Gladiator's Emblem is based on the PVP trinkets which boost your characters health temporarily. Frenzied Moonkin is based on the Druid ability and trades the card advantage of Acolyte of Pain for Spell Damage.
How do people feel about buffs for the hero instead of minions? Could that ever be a thing?
Except for Thorium Headed Arrows - the rest of the cards exceedingly overpowered.
Sweeping Strikes wont ever be random since the game is about minion trading and 5 turns of it. Ambush is effectively Ice Block + 10 damage . Blessing of Protection either creates the hugest Blood Knight or effectively wipe an opponents board and give yourself damage reduction.
Congrats! Hey quick question since i am working on this myself. Does gold card count toward this? If i have a gold malygos but no regular one will I get the achievement? Or do i need to craft a regular malygos? I'm asking that because i kind of don't want to craft normal crappy legendary when i have their gold crappy version (Looking at you gold lorewalker cho)
Yes gold cards count towards this. Which was sad at the time, because i kept keeping the golds and regulars while collecting - but still gave me a crapload of dust to play with.
Are you serious?!?!? so i have no reason not to dust my normal card when i have the gold version?!?!? Cause i can probably dust a legendary or 2 worth of dust from the normal card that i have a gold version! Please confirm before i went on a disenchanting spree!
Hand on my heart confirm, I got the achieve "early" because my golds counted towards it. The only *possible* error is that I got my achieve while in late beta - but I assume that this achieve's mechanics didn't change.
In order to weaken rushdown plays I thought that having the card Transcendence from the tutorial might help. Of course Transcendence needs to be changed that stealthed minions dont count, or else you cant kill the enemy ever if he just plays stranglethorn tiger.
Im not sure if that weakens rush at all. And would probably be played by Rush instead, especially Paladin rush which could keep the effect going the easiest with their hero power and divine shields - and they get a 3/3 minion as well! He would effectively be Tinkmaster before the nerf, played by all and in every rush deck. Control has less board presence than rush, and all this card's effect will be to them is "your 1 or 2 minions gain taunt".
Congrats! Hey quick question since i am working on this myself. Does gold card count toward this? If i have a gold malygos but no regular one will I get the achievement? Or do i need to craft a regular malygos? I'm asking that because i kind of don't want to craft normal crappy legendary when i have their gold crappy version (Looking at you gold lorewalker cho)
Yes gold cards count towards this. Which was sad at the time, because i kept keeping the golds and regulars while collecting - but still gave me a crapload of dust to play with.
If the weapon stayed active in your opponents turn, the only thing that will happen is the hero will counterattack minions and players that attack them and lose durability on the weapon each time.
I think a "weapon" that stayed active this way would be a spiked shield imo :)
Why do poeple think it's a good idea to make cards that "Ignore Taunt". It's silly and moots the whole idea behind taunt in the first place.
Yeah except this card is creating a state of play where everything gains taunt. So ignoring taunt is not what its for, but the way it interacts with its battlecry.
Of the Naxx legends that are coming, converting Thaddius' mechanic into Hearthstone mechanics sounds like a challenge. Buffed, Patchwerk would get out hand but its kinda the point. But without Charge and it being turn 7-8 for the opponent, he needs to be a real threat. Unbuffed he becomes a threat at a slower pace :).
Ardent (Argent?) Vanquisher is the best designed of the bunch. He is a strictly better Argent Commander since his downside isn't really a downside, but I think that's fine.
Golden Pig's wording makes absolutely no sense.
I like the basic concept you are trying to do with Barthalomew (a 0/1 Taunt that returns as a 1/3), but I think you are trying to be too cute. Why use a secret? Why does it give it to you when it dies instead of when it enters the battlefield? There are just lots of things that don't make sense mechanically or designwise.
lol misprint on Golden Pig does make it nonsense...
Was supposed to be a modifed Leeroy with a different stipulation that cant be recurred - without resorting to being untargetable. So you get a 6/2 haste, but your opponent must have an answer already in play for him to exist in the first place. Also its stops Shadowstep recursion because he can't attack the face while a taunt is in play and if you kill the taunt with something else, you cant recur him as he will die as he entered play. its a catch 22 that results in only him attacking once - if you can deal with the taunt.
I was trying to use charge constructively in Ardent Vanquisher. Changing charge from an offensive move to a more defensive move. His biggest weakness is he can't be used as a Hero killing finishing move.
The reason a secret? I thought an interesting way to create controlled infinite recursion that can be countered by silence. Secrets only trigger on your opponents turn and Deathrattles can be silenced.
If you made it a battlecry it 1. Can't be silenced to stop the Secret. 2. Battlecries dont happen when resurrected, so it would only recur once - which was never my intent.
I like the idea of a new keyword: Empowered: Maximum Attack and Health stay the same after death or when returned to your hand. It sounds niche, but could be abused easily by current in-game mechanics but a great addition to buff spells.
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Gladiator's Emblem is based on the PVP trinkets which boost your characters health temporarily.
Frenzied Moonkin is based on the Druid ability and trades the card advantage of Acolyte of Pain for Spell Damage.
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Except for Thorium Headed Arrows - the rest of the cards exceedingly overpowered.
Sweeping Strikes wont ever be random since the game is about minion trading and 5 turns of it.
Ambush is effectively Ice Block + 10 damage .
Blessing of Protection either creates the hugest Blood Knight or effectively wipe an opponents board and give yourself damage reduction.
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Hand on my heart confirm, I got the achieve "early" because my golds counted towards it.
The only *possible* error is that I got my achieve while in late beta - but I assume that this achieve's mechanics didn't change.
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A dual wielding soldier doesn't seem to fit a card that can't attack/deal damage.
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Im not sure if that weakens rush at all. And would probably be played by Rush instead, especially Paladin rush which could keep the effect going the easiest with their hero power and divine shields - and they get a 3/3 minion as well!
He would effectively be Tinkmaster before the nerf, played by all and in every rush deck.
Control has less board presence than rush, and all this card's effect will be to them is "your 1 or 2 minions gain taunt".
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I am surprised by how eloquent you were within the twitter text limit. /impressed.
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Yes gold cards count towards this. Which was sad at the time, because i kept keeping the golds and regulars while collecting - but still gave me a crapload of dust to play with.
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It is no longer considered a good card. If you need the dust and are not a completionist - dusting it will give you no regrets.
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If the weapon stayed active in your opponents turn, the only thing that will happen is the hero will counterattack minions and players that attack them and lose durability on the weapon each time.
I think a "weapon" that stayed active this way would be a spiked shield imo :)
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Apart from neutrals, Mana Tide Totem and Far Sight
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Yeah except this card is creating a state of play where everything gains taunt. So ignoring taunt is not what its for, but the way it interacts with its battlecry.
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Of the Naxx legends that are coming, converting Thaddius' mechanic into Hearthstone mechanics sounds like a challenge.
Buffed, Patchwerk would get out hand but its kinda the point. But without Charge and it being turn 7-8 for the opponent, he needs to be a real threat. Unbuffed he becomes a threat at a slower pace :).
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lol misprint on Golden Pig does make it nonsense...
Was supposed to be a modifed Leeroy with a different stipulation that cant be recurred - without resorting to being untargetable.
So you get a 6/2 haste, but your opponent must have an answer already in play for him to exist in the first place.
Also its stops Shadowstep recursion because he can't attack the face while a taunt is in play and if you kill the taunt with something else, you cant recur him as he will die as he entered play.
its a catch 22 that results in only him attacking once - if you can deal with the taunt.
I was trying to use charge constructively in Ardent Vanquisher. Changing charge from an offensive move to a more defensive move. His biggest weakness is he can't be used as a Hero killing finishing move.
The reason a secret?
I thought an interesting way to create controlled infinite recursion that can be countered by silence.
Secrets only trigger on your opponents turn and Deathrattles can be silenced.
If you made it a battlecry it
1. Can't be silenced to stop the Secret.
2. Battlecries dont happen when resurrected, so it would only recur once - which was never my intent.
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I like the idea of a new keyword:
Empowered: Maximum Attack and Health stay the same after death or when returned to your hand.
It sounds niche, but could be abused easily by current in-game mechanics but a great addition to buff spells.
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Draw 2 cards? Really?