Just to add after further experience (not to deny my ignorance within the OP); there are handful of charge minions already, I do like the Grom combo set up (was always one of my favorite combos in HS). Though getting a better feel to the Core and Whizbang expansion; the Charge doesnt feel tilted at all. Taunt, and everyone having access to big minions or taunt, or some other form to stop/slow charge game.
I was originally against Rush and banning Charge; then I really got use to Rush (Mr. Crowley please stand up) and started to like what Blizzard was doing with Rush cards as they printed more. A week ago Charge would of been a bigger deal, right now seems decent actually.
This isnt mimicking anything. This is perfect Warcraft Deathknight Mechanic (Unholy DK) and this is good card design/synergy. In Warcraft the Unholy DK spam plagues on target; consumes plagues on target for burst damage.
People keep saying it's the discover.... you are DISCOVERING THE CARDS I LISTED. The problem isnt discovering cards. It's discovering cards that are too strong for zero drawback.
The discover isnt broken. The cards you can spam from it are.
The OP was a little salty I admit; so it wasnt the best brainstorm of balances. Though on the spot there were some good suggestions. Discovering cards that are balanced isnt broken.
Destroy Minion spells for 3 mana. Problem here is DK AOE damage kills useless minions, then these spells pick off your biggest threats with literally no drawback. Makes it too difficult to get ahead of Blood DK. Siphon Soul for 5 mana is legit interaction for instance
Vampiric Blood NERF/DELETE or BALANCE; 3 Mana, +5 life, spend 5Corpses to +5 and draw
Soul Stealer, NERF/DELETE. 8mana, 3/3, LOSEa corpse for each minion destroyed
Frostwyrm 7 mana; NERF TO 4 DAMAGE 4/4 TOKEN
Discover Rune Cards, NERF to only usable Rune cards
The entire game would be in a better place except for Pure Paladin needs nerf list too. You want a community that expands, that buys products like candy. The problem with DK is the power trade off for mana cost per turn. It's too cheap and easy to negate your opponent and stuff their entire deck's strategy. Instance; turn 5 opponent has managed to get 3-4x cheap minions on battlefield. DK just wipes it and gains health back (+vampiric blood interaction makes this more miserable). Opponent's turn 6 they play a big minion to offset the setback they just had turn 5.. the DK just spends 3 mana and removes that. Now opponent is screwed for most part waiting for 12 turns for game to end.
Enjoyable product= more player base More player base = more $$ More $$ = better product
You can make changes @BlizzardActvision, just use your free-will and get er done.
When original Tyrande was introduced to Hearthstone she had her own Hero Power animation which was of Blue-Elune light rather the Golden Priesty light.
Champion Tyrande basically has the Anduin Hero Power. Wondering if that is intentional, or can we get Champion Tyrande Hero Power to do the Elune Light animation which would be fitting and more awesome for the package paid for.
I get completely rolled. Worst top decks, worst discoveries. Opponent gets ideal top decks that counter my situation turn by turn. Statistically it's impossible to be RNG at this point. The amount of times I've been full stars Diamond2 is insane in one week.
The opposite is true; when I'm empty stars I get ideal top decks, roll my opponent, great discoveries and dredges. Doesn't matter what deck I play, the outcome of full stars or empty stars is almost always the same which is a statistical improbability.
Still getting 19/19 taunt minions by turn 5-6. How many classes, and how many viable decks of those classes, can deal with a 19/19 taunt minion via Invincible and Ghouls?
Literally seems like elementary kids are designing this game; but the reality is a handful of "adults" making more money than they are worth are designing this game.
Stop spending money at the in game shop > force hearthstone to develop video game according to those who fund it (player base and their own money).
Keep spending money on glittering prices, keep funding the cancer that are the Devs (who are corporate puppy lap dogs) to not fix anything.
Corporations care for one thing; quarterly profits. If the $$ is still coming in over skins, hero portraits, packs, BG/Duel/Merc crap... they will continue to steer the ship as they have been.
Once the quarterly profits start to tank, they will correct course and adhere to the player base because ultimately they are the ones who fund the game which in turn pays for salaries and jobs at Activision Blizzard.
When dopamine ticks overcomes your wallet, instead of conscious decisions, you are losing regardless of what rank the pixels tell you, you are.
Cards that steal/eat opponent's cards that their entire deck is built around.
Cards in hand that get stronger every turn, laziest idea ever thought up in a TCG.
20 Mana Crystals for ONE class.
The RNG on Discover, Top decks, pre loaded hands/mulligans is complete trash.
Paying a bunch of monkeys in the office to design a game that is losing quarterly profits, trying to create new modes, new bundles, new card styles (diamond, new lame grey Lich art)... to fund your monkey operation and own up loss in quarterly profits.
It's just getting more pathetic as the months go by. This game feels like a bunch of teenagers designed it while drunk on spiked koolaid.
Is this really the best this Dev "team" can do with their given salaries, resources and opportunities? It's pathetic. Hire a handful of high school students from the nearest school to Blizz HQ, pay them 1/4 the salary, give them all the resources to make next expansion, guaranteed they couldn't do worse than we've experienced in the "Year of the Hydra".
Grin, smile, chuckle, ignore... you can't ignore losing profits annually. Dumb as a steamed carrots.
Yet the Mana Cost of those two lists above is whack, considering a class that has no good removal cards, will have to play clunky minion cards in midrange to draw anything.
0
Just to add after further experience (not to deny my ignorance within the OP); there are handful of charge minions already, I do like the Grom combo set up (was always one of my favorite combos in HS).
Though getting a better feel to the Core and Whizbang expansion; the Charge doesnt feel tilted at all. Taunt, and everyone having access to big minions or taunt, or some other form to stop/slow charge game.
I was originally against Rush and banning Charge; then I really got use to Rush (Mr. Crowley please stand up) and started to like what Blizzard was doing with Rush cards as they printed more. A week ago Charge would of been a bigger deal, right now seems decent actually.
1
I retract all things. I love Leroy Jenkins, and it's fun.
1
This card is incredible and fun with current event/theme. Way to go Blizzard.
0
I got to Diamond+ easy with Mech Rogue I put together. Lots of synergy in Mech/Rogue and BeatBoxer and MC Blingtron are slept on.
0
This isnt mimicking anything. This is perfect Warcraft Deathknight Mechanic (Unholy DK) and this is good card design/synergy. In Warcraft the Unholy DK spam plagues on target; consumes plagues on target for burst damage.
0
This is what I assumed but wanted to make sure.
Thanks a plenty Mageio.
0
People keep saying it's the discover.... you are DISCOVERING THE CARDS I LISTED. The problem isnt discovering cards. It's discovering cards that are too strong for zero drawback.
The discover isnt broken. The cards you can spam from it are.
The OP was a little salty I admit; so it wasnt the best brainstorm of balances. Though on the spot there were some good suggestions. Discovering cards that are balanced isnt broken.
0
Golden Path of Arthas set for 87$CAD or 10,000 coins.. can the Golden cards be dusted after purchase?
Hoping to finish Frost DK golden cards, and get lots of dust to craft a new deck.
6
Construct Quarter BALANCE, 3mana, summon 3/3 rush
Destroy Minion spells for 3 mana. Problem here is DK AOE damage kills useless minions, then these spells pick off your biggest threats with literally no drawback. Makes it too difficult to get ahead of Blood DK. Siphon Soul for 5 mana is legit interaction for instance
Vampiric Blood NERF/DELETE or BALANCE; 3 Mana, +5 life, spend 5 Corpses to +5 and draw
Gnome Muncher BALANCE, 5mana, 3/5 Taunt Lifesteal, attack HIGHEST health enemy
Soul Stealer, NERF/DELETE. 8mana, 3/3, LOSE a corpse for each minion destroyed
Frostwyrm 7 mana; NERF TO 4 DAMAGE 4/4 TOKEN
Discover Rune Cards, NERF to only usable Rune cards
The entire game would be in a better place except for Pure Paladin needs nerf list too. You want a community that expands, that buys products like candy. The problem with DK is the power trade off for mana cost per turn. It's too cheap and easy to negate your opponent and stuff their entire deck's strategy.
Instance; turn 5 opponent has managed to get 3-4x cheap minions on battlefield. DK just wipes it and gains health back (+vampiric blood interaction makes this more miserable). Opponent's turn 6 they play a big minion to offset the setback they just had turn 5.. the DK just spends 3 mana and removes that. Now opponent is screwed for most part waiting for 12 turns for game to end.
Enjoyable product= more player base
More player base = more $$
More $$ = better product
You can make changes @BlizzardActvision, just use your free-will and get er done.
0
When original Tyrande was introduced to Hearthstone she had her own Hero Power animation which was of Blue-Elune light rather the Golden Priesty light.
Champion Tyrande basically has the Anduin Hero Power. Wondering if that is intentional, or can we get Champion Tyrande Hero Power to do the Elune Light animation which would be fitting and more awesome for the package paid for.
2
I get completely rolled. Worst top decks, worst discoveries. Opponent gets ideal top decks that counter my situation turn by turn. Statistically it's impossible to be RNG at this point. The amount of times I've been full stars Diamond2 is insane in one week.
The opposite is true; when I'm empty stars I get ideal top decks, roll my opponent, great discoveries and dredges. Doesn't matter what deck I play, the outcome of full stars or empty stars is almost always the same which is a statistical improbability.
This is called gatekeeping.
1
Still getting 19/19 taunt minions by turn 5-6. How many classes, and how many viable decks of those classes, can deal with a 19/19 taunt minion via Invincible and Ghouls?
Literally seems like elementary kids are designing this game; but the reality is a handful of "adults" making more money than they are worth are designing this game.
1
Stop spending money at the in game shop > force hearthstone to develop video game according to those who fund it (player base and their own money).
Keep spending money on glittering prices, keep funding the cancer that are the Devs (who are corporate puppy lap dogs) to not fix anything.
Corporations care for one thing; quarterly profits. If the $$ is still coming in over skins, hero portraits, packs, BG/Duel/Merc crap... they will continue to steer the ship as they have been.
Once the quarterly profits start to tank, they will correct course and adhere to the player base because ultimately they are the ones who fund the game which in turn pays for salaries and jobs at Activision Blizzard.
When dopamine ticks overcomes your wallet, instead of conscious decisions, you are losing regardless of what rank the pixels tell you, you are.
3
14-18+ attack weapons on turn 4.
Cards that steal/eat opponent's cards that their entire deck is built around.
Cards in hand that get stronger every turn, laziest idea ever thought up in a TCG.
20 Mana Crystals for ONE class.
The RNG on Discover, Top decks, pre loaded hands/mulligans is complete trash.
Paying a bunch of monkeys in the office to design a game that is losing quarterly profits, trying to create new modes, new bundles, new card styles (diamond, new lame grey Lich art)... to fund your monkey operation and own up loss in quarterly profits.
It's just getting more pathetic as the months go by. This game feels like a bunch of teenagers designed it while drunk on spiked koolaid.
Is this really the best this Dev "team" can do with their given salaries, resources and opportunities? It's pathetic. Hire a handful of high school students from the nearest school to Blizz HQ, pay them 1/4 the salary, give them all the resources to make next expansion, guaranteed they couldn't do worse than we've experienced in the "Year of the Hydra".
Grin, smile, chuckle, ignore... you can't ignore losing profits annually. Dumb as a steamed carrots.
0
Capture Coldtooth Mine
Composting
Jerry Rig Carpenter
Living Seed (draw a beast, upgrades)
Moonlit Guidance
Wildheart Guff
When these rotate out; Druid will be left with clunky minion draw cards and Miracle Growth..
Widowbloom Seedsman
Nourish
Death Blossom Whomper
Miracle Growth
Maybe run Flesh Behemoth for Ramp decks
Yet the Mana Cost of those two lists above is whack, considering a class that has no good removal cards, will have to play clunky minion cards in midrange to draw anything.
Feelsbad.