...and "wow" winds up meaning the exact same thing, and people emote about 200% more often now.
Anyone else squelching everyone these days?
3
...and "wow" winds up meaning the exact same thing, and people emote about 200% more often now.
Anyone else squelching everyone these days?
1
Hey guys! So, I noticed that Shamans have a bit of a free spell theme in WoW and Hearthstone. I think this was implemented horribly in Hearthstone (Totemic Might), so I decided to create some of my own. Here you go :)
0-Cost Cards:
So, when you see this card, the first thing you'll think is Target Dummy. But that really isn't what this card is. First, This card interacts with cards that care about totems and things that summon them. Think about a turn 3 Thing from Below, with totem turn 2 and 3 plus two Earthen Summons mixed in. Second, it works with the 0-mana synergy cards which I also have coming up. This is going to be the first of four elemental cards as well.
This card is very simple, it's like a Moonfire combined with a situational coin. I know that it's strictly better than Moonfire, but let's be honest, that card sucks. This has synergy with both Overload and my 0-Cost Synergy.
To be honest, I'm surprised Blizz hasn't created this card by now. It's a variation of Holy Smite for Shaman. It's kind of obvious. Here you go. Have fun.
A defensive card you can use to make better trades or protect yourself. Compare it to PW: Shield. Loses the draw a card, but 0 mana.
This is my favorite 0-Mana card. Maybe a bit OP in use with other damage spells, but that is the point of the card, to provide an OTK enabler. Malygos + 2 Overload Storm + Static Bolt Static Bolt Flame Jab = 32 damage turn 9 with 6 cards. OP? What do you think?
0-Cost Synergy:
This card gets rid of the main drawback of 0 mana cards, being that they don't do enough to warrant a card. This card immediately replaces 0 mana cards with another card, getting rid of the card advantage you could have gained. Is this too OP? I think if you play it on turn two with 1 or 2 spells it's balanced because it isn't providing pressure, but I don't know. What do you think?
This is a weapon that interacts with 0 mana spells. I assume this will be used as a control tool for shamans, gaining 1 or 2 attack and taking out 2 or 3 small minions.
Turtles are good. Playable turtles are better. This will be used in the 0 mana control deck I seem to have made as a 6 health heal most of the time, and a strong anti-agro body.
This card allows you more synergy in your 0-cost deck. You might get 2 horrible spells, but the effects you can trigger with them should be worth the investment.
And finally, we have the legendary. Farseer Nobundo is an interesting card. He himself should give 1 or 2 buffs out the turn he is played, making for a 4/6 or better minion, and adds a weapon that can be used to stall before adding a taunt to your hand. I tried to go with the heling/ice theme here. I think this card is mostly balanced because of the body, but it is kind of hard to tell. What are your thoughts?
And that wraps it up. If you have any suggestions or cards that might fit this flavor, I'd love to hear them. Have a nice day!
9
Nothing wrong with Chillmaw lol.
3
Quote from caridavidson >>Actually... He can be BGHd. Battlecry can still target "Elusive" minions.
3
I know this is Casino, but Servant of Yogg Saron is actually terrible most of the time. Better off running fireballs in my opinion.
2
C'Thun
Call of C'thun.
edit: I think I misunderstood your post... er... Didnt read thoroughly. But this is still a rad tune.
8
Welcome everyone to the Brodes awards ceremony where I will show the results of the polls made couple of days ago, I would like to thank everybody for participating, and without any delay here are your results for all categories:
1)Best class: 582 votes
Mage
2) Best tribe: 510 votes
Dragons
3) Best battlefield (game board): 435 votes
GVG
4) Best expansion/adventure: 438 votes
LoE
5) Best end boss in an adventure: 420 votes
Kel'thu-freaking-zad
6) Best Legendary card: 434 votes
Dr. Boom
7) Best non legendary minion: 407 votes
Piloted shredder
8) Best Weapon: 395 votes
Death's bite
9) Cutest card: 376 votes
Murloc tinyfin
10) Best in game funny moment: 365 votes
Rafaam steals your deck
11) Best nerf: 353 votes
Undertaker
12) Best lol moment: 335 votes
D'uh, Ben Brode laughs
13) Not this again moment: 365 votes
Druid's FoN and savage roar combo
14) Most Anticipated: 326 votes
The Lich King
15) Best HS Streamer: 340 votes
Kripparian
16) Best card visuals/entrance: (closest vote and winning by 2 votes!!) 416 votes
Twisting Nether
and that's all folks, see you in the next Brodes))
Edit: added total number of votes for each category
Edit: original thread :
10
This is a re-skinned Icky Tentacle, similar to how there are three versions of the Slime token for the different cards that use it in different classes: Slime, Slime and Slime.
Nameless Piper is inspired by this Lovecraft quote:
...the ancient legends of Ultimate Chaos, at whose center sprawls the blind idiot god Azathoth, Lord of All Things, encircled by his flopping horde of mindless and amorphous dancers, and lulled by the thin monotonous piping of a demonic flute held in nameless paws.
- The Haunter of the Dark
As the Nameless Piper plays its otherwordly instrument, the strange melodies call the corruption of the Old Gods forth, seeping into the battlefield. Fortunately for you, this is manifested in the form of a bunch of 1/1 Tentacles you can whack your opponent with. This card fits both the Bard theme and the Whispers of the Old God theme perfectly, I think. And don't you love that art? In terms of gameplay, it fits the token Bard archetype. You put this down on turn 1, and if your opponent doesn't kill it, just start pumping tokens out every turn. Bard also doesn't appear to have a 1 mana 1/3 yet, so this creates a good opener for them.
6
8
A terrifying monster just isn't complete without a group of children creepily singing about it...
Click on the buttons to change the PopCard background.
Click on the button to hide or unhide popcard elements.
2
Now thats what i'm talking about!
3
OH MY GOD!
Why don't you suck on MY polymorph, mages! GET REKT!
2
See, the thing I'm not sure about these dragon-based cards is just that - they're dragon based. They only reach their true potential in a dragon deck. Admittedly, everyone and their grandma will be running dragon decks when Blackrock comes out, but you pretty don't even have the choice to throw this guy into any other constructed decks. These dragon-based cards are one-trick ponies, as opposed to things like sludge belcher, piloted shredder and the good doctor - you can throw them into any deck safely.
3
And mages get even more friggin' damage spells. They already have like ten others do they really need more?!
1
Hopefully they make up for this Rend guy by giving the final legendary an insane gimmick, a la Kel Thuzad.
Thing is, how do you make a KT-level gimmick without it being overpowered?
-2
I don't see the big deal about this card - with the right cards, and the help of the 1-drop, most classes could easily take out this big scary dragon the turn it's played. Let's go over it:
For the sake of argument, say the dragon's played right on turn 4, and the dragon and 1-drop are the only things on the board. Let's also assume that the 1-drop's anything other than Shieldbearer - that is to say, it has at least one attack.
-Mages/Shamans can Hex or Polymorph - Mages could even put a Fireball to it if they want to.
-Priests can just SwD the thing, thanks to its 5 attack.
-Warrior, depending on the coin flip, can play/coin out Arcanite Reaver, which will do 5 damage to the dragon, allowing the 1-drop to finish it off. They could even pull out a Death's Bite and the 1-drop might be able to take it out.
-Paladins can Truesilver Champion to smash the big guy open - if the 1-drop has at least 2 attack, it will finish the job.
-Hunters can Kill Command the dragon, again leaving it with an easy-to-finish 1 hp. Admittedly, if the hunter doesn't have a beast on the board, it'll be more difficult for him to take it out in one turn. But honestly, what hunter doesn't have a beast on the board at all times, or at least an emergency Webspinner/Kill Command combo or something?
-Warlocks would probably have a deal of trouble with this guy, i have to admit. Siphon Soul can't be played for another turn, and the only way to take it out would be via double darkbomb (or one darkbomb and sacrifice the 1-drop if it has 3 attack). Thing is, though, out side of this practice scenario, most warlocks will have a flame imp or something on the board already - maybe even a bunch of minions if they're zoolock. They shoudl be able to at least weaken it considerably, if not finish it, with their minions.
-Druids could Starfire or Starfall and take the dragon down to 1 hp, allowing the 1-drop to finish it.
-Finally, Rogues could play/coin Assassinate, use a Sap, or Backstab-Eviscerate it. Heck, if they really wanted to, they could burn both their deadly poisons to bring the dragon down to 1 hp - albeit a wasteful move, but still possible.
Now, admittedly, if the classes aren't fortunate enough to have these cards in their hands, things could get ugly. But really, isn't Hearthstone all about the luck of drawing the right cards from the deck?
3
I'm not sold on this card at all. It's a nerubian egg for 1 mana less, but you get a 4-2 instead of a 4-4, and of course it's split into two 1-health minions. you have to hit it twice to even get he full effect out of it. That just seems really, really lame to me. The slightest AOE kills its minions, as opposed to the nerubian which has much more health. I can't see this card playing anywhere outside of buff decks, and even there it's still weaker than the nerubian egg.
See, the reason why NE was so good was because due to its effect, nobody wanted to attack it, which made it good for buffs and taunt walls. With this, though, everyone will want to attack it immediately, so that you only get the one whelp. That's not good.
Funny thing is, they actually made a better version of this card for blackrock. Imp Gang Boss - 2-4 which summons a 1-1 every time it gets hit. That's at least passable value - 2-4 makes it harder to get down, and it actually fights back. Compared to that, this egg is pointless, especially when you consider that IGB is a warlock class card, which means it'll be all over the place in warlock decks, taking up the spots of this egg.