- Timeiscandy
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Member for 9 years, 2 months, and 6 days
Last active Mon, Sep, 4 2017 20:21:02 -
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essbee posted a message on Weekly Design Competition #11 - [Ended]Posted in: Fan Creations -
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hyf934 posted a message on Weekly Design Competition #11 - [Ended]Tree Of World
Druid Spell
Cost: 9
Shuffle wisps into a player's deck until his deck is full.
"A huge wave of wisps is approaching!"
This card also reads "Choose one: A strong hit to your opponent's deck or avoid exhaustion".
Clarification: A full deck means a deck with 30 cards. If a player has ten cards in deck, tree of life adds 20 cards into deck.
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user-19527152 posted a message on Weekly Design Competition #11 - [Ended]Cool card with a fun battlecry. Works a little like Unstable Portal. Could be an awesome tempo card, game changer or absolute bullshit.
Felt like there were no "Orc Mage cards". Orcs are new to the mage class since vanilla and therefor seeking new knowledge (Random spells).
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AstalTR posted a message on Weekly Design Competition #11 - [Ended]Posted in: Fan CreationsNot quite what I wanted for the art for this, but beggars can't be choosers.
Edit: Added image to the post rather than just as an attachment.
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ChronoAS posted a message on Weekly Design Competition #11 - [Ended]Posted in: Fan CreationsDragonmaw Rider (Warrior Rare). 3 mana 3/1.
Charge. Has Windfury while you have less cards in hand than your opponent. -
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wyrllish posted a message on Gang Up messed up !Posted in: General DiscussionYou're overreacting and obviously new at this game.
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Zion7 posted a message on Why did they limit the Dragon archetype to Paladins?Posted in: General DiscussionI wouldn't worry about it because unlike Murlocs or Pirates, these dragon cards seem pretty good on their own or they easily synergize with other dragon cards simply with the "holding" mechanic. Every tribe doesn't need a neutral version of Mech Warper. I think some people are being a little too black and white on this whole "100% Dragon deck" vs "no dragons being used at all" thing. As if the whole deck either has to be dragon based or bust. That's like saying Shredders aren't viable in any deck that's not a completely mech themed deck.
I've heard some hyperbole statements like "dragon Priest won't be a thing" or "dragon Warrior won't be a thing" etc which is being really closed minded. That statement insinuates that these BRM cards are not viable to certain classes. Ridiculous. Of course it would be mediocre to make a completely dragon themed deck, as it should be. I don't think that was ever Blizzards intention. I think these cards are good in that there are enough of them to create combinations, yet also fit snugly into a typical deck archetype for each of the classes. These cards are good precisely because they do not require a completely dragon themed deck to work. Which is different than something like Murlocs, where you better have a completely Murloc deck or just forget the whole tribe.
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DisguisedToastHS posted a message on [Infographic] All the Dragon cards and their Synergies!All Dragons + Synergies
Hey all,
With all the Blackrock Mountain cards revealed, I put together a little infographic with all the dragon-type cards that will be available as well as the FOUR Dragon-Holding mechanic cards.
I also included a little stat-line about the Hungry Dragon's 1-Drop chances, the spells that can work with Dragonkin Sorcerer, and popular Rend targets.
Paladin and Priest - The only two class to receive their very own Dragon cards. Paladin looking like a great Dragon class with their Dragon-Minion, which basically means your next Dragon is Innervated.
Hungry Dragon -> Zombie Chow - If you're ever desperate for heals (Face Hunter about to Hero Power you to death...), slamming a Hungry Dragon into a Zombie Chow may just save your life... 1 in 36 chances (2.8%)
Rend Backhand? - Despite the ATROCIOUS stats of 8/4 for a 7-Cost, will Rend Blackhand see significant use? Loatheb, Black Knight, Harrison Jones killer?
Thanks a lot of reading guys, hope you all enjoyed it! As usual, if you guys have any suggestions on how to improve it or have other content you guys wanna see - let me know!
More Blackrock Mountain content will be coming over the next few weeks, follow me on Twitter @DisguisedToast for the latest updates!
Past Infographics - Soon to be outdated ;(
Mech Mage: http://i.imgur.com/VE00xDB.jpg
Oil Rogue: http://i.imgur.com/RE1EO1F.jpg -
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user-18170432 posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!Posted in: General DiscussionQuote from pomonkeypo »Well, people like winning. Is that so strange? The reward is the fun itself.
Pretty much. I dislike playing against face hunter like the next guy. Attacking hunter players on a personal level though is much more scummy than playing hunter.
People play what works.
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Acks posted a message on This is How to Fix Magma Rager!Posted in: Card DiscussionI think it should be a 2 mana 4/1 with no other text. It's a basic card after all, and it would be in line with all the 2 mana 3/2s that are out there. Also that would allow to use it along with kel'thuzad, which would maybe allow it to live again.
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Pretty sure what he's saying is that he is not Phil Champ. He found this deck when he searched for Handlock decks, played it, enjoyed it, then linked it to someone who was looking for a handlock deck. Maybe leave a comment on the deck if you have an issue with the construction, that might get to the person who actually made it.
I do like Wilfred in Handlock. I played a version with him and Fencing Coaches last month to rank 3 before secret paladin became a thing and it became a lot harder to play Handlock.
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Yeah I've never really had any complaints with the number of deck slots, but not being able to sort them drives me sorta crazy. I want all my Warrior decks at the bottom, next to the Warlock decks. Let me do this.
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True. How about The Mysterious Challenger?
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One of the things I find super interesting about this card is that it defeats one of the purposes of secrets, or at least, what I always assumed was one of the purposes. Someone plays a secret and you have to sit there thinking "Okay, it could be this, this, or this, and in each of those cases I need to play like this or this and see which pops." There's a thought process that involves playing around the possible secrets. With Mysterious Challenger it removes that and you're just like "Well, it's all of them, so let's just go through in order."
The card is sorta what Paladin secrets needed to get any play, it's just amusing to me that they aren't really secrets anymore since once they're all in play you know what they are.
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In order for a game to be viable as an esport it basically needs to have three things:
One: The support of the developers or third-party tournament organizers willing to organize events and put money on the line.
Two: Players willing to put time and energy into traveling to events, participating in them, and making the experience worthwhile for viewers either by playing or commentating.
Three: People willing to watch and support the events.
Hearthstone has all three of those things, and while I have no idea how long they'll last, there's no denying that at the moment it is treated as an esport by a lot of people. There's nothing really wrong with that, regardless of what the people saying things like "E-Sports has to be about skill and skill only!" may think. Hearthstone has everything it needs. Maybe that will change later, but for now I'll just enjoy watching the tournaments, seeing some interesting plays, and watching that 1-20 topdeck blow someone out of the water.
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Basically an idea like this boils down to what the game would end up looking like. Sequencing would become the biggest part of the game and that's just not very interesting. Or rather, it can be interesting but often times it's not exciting. In Go you have joseki, which are basically "solved" patterns of play. They don't cover the entire game, but cover sequences of play that have been played out enough times that people know what the best option is through a series of plays. Chess has those too. You'd end up with a series of decks where everyone knows the appropriate sequences. "I open like this, then they go get this card, then I respond with this one, which makes them do this, and in turn I..." and so on.
Now in practice it wouldn't go exactly like that, because there would still be hidden information. You don't know for sure what is in your opponents deck, but you can make some assumptions. It would make tech cards obscenely powerful, certainly. If I could always just draw BGH or Kezan Mystic when I felt like it, then would anyone even want to play 7 attack minions or secrets? The tempo loss might be too much to recover from (obviously this is a Hearthstone example, your game would probably have to forego tech cards altogether or make their impact a lot smaller).
The real problem with an idea like this is that it's far more punishing to those with less experience. If you want to make a game accessible in the sense that it's easy to market, then putting a skill gap that's so high between new and old players isn't really the way to do it. People complain about losing to facehunter and the like but in games without rng you can play against the same person one hundred games in a row and literally lose every single game. If they're better than you, it's a lot harder for you to ever win. If you used a ranking system like Hearthstone does, you'd see a lot of stagnation in the ranks, with players just stuck until they finally manage to get good enough to progress a little. It would be a long process that didn't feel particularly rewarding.
Now of course, this is true of games that don't have rng, and perhaps your game would attract the people who enjoy that kind of game. Your market would just be a lot different from the kind of people who come and enjoy Hearthstone, and assuming you were trying to market it I can't help but think you'd make a lot less money XD.
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I always feel like I'm playing a different game than everyone else. I honestly just don't run into that many aggro decks. Not now, not pre-TGT, not really ever. It seems about even with other archetypes. Maybe I'm just lucky.
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This is a good question. Whenever someone friends me to after a game to complain I always make sure to ask them what deck I should play next time to gain their approval. No one has answered so far so I appreciate a thread like this.
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The problem with Hemet was that he's a tech card. Really, no matter what cards are printed how good he is depends entirely on the other decks and how many beasts are around. His stats are such that he really needs to be killing a beast to be worth it, and that's going to happen very rarely.
Our resident beetle king, on the other hand, is not a tech card. What he needs is the support for a grindy control style Rogue deck. He's the kind of card that can finish games over the course of several turns by being hard to deal with short of silence or hex/poly effects. Right now he's not good enough, that's certainly true. But the odds of him being good are much higher than Hemet, I would say.
I will admit to a certain amount of bias as I love the card and the character, but I do think he has the possibility to be good, just not yet.
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Well, I would assume that not everybody has a ton of new cards yet. I mean, the people here are probably in a subset of players that bought, preordered, or saved up gold and dust to get a bunch of new cards, but there are also probably a ton of people that have opened like ten packs and maybe didn't get all the cards they wanted or the enough for the deck they want to test. It's not like just because they released the set a few hours ago means every player now has access to the cards. Maybe give it a little more time before you start bemoaning the lack of innovation.