• 5

    posted a message on Weekly Card Design Competition 8.11 - Submission Topic

    The big fat taunt provides you with some board presence even before you can play her by providing you with some Imp , her cost can be further reduced with other Imp cards such as Fiendish Circle , Imp Master or even Flame Imp

    Posted in: Fan Creations
  • 2

    posted a message on Blood Knight

    The Arena Value of this card has gone up quite a bit thanks to Giggling Inventor. So if you see this card, draft it!

    Posted in: Blood Knight
  • 1

    posted a message on Trash LVL cards that you run in your decks

    Right now, I actually use Kidnapper in my deck instead of Vilespine Slayer, it works wonder against those Big Taunt Druid together with Sap. You can't resummon those who died unless they were dead!

    Posted in: General Discussion
  • 6

    posted a message on Tess Greymane is Not Disenchantable for Full Value, Clearly a Mistake, Right? [UPDATE]

    Lynessa - People are complaining about the order of spells you play being randomized. Now, you can produce some really impressive Lynessa by playing spells in specific order, such as Dinosize [/card]first and [card]Blessed Champion last for maximum benefit. With this nerf, BC can instead be the first spell cast, giving a whopping 1 ATK bonus, or Dinosize can be the last spell cast, setting your 20/40 Lynessa back to a 10/10.

    Tess - Instead of just playing her, you have to watch out for the cards you played. Played a Fireball, Shadow Word: Death? It could be the first card she replays and kills her right off. I had a memorable Tess game where she Twisting Nether the board and then played two Demons for me, allowing me to win the game against an established Cubelock. With the nerf of this patch? This scenario is not possible anymore.

    Plus, Mike Donais specifically said when Tess was revealed that she would work like Pre-nerf Yogg. While I personally believe this is just a communication hiccup within Blizzard, one can totally interpret this as fraud and false advertising. 

    Posted in: News
  • 0

    posted a message on Discover - It should be nerfed
    Quote from MxFragz >>
    Quote from beardfasse >>
    Quote from MxFragz >>

    Blizzard, please remove all game mechanics and make all minions 1/1. Losing hurts my feelings.

     Don't overexaggarate, you got my point. There is nothing wrong with losing, what is oppressing though is losing to a card which didn't even start in the opponents deck. If Hearthstone developers had wanted the game to be taken seriously as an esports discipline, they wouldn't have introduced discover mechanics at all. But if it's already in the game, at least limit its significance in deciding games. 

    P.S. MxFagz, what kind of name is that? :-\

    edit: Oh, sorry, it's Fragz. Misread.

     I'm exaggerating in the context of this post. But really, is it exaggerating that much on a  more general context?

    As soon as one particular mechanic / minion / spell / DK gets to shine in a specific (or a few) archetypes, people start crying for nerfs.

    Every. Single. Time.

    Let's have a look at some Discover cards that were played eversince the keyword's inclusion.

    Mage:

    Ethereal Conjurer was deemed garbage at his introduction due to only having 3 health, but eventually people realize he's still very good because Mage spell are the most powerful ones in the game. I will also put Primordial Glyph here since it's played for same reason except it's even better. Arcane Keysmith was also played because mage secret is v.strong too.

    Priest:

    Museum Curator was created at the era where Priest is utter garbage, but he still sees some play because Priest doesn't have good 2 drop and Shifting Shade is okayish. Why do priest play Netherspite Historian instead? Because they have OP dragon cards such as Duskbreaker and Dr. OP

    Free From Amber also sees play, getting 10 mana worth of stats for 8 is good, and it can reliably summon you the Taunt and Lifesteal you need to save yourself due to Obsidian Statue.

    Warlock:

    Dark Peddler has the honor of being played in EVERY warlock deck back then, Handlock, Zoolock, Renolock, you name it, he's in it. Chittering Tunneler was not played because Warlock spells in general are bad, but 1 mana Warlock cards are very good (Power Overwhelming, Soulfire, heck even the Imp)

    Warrior:

    I Know a Guy was not played because Warrior's taunt minion is subpar, Explore Un'Goro is a meme card.

    Druid:

    Raven Idol was played a lot, especially in Yogg Druid due to its flexibility and counting as two spells.

    More and more...will continue after I finish my work.

    Posted in: General Discussion
  • 4

    posted a message on Discover - It should be nerfed
    Quote from xSaiko >>
    Quote from The_Edel_Bernal >>

    Before anything, this is just my personal feeling, it may not be objective truth. 

    The problem with Discover mechanic is that it favors Class cards, which are four times more likely to show up than neutral cards. This means whenever if there's a relevant Discover card around, class cards cannot be strong. For instance:

    Ice Block - While people complain about the non-interactivity of the card, they never complained about it being OP...not until Discover and Cabalist's Tome starts producing 3rd, 4th or even 5th Ice Blocks.

    Duskbreaker - I've seen many people complaining about this card, and the most common response is "Wait until Netherspite Historian rotates out". The same can be said about Dr. OP Drakonid Operative, two copies are fine, four copies? Not so much.

    Stonehill Defender is another card like this, with Paladin being the worst offender before Righteous Protector came into being. This card still is very good now through, who doesn't like getting smacked by a board of 3/3 dudes fighting Odd Paladin.

    So what do you think? Personally, I think Discover, in its attempt to limit RNG of the game, is way too overpowered. The pool of cards it offers should be like Arena, with bias towards certain cards, and the very best cards only show up once in a blue moon.

     Ice Block is wild only now. Don't see it ruining standard anymore.

    Duskbreaker is good, but only 2 copies in standard. Same goes for Drakonid Operative.

    Stonehill is a very strong card, OP though, not really.

    Seems like most of the issues you're having with the discover mechanic is only really relative to wild.

    Discover RNG shouldn't be restricted like arena. Only due to the reason of the card pool being selective to each format it's in. Seems more so problematic in Wild. Standard is fine.

     The problem is, as long as the mechanic stays the same, future cards cannot be strong, just look at Warsong Commander nerf.

    The solution to a problem shouldn't be "Wait until something rotates" or "Wait until Blizzard implement some crap cards for that class". The game is balanced around players having two copies of a good card, not three or four. Winning the game because you got lucky with a RNG generated card once per ten matches is cool, winning because you get a good card once per two match is too much.

    During the era of Unstable Portal, there's a saying "You have a chance to just win the game depending on what you get". This happens, may be like 5% of the time.

    Right now with Discover, it's not as extreme, a bit like "Your chance of winning the game increases by 30% if you discover that ultra strong class card.", except it happens much more often, like 33% of the time.

    Unless Team5 is balancing the game around a class regularly getting 3 or 4 copies of good class cards, Discover will remain OP. Meanwhile, if they do, the class card would be so crap it's not worth even using them.

    I rather have them fix Discover instead of making class cards crap, just give it the Arena bucket treatment.

    Posted in: General Discussion
  • 6

    posted a message on Discover - It should be nerfed

    Before anything, this is just my personal feeling, it may not be objective truth. 

    The problem with Discover mechanic is that it favors Class cards, which are four times more likely to show up than neutral cards. This means whenever if there's a relevant Discover card around, class cards cannot be strong. For instance:

    Ice Block - While people complain about the non-interactivity of the card, they never complained about it being OP...not until Discover and Cabalist's Tome starts producing 3rd, 4th or even 5th Ice Blocks.

    Duskbreaker - I've seen many people complaining about this card, and the most common response is "Wait until Netherspite Historian rotates out". The same can be said about Dr. OP Drakonid Operative, two copies are fine, four copies? Not so much.

    Stonehill Defender is another card like this, with Paladin being the worst offender before Righteous Protector came into being. This card still is very good now through, who doesn't like getting smacked by a board of 3/3 dudes fighting Odd Paladin.

    So what do you think? Personally, I think Discover, in its attempt to limit RNG of the game, is way too overpowered. The pool of cards it offers should be like Arena, with bias towards certain cards, and the very best cards only show up once in a blue moon.

    Posted in: General Discussion
  • 2

    posted a message on WCDC Season 7 Finale - Mini Comp #4 (Submission)

    It works like Simulacrum , except for spells and is completely random. It can potentially give you a lot of value by giving you more big spells.

    Posted in: Fan Creations
  • 0

    posted a message on Post-Nerf Experiences

    Playing Even Shaman, just hit Legend 5 minutes ago from Rank 2 (Two-Stars), losing 2 matches.

    4 Odd Rogue, 1 Quest Rogue, 1 Quest Warrior, 1 Odd Warrior, 1 Spiteful Druid (Lost), 1 Control Lock(Lost), 1 Odd Hunter, 1 Zoolock, 1 Murloc Paladin, 1 Shudder Shaman.

     

    Posted in: General Discussion
  • 1

    posted a message on Weekly Card Design Competition 7.20 - Submission Topic

    REMOVED

    Posted in: Fan Creations
  • 0

    posted a message on Card Nerf - The Caverns Below/Crystal Core

    Should have make minions into 3/3 but only requiring 4 minions to complete the Quest.

    This way, it does better against Aggro by able to finish the Quest earlier, but won't be able to dumpster Control so easily.

    Posted in: Card Discussion
  • 4

    posted a message on Weekly Card Design Competition 7.19 - Submission Topic

    Two powerful warlocks from Legion. Lulubelle damages you, and does something if she kills you, while Kira heals you, and does something if she brings you back to full health.

    The two have an interesting synergy. Since Lord Jaraxxus only has a maximum health of 15, it's MUCH easier for Kira to heal him to full than your normal Warlock hero. One Mana INFERNO! Bring back the good'ol Jaraxxus madness!

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 7.18 - Submission Topic

    Supporting your little (1 Cost) guys, all the way to the end!

    It provides so much needed boost for Quest Hunter, and can also be used in Odd Face-Hunter. The card has decent stat itself and has Beast synergy, and I specifically made it Hunter specific to prevent ridiculous synergy with Dude Paladin.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 7.18 - Discussion Topic

    Does cards like Seeping Oozeling qualify? It has a Battlecry, and through the Battlecry it gains a Deathrattle.

    Posted in: Fan Creations
  • 8

    posted a message on Weekly Card Design Competition 7.17 - Submission Topic

    The card is suppose to represent the newbie mage who botched her summoning ritual, which kills whatever entity she's trying to summon .

    Needless to say, killing the biggest minion in your deck (Which for most deck is their win condition) is very bad, unless you only care about the Deathrattle , or can bring it back somehow...

    Posted in: Fan Creations
  • To post a comment, please login or register a new account.