• 0

    posted a message on Deck Help/What to do with WoG coming close

    CW will change quite a bit (again) in standard, with Shieldmaiden and Death's Bite leaving.

    Right now, I'd work towards LOE wing 4 to get Elise Starseeker (and Obsidian Destroyer), then wait and see.

    I wouldn't dust any wild cards yet. CW is a Top 3 deck in the current (wild) meta, so it's almost guaranteed to end up highly viable in WOG wild too.

    Posted in: Warrior
  • 0

    posted a message on I hope Secredin is still OP in standard so that Blizzard will nerf it.

    At this point, a nerf to Mysterios Challenger is very unlikely. Blizz will probably just wait until the card rotates out of standard.

    What could happen is that they hold off on releasing new Paladin secrets until it's out.

    Posted in: General Discussion
  • 5

    posted a message on Legend rank 1000+ people playing meta decks, why?

    Here's another:

    4) They don't give a fuck what the "meta police" thinks of them or their deck and if they want to play fucking Combo Druid they do it because fuck you matchups are random anyway and they are not accountable to you

    Posted in: General Discussion
  • 0

    posted a message on Just realized something ridiculous.

    Now please explain how a deck with C'Thun as its only win condition gets lethal from a 10-12 attack C'Thun on turn 10 (or earlier).

    Posted in: General Discussion
  • 0

    posted a message on Weekly Card Design Competition 3.14 [Discussion Topic]
    Quote from Sneaky_Raptor >>
    Quote from mk572 >>
    Quote from Nihls >>
    Quote from mk572 >>

    [...]

    [...]

     It should use 1 durability when the ability activates I think.
    I know this sort of "lose 1 durability to do X" mechanic is really popular in fan-made cards, but there is nothing like it in the game.
    Personally, I'm not a fan of it. With this card, it would really be clunky. It make the weapon useless for buffs, because each lost durability for the ability is one that doesn't use the buff. You could counteract that by giving it more durability, but that would make it too good against classes that can't fill the board with 1/1s easily.
     Sword of Justice is something like it in the game. I think it is necessary because you otherwise have a continues effect that is very hard to remove. However, your card might get away with it because it is a rogue weapon and hawing it equipped makes the hero power useless.
    I might also be self defending since I submitted one of these myself.
    Oops, totally forgot about that card. Just shows that I should play Paladin from time to time. It's an interesting comparison because that weapon is a +1/1, while mine is a -1/-1, in a way.
    Let me think about it.
    EDIT: I think Nihils' suggestion to make it a 2/2 is reasonable. I edited it.
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 3.14 [Discussion Topic]
    Quote from mocandragon5 >>
    Quote from mk572 >>

    [...]

     [...]

     Feedback is appreciated as always!

    Dragon Broodmother: Super slow. I'd rather play Onyxia and fill my board immediately, or Ysera and get a powerful card each turn she lives. I'm not sure how to make this card better without making it too similar to either Onyxia or Mukla's Champion, to be honest.
    Silver Hand Avenger: Considering how many ways there are to create insane numbers of recruits (Muster, Stand against Darkness, Silverhand Recruiter), this card can become insanely big. On the other hand, it's really weak to silence. It's an extreme version of Drakonid Crusher. Given the problems with the initial version of Twilight Drake, I would suggest to fix the health at 6 and only buff attack.
    Totem Wall: So much text... Why can't this just be "Summon three 1/1 totems with Taunt"? 5 words and done.
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 3.14 [Discussion Topic]
    Quote from Nihls >>
    Quote from mk572 >>

    [...]

    [...]

     It should use 1 durability when the ability activates I think.
    I know this sort of "lose 1 durability to do X" mechanic is really popular in fan-made cards, but there is nothing like it in the game.
    Personally, I'm not a fan of it. With this card, it would really be clunky. It make the weapon useless for buffs, because each lost durability for the ability is one that doesn't use the buff. You could counteract that by giving it more durability, but that would make it too good against classes that can't fill the board with 1/1s easily.
    I don't think it's necessary for balance either. Think of it that way: Light's Justice is 1 mana. Whirlwind is 1 mana. This is a Light's Justice that gives you a random mini-whirlwind every turn. Overall, if this gets to shoot 2, 3 tokens, the effect will be worth about 2 mana.
    Yes, it could in theory kill "infinite" minions, but (1) HS games don't have infinite rounds, (2) Paladins can create "infinite" tokens, Mages can kill "infinite" tokens with their hero powers, (3) while you keep this weapon up to kill tokens, it blocks your own Rogue hero power and the ability to play a weapon, buff it and attack with it.
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 3.14 [Discussion Topic]

    New week, yay! This week I made sure I don't run into problems with the rules. Is there a better way to "interact" with 1/1 than to shoot them? Luckily this time I don't need to specify a specific one, it can be any and all of them :)

    There are two ways to use this card: (1) to get rid of tokens. Obviously this hard-counters the Paladin hero power, but it also helps against Imp spawn from Warlocks, the new Herald Volazj, and anything else that produces 1/1s.

    As an advanced tactic, you can also use it to shoot friendly 1/1s: it can trigger Explosive Sheep / Tentacle of N'Zoth as board clear, or even some Deathrattle you copied as a 1/1 with Shadowcaster.

    Finally, it's a Light's Justice for 1 extra mana, so it's a great base weapon to use all those weapon buffs on, like Deadly Poison. Shooting poison darts is cool.

    Posted in: Fan Creations
  • 6

    posted a message on Weekly Card Design Competition 3.14 [Submission Topic]

    Guys, I found the missing Rogue weapon from Whisper's of the Old Gods...

    Keep those Paladin dudes and Warlock Imps in check...

    Also synergizes with Tentacle of N'Zoth, the 1/1 from Shadowcaster, and (in wild) Explosive Sheep.

    Posted in: Fan Creations
  • 4

    posted a message on New 40 damage druid OTK (and enough Hearthstone for today)

     

    Yes, that's druid vs. Mrrrggldin.

    He had played Anyfin a turn earlier with 1 Murloc Warleader to get 1x Warleader 2x Bluegill Warrior, which he used to clear my board.

    Nexus-Champion Saraad into Anyfin Can Happen, Innervate, Savage Roar (reduced by Thaurissan)

    GG

    Posted in: General Discussion
  • 1

    posted a message on Class legends in WOG, Best to Worst
    Quote from unclefesterr >>

    Fandral Staghelm is extremely overrated by people in my opinion. It could run away with the game, but the only 2 minions I could see being combo'd with him are DotC and AoW. Everything else is not THAT impactful. We will see.

    On the other hand, Malkorok is the next underrated auto-include in control warrior. Called it! :)

    My list (best to worst): Ragnaros, Lightlord, Xaril, Poisoned Mind, Malkorok, Princess Huhuran, Hallazeal the Ascended, Fandral Staghelm, Herald Volazj, Cho'gall,Anomalus(also really sad about this one, I am so excited about the golden art, but the card really seems kinda bad, hope we are all wrong about it).

    I agree with this order.
    Malkorok comes with a 2-3 mana penalty to his body, but any weapon you get allows you to impact the board on the same turn. It's not a Dr. Boom but good enough to slam down in most situations. Even Charged Hammer isn't that bad, a 2 damage ping is very useful in long matchups. Cursed Blade and Light's Justice suck, but you have the same chance of getting a free Gorehowl or Gladiator's Longbow.
    Huhuran will make Feign Death Hunter a thing in wild.
    Fandral, Volazj and Cho'Gall are average quality, but they will become more powerful over time as new cards are released that work well with their abilities.
    Posted in: Card Discussion
  • 0

    posted a message on New Card - Midnight Drake
    Quote from Zyxus77 >>

    BTW peeps y'all can play this T10+ when your opponent starts dropping their big minions and all the smallfry are dead and then you can be taking out kel'thuzad's, chromaggius', onyxia, alexstraza, enraged grom, all that big stuff. Aim isn't really to play it on curve as a biggish minion, aim is to abuse it's high attack on later turns where the opponent can't run smaller stuff into it and doesn't want to waste quality removal on a 4 drop when you might have tirion or sylv or rag in hand.

    That's what Rend Blackhand is for.
    Anyway...
    I'm not sure about this card. The Brann charge combo is sweet, but dragon warrior doesn't really have a big hand in the late game. This is going to be hard to pull off, but Blood Warriors could help. Maybe.
    Dragon Priest has easier card draw options, and could really use a card that puts a bit of punch on the battlefield. The 4 health is less of a concern, because you have all those health buffs and you can heal it. If you play this on curve after Brann, you could have a 7/4 or 9/4 on turn 4... But most decks will be able to answer that somehow.
    Posted in: Card Discussion
  • 0

    posted a message on New Card - Psych-o-tron

    This will definitely help mech decks survive in wild. Nullifier was very meh, this is a much better mid-game taunt.

    Posted in: Card Discussion
  • 4

    posted a message on New Mage Legendary Card - Anomalus

    Ugh. Ugly art, bad card. This is Flame Leviathan level disappointing. It's as if Mage is forever stuck playing Archmage Antonidas. Don't get me wrong, I love that card, but there are so many great suggestions for Mage legendaries, why this!?

    I'd rather play Yogg-Saron, Hope's End. If I need to clear the board, I need to clear the board NOW. After casting 20 spells or so, Yoggie is pretty much guaranteed at least one spell to wipe everything, and then he leaves me with a bunhch of secrets. Nice. Baron Geddon is also better.

    This, though? Either it gets silenced, or the opponent just goes face and ignores it. The main enemy of this card are cheap taunts.

    Posted in: Card Discussion
  • 0

    posted a message on So... no new weapon for hunters?
    Quote from EMIYA >>
    No need to be so condescending.   
     

    Your original post was condescending, don't be surprised if that comes straight back at you.

    First of all, aggro is one of 3 main TCG deck play styles. The HS community needs to get over that annoying habit of complaining about everything that's not a minion-focused midrange deck.

    Second, if weapons are aggro only, why the hell is Control Warrior running 4 or even 5 of them.

    The fact is, right now Hunter has a 3 mana and 7 mana weapon in standard. That leaves huge gaps. Why didn't hunter get a decent 5 mana weapon? I'm okay with pushing Deathrattle hunter as a new archetype (after Feign Death rotated out...), so why not a 5-mana weapon that works in some way with Deathrattle minions?

    Posted in: Hunter
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