2.2.1 Hotfixes and Carnevil Bug, Iceblink Guide
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Dev Interview - No More Flying, May 22 Hotfixes, Blue Tweets, WoW Marathon Record
Deck Spotlight: Beatings Available (Mech Priest)
We're checking out Emogirly's Mech Priest deck tonight, a deck which he has taken up to Legend. Mileage may vary of course, and Mech Priest isn't necessarily the best class to play with Mechs, but Emogirly likes that value your minions can give you because of the Heal hero power, and being able to buff your minions with more health is also a huge win in the trading battle.
That said, bad draws early on can straight up ruin your game, and Handlock gives it some trouble.
This deck is pretty cheap to craft coming in at 3520 dust, with a heavy chunk of it from Dr. Boom. Head on over to the deck guide to learn more about the strategy behind this deck, and check out the deck below to start crafting.
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Deck Spotlight: Midrange Pally
Our second deck we're checking out tonight is a Midrange Paladin deck which comes from Julebrygd. Trade efficiently early on with your Shielded Minibot and Divine Shield thanks to Coghammer, Mustard For Battle early on to force some board clear or bad trades, and keep yourself from over-filling your board if you're wanting to do well with this style of deck.
Not a whole lot different than your normal Midrange Paladin, but it's certainly a viable option on ladder if you're wanting to switch things up.
This deck is on the high end of crafting costs coming in at 9140 dust. You can learn more about the strategies and cards over at the deck guide. Check out the deck below if you want to start crafting right away!
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Card Design Competition #18: Femme Fatale
Week eighteen of our card design competition is live, and this week's theme is Femme Fatale. This week's competition involves creating a new card which is not only a female character, but also has the new made-up keyword "Fatality". Fatality is a short way of saying "Whenever this minion kills another minion, do something".
Winners get bragging rights, and a fancy avatar border on the site, so what are you waiting for? Go submit your card today! If you'd like to discuss this week's entries, head on over to the discussion thread. The contest is over on Wednesday, so get those entries in!
Last Week's Card Design Winner
Congratulations to Muatt88 for Quest Giver in last week's New Cards, Old Faces challenge. See more entries in last week's thread.
Like the idea a lot.
Ironically, what I think is OP about it, is that it isn't just the minion summoned, but the minion AND a 1/1. Turn 8, you use this and summon Ragnoros + 1/1 token. If you were playing just Rag, you'd only be able to summon Rag.
The design is great in that it is incredibly flexible. You basically always play a full mana turn with it. But it should pay a little more of a cost for this flexibility than just being "random." I do like that it is a minion and not a spell tho. Maybe its a 0/1? Maybe it just kills itself?
Great concept tho.
I wonder if the "Mustard for Battle" is the dijon stuff, since it seems a little more potent than your normal Mustard. Or maybe its the Chinese Mustard, that stuff could really be nasty in battle.
Now the Fatality gives me some Mortal Kombat reference card ideas.
I agree
Love the idea for the quest giver
That quest giver seems rather interesting
I like the card. Thought, very strong I think it should be a Legendary. Fills out our wanted low drop legendary slots though. Looks like another must have in each and every deck though. Which is Hearthstones biggest design flaw.
I hate this thing when people only vote on first 5 pages with cards
Quest Giver is actually a Femme Fatale. Should just basically say, "get a free minion on curve and this token" Card competition is basically a 'make an OP card without it being obviously OP" . All the winners would be in every deck.
Quest Giver is a really cool concept, but I think it's just a little bit too good - fills out your mana curve so well. Then again, it's probably the best designed card that does something like this I've ever seen.
"That said, bad draws early on can straight up ruin your game, and Handlock gives it some trouble."
Understatement of the century. I've played mech priest a bunch and I feel it's really important to draw into that power word: shield early (note you shouldn't mulligan for it, you need to draw it). That said, the deck is fun, especially when you end up stomping on a mech mage.
That Quest Giver seems really OP.
You get the average of the mana at which you play it plus a 1/1. So you could get something like a Clockwerk Gnome + Quest Giver + Whisp on turn 1.
On top of that you can fill in any turn even partially. Which means that you not only have a card that is appropriate for every turn, but also a guarantee to spend all your mana on that turn. This flexibility seems the most ridiculous. It won't win out against a prepared card of the same mana cost, but one less than perfect play and the value flips the other way.
I do love the concept of it though, but maybe it needs a bigger downside.
Maybe it should be a spell that costs 0 or 1 mana that doesn't give you a 1/1.
new deck building concept: mech - early game, solid class cards - late game...? anyways, really like the "quest giver". Now i don't have to play mana efficient anymore :D
But can you get Twisting Nether? No. Pointless.
just a heads up the banner has a typo in "femme fatale"
Blizzard, Quest Giver pls.
I actually REALLY like the idea behind the card, it would become an auto include in my decks for that fun factor.
You could have four wisps in your deck with this thing! THE VALUE!
Although with my luck I'd just end up with a field filled with Quest Givers =/
You don't get it, it doesn't summon from your DECK, it summons a RANDOM minion, just like Piloted Shredder. What's in your deck doesn't matter.
So basically you can choose to play it for 10 mana to get a free Deathwing or Sea Giant, or you could play it when you have 4 mana to get anything from a Chillwind Yeti to an Enhance-o Mechano.
I think you misunderstood my joke here.
What I'm saying is I'll play it when I have 0 mana so the card costs 0 mana which will in turn give me a chance of getting a wisp. If I roll with 2 wisps in my deck, my 2 quest givers could possibly give me another 2 wisps onto the field for a total of four wisps.
So yes, what is in my deck does matter if I'm talking about 4 wisps ;p