Lets hope so. It's just that I watched Reynad's video today and was really hoping that it was not 100% true but then I saw the this and got all depressed xD
- SonofLoke
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Member for 10 years, 8 months, and 25 days
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Banelocky posted a message on Team LUL's Winning Decks from Trinity Series Season 2Posted in: News -
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Crawsushi posted a message on Weekly Card Design Competition 3.11 - Submission Topic"This guy wins his battles using just his bare hands and takes his fish flakes without milk.. What an inspiration."
A more controlled form of aggro. Gives no immediate boost but helps protect a delicate board and then strengthens it when your opponent is forced to deal with him. Even better so when buffed with Murloc Warleader although he can be countered with spells/weapons.
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PureH posted a message on Weekly Card Design Competition 3.11 - Submission TopicPosted in: Fan CreationsThis is a card I made a while ago and put into my Custom card collection, should fit the The competition criteria.
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TheKeatingGuy posted a message on Weekly Card Design Competition 3.11 - Submission TopicPosted in: Fan CreationsFlavour Text: Especially crafted to control the Murloc population, one good meal at a time.
Card is located here: http://imgur.com/cByCYqY
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TheFallPit posted a message on Forbidden Rogue Card (Theory)Posted in: RogueI think that it's gonna be called Forbidden Blade
Spend all your mana. Equip a 3 attack weapon with durability equal to the spent mana.
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YouthThunder posted a message on Weekly Card Design Competition 3.04 [Submission Topic]Posted in: Fan CreationsObviously strong in conjunction with Eviscerate, Backstab , Shiv , Fan of Knives , Blade Flurry .but it has anti-synergy with Deadly Poison,Tinker's Sharpsword Oil, Preparation , The Coin and Sprint.
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TheKaldorei1 posted a message on Weekly Card Design Competition 3.04 [Submission Topic]Posted in: Fan Creations -
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Lathy posted a message on Weekly Card Design Competition 3.04 [Submission Topic]Gives your opponent the following token:
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havox112 posted a message on Weekly Card Design Competition 3.03 [Submission Topic]Because Lock and Load NEEDS to be a thing. Make control Hunter viable by allowing for ways for Hunter to efficiently deal with the board.
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YoThats posted a message on Weekly Card Design Competition 3.03 [Submission Topic]Posted in: Fan Creations - To post a comment, please login or register a new account.
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I feel Doomguard is getting changed in exactly that way because they don't like charge as a mechanic that can be abused. I do feel Dark Pact should silence the minion it destroys. If they want the card to be able to trigger deathrattles that fine but they should take out the heal effect.
Lastly please make is so that Lackey has to die on the opponents turn to activate the effect. I would pick this choice if they don't want to change dark pact.
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Yep I think so to, looks like we will be able to play our own style of a value deck. I do hope we get some other type of damage or removal this round too because its somethings we need. It can even be something that is conditional like only target minions but we need some all the same. Anyone think we are going to get something like that?
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Wow, you read it all that fast? LOL! Yea I want control rogue but we will need a lot of tools to make that happen.
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How’s it going guys, I am making this post to discuss the new direction of the class as how I see it. I would like to hear all opinions and remember this is just speculation on trends that I am seeing from the cards we have so far. (I know we should wait for all the cards but don’t tell me you don’t want to take on a bet at being right)
Okay first things first, where are we now as a class? We are in a meta that is fast, sticky and high value oriented but the problem with rogue at the moment is none of our tools support this style of play so we have to counter it. We have 2 things we do well in today’s meta that allows us to be competitive 1) we have the ability to cycle/draw more than most classes in the game which help with keeping up with the speed and curve of other decks 2) We have the ability to arrest tempo back from or opponents which forces them to react and conform to our pace. The second point is something that I think is one of the true identities of the class and it should always be an aspect that is around. The first point is the line which limits design space for players (not sure about Blizz tho) because we at this point have to have this cycle just to keep up with other decks because the rest of our cards don’t bring a lot of value to the deck. This is point I see changing in the new set.
Right now we give up A LOT of value to have the tools to swing and keep tempo in a game. Cards likeFan of Knives, Sap, Shiv, Sprint, Blade Flurry and even Backstab are most haves in decks right now and they all have something in common. These cards lack independent value and normally in other cases would kill tempo but because rogue has all this cycle we can set a pace in a game that doesn’t have to rely on value and can bring together tools to swing tempo faster and cheaper than other classes. The problem is, this forces a play style that forces heavy resource spending to gain advantage which is a big complaint from rogue players looking to stray from combo oriented to tempo/minion focused.
So what do I see coming down the line?? I see a tempo rogue and raptor variants being the number 1 & 2 in the rogue lineup. Why? It’s simple Blizz is pushing cards that sacrifice tempo but ultimately give back resources, in other words adds some value back to your deck or hand which is the opposite direction of what we see now. But wouldn’t this be just as bad because if you can’t stay on board do to the lack of high tempo cards how are you going to capitalize on the value you are receiving? Don’t forget what I said before about rogue; it has and should still have the ability, even after nerfs, to swing tempo in big and cheap ways. Allowing rogue players to manage gaining value for spending of tempo or to sacrifice tempo to gain a little more value is something that we don’t have yet and it should keep the class complex and puzzle like. The flexibility to change the type of play-style to suit a particular game is something we needed!
Tempo rogue is the new deck around the block (not talking Raptor). Look at Season 1 and to Season 2 tempo rogue decks and imagine making a variation today with cards like Undercity Huckster, Xaril [/card] and [card]Shadowcaster.
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The real problem is that Blizzard designed the class with the wrong idea which they admit. They stated (somewhere i forget) that hunter was meant to be a more of a control class that HP puts the enemy on the clock. So to me I guess that instead of filling the class with lots of threats to drop on board, your hero was meant to be the the big threat. They really need to redesign the class if they have no design space to make viable control tools. The biggest mistake I think that was made in the last few expansions is that they gave these really good stand alone beast to Druid which hunter needed more (not same effect of course). Hunter Beast should be stronger lore wise because they are trained in combat and Druid Beast should be weaker because they are calling them from nature to help; atleast that is how i see it.
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They may add it later as a feature but don't forget that changes to the UI can be really tricky. Let them implement these first few changes and get them right and then hit them up with this shop idea.
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Great tempo gain, solid body and just a powerful card overall all throughout the game.
1 mana Deadly Reagent: give you weapon +2 attack
1 mana Leeching Reagent: when you attack heal your hero for 3
2 mana Withering Reagent: give your weapon Deathrattle: sap a random enemy minion
2 mana Concealing Reagent: when you attack you are immune
3 mana Lethal Reagent: destroy any minion attacked and damaged by this weapon
4 mana Crippling Reagent: when you attack the enemy HERO give them -1 spell damage until your the start of your next turn
Reagents are weapon equipment meant to make our hero power more versatile, it also helps sure up the resource problem a little. The best part is that these reagents aren't cards that will take up space in the deck.
Great direct damage spell and allows rogues to handle bigger minions in the late game that evis just can't
These are so card I think will open up other types of decks for rogues. I don't think it helps that blizz push some class in a certain way because it make that class weaker in comparison to others because its not flexible but I think this cards could just push the class in many different direction. Let me know what you think.
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I tried this card and it was meh. Most of the time the opponent played around it or I didn't have a board that could take advantage of the effect. It may work out if we can find a standard list that have a consistently strong start that can hold the board but until then I would not run this card. But if you do try this card and it works let us know.
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This is my idea for an aoe. The reason this card is 6 mana is because we rogue have the best early game removal and early ping in the game. It is okay that this card comes later. The combo takes into account Prep and thus you remove the benefit of this being used as a burst piece in a combo oriented deck. Please not that this card is fine without the combo and requires not collection of pieces to be good.