I am very confused why they are taking this long to kick off the reveals. Usually reveal season lasts at least 2 weeks leaving at least a week between the final reveal and the expansion release to have space for theorycrafting and the pre-release events.
If the expansions drops on the 23rd and we are epecting the reveals to start on the 9th, that means we have just exactly 14 days for all the reveals, which means there'll be even more per day than usual?
I mean, I prefer not having a huge gap between reveals and release because it just makes the current meta feel even worse, but at this point it's getting a bit cramped
As cards that everyone has always gotten for free, Basic cards will not be craftable or disenchantable this year. They have never allowed you to dust free cards. You get all of Basic when you unlock Wild, and they stay in your collection, period.
I guess there is a possibility that next year they may stop giving these cards away and start selling Legacy packs in the shop, but demand would be fairly low, so maybe it's not worthwhile. They would actually lose money if the cards became disenchantable and no one was buying the packs.
So far all of the ranked spells seem underwhelming at rank 2 and 3. I guess we will have to wait and see how the rest of the Barrens expansion and the Year of the Gryphon play out for support.
I kinda wish they'd confine the reveals to playhearthstone.com.
Scouring the internet for spoilers and finding them only in foreign languages is a pain. It also leads to turmoil in the community when the translations are missing or inaccurate.
You could say that Duelyst's board and summoning mechanics (summoning either near your Generals or units you already had in play) were ok to warrant this buff, but the two aforementioned decks tore that apart. Ragnora had a Hero Power that summoned an egg, which would hatch into a 3/1 with Charge and Windfury (it's originally Celerity, which allowed the unit to perform two actions - either move twice, move and attack, or attack twice), and it could still spawn into an Egg. Now imagine fighting a swarm of 4/2 units every time, ON TOP of eggs being buffed by Wanderer, AND on top of cards like Zoetic Charm, which was an artifact (an enchantment to your General that broke after taking 3 instances of damage) that granted your Eggs Divine Shield that refreshed every turn. Granted, it was still in a highlander pakcage, but it was busted af. Let's not forget that Magmar, the region of Ragnora, was the region of big beefy units.
Reva instead could summon 2/2 units that could attack from any point of the map by having Ranged. Songhai, which is home to Reva, was instead burst and combo oriented, so you could get blown pretty quickly.
Can;t remember if Vetruvian also abused Wanderer, but they also had a really busted deck revolving around Cataclysmic Fault, which made the enitre center row Exhuming Sand (playing a unit from your hand summoned a 2/2 Iron Dervish there - for reference, the entire board was 9x5, thus you summoned five Exhuming Sand in the central row).
An insane card for decks that have a lot of card draw and cycle, could see this being played a lot in aggro decks with a lot of draw or in control decks even
Wow... Remember when people were calling Keleseth a garbage card during the reveal period of KofT and it turned out to be pretty busted? The card that you mentioned sounds like that but even more overpowered.
Faeria had an amazing idea of shaping the board to your liking, which I gladly enjoyed (I have installed it back when it was F2P), but it was such a novel concept that it lead to a steep learning curve, which turned off a lot of players. Even by watching a few pro games, I was shocked by their way of creating terrain. Let's not forget the game's now under an initial price tag, on top of paid DLC content. It still has decent generosity with a lot of packs you can get and a free card of any rarity you can craft every 6 hours (up to 6 charges), and it's now even on consoles, but it's on its way towards stagnation.
MM:DoC I will hold dearly to it, maybe with a bit rose tainted glasses. You could do a lot of stuff, but it wasn't exactly as f2p, at least by standards set by LoR. It still had amazing gameplay, but sadly, that game's gonna be a prime example in the ccg genre of what happens when you stop releasing content. Also, Herald of the Void was the best expansion change my mind.
There are a few major problems I see with this set, some touching upon core ideas in Hearthstone. First of all, dual-class cards where very fun and a great addition in Scholomance Academy. What you have done, however, is just made sets of two classes completely the same. In giving Paladin and Mage all the same cards, you have completely destroyed the class identity for both classes.
Besides that, I don't like the huge amount of Neutral spells. Ignoring their power level, lots of these give effects to every single class that they shouldn't have.
I can understand this perspective. It might help to think of this as a new game mode that features a set of cards organized in such a way that they belong to what they belonged to in Warcraft III (including Neutral). Maybe Human is a 'custom class' that gets its own set of tools, but can also borrow from either the HS-canon Mage or Paladin. There could be a better way of handling the race breakdown, but thematically, it feels right enough to me. See earlier in the thread for more detailed considerations as to why I went with this approach.
Then, there is the power level. It's all over the place. You have absolutely unplayable cards, like Makrura Prawn and Repair, and cards that are obviously overpowered like Sentinel Owl and Skeletal Orc Grunt. Try to figure out why a deck would want to play a card, and how strong it would need to be for that.
The Makrura Prawn is a token spawned by the Deepseer. I may organize tokens into their own section to make this clearer. I am a little curious if you could elaborate on Repair though. I could see it being handy in a mech-focused deck, but I may be overvaluing it.
Fourthly, there's the "Upgrades" mechanic. It's a fun mechanic, but not on 50% of cards. It will cause way too many decks to have way too many spikes at specific turns. It is also very not-straightforward what actually changes at 5/10 mana. Does the effect of the card change? Do the stats increase? It's unclear.
Click a card to see its highest rank version (if it has one). I would have displayed them all on the thread, but it would probably make the load time worse than it already is.
Finally, card text in general. So many of these cards are completely filled with card text. You will notice that most Hearthstone cards actually have quite little text on them, although the text can say a lot. This is one of the game's major strengths: most cards are very easy to understand. The cards in this expansion are so unclear, with long, unclear text, that I actually have no idea what most of them do. Like Stone Giant, where I had to read the card like three times to really figure out how it works, or Obsidian Statue. This is Hearthstone, not Yu-Gi-Oh!: simplicity is key.
This I definitely agree with to some extent. Many could probably re-worded to make them simpler yet still largely keeping their identity.
Oh my god. I remember MM:DoC. The game was very interesting. Imbalanced in some ways but still interesting. Also, let's not forget Elder Scrolls Legends.
Also Faeria was an odd game. It's like half card game/half board game? IMO it tried to do too many things at once.
There are a few major problems I see with this set, some touching upon core ideas in Hearthstone. First of all, dual-class cards where very fun and a great addition in Scholomance Academy. What you have done, however, is just made sets of two classes completely the same. In giving Paladin and Mage all the same cards, you have completely destroyed the class identity for both classes. The point of dual-class cards is to mix the class mechanics in fun ways (like Lightning Bloom) or to touch on mechanics that the two classes share (like Adorable Infestation). What you have done, is just make Paladin cards and then give them to Mage and vice versa, like Lordaeron Paladin.
Besides that, I don't like the huge amount of Neutral spells. Ignoring their power level, lots of these give effects to every single class that they shouldn't have.
Then, there is the power level. It's all over the place. You have absolutely unplayable cards, like Makrura Prawn and Repair, and cards that are obviously overpowered like Sentinel Owl and Skeletal Orc Grunt. Try to figure out why a deck would want to play a card, and how strong it would need to be for that.
Fourthly, there's the "Upgrades" mechanic. It's a fun mechanic, but not on 50% of cards. It will cause way too many decks to have way too many spikes at specific turns. It is also very not-straightforward what actually changes at 5/10 mana. Does the effect of the card change? Do the stats increase? It's unclear.
Finally, card text in general. So many of these cards are completely filled with card text. You will notice that most Hearthstone cards actually have quite little text on them, although the text can say a lot. This is one of the game's major strengths: most cards are very easy to understand. The cards in this expansion are so unclear, with long, unclear text, that I actually have no idea what most of them do. Like Stone Giant, where I had to read the card like three times to really figure out how it works, or Obsidian Statue. This is Hearthstone, not Yu-Gi-Oh!: simplicity is key.
Hm... In the early game this card is excellent, especially with Shaman's apparent Spell Damage synergies. Even later in the game, the cost of this card alone makes it playable as an extra bit of removal, despite the damage not being stellar. Could be the difference between clearing a board or losing the game though.
Whilst I'm sure this card will find a place in Zoolock, I'm struggling to see its immediate value. Granted, the cost is always 2, and at 5 mana, having two 3/2s pop up that you can then buff with other cards isn't the worst.
That’s true, and it’s good with Stampeding Roar too. I put it in instead of Mark of Ysharrj since that was feeling too slow a lot of the time.
Forged launch / reveal?
I am very confused why they are taking this long to kick off the reveals. Usually reveal season lasts at least 2 weeks leaving at least a week between the final reveal and the expansion release to have space for theorycrafting and the pre-release events.
If the expansions drops on the 23rd and we are epecting the reveals to start on the 9th, that means we have just exactly 14 days for all the reveals, which means there'll be even more per day than usual?
I mean, I prefer not having a huge gap between reveals and release because it just makes the current meta feel even worse, but at this point it's getting a bit cramped
Can Wild players craft the original classic dragon aspects for "free"?
As cards that everyone has always gotten for free, Basic cards will not be craftable or disenchantable this year. They have never allowed you to dust free cards. You get all of Basic when you unlock Wild, and they stay in your collection, period.
I guess there is a possibility that next year they may stop giving these cards away and start selling Legacy packs in the shop, but demand would be fairly low, so maybe it's not worthwhile. They would actually lose money if the cards became disenchantable and no one was buying the packs.
No Lake Thresher? Pulling that out with Guardian Animals is an insane tempo play.
I also love combining Moonfang with Survival of the Fittest. You know, for when you want to completely shatter your opponent's hopes and dreams.
New Warlock Spell - Imp Swarm (Rank 1)
So far all of the ranked spells seem underwhelming at rank 2 and 3. I guess we will have to wait and see how the rest of the Barrens expansion and the Year of the Gryphon play out for support.
Forged launch / reveal?
I kinda wish they'd confine the reveals to playhearthstone.com.
Scouring the internet for spoilers and finding them only in foreign languages is a pain. It also leads to turmoil in the community when the translations are missing or inaccurate.
How good is Mythgard?
This section of the forums is basically dead, so ...
How good is Mythgard?
I am a Hearthstone player since Beta.
I had tried Gwent once, but it "didn't work between us."
I loved the physical Magic but didn't try the electronic version too much.
I don't have too much time during the day to play.
So, is Mythgard worth it? How does it compare to Hearhtstone?
Valve's Artifact is Officially Dead - No More Updates Planned, Goes Free to Play
Is it still worth trying now that its free or is it something I should just pass on.
Valve's Artifact is Officially Dead - No More Updates Planned, Goes Free to Play
Nah. The day that it was announced, you could hear everyone in the audience audibly disappointed.
Thesolmesa's TF + Taliyah
From https://www.reddit.com/r/LegendsOfRuneterra/comments/lye6nv/why_tftaliyah_is_good_and_why_you_should_try_it/
Valve's Artifact is Officially Dead - No More Updates Planned, Goes Free to Play
You could say that Duelyst's board and summoning mechanics (summoning either near your Generals or units you already had in play) were ok to warrant this buff, but the two aforementioned decks tore that apart. Ragnora had a Hero Power that summoned an egg, which would hatch into a 3/1 with Charge and Windfury (it's originally Celerity, which allowed the unit to perform two actions - either move twice, move and attack, or attack twice), and it could still spawn into an Egg. Now imagine fighting a swarm of 4/2 units every time, ON TOP of eggs being buffed by Wanderer, AND on top of cards like Zoetic Charm, which was an artifact (an enchantment to your General that broke after taking 3 instances of damage) that granted your Eggs Divine Shield that refreshed every turn. Granted, it was still in a highlander pakcage, but it was busted af. Let's not forget that Magmar, the region of Ragnora, was the region of big beefy units.
Reva instead could summon 2/2 units that could attack from any point of the map by having Ranged. Songhai, which is home to Reva, was instead burst and combo oriented, so you could get blown pretty quickly.
Can;t remember if Vetruvian also abused Wanderer, but they also had a really busted deck revolving around Cataclysmic Fault, which made the enitre center row Exhuming Sand (playing a unit from your hand summoned a 2/2 Iron Dervish there - for reference, the entire board was 9x5, thus you summoned five Exhuming Sand in the central row).
New Neutral Minion - Mankrik
An insane card for decks that have a lot of card draw and cycle, could see this being played a lot in aggro decks with a lot of draw or in control decks even
Valve's Artifact is Officially Dead - No More Updates Planned, Goes Free to Play
Wow... Remember when people were calling Keleseth a garbage card during the reveal period of KofT and it turned out to be pretty busted? The card that you mentioned sounds like that but even more overpowered.
New Neutral Minion - Mankrik
Decent synergy with shadow step and shek'zara. Might be too slow though.
Valve's Artifact is Officially Dead - No More Updates Planned, Goes Free to Play
Faeria had an amazing idea of shaping the board to your liking, which I gladly enjoyed (I have installed it back when it was F2P), but it was such a novel concept that it lead to a steep learning curve, which turned off a lot of players. Even by watching a few pro games, I was shocked by their way of creating terrain. Let's not forget the game's now under an initial price tag, on top of paid DLC content. It still has decent generosity with a lot of packs you can get and a free card of any rarity you can craft every 6 hours (up to 6 charges), and it's now even on consoles, but it's on its way towards stagnation.
MM:DoC I will hold dearly to it, maybe with a bit rose tainted glasses. You could do a lot of stuff, but it wasn't exactly as f2p, at least by standards set by LoR. It still had amazing gameplay, but sadly, that game's gonna be a prime example in the ccg genre of what happens when you stop releasing content. Also, Herald of the Void was the best expansion change my mind.
'Warcraft III'-themed Expansion
I can understand this perspective. It might help to think of this as a new game mode that features a set of cards organized in such a way that they belong to what they belonged to in Warcraft III (including Neutral). Maybe Human is a 'custom class' that gets its own set of tools, but can also borrow from either the HS-canon Mage or Paladin. There could be a better way of handling the race breakdown, but thematically, it feels right enough to me. See earlier in the thread for more detailed considerations as to why I went with this approach.
The Makrura Prawn is a token spawned by the Deepseer. I may organize tokens into their own section to make this clearer. I am a little curious if you could elaborate on Repair though. I could see it being handy in a mech-focused deck, but I may be overvaluing it.
This I definitely agree with to some extent. Many could probably re-worded to make them simpler yet still largely keeping their identity.
Valve's Artifact is Officially Dead - No More Updates Planned, Goes Free to Play
Happened with Battlefront after it went f2p on epic store.
Valve's Artifact is Officially Dead - No More Updates Planned, Goes Free to Play
Oh my god. I remember MM:DoC. The game was very interesting. Imbalanced in some ways but still interesting. Also, let's not forget Elder Scrolls Legends.
Also Faeria was an odd game. It's like half card game/half board game? IMO it tried to do too many things at once.
New Warlock Spell - Imp Swarm (Rank 1)
Zoo Warlock
'Warcraft III'-themed Expansion
There are a few major problems I see with this set, some touching upon core ideas in Hearthstone. First of all, dual-class cards where very fun and a great addition in Scholomance Academy. What you have done, however, is just made sets of two classes completely the same. In giving Paladin and Mage all the same cards, you have completely destroyed the class identity for both classes. The point of dual-class cards is to mix the class mechanics in fun ways (like Lightning Bloom) or to touch on mechanics that the two classes share (like Adorable Infestation). What you have done, is just make Paladin cards and then give them to Mage and vice versa, like Lordaeron Paladin.
Besides that, I don't like the huge amount of Neutral spells. Ignoring their power level, lots of these give effects to every single class that they shouldn't have.
Then, there is the power level. It's all over the place. You have absolutely unplayable cards, like Makrura Prawn and Repair, and cards that are obviously overpowered like Sentinel Owl and Skeletal Orc Grunt. Try to figure out why a deck would want to play a card, and how strong it would need to be for that.
Fourthly, there's the "Upgrades" mechanic. It's a fun mechanic, but not on 50% of cards. It will cause way too many decks to have way too many spikes at specific turns. It is also very not-straightforward what actually changes at 5/10 mana. Does the effect of the card change? Do the stats increase? It's unclear.
Finally, card text in general. So many of these cards are completely filled with card text. You will notice that most Hearthstone cards actually have quite little text on them, although the text can say a lot. This is one of the game's major strengths: most cards are very easy to understand. The cards in this expansion are so unclear, with long, unclear text, that I actually have no idea what most of them do. Like Stone Giant, where I had to read the card like three times to really figure out how it works, or Obsidian Statue. This is Hearthstone, not Yu-Gi-Oh!: simplicity is key.
New Neutral Minion - Shadow Hunter Vol'jin
Having played around with this a little, it's a lot of fun, especially when you break up a combo.
Also: Tickatus go bye bye haha.
New Shaman Spell - Chain Lightning (Rank 1)
Hm... In the early game this card is excellent, especially with Shaman's apparent Spell Damage synergies. Even later in the game, the cost of this card alone makes it playable as an extra bit of removal, despite the damage not being stellar. Could be the difference between clearing a board or losing the game though.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Yup yup! The master of an experiment in corrupting a dragonflight with the scourge.
New Warlock Spell - Imp Swarm (Rank 1)
Whilst I'm sure this card will find a place in Zoolock, I'm struggling to see its immediate value. Granted, the cost is always 2, and at 5 mana, having two 3/2s pop up that you can then buff with other cards isn't the worst.