Thank you. Now i'm picturing Dr. Boom giving birth to two Boom Bots. Ewh.
- TheWamts
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Baldassar posted a message on Weekly Card Design Competition #37 - Submission Topic [Ended]Cataclysm nostalgia.
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Baldassar posted a message on Control is just as easy to play as aggro, stop deluding yourself.Posted in: General DiscussionQuote from SchruteBucks >>It is? Do you play control, ever? Making an incorrect decision with a control deck can cost you the entire game. Making an incorrect decision with an aggro deck means your 2/3 dies and you deliver lethal one turn later.
One turn later is usually one turn too late. -
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Baldassar posted a message on Control is just as easy to play as aggro, stop deluding yourself.Posted in: General DiscussionAchan1058 made a very valid statement (that everyone just ignored).
Aggro vs Control matches are easy for both sides. The aggro player tries to close out the game as fast as possible (while occasionally taking the opponent's available removal into consideration), while the control player tries to remove everything he possibly can since outvalueing the opponent is inevitable.
It is the aggro vs aggro and control vs control matches that are the interesting ones, since there you have to go all the way back to the MtG question: "who's the beatdown?".
On a side note, it's interesting how the OP dropped the bomb and left, isn't it?
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HyperOrange posted a message on (VOTING PHASE) Card Design Tournament #2 - First RoundPosted in: Fan CreationsSo now that all entries are in I'd like to give a review of all the cards.
Before I begin I wanted to point out that maybe the theme of this round wasn't the best. Since it's the first round the overall quality of the cards will be the lowest and designing a balanced and interesting 10 mana spell is hard. It's really easy to make it useless or OP since taking your whole turn without playing a minion is a big disadvantage and many of the entries have this problem. The theme is great but I would have put it in a later round. Nevertheless, let's get started.
You Lookin' at Me? --- I'd say this card falls under the OP category. If your opponent has no board it's basically time warp without being a quest reward and while I don't mind "uninteractive" decks like freeze mage I do mind uninteractive cards. This card makes it so that if your opponent had saved really good answers for your plays he still can't do anything. A balanced example of this would be loatheb, because he has a more specific effect.
Druids, Assemble! --- I like this card. It represents druid's identity of a flexible class really well. You either deal 8 damage to some minions or to the face or you taunt up to save yourself. Very nice.
Curse of Exhaustion --- This one is much worse than the first one. Mage has that as a QUEST REWARD and this is just something you can put twice of in your deck to deal triple damage and draw 2 cards. Very OP.
Bloodpetal Dance --- A very interesting card. It's one of those all in cards where if you do it well you win the game but I feel like replacing your opponent's hand with bloodpetals would be very good for some decks and very bad for others. It recks control decks but aggro or miracle don't care much. Still the idea is great and well executed.
Mass Resurrection --- I feel like the card that this can be compared to the most is N'zoth, where you summon a set of minions that synergizes with your deck. Still N'zoth only works with deathrattles and you can run 2 copies of this card which means that you can have 3 N'zoths in your deck. A bit too much in my opinion but cool design.
Fluxfire Evocation --- Too much value. Mage spells are very good and can clear the board, make you stay alive and burst your opponent. And you would probably gain another copy of it since it's also a mage spells so basically infinite spells till the end of the game.
Divine Intervention --- I wouldn't say this costs 10 mana so it feels kind of forced to meet the restrictions but the idea is very cool and goes well with priest. Also the wording could probably be improved a bit.
Mass Conversion --- This one is pretty OP in my opinion. Let's compare it with Kazakus. He requires you to run no duplicates and gives you a chance of discovering a potion with mass polymorph that costs 10 mana. This is a lot better, doesn't require you to run no duplicates and you can put 2 in your deck. It's a good idea but it's just too much value in a single card.
Gateway to Justice --- Clearly inspired by the warlock quest reward. Now here's the problem, a legendary quest reward can't function in the same way as an epic spell. You could get 2 portals if you think 1 wasn't enough. Plus it creates these weird situations where you don't want to use your hero power so you can summon 9/9 tirions instead of 4/4 silver hand recruits. Very OP.
Mount Up! --- Basically means that if you don't die next turn you win the game. Adding 3 copies of a very valuable card to your hand and reducing their combined cost by 12 is crazy. It probably would make more sense if it costed 8 mana and gave you 2 copies that costed 4 but then it wouldn't be a 10 mana spell. This is what I mean when I say that this theme was hard. This card is cool and well designed but it just doesn't work as a 10 mana spell.
Cataclysm --- Nice board clear for shaman. It could be used as a one of in elemental decks or in control shaman. It's simple and good, and I could actually see it as a card added to the game.
Exodar Portal --- I asume that this gives the minion charge like potion of madness in which case it's quite close to being broken. We all know how unfair charge can be and way most cards that gave minions charge have been nerfed. The other priest cards that work like these one have an attack restrictions so they are not used for going face so even though the idea is not bad I think it's too strong.
I'll review the rest of the cards tomorrow. Gotta get some sleep.
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Noctune posted a message on Advice on dealing with insane losing streaks?Posted in: General Discussionhakuna matata
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PassionFruit0923 posted a message on Make the CardThis is the Skeletons
Next: An unidentified quest!
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YoThats posted a message on Make the CardNEXT: A card with eclipse art
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Fdp8 posted a message on Do you think Blizzard should refund dust for ALL murlocs?Posted in: General Discussion -
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user-15990594 posted a message on Rogue Hero Card Reveal - Valeera the HollowPosted in: Card DiscussionShe looks pretty good in gold tho...
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In wow, green is Uncommon.
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I am all expert players and I disagree.
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That's not how midrange works. Midrange entirely relies on two-sided interaction.
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Correct.
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I'd be pretty happy with the nerf if they took Leeching down to a 0 mana card instead of 1 mana, then it could at least also activate combos.
That said, Kingsbane doesn't need Leeching Poison, it functions as a perfectly decent aggro deck.
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Yeah, I love playing 60 hour games instead of 5 minute games.
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I'd do innovation, but the new Rogue set is extremely limited in what you can do. The one cool new card is Raiding Party, but the pool of Pirates is so shallow. The other cards practically build themselves (And there's Gral, but you can't really build a deck with him).
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You could Discover another Transmog if you really need that 5 armor. Probably a bad idea.
When I say "Appear" I mean you just look like a Mage, nothing that affects gameplay changes. You have to actually play Transmog to get the Discover Hero Cards Hero Power.
Next: Something that counters Spell heavy decks.
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As it turns out, demons are just as afraid of the dark as everyone else.
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Wait, I thought Rogues wore Leather?
I've decided the game has too many OTK uber combos, now more than ever we need Mill Rogue.