• 9

    posted a message on Weekly Card Design Competition 5.11 - Submission Topic

    A health pile of stat with a drawback. The flavor here is obvious: Devilsaur is easily distracted by food, especially when they're bleeding!

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 5.10 - Submission Topic

    A bigger, meaner, and more versatile Void Terror.

     

    If you have 2 or more minions, drop it and spread the love among your other minions. It effectively doubles the Attack and Health of the destroyed minion, assuming you have two or more minions to take them. Value!

    Enemy has a high priority minion that MUST die this turn? Drop it and let the nomnom begin! Ideally, it's best to use this when the priority target is alone, otherwise you'll be facing one or two mega-buffed minion who can attack straight away, since you just spend 8 Mana and is unlikely to have any left to remove the new threat.

     

    Posted in: Fan Creations
  • 4

    posted a message on E. Malone's Expedition Journal - Week 1
    Quote from Dr_Scaphandre >>

     You don't need an umbrella. The trees will provide cover. You always need a compass when doing an expedition, or else you'll start walking in circles.

     Shoo! Begone common sense!Your kind has no place in Hearthpwn!
    Posted in: News
  • 6

    posted a message on Weekly Card Design Competition 5.09 - Submission Topic

    Even if it's just a 1/1 token whelp, as long as you control a Dragon, this weapon can provide massive value, regardless if you go face or minion.

    Do note that while it can't lose Durability when you attack, it can still be destroyed by Ooze or Harrison Jones.

    Posted in: Fan Creations
  • 9

    posted a message on Weekly Card Design Competition 5.07 - Submission Topic

    An overcost minion that will guarantee you minions on curve and thins your deck, provided you put in some Vanilla minions (Most of them crappy) with the right cost in it.

    And yes, you can burn your entire deck if you stuff it with only Vanilla minion, but hey, Fun!

    Posted in: Fan Creations
  • 8

    posted a message on Weekly Card Design Competition 5.05 - Submission Topic

    The longest standing and currently the only female member of Dalaran Council of Six

    When you play her, you first discover a spell you've casted this game, if it's a targeted spell like Fireball, you get to pick the target. If it's not a targeted spell like Arcane Intellect, it just goes off.

    It's a little bit RNG, since you may have casted more than 3 spells. Ideally, you want to play her after you used some BIG spells like 10-mana Kazakus Potion or Flamestrike, but sometimes, Arcane Missiles will have to do.

    Posted in: Fan Creations
  • 7

    posted a message on Weekly Card Design Competition 5.04 - Submission Topic

    Pretty straight forward, turns your ping into an auto-destroy and can combo well with cheap damaging spells.

    Posted in: Fan Creations
  • 6

    posted a message on Weekly Card Design Competition #5.02 - Submission Topic

    THE MONK

    Theme: Add extra card to your deck at start of game

    Every single Hearthstone and MTG Pros out there will tell you, a bigger deck means you're less likely to draw the cards you need, reducing the consistency of your deck and thus makes your deck weaker. In Hearthstone, this is demonstrated by Prince Malchezaar, a card that, while fun and unique, sees little to no play in constructed.

    But what if, instead of big legendary that mess up your curve, we get cards that can help counter aggros and maintain board control?

    Dark Iron Weaponsmith - A pretty standard Monk card. It trade stats for a Fiery War Axe, one of the best early game board control tool. Provided you can draw the ax that is.

    Shadow-Pan Blackguard - You could also get something great likeExecute, or some useless thing like Shield Slam (Non-Warriors) The randomness of the three spells limits this minion's power. Note that you'll get 1 spell from each class, similar to MSoG's Discover will always net you one option from each class.

    Deathwing, Aspect of Death - Do I really need to say more? Two Shadow Word: Death help you to control the board, allowing you to survive til turn 10 to drop the big dragon. Oh, and if you're a Priest using this minion, you can have up to 4 copies of Shadow Word: Death in your deck! Which is a strength and weakness onto itself.

    My Monk decks, by nature, are Control oriented. They will have a much bigger deck size compare to your opponent's, giving you an edge in Fatigue battle and extra resources to take your opponents down.

    Assuming, of course, you manage to draw the answer you need when you need them.

    Posted in: Fan Creations
  • 3

    posted a message on Weekly Card Design Competition #5.01 - Submission Topic

    An evil Lorewalker Cho, just as Cho spreads knowledge around by giving spells to everyone, he destroys knowledge by getting rid of all duplicate spells.

    Usually, he only get rid of 1 copy of spell since you can only put 2 copies of card in deck, but he works exceptionally well against Jade Idol Druid.

    Posted in: Fan Creations
  • 2

    posted a message on What Legendary should a new player craft?

    What type of deck you friend likes to play? What legendary to craft really depends on that.

    If no preference, then...

    1. Ragnaros the Firelord. THE BEST Legendary to craft IMO. Used in all kind of Midrange/Control decks as both a control tool and finisher. 

    2. Sylvanas Windrunner. Versatile minion, almost always used in all kind of Midrange/Control decks.

    3. Leeroy Jenkins. Powerful finisher usable in all kind of decks from aggro to control. If your friend wants to play Miracle Rogue (Since he already has Edwin), Leeroy is an excellent addition.

    4. Not a craft, buy the first wing of BRM with Gold and get Emperor Thaurissan. Enables sick combo play.

    5. Tirion Fordring Totally broke card that I would recommend you to craft despite being a class legendary.

    Putting legendary aside, I would recommend your friend to craft Azure Drake if he hasn't already. It's universally used, and a good minion in general, used in a lot of decks. 

    Posted in: Card Discussion
  • 0

    posted a message on I think I've Learned my lesson (Dirty Rat on turn 2)
    Quote from Loubillion >>
    Quote from SteelShark >>
    Quote from Loubillion >>
    Quote from Danielhrz >>

    Dirty rat on turn 2 is pretty horrible against most decks to be fair. You made an ultra-misplay

     I don't see how this is a missplay with a polymorph in hand and playable next turn.
     Dirty Rat on Turn 2 is almost never beneficial, for reasons exactly like the original poster demonstrated. It's a late game card, or, in this case, at least wait til turn 5 so you can drop it AND Poly (with Coin) anything threatening it pulls out immediately. You shouldn't be playing Dirty Rat for it's Taunt, you should be playing to screw your opponent's strategy over in the late game. I'm not saying it's never effective on Turn 2, but so much more effective in the late game (particularly if you are comboing with Brann and MC Tech as well).
     He was against aggro pirate rogue. If he didn't play something on 2 he instantly lose anyway. Turn 2 dirty rat is 100% legit play against aggro.
    He THOUGHT he was against aggro pirate rogue.
    Right now, near every weapon class plays some pirates (Except Hunter and Paladin, who're screwed in this meta) in literally all kind of their deck. Making it nearly impossible to tell if you're facing Aggro or some other type of Midrange decks.
    Warrior? A Frothing is bad enough, and he could have a Ragnaros in hand; Rogue? Tomb Pillager and Auctioneer say hi; Shaman? 4 Mana 7/7.
    In short, don't play Dirty Rat unless you have a removal in hand.
    Posted in: General Discussion
  • 2

    posted a message on Warlock's Apprentice
    Quote from Boethion >>
    Quote from Aether_lackey >>
    Quote from Boethion >>
    Quote from Mewdrops >>
    Quote from Boethion >>
    Quote from Aether_lackey >>
    Quote from Boethion >>

    I think you overreact, because this is at best a pre-nerf Novice Engineer with a restriction that is only realistic in a spell-heavy warlock deck, so even renolock won't be able to use this effectively and often has better cards to play anyway. its useless in Zoo for sure and Warlock has not enough good spells to go spell-heavy with some kind of combo as a finisher.

    It is a better pre-nerf novice at worst, not at best. Better because your opponent HAS to remove it ASAP, otherwise it becomes even better. That might force some fast card out of his hand, or simply make him not hit your face. Either way, it's TONS of profit at worst case.

    As I said above, at best this is a 2 mana 1/2 that nets you 2-3 free cards. As a control deck you don't care about the lack of board presence, you're gaining card advantage for nothing and can still cast spells with your free mana. Not to mention that you could play a minion after you get your free tap, and trade it next turn, allowing you to free tap again that turn. You're just not looking at the big picture here, imo. This would absolutely go into renolock.
     This dies instantly on your opponents turn and even if not, what are you doing with the mana you gained as a Reno or spell-heavy Warlock? Its not like you can follow it up with a big tempo-turn and the effect becomes nearly irrelevant in the lategame. Also what are you replacing this card with? Why not play Loot Hoarder or Novice Engineer instead, which Warlock never run anyway. If you play a minion after that, then you are obviously playing a minion-heavy deck and wasted early tempo to get a free lifetap, which is just bad.
     Not really.
    You play this on turn two and get a free life tap. Then, you can tap again on turn 3 if it lives, then play a minion afterwards. Basically, it's a better Novice Engineer which has a chance to get you even more draws. It can even be run in more aggressive decks, because you can tap before you play minions.
    Not absolutely bonkers, but still pretty good.
     But why would you waste a deck-slot for a 2mana 1/2 Inspire: Restore 2 Health to your Hero? You can't use that early mana for much else anyway and no aggressive deck would care about saving some Health but losing the earlygame in the prozess. It is almost always better to play Loot Hoarder or Novice Engineer instead and no Warlock-deck ever needed additional card draw.
     Now you're just trolling. You just reduced a card that is a better version of a pre-nerf card, let me repeat this A BETTER VERSION of a PRE-NERF CARD, to inspire: restore 2 health. At this point you just want me to agree with you no matter how. Sorry mate, I'm done with this conversation.
     "I don't have any arguments to profe him wrong, now I pretent he is trolling and leave the conversation, because that makes me look smart."
    You are arguing that a card with an effect that's even more powerful than another card (Pre-nerf Novice Engineer), which was deemed and agreed to be overpowered, fine.
    It's like saying Small-Time Buccaneeris overpowered, but think a 0 Mana Equivalent is fine and fair.
    Ya, it smells trolling to me.
    Posted in: Fan Creations
  • 0

    posted a message on Kripp says Reno Mage is Bad?

    Reno Mage lacks a win condition against Control decks. It's good against Pirate Warriors and other rush decks/otk decks, but against Control or even midrange decks you eventually get grind out if your opponent is smart and don't over commit. You can't win by just surviving.

    Posted in: Mage
  • 7

    posted a message on [MSoG]Rank 1 Legend Piracle Rogue

    Took out a Counterfeit Coin and replaced it with Beneath the Grounds as a tech card, hilarious when the Reno player plays Kazakus or Reno and nothing happens

    Posted in: [MSoG]Rank 1 Legend Piracle Rogue
  • 1

    posted a message on WCDC Season 4 Finale - Mini Comp #5 (Submission)

    Since Zoobot can provide up to 6/6 points of stat if played with the right setup, I fail to see why our good old Shattered Sun can't have a little extra beef. With 1 minion buffed, she is still the same ala crap, but with 2 minions buffed, she provides a solid 5/4 at 3 mana. Will this be good enough? May be.

    Posted in: Fan Creations
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