This gives me a lot of faith in the rest of the set for Warlock. Hope to see a lot of cards that improve the heavy control Warlock archetype.
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kureggu posted a message on Why Faeria has me thinking ...Posted in: Other GamesQuote from SoundwaveVR >>Regarding Hearthstone, well, i wish they made one adjustment to laddering: add more checkpoints on the ladder so you can't go lower. Let's say at ranks 15, 10 and 5. I went 9-0 with a Priest deck just to almost lose all ranks by going on a 0-7 lose streak. Sure, some might say i'm bad and deserved it, but still, it would release a lot of tension for players that are not that good at the game and don't have that much time to dedicate to laddering. I'm all up for even getting rid of the winning streak bonus in favor of these checkpoints.
The other reason to implement the checkpoint system is to encourage people to try different decks on ladder and experiment beyond net decks. Any time you reach a new checkpoint (or fall back down to one) that's a chance to try something new and figure out what works best in the meta. You could experiment as much as you want and get a way more accurate view of how your deck performs than experimenting at level 20. -
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SoundwaveVR posted a message on Why Faeria has me thinking ...Posted in: Other GamesI think Faeria is a well done game, but i find it weird and slow that minions can only move one unit per turn. I like Duelyst's style where you can move up to two, it seems more flexible.
Regarding the ladder experience, Faeria looks more rewarding, but i don't think i'm up to starting to build another card game collection.
Regarding Hearthstone, well, i wish they made one adjustment to laddering: add more checkpoints on the ladder so you can't go lower. Let's say at ranks 15, 10 and 5. I went 9-0 with a Priest deck just to almost lose all ranks by going on a 0-7 lose streak. Sure, some might say i'm bad and deserved it, but still, it would release a lot of tension for players that are not that good at the game and don't have that much time to dedicate to laddering. I'm all up for even getting rid of the winning streak bonus in favor of these checkpoints. -
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user-11495920 posted a message on What more can we expect from MSG? (predictions)Posted in: Card DiscussionQuote from tictactucroc >>Quote from tictactucroc >>He's not happy that the legendary is just boring, we wanted Blizzard to do something fun and interesting with the leader of one of the factions, instead they grabbed the effect, amplified it and done."we wanted" please don't talk on behalf of everyone else. Don Han'Cho is exactly what I wanted and fits perfectly in the decks I theorycrafted.Would you be more happy with an unplayable but funny and interesting legendary ? Are you happy with Cho ? Millhouse ? Majordomo ? Anub'arak ? What I read on this forum is that people HATE cards that aren't good enough for ladder, especially legendaries.But this one IS good enough, and people still get a way to whine because it's "boring" ? What is boring anyway ? 99% of the community doesn't play the fun cards EVER but they don't like "boring" what the hell. You're whining for the sake of it.You haven't played with that card yet, maybe the entire grimy goon archetype will turn out to be fun and interactive, how do you even know ?We're definitely not whining for the sake of it. I'm a Blizzard fanboy all the way and I understand that it's not easy to make a new, original effect for every single legendary (even though Blizzard is doing amazing job so far). I'm just super disappointed that a pivotal card to the set gets a lazy design like that. There were so many ways to do this card both synergestic with the whole theme of the gang and also playable that this just feels bad.EDIT:
And saying that 99% of the community doesn't play the fun cards EVER? That's even worse than saying "we wanted Blizzard..." and super hypocritical of you. Just look at the post above this one for just a few cards with great design that are played. And there's so much more of them. -
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Ibis2k14 posted a message on New Legendary Card Reveal: Don Han'ChoPosted in: NewsFaeria anyone?
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marvelousfish posted a message on New Card Reveal: KnucklesPosted in: Newsthere should be a special interaction between this and Hemet Nesingwary #rip
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Genieblood posted a message on Weekly Card Design Competition #4.18 - Submission TopicKael'thas grants you access to the Manaforge, which grants you all the mana you need to cast any spell. However, they damage the surrounding area due to the effects of the Twisting Nether. I don't need to tell you that this sets up some pretty ridiculous combos. The Manaforge is also destroyed amongst your other minions, for clarification.
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Nobroam posted a message on Weekly Card Design Competition #4.18 - Submission TopicPosted in: Fan CreationsI was thinking that Aya Blackpaw could make a custom creature, just like Kazakus can make a custom spell (Don Hancho would make a custom weapon). This card helps with some of the things that these classes could use(healing for Rogue), and strengthens their already powerful themes. Like Kazakus or Reno Jackson, It's ability can be powerful because your deck must be built around it.
Aya Blackpaw, leader of Jade Lotus
Different mana cost creatures you can make.
Then you would discover two of these choices to add to the card (from each white eyes' respective mana cost):
Tokens:
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InvincibleInvisibleDragonNinja posted a message on We know kabal and grimy goon mechanics, but what for jade lotus?Posted in: General DiscussionIf we look at them thematically, the Grimy Goons are your classic arms dealers and protection racket. An organized "family" where you call your cousin Vinnie to take out the garbage, then call your uncle Dino to clean up the mess and pay the bill. Thus, the massive focus on minion buffs.
The Kabal seems a less "up front" sort of group, specializing in the discreet manufacture and dispensing of, shall we say........illicit substances. Potions that is. I'm talking about potions. Most of the cards we've seen have been decidedly control based, with less straightforward effects. Minion de-buff, mind control, shuffling cards back into your deck, making a spell whose effect the enemy doesn't know, etc. Basically, outsmart the opponent.
From the museum teaser, the Jade Lotus seem to be fencers and smugglers. Backroom dealers in fine art, antiquities, and other contraband. Compared to Han'Cho and Kazakus, Jade Lotus leader Aya Blackpaw has a last name, traditionally a sign of nobility or the upper-class. A benevolent public face with strong roots, but a devious underside. Cards like Lunar Visions and Mark of the Lotus speak of their traditionalism, while Lotus Assassin and Counterfeit Coin speak of their "under the table" dealings. I can't say for sure what their gimmick will be, but I at least have an idea in mind.
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user-11495920 posted a message on What more can we expect from MSG? (predictions)Posted in: Card DiscussionThere's a few potential cards and concepts that crossed my mind as possibly happening when I see the current meta and the cards revealed so far:
- We will see some cards that will try to push Control Shaman. Without success.
- We will see a few new cards that could make Handlock/Renolock viable again. And they will.
- We will see more Dragon or Dragon-synergestic cards. At least one will be legendary. Because Priest.
- Although it doesn't fit the theme of the expansion, I think there will be a card specificaly aiming at Dragon Priest - something on the lines of a Dragon hunter.
- Seeing that Blizzard is trying really hard to fix Priest I think they will be trying to fix arena the same way. I think that we will see some very interesting and strong constructed cards for mage which will make the constructed decks more diverse but they won't be quite as good in arena. Except for one card which will screw up arena in the favor of mage once again.
- We won't see any Kabal card without red mana in it (in the stone or potion form). Potions will also be the Kabal ability theme but that's probably a given.
- Grimy Goons legendary will be boring but useful.
- Jade Lotus legendary will be fun but useless. At least for two classes.
- We will see at least one more Murloc. No matter it's strength it won't make no new Murloc deck viable.
- We will see a few more Pirates and Pirate synergestic cards. They will make a Pirate deck viable and very annoying.
Which of these do you see happening? Are there any other cards/concepts that you think we will see?
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I think the cards in this expansion are fun, but i fear that they will get overshadowed by the power level of previous sets that they wouldn't be included in most decklists. Cards like bonemare and machine gun priest are most likely to stay and dictate the meta and spawn decks that counter them.
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RIP OUR LORD AND SAVIOR
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maybe it means warlock's cards for this set are op that they intend to save it for the final card dump?
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you expect this to see play when arcanologist exists alongside with it? a gamble vs a sure draw? really?
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Ancient One of this set
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