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    posted a message on Anyone tried Shifter Zerus?

    the problem with Zerus is that the card is constantly changing. Yes, you might get a ragnaros out of it, but if you don't play him that turn, he'll be something different the next turn, like a target dummy. I know this sounds obvious, but it is a distinct advantage that unstable portal has, and thus the comparison is actually void. The chances of you getting the card you want *the turn you want* is really unlikely. Each time he was something I wanted, it wasn't the right time or I didn't even have enough mana. And sometimes when it is the "right time" i.e. top deck mode, he's like a 2 or 3 drop.

    TLDR too random, very rarely the card that you want at the time

    Posted in: Card Discussion
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    posted a message on When were golden cards changed into webms from gifs

    I agree, these look much better than the gifts. I'm glad Hearthpwn made the change :)

    Posted in: General Chat
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    posted a message on New Card - Gorillabot A-3

    "If you control" makes much more sense to me than "if you have" Ben Brode :)

     

    Primarily because I would get confused on "if you have" meant in hand or on board.

    Posted in: Card Discussion
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    posted a message on Shaman Totems

    Like the idea of more totems. However, an important thematic and even game element is that totems can't attack. Yes, the new Totem Golem has changed that, but it doesn't have any special text (besides the negative overload effect). As such, while some of these abilities are cool, I don' recommend giving them fighting elements.

    My take on your creation's Ancient of War would be:

    stone bulwark totem: 0/3 taunt. Deathrattle: summon a Stoneclaw Totem. 2 mana (useful over other taunts because cheap, double taunt, and helps keep a totem on the board at all times which allows cards with totem synergy to always have a target, and the summoned Stoneclaw Totem will reduce the randomness of your hero power for a turn if it lives)

    magma totem: I actually, don't exactly know if this is overpowered or just right. Maybe reduce it to 2 health so it dies to AoE easier, and/or add (1) overload. If comparing to consecration, it's 1 mana less to do 1 damage less, while providing a body for minion-based abilities like Flametongue Totem or Bloodlust, but not able to hit face. But trumping all of that is its repeatable ability. So perhaps add both aforementioned drawback because of its immediate and repeating effect on the board.

    Grounding totem: no attack, make cost 3 mana. The strongest of totems (Mana Tide Totem and Totem Golem) cost 3. This can be just as effective as a Loatheb because two copies can be on the board, and often you only need to increase the cost of a board wipe by one during the early parts of a game to protect your board. And, this will typically render 10 mana spells (mage and priest really) completely unplayable until it is removed (barring a Sorcerer's Apprentice, Emperor Thaurissan, or funky Thoughtsteal scenario).

    mana spring totem: I don't agree with this ability. Mana manipulation, especially ramping, is primarily a druid thing. I don't like taking away class identities.

    Cleansing Totem: I think this ability is rather, odd, and cleansing is a misnomer. A better fitting ability, imo, is "silence all enemy minion's with Deathrattle." Yes, the silence is situational as it is limited to only a select number of minions, but deathrattle is a rather popular affix, the ability affects the entire enemy board, and affected minions would especially be hurt because they would lose buffs or other special text (most notably, Sludge Belcher would lose taunt). Also, by making the totem 0/2 2 mana, it would be a very cheap solution to an otherwise extremely threatening board. Note, however, that the totem wouldn't read "battlecry," which both keeps the totem theme of ongoing effects, and means that removing the totem would "unsilence" previously affected minions. Otherwise, this totem might as well be a spell, minus the totem body it leaves on the board. Yes, battlecry would actually make it stronger. So, you could argue then that the ability be "Silence then deal 1 damage to all enemy minions with Deathrattle." And if that's too strong, then make it read ""Silence then deal 1 damage to all enemy minions with Deathrattle, but not below 1 health." ;)

    But I do wish there were more totems! Just maybe, a different approach

    edit: link cards correctly

     

    Posted in: Fan Creations
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    posted a message on Berserker Class Concept (Classic, Full Expert Set)

    I like all the class cards, even the funky overkill stuff, but I think the hero power is extremely....interesting....

    On an empty board, it'll damage face. Against one minion, its likely to gain a lot of value on turns 2 and 3 maybe even 4.

    But, against a minion-heavy deck, it'll be practically useless......it'll crack eggs, spilt up haunted creepers, etc. Even against some control decks like give warriors it'll give card draw/armor, and overall probably be more of a hassle than helpful. And lategame, you'll be praying for it to hit face if closing, and the board for a good trade, but if it hits the other thing then you're screwed because you'll be pressuring the wrong thing.

    Overall, Berserker is fun to talk about and theoretically discuss, but I find the concepts to be not intuitive enough for the crowd Blizzard wants to attract to their games. :)

    Posted in: Fan Creations
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    posted a message on How do we feel about Mulch?

    not strictly.....what if the damn stoneclaw totem pops up and blocks my lethal? I'll be glad I had mulch and not SW:D :p And dont forget Sunwalker ;)

    Posted in: Druid
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    posted a message on How do we feel about Mulch?

    definitely worthwhile. Has saved me many times already. I'm glad they realized recycle just wasn't worth the slot.

    Posted in: Druid
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    posted a message on Sustain Hunter

    Good answers :) thought of this as I kept looking:

    Why powershot over explosive shot? With Dreadscale as your anti-aggro, is powershot a bit repetitive, or leaving your lategame removal lacking?

    And as an aside, have you yet to proc quickshot's draw? Just an indicator of your draw power.

    Posted in: Sustain Hunter
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    posted a message on Beast Mastery

    do you find 2x houndmaster and 2x king of beasts a bit slow for midrange? And do you think you need a slightly higher mana curve?

    Also, you have quite a bit of small minions/spawn minion mechanics. Do  you think a timber wolf could help, especially with your UTH's?

    Posted in: Beast Mastery
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    posted a message on Sustain Hunter

    1. There are cards that replace your hand, but there is no true "draw power." are you running into problems with this?

    2. Most people would choose sludge belcher over king of beasts, even in full beast decks because of the reliability. Thoughts?

    3. You only run 4 secrets, but 2 bows. Are you reliably proccing your bows?

    4. "Sustain" implies you can last a while. For a control deck, aren't you feeling the lack of healing to be troublesome? Would you consider running antique healbot or even the tournament medic?

    5. Why no steamwheedle sniper?

    Posted in: Sustain Hunter
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    posted a message on Revamping our Unsung Warriors (Part 1)

    Great point. I honestly totally forgot about Brawl, considering I don't own it. I'll change it so the post can be more relevant.

    Original last point for warrior: "-Destroy all damaged minions. (and now the complete opposite. combo'd with Whirlwind, it becomes like paladin's Equality, but it affects your minions too. So a double-edged sword. Like priest's Auchenai Soulpriest +Circle of Healing)"

    Posted in: General Discussion
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    posted a message on Hearthstone Appreciation Thread

    I've always been a Blizzard fan hehe. I've played WoW and Diablo extensively, and now Hearthstone! One of my fav parts of Blizz is their awesome art.

    Posted in: General Discussion
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    posted a message on Revamping our Unsung Warriors (Part 1)

    Hello fellow Hearthstone players! I understand a common thread on Hearthpwn is QQ's about why a card *needs* to be buffed, and all the arguing that follows. But, I'm really trying to stay away from that and instead focus on some fun ideas that might help these cards get off the shelf so fondly labeled "I forgot these existed..." lol. Also, I'm aware that "power creep" is a real issue whenever discussing changes to a card; my sole goal with these posts is to make the referenced cards more viable in the competitive environment of Hearthstone, where each card slot is extremely valuable, and to make these cards more regularly used by top players (btw, I am not a top player. My highest rank ever is 11 with one star, I drift around rank 15, and my longest Arena streak is 2 wins XD. I am in no way saying that I know what these cards should be based on my vast experience. This is just my two-cents as a fan of Blizzard games) I actually have done two posts on this subject: one for cards that I find are *commonly discussed*, and another for the *truly forgotten*. I'm sorry if I didn't put cards from either list onto the "right" list, I'm just working from hear-say here :p

    Here is a link to the other post:

    TRULY FORGOTTEN CARDS (right now not active, will be posting up the other article in a couple days)

    These posts will consist solely of class-specific cards, mostly spells at that. Things written in (parentheses) are I talking directly to you the audience, and are not part of the card's text, usually to explain my reasoning for the change, or to elaborate on how a specific mechanic might work. Please read my descriptions as exact; if the card's original ability is not stated, then I'm suggesting it not be there :) I've aimed to write the cards as Blizzard might, to ensure that my ideas are easily understood; I hope I am consistent in that endeavor. I'll give a brief example of my layout.

    Card Name (will link to gold, just for fun ;)

    -Most serious suggestion to help card, could see Blizzard potentially doing this. Keeps in line with the card's original intent.

    -Twist to card's original intent

    -Complete disregard of original intent, usually a crazy idea. More for fun than seriousness, but I wouldn't mind if it happened! (I think at least lol, balancing issues alert ;)

    And now, without further ado, please enjoy my proposals! :)

     Druid: Naturalize

    -Destroy a minion. Your opponent draws 1 extra card for 2 turns. (lessens the drawback by spreading it over two turns. Same amount of cards, just decreases the downside's acuity)

    -Change to 0 mana cost. (giving your opponent 2 cards, and therefore more options, is game-ending sometimes; compensating with the amazing tempo of 0 mana hard removal seems plausible)

    -Destroy a minion. Your opponent draws 2 cards. You draw 1 card. (share the love? Maybe increase cost to 2 mana to prevent this from becoming a cantrip. Or give opponent 3 cards, so same card difference)

     

    Hunter: King Krush

    -Charge, Taunt (sort of provides the "immediate impact on the board" that most people complain about with this guy)

    -Charge, your other beasts have +2 attack. (charge could be dropped. Again, immediate impact, encourages beast synergy. [I like lore, and prefer classes to stay within those lines, like demonlock])

    -Charge, immune to minions that cost less than 3 mana (so 2 or less. Leper Gnome shouldn't be able to hurt a dinosaur! Or maybe immune to attacks of less than 3 damage. Take that Quartermaster lol)

     

    Mage: Counterspell

    -Secret: When your opponent casts a spell, Counter it. If the spell costs 3 mana or less, draw a card. (meant to compensate for if you counter a spell worth less than your own casting)

    -Secret: When your opponent casts a spell, Counter it. Then, counter the next spell your opponents casts that costs 3 mana or less. (the first counter is still a secret, the second counter your opponent will obviously know about. Change the "question" icon to an "exclamation mark" that has the effect readable by your opponent, so he or she doesn't forget and get blind-sided.)

    -Secret: When your opponent casts a spell, Counter it and gain a copy. Copy costs 1 more mana. (maybe 2 more mana to be fair)

     

    Paladin: Light's Justice

    -Whenever you summon a Silver Hand Recruit, give it +1 attack and remove 1 durability from this. (3, even 2, durability because of such a low mana cost. This card is meant for the early pressure that paladin's often compain about, and buffing attack over health allows some trading up)

    -Deathrattle: Give all friendly Silver Hand Recruits Divine Shield/Taunt. (I haven't decided which to do. Divine shield is a bit more offensive and helps against zoolock. Taunt could really help paladin survive till later in the game. Also, it's useful in more than just the beginning)

    -Deathrattle: Destroy all Silver Hand Recruits and gain 2 health from each. (also note I said all, so useful in mirror match-ups. Maybe 1 health for balancing, but I can't imagine more than 2 recruits dying this way. And of course, you can just replace the weapon to make the healing on-demand :)

     

    Priest: Mind Vision

    -Put a copy of a random card in your opponent's hand into your hand. That card costs 2 less mana (could be 1 less to compensate for this spell's cost, but I thought 2 is okay because this card is taking precious space that could be used otherwise)

    -put a copy of a random spell in your opponents hand into your hand. If none, copy a random minion in your opponent's hand. (little bit more specific, you know what you want. Could be minion first-priority instead)

    -Reveal your opponents hand. (definitely a new mechanic, also unique to priest. Would flip your opponent's cards only for the duration of that specific turn. Maybe up the casting cost to 2/3/4 mana lol I don't know the value of such information)

     

    Rogue: Patient Assassin

    -Change to 3 health. (allows the minion to possibly trade for 2 others, while surviving Consecration and such. If trading for 2 is a big deal, add a mechanic that will kill the assassin after he hits his first minion)

    -(Change to 0/1 mana cost) Stealth. Destroy any minion damaged by this minion.This minion will be destroyed at the end of your next turn. (so you better know what you want to kill. Very cheap hard removal, but available for only 1 turn and of course a delayed response to your current problem)

    -Stealth. Destroy any minion damaged by this minion. Ignore Taunts. (he can still hit the taunt, but he can choose to bypass the taunt instead and hit the juicy minions behind…Maybe balancing could be that he's unable to hit taunts, actually) 

     

    Shaman: Far Sight

    -Draw a card. That card costs (4) less. (same idea as Mind Vision. You're paying space for the card, so you might as well be compensated, especially when compared to Unstable Portal)

    -Draw a card. That card costs (3) less. If card has Overload, the Overload effect is negated. (nice synergy with rest of Shaman class. Bonus: the overload card could still buff Unbound Elemental ^_^)

    -(Change to 0 mana cost) The next 2 Overload cards you play will have their Overload effects negated/reduced by 1. Effect lasts till the end of your next turn. (completely changes the use of this card. Kind of like Preparation for shamans. I say 2 cards because prep allows any spell; this is specific to overload cards only. Also note, discount extends between turns. Though again, Unbound Elemental will still buffed if zero overload occurs)

     

    Warlock: Succubus

    -Battlecry: Discard your most left/right card (keeps the random factor that Blizzard seems to want. Left: you know exactly what card will always get discarded, 'cause even if you throw down your most left, it'll become the next card in line. Right: yes, you can still play your most right, but the card can also become a newly drawn one. Seems a bit more random to me)

    -Battlecry: Discard a chosen card (people complain this card she's just 1 too many discards in zoo with Doomguard, and too much of a setback to lose Molten Giants for handlock. This might help alleviate the pain)

    -Battlecry: Do not draw a card next turn. (this lessens the punishment significantly. Yes, you have 1 less option next turn, but you also don't lose current options...)

     

    Warrior: Rampage

    -Give a damaged minion +2/3. Can't be targeted by spells or Hero Powers until end of your next turn. (limited, but potentially awesome protection. A mini-Loatheb basically. Heck, even +1/1 with the spell resistance might be worth using, probably a permanent buff at that point. Warriors are the crux of all magic users, right?)

    -Give all friendly damaged minions gain +2/2. (across the board buff. Finding damaged minions is hard enough, this makes the task a bit easier)

    -Give a damaged minion +4 health and Taunt. (so, the minion was about to die, and now gets a little more time to help you out. Fits the control theme of warriors, and can even help a desperate aggro warrior when in a losing situation. Maybe balancing could be healed to 1 or 2 below full health, rather than given a straight +4 health. This would prevent Acolyte of Pain from getting way too many draws, but still allow Grommash Hellscream to not lose enrage, not to mention others. And if you really need to, you can give the opponent's minion taunt...)

     

    And that's the conclusion of the cards i think are commonly discussed, and how each could be changed to become more prevalent in the competitive meta. I hope you enjoyed, and please post feedback :) And Happy belated-New Years!

    p.s. If anyone could help me with the formatting of this, I'd really appreciate it...I dont know how to remove all the extra spacing! Thank you :)

    Posted in: General Discussion
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    posted a message on How To Use Card Tooltips And Images On HearthPwn

    Haunted Creeper deathrattle

    sweet :)

     Hemet Nesingwary

    Naturalize

    [hero]Druid[/hero]

    Silver Hand Recruits

    divine shield/taunt

    Posted in: Site Feedback & Support
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