It's the default site event that is active during a non-event period. Yes, it's not really supposed to be there, however, we also don't link very prominently to the page and the page itself isn't a pretty listing yet so I'm not too worried about it displaying. It may actually have a use going forward to explain some stuff.
Noxus and P&Z have the best landmark removal spells of all the regions. They can easily be slotted into any deck with either of those regions, and they are very far from useless if your opponent has no landmarks.
By the way, regarding your winrate dropping over time - I'm fairly confident that the declining winrate of people who have been playing the game longer is due to the simple factor of increasing skill level of the playerbase overall. There are far fewer bad players now than there were 4-5 months ago. When the skill level of the entire playerbase increases over time, that means the winrate of all of the good players will decline (due to getting fewer easy wins because the opponent misplayed). It's a lot harder to maintain a 70% winrate when you have far fewer cases of winning to opponent mistakes.
The points you bring up are certainly true, yes we have way less noobs in the game so we will have less free wins.
Nonetheless games became way less predictable for both players in order to "spice it up".
You have way more often the situation that: Playing card x might be good here but gets wrecked if my opponent has y. If I don't play x my opponent play z and screw me and where it comes down to spraying and praying my opponent hasn't y or z because I simply can't counter y/z-outcome with the deck I play.
while this is business as usual in card games I think Hush goes too far with this concept because it can't be countered, is 2 mana can only be made harder to resolve with Bastion which is also only available to targon. The only way to actually counter this card to play a deck that doesn't care about silence.
Decks that don't care about Hush have to use: only small sized buffs and units that do not rely on effects other than etb effects and looking at the meta this is EXACTLY what we see in the meta right now.
And about the landmark thing: I already said that Aftershock is perfectly fine as a landmark answer even out of landmark matchups, although it gets you behind mana-wise when used against a grand plazaBADCARDNAME.
Scorched Earth is not very desirable to noxus decks that would not use noxian guillutineBADCARDNAME anyways, which is pretty much only noxus control. Killing an injured enemy minion for 3 is just way more narrow than it looks (otherwise Ravenous Flock was a go to card for any noxus card).
Landmarks actually only create complex situations in mulligan, not in play.
If you have randmark removal in your deck because you can't say for sure if your opponent will have a landmark in deck/hand and how many landmark answer will be needed and having too many copies of landmark removal almost always hurts you.
It is unlikely to get to draw the second landmark removals during a game and almost impossible to get to draw the third copy of landmark removal unless you run 2 different kinds of landmark removal which hardly fits any deck.
If you don't have have landmark removal at all in your deck you just can spray and pray they don't find it in time.
If you don't have have landmark removal in hand but removal in your deck you don't full mulligan unless the game literally comes down to wether a landmark copy sticks in play or not and again just try to start well and prey and spray.
Overall spraying and preying became way more usual in LoR and and that is what I dislike in the end.
Interesting take on the deathknight class. Here's some of my observations;
- You can try expanding on the rune charges concept. Right now, from what I understand, its essentially just Upgrade! that incidentally also upgrades descriptions. But what if its a weapon that doesn't rely on its numbers for power, like say The Fist of Ra-den? Overall, I get what you're trying to do, but its just one of those interactions in hearthstone that's not intuitive at a glance, and that's usually not a good thing.
- Most of your cards are designed with a weaker side of balance in mind, like 5/5 taunts for 5, or freezing elemental, a 5 mana freeze target. Since blizz will be redesigning the core cards at some point, I'm sure you're better off making them slightly above the usual average for an evergreen card.
- A lot of cards require freezing to be good, and yet there's no card that freezes multiple targets. Kinda makes the whole thing too redundant. I think something like a 3 mana freeze 3 targets is optimal or even expanding deathloc to also freeze targets. Or otherwise, who'd play cards like frostwake, probably one of the weakest card Ive ever seen.
- Finally, let's have a look at your hero power. So its summon a 2/2 for 3 mana, which can be upgraded. Unfortunately, as we have seen with Hack the System, even a 4/3 for 2 that can be summoned multiple times isn't really up to snuff. Also the setup for this to be even mildly amazing is so difficult its likely never worth doing.
Heartwarming cost 4, while sterner stuff cost 3. Its weird how anyone would contemplate playing the former over the latter when its obvious that sterner stuff is simply the better card, and easier to play. Both should cost ideally 3, and maybe even summon the ghoul out, because why not? If jade idol can go 1 mana 4/4 in most times, I dont see why 3 mana 4/4s that cant even damage heroes is in anyway broken.
Also, silencing effects that last throughout the game doesn't work. Comparable cards are frost lich jaina's lifesteal effect and crystal core. This wouldn't be broken anyway, because if you choose to ignore a minion on board, it should be fairly obvious what would happen. Plus, there's no silence in standard outside the much useless ironbeak owl so that's not really an issue.
The cost is a little iffy. 3 mana at the start? Why not just make it a 1/2 for 2? I think its still balanced even as a 2 mana 2/2. You can only do this once anyway, and it can't damage heroes.
Overall, nice job. Having a class that works like paladin, but centralized on the one particular minion generated by hp is smart. Maybe team5 should start taking notes.
- I would put The Fist of Ra-den in the same category as Frostmourne and Atiesh since those effects aren't really number based. If they said something along the lines of "Summon X amount of minions" it would be an entirely different story, but as it stands those are the few examples of outliers.
- Yeah I just kind of went for a baseline, I'd rather them be criticized for being underpowered than overpowered.
- You're right, I should've added an AoE freeze so Frostwake will be more beneficial. And should've added more freeze overall as well, but it's nothing an expansion or two can't fix.
- So I pointed out in an earlier comment above my reasoning for the Hero Power costing 3, I may be wrong in that reasoning as well. Heartwarming costing 4 comes from the fact that it doesn't increase the cost of the hero power. So if Sterner Stuff is played twice you have a 5 mana Hero Power that summons a 4/4. On the flip side just playing Heartwarming gives you a 3 cost Hero Power that makes a 2/4 without digging into your available mana even more. Now if we've played all four of those we get a 5 mana 4/6 to use as a board control tool. Additionally buff the power even further with cards like Gravewalker Gie.
- Hack the System is just bad. The setup was the polar opposite of what a Warrior needed. Swinging and losing Health to be rewarded with a Hero Power that doesn't restore that Health is a lost cause. I think Master of Ghouls has the advantage since it's available from the get-go.
I think you, and other people are right, it should cost 2 mana instead since it's capped out at one minion (unless an expansion changes that).
Thank you for reading and thank you for the input.
Played this deck a good bit yesterday, did pretty well. For me, the real surprise was Ragnaros. If you can get him to stick and copy him a few times, it's just insane. Killed one big priest by just ignoring his Convincing Infiltrators and Obsidian Statues and just making more and more Rags (hidden safely behind Bone Wraiths and Khartut Defenders).
Overall, an interesting class concept, having a unit that you can have only one off, but can be buffed throughout the game and can be summoned back with the obtained buffs is a cool mechanic, but i feel like at least from the buff cards you showed us, you are greatly overestimating the value of them, pretty much all of them could cost less, the 3 mana on the hero power alone makes this quite a drawback. I do like the mechanic tho.
Freeze being an integral part of DK is no surprise and you did design cards around it well enough overall.
Rune charge mechanic is quite confusing, i like a mechanic build around weapons, but i think yours need a bit more work.
Speaking of, while the class overall feels quite cool, the actual card making skills leave plenty of room for improvement, lots of "custom" wording when there are cards in the game that you can take the proper wording from and some cards that do basically the same as already existing cards (Freezing Elemental > Frost Elemental, Howling Hatchet > Death's Bite etc).
For the Hero Power costing 3 it could be too much and I may be giving it too much credit. I had it in my head of what it could possibly be at the end of it's second or third Standard year. Let's rewind time to say Year of the Raven and let's say Death Knight was released. The Ghoul would get support from the expansions of that year and Year of the Dragon next. So for Witchwood a card would permanently give it Rush, Boomsday could have made it part mech so it could be magnetized, in Rumble it could be given taunt or something else relevant to that expansion, in Rise of Shadows it could have something along the lines of of Twinspell or Lackey, in Saviors it could be given Reborn, then finally in Descent of Dragons it could be given something Dragon related. All that being said now we have an X/X minion that could be summoned each turn for X mana that; Can't be targeted by spells or Hero Powers, has increased stats, has rush, has taunt, has reborn, is part mech, add a lackey to your hand, and actives dragon cards.
All of what I said could be made irrelevant but that's where my mind was in regards to the high cost Hero Power. It's weak at the beginning of it's launch, but as time goes on with each expansion it's capabilities grow. So the Death Knights meta itself changes. at the first or even second expansion of a year Frost DK may be the only viable variation/archetype but uses the Ghoul as a support, then by the end of an expansion cycle the Ghoul is a formidable foe. But it probably does need it's cost to be 2 instead of 3.
I understand your reasoning, but imho designing a class that is going to be kinda shitty on its release and only ever going to get better with time is probably not a good strategy. Why would anyone want to play that class then? And putting dev time into something that might become relevant only after several expansions seems like a horrible design plan. Not to mention you didnt say that was the goal, and the three buffs you did show us for the class now are quite weak for what they do, they r all overcosted imho.
I actually like your idea a LOT, and i feel like iv seen someone else do something similar before, but cant remember, but if i ever make a custom class, i might try and lean into your idea, because it creates a very interesting design space and a uniqueness. Definitely something i made a note of for myself :)
Overall, an interesting class concept, having a unit that you can have only one off, but can be buffed throughout the game and can be summoned back with the obtained buffs is a cool mechanic, but i feel like at least from the buff cards you showed us, you are greatly overestimating the value of them, pretty much all of them could cost less, the 3 mana on the hero power alone makes this quite a drawback. I do like the mechanic tho.
Freeze being an integral part of DK is no surprise and you did design cards around it well enough overall.
Rune charge mechanic is quite confusing, i like a mechanic build around weapons, but i think yours need a bit more work.
Speaking of, while the class overall feels quite cool, the actual card making skills leave plenty of room for improvement, lots of "custom" wording when there are cards in the game that you can take the proper wording from and some cards that do basically the same as already existing cards (Freezing Elemental > Frost Elemental, Howling Hatchet > Death's Bite etc).
For the Hero Power costing 3 it could be too much and I may be giving it too much credit. I had it in my head of what it could possibly be at the end of it's second or third Standard year. Let's rewind time to say Year of the Raven and let's say Death Knight was released. The Ghoul would get support from the expansions of that year and Year of the Dragon next. So for Witchwood a card would permanently give it Rush, Boomsday could have made it part mech so it could be magnetized, in Rumble it could be given taunt or something else relevant to that expansion, in Rise of Shadows it could have something along the lines of of Twinspell or Lackey, in Saviors it could be given Reborn, then finally in Descent of Dragons it could be given something Dragon related. All that being said now we have an X/X minion that could be summoned each turn for X mana that; Can't be targeted by spells or Hero Powers, has increased stats, has rush, has taunt, has reborn, is part mech, add a lackey to your hand, and actives dragon cards.
All of what I said could be made irrelevant but that's where my mind was in regards to the high cost Hero Power. It's weak at the beginning of it's launch, but as time goes on with each expansion it's capabilities grow. So the Death Knights meta itself changes. at the first or even second expansion of a year Frost DK may be the only viable variation/archetype but uses the Ghoul as a support, then by the end of an expansion cycle the Ghoul is a formidable foe. But it probably does need it's cost to be 2 instead of 3.
I'll see if I can improve how it conveys how it works on a weapon.
I was aiming for samey but slightly different for Death's Bite. Not gonna lie, completely oblivious to the fact that Frost Elemental existed.
Your Core set has serious problem. Basic cards do not have rarity, they don't have a Legendary and especially don't have your class's keyword. That means Risen Footman, Moriccalas and Runic Scourge cannot be Basic cards. Also, they don't have tech card like Mind Freeze as well as they don't have Deathrattle like Howling Hatchet. It'd be fine if you plan this to be a Classic set in the model of the other 9 classes, but since you said you have the Demon Hunter model you have to move those cards to the "Expansion" set.
These are fundamental problems. I'd get into the specific cards balance when these problems are fixed.
I seriously recommend you reading this post to a guide for making custom Basic set: https://outof.cards/forums/fan-creations/custom-hearthstone/76-guide-to-making-a-basic-set-for-custom-classes
Thank you for your input and I'll for sure give that a read!
I don't think it's as simple as "still need DMF vs don't" in terms of saving packs. You will typically collect every common and rare in a set after about 50 packs, but you still need way more cards than that to have a complete collection. We can expect a lot of rares and commons in the set (based on Galakrond's Awakening). After that ~50 packs, you start getting duplicate commons and rares whose dust value is way less than the cost to craft them.
But if you save your packs and wait until the mini-set comes out, some of those commons and rares that would have been worth very little go back up to fully value. Now, commons and rares don't cost a ton to craft, so maybe it's not enough dust to care about it, but there's clearly a stark difference in terms of value.
While I'm here, do we have any information if they'll fix the book of heroes achievements? I've played through all of them, but mage and hunter are unsolved in my achievements log.
Noxus and P&Z have the best landmark removal spells of all the regions. They can easily be slotted into any deck with either of those regions, and they are very far from useless if your opponent has no landmarks.
By the way, regarding your winrate dropping over time - I'm fairly confident that the declining winrate of people who have been playing the game longer is due to the simple factor of increasing skill level of the playerbase overall. There are far fewer bad players now than there were 4-5 months ago. When the skill level of the entire playerbase increases over time, that means the winrate of all of the good players will decline (due to getting fewer easy wins because the opponent misplayed). It's a lot harder to maintain a 70% winrate when you have far fewer cases of winning to opponent mistakes.
It was a small flavour miss in my opinion. They were clearly doing a Shirvallah Paladin thing, with the extra sauce that Khadgar destroyed the portal in lore. So, the idea would be you use Holy Wrath to bomb the portal for 25 with Khadgar. But that's completely ineffective since it has 100 health and you can do the same damage over two turns with the hero power.
What they should've done is make the portal unattackable, but only give it 25 health. Then, give you a deck that can turbo out the Shirvallah combo. That would've been really cool.
It's very likely that the author of the Windows Central article doesn't play HS, and is simply re-posting the ad-copy that Blizzard sent out to the media. It's also very likely that the person who wrote Blizzard's ad-copy doesn't play the game - just some random copywriter in marketing who was given a bunch of bullet points from the HS team. Somewhere along the way, a minor error squeezed its way into the WC post, and some random shit-poster on a HS fan-site drew attention to it . . . the Circle of Life.
That's about it - the spell damage thing is a trap - avoid it. The Fight trainer is also a decent keep, it's one of the few cards in your deck that actually is a decent tempo card and tempo is what you need. Don't focus too much on getting value out of it, though if you can with double air-raid on T4 it's great.
You need to get a bit of luck that the portal doesn't curve out perfectly with his better cards but it's certainly doable. Definitely the worst fight of them all though.
I remember in Outlands there was a similar battle where you play an opponent that just vomits value all over the board and the only chance in hell you have is to draw exactly right and they draw... Not perfectly enough.
How does this get past testing? It's clearly anti-fun and wouldn't be acceptable even as a final boss (though it's only the 3rd boss...) Your deck has 2x Ancient Mage for crying out loud but no real spell damage synergies!! + A 25 cost legendary that does NOTHING if you get to a point to even cast him. Drawing them might as well be a death sentence.
Long way around of saying I'm asking for tips.....
Interesting take on the deathknight class. Here's some of my observations;
- You can try expanding on the rune charges concept. Right now, from what I understand, its essentially just Upgrade! that incidentally also upgrades descriptions. But what if its a weapon that doesn't rely on its numbers for power, like say The Fist of Ra-den? Overall, I get what you're trying to do, but its just one of those interactions in hearthstone that's not intuitive at a glance, and that's usually not a good thing.
- Most of your cards are designed with a weaker side of balance in mind, like 5/5 taunts for 5, or freezing elemental, a 5 mana freeze target. Since blizz will be redesigning the core cards at some point, I'm sure you're better off making them slightly above the usual average for an evergreen card.
- A lot of cards require freezing to be good, and yet there's no card that freezes multiple targets. Kinda makes the whole thing too redundant. I think something like a 3 mana freeze 3 targets is optimal or even expanding deathloc to also freeze targets. Or otherwise, who'd play cards like frostwake, probably one of the weakest card Ive ever seen.
- Finally, let's have a look at your hero power. So its summon a 2/2 for 3 mana, which can be upgraded. Unfortunately, as we have seen with Hack the System, even a 4/3 for 2 that can be summoned multiple times isn't really up to snuff. Also the setup for this to be even mildly amazing is so difficult its likely never worth doing.
Heartwarming cost 4, while sterner stuff cost 3. Its weird how anyone would contemplate playing the former over the latter when its obvious that sterner stuff is simply the better card, and easier to play. Both should cost ideally 3, and maybe even summon the ghoul out, because why not? If jade idol can go 1 mana 4/4 in most times, I dont see why 3 mana 4/4s that cant even damage heroes is in anyway broken.
Also, silencing effects that last throughout the game doesn't work. Comparable cards are frost lich jaina's lifesteal effect and crystal core. This wouldn't be broken anyway, because if you choose to ignore a minion on board, it should be fairly obvious what would happen. Plus, there's no silence in standard outside the much useless ironbeak owl so that's not really an issue.
The cost is a little iffy. 3 mana at the start? Why not just make it a 1/2 for 2? I think its still balanced even as a 2 mana 2/2. You can only do this once anyway, and it can't damage heroes.
Overall, nice job. Having a class that works like paladin, but centralized on the one particular minion generated by hp is smart. Maybe team5 should start taking notes.
Hearthstone's Dean Ayala Answers Community Questions - The Full Recap
Oh I see, yeah that would make alot of sense and would make the Game better!
How Champion Skins Work in Legends of Runeterra
This isnt Hearthstone tho, maybe we can :)
New Oberos Creature - Threnody Muse
A new Common Oberos Creature, Threnody Muse, has been revealed!
Discuss this card below or head on over to the card page!
Learn more about The Winter War
Head on over to our dedicated guide for The Winter War!
How Champion Skins Work in Legends of Runeterra
No, You can't have new players, it will confuse alternative card art ^^
How Champion Skins Work in Legends of Runeterra
But nooo! You can't have alternative card art! It will confuse new players!
Out of Cards 2020 event
Observant =)
It's the default site event that is active during a non-event period. Yes, it's not really supposed to be there, however, we also don't link very prominently to the page and the page itself isn't a pretty listing yet so I'm not too worried about it displaying. It may actually have a use going forward to explain some stuff.
A few "Go Hard" nerf ideas
The points you bring up are certainly true, yes we have way less noobs in the game so we will have less free wins.
Nonetheless games became way less predictable for both players in order to "spice it up".
You have way more often the situation that: Playing card x might be good here but gets wrecked if my opponent has y. If I don't play x my opponent play z and screw me and where it comes down to spraying and praying my opponent hasn't y or z because I simply can't counter y/z-outcome with the deck I play.
while this is business as usual in card games I think Hush goes too far with this concept because it can't be countered, is 2 mana can only be made harder to resolve with Bastion which is also only available to targon. The only way to actually counter this card to play a deck that doesn't care about silence.
Decks that don't care about Hush have to use: only small sized buffs and units that do not rely on effects other than etb effects and looking at the meta this is EXACTLY what we see in the meta right now.
And about the landmark thing: I already said that Aftershock is perfectly fine as a landmark answer even out of landmark matchups, although it gets you behind mana-wise when used against a grand plazaBADCARDNAME.
Scorched Earth is not very desirable to noxus decks that would not use noxian guillutineBADCARDNAME anyways, which is pretty much only noxus control. Killing an injured enemy minion for 3 is just way more narrow than it looks (otherwise Ravenous Flock was a go to card for any noxus card).
Landmarks actually only create complex situations in mulligan, not in play.
If you have randmark removal in your deck because you can't say for sure if your opponent will have a landmark in deck/hand and how many landmark answer will be needed and having too many copies of landmark removal almost always hurts you.
It is unlikely to get to draw the second landmark removals during a game and almost impossible to get to draw the third copy of landmark removal unless you run 2 different kinds of landmark removal which hardly fits any deck.
If you don't have have landmark removal at all in your deck you just can spray and pray they don't find it in time.
If you don't have have landmark removal in hand but removal in your deck you don't full mulligan unless the game literally comes down to wether a landmark copy sticks in play or not and again just try to start well and prey and spray.
Overall spraying and preying became way more usual in LoR and and that is what I dislike in the end.
The Death Knight, a Custom Hearthstone Class.
- I would put The Fist of Ra-den in the same category as Frostmourne and Atiesh since those effects aren't really number based. If they said something along the lines of "Summon X amount of minions" it would be an entirely different story, but as it stands those are the few examples of outliers.
- Yeah I just kind of went for a baseline, I'd rather them be criticized for being underpowered than overpowered.
- You're right, I should've added an AoE freeze so Frostwake will be more beneficial. And should've added more freeze overall as well, but it's nothing an expansion or two can't fix.
- So I pointed out in an earlier comment above my reasoning for the Hero Power costing 3, I may be wrong in that reasoning as well. Heartwarming costing 4 comes from the fact that it doesn't increase the cost of the hero power. So if Sterner Stuff is played twice you have a 5 mana Hero Power that summons a 4/4. On the flip side just playing Heartwarming gives you a 3 cost Hero Power that makes a 2/4 without digging into your available mana even more. Now if we've played all four of those we get a 5 mana 4/6 to use as a board control tool. Additionally buff the power even further with cards like Gravewalker Gie.
- Hack the System is just bad. The setup was the polar opposite of what a Warrior needed. Swinging and losing Health to be rewarded with a Hero Power that doesn't restore that Health is a lost cause. I think Master of Ghouls has the advantage since it's available from the get-go.
I think you, and other people are right, it should cost 2 mana instead since it's capped out at one minion (unless an expansion changes that).
Thank you for reading and thank you for the input.
Making Mummies Quest Paladin
Played this deck a good bit yesterday, did pretty well. For me, the real surprise was Ragnaros. If you can get him to stick and copy him a few times, it's just insane. Killed one big priest by just ignoring his Convincing Infiltrators and Obsidian Statues and just making more and more Rags (hidden safely behind Bone Wraiths and Khartut Defenders).
Fun deck!
The Death Knight, a Custom Hearthstone Class.
I understand your reasoning, but imho designing a class that is going to be kinda shitty on its release and only ever going to get better with time is probably not a good strategy. Why would anyone want to play that class then? And putting dev time into something that might become relevant only after several expansions seems like a horrible design plan. Not to mention you didnt say that was the goal, and the three buffs you did show us for the class now are quite weak for what they do, they r all overcosted imho.
I actually like your idea a LOT, and i feel like iv seen someone else do something similar before, but cant remember, but if i ever make a custom class, i might try and lean into your idea, because it creates a very interesting design space and a uniqueness. Definitely something i made a note of for myself :)
The Death Knight, a Custom Hearthstone Class.
For the Hero Power costing 3 it could be too much and I may be giving it too much credit. I had it in my head of what it could possibly be at the end of it's second or third Standard year. Let's rewind time to say Year of the Raven and let's say Death Knight was released. The Ghoul would get support from the expansions of that year and Year of the Dragon next. So for Witchwood a card would permanently give it Rush, Boomsday could have made it part mech so it could be magnetized, in Rumble it could be given taunt or something else relevant to that expansion, in Rise of Shadows it could have something along the lines of of Twinspell or Lackey, in Saviors it could be given Reborn, then finally in Descent of Dragons it could be given something Dragon related. All that being said now we have an X/X minion that could be summoned each turn for X mana that; Can't be targeted by spells or Hero Powers, has increased stats, has rush, has taunt, has reborn, is part mech, add a lackey to your hand, and actives dragon cards.
All of what I said could be made irrelevant but that's where my mind was in regards to the high cost Hero Power. It's weak at the beginning of it's launch, but as time goes on with each expansion it's capabilities grow. So the Death Knights meta itself changes. at the first or even second expansion of a year Frost DK may be the only viable variation/archetype but uses the Ghoul as a support, then by the end of an expansion cycle the Ghoul is a formidable foe. But it probably does need it's cost to be 2 instead of 3.
I'll see if I can improve how it conveys how it works on a weapon.
I was aiming for samey but slightly different for Death's Bite. Not gonna lie, completely oblivious to the fact that Frost Elemental existed.
Thank you for your input.
The Death Knight, a Custom Hearthstone Class.
Thank you for your input and I'll for sure give that a read!
Snowpocalypse
Out of Cards 2020 event
What is this 'new' Out of Cards 2020 event page: https://outof.cards/events/2-out-of-cards-2020/
Should it be hidden still? 😉
The review of Hearthstone original design philosophy, Eric Dodds GDC 10 bit of wisdom pt1
https://www.youtube.com/watch?v=5rLCRigA84g
Hearthstone's Darkmoon Faire Mini Set Releases 35 New Cards on January 21, New Cards Available in Packs or For $15
I don't think it's as simple as "still need DMF vs don't" in terms of saving packs. You will typically collect every common and rare in a set after about 50 packs, but you still need way more cards than that to have a complete collection. We can expect a lot of rares and commons in the set (based on Galakrond's Awakening). After that ~50 packs, you start getting duplicate commons and rares whose dust value is way less than the cost to craft them.
But if you save your packs and wait until the mini-set comes out, some of those commons and rares that would have been worth very little go back up to fully value. Now, commons and rares don't cost a ton to craft, so maybe it's not enough dust to care about it, but there's clearly a stark difference in terms of value.
Snowpocalypse
Gotcha!
My fav movie btw :)
Uther Dark Portal match is ridiculously unfun.
Hard mulligan for Consecration.
While I'm here, do we have any information if they'll fix the book of heroes achievements? I've played through all of them, but mage and hunter are unsolved in my achievements log.
A few "Go Hard" nerf ideas
@TrifarianGeneral
Noxus and P&Z have the best landmark removal spells of all the regions. They can easily be slotted into any deck with either of those regions, and they are very far from useless if your opponent has no landmarks.
By the way, regarding your winrate dropping over time - I'm fairly confident that the declining winrate of people who have been playing the game longer is due to the simple factor of increasing skill level of the playerbase overall. There are far fewer bad players now than there were 4-5 months ago. When the skill level of the entire playerbase increases over time, that means the winrate of all of the good players will decline (due to getting fewer easy wins because the opponent misplayed). It's a lot harder to maintain a 70% winrate when you have far fewer cases of winning to opponent mistakes.
Uther Dark Portal match is ridiculously unfun.
It was a small flavour miss in my opinion. They were clearly doing a Shirvallah Paladin thing, with the extra sauce that Khadgar destroyed the portal in lore. So, the idea would be you use Holy Wrath to bomb the portal for 25 with Khadgar. But that's completely ineffective since it has 100 health and you can do the same damage over two turns with the hero power.
What they should've done is make the portal unattackable, but only give it 25 health. Then, give you a deck that can turbo out the Shirvallah combo. That would've been really cool.
Hearthstone's Darkmoon Faire Mini Set Releases 35 New Cards on January 21, New Cards Available in Packs or For $15
It's very likely that the author of the Windows Central article doesn't play HS, and is simply re-posting the ad-copy that Blizzard sent out to the media. It's also very likely that the person who wrote Blizzard's ad-copy doesn't play the game - just some random copywriter in marketing who was given a bunch of bullet points from the HS team. Somewhere along the way, a minor error squeezed its way into the WC post, and some random shit-poster on a HS fan-site drew attention to it . . . the Circle of Life.
Uther Dark Portal match is ridiculously unfun.
That's about it - the spell damage thing is a trap - avoid it. The Fight trainer is also a decent keep, it's one of the few cards in your deck that actually is a decent tempo card and tempo is what you need. Don't focus too much on getting value out of it, though if you can with double air-raid on T4 it's great.
You need to get a bit of luck that the portal doesn't curve out perfectly with his better cards but it's certainly doable. Definitely the worst fight of them all though.
Uther Dark Portal match is ridiculously unfun.
1. Mulligan for consecrate or Turalyon
2. Play cards. Equality + clear in one turn is nearly impossible. Never attempt to save for a combo turn.
3. If you manage to play turalyon on 6 and not die, chances are good you're going to win.
Uther Dark Portal match is ridiculously unfun.
I remember in Outlands there was a similar battle where you play an opponent that just vomits value all over the board and the only chance in hell you have is to draw exactly right and they draw... Not perfectly enough.
How does this get past testing? It's clearly anti-fun and wouldn't be acceptable even as a final boss (though it's only the 3rd boss...) Your deck has 2x Ancient Mage for crying out loud but no real spell damage synergies!! + A 25 cost legendary that does NOTHING if you get to a point to even cast him. Drawing them might as well be a death sentence.
Long way around of saying I'm asking for tips.....
The Death Knight, a Custom Hearthstone Class.
Interesting take on the deathknight class. Here's some of my observations;
- You can try expanding on the rune charges concept. Right now, from what I understand, its essentially just Upgrade! that incidentally also upgrades descriptions. But what if its a weapon that doesn't rely on its numbers for power, like say The Fist of Ra-den? Overall, I get what you're trying to do, but its just one of those interactions in hearthstone that's not intuitive at a glance, and that's usually not a good thing.
- Most of your cards are designed with a weaker side of balance in mind, like 5/5 taunts for 5, or freezing elemental, a 5 mana freeze target. Since blizz will be redesigning the core cards at some point, I'm sure you're better off making them slightly above the usual average for an evergreen card.
- A lot of cards require freezing to be good, and yet there's no card that freezes multiple targets. Kinda makes the whole thing too redundant. I think something like a 3 mana freeze 3 targets is optimal or even expanding deathloc to also freeze targets. Or otherwise, who'd play cards like frostwake, probably one of the weakest card Ive ever seen.
- Finally, let's have a look at your hero power. So its summon a 2/2 for 3 mana, which can be upgraded. Unfortunately, as we have seen with Hack the System, even a 4/3 for 2 that can be summoned multiple times isn't really up to snuff. Also the setup for this to be even mildly amazing is so difficult its likely never worth doing.
Heartwarming cost 4, while sterner stuff cost 3. Its weird how anyone would contemplate playing the former over the latter when its obvious that sterner stuff is simply the better card, and easier to play. Both should cost ideally 3, and maybe even summon the ghoul out, because why not? If jade idol can go 1 mana 4/4 in most times, I dont see why 3 mana 4/4s that cant even damage heroes is in anyway broken.
Also, silencing effects that last throughout the game doesn't work. Comparable cards are frost lich jaina's lifesteal effect and crystal core. This wouldn't be broken anyway, because if you choose to ignore a minion on board, it should be fairly obvious what would happen. Plus, there's no silence in standard outside the much useless ironbeak owl so that's not really an issue.
The cost is a little iffy. 3 mana at the start? Why not just make it a 1/2 for 2? I think its still balanced even as a 2 mana 2/2. You can only do this once anyway, and it can't damage heroes.
Overall, nice job. Having a class that works like paladin, but centralized on the one particular minion generated by hp is smart. Maybe team5 should start taking notes.