Why didn't they just move him to Wild instead of destroying him completely. . .
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Sep 6, 2016user-23089012 posted a message on What was the most bad luck you have ever had in HS?Posted in: General Discussion
Mine happened just yesterday actually,
I was playing against a Warrior and he was at 3 HP and I had a 7-1 weapon then he top decked Reno Jackson created by Malchezar in a none Reno deck he was lucky enough to draw all duplicates too.
I still couldn't get over it man I think I got actually cancer from yesterday
Aug 29, 2016Posted in: General Discussion
Attack enemy taunt minion with Sheep and the Weapon then play Ravaging Ghoul
Then play Raging Worgen, charge it and double inner rage it then rampage it = 13/4 Worgen with charge and windfury ready to attack.
( I hope I am not forgetting anything)
Aug 1, 2016Posted in: Prince Malchezaar
I made a card with very similiar effect 3 months ago, they are literally the same
It is nice to see this mechanic I imagined 3 months ago got it's way into Hearthstone!!!! feelsgoodman
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Dec 2, 2016Posted in: General Discussion
Spring 2016: standard comes in, community be like 'Wow no more dr.7 and less rng, best thing evah, thanks blizz!'
1 week later: aggro shaman, aggro shaman, aggro shaman
A few months later: midrange shaman, midrange shaman
Community be like 'WTF blizzard, what is your balance team doing omg worst game ever'
2 December 2016: omg so many new things to explore this game is Finally good!
2 weeks later: tempostorm t1 deck, tempostorm t1 deck, tempostorm t1 deck etc
'OMG this deck is so broken and op wtf blizz'
The history repeats itself, you knowWhich is why I think ALL expansions should be released like Adventures: 1 group of cards per week. NO REVEAL AT ALL.This would keep alive the feeling of novelty for much longer, while giving a hardtime to netdecking and netdeckers until the expansion is already at about 1/3 of its life since first release.
Sep 7, 2016Posted in: General Discussion
UPDATE: There are a lot of good recommendations in this thread about how to get more cards in the game.
As a former MTG player, I don't feel like there are enough cards coming into the game in a single year. MTG constantly has new products on the horizon for both Standard and other formats, so new cards are plentiful. That said, a lot of cards get reprinted in that game, and they have an abundance of functional reprints (same card, same function, different name). In many ways, this is just as exciting as getting brand new cards, because of new combos and interactions that can come from this. It's also a nostalgic thing - we love seeing our old friends!
I'm thinking a small set that brings 45 Wild cards back into the Standard format. After Wild gets larger, this could be pretty cool.
- Fans vote for 9 of the cards (controlled by Blizzard) (1 Legend, 2 Epic, 3 Rare, 3 Common)
- After a card comes back, it can't be voted on for 3 years.
- Annual naming, Revenge '16, Rebirth '16 or similar
- Cards will NOT be from the sets that just rotated out (will take some time to get this going).
- Will fill the spot in the calendar year that would keep HS on a quarterly release for new content (The wait from Nov. to Apr. is a long one).
- Before Standard rotates, there would be 90 additional Wild cards back in the format.
- When those Wild cards return, they are obtainable through crafting or Classic Packs with the other classic cards.
There is so much that Hearthstone does that is a lot better than MTG. With no outrageous aftermarket this would be a great way to take advantage of the legacy Hearthstone is creating.
- Keeps things fresh
- Introduces new players to the older cards
- New interactions will be introduced by crossing the streams (cards from set A and set E, but not all cards from those sets, mixed with all new cards)
- Veteran players feel better about their investment (and won't disenchant all their Wild cards every time the rotation happens - more $$$ for Blizz!)
Nov 30, 2016Posted in: Kazakus
A list of all Kazakus potion ingridients:
- Heart of Fire – Deal 3/5/8 damage.
- Stonescale Oil – Gain 4/7/10 Armor.
- Icecap – Freeze 1/2/3 random enemy minions.
- Netherbloom – Summon an (2/2)/(5/5)/(8/8) Demon.
- Mystic Wool – Transform none/one random/all minions into 1/1 Sheep. (not available for 1 mana)
- Kingsblood – Draw 1/2/3 cards.
- Shadow Oil – Add 1/2/3 random Demons to your hand.
- Goldthorn – Give your minions +2/4/6 Health.
- Felbloom – Deal 2/4/6 damage to all minions.
- Ichor of Undeath – Summon 1/2/3 friendly minions that died this game.
Nov 21, 2016Posted in: Card Discussion
Each time you summon a Jade Golem, it will have +1/+1 over the previously summoned Jade Golem.
Each time you summon Jade Golem it get's bigger. It starts as a 1-mana 1/1. When you play another card that summons a Jade Golem, you summon a 2-mana 2/2 Jade Golem. Next Jade Golem you summon is a 3-mana 3/3. And so on.
Nov 15, 2016eppinizer posted a message on New Mage Card Reveals: Kabal Lackey & Inkmaster SoliaPosted in: News
I guarantee a few people in wild mode are going to stop playing Duplicate because of the card text.
I've always been a fan of Reno Mage, and I like these new additions. Keep'm coming Blizz.
Nov 14, 2016MercsGuardian posted a message on New Game Mode: Archmage(this could start as a new Tavern Brawl first)Posted in: Fan Creations
Alright, before we get into this I want to make a disclaimer.
I know that this is an idea that has been done for, I know where this idea originated, I play the stupid thing, that's where I got the idea for this.
So my idea for a new format, Archmage, a more control-based game mode, where the core mechanics of the game are not lost, there are just some changes in how deckbuilding would work.
So first, the basics:
- Any person wanting to make an Archmage deck must have the class they want to make the deck for over level 30.
- All decks will inevitibly fall under the 'Reno' archetype as there are no copies allowed in the deck
- Mode will be in Wild Format giving access to more cards and making it so it is possible to make a good Archmage deck in all classes
- Deck sizes and health pools will be doubled while hand size and mana crystal capicity will be increased by 50%
- For those of you who don't feel like doing math, that's 60 cards, 60 health, 15 cards in a hand, and 15 mana crystals
For those of you wondering why all of this looks a little familiar, first I would like to say hello to all my fellow MTG players, second I would like to point out to all of you, yes this does sound like MTG's Commander format(or for those really old school, EDH).
Now to give you some example decks for this, I'm going to post some decklists(one for each class) I have created for the new game mode...which I can't save because Hearthpwn decided to be a little bit stupid(like, why can't I save a deck over 30 cards, I'm going to label it 'Theorycraft' with a link back to this thread ffs, just let me have something nice). Note: These links open to an editible decklist because it was legit too much work to actually find a way to make these decklists easy to look at.
Archmage Mage (I swear named the mode before making the decks)
And now to address the potential problems that come are already prevalent in this mode:
- Yes, I know Reno and Dr.7 are auto-includes, that was intended since the mode is designed to be a bit more control based
- Yes, I understand that some classes are currently at a disadvantage, but currently that's also a problem with Wild, Standard, and Arena, so I see no difference here, but just like those, that might change in the future.
So please critique at your leisure, and for anyone who knows a better way to post these decklists, please let me know, I could use the help(seriously, these lists are ugly to look at).
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