So instead of giving us 10 extra packs to hit the legendary pity timer sooner, just reduce the pity timer by 10 packs.
It's been like that since the beginning. I still remember it takes the community outrage to even changed the horrible reward track in the first place. (not budged that much, but enough to calm most players) Maybe if we all decide that we don't play Hearthstone anymore, maybe.
But there's another problem about it. Since Blizzard know easily how to make their game addictive and hard to leave. (aside from it's easy to learn hard to master principle). Believe me, I've tried Runeterra, and I don't like it.
(We don't have a champion with Attune yet, so I played with the idea until I landed on this. I will admit that I created the card first, then the League of Legend abilities, so they might not sync up well.)
Overview
Haku is an AP Support, generally played in the Bottom lane. Via his passive Dragonflight, he can fly across terrain to easily roam to the Middle lane or the Jungle, assisting his allies as he goes. The spell-caster has a variety of means for manipulating the battlefield, denying enemy movement and/or positioning allies for the perfect teamfight. When the battle's won, he can top off everyone's Health so they can push on to victory.
Appearance
Haku appears to be a 12-year-old boy, but when his true identity is revealed, Haku takes on the form of a white-and-teal dragon of Asian heritage. Haku's real name is Nigihayami Kohakunushi - "god of the swift amber river" - and he is a river spirit.
Abilities
Passive - Dragonflight
When very close to a wall, long-pressing on the wall will cause Haku to fly over it. He can do this in Human Form and Dragon Form. There is a cooldown to this ability, but no cooldown for the particular terrain being traversed (unlike Talon's wall-jumping E, which has an insignificant cooldown on the ability but a long cooldown on the terrain itself).
Q. Petal Burst/Force Field
Human Form: Haku blows a barrage of petals in a cone in front of him, slowing enemies and inflicting damage. Dragon Form: Haku binds an area with a cage of magic, snaring enemies inside and inflicting damage.
W. Telekinesis/Guardian Veil
Human Form: Haku manipulates the objects on one's person, effectively pulling them toward him. This ability can be used on an ally or an enemy, although it only pulls them a certain distance (up to Haku's position). Pulling an enemy will damage them, as well. Dragon Form: Haku consecrates an area around him, warding off spirits. For a time, enemies cannot enter the area without assistance (as in, Flash or some other movement ability will work, simply walking in will not). Enemies already in the area may move as normal, but will take damage-over-time until they leave the area or the duration ends.
E. Eat Up!/Hop On!
Human Form: Haku feeds himself and nearby allies magic food, restoring Health and a smaller amount of Mana. This ability has 2 charges, but casting them in rapid succession will result in a penalty to the second use's effectiveness. Dragon Form: Haku signals that he is ready for an ally to jump on his back, wherein he can take them across terrain with his Dragonflight passive. Afterward, both Haku and the ally gain Movement Speed. His passive and this ability share a cooldown.
R. Dragon Form
Haku takes on his true form as a river spirit dragon, gaining new abilities for a modest duration. Haku starts with Dragon Form unlocked.
Strategy
Haku controls the battlefield to his and his allies' advantage, manipulating how and when the two sides engage one another. With Dragonflight, Haku can position himself to better aid the team, utilizing Hop On! while in Dragon Form to bring a friend along as well for surprise ganks or pincer moves. Petal Burst and Telekinesis are relatively small plays, slowing enemies or pulling a single target out of position for the kill, but Haku's ability to impact the field improves during the time he can spend in Dragon Form. Force Field and Guardian Veil can both stop whole groups of enemy champions from moving freely, restricting their access to Haku's weaker allies and/or eliminating their ability to escape. This comes at the cost of losing his heal, but it will be there for when the team-fight is nearing its end, to rally the troops or to top off the team as they move on to the next fight.
Lore Entry
"He needs medical attention now!"Senna, Sentinel of Light exclaimed, dodging out of the way of the nearest ghoul.
"Well, try telling them that!"Lucian retorted, before blasting the aforementioned ghoul with a double-shot from his guns.
As the two went back-and-forth, taking down ghouls and lovingly bickering with each other, Haku grimaced, holding his bloody arm. The creatures may be small but their claws were sharp, and they numbered seemingly beyond count. The innumerable horde was very keen on defeating these two defenders, as their leader watched from the distance. The boy reached into his pack for a magic berry, one that would help kick-start the healing process. Ever since he appeared in this strange and hostile land, Haku had committed himself to hiding his abilities as best he could, lest he become ensnared in this other realm. But the thought of continuing said strategy dwindled with the daylight, as more and more of the snarling undead came into view.
"I had hoped it would not come to this..."
He was not heard by Lucian or Senna, the banter between the lovers continuing along with their gunplay; a beautiful dance as they worked in perfect sync. Any ghoul that came within reach was swiftly put down. So focused on the combat at hand, they had almost become oblivious to the boy, who stumbled to his feet.
"They just keep comin'!" Lucian cried, firing in all directions. The ghouls indeed kept up their advance, two more replacing each one that was defeated. Crawling over their fallen comrades, a ring of bodies surrounding the trio, the undead continued with a slavish hunger.
"This might be the end of us, for good this..." Senna lamented.
The rest of her words were drown out, as a whoosh of air nearly knocked her off balance. And in that moment, everything stopped: the two gun-wielders, the ghouls, and even the boy...except, Senna noticed, the boy was missing. In his place was a majestic creature, with white scales and a teal mane. It surveyed the field before soaring into the air. The dragon - because what else could describe it - swirled around the lovers, knocking away ghouls that were too stunned to react. It then covered the ground in what appeared to be petals, magically shielding the area from the encroaching Black Mist. The dragon turned to Lucian and Senna and spoke.
"Get on, if you want to live!"
The two did just that, before Haku took them up into the sky, away from the battlefield and the Mist entirely.
In the distance, Viego frowned. This was...an unexpected development.
I was actually comparing dmf and barrens to scholance and Outland. It's strange I've opened less or equal but own more in comparison thanks to the many free legendaries and the mini set buyout price.
Without opening packs or spending money you can get 3 legendaries. The preview one (Vol'jin in Barrens) then Mankrik at the start of the new track and a free random one later. If you buy the track Samaro is another addition. You also get a lot of free packs and such along the rewards track, though they are not always the new set.
Now that said I also understand the disillusionment with pack openings. The Commons and rares are almost always 100% owned quickly. This leaves us with only the epics and Legendaries to look forward too. Both usually have vital significance to deck construction. Without hitting them the packs feel worthless.
I have loved most of what Blizzard has done for packs with protection and first 10 garentee on legendary. They've really mad improvements. Still this is an issue and something that does lead to players looking elsewhere. Two improvements they could do would be dust system revamp or at least increasing the chance of golden cards as you complete the set. For the dust system legendaries are too expensive making the 40 dust you get feel insignificant. The cost should get reevaluated to make those empty packs feel more meaningful toward the crafting of your next legendary. Goldens on the other hand should come quicker once I own say all the Commons, golden commons apear more often of that set. Same for each rarity.
These aren't perfect and I'm on my phone so limited typing. But these would be nice future improvements for the game.
I have always thought that instead of revamping the rewards to give us a greater quantity of packs, instead just increase the quality of the packs to give us the cards we want sooner.
With the duplicate protection you very quickly acquire all of the commons and rares, so the only packs that yield any significance are the packs that have epics, legendaries, and golden cards.
So instead of giving us 10 extra packs to hit the legendary pity timer sooner, just reduce the pity timer by 10 packs.
I would also like the dust system adjusted. Not just to make it slightly more generous, but so that it can actually be a reasonable choice to scrap legendaries to craft a new one. Nobody is going to throw away 4 cards to get just 1. But at a 2 to 1 exchange rate, players may be inclined to disenchant cards they don't have excess of to get something else, instead of just raking in the excess dust 40 at a time until you get 1600.
In summary, I want them to reduce the pity timer to make legendaries, epics, and golden cards appear more often. And then to balance that slightly adjust the number of packs we are given to compensate. And then to balance that adjust the disenchant/craft rate of cards so that players have more agency in controlling their collections.
I remember some custom expansions being 145 cards. I think that might've been earlier, though. I don't even see the music note watermark, or the G Clef one on HearthCards.
Virg Vakernes sacrificing a Bassist to give Stealth to Demons seems quite broken... Especially with Mal'Ganis :/
This is why they changed the Disguised Mistress a few years ago.
I like the bassist having Stealth flavor-wise though, so I would change the Bassist to have Stealth for 1 turn only, like the Shrines from Rastakan Rumble. After all, a great bass solo makes for a good song, right?
I was actually comparing dmf and barrens to Scholomance and Outland. It's strange I've opened less or equal but own more in comparison thanks to the many free legendaries and the mini set buyout price.
Without opening packs or spending money you can get 3 legendaries. The preview one (Vol'jin in Barrens) then Mankrik at the start of the new track and a free random one later. If you buy the track Samaro is another addition. You also get a lot of free packs and such along the rewards track, though they are not always the new set.
Now that said I also understand the disillusionment with pack openings. The Commons and rares are almost always 100% owned quickly. This leaves us with only the epics and Legendaries to look forward too. Both usually have vital significance to deck construction. Without hitting them the packs feel worthless.
I have loved most of what Blizzard has done for packs with protection and first 10 garentee on legendary. They've really mad improvements. Still this is an issue and something that does lead to players looking elsewhere. Two improvements they could do would be dust system revamp or at least increasing the chance of golden cards as you complete the set. For the dust system legendaries are too expensive making the 40 dust you get feel insignificant. The cost should get reevaluated to make those empty packs feel more meaningful toward the crafting of your next legendary. Goldens on the other hand should come quicker once I own say all the Commons, golden commons apear more often of that set. Same for each rarity.
These aren't perfect and I'm on my phone so limited typing. But these would be nice future improvements for the game.
Hi there! The main set actually have 135 cards, I miss clicked when posting the thread and just noticed now, my bad. The 135 card limit isn't a Dogma, but it's a good direction to go when making a custom set, since the real ones follow that limit, but I find custom mini-sets a better way to introduce more ideas and push archetypes, it gives you more design space without the set ending with an unrealistic amount of cards. And about the watermark, the real mini-sets actually have a different watermark in their cards, but keeping the essence of the main set in there, and they do it by adding a little card behind the main set watermark, but manually edit my cards in photoshop to fit Blizzard's standard would be too exhausting. So I used a different watermark to separate them without losing the flavour by using a different note as a watermark.
I'm going to assume that the 145 cards thing is probably just a typo.
As for watermarks, I think the way it's handled here is basically the best that it could've been done given the limitations of HearthCards. Adding your own watermarks basically requires you to contact Dnikko directly and then maybe he'll add it, or use some type of photo editing program to edit them in yourself. Needless to say, not everyone really wants to do that, so what we have in the set as it is, I think it's perfectly serviceable that MrRhapsody just used a different music-related watermark for the mini-set. Eventually through looking at just a part of the whole set, it should just click through anyone's head that the G Clef watermark is supposed to represent the mini-set cards.
Aren't real sets 135 cards? What's forcing custom set creators to be limited to 145? I assume that when Demon Hunter was announced creators assumed we'd be getting the same amount of neutral cards as before.
Blizzard has their thing for mini-set watermarks, and I think it would be better to use that. It would make it obvious that it's part of a mini-set attached to the main set.
so a month before there's any real news. That is a lot slower then they used to be. In a perfect world I'd like to see a higher range of champion viability that's usually the best way to evaluate a meta.
Right now it's very polarizing it's either plus 55 percent winrate or sub 40 percent
Like when is the last time you saw a slow value engine like Karma be viable
She is six mana and does nothing when she is played
If the game is slowed down enough for her to be playable again I'll know Riot is doing something right
I think the issue is that the rate of balance changes is way slower now that they've introduced the new set system and are unwilling to make big nerfs alongside card releases. Riot has said that they're looking into adjusting their patch system, so hopefully they'll eventually start nerfing fast enough to balance the game.
On your point on swim taking a break, he said that it's not because of the meta (he's actually planning to take a couple weeks off so he likely won't return until a while after the balance patch).
As for when we can expect balance, this Wednesday should be a major balance patch (although they said that they weren't planning to nerf Azir/Irelia, so we might have to wait another 2-4 weeks for that deck to be nerfed).
Yo, great to hear! Always nice to hear when the decks are working out for people. Also good insight on not getting too greedy with the Old Gods. Sometimes you just gotta get the fast value when you can.
I Want Your Custom Champion Proposals
I did that without watching the movie, so I hope it's okay D: I used this website to help me think of abilities and the like.
My Packs
I Want Your Custom Champion Proposals
Haku, the River Spirit
(We don't have a champion with Attune yet, so I played with the idea until I landed on this. I will admit that I created the card first, then the League of Legend abilities, so they might not sync up well.)
Overview
Haku is an AP Support, generally played in the Bottom lane. Via his passive Dragonflight, he can fly across terrain to easily roam to the Middle lane or the Jungle, assisting his allies as he goes. The spell-caster has a variety of means for manipulating the battlefield, denying enemy movement and/or positioning allies for the perfect teamfight. When the battle's won, he can top off everyone's Health so they can push on to victory.
Appearance
Haku appears to be a 12-year-old boy, but when his true identity is revealed, Haku takes on the form of a white-and-teal dragon of Asian heritage. Haku's real name is Nigihayami Kohakunushi - "god of the swift amber river" - and he is a river spirit.
Abilities
Passive - Dragonflight
When very close to a wall, long-pressing on the wall will cause Haku to fly over it. He can do this in Human Form and Dragon Form. There is a cooldown to this ability, but no cooldown for the particular terrain being traversed (unlike Talon's wall-jumping E, which has an insignificant cooldown on the ability but a long cooldown on the terrain itself).
Q. Petal Burst/Force Field
Human Form: Haku blows a barrage of petals in a cone in front of him, slowing enemies and inflicting damage. Dragon Form: Haku binds an area with a cage of magic, snaring enemies inside and inflicting damage.
W. Telekinesis/Guardian Veil
Human Form: Haku manipulates the objects on one's person, effectively pulling them toward him. This ability can be used on an ally or an enemy, although it only pulls them a certain distance (up to Haku's position). Pulling an enemy will damage them, as well. Dragon Form: Haku consecrates an area around him, warding off spirits. For a time, enemies cannot enter the area without assistance (as in, Flash or some other movement ability will work, simply walking in will not). Enemies already in the area may move as normal, but will take damage-over-time until they leave the area or the duration ends.
E. Eat Up!/Hop On!
Human Form: Haku feeds himself and nearby allies magic food, restoring Health and a smaller amount of Mana. This ability has 2 charges, but casting them in rapid succession will result in a penalty to the second use's effectiveness. Dragon Form: Haku signals that he is ready for an ally to jump on his back, wherein he can take them across terrain with his Dragonflight passive. Afterward, both Haku and the ally gain Movement Speed. His passive and this ability share a cooldown.
R. Dragon Form
Haku takes on his true form as a river spirit dragon, gaining new abilities for a modest duration. Haku starts with Dragon Form unlocked.
Strategy
Haku controls the battlefield to his and his allies' advantage, manipulating how and when the two sides engage one another. With Dragonflight, Haku can position himself to better aid the team, utilizing Hop On! while in Dragon Form to bring a friend along as well for surprise ganks or pincer moves. Petal Burst and Telekinesis are relatively small plays, slowing enemies or pulling a single target out of position for the kill, but Haku's ability to impact the field improves during the time he can spend in Dragon Form. Force Field and Guardian Veil can both stop whole groups of enemy champions from moving freely, restricting their access to Haku's weaker allies and/or eliminating their ability to escape. This comes at the cost of losing his heal, but it will be there for when the team-fight is nearing its end, to rally the troops or to top off the team as they move on to the next fight.
Lore Entry
"He needs medical attention now!" Senna, Sentinel of Light exclaimed, dodging out of the way of the nearest ghoul.
"Well, try telling them that!" Lucian retorted, before blasting the aforementioned ghoul with a double-shot from his guns.
As the two went back-and-forth, taking down ghouls and lovingly bickering with each other, Haku grimaced, holding his bloody arm. The creatures may be small but their claws were sharp, and they numbered seemingly beyond count. The innumerable horde was very keen on defeating these two defenders, as their leader watched from the distance. The boy reached into his pack for a magic berry, one that would help kick-start the healing process. Ever since he appeared in this strange and hostile land, Haku had committed himself to hiding his abilities as best he could, lest he become ensnared in this other realm. But the thought of continuing said strategy dwindled with the daylight, as more and more of the snarling undead came into view.
"I had hoped it would not come to this..."
He was not heard by Lucian or Senna, the banter between the lovers continuing along with their gunplay; a beautiful dance as they worked in perfect sync. Any ghoul that came within reach was swiftly put down. So focused on the combat at hand, they had almost become oblivious to the boy, who stumbled to his feet.
"They just keep comin'!" Lucian cried, firing in all directions. The ghouls indeed kept up their advance, two more replacing each one that was defeated. Crawling over their fallen comrades, a ring of bodies surrounding the trio, the undead continued with a slavish hunger.
"This might be the end of us, for good this..." Senna lamented.
The rest of her words were drown out, as a whoosh of air nearly knocked her off balance. And in that moment, everything stopped: the two gun-wielders, the ghouls, and even the boy...except, Senna noticed, the boy was missing. In his place was a majestic creature, with white scales and a teal mane. It surveyed the field before soaring into the air. The dragon - because what else could describe it - swirled around the lovers, knocking away ghouls that were too stunned to react. It then covered the ground in what appeared to be petals, magically shielding the area from the encroaching Black Mist. The dragon turned to Lucian and Senna and spoke.
"Get on, if you want to live!"
The two did just that, before Haku took them up into the sky, away from the battlefield and the Mist entirely.
In the distance, Viego frowned. This was...an unexpected development.
New Priest Minion - Devout Dungeoneer
If played with Brann Bronzebeard would it draw two cards and reduce each card by (2) or (4)?
My Packs
I have always thought that instead of revamping the rewards to give us a greater quantity of packs, instead just increase the quality of the packs to give us the cards we want sooner.
With the duplicate protection you very quickly acquire all of the commons and rares, so the only packs that yield any significance are the packs that have epics, legendaries, and golden cards.
So instead of giving us 10 extra packs to hit the legendary pity timer sooner, just reduce the pity timer by 10 packs.
I would also like the dust system adjusted. Not just to make it slightly more generous, but so that it can actually be a reasonable choice to scrap legendaries to craft a new one. Nobody is going to throw away 4 cards to get just 1. But at a 2 to 1 exchange rate, players may be inclined to disenchant cards they don't have excess of to get something else, instead of just raking in the excess dust 40 at a time until you get 1600.
In summary, I want them to reduce the pity timer to make legendaries, epics, and golden cards appear more often. And then to balance that slightly adjust the number of packs we are given to compensate. And then to balance that adjust the disenchant/craft rate of cards so that players have more agency in controlling their collections.
[Game] Card Treasure Hunt (The Resurrection Attempt)
It's rush, not charge.
[Game] Card Treasure Hunt (The Resurrection Attempt)
I was thinking maybe ETC Warrior but I don't play it
[Game] Card Treasure Hunt (The Resurrection Attempt)
Nope. Is there a Faceless Corruptor OTK deck?
MrRhapsody's "Rock in Azeroth" Custom Set - Hearthstone Fan Community Spotlight
I remember some custom expansions being 145 cards. I think that might've been earlier, though. I don't even see the music note watermark, or the G Clef one on HearthCards.
Tarja as a Draenei seems appropriate.
MrRhapsody's "Rock in Azeroth" Custom Set - Hearthstone Fan Community Spotlight
Virg Vakernes sacrificing a Bassist to give Stealth to Demons seems quite broken... Especially with Mal'Ganis :/
This is why they changed the Disguised Mistress a few years ago.
I like the bassist having Stealth flavor-wise though, so I would change the Bassist to have Stealth for 1 turn only, like the Shrines from Rastakan Rumble. After all, a great bass solo makes for a good song, right?
My Packs
I was actually comparing dmf and barrens to Scholomance and Outland. It's strange I've opened less or equal but own more in comparison thanks to the many free legendaries and the mini set buyout price.
Without opening packs or spending money you can get 3 legendaries. The preview one (Vol'jin in Barrens) then Mankrik at the start of the new track and a free random one later. If you buy the track Samaro is another addition. You also get a lot of free packs and such along the rewards track, though they are not always the new set.
Now that said I also understand the disillusionment with pack openings. The Commons and rares are almost always 100% owned quickly. This leaves us with only the epics and Legendaries to look forward too. Both usually have vital significance to deck construction. Without hitting them the packs feel worthless.
I have loved most of what Blizzard has done for packs with protection and first 10 garentee on legendary. They've really mad improvements. Still this is an issue and something that does lead to players looking elsewhere. Two improvements they could do would be dust system revamp or at least increasing the chance of golden cards as you complete the set. For the dust system legendaries are too expensive making the 40 dust you get feel insignificant. The cost should get reevaluated to make those empty packs feel more meaningful toward the crafting of your next legendary. Goldens on the other hand should come quicker once I own say all the Commons, golden commons apear more often of that set. Same for each rarity.
These aren't perfect and I'm on my phone so limited typing. But these would be nice future improvements for the game.
My Packs
It was a joke. Sorry
MrRhapsody's "Rock in Azeroth" Custom Set - Hearthstone Fan Community Spotlight
Hi there! The main set actually have 135 cards, I miss clicked when posting the thread and just noticed now, my bad. The 135 card limit isn't a Dogma, but it's a good direction to go when making a custom set, since the real ones follow that limit, but I find custom mini-sets a better way to introduce more ideas and push archetypes, it gives you more design space without the set ending with an unrealistic amount of cards. And about the watermark, the real mini-sets actually have a different watermark in their cards, but keeping the essence of the main set in there, and they do it by adding a little card behind the main set watermark, but manually edit my cards in photoshop to fit Blizzard's standard would be too exhausting. So I used a different watermark to separate them without losing the flavour by using a different note as a watermark.
MrRhapsody's "Rock in Azeroth" Custom Set - Hearthstone Fan Community Spotlight
I'm going to assume that the 145 cards thing is probably just a typo.
As for watermarks, I think the way it's handled here is basically the best that it could've been done given the limitations of HearthCards. Adding your own watermarks basically requires you to contact Dnikko directly and then maybe he'll add it, or use some type of photo editing program to edit them in yourself. Needless to say, not everyone really wants to do that, so what we have in the set as it is, I think it's perfectly serviceable that MrRhapsody just used a different music-related watermark for the mini-set. Eventually through looking at just a part of the whole set, it should just click through anyone's head that the G Clef watermark is supposed to represent the mini-set cards.
Quest Trading - Play A Friend!
Battletag: Maven#2669
Region: EU
Trade Only?: Yes
MrRhapsody's "Rock in Azeroth" Custom Set - Hearthstone Fan Community Spotlight
Aren't real sets 135 cards? What's forcing custom set creators to be limited to 145? I assume that when Demon Hunter was announced creators assumed we'd be getting the same amount of neutral cards as before.
Blizzard has their thing for mini-set watermarks, and I think it would be better to use that. It would make it obvious that it's part of a mini-set attached to the main set.
Any News Yet?
so a month before there's any real news. That is a lot slower then they used to be. In a perfect world I'd like to see a higher range of champion viability that's usually the best way to evaluate a meta.
Right now it's very polarizing it's either plus 55 percent winrate or sub 40 percent
Like when is the last time you saw a slow value engine like Karma be viable
She is six mana and does nothing when she is played
If the game is slowed down enough for her to be playable again I'll know Riot is doing something right
Any News Yet?
I think the issue is that the rate of balance changes is way slower now that they've introduced the new set system and are unwilling to make big nerfs alongside card releases. Riot has said that they're looking into adjusting their patch system, so hopefully they'll eventually start nerfing fast enough to balance the game.
On your point on swim taking a break, he said that it's not because of the meta (he's actually planning to take a couple weeks off so he likely won't return until a while after the balance patch).
As for when we can expect balance, this Wednesday should be a major balance patch (although they said that they weren't planning to nerf Azir/Irelia, so we might have to wait another 2-4 weeks for that deck to be nerfed).
Any News Yet?
We've all been waiting for Riot to address the turbo meta where every deck needs to basically be as pushed as possible to be viable now.
And sucessful deck brewing and changes to the tier list no longer happen.
Swim has taken a few weeks off and he's the poster boy for this "balanced and interactive" card game.
So do we have any idea what they plan to do and when or is this like a wait all summer thing?
I think back to how we used to complain about nab and it was like wow stealing cards from deck so op.
Or TF Fizz elsuvies you can't even block them thats so strong.
Those decks we hated would literally be nothing in this meta Legands of Runterra is just an entirely different game now, practically unrecognizable.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Faceless Corruptor?
MrRhapsody's "Rock in Azeroth" Custom Set - Hearthstone Fan Community Spotlight
Why do I have the feeling that this custom set has so much more work and passion than the official blizzard ones? (especially the last ones)
Ultimate God Priest Deck List and Guide - Memes and Dreams #18
Yo, great to hear! Always nice to hear when the decks are working out for people. Also good insight on not getting too greedy with the Old Gods. Sometimes you just gotta get the fast value when you can.
MrRhapsody's "Rock in Azeroth" Custom Set - Hearthstone Fan Community Spotlight
I came in here hoping to see a Dream Theater reference, and I was not disappointed.
Really cool custom set!
Weekend Wild Hearthstone Decks - Clown Shaman, Highlander Pirate Rogue, Odd Shaman, & More!
Well, Galakrond is there to have a better Hero Power and a small board swing, so Invocation is there too.
Weekend Wild Hearthstone Decks - Clown Shaman, Highlander Pirate Rogue, Odd Shaman, & More!
I like how Clown Shaman deck uses Invocation of Frost instead of Frost Shock for no reason