Notice: An immune minion with 0 health still dies. So you have to buff this little fella constantly in order to keep making favourable trades.
- YJHS2000
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Member for 7 years, 10 months, and 10 days
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WUBRGWUBRG posted a message on Weekly Card Design Competition 6.14 - Submission Topic -
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Turkeybag posted a message on Weekly Card Design Competition 6.14 - Submission TopicPosted in: Fan Creations -
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ffinderous posted a message on Weekly Card Design Competition 6.14 - Submission TopicPosted in: Fan Creations -
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Zukuu posted a message on Weekly Card Design Competition 6.14 - Submission TopicBased on the famous WoW Paladin combo of "Divine Shield", which turns you invincible for 10 seconds and using your "Hearthstone" with a 10-second cast time to teleport out.
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Perugius posted a message on Weekly Card Design Competition 6.13 - Submission TopicGreetings, friends; I am the newbie who has never heard of the word 'balance'.
Edit: Forgot to mention this but when the second DR goes off, his hero power gains life steal
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Kappamaker_Absolution posted a message on Weekly Card Design Competition 6.13 - Submission TopicPosted in: Fan CreationsBasically after playing this, for the rest of the game when you adapt your minions, they can possibly get a charge adaption if picked.
Flavor Text: "Making a party in Un'goro for all the dinosaurs. But first to clean up the mess cause hes in a rush. "
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Trimutius posted a message on Weekly Card Design Competition 6.13 - Submission TopicPosted in: Fan CreationsA twin of Raza the Chained, but with opposite effect and neutral. Intended as counter to any decks reliant on Hero Power, Especially Raza decks. Made it build-around card, so that it is not too OP.
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Lintu107 posted a message on Weekly Card Design Competition 6.11 - Submission Topic -
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RazorOfArtorias posted a message on Weekly Card Design Competition 6.11 - Submission TopicBased on an awesome and competitive blue card from MTG. Original cards and curious note inside the spoiler...
Snapcaster Mage was created by Tiago Chan, the winner of the Magic Invitational 2007. This official tournament (since 1996) invites the best 16 players of the previous year and the champion can design its own card to be printed in a future expansion with his/her face in the illustration, that's why they usually choose a Human Wizard as the creature subtype. Powerful cards were designed by the champions like Dark Confidant or Meddling Mage (you can find all of them here). Tiago Chan won the 2007 Invitational, the last one, but its Snapcaster Mage wasn't printed until 2011 in Innistrad expansion (left one) but the art of my card is from the Modern Masters 2017 version, because in my opinion it's cooler than the original one.
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ScubaHelm posted a message on Weekly Card Design Competition 6.11 - Submission Topic - To post a comment, please login or register a new account.
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New Keyword: Siamese Twinspell
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Excited for the Joust and Inspire cards!
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My theory: Up until yesterday this card (1) summoned boom bots or (2) put bombs in you opponents deck. Bliz realized that was insane and changed at the least minute to armor gain. Hence the image not matching the text and the terrible card consistent with Blizzard over-nerfs
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I played MTG back in the 90s in physical form, and heard that the online version sucked, so I never tried it. I came to HS on the suggestion of couple friends and have enjoyed it, though it always felt like a much shallower/simpler game than MTG.
When MTGA arrived in beta, I thought I'd give it try, and found that the games just took way too long compared to HS and (now that I'm old, have a busy job and kids) I don't have time to commit games that regularly take 20 minutes. I also play a lot on mobile (e.g., on my commute), and can't do that in MTGA.
So while I still do think MTG is a better, deeper and more complex game, I prefer HS because I can squeeze in a few games every day to get my daily quests without a problem.
One think I will say about MTGA is that, while I haven't crunched the numbers, the pack opening feels way more satisfying because of the number of cards per pack, the wildcards and the guaranteed rarity slot in each pack.
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This card will be played in most Shaman decks, which is to say, not very many decks.
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I think this will surprise people. I've been asking for a card like this for a long time. The problem is that Mecha'thun decks have to be draw heavy and require a bunch of combo cards, which makes them more susceptible to fast/mid range than standard control decks. No one just puts Mecha'thun into a control deck on the hopes that it can win the game without some combo. But you can stick this in a standard control deck like warrior and then have a strong finisher if you get to fatigue.
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I have to a agree with the OP. I play about 65% of the time on my iPhone X, 30% on my ipad pro and 5% on my macbook bro. Never had any issues on the macbook.
On the ipad and iphone I consistently have connection and lag issues. Lag is regardless of whether I'm on WiFi or LTE and is intermittent. Sometimes the game is unplayable, with 5-10 seconds between the time when i select an action and it actually happens. The connection issues are mostly over LTE, which looses connected way too easily and can sometimes take so long to reconnect that I lose the game. Many times I have to force quit the app and relaunch it to get it to reconnect. I just had this issue yesterday at Chicago O'hare airport on their wifi. where game kept disconnecting and reconnecting for no reason (never lost the wifi) and it cost me a game. These are not issues with the wireless, they are issues with how the app handles weak connections and drops.
I think this one has recently been fixed, but there was an issue through most of last year where after creating a new deck, the app would hang when I hit the "play" button. When I restarted, my new deck was empty. The only work around I found (I had to do this for a year mind you) was to build decks 5 cards at a time, then exit out, make sure it saved, then go back, add the next 5 cards and repeat.
On the iphone X I also have occasional issues with random turn ends, presumably because the touchscreen thinks i hit the turn-end button, when in fact I did not.
I'e lost a lot of games due to these issues, and it is really frustrating.
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Jaina! A card who's only counter is not paying minions for the rest of the game kind of runs against the whole idea of a minion-based card game. Bye bye!
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I think "nature asks" is also a little misleading. Evolution is really just the random forming of feedback loops and patterns in matter within the bounds of universal laws (i.e., the laws of physics). Some patterns are stronger and more resistant to interference, others are weaker, and the stronger ones will generally last longer.
If you want a vastly simplified example of how it works, play around with Conway's Game of Life. I put a link below, and if you find it interesting do some googling to see varying simple and complex patterns you can use as inputs that cause crazy behaviors (the little drop down on the link also has some).
https://bitstorm.org/gameoflife/
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My only gripe with the solo content is the huge disparity between paying cash and f2p. It's a sweet deal if you pay cash: 15 packs normally cost $20 US, so for the same price you get the packs PLUS a free golden pack, the solo content and a card back.
In f2p, 15 packs normally cost 1500 gold. But instead you have to pay more than double that (3500 gold) to get access to all the solo content, the golden pack and the cardback.
So to sum, pay cash and get free solo content, free golden pack and free cardback. Use in-game coins and pay double for the same.