teir 1 deck. And you know what, Paladin has ALWAYS, since pre nax, been a teir 2 class. Now it finally gets some love, and everyone screams "Overpowerd!!!"
I just feel like paladin is getting bashed a bit, but that's my opinion. Am I to soft towards the class? Maybe. I just feel like paladin has the most interesting mechanics of all the classes, and I want them to get some love form the community and blizzard.
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Argent protector, or an argent lance, to get more value form the divine shield/weapon.