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    posted a message on So entomb kills C'Thun??

    During the first two days of WotG release I entombed C'thun at least 15 times and not a single time the Doomcaller was able to get him back.

    It might be some very specific bug.

    Posted in: General Discussion
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    posted a message on I must be terrible at this game lol...

    To play Priest well you have to understand what, how and why people are playing all the other decks in the meta.

    You have to take the idea (if you can't come up with your own) and build a deck YOURSELF. This will not alter the list too much (4 cards at most) but will give you the knowledge of WHY THIS CARD IS IN YOUR DECK.

    Try to find and evaluate every single possible play you can make on any given turn. This helps you not do some idiotic mistakes because you played too fast and also helps you identify complex plays.

    Good luck, fellow servant of Y...light.

    Posted in: Priest
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    posted a message on How would you build a Yogg Priest?

    If I was to build a Yogg-Priest for whatever reason I would build a standard Prophecy list, cut Sylvanas/Cabal out and put him in.

    You shouldn't put bad cards like Mindgames into your deck.  Also you should cut Mind Blast.

    Yogg-Priest can be built to simply stall and live until your opponent dies of boredom.

    P.S. When building a deck use the deckbuilder on the site for better readability.

    Posted in: Priest
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    posted a message on OLD GODS, NEW TRICKS - A Card Design Competition (Discussion Topic)
    Quote from Entro9 >>
     Shouldn't be zero mana, you could just drop it and then play a wisp on turn 10. Make it cost something, I'm seeing 4,5 or 6 maybe? 
     If you use this and Wisp on turn 10, you spend 10 mana, summon a 0/4, a 1/1 and deal 10 dmg randomly split among all enemies. It isn't even good in that situation. It only becomes good upon repeating the effect several times.
    Posted in: Fan Creations
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    posted a message on OLD GODS, NEW TRICKS - A Card Design Competition (Discussion Topic)
    Quote from TheFelix87 >>
     I like the concept but the use of this card is pretty limited at the moment. We don't have any 8,9 or 10 mana weapons in the game yet so you'd have to learn all the mana costs of the weapons by heart. (The second artwork looks way cooler  than the first one ^^)
     If It wasn't forbidden to create tokens for cards in this competition I'd fix that issue by creating some very bulky weapon (with stats of ~8/1 or 10/1 if you cast the spell for more than 7 mana).
    The only workaround I see currently is that it gives you a 7mana weapon (Gorehowl or Gladiator's Longbow) however eats all your mana.
    When I'm using Forbidden Shaping I already open the spreadsheet to check at which manacost I have the higher chance of getting taunt/charge. Memorizing all the weapons isn't too hard tbh.
    Quote from mrError98 >>
     

     not all mana "slots" have weapon yet so you'll need to think this one through. also both arts are not enough tentacle'isch/lovecraft'isch for me.

     

     Well, the second art has something really bizarre happening in the background but I understand the concern. I'll try to look for a better art.
    Posted in: Fan Creations
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    posted a message on OLD GODS, NEW TRICKS - A Card Design Competition (Discussion Topic)
    Quote from jazzfan27 >>


    I found a workaround for the card.  Seems more useful now, but, now limited to C'thun decks. 

     It feels strange. Given the statline you've given it, the effect is permanent, right? If so the card would be impossible to balance.
    Quote from NotaGazella >>

    The last of four Elemental Lords (or Lady?)

    Effectively have taunt, but nothing stop your enemy to hit an immune unit.

    Can be treated as a big taunt, however if you already have a decent board (and somehow not won the game already), this will enable fantastic trade potential.

    If you are behind on board, it can still buy you a turn.

    Might be over-powered (especially cannot targeted by spell), might need to reduce the health to compensate (say... 8 health?)

     The wording is just wrong. Her current effect makes everything that is yours immune including herself. The effect should be "all other friendly characters are immune". Still that would leave her as a Kel'Thuzad that can't be targeted by spells or heropowers.
    I think her effect should be shorter or she should have a more aggressive statline (so she can actually be killed).
    Quote from Nihls >>


    Here's mine, made it when C'Thun was first revealed because I wanted to fill Dr. 7's spot.
    It's been rated 3.8/5 (which is pretty decent) on hearthcards.net



    Now that the expansion is out, should I rework it or it's fine as it is?

     The effect is okayish. C'thun decks generally don't have a board with more than 2 minions. When they do the game is already over. Also does it give ITSELF the buff?
    If you decide to stick with the effect you might consider changing the art because it is already used on another card. I believe there should be enough art for Prophet Skeram to go around.
    Posted in: Fan Creations
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    posted a message on OLD GODS, NEW TRICKS - A Card Design Competition (Discussion Topic)

    I hope nobody has done this yet as it was one of the first ideas I got.

    I'm kinda set on the effect and the only real feedback I'd like is on which art to use. 

    Posted in: Fan Creations
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    posted a message on Can priest come back on the board without lightbomb?

    They gave us Embrace the Shadow which means that we are twice as likely to get Circle of Killing.

    Anyone who played after the Naxx came out but before the GvG knows what sort of deck we need to build.

    Also Lightbomb wouldn't be good in the current meta because a lot of minions have more health than attack.

    Posted in: Priest
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    posted a message on Asking for a clarification on C'thun

    We can go and test, if you are playing on EU.

    Posted in: Card Discussion
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    posted a message on (Inconsistency)C'thun's cultists and Priest interaction
    Quote from ThewizardofAz >>

    I understand what you're saying, and yes the wording is a little inconsistent. I do however think that it works as intended, even though you technically no longer have a c'thun if it gets entombed. Does it need to be changed? I don't know, I think it's pretty much a coin toss. I don't really see it as that big of a problem tbh. How often do you steal 2 minions that buff c'thun and 1 minion that benefits from the buffs? I haven't kept up with the priest lists, but is anyone even running thoughtsteal?

     It is very likely that it is working as intended, it doesn't however make it more consistent. If I was capable of putting what I want to say in 140 symbols I'd ask Ben Brode via Twitter.
    The meta is slow enough to run at least 1 Thoughtsteal. Also I run x2 Shifting Shade.
    Quote from Ythiel >>

    You have to remember that the buff from minions isnt actually buffing the CThun, but rather its buffing the player...

    "Your CThun gets etc etc" actually means that the player gets an invisible buff that increases their CThun strength wherever it is. That explains why when you steal a buffed CThun, you will only get a small (cos you played no buffs) and if opponent steals him back he gets the buffs on him (cos he still have the invisible floating buffs around).

    This would completely explain the second and third paragraphs from the original post. It would explain the first paragraph to an extent... If you play a buff and have no CThun the buff wont actually apply, but rather "fizzle". Therefore when you steal him later, he gets no buffs... it might seem a little inconsistent but if you look again at the wording "your CThun gets" it stands to reason that if you dont have one, the card wont do anything.

     If I Entomb your C'thun it is now MY C'thun, not yours. From now on your buffs/10+ check should fizzle.
    OR if the buff is indeed tied to a player I should get the benefit from the buff-cultists I've stolen and played before stealing C'thun. I understand if the 10+ checks fizzle because there is no C'thun to check but the buffs should stick.
    Posted in: General Discussion
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    posted a message on (Inconsistency)C'thun's cultists and Priest interaction

    If the C'thun gets Entombed it is no longer YOUR C'thun. If it was consistent it would stop the cultists from buffing it because YOUR C'thun no longer exists (it is not in your deck, not on board and not in your graveyard).

    The real problem I'm having is that often enough against C'thun decks I will steal the buff-cultists and something that benefits from 10+ C'thun and it only ever works if I also steal the C'thun. Also it is a dead giveaway when the stolen cultists suddenly start buffing the C'thun.

    Posted in: General Discussion
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    posted a message on (Inconsistency)C'thun's cultists and Priest interaction

    If you don't put a C'thun into your deck, steal the cultists that buff him (f.e. Beckoner of Evil) and play them, they won't buff your C'thun (the one you will proceed to steal later in the game, it will have to start as 6/6). If you play cards that benefit from 10+ attack C'thun they will not trigger even if you played 2 or more buff-cultists.

    However if you put C'thun in your deck, play it as 10+ attack and lose it to Entomb your cards that benefit from 10+ C'thun will trigger even tho your deck and graveyard have no C'thun. 

    If you Entomb a buffed C'thun, you get a 6/6 C'thun. If your opponent Entomb it back, they get whatever their C'thun now is with all the buffs. So when you buff a C'thun that isn't in their deck/graveyard it works but when you buff a C'thun that you didn't put into your deck it will only work if you steal C'thun 1st and buff-cultists later.

     

    TL;DR Either everyone can buff a C'thun they don't have or noone should.

    Posted in: General Discussion
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    posted a message on C'Thun is a Fundamentally Boring Concept

    Everyone has their own definitions and that brings confusion to the arguement.

    Fatigue deck has NO win condition. Waiting until your opponent dies of old age isn't really a win condition.

    Anyfin Pally actually was a COntrol deck.

    In my definition when you're playing a combo deck you use all the combo pieces at once to kill the opponent. 

    Posted in: General Discussion
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    posted a message on C'Thun is a Fundamentally Boring Concept

    Control has a certain win condition towards which it works for the entirety of the game. Upon reaching it - the game is won.

    Combo is trying to assemble pieces of a certain combination of cards that will win the game outright.

    Midrange is a minion centric deck that is playing 1-2 minions at a time each turn.

    Posted in: General Discussion
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    posted a message on C'Thun is a Fundamentally Boring Concept
    Quote from Havefun31 >>
     Seriously, then have you never heard of control warrior or priest.
    Even during Vanilla hearthstone, control pally was quite popular. And those decks are really the definition of a classic control deck.
    A control deck is a deck that plays early removal and big finishers, C'thun is a minion based deck, it's more like a new version of ramp but I wouldn't describe it as a control deck.
     Control Warrior just dumps a lot of minions on you. Those minions are generally bigger than yours and thus provide card advantage for the Warrior. This is Midrange gameplay.
    Priest is a bit closer because on average it has more spells and fewer minions.
    A Control deck has a win condition upon reaching which it wins.
    Quote from Slydie >>

    [Quote]

    C'Thun are the first hearthstone decks that can be actually called Control.

    Anything we had previously was either Midrange or Combo.[/card]

    Old Control pally, taunt/ramp druid Fatigue warrior and Control Priest do not have many combos in them... and the difference from true midrange is pretty big....

    C'thun is more combo than those imo.

     Which exact list of Control Pally are you refering to? The one with Humility+Kodo and Molten+LoH or something even older? Or do you mean Healadin?
    Iirc it had Tirion, Rag and Sylvanas as its win condition. The gameplay was very close to a Control deck but the win condition wasn't there. In Control matchups you generally won because Pally's heropower is OP in fatigue.
    Quote from pochitos >>
    Quote from layrit >>

    C'Thun are the first hearthstone decks that can be actually called Control.

    Anything we had previously was either Midrange or Combo.

     So fatigue warrior and monkey priest arent control? Right.
     Fatigue Warrior can't be a Control deck by definition because it has no win condition.
    Monkey Priest kinda qualifies. Still rolling a dice for a new hand and deck as a win condition is very unreliable.
    Posted in: General Discussion
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