Oh wow, I hadn't even realized that I haven't given feedback yet. I just assumed I had. I guess I'm no longer used to this speed at which this comp is moving.
Linkblade91
I do like this. I think the version that needs you to transform to upgrade is a bit thematic to Shaman, so I'd probably go with that one. My only real complaint is that it doesn't really look/feel like a Nature spell, but transform cards in general don't really feel Nature spells either and there are much worse examples of spells not feeling like the school that they have.
I'm not too worried about Unstable Evolution making the card easy to upgrade. Some Spellstones are able to be upgraded to full power quite quickly themselves.
MrRhapsody
I like both of these cards.
My biggest problem is that Riftmaster Tanya is quite blatantly just using Tamsin artwork. I do quite like the idea of Imps getting the Treant/Whelp treatment, so I do quite like the effect.
Wailor
I think Money Laundering is incredibly flavorful and I always like to see some good Coin Rogue support. That said, I think you can probably get away with it just upgrading based on how many Coins you played throughout the entire game. There's not that many ways to generate Coins, so it can't scale too quickly and it's a bit awkward to hold onto Coins for you to draw a Coin-specific synergy card when they could instead to used to make a stronger-than-normal play anyway.
Hopebringer Yumna could be a little bit dangerous, but it's hard to scale too quickly since she needs to be in your hand for her effect to scale. Moonfang wasn't too much of a hassle, which leads me to believe that this won't be either.
Anchorm4n
I think this is good. It can potentially be quite powerful, but it requires a lot of work to scale it up really high. Namely, killings lots of minions with spells and playing Deathrattle minions you want to resurrect and then having them die. Hunter doesn't have that many ways to kill multiple minions with a single spell, so it can't scale that quickly and that's not even considering the fact that it needs to be in your hand to upgrade.
Now that I type that out, it sounds like I'm a bit more negative on the card than I intended to (oops), but I like the card.
What happens if your opponent doesn't have hard removal in hand, and must rely on "the old fashioned way" to get rid of a 10/7 or a 15/12 with several Divine Shields on it?
Sorry to spam, but what if she only had three stages, just like the Spellstones? This way, she'd be more manageable even if you don't have hard removal.
What happens if your opponent doesn't have hard removal in hand, and must rely on "the old fashioned way" to get rid of a 10/7 or a 15/12 with several Divine Shields on it?
Maybe even just a 6/6/3 would help *shrugs* It's hard to say what the right move is when you can't test it: is it okay at 5? Would it be healthier at 6? Is it simply too much of a concern to where it shouldn't exist? Whatever you feel is right: I'll probably give you at least a 4 regardless hehe. Not that other voices wouldn't hurt; you've still got time for feedback.
Idk, reminds me of Biteweed too much. I could see this as being good if rogue gets miracle support but as of right now it will usually generate a 3/3 or a 4/4 with stealth. Good? Kinda. But enough reward to go through the trouble? Idk.
We need to see the suspect that's supposed to synergies with this. I hope it will be more like kel'thuzad and his location level synergy, than what paladin got.
It's on the to-do- list, friend :) A deckbuilder has to be...well, built, and these things take time.
It might get pushed up the list if more people here played Snap - both members and staff - but that's unfortunately not something we can control right now, with Second Dinner's rollout being what it is.
Thanks for the response, but I believe there is also a "chicken-egg" debate to this. Maybe if this would be available you'll get more people on the site who play and at least you'll be ahead of the competition, which might be relevant when snap becomes big.
On controlling to play there seem to be some way to play the game if you are not invited to the beta (with Android at least):
look up on YouTube khasino. He has a detailed explanation. The latest update apk can also be found online if I'm not mistaken. You will only be able to play f2p though as far as I understand.
Anyway curious to see where you guys are heading with snap.
Regarding your card, making a minion super difficult to remove via multiple Divine Shields is an awesome design in theory….but being that it's from the Paladin, where buffing is prevalent, this could be a problem. What happens if your opponent doesn't have hard removal in hand, and must rely on "the old fashioned way" to get rid of a 10/7 or a 15/12 with several Divine Shields on it? Yumna can just go face while you laugh off their damage.
If she was stuck as a 5/2 Yumna would be more balanced, but still really cool; in her current form the potential synergies seem scary to me.
Show Spoiler
All that being said I'd probably still give you a 4, 'cause I like it so much lol :P
I agree with your criticism, but I'm not sure how to fix it, since adding "Can't be enchanted" doesn't feel very organic.
Maybe I should just increase the Cost to 6 or 7 (and the stats a little bit) to make it come later and be harder to combo with buffs, dunno.
Even if this card were to be good, there is that heavily implied Location counter yet to be revealed. If that card is any good, then it'll keep this in check.
Before anything start panicking about edwin 2.0, this is Biteweed, a card that saw no play.
Besides, how big are we really looking at here? Even in the old contact rogue, we'd get a 6/6 or a 7/7 at around turn 5 or more, which is hardly a game changer considering you'd probably have to play 2 mana do nothing at some point. And that was miracle rogue at its best, with un-nerfed octobot. Without further help, its rare enough for rogue to go beyond 4 cards now.
That said, this card isn't trash. The key word here is stealth, and with things like Battleground Battlemaster you can get lethal really easily. In fact, there's a likelihood that this card may get nerfed simply because it create a massive uninteractable minion that practically demands an AoE in a game where classes like dhunter can never realistically kill.
I'm sure it's good, but I'm not seeing the excitement to be honest, and that's coming from someone with a serious rogue bias. Comparisons with Edwin make little sense since it basically makes Biteweeds which are half the size and I never saw anyone other than me use that card in any game mode. It's clearly better than Biteweed was for a couple of reasons, but both have the problem that they don't grow fast enough to really want to throw cards unless they're useful otherwise.
Octo-bot shenanigans fell off when the Year of the Phoenix rotated and removed all the good 1-drops to damage it with, so memories of that don't really apply here. Also, the second use is inherently weakened by the first - you can only use your cards once. So basically, rogue's going to need a bunch of miracle/combo support this set if this is going to live up to people's expectations. I'm sure there will be some alongside Door of Shadows, but I'm not convinced it would be that great with the tools that currently exist.
Yes, you can always put off using your location until a later turn. You are sacrificing tempo, of course - Playing a 2-cost card that won't have any payoff until later is a little greedy (especially since the payoff is in the form of a minion that won't attack until the NEXT turn), but since locations can't be easily cleared and your later minion will be stealthed, at least you have a good chance of landing a hit with it eventually. I can imagine this working out.
Please note that it's possible to upgrade it by killing your own minions, which is not unheard of in Deathrattle decks.
It's also not unheard of in Questline Hunter, if you don't play your own minions for them to kill off lel. Resurrect those stupid Leper Gnomes D:
I like the changed requirement: you're fueling death with, well, more death. It would go great in the new expansion with Infuse, but alas that is not allowed. Still, I think you're ready.
I totally get all your feedback for my card but I'm struggling to improve it. Here's another try with a more interesting condition... Not completely happy with the artwork and it has a pretty narrow target archetype-wise, but it's flavorful and imagine the things this could do with a single well placed Explosive Trap. Please note that it's possible to upgrade it by killing your own minions, which is not unheard of in Deathrattle decks.
2 opportunities for big stealth minions from a combo pop-off turn. Sacrifice some tempo to set-up, but could be very dangerous. Question it raise for me that, I know you CAN use location card the turn you play it, but can you also drop it and wait? In this case, might want to drop it early and wait for a bigger payoff. Suppose it depends how much location removal actually ends up getting printed/used...
I kinda want to go back to when you could just buy them in the shop for $10 and they had all the bells and whistles compared to now. Even the free ones were the same.
Now they're doubled to 8 times the price. With some have been in very poor quality as of late.
Besides custom Hearthstone, I am actually a card game passionate with a couple of homemade projects and currently a volunteer committee member taking a part in decision making in Collective Card Game. So you, as someone studying game dev and having potentially more experience appreciating my work really means a lot to me, because I often don't have the confidence needed to consistently chase my dreams. So once again thank you for your kind words. It further inspires me.
And with the wording - I'll keep it as it is for this expansion, but I'll revisit your feedback when doing another one.
New Upgrade Available - Card Design Competition Discussion Thread
Oh wow, I hadn't even realized that I haven't given feedback yet. I just assumed I had. I guess I'm no longer used to this speed at which this comp is moving.
I do like this. I think the version that needs you to transform to upgrade is a bit thematic to Shaman, so I'd probably go with that one. My only real complaint is that it doesn't really look/feel like a Nature spell, but transform cards in general don't really feel Nature spells either and there are much worse examples of spells not feeling like the school that they have.
I'm not too worried about Unstable Evolution making the card easy to upgrade. Some Spellstones are able to be upgraded to full power quite quickly themselves.
I like both of these cards.
My biggest problem is that Riftmaster Tanya is quite blatantly just using Tamsin artwork. I do quite like the idea of Imps getting the Treant/Whelp treatment, so I do quite like the effect.
Hopebringer Yumna could be a little bit dangerous, but it's hard to scale too quickly since she needs to be in your hand for her effect to scale. Moonfang wasn't too much of a hassle, which leads me to believe that this won't be either.
I think this is good. It can potentially be quite powerful, but it requires a lot of work to scale it up really high. Namely, killings lots of minions with spells and playing Deathrattle minions you want to resurrect and then having them die. Hunter doesn't have that many ways to kill multiple minions with a single spell, so it can't scale that quickly and that's not even considering the fact that it needs to be in your hand to upgrade.
Now that I type that out, it sounds like I'm a bit more negative on the card than I intended to (oops), but I like the card.
New Upgrade Available - Card Design Competition Discussion Thread
Oh, right lol. This is practically just like Moonfang >_> Totally forgot about that card.
She's fine as-is, Wailor: if Moonfang isn't terrorizing the game, Yumna should be fine.
New Upgrade Available - Card Design Competition Discussion Thread
Sorry to spam, but what if she only had three stages, just like the Spellstones? This way, she'd be more manageable even if you don't have hard removal.
New Upgrade Available - Card Design Competition Discussion Thread
--> Moonfang
Post Patch Meta Analysis
Yeah by all means nerf the absolute stuffing out of Annie.
She's literally one of the most problematic things that lead me to hate this expansion.
Make her a 1/2 that levels to a 2/3 that does 1 dmg on attack. 1 mana card that is unblockable until turn 4 if they have the token is dumb.
But hey this is why I was saying this was a streamer expansion that will take two rounds of patches to become functional.
New Upgrade Available - Card Design Competition Discussion Thread
Maybe even just a 6/6/3 would help *shrugs* It's hard to say what the right move is when you can't test it: is it okay at 5? Would it be healthier at 6? Is it simply too much of a concern to where it shouldn't exist? Whatever you feel is right: I'll probably give you at least a 4 regardless hehe. Not that other voices wouldn't hurt; you've still got time for feedback.
New Rogue Location - Sinstone Graveyard
Idk, reminds me of Biteweed too much. I could see this as being good if rogue gets miracle support but as of right now it will usually generate a 3/3 or a 4/4 with stealth. Good? Kinda. But enough reward to go through the trouble? Idk.
We need to see the suspect that's supposed to synergies with this. I hope it will be more like kel'thuzad and his location level synergy, than what paladin got.
Marvel snap decks/deck forum
Thanks for the response, but I believe there is also a "chicken-egg" debate to this. Maybe if this would be available you'll get more people on the site who play and at least you'll be ahead of the competition, which might be relevant when snap becomes big.
On controlling to play there seem to be some way to play the game if you are not invited to the beta (with Android at least):
look up on YouTube khasino. He has a detailed explanation. The latest update apk can also be found online if I'm not mistaken. You will only be able to play f2p though as far as I understand.
Anyway curious to see where you guys are heading with snap.
New Upgrade Available - Card Design Competition Discussion Thread
I agree with your criticism, but I'm not sure how to fix it, since adding "Can't be enchanted" doesn't feel very organic.
Maybe I should just increase the Cost to 6 or 7 (and the stats a little bit) to make it come later and be harder to combo with buffs, dunno.
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
Even if this card were to be good, there is that heavily implied Location counter yet to be revealed. If that card is any good, then it'll keep this in check.
Fire Festival Brings New Hero Skin Bundles for Constructed and Battlegrounds to the In-Game Shop
It's coming with patch 24.0, yes. Was mentioned by one of the developers.
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
Before anything start panicking about edwin 2.0, this is Biteweed, a card that saw no play.
Besides, how big are we really looking at here? Even in the old contact rogue, we'd get a 6/6 or a 7/7 at around turn 5 or more, which is hardly a game changer considering you'd probably have to play 2 mana do nothing at some point. And that was miracle rogue at its best, with un-nerfed octobot. Without further help, its rare enough for rogue to go beyond 4 cards now.
That said, this card isn't trash. The key word here is stealth, and with things like Battleground Battlemaster you can get lethal really easily. In fact, there's a likelihood that this card may get nerfed simply because it create a massive uninteractable minion that practically demands an AoE in a game where classes like dhunter can never realistically kill.
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
NUTTING
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
I'm sure it's good, but I'm not seeing the excitement to be honest, and that's coming from someone with a serious rogue bias. Comparisons with Edwin make little sense since it basically makes Biteweeds which are half the size and I never saw anyone other than me use that card in any game mode. It's clearly better than Biteweed was for a couple of reasons, but both have the problem that they don't grow fast enough to really want to throw cards unless they're useful otherwise.
Octo-bot shenanigans fell off when the Year of the Phoenix rotated and removed all the good 1-drops to damage it with, so memories of that don't really apply here. Also, the second use is inherently weakened by the first - you can only use your cards once. So basically, rogue's going to need a bunch of miracle/combo support this set if this is going to live up to people's expectations. I'm sure there will be some alongside Door of Shadows, but I'm not convinced it would be that great with the tools that currently exist.
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
Yes, you can always put off using your location until a later turn. You are sacrificing tempo, of course - Playing a 2-cost card that won't have any payoff until later is a little greedy (especially since the payoff is in the form of a minion that won't attack until the NEXT turn), but since locations can't be easily cleared and your later minion will be stealthed, at least you have a good chance of landing a hit with it eventually. I can imagine this working out.
New Upgrade Available - Card Design Competition Discussion Thread
It's also not unheard of in Questline Hunter, if you don't play your own minions for them to kill off lel. Resurrect those stupid Leper Gnomes D:
I like the changed requirement: you're fueling death with, well, more death. It would go great in the new expansion with Infuse, but alas that is not allowed. Still, I think you're ready.
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
Oh my miracle rogue ass will love this..
New Upgrade Available - Card Design Competition Discussion Thread
I totally get all your feedback for my card but I'm struggling to improve it. Here's another try with a more interesting condition... Not completely happy with the artwork and it has a pretty narrow target archetype-wise, but it's flavorful and imagine the things this could do with a single well placed Explosive Trap. Please note that it's possible to upgrade it by killing your own minions, which is not unheard of in Deathrattle decks.
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
Even 2 edwins if you drew both copies of location
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
You can drop it on 2 and use it on 8 no problem
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
2 opportunities for big stealth minions from a combo pop-off turn. Sacrifice some tempo to set-up, but could be very dangerous. Question it raise for me that, I know you CAN use location card the turn you play it, but can you also drop it and wait? In this case, might want to drop it early and wait for a bigger payoff. Suppose it depends how much location removal actually ends up getting printed/used...
Fire Festival Brings New Hero Skin Bundles for Constructed and Battlegrounds to the In-Game Shop
I kinda want to go back to when you could just buy them in the shop for $10 and they had all the bells and whistles compared to now. Even the free ones were the same.
Now they're doubled to 8 times the price. With some have been in very poor quality as of late.
Today's Castle Nathria Card Reveal is Sinstone Graveyard, a New Rogue Location Card (Updated)
can be very very strong !
KingKuba's "Bringers of Doom" Custom Set: Part 1 (Main Set) - Hearthstone Fan Community Spotlight
Thank you for your this entire comment!
Besides custom Hearthstone, I am actually a card game passionate with a couple of homemade projects and currently a volunteer committee member taking a part in decision making in Collective Card Game. So you, as someone studying game dev and having potentially more experience appreciating my work really means a lot to me, because I often don't have the confidence needed to consistently chase my dreams. So once again thank you for your kind words. It further inspires me.
And with the wording - I'll keep it as it is for this expansion, but I'll revisit your feedback when doing another one.
Have a great rest of your day as well!
Post Patch Meta Analysis
Looking at Data from both Runeterra Ar and LOR.GG the meta is the fallowing :
1.Annie/TF 2.Azir/Irelia 3.Annie/Jhin 4.Ahri/Bard 5.TF/Nami 6.Zoe/Aphelios 7.Jayce/Heimer 8.Poppy/Bard 9 .Ashe/Leblanc
They do differ on last meta deck with Runeterra Ar listing Tresh/Nasus and Lor.GG going with Ekko/Zilian instead
1.I don't understand why you would nerf revanbloom since the card is only used in one of the two Annie decks I think Annie is a better nerf target
2. I do agree with you on Bard any time you lose to a bard deck it's usually because you got high rolled not because the opponent played better
3. Aphelios is fine he is strong but not opressive and with fated gone Aphelios decks are the only viable Targon decks that remain.