This card can combo with effects like: Corpse Raiser, Desperate Stand, Ancestral Spirit or Spikeridged Steed.
But it can also trigger twice: Backroom Bouncer or Flesheating Ghoul.
There is plenty of interactions :)
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This card can combo with effects like: Corpse Raiser, Desperate Stand, Ancestral Spirit or Spikeridged Steed.
But it can also trigger twice: Backroom Bouncer or Flesheating Ghoul.
There is plenty of interactions :)
3
'You can't see me!! Oh wait, now you can...'
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Alright, i've taken some notes so this might get a bit long:
Original:
Here's a few ideas, I was focusing more on interesting ways to activate your Elementals than just creating minions.
Murlocalypse is supposed to synergise with the new Shaman quest, Unite the Murlocs. The idea is you could use Murlocs for early drops to get the quest rolling and then when you move towards the later half of the game you can start playing your bigger Elementals and have them count towards your quest. You can also use Murlocs as activators or your Elementals.
I really don't know if this is way too crazy or just way too slow to be useful!With Burning Trickster I was thinking of alternate ways to activate your Elemental effects.
When this card is on the field, your Elementals are always active, regardless of what turn it was played.Pilot Light is spell that I thought would fit with Mage fairly well.
It's simply designed to give you 3 activators for your Elementals in the form on Tiny Flames... with the flavor of a gas stove =PUpdated:
Still not sure about the wording for this one?
Is it clear what the effect does?Now Pilot Light gives a you a spell rather than a tiny elemental minion.
Here's a new idea. Blazerunner is the elemental sitting on top of Fire Plume Ridge. I know it's not at all underpowered, far from, but is it too overpowered? As in too much a powercreep of Sergeant Sally...
Synergises very well with hand buffs.
For those who don't know, in WoW Princess Tempestria leads an Elemental Invasion in Winterspring. She opens a portal to the Elemental Plane, and a whole buncha Water Elementals make their way into Azeroth. Still unsure on if I'll end up going for this or one of my other ideas, but thought I'd share.
The card is obviously meant for a control Mage, in the style of Lord Jaraxxus. In terms of balance... the mana cost of the Princess makes it so that you can summon the elemental immediately, and she also has 5 more Health than Jaraxxus. Of course, she lacks the weapon. I'm thinking this might still be too strong... giving the water elemental Taunt might be overkill :P
Another concern is it might just not be very interesting.
Quote from nurgling13>>Here's an idea I had:
It's designed to combo with Ozruk, as well as with the discard synergies of Warlock.
Shameless Bumping.
Any thoughts on flavor, balance or if the card idea is even worth it?
The wording may be changed to your last turn, for consistency purposes.
Thank you in advance <3
Personally i think the second option is far more interesting than the first. While you do lose a little control over actually pulling off the recycling effect, it does add a big strategic aspect to the card because your opponent will have to decide whether to remove the activated minion and give you another one or just to wait for the Deathrattle condition not being met and removing it for good.
Anyways - truly interesting design that enforces possibly meaningful decisionmaking. Good job :)
Finally (as if the post wasn't long enough already - nicely done chatterbox...) i'm shamelessly bumping up my first idea here again.
Yesterday i forgot a really crucial aspect that has been edited in and i would really like to hear some opinions on this one :)
- Or just have it dismissed while i'm working on some other ideas i guess :D
Quote from MrUncreative >>Notes:
The art is still temporary. I found only little that seemed to fit okay - maybe have to craft something.
Obviously i am going for some alchemy related theme here and i think - although this is possibly up to interpretation - alchemy is basically about deconstructing something to its basic elements (a-ha) and putting those back together in a entirely new way.
As for how this would work: Let's suppose you destroy a Kalimos, Primal Lord - you destroy 14 worth of stats (7+7=14) and get another random minion with that same value, for example Kel'Thuzad (6+8=14).
If no other minion with the exact same value exists in the game (let's say you destroyed a 5/20 Ozruk) the minion is simply resummoned.Really courious about your thoughts on this one :)
Update: I think a version that lets you destroy ANY kind of minion and puts it back together as an elemental would really be more viable.
Alright, i'll probably do another one of these but this one really took some time ^^'
Let me know, if my feedback was helpful and have a good one you all :)
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'The new interns at Sylvanas' army always get picked on. As insiders tell, this one is having a particularly rough time.'
Edit: flavor-text typo correction.
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My thanks go to Toxibrah who was the first one to come up with the name for this card.
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What if Druids had a Primordial Glyph too? Again a big thank you to everyone who shared their thoughts on the card :)
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Do you remember those guys who always want all of the loot for themselves, even if they can't use it? Well, now you can be one of them! Cheers to everyone sharing their thoughts in the discussion topic and helping me with one really tough decision this week.
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This week's theme was great. It was really inspiring and led to a whole lot of interesting and creative ideas. The group of finalists also depicts that quite nicely and actually, i don't mind not making it here this week that much - a whole lot of interesting cards with enjoyable effects to pick from.
There are two cards that stick out to me - namely Vindicator Maraad and Show Mercy. These are both cards from the category of "ideas i'd like to have had myself" and will easily grab my vote. There are some strong contestants for my third vote though:
As a huge Sherlock Holmes fan i'm a little sad about Merlock - the effect is amazing but that name is something i like to call "trying too hard". Does every pun with murlocs involved have to contain the sound "Mrrgl" at least three times?
Metamorphosis is also a card that is overdoing it a little in my opinion. The main appeal i get from playing Evolve-Shaman is the mystery of not knowing what exactly you'll get but still trying to make it work somehow. It's a deck that i resort to when i don't want to play competitive, simply for the fun and randomness it provides. Also with the added control through discovering, this actually feels a little too strong to me for 1 mana.
I get the appeal of Battlefront Grunt but for such a random utility card that only might be useful, i feel like it should be smaller to make it flexible. Contrarywise one could argue that you would at least get a respectable body this way - i'm not sure which is better though. Also i can't help it, but the flavor feels a little "derpy" to me (for lack of a better word) - does he actually need to ask the commander what to shout while charging into battle? :D
All in all a pretty enjoyable week. I'm excited for the next one :)
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"But wait, this is just stealing a card from your opponent with no way of playing around it - is that your interpretation of fun and interactive?" - Well, let me try to remove those concerns:
First of all that stealing is immensely random: You neither have control over what you're going to steal, nor when that stealing will occur. Also while your taking a chance to get something good, your're granting that same opportunity to your opponent afterwards. So as you do have a slight advantage of getting the first tick off of this, the benefit your opponent gets in return does even this out.
And finally, i'm pretty confident that you won't actually kill combo decks with this. That is mainly because combo decks that rely on singular key cards aren't really a thing anymore and Highlander decks also ran off to the Wild format almost entirely.
Thanks to everyone in the discussion topic and Toxibrah in particular, who provided me with the major amount of input this week :)
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Whether you need an enemy minion to lay low for a moment and spare you that one crucial attack, or you really need a minion you recently played to live and see another turn - there is almost no problem that can't be solved with a pint of cold beer.
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Well. It does lose Reckless Flurry, Stonehill Defender and Direhorn Hatchling, which i would consider key cards for the deck.
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I mean, every single class will lose significant amounts of their core sets, because the rotation takes out the most powerful sets in Hearthstone history. The only class that will sort of survive this, with a semi-realistic deck still, will be Paladin, whose Odd-Paladin and Even-Paladin certainly will be able to survive the onslaught.
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I guess that depends on how you look at it.
It would currently be my favorite game, based on replayability, although it wouldn't be the best coming from the first-hand experience. Hearthstone can be played in extremely high doses without feeling much less tiring. Try playing any game that are story-based, more than 2 or 3 times, and you'll see the games through different lenses.
Still, nothing is ever going to compare to the first time i stepped into the World of Warcraft. Experiencing that vast world for the first time ever is something that probably never will be beaten.
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I hope you all will enjoy the Gambler class as much as i enjoyed creating it. The primary goal idea for the class is creating (hopefully) healthy RNG, in a way that it doesn't just blow the opponent out of the waters, but instead creates interesting dilemmas for the Gambler to take advantage of, to help make every single game with the Gambler class an enjoyable experience!
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I don't think speculation is a bad idea inheirently. Hunter is currently seeing an awful lot of play, and these nerfs does seem to negate some of th cards that makes Hunter so powerful.
It's unlikely they're gonna touch Animal Companion, but the Deathstalker Rexxar and Lesser Emerald Spellstone nerfs seems reasonable.
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I've been called both a fanboy, and a hater at one and the same time, and the conclusion is that people just don't like it, when someone disagrees with one's opinion. Naga Sea Witch decks as your example was in my eyes not as problematic as several other decks, like Kingsbane Rogue and Resurrect Priest. People are allowed to like the Dungeon Run as well. I personally didn't fancy it, but I know several people who really liked the extra layer of pure and clean POWER. All in all we all have different opinions on specific cards and modes.
I'm personally tired of seeing people call out people as "fanboys" and "haters", as both parts are equally stupid. The haters will say that a thing is objectively bad because they don't like it, whereas a fanboy will say it's objectively good because they do like it. The fact of the matter is that some people can like things that other people don't.
Let's bring out a controversial opinion that I have for this sake. I don't personally believe you should be allowed to dust more than 2 of the same card after a nerf for a full dust refund. There is no gameplay reason for this sort of thing, and it slows down progression in the game, as people are hoarding more and more cards. This also makes it more appealing for Blizzard to actually nerf cards, as there won't be people getting an entire year's worth of dust, from a single rounds of nerfs. I've also never felt that i've heard a good argument for why it should remain like this in the game, except for personal greed.
Is this an objectively wrong opinion? Some of you might say it is. But as all other opinions, it's a subjective one, and can therefore not be seen as objectively anything. I personally respect it, if you disagree with this opinion, for whatever reasoning you have, as long as you don't call me out, because you have a different opinion.
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I believe the timing for the Wild Growth nerf were Horrific, but still needed. I'm obviously no fortuneteller, but of what I've seen lately, i feel like Team 5 have begun to listen more to the community, than what they have previously. Never before have we seen nerfs this soon, and the nerfs that came were good. Had they hit Rexxar aswell, i would even have considered them wonderful. I agree that of all the times to nerf Wild Growth, this is the silliest point. As Druid, unlike in Boomsday, didn't have several Tier 1 decks.
Sometimes solutions shouldn't come in the form of direct replacements for previous nerfs, as that would just slightly lower the power level of a certain deck, without creating new decks. Warriors don't need to have a cheap weapon, that can/should be played in every single warrior deck you can think of. Personally, I'd like to see more focused early game Warrior weapons like Bladed Gauntlet, over universally strong early game Weapons.
I don't see a sensible way to fix Druid at current moment, although i do hope they'll introduce new and powerful alternative power cards for Druid in the next Hearthstone year, that changes the way we play Druid.
I do agree the timing wasn't optimal, but I'd still like to stress that i believe the changes were great. I'd way rather have the nerfs than not have the nerfs.
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Druid has not for a single meta in the entirety of Hearthstones life (with the exception of right now) not had either a high tier 2 or a tier 1 deck. At the end of Boomsday, 4 out of 5 total tier 1 decks were Druid decks. I personally believe the nerf to ramp, including Wild Growth was good for the longevity of the game. This is mostly because Druid decks, in general, have been rather monotone over its Hearthstone lifetime, because of this extremely strong core.
I had said it before the nerfs, and i will say it again here. Most of the Druid cards were NOT overpowered, had it not been for Druid's ramp. Including Ultimate Infestation Branching Paths and even Spreading Plague. These cards wouldn't have been anywhere near as strong in any other class, than specifically druid, because of their ramp capabilities.
The nerfs makes it possible for Druid to receive actual top tier cards, that makes it possible for a new array of druid decks to emerge. If that means that we will have to wait a few expansions for Druid to be Tier 1 or 2 again, then it will be perfectly fine, considering how long it have been in the spotlight as arguably the most consistently overpowered class, alongside Paladin.
I agree that not nerfing either Emerald Spellstone or Deathstalker Rexxar was a mistake on Blizzard's behalf. Both bring too much and too polarised power for the decks they're included in. Hunter as of current moment is too powerful, compared to the remaining classes, although it's not as oppresive nor polarizing as most previous top tier decks, which personally makes it less of a nuisance compared to these previous top tier decks.
Having Basic/Classic cards that are more or less forced into your deck creates monotone types of gameplay, and subdues a lot of cards. No other early game Warrior weapon could really be viable, as long as Waraxe existed. And for the same reason, Combo/Control Druid was always strong, because they had the ability to ignore certain parts of the game. This is fine for a period of a few years, but unhealthy for the entirety of the game.
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Indeed. What Setesh said.
If you really want to craft any legendaries to play competitively, Baku and especially Genn are prime cards that can carry an entire deck almost alone. Even Paladin with nothing but basic cards and Genn is already in itself a sort of respectable deck.
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Taunt and Immune doesn't work together. A minion with Immune and Taunt will act like it doesn't have Taunt.