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    posted a message on Da Undatakah + Reacurring Villain + Imortal Prelate
    Quote from Kaladin >>

    I'm guessing what will happen is Da Undatakah will shuffle back into your deck with a copy of "Deathrattle: Shuffle this into your deck. It keeps any enchantments," then a copy of Da Undatakah will resummon as a text-less 8/5.  When you play the shuffled Da Undatakah again, it will have the Immortal Prelate's deathrattle still, in addition to adding three from the deathrattle pool. 

     ok so meme dream. what would you put in this deck.

     

    Posted in: Card Discussion
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    posted a message on Da Undatakah + Reacurring Villain + Imortal Prelate

    I was thinking of a making a meme deck and i wanted to make da undatakah paladin with recurring villain but i have a question. if it shuffles itself into your deck due to immortal prelate does the recurring villain deathrattle trigger?

    Posted in: Card Discussion
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    posted a message on Onndasta hunter optimisation

    yo this deck is 52% winrate. what should i change to improve it. please read comments cos people will post the same thing twice

    Posted in: General Deck Building
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    posted a message on 10 mana hero card for ramp druid (revised) Hero Power = Kill the enemy hero
    Quote from Varron2 >>

    I like it, except for the minion transformations. If you don't want any cheesing with the Hero Power Reductions, I'd just change the text on the Hero Power to "If you have 10 mana crystals, Destroy the Enemy Hero".

    It's a very unique effect, but I think you are warping too many mechanics to fit this card in and balance it. As for power balance, unless it's exploitable, it is underwhelming, but any Instant Wins usually will be by design. 

     

     Nope i checked every card it is NOT exploitable, but you are right that hero power would be better

    Posted in: Fan Creations
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    posted a message on Make the Card
    Quote from GnammyH >>

     

    Make a card that makes something ordinary feel extremely cool. Like Light Yagami eating chips.

     i here is a rock, as a hearthstone card and its undeniably cool

    next is a card that is bonkers broken, but cool, like actually COOL

    Posted in: Fan Creations
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    posted a message on Make the Card
    Quote from GnammyH >>

     This is a card from my custom expansion and uses a new keyword: Curse.

     

     Does True love undo silence? if so here is cursed hag.

    In retrospect the deathrattle is a bit weak so make that 6 health for the maiden

     (if you wanna use this card or the idea feel free to)

     

    next is uhhh a card referencing memes

     

    Posted in: Fan Creations
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    posted a message on Make the Card

    Next: A card  with a BALANCED "kill the enemy hero"  text

    Posted in: Fan Creations
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    posted a message on god rng why do you hate me
    Quote from eliasfajardo >>

    No they aren't. The problem were the 5/5s. 

    Those are death-by-suicide incarnate

     they were summoned by the the totem

    Posted in: General Discussion
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    posted a message on god rng why do you hate me
    Quote from Ace100ace200 >>

    Stop whining and improve your plays. Sometimes you have to accept luck on either side. That happens in Rumble Run as much as in Ranked.

     im just kidding xD

    Posted in: General Discussion
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    posted a message on 10 mana hero card for ramp druid (revised) Hero Power = Kill the enemy hero
    Quote from TonyDanza >>

    At best you can set up some kind of two-turn kill, by playing 7 minions and destroying them to regain 10 mana the turn you use the hero power, however I think this card is unplayable as long as your hero power reads: destroys all your mana crystals. It’s way too slow and there would need to be a lot of re-ramping to get to your win condition.

    The idea is that you would regain the mana from your minions, but that can be a huge bottleneck. All minions in your hand and deck become mana treants, so they are 2-mana 2-2’s right? You would need to play 5 of them and have them be able to attack right after hero power. You’d set them up the turn before, but opponent could kill them. Or not play anything that you can run them into.

    You could probably set up some Ticking Aboms now that I think about it that you could coin naturalize to kill 6 mana treants you set up for 6 mana.

    The concept is cool!! But the implementation is going to be pretty difficult especially when you have no minions left besides trees. 

     Thank you!! Sombody that realizes that this card isnt 10 mana win the game.

    Isnt the whole point of custom hharthstone is cards that are cool and thought provoking. I want trump to review this.

    Posted in: Fan Creations
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    posted a message on 10 mana hero card for ramp druid (revised) Hero Power = Kill the enemy hero
    Quote from Neffarious1 >>

    I like this idea of a hero card that kind of lays dormant and is unleashed after awhile with an op affect but it needs to be a bit more unique because of a lot of hero power synergies 

    Imagine a hero card of a dragon which starts off as a minion egg which is uninteractable like the darkness and you have to feed it a certain amount of mana worth of minions and when it meets the requirements it changes your hero and has an affect, changes your hero power, etc

    or it could be a 1/1 that starts in your hand which would be your only minion as it consumes any you play gaining stats until it becomes a hero card and cant attack enemy heroes but when it hits a minion it also hits one other random one to make up for it being your only minion, but the balancing of it would be dificult so idk

     

     No none of the synergys work

    Posted in: Fan Creations
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    posted a message on 10 mana hero card for ramp druid (revised) Hero Power = Kill the enemy hero
    Quote from xX_Clerk_Xx >>

    i would not say "WAY OP" but it is pretty good IMO. 

    simply because of Maiden of the Lake, Waterboy, and all the ramping.

    also i dont think it would be to fun because basically you just get all the armor, draw, and taunts. (basically everyone dislikes when fighting druid). and then you just autokill them.

    so i say op, and unfun.

     

     read the card it transforms your waterboy into a mana treant which makes it not work

    not op with maiden of the lake. wild decks are too strong and you would have too have maiden of the lake out the turn before you played this. this would be at minimum probably turn 7 where in wild they can definitely kill a 2/6 no problem

    Posted in: Fan Creations
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    posted a message on 10 mana hero card for ramp druid (revised) Hero Power = Kill the enemy hero
    Quote from I_am_a_r3b3l >>

    Fencing Coach, Waterboy, Maiden of The Lake. Does not work 

     no it does work as the battlecry of the hero basically deletes these cards from your hand and deck

    Posted in: Fan Creations
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    posted a message on 10 mana hero card for ramp druid (revised) Hero Power = Kill the enemy hero
    Quote from user-28139218 >>

    oh nvm

     

     i didnt see what you said in the first place XD

    Posted in: Fan Creations
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    posted a message on 10 mana hero card for ramp druid (revised) Hero Power = Kill the enemy hero
    Quote from M45T3R08 >>

    I think it will be better if it didn't make your minions mana treants, instead you could combined with un goro quest for pulling minions aand slowly aining mana until you could win

    Also, OP with maiden of the lake

     not op with maiden of the lake. wild decks are too strong and you would have too have maiden of the lake out the turn before you played this. this would be at minimum probably turn 7 where in wild they can definitely kill a 2/6 no problem 

    Posted in: Fan Creations
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