One tip I would like to start seeing in articles like this is a caveat to the usual advice of 'always disenchant, its full price, so you can always make it later at no loss'. I mean, I know this article does not come out and say that, but its kind of a perception still in the Hearthstone culture from before duplicate protection was a thing. Now that its a thing, there is a caveat folks should know, to avoid a misunderstanding and disappointment.
That caveat is this: Do NOT forget that disenchanting sets a flag in the duplicate protection that says 'I do not ever want this card again until I have all the others.' That's important, because the ONLY way to easily get it back once you disenchant it is to craft it again, which can sometimes be difficult if you are low on dust and duplicates.
It is important to understand why getting it from packs again is much harder than during duplicate protection... it is because once you set a 'this was disenchanted once' flag on a card slot, you will NEVER open that card in a pack again until:
1.) there are no other cards left of that rarity that you do not have
AND
2.) only on a purely random basis after that
This is because once disenchanted, the part of dup protection that gives you cards you do not have is forever turned off for that card.
Because many folks do not have experience or understanding of this fact, I will repeat in slightly different wording:
Once the only 'missing' cards you have at a given rarity are all cards you have disenchanted, you will STILL not get ANY of those missing cards automatically, only on the old-fashioned 100% random basis.
I learned this by disenchanting a legendary in a full set, thinking 'no sweat, I will get him back next legendary I open' but NOPE, didn't get him on any of the next 4 Legendary cards opened, just duplicates of others. Contacted Blizzard and they explained the above to me, about the flag set by disenchanting, which says you never get it in a pack again, until you have all the other non-flagged cards, and then, only on a purely random basis.
Duplicate protection only works through the first time you fill any given card slot. It ignores opening cards in slots you had once but disenchanted, on the deliberate 'logic' that if you disenchanted it, you don't ever want it again, even beyond once its the only empty slot left.
This Senna looks completely badass, not gonna lie. And I think we're going to be surprised by the ways people find to use the accelerated spells feature.
On the right track, but no. Biteweed isn't catlike in any way I can think of. And as is frequently the case for my riddles, the catlike card is old, like really old.
The question is: ia it possible to transform a Go Hard/Pack Your Bags on the stack? This way you eighter can cheat mana by transforming a Go Hard on the stack or double/tripplecast Pack Your Bags. Eighter way it sounds quite broken
If Senna doesn't get nerfed to have her acceleration tied to her LV.2, I'll be shocked!
I think the better nerf is going to be that the FIRST spell you cast in the round (and can be accelerated, being Slow basically) is accelerated to fast, that solves the problem of Go Hard.
And yes, so much cards needed to be, for flavor, double region, plus to what you say, Buhru Sentinel is part of the Buhru from Bilgewater, and Dess & Ada, by his clothes, are clearly from Piltover/Zaun, the Mistkeepers is weird cuz the bald guy seem to be from Bilgewater i think? and the girl is from Jonia, the asian hat, so triple region idk.
Edit: F*CK I DIDN'T THINK ABOUT FAST THE SKYES DESCENDING IS VERY NUTS
I was mostly looking at the spell with the word 'deal' in them, and Pack Your Bags didn't show because of some filters I didn't intend. Besides, the list is in no way exhaustive.
Does Senna work with Drain? What's the wording on that?
In spanish, Drain is worded like "Lanzo Drenar y inflijo 2 de daño", translated is like "I cast Drain, then i deal 2 damage", so Drain is basically a keyword, so yes, Senna works, also as minuano28 say, in the trailer is seen that Withering Mist is casted at fast speed.
Greetings there! I am coming with something a bit different, after watching a fair bit of Solem playing niche card games, and also being a player of a few like Duelyst and Faeria. It's a concept of my own Collectible Card Game with the placeholder name Cyber Zone.
This picture shows what would separate my game from other card games. It has some elements of a Tower Defense game, played on a 8x5 grit (size subjective to change).
Black dots are the 5-tile path every player creates at the start of the match. One on each side is covered by a beige dot, which I'll explain soon.
Cyan dot is the Nexus that you also place at the start of your match.
Purple dot is the Portal, but your opponent places it where they want, still near the end of the track you've built. This is where troops come from.
Troops are one of two minion types, marked by a beige dot, used to be summoned on your opponent's board, and once they reach the Nexus, they damage the opposing player for their Attack damage. They move one tile forward each turn. Heroes have 15 Health for now.
Turrets are the other minion type, marked by a dark blue dot, used to be summoned on your own board to prevent the enemy troops from reaching your Nexus. They can attack in straight lines as shown on the picture, but some will be able to bend those rules.
The yellow lines indicate how far and in which directions a turret can attack. On average, they can attack within a 3x3 area around themselves, like how King moves in Chess, and fire in straight lines. This picture shows an example card (Spiteful Flame Sentry) and from how afar it can attack the beige dot when positioned correctly, albeit my bad for slight misleading. The example cards are shown below (with obvious placeholder art and prototype covers).
Sentry Icon - for Turret cards. They can be only placed close to your track unless specified.
Solider Icon - for Troop cards. They come out of the Portal a turn after you play it.
Crystal Icon - for Pylon cards. These are like your Hero Powers that start in your hand like Quests. They can't be placed near the track, though, but can be placed everywhere.
Battery Icon - for Action cards. These are the equivalent of spells. For now, they are split by the same speed pattern from Legends of Runeterra (ignore Force Barrier and its inconsistent wording plz). Traps give a secret bonus to a tile of your choice, triggered when an enemy troop steps on it. They are always of Sharp speed, or otherwise Focus like in Exhaust.
Gear Icon - for Gear cards. These are the equivalent of weapons. You equip them on turrets. They have Attack and Durability.
There are six factions, five of which you can see on example cards (Fire, Thunder, Sun, Snowflake, Plasma) - the Squirrel's one is Neutral. Also, there are four rarities - Common, Rare, Epic and Legendary (may change names or add Mythic for Pylons).
Turn starts draw you a card, give a Crystal (Mana Crystal, up to 10) and move your Troops one tile. You start with 1 Crystals, and the player going second may get an equivalent to Coin.
There would be a casual gameplay mode, split into the equivalent of Hearthstone's Classic (only base set cards) and with all cards, and Ranked with all cards, MAYBE split into Standard and Wild once enough cards are created to warrant the separation.
Monetization system should be similar to LoR, as... come on, it's clearly the best and most f2p friendly so far on the market, so why not use it?
I was mostly looking at the spell with the word 'deal' in them, and Pack Your Bags didn't show because of some filters I didn't intend. Besides, the list is in no way exhaustive.
Does Senna work with Drain? What's the wording on that?
A question that comes to my mind is: if you have cast 2 Go Hards already and add 2 copies of Go Hard to the stack: does the second copy them become Pack Your Bags because it states copies EVERYWHERE so in theory this includes the stack aswell right?
If anything else from this trailer....it reminds me how much I loved Lucian/Sienna's music theme. It's been years since I played League of Legends (Last time I played it was when Dominion mode was still a thing lol) but they did make such flavorful champions.
[Game] Card Treasure Hunt (Hearthstone Riddles)
The reversal is not a different mechanic, but how it is applied
[Game] Card Treasure Hunt (Hearthstone Riddles)
Your previous guess was a lot closer.
[Game] Card Treasure Hunt (Hearthstone Riddles)
Ghostly Charger?
Hearthstone's August 2021 Card Nerfs Are Live! Tips for Collecting That Sweet Dust Refund
One tip I would like to start seeing in articles like this is a caveat to the usual advice of 'always disenchant, its full price, so you can always make it later at no loss'. I mean, I know this article does not come out and say that, but its kind of a perception still in the Hearthstone culture from before duplicate protection was a thing. Now that its a thing, there is a caveat folks should know, to avoid a misunderstanding and disappointment.
That caveat is this: Do NOT forget that disenchanting sets a flag in the duplicate protection that says 'I do not ever want this card again until I have all the others.' That's important, because the ONLY way to easily get it back once you disenchant it is to craft it again, which can sometimes be difficult if you are low on dust and duplicates.
It is important to understand why getting it from packs again is much harder than during duplicate protection... it is because once you set a 'this was disenchanted once' flag on a card slot, you will NEVER open that card in a pack again until:
1.) there are no other cards left of that rarity that you do not have
AND
2.) only on a purely random basis after that
This is because once disenchanted, the part of dup protection that gives you cards you do not have is forever turned off for that card.
Because many folks do not have experience or understanding of this fact, I will repeat in slightly different wording:
Once the only 'missing' cards you have at a given rarity are all cards you have disenchanted, you will STILL not get ANY of those missing cards automatically, only on the old-fashioned 100% random basis.
I learned this by disenchanting a legendary in a full set, thinking 'no sweat, I will get him back next legendary I open' but NOPE, didn't get him on any of the next 4 Legendary cards opened, just duplicates of others. Contacted Blizzard and they explained the above to me, about the flag set by disenchanting, which says you never get it in a pack again, until you have all the other non-flagged cards, and then, only on a purely random basis.
Duplicate protection only works through the first time you fill any given card slot. It ignores opening cards in slots you had once but disenchanted, on the deliberate 'logic' that if you disenchanted it, you don't ever want it again, even beyond once its the only empty slot left.
Brawl Block: Gods, Gadgetzan, Gurubashi
Over two years old, and this idea of mine is just getting better with age (apparently). :
[Game] Card Treasure Hunt (Hearthstone Riddles)
And to clarify further, the catlike card *is* a beast, but the answer card is not, but shares some features and reverses others in a way.
Senna: New Shadow Isles Champion Reveal - 11 New Runeterra Cards Revealed
This Senna looks completely badass, not gonna lie. And I think we're going to be surprised by the ways people find to use the accelerated spells feature.
[Game] Card Treasure Hunt (Hearthstone Riddles)
And the reversal in the last line is meaningful.
[Game] Card Treasure Hunt (Hearthstone Riddles)
On the right track, but no. Biteweed isn't catlike in any way I can think of. And as is frequently the case for my riddles, the catlike card is old, like really old.
Brawl Block: Gods, Gadgetzan, Gurubashi
Challenge him to a friendly tavern brawl and let him borrow one of your decks.
[Game] Card Treasure Hunt (Hearthstone Riddles)
Jade Swarmer? Stats of Biteweed.
[Game] Card Treasure Hunt (Hearthstone Riddles)
Not a druid card. Think stealthy.
New Shadow Isles Champion - Senna
I don't know. Guess we will have to wait and see.
Senna: New Shadow Isles Champion Reveal - 11 New Runeterra Cards Revealed
I assume it woks the same as casting it with Lv. 2 Karma on board.
Iksar Asks: Would You Like to See a Class Bonus Event in Hearthstone? Double XP and Ladder Stars as a Highlight
I think he means the "new" Ben, not Ben Brode.
New Shadow Isles Champion - Senna
The question is: ia it possible to transform a Go Hard/Pack Your Bags on the stack? This way you eighter can cheat mana by transforming a Go Hard on the stack or double/tripplecast Pack Your Bags. Eighter way it sounds quite broken
Senna: New Shadow Isles Champion Reveal - 11 New Runeterra Cards Revealed
I think the better nerf is going to be that the FIRST spell you cast in the round (and can be accelerated, being Slow basically) is accelerated to fast, that solves the problem of Go Hard.
And yes, so much cards needed to be, for flavor, double region, plus to what you say, Buhru Sentinel is part of the Buhru from Bilgewater, and Dess & Ada, by his clothes, are clearly from Piltover/Zaun, the Mistkeepers is weird cuz the bald guy seem to be from Bilgewater i think? and the girl is from Jonia, the asian hat, so triple region idk.
Edit: F*CK I DIDN'T THINK ABOUT FAST THE SKYES DESCENDING IS VERY NUTS
Senna: New Shadow Isles Champion Reveal - 11 New Runeterra Cards Revealed
In spanish, Drain is worded like "Lanzo Drenar y inflijo 2 de daño", translated is like "I cast Drain, then i deal 2 damage", so Drain is basically a keyword, so yes, Senna works, also as minuano28 say, in the trailer is seen that Withering Mist is casted at fast speed.
Cyber Zone - Custom CCG Concept
Greetings there! I am coming with something a bit different, after watching a fair bit of Solem playing niche card games, and also being a player of a few like Duelyst and Faeria. It's a concept of my own Collectible Card Game with the placeholder name Cyber Zone.
This picture shows what would separate my game from other card games. It has some elements of a Tower Defense game, played on a 8x5 grit (size subjective to change).
Troops are one of two minion types, marked by a beige dot, used to be summoned on your opponent's board, and once they reach the Nexus, they damage the opposing player for their Attack damage. They move one tile forward each turn. Heroes have 15 Health for now.
Turrets are the other minion type, marked by a dark blue dot, used to be summoned on your own board to prevent the enemy troops from reaching your Nexus. They can attack in straight lines as shown on the picture, but some will be able to bend those rules.
The yellow lines indicate how far and in which directions a turret can attack. On average, they can attack within a 3x3 area around themselves, like how King moves in Chess, and fire in straight lines. This picture shows an example card (Spiteful Flame Sentry) and from how afar it can attack the beige dot when positioned correctly, albeit my bad for slight misleading. The example cards are shown below (with obvious placeholder art and prototype covers).
Keywrords and more info here
Sentry Icon - for Turret cards. They can be only placed close to your track unless specified.
Solider Icon - for Troop cards. They come out of the Portal a turn after you play it.
Crystal Icon - for Pylon cards. These are like your Hero Powers that start in your hand like Quests. They can't be placed near the track, though, but can be placed everywhere.
Battery Icon - for Action cards. These are the equivalent of spells. For now, they are split by the same speed pattern from Legends of Runeterra (ignore Force Barrier and its inconsistent wording plz). Traps give a secret bonus to a tile of your choice, triggered when an enemy troop steps on it. They are always of Sharp speed, or otherwise Focus like in Exhaust.
Gear Icon - for Gear cards. These are the equivalent of weapons. You equip them on turrets. They have Attack and Durability.
There are six factions, five of which you can see on example cards (Fire, Thunder, Sun, Snowflake, Plasma) - the Squirrel's one is Neutral. Also, there are four rarities - Common, Rare, Epic and Legendary (may change names or add Mythic for Pylons).
Turn starts draw you a card, give a Crystal (Mana Crystal, up to 10) and move your Troops one tile. You start with 1 Crystals, and the player going second may get an equivalent to Coin.
There would be a casual gameplay mode, split into the equivalent of Hearthstone's Classic (only base set cards) and with all cards, and Ranked with all cards, MAYBE split into Standard and Wild once enough cards are created to warrant the separation.
Monetization system should be similar to LoR, as... come on, it's clearly the best and most f2p friendly so far on the market, so why not use it?
Senna: New Shadow Isles Champion Reveal - 11 New Runeterra Cards Revealed
A question that comes to my mind is: if you have cast 2 Go Hards already and add 2 copies of Go Hard to the stack: does the second copy them become Pack Your Bags because it states copies EVERYWHERE so in theory this includes the stack aswell right?
Edit: yes it does work that way.
Senna: New Shadow Isles Champion Reveal - 11 New Runeterra Cards Revealed
Exactly my thought. Even though Senna looks fun, Kindred is still my favourite SI Champion
Brawl Block: Gods, Gadgetzan, Gurubashi
Challenge accepted
First try btw
New Shadow Isles Champion - Senna
I am looking forward to fast speed 0 mana Go Hard and 4 mana pack your bags.
Senna: New Shadow Isles Champion Reveal - 11 New Runeterra Cards Revealed
If anything else from this trailer....it reminds me how much I loved Lucian/Sienna's music theme. It's been years since I played League of Legends (Last time I played it was when Dominion mode was still a thing lol) but they did make such flavorful champions.
Senna: New Shadow Isles Champion Reveal - 11 New Runeterra Cards Revealed
It could also make it so SI is required as a pairing for any competitive deck, which restricts possibilities as well...