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  • Hearthstone Continues to Grow in Hours Played, Blizzard Monthly Active Users Down - Q3 Financials

    I can't imagine a new player getting into Standard Hearthstone with so many cards to collect - it seems inevitable there will be a net drop in Standard/Wild ladder players over time. This is probably the main reason Demon Hunter was introduced - new players can get competitive with just the current year plus classic and basic sets.

    New game modes can certainly bring in new players, but how to monetise those? With Duels, they're hoping to encourage people to buy the older sets. RegisKillbin criticised the use of Naxxramas and ONiK because they require real money to purchase; I disagree: newer players aren't going to have the gold to buy enough old card packs to matter anyway. Better to use sets which they can complete, legendaries and all, for one flat cost. It could be a trap though - when the season ends, those sets will become 'obsolete' and players will have to invest in other sets to remain competitive in Duels.

  • Fan Community Spotlight - Neoguli's Core Set Reworks - Part 5 (Shaman and Priest)

    Couldn't agree more. One of the most annoying mechanics ever put into the game.

  • Vladimir rework.

    Quote From CursedParrot

    Coincidentally, I just made a Reddit post about a Vladimir Rework

    https://www.reddit.com/r/CustomLoR/comments/jl24tj/vladimir_and_crimsons_buffrework_idea/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

    My solution was to give him the passive “damaged allies have +1|+0 while attacking” on level 1 (and it upgrades to +3|+0 on level 2). That way he’s a bit like Hecarim.

    This makes him too aggro-y in my opinion.  And Vlad is already in a deck that is built on the bones of Noxus, it doesn't need MORE damage already.  The current problem as others have stated is that his passive already weakens his board.  Giving his units more attack doesn't really help in that, just makes him better at attacking but doesn't do anything when defending.

    IMO:

    Level 1 Vlad should have baseline regen added.  Current effect is still the same. (Drain 1 health to deal 1 extra damage to nexus per health drained)

    Level 2 Vlad should have "Drain 1 health from ALL units: For each ally drained, Drain 1 from the enemy nexus, for each enemy drained: Vlad gains 1 health.

    This makes Vlad a more interesting hero that punishes wide enemy boards, Makes sense in his LoL champion where he uses enemy hero's blood to help defend himself, makes him more tanky as a result. 

  • Runeterra K/DA All Out Event Quests

    Staff

    Since I did a similar thread for the Spirit Blossom event I figured I'd do one now as well. Hopefully someone will find it useful.

    List of regular Runeterra daily quests can be found here.

    Repeatable Quest (3 Hearts)

    • Wear the Crown
      • Win matchmade games (0/3)  OR
      • Win games vs AI (0/5)

    Event Questline (7 Hearts each)

    1. Mic Check
      • Warm up by winning games (0/4)
    2. Turn It Up
      • Bring the heat by spending 6 mana in the first 3 turns (0/4)  OR
      • Spend mana in cards from Piltover & Zaun or Freljord (0/500)
    3. On the Beat
      • Keep tempo by playing a 1 mana, 2 mana, and 3 mana card in sequence (0/8)  OR
      • Block or get blocked (0/120)
    4. Simply Stunning
      • Stun or Recall units (0/60)  OR
      • Spend mana on cards from Noxus or Ionia (0/550)
    5. Reach the Top
      • Celebrate with style by winning games after you've reached 10 mana (0/5)  OR
      • Draw cards (0/200)
    6. Call Security
      • Attack with units with Barrier or SpellShield (0/60)  OR
      • Spend mana on cards from Targon or Demacia (0/550)
    7. Rush the Stage
      • Summon 3 or more allies in a single round (0/24)  OR
      • Deal Nexus damage (0/250)
    8. Rock the Boat
      • Drop the bass by going Deep (0/10)  OR
      • Spend mana on cards from Bilgewater or Shadow Isles (0/600)
    9. The Show Goes On
      • Revive your units to continue the show (0/60)  OR
      • Target enemies (0/100)

    Epic Quests (4 or 10 Hearts)

    These quests seem to be unlocked by gaining the K/DA spells of the champion in question, i.e. by reaching 20, 60, 100, 150, and 190 Hearts. Each 10 Heart quest also rewards a special icon for the champion.

    • Solo... (Ahri 1/2)  4 Hearts
      • Play spells that cost 5 or more (0/45)  OR
      • Play Expedition games (Wins count triple) (0/21)
    • ...Encore (Ahri 2/2)  10 Hearts
      • Spend mana on spells (0/375)
    • The Guest List... (Akali 1/2)  4 Hearts
      • Play cards with reduced cost (0/45)  OR
      • Play Lab games (Wins count triple) (0/30)
    • ...for the Party (Akali 2/2)  10 Hearts
      • Summon units (0/200)
    • No Gain... (Evelynn 1/2)  4 Hearts
      • Play spells that cost 2 or less (0/60)  OR
      • Play Ranked or Gauntlet games (Wins count triple) (0/30)
    • ...No Pain (Evelynn 2/2) 10 Hearts
      • Deal non-combat damage (0/200)
    • For Our Fans... (Kai'Sa 1/2) 4 Hearts
      • Target allies (0/75)  OR
      • Play rounds (0/150)
    • ...A Magical Performance (Kai'Sa 2/2) 10 Hearts
      • Spend spell mana (0/200)
    • United We... (Seraphine 1/2) 4 Hearts
      • Raise the power of allies in play (0/60)  OR
      • Level up Champions (0/25)
    • ...Win (Seraphine 2/2) 10 Hearts
      • Win matchmade games (0/10)
  • Trick And Treat - Card Design Competition Discussion Thread

    Pro

    Congrats, nice card! 

  • 76% WR to Legend

    Congrats on hitting legend with that high of a winrate!

    The DH list looks fairly standard but I have some questions for the Enrage Warrior list. How did the Athletic Studies compare to the 'standard' replacements of the 2nd Corsair Cache and Rampage? It's felt to me that Warrior has been somewhat dependent on Cache to help stabilize while the Rampage usually ends up being to stabilize a board or get a bit of extra burst. 

  • ramp druid 8 mana on turn 4

    Quote From ChaosShadow

    You do nothing for The first 3 turns
    my combo is one turn

    Completely miscounted that, thanks for counting that.

    As for the whole spending the first 3 turns of the game ramping as opposed to this new combo only taking one turn, I'm not exactly sold on it still. As of right now, Druid does not have many great ways of spending their early mana hence why it's been relinquished to being ramp turns, I don't think its inherently bad to spend the first couple of turns where you typically cannot do anything great to accelerate to swing turns faster. As for the line you suggest, it does accelerate faster, but you'd only get to 7 mana on the next turn to try and recover the board. This is totally possible given that Exotic Mountseller and the 0 mana spells still exist, but it doesn't give that much larger of an advantage in my opinion since at the 1 extra mana crystal doesn't translate to a whole lot more action.

    All that said, both lines still look pretty good and I don't see one becoming strictly better while Ramp Druid still does not have much stuff to do for the first 3 turns besides just Hero Power and possibly Wrath something.

    Quote From dapperdog

    Druid ramping have always been a problem in standard, and that's usually because there's no end of stuff they can do to recover back the disadvantaged first few turns. From Overflow to recover health and card advantage (usually at turn 5), to just plain mountseller on turn 5 with something like Ironbark or even simpler things like Innervate into Crystal Power to keep tempo with one massive taunt minion. Let's not even talk about how stupid facing down both Twilight Runner and Lake Thresher on 5-6 feels like.

    The problem is that druid pulls its stunts a little too consistently, and when they do, it feels unfair like the bank teller closing for lunch the minute its your turn after a long queue. It never feel like you're in control of the game. Either they draw them cards and you lower your weapon Ben Kenobi style, or you beat them to kingdom come because they just played shit cards for the first 6 turns.

    I don't think overgrowth's too major a problem to be honest. Cult neophyte properly punishes it hard enough. The real culprit is Lightning Bloom, and the proper way to fix it was to simply make it so it refreshes mana instead of giving it out.

    As someone who plays a lot of a format where early game ramping dictates the entire game, I full heartedly agree that Druid's ramp can make it feel unfair to play against. Hell, I'm not sure how often you use the OOC discord, but I'm probably the biggest anti-Druid fanatic there to the point where I made a brand new account just to show how brain dead the class could be before Guardian Animals got nerfed. There is definitely something inherently toxic with how Druid plays, being probably the biggest Feast or Famine class in the game, where either they roll all over you close the game out turn 6 with a massive board of dudes, or they go all the way to turn 7 playing 3 cards and then die whimpering in the corner, which is something you also mentioned yourself.

    As for Lightning Bloom, I also just don't like the card, yet unfortunately they've pigeonholed the class into relying on the card to be playable. Taking a quick glance at HSreplay and you see that most of the well performing decks have two copies of it because OG innervate is still a really good card. Nerfing the card would make the card feel more fair to play against while still making it decent in a lot of circumstances, but there's also a solid chance it throws Druid further into the dumpster, hence why the card is fine for now. 

    The class just doesn't feel good to play right now to say the least. For every time you curb stomp someone and make them consider quitting Hearthstone, there are other games where you draw into your ramp payoffs and want to just concede turn 4 and there is not much inbetween. I'm really hoping that Darkmoon Faire fixes that.

    That or Druid just gets deleted, Hearthstone only needs 9 classes in the game.

  • The Lore of Innistrad - Learn More About The Scariest Plane in The Multiverse

    Mirrodin and the Phyrexians are easily my favorite stories in all of MTG's lore. Literally every bit of lore in the plane is amazing to me and I'm dying for a return to set to give a reason to cover the lore of the plane. The Nicol Bolas arc started off great but started falling down towards the end of it, especially with what Weisman did to it.  

    I can totally understand quitting the game because of the price, especially recently with so many sets featuring pushed cards that you have to get to stay competitive. You might be able to find a playgroup that won't mind you using proxies if you search.

    Also, Lorwyn and Ravnica are both amazing planes as well! Lorwyn is without a doubt my 2nd favorite plane (since nothing is beating Mirrodin) and I want to return to it asap as well.

  • The Lore of Innistrad - Learn More About The Scariest Plane in The Multiverse

    One of my favorite planes (Next Ravnica and Lorwyn). Always loved the MTG story but it varies plane by plane. The overarching one can be fun with NicolBolas trying to become a god (or even greater) or these mysterious Eldrazi that just showed up and started devouring worlds. Heck all the way back to the Phyrexians, I just love MTG villains! Sadly I stopped playing, it was so expensive and those I played with mostly moved away. Still I follow the story and have enjoyed it. Can't wait to see what's next.

  • [Duels] Priest

    I was just about to come here to post this list but it looks like you beat me to it.  Just got 12 wins with this deck and picking steal+control buckets along with both spell discount passives with the Phaoris' Blade coming in clutch towards the end of the run.  I feel like Priest is one of the classes (if not the only one) you can be very flexible with the starting deck from zoo+buffs to deathrattles or dragons, but I think this starting deck here is THE ideal one to have the best shot of going the distance.

  • ramp druid 8 mana on turn 4

    And then we have to remember the times Druid does not draw Overgrowth... their whole hand bricks and they lose the game. They sacrifice consistency for those big games where they absolutely steamroll people. Of course, Overgrowth is still a huge problem and the game should not be decided because of your mulligan.

  • Brawl Haul - Putting Counters on Everything with Grakmaw, Skyclave Ravager

    I don't play Magic anymore but if I did, I would want to play a deck like this :D Growing big threats is always a favorite strategy of mine.

  • Darkseeker's channel - 13th November update: KOtsosKOtsos' Reno Evolve Shudderwock Shaman - ft. Archivist Elysiana

    31st October update: Nhat1989's Jade Secret Rogue: Big Green Men! (Scholomance Academy) (1080p)

    Jade Secrets Rogue. What a fascinating deck.

    If you can survive long enough to grow those Jade Golems, you can out-value your opponent.
    However, you can get steamrolled by aggro, and by Reno Priest!

    Deck guide: https://www.hearthpwn.com/decks/1366402-10-2-jade-secret-rogue

    Deck code: AAEBAaIHBJS9ArOFA/vEA+XRAw3NA8+8Avm9Avq9AsDMAtDjAtvjAt/jAuD6Aq+RA4CmA865A6rLAwA=

    https://youtu.be/rCh5tXh-44s 

  • ramp druid 8 mana on turn 4

    Quote From Echo

    Honestly, I don't see Overgrowth as that much of an issue right now. Druid already has a 3 card combo to get to 8 mana on turn 4 in Nature Studies -> Wild Growth on 2 -> Overgrowth. The issue in my opinion comes from how quickly Druid can recover the board after spending the first 3-4 turns ramping. The class is incredibly reliant on hitting their powerful 7 drops to actually start using all their extra mana because otherwise they are just dead in the water.

    If they continue to make cards reliant on druid getting to 7 mana, maybe Overgrowth will get touched? The card is still around all of next year after all and that is a pretty long time to just let issues fester. On top of that, Overgrowth is pretty much the only thing keeping the class from being actual trash tier and so I don't think breaking its legs even more would be a great fix.

    Druid ramping have always been a problem in standard, and that's usually because there's no end of stuff they can do to recover back the disadvantaged first few turns. From Overflow to recover health and card advantage (usually at turn 5), to just plain mountseller on turn 5 with something like Ironbark or even simpler things like Innervate into Crystal Power to keep tempo with one massive taunt minion. Let's not even talk about how stupid facing down both Twilight Runner and Lake Thresher on 5-6 feels like.

    The problem is that druid pulls its stunts a little too consistently, and when they do, it feels unfair like the bank teller closing for lunch the minute its your turn after a long queue. It never feel like you're in control of the game. Either they draw them cards and you lower your weapon Ben Kenobi style, or you beat them to kingdom come because they just played shit cards for the first 6 turns.

    I don't think overgrowth's too major a problem to be honest. Cult neophyte properly punishes it hard enough. The real culprit is Lightning Bloom, and the proper way to fix it was to simply make it so it refreshes mana instead of giving it out.

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

    It's not The Forest's Aid, but you're on the right track.

  • Fan Community Spotlight - Neoguli's Core Set Reworks - Part 5 (Shaman and Priest)

    Staff
    Quote From Thraxus

    Many thanks for sharing and your work. I must admit I like this quite a bit more than the previous iteration on DH / Hunter.

    Just my two cents. Again really appreciate your work. Keep it up.

    Hi, not to nit-pick, but you should probably call out Neoguli by name, this way, it seems like you are talking to the writer of the article, Demonxz95, who did not make the set, but interviewed the person who did :) Just so no one is confused :)

    Feedback is always good tho, so thanks for that! :)

  • Trick And Treat - Card Design Competition Discussion Thread

    Staff

    cg indeed, seems ppl still like discard support, even tho when such a deck works, they complain about it :D

  • ramp druid 8 mana on turn 4

    Don't forget that Druid have lot of card draws in it's arsenal, it's easy to fill your empty hands once you reach higher mana pool.

    Drawing a lot and having higher mana can already gives way to getting important finisher combo, or play dream dragon, and guess what, new C'thun is coming, and adding one more win condition for druid, because you need a lot of mana to combine C'thun (20 mana) and draws a lot to get the shuffled C'thun. (Plus the Lunar Eclipse itself is so great to discount C'thun cards, since they are all spells.)

    In the end, I think, both Solar and Lunar is a target for nerf, and I'll keep all my copies for horrible card design like this.

    EDIT. I know It's not everytime you'll have good mulligans, but I can feel if it does, some players will simply concede when his opponent has 8 mana on turn 4.

  • Fan Community Spotlight - Neoguli's Core Set Reworks - Part 5 (Shaman and Priest)

    Instant dislike for putting a revive mechanic into the core set for Priest. 

  • The Lore of Innistrad - Learn More About The Scariest Plane in The Multiverse

    The Wizard tribe is pretty weak in Standard... but I would love Docent of Perfection to play around with.  I like the transform ability and maybe the ability to crank out wizard tokens and a tribal buff would make it better.

  • Trick And Treat - Card Design Competition Discussion Thread

    Staff

    Congrats, MathU!

  • ramp druid 8 mana on turn 4

    Quote From Echo

    Honestly, I don't see Overgrowth as that much of an issue right now. Druid already has a 3 card combo to get to 8 mana on turn 4 in Nature Studies -> Wild Growth on 2 -> Overgrowth. The issue in my opinion comes from how quickly Druid can recover the board after spending the first 3-4 turns ramping. The class is incredibly reliant on hitting their powerful 7 drops to actually start using all their extra mana because otherwise they are just dead in the water.

    If they continue to make cards reliant on druid getting to 7 mana, maybe Overgrowth will get touched? The card is still around all of next year after all and that is a pretty long time to just let issues fester. On top of that, Overgrowth is pretty much the only thing keeping the class from being actual trash tier and so I don't think breaking its legs even more would be a great fix.

    turn 1  Nature Studies  -> turn 2 Wild Growth for  2+1 mana -> turn 3 Overgrowth for 3+2+1 mana > turn 4 6+1=7 mana

    You do nothing for The first 3 turns 

    my combo is one turn

  • Oozefest

    Okay, thank you.

  • Trick And Treat - Card Design Competition Discussion Thread

    Congrats to MathU!

  • ramp druid 8 mana on turn 4

    Honestly, I don't see Overgrowth as that much of an issue right now. Druid already has a 3 card combo to get to 7 mana on turn 4 (used to say 8 but I cannot count apparently) in Nature Studies -> Wild Growth on 2 -> Overgrowth. The issue in my opinion comes from how quickly Druid can recover the board after spending the first 3-4 turns ramping. The class is incredibly reliant on hitting their powerful 7 drops to actually start using all their extra mana because otherwise they are just dead in the water.

    If they continue to make cards reliant on druid getting to 7 mana, maybe Overgrowth will get touched? The card is still around all of next year after all and that is a pretty long time to just let issues fester. On top of that, Overgrowth is pretty much the only thing keeping the class from being actual trash tier and so I don't think breaking its legs even more would be a great fix.