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  • New Shaman Minion - Bru'kan

    Need to see what nature spells come along to really give a good opinion on it. As of right now its meh.

  • New Hunter Minion - Sunscale Raptor

    good 1 mana drop with an upside.

  • Royal Mukla Duels Paladin

    5 wins. lost vs Warlock, warlock and mage

  • New Druid Minion - Druid of the Plains

    Great card removal, and if it survives you get a 6/7 w/ taunt!

  • New Warlock Spell - Imp Swarm (Rank 1)

    Bit weak, but will easily find itself in Zoolock

  • Path to Ascension

    how can we solve these clues regarding the LOR empire of the ascended, i cant type any answers there 

  • New Neutral Minion - Razormane Raider

    Stats are ok, nothing really special about it. Arena filler.

  • New Neutral Minion - Razormane Raider

    On paper, or the digital equivalent, it seems rather weak with a minimal effect if it triggers. 

  • New Warlock Spell - Imp Swarm (Rank 1)

    We've seen variants like this before with fiendish circle and the much worse Rafaam's Scheme. I think we need to see more support but, in a positive light, a decent board fill with non - 1/1 stats when you have 10 mana. 

  • New Druid Minion - Druid of the Plains

    I really like this card. It seems rather solid, if you imagine it as a removal tool (for something with less attack) then you get the taunt body on the field after. Obviously has its limitations with taunt etc, but generally a nice return to the 'shifter' feel druids have had in cards past. 

  • New Hunter Minion - Sunscale Raptor

    Dire Mole+, which was run very widely. Good card. 

  • New Shaman Minion - Bru'kan

    Targeted spell damage for the specific schools is definitely a nice insight. It allows greater control of targeted spell damage (so we don't get unspecific Maly shenanigans). 

  • New Neutral Minion - Peon

    I mean, glad to see the Peon here. Not so glad about the card itself; it seems more like a solid arena card. 

  • New Priest Spell - Desperate Prayer

    From the looks of these cards, I'm wondering if a cheap cycle priest may become a thing. 

  • New Neutral Minion - Mankrik

    Find Wife, 

    Wife Dead, 

    Sad. 

  • New Neutral Minion - Spirit Healer

    I'm liking the look of this so far, I can definitely see a fit for it in some sort of holy priest deck. Just need some more card reveals so I can fully flesh it out. 

  • Book of Heroes Valeera & Gladiator Valeera Bundle is Now Live! Earn 1 Free Rogue Card Pack

    This is just my opinion: I really enjoyed this one. I like the fact that these were not easy, the challenge is what makes it fun. I do agree that it straddles the line between challenging and just annoying, but I like that the fixed RNG makes it so that you have to figure out the best play in the situation, and you're not reliant on drawing the right cards. I hated the Gronn fight because if you did not get an explosive trap by the time he played that Troublemaker-esque card, you instantly lose. Same thing goes for not drawing a Gronn Trap, and you have to hope that he doesn't have any hard removal. 

    However, the one that puts you to 18 health on turn 2 is definitely frustrating. But even in that scenario, it's just like a puzzle: find out which plays sets you up the best for the next turn, and the next, and so on. It's not an excuse for making a completely unfair fight, but I enjoy the feeling of using my resources to the best of my ability to come out on top.

  • Weekend Wild Hearthstone Decks - Mecha'thun Warlock, Odd Rogue, Miracle Priest, and More!

    Pro

    First draft looks like this:

    Plague Hunter

    Wild · Deathrattle Hunter · by anchorm4n · 5 years, 7 months ago

    The main problem of Reno Hakkar Hunter is that we have almost nothing to do once the corruption has been let loose. We need some sort of attack or defence while we're waiting for our win condition to work. 

    I've tried to solve the Wyrmrest Purifier problem with Witchwood Piper and Master's Call. Experience from the Deathrattles deck shows that having 2 potential whiffs for Barnes and Boom-Zooka in the deck still works. Zul'jin worries me because at some point we have to make a cut and purify our own deck, I'll probably swap it with Deathstalker Rexxar. I'll try this out tonight.
    Edit: Did it already. Zul'jin would be overkill.

    How's your Secret Hakkar deck working?

  • 'Warcraft III'-themed Expansion

    Awesome cards. I love how Potion of Healing works, even better if you could somehow make Potion of Mana, "Restore X Mana Crystals"

    Yeah, that's on the list that I plan to get around to. I set a cut-off for myself to take a little break from these before the weekend so that I didn't make too many too quickly before getting feedback and then burn myself out :P. This one didn't quite make the cut-off this time.

    One spell I don't really support is how Amulet of SpellShield work, because opponent would just cast useless spell to waste it if they knew it.

    Yeah, it's definitely awkward. It might be better if it only lasted 1 turn, and maybe costed less to compensate.

    As you mention, this doesn't stop classes have some access to effects outside their class, especially through the neutral cards or rogue and priest's thieving. However, the thieving is unreliable and neutrals are limited in either quality or quantity … you might find it helpful to refer to Blizzard's own class identity breakdown from mid-2019

    Fair enough. I guess I just figure the introduction of dual-class itself (letting mages combo, rogues freeze, druids overload, warlocks outcast, etc.) sort of establishes that the rules can be bent from one year to another. Cards printed this year show this wasn't going to be just a 1-time gimmick for Scholomance either.

    Ultimately if I did break the cards up into the one class that 'most fit' them, the result would be pretty uneven, with for example Mages getting the few 'caster' units of the human race, and the rest going to the Paladin, and similar breakdowns for the other races. This way at least, each class is getting a similar amount of cards. And of course the Human player could still specialize by utilizing the 'canon' Mage or Paladin class cards of HS.

    I wouldn't be opposed to turning the Neutral weapons into minions though.

    2 mana 2/4 with upside

    2 mana 3/3 with upside

    It is very easy to create so blatantly overpowered cards, but this is just sign of bad design

    The importance of vanilla cards is not that they are used competitively, but that they establish the boundary between over- and under-statted minions. That's especially important at 5 or less mana.

    After some thought, I feel it'd be fine for the Knight and Mountain Giant to cost 1 more than they do. Not sure how Hearthstone handles rounding, but in War3 '0.5' is rounded down. If that's also the case here, than in most cases the amount healed from the Dreadlord wouldn't be more than 2 before 6 or so mana except for on minions with nice enchantments or some heavy drawback. Nevertheless, it is free Healing for everything that Attacks, so maybe that's enough to make it cost 4 instead.

    In order to properly fine-tune Durotar Grunt and Troll Headhunter however, I may need a bit of advice on what exactly makes a card overpowered. First though I'll say that from my understanding of the (Upgrades at X mana) mechanic, playing the card before the upgrade means it will not get that upgrade. While we can only guess, since these new 'Rank' upgrades currently only exist for spells in the new expansion, that's what would make sense to me.

    I'll list the cards that I was looking at when I made these two. While their stats are not the same, I felt what they had instead more than made up for what I perceived to be a relatively minor stat difference.

    Consider the Crabrider. For the same cost as the Grunt, you lose 1 Attack but gain both Rush and Windfury. So not only can it fight right away, but Attack bonuses are effectively doubled.

    Dreamway Guardians. A Grunt split into two. They also have Lifesteal.

    Midway Maniac. For the same cost as a Grunt, gets -1/+1 and Taunt. This seems more desirable if you happen to be going up against a deck with weapons or minions in it.

    Compared to the Troll Headhunter, Felfire Deadeye, misses out on 1 Attack, but a Demon Hunter gets free extra damage that he can use right away. And the Hunter becomes scary too.

    Foxy Fraud. A Headhunter with 1 less Health, but you get a free combo.

    Faerie Dragon. A Headhunter with 1 less Health, but it can't be Frostbolted, Backstabbed, etc.

    Am I overvaluing the mechanics on these cards? What exactly makes mine so overwhelmingly better than these? Ultimately I don't really feel right about nerfing them without first better understanding their standing with Standard cards.

  • Path to Ascension

    found ! tks

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Pro

    No, the hint was meant in a more general sense. Not a specific minion, but a minion type that usually makes more sense to be transformed than others.

  • Path to Ascension

    Staff

    It's an older card. You can try to find clues from our lore guides (Shurima coming soon, but answer found in already published ones) or just try to think where to start searching for the source of the celestial powers of the Disc.

  • New Neutral Minion - Spirit Healer

    Paladin: Nope.

    Priest: Wow...

  • New Neutral Minion - Razormane Raider

    Arena card, and a solid one at that. 

    Feels the type of card that or you deal with it, or a highroll might happen.

  • New Neutral Minion - Blademaster Samuro

    Stage Dive, attack and clear a zoo board for 5 mana, or buff it again with Inner Rage and deal against something bigger.

    Warrior gonna love it.