- skavader
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Member for 9 years, 4 months, and 10 days
Last active Tue, Jul, 14 2020 08:45:26 -
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rjcv posted a message on Weekly Card Design Competition 9.17 - Submission TopicPosted in: Fan Creations -
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MysterEase posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan CreationsPeeking works similar to the old Joust mechanic. The card is shown in a small animation and then returns to the deck.
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GerVez0512 posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan CreationsSadistic Demon synergizes with Warlock's self-damaging mechanic and is good in Zoo decks, while Void Emissary synergizes with healing and has combo potential.
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Zergschamane posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan Creationsa new Priest of the Feast for priest, and a heal card for combo/control Rogue decks (turn 10 this whit crazy Gadgetzan Auctioneer madness
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Livienna posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan CreationsBeen away for so long, let me see if I remember how to host and post images... xD
This is a collab. with my girlfriend (doesn't have an account here). We tried really hard to avoid Hero Powers, since that felt a bit like the obvious thing to do.
The idea here is that Mages will destroy their mirror to AOE their opponent's board, while Warriors have a threat that their opponent will struggle to remove with spot removal/direct damage. Warrior has the fewest direct damage spells, so they are very unlikely to be able to use this the way Mages will.
eta: explanation text
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Kovachut posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan CreationsThe purpose of these cards is to make your hero protect your board for a whole turn, so that you can concentrate on buffing your minions and making favourable trades. Both of them are good in the early- and mid-game. The taunt effect is only temporary, so that your opponent won't play from a handicap position forever. Silence and board clear effects work as normal.
Regarding this week's competition, I would argue, that both of these cards fulfill different roles. While it's true, that they both try to protect your board, the paladin weapon leans towards the control-ish side. It doesn't offer any tribe synergies (like the Fledgeling), but it synergises with the class's healing tools. And in this regard healadin gets a nice buff.
Big thanks to Lathy for helping me balance the cards.
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WeyounsLastClone posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan Creations
Rogue Weapon
Hunter Minion -
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Spearminty posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan CreationsI haven't seen anyone attempt the minion + spell combination while also including proper hearthstone verbiage. To accomplish this, the end of turn effect made the most sense.
For hunter I made a 2 mana spell with an Echo effect that grants you coins only at the end of your turn. Essentially, similar to Wild Growth , you can have a worse turn now for a better one later. This also synergies well with Zul'jin in spell hunter as you would get more coins and more mana the turn you played him.
"Who knew I could get paid for doing nothing on a turn!"
For rogue I created guild treasury rooms which generate coins for you at the end of the turn. Rogue have great tempo plays, some already including coin generation such as Tomb Pillager . However, being able to create a large number of coins at once allows for interesting big plays such as with Lilian Voss .
"The guild better pay this repair cost..."
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KaRRoGaming posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan Creations -
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Lathy posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan CreationsThe idea of these cards are, that the League of E.V.I.L. send in their spies in different part of Dalaran. In this case, Dr. Boom sends his spy to The Violet Hold, where as King Togwaggle sends his to The Underbelly. The idea is sort of similar to the Tar Creeper , Tar Lurker and Tar Lord theme. Even though these have the same card text, they serve a different purpose given their different mana cost.
They might be a bit too strong, and I might rework the power level a little.
EDIT: Gave both cards +1/+1 to decrease the power-level, and changed the art of the warrior card.
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I fucking love the effect, but it doesn't exactly scream "Big bad evil boss character" to me.
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First time submitting to one of these!
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Hooray leaks! Hooray science! Hooray explosions! Hooray mechs for the first time since GvG! HOORAY DR BOOM HERO CAAAAARRRRRRD!!!!
EDIT: TO ADD THE SCREENSHOT YO
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So what you're telling me is that Brode and Chu might be designing a new game of some kind together, but without having to deal with the oppressive oversight and bureaucratic bullshit of a giant gaming corporation who only care about the bottom line and cross promoting their other games?
When the fuck can I sign up for the closed beta?
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OH MY GOD ARE YOU TELLING ME ITS THE SECOND WEEK OF A NEW STANDARD YEAR AND THERE'S A REALLY STRONG AGGRO DECK THAT PEOPLE ARE STILL TRYING TO FIGURE OUT HOW TO TECH AGAINST OMFG THIS GAME IS SO BUSTED THIS IS HOW THE META WILL ALWAYS BE FOR ALL TIME FOREVER HEARTHSTONE IS DEAD ITS ALL BEN BRODES FAULT I'M GLAD HE'S LEAVING BECAUSE EVERYTHING THAT'S EVER GONE EVEN SLIGHTLY WRONG WITH THE GAME IS 100% HIS FAULT AND NEVER THE FAULT OF THE ALMOST 100 OTHER PEOPLE ON THE TEAM AND DEFINITELY NOT THE FAULT OF ANY OTHER INTERNAL (blizzard) OR EXTERNAL (whining idiots) FORCES AND HOPE HE DIES IN A FIRE WAAAAAAAHHHH
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My guess is Fiery War Axe will still see play. Plenty of other decks play 3 mana 3/2 weapons for the tempo alone, and those decks don't even run all the crazy weapon synergies that warriors tend to have.
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I think people are underestimating how much the nerf for Innervate is going to affect the power level of Druid. Like they said in the announcement, this nerf may very well fix a bunch of the other complaints that people are having about specific druid cards.
What I AM worried about regarding the combination of all these nerfs is how much this could potentially slow down the meta. Knights already had a TON of really good tools for controls decks to utilize, and now not only are you nerfing the #1 control killer in the meta, you're also nerfing literally all the best aggro decks (aggro druid, pirate warrior, and murloc pally).
Now I know a slow control meta is fun for the first 2 weeks when an expansion is first released, but do you guys really want a meta where every single deck is a greedy, heavy control deck and every single game you play on ladder to be 20+ minutes? Because I really don't think I do. Not saying that this will happen but it seems like that's what they're trying to point things towards.
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Does anyone know if/where all the finalists decklists were posted?
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Quick PSA: Don't craft anything for this deck, it's definitely gonna fall out of favor in the meta very quickly. As people have pointed out it runs out of gas way too quick against other control decks. I had some fun with it but it's just not that great. If you get board cleared after you play the DK it's pretty much game over.
I think Control Lock can DEFINITELY be a thing considering how amazing Defile is alone, but I'm predicting at this point that Lord Jaraxxus will end up being a way better finisher in these decks than the DK. I was also super impressed with how much work Tainted Zealot did in this deck...turns out a sticky Spell Damage minion is actually really damn good. Wouldn't surprise me to see this show up in lots of control decks in the future.
Overall, definitely a good experiment that started pulling in the right direction but it definitely needs some refinement. Again, don't waste your dust right now people.
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You know what's actually garbage? Pros and streamers trying to review cards in a vacuum. Almost every expansion I've seen, reviews end up saying the same shit, all the cards are garbage etc. People thought fucking Dr Doom and Mysterious Challenger were garbage cards and they ended up defining the meta.
Don't let reviews ruin your hype. They are complete bullshit 90% of the time, and even if they are somehow correct and this expansion sucks, the most fun you'll have in Hearthstone is at the start of an expansion trying weird decks on ladder against other people's weird decks. Knights will at least be no different in this regard.