I like the concept of this quest, but it seems a little limited in terms of what kinds of new deckbuilding and gameplay patterns it encourages, all it encourages you to do is use your Hero Power and cards like Tour Guide, and then the payoff is just a 2 mana 3/3 Taunt each turn. My suggestion would be to make the reward a Hero Card called "The Lich King," and then give it an interesting Battlecry effect that encourages synergy with other cards (for example, something like "Battlecry: For the rest of the game, when you summon a minion without playing it, give it +1|+1 and Taunt"). As you mentioned, you could also make him Equip Frostmourne if you find an interesting design for that. Overall, I think you have a great idea and flavor behind the quest, but you need to iterate on the payoff effect more (you could even change the quest requirement to friendly minions you summoned without playing them dying, or maybe 1 cost minions dying, anything that opens the synergy up more).
It's basically a Hero Power Quest, like those from Saviors of Uldum, but it also changes the look of your hero for extra flavor. I had another version which gives you The Lich King as a hero card that equips Frostmourne as a Battlecry, but I decided to go with this simpler version.
I also wanted to know if the wording I chose for the requirement is right. I was going to go with "Destroy 6 minions summoned by your Hero Power", but I'm not sure if that implies you have to destroy them, which is not what I want.
I like this set so far, the flavor and mechanics mesh very well and are quite interesting overall.
As a piece of feedback, I think the names you pick could be a bit less simple. For instance, the card Shadowy Heal, which got you a very well deserved first place, is super interesting mechanically, but the name doesn't sound very good. Something like Shadow Word: Heal or Void Mend.
This is probably very minor, but I think it could help to make your cards more believable.
How is it a mess when there aren't clear tier 1 decks but instead many viable decks? Also turbo thralls can be seen as tier 1 right now with almost 10% playrate and 53% winrate in the last 3 days. Afterall that just means the game is quite well balanced and that you actually need to play good to climb.
50% average winrate doesn't mean if you play the deck you win 50% if you play good you win more if you don't you land below and there is nothing wrong with that
Edit: By the way if you then openly say that archetypes like Legion DeserterViego do not matter to you in general and you won't cover how it does because of that it doesn't make you look like seeking for rational discussion but simply want to rant for rant's sake.
Also there is one very important metric you don't cover at all and that is playrate
If EzrealCaitlyn wins 52% with a 5% playrate in means a lot less than it winning 52% with 25% meta share. So next time I would suggest to start an open discussion.
I'm glad you took my feedback! I'm a fan of the spell chaining and spell damage directions you went with Arcane Druid.
I think Garona Halforcen is an interesting idea, but I don't know if any deck besides Un'Goro quest rogue wants it. Will there be any support for her in the set?
I tried to come up with a way to give Priest a fun win condition while also helping Thief rogue and maybe allowing for a more controlling rogue deck, here's what I came up with:
In case it wasn't clear, the original Old Gods are C'Thun, Y'Shaarj, Rage Unbound, N'Zoth, the Corruptor, and Yogg-Saron, Hope's End, all from the Whispers of the Old Gods set. Playing 7 cost copies of the Old Gods may seem very powerful (especially since you can double the Battlecry with Brann), but I think it is balanced by a couple of factors:
1. Even if you play a shadow spell or created/bounced card every turn, the earliest that Saria could reasonably come down is turn 7, since you still have to play 5 mana to play her. This means that the Old Gods would start coming down on turn 8 at the earliest, making it a relatively small mana cheat and not too powerful compared with other late-game win conditions.
2. There is a deckbuilding cost to complete the quest, which makes it harder to make the Old Gods a good payoff. For example, N'Zoth would be worse in a Saria deck than in a regular N'Zoth deck because you would have to play shadow spells and cards that create cards rather than Deathrattle cards.
3. You can only really support 1 Old God in any deck, which means that the other three would end up being more like powerful tempo cards than win conditions in their own right
There's also the argument that it doesn't fit rogue too well, but Rogue does have a minor theme of Shadow Spells, and with all of the thief rogue cards as well as bounce effects (Shadowstep progresses the quest by 2 and can let you play an Old God again) I think it would be viable in a rogue deck as well as a control Priest.
So what do y'all think? Should I tone down the power level and change the cost reduction to something more reasonable like (8) or would that make the concept too weak?
EDIT: I originally made the cost reduction to (6), but I changed my mind quickly after posting because I realized that the Shadowstep synergy was too good and would potentially allow for potential turn 6 Olds Gods, which seems a bit broken. At 7 Mana you can still do interesting combos like Brann or Zola, but it removes the possibility of blowout games.
I tried all pirates, but mine aren't fully upgraded yet and I didn't get great treasures, so that was a loss at the boss.
Second time I used Gruul with the fire resistance equipment, as that's always a good merc in BRM. I picked Prophet Velen as a healer, Cookie, the Cook sitting on the bench for extra health and the rest was pirates. Gruul fell eventually, but not after taking out both of the green guys and 3 vs 1 was doable even with not fully upgraded pirates.
Hi Wailor! I know I'm a little late, but here's a list (thanks to otterguy12 for this). It's a bit long so it's split up into different classes, hope that's okay
DH
Show Spoiler
powered up becomes fel powerup collector + speed boost combined patrolling ledgebeast reworked to patrolling felfin walljumper reworked to triple jump strength shroom, platformer game reworked crimson sigil jumper, aleatoric platform, overhasty leaper, game over, teleporting pipe, ledgerunner ergibrl, endboss ragnaros removed buttonmash glaives, powerup vendor ergibrl, karnuk the agile added
Druid
Show Spoiler
adventure forest cost 9 to 10, becomes nature village vendor, seafaring, survival game reworked caverns of ore, cauldron stewer, foraging, crafting materials, caverneer garrim, survivalist scuvelle removed food forager, miner's pickaxe, mineral digger, terrain hazards, miner togwaggle, survivor squeamlsih added
Hunter
Show Spoiler
rexxar's barrage reworked to relentless barrage spray and pray, aimbot attacker, shooting game reworked scout the map, headshot, heavy weapons, parazzle blastrigger removed rifle reloader, bowslinging backup, play of the game, sharpshooter tavish added
Mage
Show Spoiler
jamming out becomes frost keep the beat comes arcane cryptic necrodancer attack 3 to 4 heroic guitarist art changed rhythm game reduces cards cost by (2) this turn attuned rhythmist cost reduction to 1, battlecry becomes aura star guitarist luna reworked to russell the rockstar stagelegend russel reworked to stage legend etc
Paladin
Show Spoiler
skip the tutorial cost 5 to 4, quest changed to end your turn dungeon loot rarity rare to common roleplaying game rarity epic to rare, requires 4 minions save the world art and reward changed adventurer lynessa reworked to raid strategist party composition reworked experience points, backup skygryphon removed key item, adventurer tirion added
Priest
Show Spoiler
candied crush cost 5 to 6, spell to 3/3 minion impostor among us cost 9 to 7 rulebender baba health 3 to 4, gained beast type, reborn changed to poisonous walkthrough guide reworked to walkthrough reciter snakebird slitherer, tetrablock, puzzle game reworked escape the room, isle of the witness, portalist gla'dos removed point and click, thinking with portals, puzzlemaker xaras added
Rogue
Show Spoiler
cobra unseen mercenary art and name changed to cobra the unseen unseen assailant, stealth game, rayde shadow legend reworked light's out, ambush from above, tomb diving, traceless assassin removed undercover spy, assasin's training, smoke bomb, tactical retreat added
Shaman
Show Spoiler
tower defense game reworked glue cannon, slowing sentry, hidden spiketrap, zapstrike totem, tower engineer, turrets to maximum, cannon catalyser, the defensortotem, temple of the sun god removed sniper's watch post, balloon popper, quilboar raider, stoneclaw watch post, defense watch post, final assault, quillwave leader, defender vol'jin, invader flat tusk added
Warlock
Show Spoiler
jumpscare becomes shadow, all minions changed to all characters bloody sacrifice renamed to spilt blood, wording changed sinister clown renamed to creepy clown, cost 5 to 4, stats 5/5 to 4/4, gains taunt, wording changed q'gorm the monster renamed to the thing that crawls, wording changed heartbeat worgen reworked to scheming scrybe horror game reworked creeping golem removed transforming cultist added
Bolvar Fordragon - like your cost reduction, but I wonder whether it's going to be enough. I feel like giving it Rush (he's charging on a horse) would be both flavorful and powerful enough for the card to be considered worthy in 2022's Hearthstone.
Neptulon - What about: "Battlecry: Discover 4 Murlocs and add them to your hand. They cost (1) until the end of your next turn."?
Bolvar Fordragon - like your cost reduction, but I wonder whether it's going to be enough. I feel like giving it Rush (he's charging on a horse) would be both flavorful and powerful enough for the card to be considered worthy in 2022's Hearthstone.
Neptulon - What about: "Battlecry: Discover 4 Murlocs and add them to your hand. They cost (1) until the end of your next turn."?
To my experience, the ability says "act", meaning that each friendly character casting an ability will Freeze. However, only characters that cast an Attack ability get frozen.
We can see it in two ways:
Incorrect text: it's supposed to say "Attack" but it says "Act".
Bugged: while it should Freeze any "acting" friendly Mercenary, it only Freezes those who "Attack".
In the guide clips, I tried to not act when Stay! was online, unless I really wanted to.
For the love of your WR, do not run Death Warden to counter Mine Rogue. Run Dirty Rat and play it as your opponent sets up Necrium Blade (If you respect your opponent to do the right thing, which I mostly do not) or as they play Snowfall Graveyard.
Questing For Two - Card Design Competition Discussion Thread
@Wailor
I like the concept of this quest, but it seems a little limited in terms of what kinds of new deckbuilding and gameplay patterns it encourages, all it encourages you to do is use your Hero Power and cards like Tour Guide, and then the payoff is just a 2 mana 3/3 Taunt each turn. My suggestion would be to make the reward a Hero Card called "The Lich King," and then give it an interesting Battlecry effect that encourages synergy with other cards (for example, something like "Battlecry: For the rest of the game, when you summon a minion without playing it, give it +1|+1 and Taunt"). As you mentioned, you could also make him Equip Frostmourne if you find an interesting design for that. Overall, I think you have a great idea and flavor behind the quest, but you need to iterate on the payoff effect more (you could even change the quest requirement to friendly minions you summoned without playing them dying, or maybe 1 cost minions dying, anything that opens the synergy up more).
Questing For Two - Card Design Competition Discussion Thread
New lore-based idea:
It's basically a Hero Power Quest, like those from Saviors of Uldum, but it also changes the look of your hero for extra flavor. I had another version which gives you The Lich King as a hero card that equips Frostmourne as a Battlecry, but I decided to go with this simpler version.
I also wanted to know if the wording I chose for the requirement is right. I was going to go with "Destroy 6 minions summoned by your Hero Power", but I'm not sure if that implies you have to destroy them, which is not what I want.
[Custom Expansion] Battle of Time Valley (Mini-Set Added)
I like this set so far, the flavor and mechanics mesh very well and are quite interesting overall.
As a piece of feedback, I think the names you pick could be a bit less simple. For instance, the card Shadowy Heal, which got you a very well deserved first place, is super interesting mechanically, but the name doesn't sound very good. Something like Shadow Word: Heal or Void Mend.
This is probably very minor, but I think it could help to make your cards more believable.
Fire Naga Shaman
12-2 with it, thanks. Replaced Chaos Storm by the weapon that does lightning bolt when attacking
got plaguebringer and flames of the Kirin Tor as passive treasures, that's broken!
TheFriendlyEnemy's "The Arcane Arcade Remastered" Custom Set - Hearthstone Fan Community Spotlight
Thanks a lot!
Card Design Conversation - Penny Arcade
i don't get it! how does that card work?
GvG Rebalance Patch
Ack, didn't notice it already had Rush!
When The Meta Is Sweaty Butt
How is it a mess when there aren't clear tier 1 decks but instead many viable decks? Also turbo thralls can be seen as tier 1 right now with almost 10% playrate and 53% winrate in the last 3 days. Afterall that just means the game is quite well balanced and that you actually need to play good to climb.
50% average winrate doesn't mean if you play the deck you win 50% if you play good you win more if you don't you land below and there is nothing wrong with that
Edit: By the way if you then openly say that archetypes like Legion Deserter Viego do not matter to you in general and you won't cover how it does because of that it doesn't make you look like seeking for rational discussion but simply want to rant for rant's sake.
Also there is one very important metric you don't cover at all and that is playrate
If Ezreal Caitlyn wins 52% with a 5% playrate in means a lot less than it winning 52% with 25% meta share. So next time I would suggest to start an open discussion.
[Custom Expansion] Battle of Time Valley (Mini-Set Added)
I'm glad you took my feedback! I'm a fan of the spell chaining and spell damage directions you went with Arcane Druid.
I think Garona Halforcen is an interesting idea, but I don't know if any deck besides Un'Goro quest rogue wants it. Will there be any support for her in the set?
Questing For Two - Card Design Competition Discussion Thread
I tried to come up with a way to give Priest a fun win condition while also helping Thief rogue and maybe allowing for a more controlling rogue deck, here's what I came up with:
In case it wasn't clear, the original Old Gods are C'Thun, Y'Shaarj, Rage Unbound, N'Zoth, the Corruptor, and Yogg-Saron, Hope's End, all from the Whispers of the Old Gods set. Playing 7 cost copies of the Old Gods may seem very powerful (especially since you can double the Battlecry with Brann), but I think it is balanced by a couple of factors:
1. Even if you play a shadow spell or created/bounced card every turn, the earliest that Saria could reasonably come down is turn 7, since you still have to play 5 mana to play her. This means that the Old Gods would start coming down on turn 8 at the earliest, making it a relatively small mana cheat and not too powerful compared with other late-game win conditions.
2. There is a deckbuilding cost to complete the quest, which makes it harder to make the Old Gods a good payoff. For example, N'Zoth would be worse in a Saria deck than in a regular N'Zoth deck because you would have to play shadow spells and cards that create cards rather than Deathrattle cards.
3. You can only really support 1 Old God in any deck, which means that the other three would end up being more like powerful tempo cards than win conditions in their own right
There's also the argument that it doesn't fit rogue too well, but Rogue does have a minor theme of Shadow Spells, and with all of the thief rogue cards as well as bounce effects (Shadowstep progresses the quest by 2 and can let you play an Old God again) I think it would be viable in a rogue deck as well as a control Priest.
So what do y'all think? Should I tone down the power level and change the cost reduction to something more reasonable like (8) or would that make the concept too weak?
EDIT: I originally made the cost reduction to (6), but I changed my mind quickly after posting because I realized that the Shadowstep synergy was too good and would potentially allow for potential turn 6 Olds Gods, which seems a bit broken. At 7 Mana you can still do interesting combos like Brann or Zola, but it removes the possibility of blowout games.
How to Complete Y'Shaarj Mercenaries Event Task 1 "Mountain Hikers" - Tips & Parties Inside
I tried all pirates, but mine aren't fully upgraded yet and I didn't get great treasures, so that was a loss at the boss.
Second time I used Gruul with the fire resistance equipment, as that's always a good merc in BRM. I picked Prophet Velen as a healer, Cookie, the Cook sitting on the bench for extra health and the rest was pirates. Gruul fell eventually, but not after taking out both of the green guys and 3 vs 1 was doable even with not fully upgraded pirates.
TheFriendlyEnemy's "The Arcane Arcade Remastered" Custom Set - Hearthstone Fan Community Spotlight
Hi Wailor! I know I'm a little late, but here's a list (thanks to otterguy12 for this). It's a bit long so it's split up into different classes, hope that's okay
DH
powerup collector + speed boost combined
patrolling ledgebeast reworked to patrolling felfin
walljumper reworked to triple jump
strength shroom, platformer game reworked
crimson sigil jumper, aleatoric platform, overhasty leaper, game over, teleporting pipe, ledgerunner ergibrl, endboss ragnaros removed
buttonmash glaives, powerup vendor ergibrl, karnuk the agile added
Druid
village vendor, seafaring, survival game reworked
caverns of ore, cauldron stewer, foraging, crafting materials, caverneer garrim, survivalist scuvelle removed
food forager, miner's pickaxe, mineral digger, terrain hazards, miner togwaggle, survivor squeamlsih added
Hunter
spray and pray, aimbot attacker, shooting game reworked
scout the map, headshot, heavy weapons, parazzle blastrigger removed
rifle reloader, bowslinging backup, play of the game, sharpshooter tavish added
Mage
keep the beat comes arcane
cryptic necrodancer attack 3 to 4
heroic guitarist art changed
rhythm game reduces cards cost by (2) this turn
attuned rhythmist cost reduction to 1, battlecry becomes aura
star guitarist luna reworked to russell the rockstar
stagelegend russel reworked to stage legend etc
Paladin
dungeon loot rarity rare to common
roleplaying game rarity epic to rare, requires 4 minions
save the world art and reward changed
adventurer lynessa reworked to raid strategist
party composition reworked
experience points, backup skygryphon removed
key item, adventurer tirion added
Priest
impostor among us cost 9 to 7
rulebender baba health 3 to 4, gained beast type, reborn changed to poisonous
walkthrough guide reworked to walkthrough reciter
snakebird slitherer, tetrablock, puzzle game reworked
escape the room, isle of the witness, portalist gla'dos removed
point and click, thinking with portals, puzzlemaker xaras added
Rogue
unseen assailant, stealth game, rayde shadow legend reworked
light's out, ambush from above, tomb diving, traceless assassin removed
undercover spy, assasin's training, smoke bomb, tactical retreat added
Shaman
glue cannon, slowing sentry, hidden spiketrap, zapstrike totem, tower engineer, turrets to maximum, cannon catalyser, the defensortotem, temple of the sun god removed
sniper's watch post, balloon popper, quilboar raider, stoneclaw watch post, defense watch post, final assault, quillwave leader, defender vol'jin, invader flat tusk added
Warlock
bloody sacrifice renamed to spilt blood, wording changed
sinister clown renamed to creepy clown, cost 5 to 4, stats 5/5 to 4/4, gains taunt, wording changed
q'gorm the monster renamed to the thing that crawls, wording changed
heartbeat worgen reworked to scheming scrybe
horror game reworked
creeping golem removed
transforming cultist added
Warrior
wallop, boomfist brawler, fighting game reworked
uppercut, downward throw, beat 'em up, boom's melee wrench removed
shielding battler, c-c-combo, hardhitter golem, mankrik frenzied fighter added
Neutral
highpoint sniper health 2 to 4
lawndefense plant stats 1/5 to 0/4, rarity rare to common, art changed
disgruntled developer wording changed
speedrunner toki art changed
racin' kartrider, deadlined debugger, menacing miniboss, enormous endboss, lead designer brann, medivh 1-up wizard reworked
lab-rat playtester, paywall, power pellet, streakblaze orc, living lootbox, twitching streamer, pandaren bouncer, ai assailant, pocket monster, monetiser gallywix removed
quilboar aggressor, streakflame imp, bullet hellfiend, friendly fire, free-to-play forsaken, highscore hero, reckless teammate, pausemage, overpowered explorer, vampiric survivor, heartworgen, monstrous midboss, starter zone slime, deadlined debugger, lich king final foe added
GvG Rebalance Patch
Thank you, I agree with Neptulon, and Bolvar already have rush in my version.
GvG Rebalance Patch
You mean type? Yes, it's beast and mech, this stated on cards
GvG Rebalance Patch
Great idea! Here are a couple of my thoughts:
New Rogue Minion - Shattershambler
An absolute minefield...but not for Rogues.
When The Meta Is Sweaty Butt
https://masteringruneterra.com/meta-tier-list/
Opting for the pro player stats this time to see if the declining winrate phenomenon and weird deck optimizations were holding true.
Here we see:
Aggro Annie sub 50%
Control Annie 51%
Thralls 53%
Bard Zed 50%
Deep 51%
Elise, Katarina, Viego - who cares
Lurk 50%
Ezreal, Catlyn 52%
Pantheon 53
And a bunch of new blah lists nobody cares about.
My point is when Majin Bae's website is saying things are sweaty butt, things are sweaty butt
All this off the recent announcement that Riot knows they need to refocus on pvp, and it's no surprise things are a mess.
How to Complete Y'Shaarj Mercenaries Event Task 2 "Sustained No More" - Tips & Parties Inside
To my experience, the ability says "act", meaning that each friendly character casting an ability will Freeze. However, only characters that cast an Attack ability get frozen.
We can see it in two ways:
In the guide clips, I tried to not act when Stay! was online, unless I really wanted to.
New Mage Minion - Lady Naz'jar
So does it stay transformed after 1 spell or transforms whenever a spell is played?
How to Complete Y'Shaarj Mercenaries Event Task 2 "Sustained No More" - Tips & Parties Inside
so caster/ranged units can act and not be frozen ? I guess it is logic since you attack but stay still, but the wording is a bit unclear.
How to Complete Y'Shaarj Mercenaries Event Task 2 "Sustained No More" - Tips & Parties Inside
It seems to be regarding to melee aatsck
How to Complete Y'Shaarj Mercenaries Event Task 2 "Sustained No More" - Tips & Parties Inside
I did the fight several times, it seems to me that stay never works - my characters are never frozen, regardless of acting or not.
Anyone else experiencing this ?
GvG Rebalance Patch
Malorne and Warbot have a typo.
Gallywix wording is off too.
New Card - Thanos
A new card, Thanos, has been revealed for MARVEL SNAP!
Discuss this card below or head on over to the card page!
Why does naval mine trigger 4 times in wild mine rogue?
For the love of your WR, do not run Death Warden to counter Mine Rogue. Run Dirty Rat and play it as your opponent sets up Necrium Blade (If you respect your opponent to do the right thing, which I mostly do not) or as they play Snowfall Graveyard.