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  • New Neutral Minion - Priest of the Deceased

    Piranhas would be OK, I guess. This would give you a cheap, biggish body on the board after all your fish have done what they do.

    In the end, it's just stats, though. I think every class has better 2-cost cards.

    EDIT: Now that I've seen more cards, I see more potential in this. I'm bumping it up to a solid 3 stars.

  • New Shaman Minion - Baroness Vashj

    Quote From dapperdog

    This one has potential but only because muck pool is available. Without Muck Pools you're really just hoping it survives a turn so you can do your insane moves, otherwise you'd have to wait until about turn 7 realistically.

    There is absolutely nothing bad about waiting until turn 7. The combo with Primoridal Wave (or any other mutate effect) is not inherently worse than the Muck Pools play. Strong deckbuilders include cards all the time with no intention of playing them on curve.

    Still, you're realistically going to get to use it about one time, so it's only 4 stars, not 5 like the rest of the cards in the package. It's certainly not the linchpin of the archetype.

  • Murder at Castle Nathria

    Quote From RubenSousa

    Who needs that Amara?

    You do, if you want to have your health set to 40 in the middle of a game (when you're almost dead) instead of at the beginning, when it's far less impactful.

  • Hearthstone's Next Expansion is Murder at Castle Nathria - Location Cards, New Cards, Mechanics, and Details Overview

    They actually confirmed Locations are new type of cards that will stay with us like Hero Cards

  • New Shaman Minion - Baroness Vashj

    In wild this turns mutate into a zero mana summon a 5 mana minion, which isn't insane but I could see myself playing it for fun while climbing into legend.

  • Collection Sync

    Up :)

  • So This Patch Doesn't Do Anything?

    Just a reminder that people were initially underwhelmed by patch 3.4 and that patch ended up shaking the meta substantially, so maybe we should all wait before drawing conclusions. 

  • So This Patch Doesn't Do Anything?

    Quote From TheTriferianGeneral

    isn't her lvl 1 still terrible? Sure she is more likely to survive until her first lvl 2 hit now but... is that really that big of a deal?

    Well, I would say that playing her on turn 3 feels a lot better. Being a 3/4 does actually matter since she's actually able to block. 3 -> 4 health is no joke.

  • So This Patch Doesn't Do Anything?

    isn't her lvl 1 still terrible? Sure she is more likely to survive until her first lvl 2 hit now but... is that really that big of a deal?

  • New Warrior Location - Sanguine Depths

    I can't wait to use this as early removal and to Grommash Hellscream my opponents face for 11 dmg. Seems like a solid card, gets better with more synergies (execute-, enrage-, frenzy-synergies).

  • So This Patch Doesn't Do Anything?

    Oh yeah btw, the patch is already out. I just played against a 3/4 Kalista and got demolished.

  • So This Patch Doesn't Do Anything?

    Nifty, my guy you cannot be satisfied.

    In other news,

    WOOOOOOOOOOOOOOOOOO HECARIM HECARIM

  • So This Patch Doesn't Do Anything?

    What the patch certainly does is make laugh so hard at Kalista... like image switching life and attack would ever do the trick for such an underplayed and weak champion like her xD

  • So This Patch Doesn't Do Anything?

    Gotta say comming off two of the best patches in Lor history that had massive gameplay ramifications to the extent of creating a new viable archetype - sundisc.

    The most recent patch essentially does nothing...vaporize is still the most cost effective piece of removal in the game by a factor of 3 fast speed mana.

    And the majority of cards that have been changed have a net 0 impact on the game with Shen being the only successfully tweaked champ for the better.

    Gotta say Riot sure is scared of making the pro players sad these days but surely spinning your wheels with 40 plus card changes with a net 0 impact is essentially a giant waste of your staffs talented time and effort.

    Find your balls again Riot take risks shake up the meta you did it before do it again.

    ‐-----------side note--------

    1. Most of the changes are unintentional buffs for meta decks. Sunlight blade nerfs hits Targon when buff dragon decks were already in decline.

    2. Rock drake lost challenger so now the only decent counter to Annie got deleted, lolz

    3. They successfully nerffed Thralls and Legion deserter recent cancers essentially created as a result of this horrible expansion

    4. They tried buffing Azir Irelia and midrange freijord but it won't be enough.

    5. There's still no reason not to run Annie card piles, she essentially gives any control deck the ability to set your opponent to 14-16 draw you a creature that 2 for ones, and increase your removal by 1 point, and gives you an overwhelm creature.

    Talk about missing the point Riot

  • That's So Random - Card Design Competition Discussion Thread

    My previous card was pretty flavorful, but also kinda boring, so here's a new one.

    Of course I can build a Mechwarper out of these scraps. I'll just need some chewing gum.

    This one has the issue of belonging to a very old expansion and using a specific mechanic from it which wasn't very succesful to begin with. But I think it's fun, both gameplay and flavor wise.


    Feedback:

    Demonxz95
    Clock Tower seems like a very believable Location for Rogue, but it's very tricky to balance considering what we currently know about this type of cards. Also, it's not very flashy: just what you'd expect from a Rogue Location. This isn't necessarily something bad, the Locations we know so far are also like this.

    Stringpuller, on the other hand, is cool and has a nice flavor, but it's a bit too on the nose, if you know what I mean.

    All in all, I'm not really sure which card I prefer, since their design philosophies are more or less opposite.

    linkblade91
    The effect is very fitting for a swiss army knife type of weapon, but it's a very tricky card. 5 Mana is already a pretty high cost for a weapon, so I think it's alright.

    I disagree with Demon about it being stronger than an infinite weapon: this one can't be buffed and will usually deal small amounts of damage, so there's that.

    EDIT: Just realized you posted a new card. I like the effect, but it's strange that shurikens cause a debuff. Maybe try a different flavor, dunno.

    AeroJulwin
    Very original effect, although the flavor of magic rings is a bit strange for Rogue.

    R
    I like Lady Saravess, but the fact she can get spells from other classes feels weird. Her text is already very crowded, so I'm not sure how to fix it.

    I'm not a fan of Marin Noggerfogger, though.

  • That's So Random - Card Design Competition Discussion Thread

    Alright, scrapping the weapon. How about I rebalance an idea of mine I really liked from last Season? 

    You can hit a wide board and possibly kill off something weak (anything that falls to 0 Health would die), or maybe you can triple up on a tall minion and really reduce their threat level. It's like a Neutral version of Devolving Missiles.

  • Tasks for the Yogg-Saron Mercenaries Event Datamined - Prepare Yourself for the Challenge!

    Mmh... clever question. We're talking about an ability with 15 cooldown, so using it alone is quite difficult; on the other hand, it wouldn't really make sense for the task to ask us to use it and then win in other ways.

  • Tasks for the Yogg-Saron Mercenaries Event Datamined - Prepare Yourself for the Challenge!

    My naga are not very powerful yet, maybe I'll work on that this week. 

    Thanks for the data! 

    I'm also wondering how task 7 will work. Will Oh My Yogg need to be the winning move? Or will the fact that I queued it be enough. We shall see. 

  • Ben Brode Answers Marvel Snap Questions - Balance Patch, Matchmaking, Leaks, & More!

    Thank you for taking the time to write all that! It’s a great explanation, and it helped me understand a lot of the random comments I’ve been hearing. 

  • Hearthstone's Next Expansion is Murder at Castle Nathria - Location Cards, New Cards, Mechanics, and Details Overview

    Daddy Denathrius!

  • Ben Brode Answers Marvel Snap Questions - Balance Patch, Matchmaking, Leaks, & More!

    So the card collection system is strange. Basically it's a reward road that's tied to your level. You can increase your level by upgrading your cards. Upgrading cards doesn't do anything in terms of gameplay, just aesthetics and increasing the level.

    To upgrade a card you need both credits and boosters to do it. A booster is similar to Hearthstone's Mercenary coin, there's a unique one for each card and to get them, you need to play games with that card in the deck. Credits are like gold in Hearthstone, you can get them from doing quests and sometimes in the multiple reward roads in the game. However, you cannot get credits just by winning or playing, you NEED quests. Quests are your main income basically. So credits are timegated pretty much unless you wanna grind your way through the ranks and even then the rewards are limited and sparse.

    This is why boosters are almost unlimited. It's because if you try to complete a quest, regardless you will have a surplus of boosters. No quest in the game can be done in a single match. It takes multiple. So if you get a couple of quests needing you to use different decks, it's likely that you play like 5-10 matches each day.

    To illustrate how much credits they give you, they give you 6 quests a day. 3 hard and 3 easy ones. Hard ones give 100 credits and easy ones give 50 credits. You also get a 50 credit bonus each day that you can claim. There is also a daily challenge that gives you 100 credits as well for completing 2 quests. Completing 7 daily challenges gives you 650 credits from the weekly challenge.

    So in a week, you can get up to 4850 credits. That's quite a bit, however how much is that in Collection Level? That's a relatively easy calculation actually. You can pretty much just consider 100 credits = 2 levels. So in a week you can get 96 levels at the lowest. That's not including the credits you can get from the collection level as well or the small discounts you can get.

    So how many cards is that in terms of collection level? Well that depends on what CL you are in actually. At the start every 2 CL gives you a card, then every 4, 6, 8, 12, 16 and the numbers goes up to as high as 48. You can look up at how much time is required to get all cards but I believe the calculations for a F2P is approximately 7 months.

    Sorry if this is too much to read.

    tl;dr, boosters are like Hearthstone merc coin, and credits are like gold. You need both to upgrade cards which in turn gives you collection level which unlocks cards. Boosters you can get by playing but credits are timegated with daily quests. Therefore if you play for quests, you will get more boosters than credits. Credits will always be the limiting factor.

  • List of Runeterra Daily Quests

    Staff

    Apparently we don't have this one yet:

    NameDescriptionRequirementXP
    Enduring Strength

    Level up Runeterra champions in a match OR

    Play 3 or more cards in a round

    0/1 OR

    0/8

    1000

    That first requirement seems to be on the easy side.

  • New Arena Season Begins With a Special Twist - Enter Taverns of Time Once More!

    Staff

    Technically not true. Happens if they remove some sets. In the past, when rotation was Standard and they only added a set, there was no reset = no free ticket.

    But ultimately, this will be a reset, so ticket should be awarded. 

  • Ben Brode Answers Marvel Snap Questions - Balance Patch, Matchmaking, Leaks, & More!

    Could you explain what this means for the people who haven’t played Marvel Snap yet? I don’t understand what credits or boosters are.

    This makes it sound like you have limited credits to play games each day (but why?). I can’t tell whether boosters increase your collection (but isn’t the only mechanic there one where you increase a collection level to get the next card?), or whether they are used to get variant art (but I thought that was tied to “infinity splitting” or something).

  • That's So Random - Card Design Competition Discussion Thread

    FEEDBACK

    Demonxz95
    Stringpuller - Very interesting tech card for random effects. But why "chose a minion"? Also what about 1 mana cost? But it could potentially be broken in some specific deck. Don't even know…

    Clock Tower - Since the player can choose when to activate the effect (right?), he can return a good minion and make it cheaper, or return only the opponent's minion and then play his own after that.

    P.S. Marin is Noggenfogger's name.

    Linkblade91
    So the only one counter to this weapon is rarely seen [Hearthstone Card (Kobold Stickyfinder) Not Found]? Seems OP.

    Wailor
    I like the rogue version more. Maybe leave the randomness and make infuse "it costs (2) less"?

    AeroJulwin
    There's a selection of schools, but it's very much like a Jackpot!. And the fact that it can also give rogue class spells is not very good for burgle rogue.