[deck]### Brawl Deck
# Class: Paladin
# Format: Wild
#
# 2x (1) Grimscale Oracle
# 2x (1) Oh My Yogg!
# 2x (2) Bluegill Warrior
# 1x (2) Flash of Light
# 2x (3) Murloc Warleader
# 2x (3) Seal of Champions
# 2x (3) Time Out!
# 2x (4) Blessing of Kings
# 1x (4) Old Murk-Eye
# 2x (5) Blessed Champion
# 2x (6) Avenging Wrath
# 2x (6) Pharaoh's Blessing
# 2x (8) Lay on Hands
# 2x (8) Tip the Scales
# 2x (9) Libram of Hope
# 2x (10) Anyfin Can Happen
#
AAEBAdTwBALgBeyGAw7+A9IE4wWnCJYJ8gudFdIWz4YDw6QDm6kD6rkDg94Dmp8EAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone[/deck]
won my first game with a murloc pala I threw together
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Bullard posted a message on Blood Magic is This Week's Tavern BrawlPosted in: News -
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SouthNorth posted a message on New Shaman Epic Card Revealed - OverdraftPosted in: NewsTunnel Trogg has sent a friend request :)
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TheSpunYarn posted a message on Shaman Class Redesign ConceptPosted in: Fan CreationsHello! As a passion project for the past couple months I’ve been conceptually reworking each class, imagining new Keywords and class mechanics to make each class feel more distinct, flavorful, and engaging to play. I usually return to working on this when inspiration hits me, since I’ve learned that creative work doesn’t flow when you force it.
I started this project with Hunter, developing an embarrassingly long, diary-like Google Doc detailing my grievances with the direction of its card design in the Year of the Dragon and Year of the Phoenix, and creating my own custom Keywords and class mechanics to no particular end - I just enjoyed doing it.
Shaman was the second Doc I made, because it’s my second favorite class. It has so much potential for awesome flavor and thematics, while being extremely engaging to play. Unfortunately, nothing about Shaman in its current state implements that at all. Whatever the current Blizzard design ethos for Shaman is, it’s done very little for the class’s benefit in my opinion. Shaman tends to be a competitively binary figure, it either does extremely well, infuriating the community with a powerful aggressive/midrange deck; or it doesn’t see the light of day, lingering at or below tier 3 with burn lists that are begging for an ounce of card draw or consistency.
I had experimented with some ideas for Shaman before. A card that opens up an alternative Hero Power (naturally inconsistent since you’d need to draw it); two different Keywords that would be new to Shaman, et cetera. Eventually I settled on an initial ethos for how I wanted to approach the class:
Shamans are spiritualists chosen by the Elements, the quasi-sentient building blocks of the world. They’re sagacious, using their wisdom to guide their decision-making. They wield the Elements in battle, casting devastating spells and summoning powerful elementals to wipe out their foes. The Elements are naturally versatile, and so they’re able to answer whatever problems the Shaman who controls them comes across. Able to Overload their Mana with surges of Elemental might, summon hordes of Elementals, and Ascend their spells to recast them when needed, Shamans are versatile enough to tackle aggressive decks, midrange decks, and control decks each with some level of competence.
- Strengths: Damage spells, card generation, Tribal synergies
- Limitations: Tempo, minion buffs, card draw
- Weaknesses: High Mana Expenditures
I stuck to this concept rather faithfully for most of my work on the class, and some products of this line of thinking I’ll share. Ascend was an old - now abandoned - Keyword concept that was essentially Buyback from MTG (for an investment of 2 mana when you cast a spell with Ascend, you’d add it back to your hand). I remain firm in believing that Shaman should be versatile, able to build into aggro, midrange, or control.
Later on, a few days ago, I was struck with an incredible amount of inspiration after seeing the custom card “Harness The Storm” by FriendlyShadow on Hearthcards. It gave me the idea that Shaman should be able to play around with Overload more. Make it more than just a downside that tends to make the spell you cast less worth it. I wanted Shaman to play with its mana way, way more. And that was the impetus for a great deal of designs you’ll see here, as I’ll explain in a moment.
So in order to justify an addition to Shaman, I decided to double down on Overload as a mechanic. I thought to myself, what if Overload could be more punishing, but the class provided more ways to work with and around Overload, rather than just cope with it.
Double-Overload is an adjustment to the Overload Keyword; if a Mana Crystal is Overloaded, and you play a card with Overload, that Overloaded Mana Crystal is destroyed. For instance, if you Lightning Bolt turn 1, then Lightning Bolt turn 2, the Crystal that was Overloaded from last turn pops. It’s gone for good.
Don’t worry though, since there’s two additions to Shaman that’ll help work around this issue. First is a new Keyword that synergizes with Overload, and was directly inspired by “Harness The Storm”:
Cleanse - A card with Cleanse can only be paid for with Overloaded Mana Crystals. Doing so restores the Crystals to an un-Overloaded state.
Functionally, Cleanse serves two purposes. Firstly, it allows Shaman gameplay to be a little smoother, Cleanse wouldn’t be an insanely common Keyword (it’d be about 1/3rd as common as Overload is) and its effects would be helpful and strong because you need to be disadvantaged in the first place to play them. Card draw and high tempo minions could have Cleanse, for instance, both reined in by the Keyword itself.
The other purpose of Cleanse is to deliberately step around Overload. If you Cleanse before you cast another Overload card, you won’t Double-Overload and destroy your own Mana.
The second new feature I’d bring into Shaman might ruffle some feathers, but once I explain a little more (and show some cards to demonstrate how it would work) you might see where I’m coming from.
I’d want to put Mana Ramp in Shaman. See, since Shaman is playing around with its mana with Overload, I asked myself why not go all in? And what would Ramp in Shaman look like? Of course, it would need to be and feel distinct from Druid. This of course would come out in the Ramp spells themselves. I didn’t want Shaman to have Druids routine mana curve, and Shaman already has a curve that’s different from other classes because of Overload. So instead of steadily increasing over time like normal, or accelerating to 8 mana by turn 4, Shaman would be all over the fuckin place.
Shaman might pop its own Mana Crystals on turn 4 and wind up with 3 mana or so on turn 5, but could quickly accelerate past their opponent on the curve and follow up with another play, eventually losing more Crystals and dropping behind again only to Ramp back the next turn, and so on and so forth. Shaman’s curve on a graph would look like the Stock Market in my ideal world. Shaman uses its mana in weird ways, Crystals themselves have become a resource, so let them eat cake, I say.
One major part of my pet project has been designing Keywords. When all is said and done, each class will have gained 3 Keywords, though only 1 of them will be class-specific. I’m working with the same class-alignment/sibling class concept that was established in Scholomance with Dual Class cards. A class will gain its own unique Keyword, as well as 2 Keywords that it shares with its sibling class. Shaman, naturally, has these.
Mage/Shaman Keyword - Reverberate
I was trying to come up with how “Spell Tribal” would work now that Spell Schools exist, and I came up with this Keyword. I gave it to Mage and Shaman as they have diverse Spell Schools; Mage using Arcane, Fire, and Frost - while Shaman had Fire, Frost, and Nature. And it felt thematic for them both. Reverberate is a spell-exclusive Keyword, which triggers when you cast a spell AFTER casting a spell of the same school. So if you play a Fire Spell, then another Fire Spell with a Reverberate trigger on it, Reverberate resolves.
I had to come up with a clear idea of what each school was meant to do with Reverberate as an effect.
Fire Reverberations are focused on doing damage, having random targets or aoe, or maybe even temporary draw (in Soularium fashion).
Frost Reverberations are focused on defense, disruption, and freezing stuff.
Nature Reverberations are most likely focused on buffs, mana, healing, or summoning.
And finally with one new, and major, thing in common, the Keyword that Shaman and Druid share.
Druid/Shaman Keyword - Enriched
Enriched is simple enough. A minion with Enriched is carrying a single-use Mana Crystal for you to use. It would appear on the bottom of their portrait, and go away when you use it. Like a Mana Dork in MTG, but one use. When you would spend mana while an Enriched minion is on your field, its mana would be spent before the mana in your Mana Bar.
Of course this means that all Enriched minions need to be statted inefficiently, since they effectively cost (1) less than their mana cost says they do. Regardless, it does function as mana you can access if the minion survives until your next turn, letting you skip ahead in mana as if you’d cast The Coin or Innervate, but it’s on a minion your opponent can destroy.
Druid takes more advantage of this mechanic than Shaman does in its designs, though Enriched has an opportunity for a new trigger effect: “After this minion’s Mana’s been spent”. This opens up plenty of opportunities for card design with the Keyword between the two classes.
So that’s it, essentially. Keep in mind, all of these Keywords, mechanics, and cards are all purely conceptual. I’m not a balance wiz; when I design cards I prefer to balance around my designs, rather than design around balance. I want my cards to be splashy and powerful and fun, I think any card in a game should be at least 2 out of 3 of those things.
I’ve been doing work around every class, though the ones I’m most familiar with are the ones with the most work put into them. At this point all 10 classes have been worked on, and I’ve done a lot of Keyword development, though some classes need to be updated with Keywords they share with other classes.
I’m rambling. Let me know what you think!
I'm absolutely baffled by how adding pictures to this post works - I don't know how everybody does it. I'll just do it in a few separate posts. -
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EnTaroAdunEU posted a message on Book Of Heroes: Gladiator Valeera Is Live Now!Posted in: NewsWow, just wow. Everything scripted, even when you Mulligan, everytime the same...
Did they ever do this? This is just lame and boring, and the fights itself are also not really fun to play.
Guess the Valeera solo adventure just had to come out now because Daddy Activision told Blizzard to, even if it clearly needed a lot more testing and polishing. But oh well who is surprised by now.
Let's just hope the next solo adventure won't be the same nightmare or even worse (that's unfortunately always possible). -
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Star_Forge posted a message on New Progression & Reward System - Everything Blizzard Shared - Live Today!Posted in: NewsQuit being so daft. Yes, the first few days will be ''wonderful'' and you are gaining great amounts of gold. At some point you won't gain another level for a good 4-5 days and basically make nothing off of the time and effort you put in.
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Euthanasia posted a message on New Priest/Warlock Epic Card Revealed - Flesh GiantPosted in: NewsMy Even Warlock is happy to see this card.
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xClusive posted a message on Opinion on DH nerfs (spoiler: not too happy with them)Posted in: General DiscussionThere are some fallacies in your reasoning behind some statements. Overall however, I think they tackled the right ones, for the simple reason that Demon Hunter likes to chain cards together in nearly unstoppable streaks. The nerfs break up some very strong chains, like the Skull-and-Beam chains, but also force the hand of the DH in some cases, having to pick between Antaen and Priestess of Fury for example. It's also notably affecting the Kael'thas chain, one of the strongest near-OTK's that the class has.
As for your fallacies, most notable is your final sentence: "in particular with Priestess clearing up whatever was left after Antaen's BS. It can also still come down on turn 5 if curved into from Raging Felscreamer, so if the issue was he hitting the board too early - it's not resolved." The whole clear that Demon Hunter did, in playing Priestess before or after Antaen, is significantly harder now. Playing her after Antaen means floating mana, which is steadily underrated as to how damaging that is to one's curve. Your statement about Antaen being able to still come down early with the help of Felscreamer means it becomes conditional; always far harder to pull off than with an unnerfed Demon. And again, it forces the hand of the DH into making an extra decision.
Another one is your sentence regarding Skull: "Skull of Gul'dan at 6 is very clunky now, not just because it comes later (in fact I'd say it's almost not an issue), but mainly because it's too hard to manage your hand size now." This is the whole point about the nerfs! Making Skull clunky is a good thing, as the opposite of clunky was 'extremely good'. Hand size is supposed to be the hardest decision-making process in Combo decks. Previously, coming back to those chains, Demon Hunter could just draw and draw and draw, because they had sufficient mana to basically run through their entire deck by turn 10. That's not an exaggeration by the way; I've played against Demon Hunters that had NO cards left in their deck by turn 9 or 10. That's insane. As an added bonus; I think it comes down to the core of Demon Hunter even more; needing to be good at hand management to get as much out of Outcast as possible.
Last one I want to point out is your first paragraph, mainly focused on how ladder didn't have a sight on which decks Demon Hunter actually used. The problem was that it is so soon after the expansion dropped, the decks aren't even optimized yet. You could literally see winrates of other class drop further and further, while Demon Hunter stabilized more and more. The nerfs shouldn't have taken much longer, before everyone was literally forced to play the same class.
All in all, nerfs are supposed to force players to make more decisions, both quantitative as qualitative. Skull still feels strong at 6-mana, but in combination with the nerf to Eye Beam, it stops the chains that allowed Demon Hunter to draw even more. As a simple example, we all know the situations where Demon Hunter drew 3 on turn 5, then played Eye Beam instantly, then played the 2/1 Outcast runner-dude, drew some more, and just went on in the chain even further. With the nerfs, that can't happen until turn 7. The OTK was reached too swiftly, and we all know that's the whole point about achieving OTK; you need to have time to pull it off. It's the reason why Aggro is strong versus Combo. With Demon Hunter, that went out the window.
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Todeshauch posted a message on Reno Druid WildPosted in: Reno Druid Wildwild growth can draw at 10
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Dunscot posted a message on New Mage Card Reveal - AstromancerPosted in: NewsKind of a boring card, honestly. One of the more disappointing designs in the expansion so far. Maybe after Reckless Experimenter, I was expecting too much of class epics.
The card itself surely is powerful, or let's say Spiteful Summoner powerful minus the limitation on deckbuilding, plus the limitation of keeping your hand full. With 8+ cards, the battlecry will be about as good as Spiteful, and the card can't be rendered useless by drawing your big spells too early, and it also allows you to include your favorite cheap removal spells.
I guess this also requires some build-around, favoring cards that replace themselves or generate more cards, like Fire Fly, and Stonehill Defender, and Primordial Glyph, and Steam Surger... so, just the usual "pretty good" category cards, that you might already use anyway.
And you might end up using Mountain Giant in Mage now... As if the Giant wasn't popular enough already.
Spiteful Summoner was a bit more interesting since you'd have to build a deck around it. A powerful effect that comes at a high price. This is a mostly better version (less predictable), Mage exclusive for some reason I don't know, and suggests a playstyle that is popular enough already.
It's good. Just boring.
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WipeoutVasusu posted a message on The Boomsday Project - Hearthstone's Ninth ExpansionPosted in: Guideswhy some classes get the OMEGA card and others don't
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Amen!