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    posted a message on Surprisingly good Mercs

    Ratharian, the Demon General guy does not look impressive on paper.  He's a fighter with low attack, who doesn't do anything special on the first turn.  But after running him a bit in a Demon build, he's actually super fun.  His summon has to be one of the strongest in the game.  He's fast, and has ways around Taunt.

    Natalie Seline has been good for me too. I don't have any particular synergies.  But she can blast hard and fast, and is the best healer in the game.  And heals are surprisingly good at the rank I'm at, where it takes two turns to focus down a Merc.

    Anyone else having some surprise successes?

    Posted in: Mercenaries
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    posted a message on Top Duels Moments of the Week - 23

    Updated Duels deck guide when, Raptor?  I'm pretty lost on what to try.

    Posted in: News
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    posted a message on Handbuff Warrior

    Warrior didn't get much to work with in Stormwind, but I built this deck last night and went on a win streak.  It's pretty fun!

    Handbuff Warrior
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (22) Ability (7) Weapon (1)
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     Let me know if you have any questions about card choices.  (Sunwell Initiate is shockingly good)

    Posted in: General Deck Building
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    posted a message on Why Elwynn Boar Given SO LATE in the Reward Track?

    That's fair.  Even with all the card draw that Demon Hunter has, it takes at least 9 to 11 turns to draw through your deck and get the Boars out.  I stopped playing it once I started running into spell mages.

    Posted in: General Discussion
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    posted a message on Why Elwynn Boar Given SO LATE in the Reward Track?

    I opened a single Boar.  It was the first deck I played of the expac.  I killed the opponent with the sword in the very first game. Second and third game I got the sword equipped but lost.  

    I'm not usually that guy but... Git Gud?

    Posted in: General Discussion
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    posted a message on DH Quest: Uses beyond Ilgnoth OTK?

    It's a meme, but I could see using it with Elwynn Boar.  Boar DH is like 70% card draw, so you could realistically complete the quest.  The mana curve for it is low, so I'm not sure you need the discounts.  If I had it, I'd try it out at least.

    Posted in: General Discussion
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    posted a message on Put Weekly Game Caps on Classes

    Yall haters haha

    I like the idea of nudging all these class zealots out of their comfort zones.  I'm F2P since forever (fine: once a year I toss Blizz $15).  I can and do run a deck in every single class.  Some of them more successful than others, but still.  Even Warrior and Paladin have budget-ish options.  You get locked out of certain archetypes for sure--no Librams of Hope or Liadrin locks me out of the best of Paladin.  But its totally do-able.

    And fun.

    Posted in: General Discussion
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    posted a message on Varian in Everything

    I guess it helps that the decks I mainly use him in have Lightning Bloom.  Turn 6 Varian crops up surprisingly often and obviously feels better.  

     

    I've just sort of accepted that 80% of the time I go against Spell Mage I'm going to lose.  I'm playing a game where minions battle each other for incremental advantages that add up over time and Mage is... not.

    Posted in: Card Discussion
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    posted a message on Varian in Everything

    Is anyone else just adding Varian into every deck?  Because I am.  It is shockingly easy to add him into most decks, not just Paladin.

    Hunter?  Sure.  Druid?  Yep.  Weird mid-range Shaman thing?  Sure. I haven't gotten to a Warrior deck yet, but I'm sure I'll cram him in. 

    It just feels soo good to play him on the top end of any creature heavy deck.

    Posted in: Card Discussion
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    As a father of two small children, it was probably best for my sanity that I got knocked out.

    Daenyrs is flavorful but good lord is she a complicated legendary. You seem to have a tendency to make cards with a lot of different moving fiddly parts (even the Hero Power). Like, my class was built around generating new cards, but I tried to limit it to like... 2 or 3.  Making these cards that morph through nine different variable forms is cool... in theory.  But I prefer clean and understandable.  More just something to keep in mind: Keep It Simple, Stud.

    Klay, if you go to the actual voting thread you can see the break down of where the public got it so so wrong ;)

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Submission Thread | Week Two

    ❤  (੭。╹▿╹。)੭ ~The Necromancer~ (੭。╹▿╹。)੭  ❤

    Oh hey, I didn't see you there.  I was just sitting here showcasing the first half of the Graverobber set, tehe.  The launch set is in the Scourge themed expansion Knights of the Frozen Throne.  I added a keyword that should be pretty familiar, since it does something that's already in the game.  Note: Bury is  specific to Necromancer cards, and neutrals would use the usual language.

    Basic set can be found here: https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/249984-custom-class-competition-8-submission-thread-week?comment=15 

    • Heavy Footsteps continues the adding cards to deck theme.  Cast it turn one, and by turn three you are guaranteed a 6/6 for three mana. "You hear that? Something big is coming this way..."
    • Ritual of Ruin is part of a new card cycle.  Rituals add Cast-When-Drawn cards to the deck. Not on the power level: there is no gurantee of when or how often you can trigger Desecrations.  Best you can do is Unearth looking for one when facing a wide board. Your doom is at hand! Well, eventually.
    • Brainless One provides some much needed card draw and support to the Deathrattle sub-theme. Necromancers find it convenient to store spare spells in empty skulls.

    The rest:

    Notes: The Invoke class of spells continue.  Necromancers are an AoE class, as this set will establish.

    Notes: It wouldn't be Hearthstone without RNG! Chaos serves a purpose, but not many will have the guts to use it. Flesh Golem ties the set into Hearthstone continuity by referring back to Un'Guru. He keeps adding the limbs of his foes to his body!

    Note: The Master summons even if he is killed by the enemy minion. He summons little minions who trade into him.  Therefore you really want spell removal for this guy.

     

     And the tokens:

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    Mvon has it right.  Heavy Footsteps drops a single Abomination three cards into the deck.  The idea is it is approaching over the next two turn.  You play Heavy Footsteps turn 1, and by turn three it shows up.  I thought it was a cute design (the start of each turn is another step closer), but the wording is awkward.

    As far a Acid Mist, would it work better if it was capped? Like Acid Mist -> better Acid Mist -> bestest Acid Mist?  I still think that 'infinite' cards won't be a huge issue for the class, but there are ways to build around it, such as having a chain of three upgrades.  Acid Mist is comparable to Condemn in my mind. 

    Permanent Spell Power might be over the top, especially since each weapon can leave you with +2.  I'm honestly torn on the power level of it.  It's the design I'm most unsure of.  The face damage is intended though--its a whole gameplan to keep chipping face with AoE.

    The Master is triggers in all the situations you mention, Mvon.  But he is also the posterchild for "dies to removal."  He's an 8-drop that does nothing the turn he is played.  If he goes unanswered, he's an absolute terror.  But most of the time The Master just eat a Shadow Word Death.

    As for just not liking the class: haha, no worries.  I like to push boundaries with design, that's not going to go over well with everyone.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    Hey, thanks for the feedback. I fixed the Hero Power.

    As for Ritual of Ruin, I think yall are misjudging it.  Sometimes you play it, all three copies are in the last ten cards and you never see any results.  Three mana and a card down.  More often you'll see one or two Desecrations but you have little control over them triggering so they don't actually do much.  Consecrating an opponent who just has a single 5/5 out doesn't make much sense, but sometimes that's what it gets wasted on.

    The Rituals are a cycle for this set:

    These might all look strong but Rituals don't actually DO anything when you play them.  This is classic necromancer style--they stand there chanting and waving their arms, while a warrior just runs up and body slams them. Note: Cast Bones looks a little funky, because Cast When Drawn cards replace themselves, but you end up +1 card.

    Continuing the use of Basic set token minions.  I'll change the Brainless One's art later... but look at that dumby!  Necromancers store their spare spells in his empty skull.

    Lastly, these cards firmly establish the Necromancer as the AoE class.  Aside from Darkblasts, Necros don't have much single target removal. But the class needs AoE to survive.  After all, they spend like the first six turns just muttering incantations to themselves.  The Sickle hints at a minor Spell Damage theme other expacs can build on.

    Finally, this guy. 

    Tokens:

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    Hey.  I need some advice.  Do you guys think that this keyword makes sense:

    The idea is to save some text box space.  The Necromancer shuffles a lot of cards into his deck. Plus it's flavorful with the Hero Power.  For reference, I'm making the Necromancer class:

    So you Unearth Buried cards!  It's cute.

    It might be a little hard to get what I'm talking about, so I mocked up a card:

    I'm a little nervous about doing Cast When Drawn Cards.  They might be kind of broken when combined with Forbidden Research (from the base set):

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    @MvonTzeskagrad Unfinished business is really cool.  Your class is very stylish and there is something pleasing about watching minions grow bigger and bigger.  But is there anything the class does beyond stack buffs?  It just seems like a surface level gameplan: play stat efficient minions, then make them even bigger. Notes: Sever Bonds is a strictly better Flame Geyser. I like the first Spark o H more.  Restless Dead is allllmost Fire-Fly, but I love the Ungoro expac so its all good haha.

    @Ardin427 A rushy sky class is a good theme.  It seems very Hero Power focused, to a degree that other classes aren't.  I'd almost pull back a little from that, because you don't actually want people just slamming the HP turn after turn.  I suppose Call helps with that.

    @ksplice One thing to keep in mind with Tick/Tock is the mana cost of cards.  You want to play your cards on curve, and it feels bad not to.  So whichever effect is off-curve should be at least a little more powerful than the "normal" on curve effect (even if they do wildly different things).

    Posted in: Fan Creations
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