A lot of potential. Good stats too.
- moshi_mosh
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WraithM posted a message on New Rogue Card Revealed: Lilian VossPosted in: NewsIf you don't like the spells you get from your burgle card, you can essentially reroll them with Lilian Voss. She has good stats, so maybe you play her on curve before your hand is too big (unless you're okay losing your Rogue spells for something random). I at least see a potential curve for a Burgle archetype here though as most of the burgle cards are cheap, or at least cheaper than Lilian Voss, which is itself cheaper than Ethereal Peddler:
If Voss replaces the Coin (from any source), that is another avenue of getting more cards from her to get discounted by Peddler. However, that is a lot of work for a Renounce Darkness that just affects your hand though.
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BigFatMurloc posted a message on New Paladin Card Reveal - Light's SorrowPosted in: Card DiscussionI like the strong line of not printing weapons that can be used for facedamage and aggro. I take tons of bad weapons over more OP stuff to abuse.
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Snapshot426 posted a message on New Shaman Card Revealed: Ice BreakerPosted in: NewsWho? XD
EDIT: God it was a joke guys. I made it because no-one plays him anymore.
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SunbleachedAngel posted a message on New Shaman Card Revealed: Ice BreakerPosted in: NewsThis should have been Chillaxe
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wrainexc posted a message on Create Your Own Hunter Zombeast!Posted in: Toolsget ready for those stealthed Scavenging Hyena.
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RazorOfArtorias posted a message on Expansion Creation Competition - [Phase I Submission]Posted in: Fan CreationsServitors of the Loa
(Special thanks to my buddy TrappedInLimbo for the awesome Troll tribe idea)
Trolls. Voodoo. Blood Sacrifices. Canibalism. Death. Ancient Rituals. Dark Magic... All related to the powerful Loa, the gods workshiped by the trolls. Wild deities beyond good and evil. Etereal beings that can bless and curse their servitors. Are you one of those Servitors of the Loa?
New mechanic Voodoo:
The UI (user interface) when you play a card with Voodoo is like the Choose One cards UI. You pick one side and that's the effect you get. Some Voodoo add new effects and some replace the base effect, you can see both examples under this lines. Remember: you can die if you don't have enough Health and you activate the Voodoo side of the card!
Servitors of the Loa is a custom expansion about the trolls and their interesting gods, the Loa. Each Loa represents a wild animal and they are going to be "printed" as a 9 mana (because they are weaker than The Old Gods, 10 mana minions) legendary class minion card that returns to your hand and gives its main ability to your minions when they die, like Hakkar the Soulfrayer (see the 4 example cards above). Also in Servitors of the Loa I want to give each class some cards for those Tier X archetipes, like cards for Rogue related to +3 Attack weapons, like Luckydo Buccaneer.
Card ideas (they can change) I'm working on if I can reach Phase II:
Phase II - Neutral Cards ideas (04 of 21):
Phase III - V Class cards ideas (04 of 63):
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Zence posted a message on Expansion Creation Competition - [Phase I Submission]Reports are trickling in of an abnormality within the Netherstorm. Energy off the charts fluctuating between the unbelievable and the impossible. Reports are confirming that a shard of pure Arcane Energy has formed in that region, and that in the remote Area 52, goblins are already firing up their rockets to go investigate. Back home, whispers are starting to float through the cavern that the energy could supply great power to those who wield it. Some are heading straight into the storm, but maybe the Goblins in Area 52 are still trying to gather a crew…? That, or that nifty looking Rocket that they can’t fly...
Now would be a good time to pack your things and get going! The competition will definitely be nasty!
The first (and only) Neutral Quest!
"What's a Waypoint?"
9 Class cards (1 for each) and 5 Neutral cards will give the ability to drop Waypoints on top of your deck!
A taste of the type of power the Nether Shard will grant you!
(Nether Shard will always be shuffled into the last 6 cards on your deck)
Rumors have it that there’s some pretty hefty power just laying around in the Netherstorm! Its up to your to recover it before your competition gets it first! The area is swarming with Goblins, Ethereals, and Blood Elves who already hold outposts there. If you’re just hearing it now, who knows how far they’ve gotten! Some are already creating alliances to split the power together once they locate the Shard, it’s only a matter of time before someone finds and claims it!
Some try to brave the Netherstorm without adequate supplies, and many have become lost. As you trek towards your ultimate goal, it may be of some use to you to “help” them out? Some people may surprise you, and the more help you have, the higher your chances of actually getting the Shard are. Once in a while, the competition may also drop spellbooks that could do all kinds of good! It’s good to hurry, but maybe we should scope out the area one more time….
There is a lot of ground to cover, so you’d best get moving! Watch where you go, or you can end up like the lost. That, or find yourself somewhere completely unfamiliar. But it’s not all bad! There are plenty of secrets hiding within the Netherstorm...
Off to the first Waypoint!
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ShadowsOfSense posted a message on Expansion Creation Competition - [Phase I Submission]The Caverns of Time have started acting up, letting off bursts of mysterious energy, transforming the world around them and causing never-before-seen creatures and entities to slip through into the world, along with some forgotten members of other timelines.While Nozdormu seems content to leave it be, saying it'll be fixed in 1 or 2 working days (he has experience, apparently), the rest of the world is eager to explore this destabilised zone. Join them to find what lurks in the Sands of Time, what creeps around the Forgotten Caves and what stumbles through the Lost Woods (no relation, pls don't sue).In this expansion, you can expect to find: two new keywords, one focused on playing duplicates and one looking to counter buffs and transformations; the triumphant return of the Dragons, with some Dragons big and small and more holding a Dragon cards; and some class cards that have gotten mixed up in all the confusion and started borrowing keywords.Our new mechanics are:Echo is pretty self-explanatory - the counterpart to Reno decks, this mechanic encourages including duplicates to gain bonus effects, or even entirely different ones.Revert is a little more complicated. When a transformation is removed, the minion returns to what it began as - Shifter Zerus becomes a 1/1 again, Druid of the Claw becomes an un-Taunted 4/4. We will presume this would be tracked correctly. Enchantments are those little pieces of text that show under a card when its been buffed or debuffed - the +1/+1 from Shattered Sun Cleric, the reduction to 1 Attack by Humility, they all have names and they would all be removed. I'm also going to include Silence as an Enchantment, because I want to, and I think this is a perfect way of introducing 'un-Silencing' without breaking things. This wouldn't restore Health, but if your minion's damaged Health was above its starting Health, then it'll Revert to full Health, because that's how it works when an Aura is removed or an effect Silenced. Get all that? It's much simpler in practice, I promise.Here are the fantastic example cards!Divine Preacher: Wherever there's a disaster, there's a bunch of very well-meaning religious folks there to help out. Or to proclaim that it's your fault it happened because you didn't convert, whichever. This Preacher forces all enemy minions to give up their buffs and return to themselves. A good counter to widespread token buff decks or something like Evolve Shaman.
Chronomancer: Time is a tricky thing to make work for you - sometimes you get what you ask for, and sometimes you get it and then it goes nuts and hits you in the face for 10. A simple pseudo-card draw with potential upside or downside the second time, depending on the spell.
Relentless Skelegon: Dragons are back, baby! Some semi-targeted Discard to help out poor old Cruel Dinomancer, and a nice re-summonable minion for a more control style Warlock.
Chronos, Temporal Horror: Not everything that comes through is going to be nice. This beast is a walking temporal anomaly, screwing with when things happen just by appearing. Can cause some mental effects, so its up to you to find where you'd want to play him. Not bad, but not immediately obviously good either. Fun!
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LeoScibi posted a message on Expansion Creation Competition - [Phase I Submission]The Blackwater Raiders, leaders of Booty Bay, have to defend the city against a troll invasion!
The Gurubashi Empire recently discovered a legendary heirloom and is marching on the city with their newfound magical powers.
A group of skilled adventurers based in the Stranglethorn Vale, named The Pack and lead by Hemet Nesingwary Jr. decided to protect the vale from the troll threat, joining the fight.
In the meantime, The Silver Hand army is deploying its peacekeeping forces to restore order.Battle for Booty Bay is a Multi-Class expansion!
I will try to explore different ways to make multi class cards, with the already proven 3 class faction and "new" dual class cards.
Let me introduce the mechanics and the factions!
Factions:
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The Gurubashi Empire (Shaman, Mage, Warlock, Spell -based theme)
The troll of the vale, scattered for decades over different clans, now reunited under the power of the Sphere of Magic, a long-forgotten heirloom that grants exeptional control over all sorts of spells. (In WoW lore, the trolls actually found the Sphere of The Tides, that granted control over water. I decided to give it a different twist to help my theme while still being somewhat accured. Sorry guys.)
They gained the ability to enhance their spells, giving them additional powers. This is represented by the keyword: InfuseInfuse works similarly to Adapt, but here you can give
additional effects to your spells, choosing between 6 total Infusions.
Let's see an example of a card with Infuse, and the Infusions!-
Blackwater Raiders (Warrior, Rogue, Pirate-based theme)
Blackwater Raiders are the leaders of Booty Bay, and they will do anything to defend their city!
They are pirates indeed, but their are different from that Bloodsail scum. They will try to play a slower game, going from the traditional all-in pirate aggression to a much more board-centered style of play. This is well represented by their keyword: DuelDuel is basically a bad version of Charge, but i like to think that Charge will become like this
one day. Minions with Duel can act as powerful removals, and are much easier to balance than charge ones.-
The Pack (Hunter, Druid, Beast-based theme)
The Pack is a group of Druids and Hunters, devoted to the preservation of all beast species. They constantly live in contact with all types of creatures, and this gives them a lot of knowledge when it comes to Beasts. They don't have a specific keyword.
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Peacekeepers of the Silver Hand (Priest, Paladin, Peace-Based theme)
The Silver Hand army decided to send their Peacekeeping unit in order to restore order over the Vale. These Priest and Paladin cards will try to play a very controlling role, working around the idea of bringing peace through war.
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Just wanted to share some of the decks I've been playing recently, been seeing too much of the same old shit again. These decks are my own creations (as far as I know) and while they do get wins they are definitely off-meta. Most contain a fair few legendaries and at least one legendary that no meta deck plays. If any of them gets like 10 +'s or something I'll do a guide
Anyway, with the disclaimers done, lets dive right in
First up, a couple of Druid decks, no jades or anything silly like that, not even that much ramp but definitely a lot of fun
The Druid quest, Jungle Giants, received some much needed love in K&C, notably in Cursed Disciple and Oaken Summons. The former provides not only great offensive power but also double quest activation and great synergy with Summons, which becomes the unsung hero of this deck, not only bringing out your 5+ attack 3 and 4 drops but also pulling huge minions after dropping Barnabus the Stomper.
Next, the deck a lot of people were excited about when Hadronox was first revealed, the N'Zoth/Hadro mix, capable of summoning 3 full boards (2 entirely of taunts) off 2 big minions. This deck really benefits from Druids K&C recruit package, making sure that not only enough of the required minions have died to activate the big boys but also thinning your deck enough to find them. There's also more than enough removal to stay in the game until then (extra points for cheekily activating Hadronox with Naturalize before a Mage or Shaman can get rid of your win condition).
Warrior has been having some difficulty measuring up since the decline of Pirate Warrior but I've been having both a lot of fun and a fair amount of success with this Big Recruit Warrior. The deck relies on a solid combination of aoe, removal, armour gain and recruiting huge, sticky minions at an often insane pace to subdue the enemy. I've won many games against faster decks that overextended because of my inaction in the opening turns, only to give up after turn 6,7,8 and onwards just getting slammed by insane armour gains, coupled with big taunt minions and a Deathwing (or 2 ;) )
Shaman is another class that has been struggling lately but unfortunately this deck can't help with that.. yet. We may well see some much needed support for this archetype in the future but I'm not sure it's even possible as the spellstone seems to have too much inherent anti-synergy. For now this remains an almost strictly for fun experience but oh how fun it is. The game plan is simple: draw, stall, heal and remove until you hold a fully activated Lesser Sapphire Spellstone, a 0-cost giant and sometimes either or both Ancestral Healing and Ancestral Spirit. If you can pull that off you win against most opponents, emphasis on if.
The last three decks I will present are all Hunter decks, a class which has, in my opinion, finally been given some interesting tools to play with.
The first of these is Quest Hunter and arguably the weakest of the 3, which is ok since it only has 1 legendary card, so if you happen to have opened it and not immediately dust it you may as well try this one out. The main idea is that the best 1 drop for the quest, Fire Fly and it's little brother Flame Elemental are enough of an elemental presence to justify including the rest. The result is a beast/ elemental hybrid deck that can seal out the game with solid tempo plays against faster decks or use the crazy value generated by Queen Carnassa against slower decks.
Control Hunter has appealed to me greatly ever since the days of Steamwheedle Sniper but this N'Zoth version really takes the cake. In the early game you can often steal games with cheeky Devilsaur Egg + Terrorscale Stalker or Play Dead combos but usually you can at least stall to midgame. There some of the bigger threats come into play, Savannah Highmane's, Cairne Bloodhoof and surprise cleanups from Corrupted Seer and Primordial Drake which lead into devastating N'Zoth and Kathrena Winterwisp plays.
And I saved the best for last. I can't play a large enough sample of games to prove that this deck is as insane as I suspect it to be but I can say that it easily wins against a lot of decks, including cubelock and Razanduin. It's quite simple really, just all the non board dependent secrets plus Eaglehorn Bow, Cloaked Huntress and Lesser Emerald Spellstone along with one of, if not the, most powerful and consistent recruit packages out there. Basically, for most games, it doesn't matter if some of the cards are drawn out of order because all you need is one or two deathrattle activations to beat most decks into submission. I believe this may just be one of the most powerful hunter decks to ever emerge in hearthstone and may just be a serious contender in this meta.
Anyway, share your thoughts and let me know if there is any desire to see more in depth guides for any of these decks. I don't profess to being a grade A deckbuilder or anything but I find satisfactory success and more than enough enjoyment and figured I'd share the love :) :) :)
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Saying that DK's have a really high winrate when played is pointless, youmay as well say that antonidas has a high winrate in quest mage or sherazin in flower rogue. Of course the good Dk's have a higher % because they are one of the win conditions of their respective decks
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Anyone saying "replace your good spells with crap expensive ones lol", do you have any idea what you're talking about?
The reason rogue spells are so good is because they're also so situational. Sap is amazing against midrange or control but abysmally bad against aggro, prep is crazy good at generating tempo yet it has so little value you sometimes curse RNGesus for topdecking it.
This is entirely apart from the oft aforementioned petals, coins and other generated spells
So many people evaluated Sherazin, Corpse Flower because they ignored the insane amount of value it generated
Sleep on this one and be left behind
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Too many keywords without context or explanation, these cards look like they belong in Yu-gi-oh. Also waaay too op, 2 mana 5/4, noo thank you.
Try conveying the same flavour but with less complexity, for example kang how about, instead of whatever time displacement is supposed to be, maybe 10 mana 6/7, when this minion dies return it to your hand. Very slow, wouldn't be played a lot, but the function and uses are clear and straight forward, this is how hearthstone is designed
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So many of these points are just unsound. The only reason hearthstone may be more expensive is because it absolutely dominates the market, so they don't need to give a bunch of handouts to try and entice a playerbase. As to why it dominates, there are several reasons. For one, a simple, clean and easy to use interface and graphics makes it so much more appealing than the drab ESL or cringely overdone Shadowverse. As far as deck/archetype variety, so many people don't seem to understand that a higher competitive level means an increasingly narrow meta in any game. Comparing the meta of a game several years old to one just a few months in is just unfair, so don't even bother going there.
Lastly, and this is entirely my own point, Hearthstone doesn't suffer from any overarching gimmicks. That's right, eventually you'll find that mechanics like runes and lanes will ultimately only hurt the game. Why? Because these mechanics end up just being a crutch for balancing rather than an actually interesting tool. In HS, if the balance between archetypes needs adjusting, they just need to release cards of an appropriate power level, there's no added layer to the games balance, it's simple, straight forward and easy to both implement and understand. If we take Shadowverse as an example again, the evolve mechanic doesn't actually add much to the game itself, you still need to play cards for a cost and try to gain the upper hand over the opponent through either tempo or value. Although, SV is a particularly bad example of this, as it's fairly obvious the mechanic was added more for double "sexy" pics rather than any meaningful interaction.
The only other online CCG worth someones time over HS is Faeria, because it genuinely provides a more in-depth strategic approach to card games, where actual thinking takes place. All the other CCG's out there offer hardly anything different to HS, without nearly half the professional polish Hearthstone provides. My advice to anyone, if you can't have fun playing hearthstone then these other games won't prove any less frustrating. So don't come here, blatantly trying to advertise an inferior and lackluster alternative and then make it out as if you're some enlightened one whose seen the mtg knock-off light
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Check out the guides on icyveins, extremely useful and well explained. I usually build decks using the following method:
1) Choose a specific synergy you want to exploit. This can range from discard for warlock to beasts for hunter or generated spells for quest mage. Try to keep this pool low enough to be able to fit in answers and not screw up your curve
2) Select your spells and techs. You want answers that support your strategy. For example, miracle rogue wants a lot of cheap spells that either do damage or generate tempo, while control warrior makes use of many aoe's and survival tools
3) Simply fill out your curve with minions that may or may not directly support the over all plan but definitely help towards that direction. If you find yourself using vanilla dudes, consider reevaluating the deck from the ground up
You can add me ingame if you like, I can show you some of my own decks and the thinking behind them
moshymosh#1821
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Y'all know a real easy way to have fun?
Try playing something else yourself instead of complaing about other players doing exactly that...
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This is a trick for players who have, or are about to get, a full collection of legendaries from a specific set (easier with dupe patch coming)
You can a specific golden legendary by simply dusting only that ledge from the set and keep dusting it until you roll it golden
Happy hunting ;)
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fav class is warlock, cause it's such a versatile class that plays fast and loose, big risks big rewards
fav ledge is curator, since my favourite thing to do in game is make and test decks, he allows such variety and creativity in deck building