A Shaman variation on the Stormhammer concept of conditional durability (although I gave this one less stats since the condition is easier to achieve).
Feedback time:
Show Spoiler
Pokeniner:There's an interesting idea here, but I don't know if it fits DH since (a) it's a weaker Twin Slice that can't synergize with other weapons like Twin Slice can, and (b) DH doesn't really have as much weapon synergy to make this work. Also you need to change the wording to "return this" instead of it since it sounds like you're copying the minion not the weapon.
Wailor: I'd go with the Paladin/Priest version since it fits the flavor of the card better.
Demonxz95: Interesting concept, although I wonder if it wouldn't fit better in Rogue than Warrior where they really value big weapons.
linkblade91: The right one works better, but Priest aggro weapons don't really make sense to me. You could reduce the cost and attack or make it a Warlock.
Nirast: A lot of weapons here. My favorite is Worgen Claw out of these since it's simple but effective, but The Harvester doesn't fit Druid to me (why would they want to cut down trees?) and the others are too wordy intheir current states.
I think discard aggro is going to stay largely as-is -- many decks are already only running 2x Get Excited!, and the utility of landmark destruction just isn't worth the speed reduction for that aggressive of deck.
I'm still very excited for this card, though: it's going to give some utility which I think P&Z midrange and control decks really need right now, similar to how Scorched Earth has largely replaced Noxian Guillotine.
Welcome to Liftoff! This is a full 147 card space-themed set that I worked on with several other people. It took 4 months to finish it, but we recently just did and I couldn't be more excited. This project was not started by me, but because I was the one on the team who's most familiar with the site, I'm in charge of the thread here for it. The reason for the larger number of cards than usual is also because we decided to use pre-DH rarity adjudications for Neutral cards.
Liftoff! introduces not one, but two new keywords! Those keywords are Launch and Observe.
Launch cards have a one-time effect that triggers when you initiate an attack with the card, but before the attack fully connects.
Observe cards take a look at 3 cards within a specified set of parameters, just like Discover. However, Observe is a bit different because all 3 cards you look at are all in your deck and the card you choose gets put on top of your deck.
Demon Hunter
Tokens
Druid
Tokens
Hunter
Tokens
Mage
Paladin
Tokens
Note: Soliana appears in your collection and will always start in her Sunlight form. She will transform into Moonlight form if you cast a spell while you hold her. When in Moonlight form, she will transform back into Sunlight form if you play a minion while you hold her.
Priest
Note: Shadowarper Xenia's effect will not trigger off of herself. Summoning a minion while you control her will only summon one shadow copy.
Tokens
Rogue
Token
Shaman
Tokens
Warlock
Tokens
Warrior
Tokens
Neutral Commons
Tokens
Neutral Rares
Tokens
Neutral Epics
Neutral Legendaries
Tokens
Well, you've made it this far.
And now to give a special thanks to everyone else who worked on this set: AlphaEthan, BlueZombieBlood, Cheese, Clukudurk, Cosmonaut, Goldenxray, Henlo, Kami, Logovaz, Meepazor (LutriSpellcaster), Mega-Pixel, mgamgam, Nolan, Psyclone, TheFriendlyEnemy, Smiles, Zozoth
This is why I didn't start raging and quit the game. I took the dev's word for it when they said they would tweak the system. The concerns were definitely justified, but I didn't feel like Blizzard lied to everybody, like most of reddit and a few people here. Perhaps if it hadn't been fixed by the end of the expansion I might have stopped playing as much.
Thank fuck they removed the win 4 arena games quest. I never got that one, but I usually win 2 or 3, so that would've been an automatic reroll.
Win 7 in a week seemed easy for me, but as long as it's still worth 2000 I won't complain.
I'm glad they're fixing the tavern brawl quest issue. I'd thought that was a bug, but I think they removed mention of completing quests in tavern brawl from the loading screen text.
If you've already passed level 27 or 30, do you get the extra 50 gold automatically?
Edit: Was there a mistake, or is the planned reward for 30 a pack+50 gold?
Ok, good. A step in the right direction. The new system actually gives more than the old one right now, but it's by such a thin margin that the outrage was, in my opinion, justified. To me, however, its biggest issue is the lack of transparency, which was addressed to a certain degree;
We didn't have the full picture of the actual expected level the average play would reach when factoring events - we still don't, but the XP reduction can allow us to somewhat speculate the total event XP earned through events in this expansion could be around 30k to 50k XP, based on the 37k XP reduction we will have between levels 1 through 50. It's not fully transparent, but it's something;
We didn't immediately know how much XP we gain from each game - unless Ben Lee forgot to mention it, we still won't, but I'd argue it's a change that's needed: if we want to know how much XP we gain, we have to memorize how much XP we currently have by going through the player menu, play a game, then go back to the player menu to find out the difference in XP. It's a long and boring process for the sake of clarity;
Now, regarding the daily/weekly quests change:
We’re removing weekly quests that require Legendary cards and Arena runs. These quests are more difficult than intended for players due to the investment necessary. Frankly, these were a mistake and we shouldn’t have included them to begin with. They’ll no longer be in the quest pool after the update. Please note that if they are among your active quests after the update, they will not be automatically removed, but you can reroll them for a different quest.
Never had the Legendary cards quest, but that's something that's well implemented in the achievement portion of the system, the quest overall wasn't needed. Regarding the Arena quest, it's a welcome change: not only because not everyone plays arena, but because it required the arena run to actually end: I had a run midway when the quest popped up last week, I was 4-1, and only got the reward after the arena run ended (I ended at 4-3, the deck wasn't that good, I just highrolled like hell the first few games).
We’re changing the weekly quest “Win 7 Games of Ranked Play Mode” to “Win 5 Games of Ranked Play Mode.” This quest, as a guaranteed weekly quest, feels like it requires too much effort to complete. Adjusting the win requirement will ensure that a larger number of players will complete this weekly quest and keep up with the rewards.
In my opinion, the difficulty of that quest wasn't the number of wins needed: it was the fact that those wins had to come through Ranked Mode. If the original quest was "Win 7 games IN ANY GAME MODE", that would actually go towards the promise that we can get ahead by playing HS "our way", rather than just "the main game mode way". If I just want to get to D5 and focus on other game modes for the rest of the month (like I usually do), I shouldn't need to play more ranked just to get the weekly quests. And as far as BG is concerned in that scenario, simply consider any game we end at top 4 as a win, like the old system did when counting towards 10g/3win.
Tavern Brawls and Battlegrounds will now contribute to quest progress. Tavern Brawls and Battlegrounds will reward progress for any daily or weekly quests that they should naturally apply to. This should allow more flexibility in how to complete quests and make the rewards more consistent with previous gold earnings. For example, you’ll now be able to complete a quest like “Play Three Games as Priest, Rogue, or Warlock” by playing Tavern Brawls, and quests that require you to play Beasts, for example, can be completed by playing Beasts in Battlegrounds.
Honestly, great change, especially the BG part. That can give the mode an extra breath of fresh air.
We’re making small tweaks to certain quests. Some quests simply aren’t working as well as we think they should or are harder to complete than intended. For example, the quest “Play 50 Corrupt Cards” had a couple of issues making it too hard to complete. Now, Corrupted cards will properly count toward progress of this quest. We’re also reducing the requirement to 30 Corrupt Cards. These changes should make completing the quest much easier.
Good. I got the Corrupt cards weekly today and I was justifiably salty when my Corrupted Strongman didn't count towards the quest.
All 800 XP daily quests will now reward 900 XP. We want to make quests feel more rewarding, so we’re increasing XP for daily quests so you can earn to your next rewards more quickly. Our hope is to make every quest feel like it rewards you for your time appropriately, and we’ll continue to make changes as needed.
800XP quests always get re-rolled. 900XP quests will also always get re-rolled. But they won't feel as bad if we end up with another 900XP daily.
Now, the rest of the changes, especially the XP per level discount, were good steps towards the right direction. Putting an extra 50G on level 27 and 30 puts those level rewards on par with what we get around those levels (150G or equivalent). The leveling system after level 50 being changed is a good change, but I would argue that there should be no level cap rather than a level 350 cap, even if it's virtually impossible to get to the level cap right now, because on the off chance you do reach the level cap, you'll have zero incentive to keep playing. The 5 packs and 500G are a nice "we're sorry we didn't deliver our promises" gift.
Don't get me wrong: the changes announced are good. Really good. They really are a step towards the right direction regarding the game economy. But the system can still be improved and I believe the changes I proposed here (XP gained shown after each game and no level cap) can improved the system even more without even giving more resources. Always seeing our XP can give the feeling of "just one more game to level up" and no level cap rewards players who dedicate virtually all of their free time to the game (in case you're asking, I'm definitely NOT in that category).
"The souls of the fallen shall burn again! This fel blade shall consume what's within!"
The purpose of this weapon is to possess your opponent's weapons in the blade, refurbishing it to be used again. If you fail to slay the minion, the blade breaks and can no longer resurrect itself. Thoughts?
This card is just broken... and I guess it will get nerfed in no time. I mean a 1/3 which creates a card every turn that is used for plunder, discard, spell and augment synergy while being an augment card itself for 2? I might be wrong but to me this card is an easy autoinclude in most p & z decks and makes p & z in general very attractive for other regions.
The augment archetype seems very strong. The speed at which you can grow your units if you have a proper build will be very fast and kinda reminds me of izzet-spellslinger from MTG, a deck which is VERY explosive and infamous for stealing games very early. These decks can be stopped with removal but if you don't get removal early enough...
Well lets see the other cards first but i can see how this archetype will become tier 1 in no time
I don't think this landmark will be any better to be honest. If you play against aggro this landmark will screw you hard and if you play against combo you don't get an advantage. The only archetype that this card is decent against is slow control and even there... the fact that it doesn't generate an advantage makes it just not good.
In magic we have the same effect on a 2 mana 2/2 unit with evasion and this sees about 0 play.
I know i am very fast at calling cards bad but this card is one of them
Here's my first idea, which... Kinda breaks the rules (but so does Molten Blade, so I guess it's fine).
The card is supposed to be a pun on mirror maze. The first one is more fitting in terms of class identity, while the second one allows me to put it in Darkmoon (which makes sense, because of the mirror maze thing). For the second version, I chose Shaman because they use hammers and have a lot of transform effects (Rogue would probably be more fitting, but they don't use hammers and I think the pun is the most interesting aspect of my card).
EDIT: I'll give some feedback, since several people has posted since I started writing this.
Nirast
Show Spoiler
The Harvester has very strong flavor, it's probably my favorite. However, such an Attack-heavy weapon might be a bit out of place for Druid. I'd also consider changing the watermark, since Druid didn't have Treant synergy until Boomsday.
Worgen Claw is probably my second option, even if it seems a bit weak. The base form is probably worse than Fiery War Axe and the Comboed version is a 3 mana Light's Justice. I'd probably bump its Attack to 5.
Your other cards seem too complicated for my taste.
linkblade91
Show Spoiler
It's a bit of a weird effect for a Priest card, since that sort of synergy is more common in Warlock. The fact that you can extend the durability with the sort of effects you mention seems more like an extra perk in Priest, but the fact is this card would be almost identical if it had the text "Doesn't lose Durability while attacking minions", so much that it makes the card feel a bit weird.
About the wording thing, I'd go with the first version.
Demonxz95
Show Spoiler
Very funny idea. I think it's a bit weak at 4. How about 3?
Balancing tweaks will need to be accounted for, but this is the permanent weapon.
And if you're wondering about somehow equipping another Everlast while you have one already, then don't worry because this interaction can easily be hard-coded to not loop.
Xal'atath, Blade of the Black Empire, is a sentient weapon that whispers in your mind, driving you to madness. Gameplay-wise, it's the return of Shadow Priest, encouraging you to use cards like Shadowbomber, Spawn of Shadows, and/or Knife Vendor. Damage both heroes, than heal yourself back up with Xal'atath!
Still wondering if I have phrased it correctly. I want you to hurt yourself via the cards above, and not just trade into minions for the Durability. Edit: Maybe this second one is better?
Vicious Syndicate put Highlander Priest in tier 4. However, I played their featured list with only one card changed 21 times and won 18 of those, I faced a lot of aggro demon hunters and somehow won against all but one of them. They didn't seem to make any misplays. This deck also won against other decks labeled as tier 1 in vicious syndicate like pure paladin, evolve shaman, and highlander hunter. This was in platinum, I haven't played standard for a long time, but since I was wild legend consistently probably my mmr would be high for standard as well. So, overall, even if the deck isn't tier 1 I think that if people play a good version of Highlander priest and play it well it is definitely higher than tier 4 and may even be as high as tier 2.
If you have played Highlander Priest in standard recently, or can try to play it to have a higher sample size so we can see if it's really underrated or not, or just have some thoughts please let me know because I usually play wild only but based on the vicious syndicate standard report I thought this might be interesting to people who want to play some other decks than demon hunter, shaman, paladin, and hunter. Vicious syndicate puts Highlander Priest in tier 4 and calls the class a trash tier class with no good decks but please give it a chance, because I'm not even that familiar with the standard meta so someone who knew the opponent's decks better could have had an even higher record with this deck. And most of all, out of all the standard decks I have tried to play so far this is by far the most fun and engaging deck to play, you plan ahead your turns and make decisions in a fun way, in my opinion at least.
In The Swing Of Things - Card Design Competition Discussion Thread
A Shaman variation on the Stormhammer concept of conditional durability (although I gave this one less stats since the condition is easier to achieve).
Feedback time:
Pokeniner:There's an interesting idea here, but I don't know if it fits DH since (a) it's a weaker Twin Slice that can't synergize with other weapons like Twin Slice can, and (b) DH doesn't really have as much weapon synergy to make this work. Also you need to change the wording to "return this" instead of it since it sounds like you're copying the minion not the weapon.
Wailor: I'd go with the Paladin/Priest version since it fits the flavor of the card better.
Demonxz95: Interesting concept, although I wonder if it wouldn't fit better in Rogue than Warrior where they really value big weapons.
linkblade91: The right one works better, but Priest aggro weapons don't really make sense to me. You could reduce the cost and attack or make it a Warlock.
Nirast: A lot of weapons here. My favorite is Worgen Claw out of these since it's simple but effective, but The Harvester doesn't fit Druid to me (why would they want to cut down trees?) and the others are too wordy intheir current states.
New Piltover & Zaun Spell - Aftershock
I think discard aggro is going to stay largely as-is -- many decks are already only running 2x Get Excited!, and the utility of landmark destruction just isn't worth the speed reduction for that aggressive of deck.
I'm still very excited for this card, though: it's going to give some utility which I think P&Z midrange and control decks really need right now, similar to how Scorched Earth has largely replaced Noxian Guillotine.
Six New Cards Revealed for Runeterra's Cosmic Creation Expansion Including Piltover's Landmark
same.
Liftoff! (Space themed community-built expansion - 147 Cards!)
Welcome to Liftoff! This is a full 147 card space-themed set that I worked on with several other people. It took 4 months to finish it, but we recently just did and I couldn't be more excited. This project was not started by me, but because I was the one on the team who's most familiar with the site, I'm in charge of the thread here for it. The reason for the larger number of cards than usual is also because we decided to use pre-DH rarity adjudications for Neutral cards.
Liftoff! introduces not one, but two new keywords! Those keywords are Launch and Observe.
Launch cards have a one-time effect that triggers when you initiate an attack with the card, but before the attack fully connects.
Observe cards take a look at 3 cards within a specified set of parameters, just like Discover. However, Observe is a bit different because all 3 cards you look at are all in your deck and the card you choose gets put on top of your deck.
Demon Hunter
Tokens
Druid
Tokens
Hunter
Tokens
Mage
Paladin
Tokens
Note: Soliana appears in your collection and will always start in her Sunlight form. She will transform into Moonlight form if you cast a spell while you hold her. When in Moonlight form, she will transform back into Sunlight form if you play a minion while you hold her.
Priest
Note: Shadowarper Xenia's effect will not trigger off of herself. Summoning a minion while you control her will only summon one shadow copy.
Tokens
Rogue
Token
Shaman
Tokens
Warlock
Tokens
Warrior
Tokens
Neutral Commons
Tokens
Neutral Rares
Tokens
Neutral Epics
Neutral Legendaries
Tokens
Well, you've made it this far.
And now to give a special thanks to everyone else who worked on this set: AlphaEthan, BlueZombieBlood, Cheese, Clukudurk, Cosmonaut, Goldenxray, Henlo, Kami, Logovaz, Meepazor (LutriSpellcaster), Mega-Pixel, mgamgam, Nolan, Psyclone, TheFriendlyEnemy, Smiles, Zozoth
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
This is why I didn't start raging and quit the game. I took the dev's word for it when they said they would tweak the system. The concerns were definitely justified, but I didn't feel like Blizzard lied to everybody, like most of reddit and a few people here. Perhaps if it hadn't been fixed by the end of the expansion I might have stopped playing as much.
Thank fuck they removed the win 4 arena games quest. I never got that one, but I usually win 2 or 3, so that would've been an automatic reroll.
Win 7 in a week seemed easy for me, but as long as it's still worth 2000 I won't complain.
I'm glad they're fixing the tavern brawl quest issue. I'd thought that was a bug, but I think they removed mention of completing quests in tavern brawl from the loading screen text.
If you've already passed level 27 or 30, do you get the extra 50 gold automatically?
Edit: Was there a mistake, or is the planned reward for 30 a pack+50 gold?
Six New Cards Revealed for Runeterra's Cosmic Creation Expansion Including Piltover's Landmark
Consider me ready for the glorious evolution.
Snowflakes
All snowflakes get one.
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
I feel unrewarded playing casual mode and miss my 3 win gold/reward.
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
uh oh - in that case I've been protesting since day 1 of playing the game.
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
Ok, good. A step in the right direction. The new system actually gives more than the old one right now, but it's by such a thin margin that the outrage was, in my opinion, justified. To me, however, its biggest issue is the lack of transparency, which was addressed to a certain degree;
Now, regarding the daily/weekly quests change:
Never had the Legendary cards quest, but that's something that's well implemented in the achievement portion of the system, the quest overall wasn't needed. Regarding the Arena quest, it's a welcome change: not only because not everyone plays arena, but because it required the arena run to actually end: I had a run midway when the quest popped up last week, I was 4-1, and only got the reward after the arena run ended (I ended at 4-3, the deck wasn't that good, I just highrolled like hell the first few games).
In my opinion, the difficulty of that quest wasn't the number of wins needed: it was the fact that those wins had to come through Ranked Mode. If the original quest was "Win 7 games IN ANY GAME MODE", that would actually go towards the promise that we can get ahead by playing HS "our way", rather than just "the main game mode way". If I just want to get to D5 and focus on other game modes for the rest of the month (like I usually do), I shouldn't need to play more ranked just to get the weekly quests. And as far as BG is concerned in that scenario, simply consider any game we end at top 4 as a win, like the old system did when counting towards 10g/3win.
Honestly, great change, especially the BG part. That can give the mode an extra breath of fresh air.
Good. I got the Corrupt cards weekly today and I was justifiably salty when my Corrupted Strongman didn't count towards the quest.
800XP quests always get re-rolled. 900XP quests will also always get re-rolled. But they won't feel as bad if we end up with another 900XP daily.
Now, the rest of the changes, especially the XP per level discount, were good steps towards the right direction. Putting an extra 50G on level 27 and 30 puts those level rewards on par with what we get around those levels (150G or equivalent). The leveling system after level 50 being changed is a good change, but I would argue that there should be no level cap rather than a level 350 cap, even if it's virtually impossible to get to the level cap right now, because on the off chance you do reach the level cap, you'll have zero incentive to keep playing. The 5 packs and 500G are a nice "we're sorry we didn't deliver our promises" gift.
Don't get me wrong: the changes announced are good. Really good. They really are a step towards the right direction regarding the game economy. But the system can still be improved and I believe the changes I proposed here (XP gained shown after each game and no level cap) can improved the system even more without even giving more resources. Always seeing our XP can give the feeling of "just one more game to level up" and no level cap rewards players who dedicate virtually all of their free time to the game (in case you're asking, I'm definitely NOT in that category).
In The Swing Of Things - Card Design Competition Discussion Thread
"The souls of the fallen shall burn again! This fel blade shall consume what's within!"
The purpose of this weapon is to possess your opponent's weapons in the blade, refurbishing it to be used again. If you fail to slay the minion, the blade breaks and can no longer resurrect itself. Thoughts?
New Piltover & Zaun Card - Ballistic Bot
This card is just broken... and I guess it will get nerfed in no time. I mean a 1/3 which creates a card every turn that is used for plunder, discard, spell and augment synergy while being an augment card itself for 2? I might be wrong but to me this card is an easy autoinclude in most p & z decks and makes p & z in general very attractive for other regions.
Six New Cards Revealed for Runeterra's Cosmic Creation Expansion Including Piltover's Landmark
The augment archetype seems very strong. The speed at which you can grow your units if you have a proper build will be very fast and kinda reminds me of izzet-spellslinger from MTG, a deck which is VERY explosive and infamous for stealing games very early. These decks can be stopped with removal but if you don't get removal early enough...
Well lets see the other cards first but i can see how this archetype will become tier 1 in no time
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
Also, I'm glad my protest of logging in everyday and playing, but playing BADLY, has paid off.
Six New Cards Revealed for Runeterra's Cosmic Creation Expansion Including Piltover's Landmark
I don't think this landmark will be any better to be honest. If you play against aggro this landmark will screw you hard and if you play against combo you don't get an advantage. The only archetype that this card is decent against is slow control and even there... the fact that it doesn't generate an advantage makes it just not good.
In magic we have the same effect on a 2 mana 2/2 unit with evasion and this sees about 0 play.
I know i am very fast at calling cards bad but this card is one of them
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
In The Swing Of Things - Card Design Competition Discussion Thread
Here's my first idea, which... Kinda breaks the rules (but so does Molten Blade, so I guess it's fine).
The card is supposed to be a pun on mirror maze. The first one is more fitting in terms of class identity, while the second one allows me to put it in Darkmoon (which makes sense, because of the mirror maze thing). For the second version, I chose Shaman because they use hammers and have a lot of transform effects (Rogue would probably be more fitting, but they don't use hammers and I think the pun is the most interesting aspect of my card).
EDIT: I'll give some feedback, since several people has posted since I started writing this.
Nirast
Worgen Claw is probably my second option, even if it seems a bit weak. The base form is probably worse than Fiery War Axe and the Comboed version is a 3 mana Light's Justice. I'd probably bump its Attack to 5.
Your other cards seem too complicated for my taste.
linkblade91
About the wording thing, I'd go with the first version.
Demonxz95
Snowflakes
Just a regular winter
In The Swing Of Things - Card Design Competition Discussion Thread
Balancing tweaks will need to be accounted for, but this is the permanent weapon.
And if you're wondering about somehow equipping another Everlast while you have one already, then don't worry because this interaction can easily be hard-coded to not loop.
All The Rage - Card Design Competition Discussion Thread
Congratulations to Sothis!
In The Swing Of Things - Card Design Competition Discussion Thread
Xal'atath, Blade of the Black Empire, is a sentient weapon that whispers in your mind, driving you to madness. Gameplay-wise, it's the return of Shadow Priest, encouraging you to use cards like Shadowbomber, Spawn of Shadows, and/or Knife Vendor. Damage both heroes, than heal yourself back up with Xal'atath!
Still wondering if I have phrased it correctly. I want you to hurt yourself via the cards above, and not just trade into minions for the Durability. Edit: Maybe this second one is better?
Is Highlander Priest underrated?
Vicious Syndicate put Highlander Priest in tier 4. However, I played their featured list with only one card changed 21 times and won 18 of those, I faced a lot of aggro demon hunters and somehow won against all but one of them. They didn't seem to make any misplays. This deck also won against other decks labeled as tier 1 in vicious syndicate like pure paladin, evolve shaman, and highlander hunter. This was in platinum, I haven't played standard for a long time, but since I was wild legend consistently probably my mmr would be high for standard as well. So, overall, even if the deck isn't tier 1 I think that if people play a good version of Highlander priest and play it well it is definitely higher than tier 4 and may even be as high as tier 2.
If you have played Highlander Priest in standard recently, or can try to play it to have a higher sample size so we can see if it's really underrated or not, or just have some thoughts please let me know because I usually play wild only but based on the vicious syndicate standard report I thought this might be interesting to people who want to play some other decks than demon hunter, shaman, paladin, and hunter. Vicious syndicate puts Highlander Priest in tier 4 and calls the class a trash tier class with no good decks but please give it a chance, because I'm not even that familiar with the standard meta so someone who knew the opponent's decks better could have had an even higher record with this deck. And most of all, out of all the standard decks I have tried to play so far this is by far the most fun and engaging deck to play, you plan ahead your turns and make decisions in a fun way, in my opinion at least.
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
Its as toxic as Fukushima
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
Nah they will still whine about pass casue it isnt 10times more rewards for 10times less effor
In The Swing Of Things - Card Design Competition Discussion Thread
Actually got a large number of ideas for this one, early too: