This card leaves me with many questions. Like others have said, it feels very slow. The effects are bonkers, but how often will you get to that payoff? Will your mana keep increasing by one per turn after you hit 10? Or, do you have to hero power after hitting 10 mana to make the increase happen? I presume that regular ramp cards will get that for you but it is still 10 mana worth of ramping to get to the important stuff. This can enable some really crazy plays with both eclipses and Survival of the Fittest.
This is a fascinating DH weapon. On the one side its a one mana 1/3 for DH that just lets you go a little more aggro. One the other hand, it sort of discourages the outrageous weapon attack buffs to let you control the board and still damage face. I think it will take a little bit of thinking to play this one properly.
I don't know what the down votes are for. That was one of the better posts I've seen online in a while. I loved the linguistic and demogougic (I think I just made that word up) analysis. Bonus points for the use of the word 'assonance'. It serves the dual purpose of making the kiddies giggle and the word smiths nod their heads knowingly.
I think this one is solid. We have seen other token generators that see play and get annoying. As easy as it is for DH to attack, this will turn into a must remove target.
Another decent synergy card for token DH. Any token deck will benefit from a card that buffs based on something happening to large numbers of small minions. The stat line makes it so there is a decent chance it can survive for at least one turn.
Playing Wild last night, Almost every opponent I fought was Alliance (like me). Made me wonder what they AvH balance looks like when comparing players who mostly play Standard vs players who mostly play Wild?
Personally I chose Alliance because I thought Vanndar would have more potential for crazy Wild shenanigans. But figured everyone would gravitate towards Drek’thar simply because he’s a better tempo play and HS meta has been fast lately, especially in Wild.
But after yesterday I’m thinking either 1) more Wild players went with Alliance for the same reasons as me or 2) at end of month I was just getting matched up with the players in Wild that enjoy off meta and/or meme decks like me and it’s those players who went with Vanndar, not necessarily a reflection of a Wild majority.
This card obviously telegraphs to your opponent that they need to clear the board this turn, but they also need to clear the board every turn for the next three. It will be a nice face off to see if the clears can match the refills on consecutive turns. Also, it isn't a sigil, so you could play both on one turn.
I really like the fact that this isn't a demon. It helps to provide some early control support for the big demon set up, without polluting the cards that interact with the demons. I think I may actually try to play and level up my Demon Hunter this expansion.
This will always be used for the double summon effect. I guessing mainly to clear out one big minion or remove a couple smaller ones. Possibly it is used for removing taunts to push face damage. This is another flexible card that fits tokens or big demons. It helps create minions (and deaths of them for those relevant cards) and it provides an earlyish spell for control.
It is a one turn [Hearthstone Card (Skull of the Ma'nari) Not Found]. I think for big demons, this is just fair enough to make plays without being always broken. You will surely hit some nut draw occasionally, but I don't think it ends game by itself. If played on curve, you essentially make something like 'save your mana crystals for next turn with a little bit of extra cash back'.
Giants have always ended up being playable in some type of deck. I like this one in either token or big demons. If you run Vandar, that will essentially make him playable already. Putting him in a token style deck gets you the possibility of slamming an 8/8 around turn 5 or 6.
I really like this big demon support. A lot of them have extra effects that you want to use anyway. This is just a way to pull some of those effects a little bit earlier.
Looks like a very solid card for Demon Hunter. I think it can even fit in with the big demon package that they look to be pushing with some of the other cards this expansion. Does anyone know what the scaling is for the rush minions? Are we increasing the number summoned or the stats of the two that get summoned?
Feedback (so far includes: @linkblade91, @Wailor):
Show Spoiler
@linkblade91
Show Spoiler
It does seem a little polarizing, too punishing for decks that rely on their HPs while not very useful against decks that don’t. One thing that could help is if the requirement itself didn’t have to do with the HP: that way HP decks could at least try to play around the secret while non-HP decks would be penalized for something they do more often. Also, I think the "do nothing" part shouldn’t have a period inside the hyphens? Not sure.
@Wailor
Show Spoiler
Interesting. It seems to escape a bit from the original intent of the prompt as something that affects the opponent in some way, but intriguing idea nonetheless. Does using the opponent’s HP count as them using it? (For Inspire effects, Jan’alai etc.)
Mere titles granted as you progress down the honor ladder. Meaningless to gameplay, but might grant a small boost to self esteem every time you stare at it.
Battlecries are anti-synergistic with Commencement. Rolling the dice every game is a terrible gameplan. It's why Proving Grounds is such a bad card. There's also not enough to do early game. Secrets and Hand of A'dal etc. can fill up your turns early.
New Druid Hero - Wildheart Guff
This card leaves me with many questions. Like others have said, it feels very slow. The effects are bonkers, but how often will you get to that payoff? Will your mana keep increasing by one per turn after you hit 10? Or, do you have to hero power after hitting 10 mana to make the increase happen? I presume that regular ramp cards will get that for you but it is still 10 mana worth of ramping to get to the important stuff. This can enable some really crazy plays with both eclipses and Survival of the Fittest.
New Demon Hunter Weapon - Dreadprison Glaive
This is a fascinating DH weapon. On the one side its a one mana 1/3 for DH that just lets you go a little more aggro. One the other hand, it sort of discourages the outrageous weapon attack buffs to let you control the board and still damage face. I think it will take a little bit of thinking to play this one properly.
Fractured in Alterac Valley's Legendary Questline is Starting Early in a Hotfix - Unlock New Golden Cards Early
I don't know what the down votes are for. That was one of the better posts I've seen online in a while. I loved the linguistic and demogougic (I think I just made that word up) analysis. Bonus points for the use of the word 'assonance'. It serves the dual purpose of making the kiddies giggle and the word smiths nod their heads knowingly.
New Demon Hunter Minion - Battleworn Vanguard
I think this one is solid. We have seen other token generators that see play and get annoying. As easy as it is for DH to attack, this will turn into a must remove target.
New Demon Hunter Minion - Flag Runner
Another decent synergy card for token DH. Any token deck will benefit from a card that buffs based on something happening to large numbers of small minions. The stat line makes it so there is a decent chance it can survive for at least one turn.
Fractured in Alterac Valley's Legendary Questline is Starting Early in a Hotfix - Unlock New Golden Cards Early
Playing Wild last night, Almost every opponent I fought was Alliance (like me). Made me wonder what they AvH balance looks like when comparing players who mostly play Standard vs players who mostly play Wild?
Personally I chose Alliance because I thought Vanndar would have more potential for crazy Wild shenanigans. But figured everyone would gravitate towards Drek’thar simply because he’s a better tempo play and HS meta has been fast lately, especially in Wild.
But after yesterday I’m thinking either 1) more Wild players went with Alliance for the same reasons as me or 2) at end of month I was just getting matched up with the players in Wild that enjoy off meta and/or meme decks like me and it’s those players who went with Vanndar, not necessarily a reflection of a Wild majority.
Probably #2.
New Demon Hunter Spell - Field of Strife
This card obviously telegraphs to your opponent that they need to clear the board this turn, but they also need to clear the board every turn for the next three. It will be a nice face off to see if the clears can match the refills on consecutive turns. Also, it isn't a sigil, so you could play both on one turn.
New Demon Hunter Minion - Warden of Chains
I really like the fact that this isn't a demon. It helps to provide some early control support for the big demon set up, without polluting the cards that interact with the demons. I think I may actually try to play and level up my Demon Hunter this expansion.
Fractured in Alterac Valley's Legendary Questline is Starting Early in a Hotfix - Unlock New Golden Cards Early
If you earn an achievement now you can wait until the reward track refresh to click it. If you do that, the xp should go towards the new reward track.
New Demon Hunter Spell - Flanking Maneuver
This will always be used for the double summon effect. I guessing mainly to clear out one big minion or remove a couple smaller ones. Possibly it is used for removing taunts to push face damage. This is another flexible card that fits tokens or big demons. It helps create minions (and deaths of them for those relevant cards) and it provides an earlyish spell for control.
New Demon Hunter Spell - Sigil of Reckoning
It is a one turn [Hearthstone Card (Skull of the Ma'nari) Not Found]. I think for big demons, this is just fair enough to make plays without being always broken. You will surely hit some nut draw occasionally, but I don't think it ends game by itself. If played on curve, you essentially make something like 'save your mana crystals for next turn with a little bit of extra cash back'.
New Demon Hunter Minion - Ur'zul Giant
Giants have always ended up being playable in some type of deck. I like this one in either token or big demons. If you run Vandar, that will essentially make him playable already. Putting him in a token style deck gets you the possibility of slamming an 8/8 around turn 5 or 6.
Remember That Extended PvP Season 1 of Hearthstone Mercenaries Is About to End, Final Chance to Collect Rating Rewards
An whole whopping x50 coins and x1 pack for being top 17 in Europe.
Nice rewards LOL.
New Demon Hunter Minion - Caria Felsoul
I really like this big demon support. A lot of them have extra effects that you want to use anyway. This is just a way to pull some of those effects a little bit earlier.
New Demon Hunter Hero - Kurtrus, Demon-Render
Looks like a very solid card for Demon Hunter. I think it can even fit in with the big demon package that they look to be pushing with some of the other cards this expansion. Does anyone know what the scaling is for the rush minions? Are we increasing the number summoned or the stats of the two that get summoned?
Hearthstone's Alterac Valley Patch Added 24 New Battlegrounds Hero Skins - How to Obtain Them All
I'm looking for the Reno one
fav hs char for me
Hearthstone's 22.0 Patch Adds 6 New Card Backs Including a Very Festive Greatfather Winter Present
Flux, has there been any progress in making these card backs show up when the page is viewed on an iPhone?
Hearthstone's December 2021 Card Back, Scarf of the Hearth, Has Arrived! Important Events to Expect This Month
Am I the only one who thinks at "10 points for Gryffindor" when I see this?
Fight The Power - Card Design Competition Discussion Thread
Simple card.
Feedback (so far includes: @linkblade91, @Wailor):
@linkblade91
It does seem a little polarizing, too punishing for decks that rely on their HPs while not very useful against decks that don’t. One thing that could help is if the requirement itself didn’t have to do with the HP: that way HP decks could at least try to play around the secret while non-HP decks would be penalized for something they do more often. Also, I think the "do nothing" part shouldn’t have a period inside the hyphens? Not sure.
@Wailor
Interesting. It seems to escape a bit from the original intent of the prompt as something that affects the opponent in some way, but intriguing idea nonetheless. Does using the opponent’s HP count as them using it? (For Inspire effects, Jan’alai etc.)
Hearthstone's December 2021 Card Back, Scarf of the Hearth, Has Arrived! Important Events to Expect This Month
Now Blizzard just needs to sell these scarfs in the blizzard gear shop to make even more money!
Fractured in Alterac Valley's Legendary Questline is Starting Early in a Hotfix - Unlock New Golden Cards Early
Mere titles granted as you progress down the honor ladder. Meaningless to gameplay, but might grant a small boost to self esteem every time you stare at it.
Fractured in Alterac Valley's Legendary Questline is Starting Early in a Hotfix - Unlock New Golden Cards Early
what is the meaning of "private" and " scout" ? tks
Hearthstone's Alterac Valley Patch Added 24 New Battlegrounds Hero Skins - How to Obtain Them All
No! but looking forward to get Ice Lady Tyrande Hero Skin. YEPU
Fractured in Alterac Valley's Legendary Questline is Starting Early in a Hotfix - Unlock New Golden Cards Early
Of course, you utter 'for the alliance' like a gentleman.
Alterac Theorycraft Big Paladin
Battlecries are anti-synergistic with Commencement. Rolling the dice every game is a terrible gameplan. It's why Proving Grounds is such a bad card. There's also not enough to do early game. Secrets and Hand of A'dal etc. can fill up your turns early.