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  • Trick And Treat - Card Design Competition Discussion Thread

    Pro

    Thanks, Demon! I actually haven't played Duells yet. Is there a card which is similar to mine? I have checked via card search, including non-collectables and couldn't find one. I don't want to submit something unoriginal.

    Edit: I've also put some more thought into the effect. Do you think transforming into random minions that cost (1) more would be too weak? You're right when you say it's basic, I did that intentionally. At (2) more might be too much in that regard... 

  • [DUELS] Warrior - Tempo

    Most of the deck is early game so I haven't really had much trouble with that. Being able to Hero Power your own minions for the buff, and being able to trigger Shield of Honor/Battle Rage, and just hitting face wins most of the early matches. If games ever go too long, Grom with Hero Power and Inner Rage ends things pretty quick.

     

    On Krastinov, I'm not sure if he's all that good. Fishy Flyer has been performing better and I updated the deck to reflect. 

  • Trick And Treat - Card Design Competition Discussion Thread

    Staff

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    Linkblade91 - Gravedigger's Spade is a neat weapon. It can certainly be strong, although the setup and waiting required to do that (in Hunter no less) balances that. Baroness Anastari was a neat card in your Lich class, but it feels a bit difficult to use in Priest.

    MenacingBagel - There are a few problems here. Namely, there are grammar and syntax mistakes as there should be a period (or "full stop" if you're more familiar with that terminology) after Echo, and the 1 should not be around brackets. Cards that upgrade just have the number by itself in numeric form (i.e Nethrandamus or Cram Session). Echo also should not be used with a custom watermark as Echo as a keyword only exists in The Witchwood (barring SN1P-SN4P). You should either make it a Witchwood card, or change Echo to "Repeatable this turn" if possible.

    KANSAS - It needs more cowbell! Haha, I actually quite like this card.

    Hordaki - The problem I see with ressurecting enemy minions is that they're likely not going to design their deck in a way to only use good ressurecting targets (unless you're specifically playing a mirror match), thus you should probably make it stronger to compensate.

    Arkasaur - The madman! I don't know if this was intentional or not, but somethinig I actually like about the card is that you can just use small minions and use this card against enemy minions. In that case, I think it'd be pretty neat. It's not really that good for your own minions though as summoning Totems will get in th way of the effect.

    RealJC1234TheToonist - I see that you've already submitted your card, but I suppose it's a bit of a cool way to implement all 3 prompt choices at once. I think compared to Twilight's Call from the set previous to this card, it seems weak though.

    Anchorm4n - I see someone was inspired by the new Duels mode. *wink, wink* - It's a bit basic, but it's a neat design in my opinion.

    DavnanKillder - I feel like Echo is supposed to be before Choose One in effect order as other Echo cards are like that. Even if the Treant option is blantantly stronger than the heal option a lot of the time, it's still a neat choice card. I guess the only complaint here is that Witchwood also has its own Treant art, so I don't see the need to introduce another one. The choice cards also should not have rarities on them.

    Alfi - Unfortunately, I don't see which of the three prompts this card is supposed to fit. It also shouldn't use the Classic watermark when it has Rush.

    EDIT: New card.

    EDIT 2: Typo. Supposed to be "Felsoul".

  • Trick And Treat - Card Design Competition Discussion Thread

    Minion is stolen, so 

    • cannot be resurrected (it did not died)
    • will not trigger deathrattle (it did not died)
    • will not trigger any effect on minion death (again, it did not died)

    The minion will still hit (and may kill) Ghoul Kidnapper.

  • Trick And Treat - Card Design Competition Discussion Thread

    Wow, double competition hahahah.

    Hers's a first idea. Echo is a strange mechanic to balance, so maybe need some changes, but I liked the punt plus Halloween theme.

    Edit: I forget to put the Treant tribe in the token, then I remembered tha Treant ins't a tribe... Why Old Gods, why...

    Treant'r Treat

    Treant

    Spooky Treant

    Treat

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

    Is it... Darkmoon Rabbit?

  • [DUELS] Warrior - Tempo

    I built pretty much the same deck 2 or 3 times now since I want to make Warrior work but with no success. 

    I didn’t include Krastinov though and tried both the value variant with Rattlegore and a more tempo driven play with the 2/3 Tauren. How do you manage the early games

  • A Weekend of (Slightly Spooky) Wild Hearthstone Decks

    I count myself among the former, since Exodia Pala and older Mecha'Thun locks are some of my alltime fav decks.

  • Cheese's custom core sets revamp - Global thread (done!)

    Cheese's Custom Core set revamp

    Instead of doing 1 thread per class, I've decided to do a single master thread for my whole shit.

    Some changes happened for the classes I already posted before according to the feedback I've received. There are also some revamped cards that I shamelessly ripped off from other people's reworks (credit is given when it happens) because the main goal of this revamp is not to be creative.


    Directions

    General directions I follow for the core sets
    Goal of Basic and Classic

    Blizzard's official post on class identity is weird. It mixes class mechanics with strengths and weaknesses so most of the stuff doesn't make sense. The way I proceeded is completely different. I started by listing what should be the primary and secondary mechanics of the class, the strengths and weaknesses of the class as well as the archetypes available to it should follow from this list.

    I say "core sets" a lot, but the Basic and Classic set are NOT interchangeable in their functions.

    • The Basic set is the spine of the class. It ensures the class' viability and establishes its primary mechanics.
      • Must be simple. Most cards must have 2 lines of text or less. Only simple keywords.
      • Versatile to support multiple playstyles
      • Minimal kit of everything a class needs to be viable (card draw; removal; direct damage; good standalone minions;...) even if not part of identity
      • Fine if slightly more OP than what you would expect from expansions
    • The Classic set is the limbs of the class. It ensures the class' internal diversity and estables its secondary mechanics.
      • Presents the more "complex" mechanics of the game (Deathrattle, etc...)
      • Because Classic packs are bought, there should be a sense of progression
      • Unlike the Basic set, Classic cards should be slightly below average to let room for expansions
    Tribal synergies
    • Beasts
      • All size of minions
      • Good standalone value
      • Buff each other a lot
      • Each type of Beast has its subtheme (Bears=Taunt; Boars=Rush; Cats=Stealth; Wolves=buff other beasts; etc...)
      • Most common type of minions, as such their identity is less precise
    • Demons (Warlock & DH)
      • All size of minions
      • Powerful but with a drawback (taking damage; discard; ...)
    • Dragons
      • Medium to big minions
      • "If you're holding a Dragon"
      • Hand synergy
      • Lots of legendaries
      • 4/12 statline as a signature
    • Elementals
      • All size of minions
      • "If you played an Elemental last turn"
      • Value generation
      • Battlecries
    • Mechs
      • Mechs were the focus of only 2 expansions (GvG and Boomsday) but they're otherwise a rare tribe and have no central identity!
    • Murlocs
      • Small minions
      • Board-wide buffs for other Murlocs
      • Relies on early-game snowballing. If allowed to stay on the board, they become nearly unstoppable
    • Pirates
      • Small to medium minions
      • Weapon synergy
      • Lots of direct damage
    • Totems (Shaman)
      • Small minions
      • 0 attack with some exceptions
      • Powerful ongoing effects (aura/end of turn/whenever)

    Tribal synergies are part of a class primary identity in only 3 cases

    • Beasts for Hunter
    • Totems for Shaman
    • Demons for Warlocks and DHs

    All other class-tribe associations are mostly a matter of coincidence as these tribes happen to fit in the class identity (eg pirates for Warrior/Rogue)

    Keywords
    • Charge vs Rush - As you know, Charge is a dangerous keyword. This is why Rush was introduced...however there are a few cards that were meant to be finishers that wouldn't make sense without Rush. I will replace Charge with Rush on all core cards with Charge (and tweak stats accordingly) EXCEPT when Charge is on a legendary minion. There are 4 legendary minions with Charge in the classic set and they will keep Charge
    • Discover - Disover offers a choice between cards that are in standard. Due to how easy Discover can become skewed when the right cards are printed, there will be no Discover cards in my core sets. I changed my mind. My core sets have discover cards. See below.
    • Poisonous - There were originally no Poisonous cards in the Basic set before the introduction of [Hearthstone Card (Master Poisoner) Not Found]. I will therefore also have poisonous cards in my basic set
    • Lifesteal - There are currently no Lifesteal cards in the core sets. However the keyword is simple and I will therefore introduce some.

    NEUTRALS

    Neutral cards icon

    Specific directions for neutral cards
    • The function of neutral core sets isn't the same as class sets. Neutral cards exist to support multiclass strategies and needs. The power level of neutral cards is lower than class cards'. However, classes can use them to compensate for their weaknesses (eg. Taunt, healing, etc).
    • The Basic neutral set :
      • Has 50 cards
      • Must remain extremely simple. No more than 3 lines of text, but most cards should have 2.
      • Should feature all essential mechanics of the game.
      • Contains Vanilla and French vanilla (=only keywords) minions with pertinent statlines for their tribes and keywords.
      • Contains simple implementations of multiclass mechanics (eg. healing, summon, multiclass tribes like murlocs, etc)
      • Should be weaker than neutral sets from Classic or from expansions (unlike Basic class sets).
    • The Classic neutral set :
      • Has 75 cards (32 commons, 15 rares, 15 epics, 13 legendaries)
      • Is more complex and advanced than the basic set, and introduces "advanced" mechanics and keywords, but remains highly versatile.
      • Allows for more complex gameplans.
      • Contains tech cards against specific mechanics not normally counterable (eg. secrets, spells, battlecries, specific tribes, etc).
      • Has buildaround cards for multiclass archetypes (eg. Malygos).
    • Both neutral sets contain less cards than the actual neutral sets. This is because neutral cards, being usable by all classes, have a greater chance to "eat" expansion cards if they're too powerful. I kept the neutral-cards-to-class-cards ratio of 1/3 that is typical of expansions (before DH).
    • Nevertheless, I strongly oppose Blizzard's philosophy of making evergreen sets intentionnaly weak to leave room for expansions. This is the easy way out. I want to make sets that are interesting without wrapping the entire game around them.
    • I didn't make the effort to change the watermarks for the cards I just rotated without changing them. However, for the Basic cards I modified or created, I added the Basic set icon as a watermark to them. It is weird that the existing Basic Set doesn't have one.
    • Some of those cards were put there just for meme value. Memes matter.

    (0) Wisp (1) Argent Squire (1) Elven Archer (1) Lazy Peon (1) Murloc Raider (1) Shieldbearer (1) Small-time Buccaneer (1) Stonetusk Boar (2) Acidic Swamp Ooze (2) Bloodfen Raptor (2) Bluegill Warrior (2) Orgrimmar Grunt (2) Kobold Geomancer (2) Murloc Tidehunter (2) Novice Engineer (2) River Crocolisk (2) Serpent Ward (2) Redbelly Patriarch (2) Vilefiend (3) Earthen Ring Farseer (3) Emperor Cobra (3) Ironfur Grizzly (3) Molten Rager (3) Raid Leader (3) Scarlet Crusader (3) Sha'tar Cleric (3) Wolfrider (4) Chillwind Yeti (4) Grim Necromancer (4) Legashi Satyr (4) Naga Corsair (4) Oasis Snapjaw (4) Ogre Magi (4) Sen'jin Shieldmasta (4) Troll Batrider (5) Arenabot Mk.12-0 (5) Dragonmaw Scorcher (5) Brill Deathguard (5) Frostwolf Warlord (5) Nightblade (5) Pit Fighter (5) Silver Hand Knight (6) Boulderfist Ogre (6) Core Hound (6) Frost Elemental (6) Reckless Rocketeer (7) Bog Creeper (7) Stormwatcher (8) Pit Crocolisk (10) Ultrasaur

    NOTE: If you're an Arena player, you will probably look at this set in horror since it contains a lot of cards that are or were notoriously very good or even outright cancer in this mode. There's really no way around it. The Basic set is supposed to be generalistic and versatile, this intrinsically makes it broken in Arena. If it were real, this Basic set would NEVER be part of any Arena rotation.

    COMMONS (32)

    (1) Arcane Anomaly (1) Jar Dealer (1) Leper Gnome (1) Tentacle of N'Zoth (1) Worgen Infiltrator (2) Amani Berserker (2) Annoy-o-Tron (2) Lance Carrier (2) Loot Hoarder (2) Rothide Smuggler (2) Sharkfin Fan (3) Banana Buffoon (3) Harvest Golem (3) Ironbeak Owl (3) Jungle Panther (3) Skydiving Instructor (3) Zoobot (4) Ancient Brewmaster (4) Burly Rockjaw Trogg (4) Evasive Feywing (4) Evolved Kobold (4) Kooky Chemist (4) Refreshment Vendor (4) Thorium Blacksmith (4) Tomb Spider (5) Anubisath Sentinel (5) Crackling Cyclone (5) Sunborne Val'kyr (5) Stranglethorn Tiger (6) Safeguard (6) Scavenging Shivarra (8) Violet Wurm

    RARES (15)

    (2) Neferset Ritualist (2) Sunfury Protector (3) Lone Champion (3) Pack Leader (4) Jeeves (4) Twilight Drake (4) Violet Teacher (5) Chief Inspector (5) Servant of Kalimos (5) Sunreaver Warmage (6) Bone Drake (6) Gadgetzan Auctioneer (6) Sunwalker (7) Arcane Devourer (10) Scrapyard Colossus

    EPICS (15)

    (1) Firebeard Herald (2) Baleful Banker (3) Coastal Terror (3) Murloc Warleader (3) Nightmare Amalgam (3) Voodoo Doll (3) Vulpera Scoundrel (3) Witch's Cauldron (4) Twilight Summoner (5) Faceless Manipulator (5) Nightwatcher (6) Fen Strider (6) Unseen Saboteur (7) Crowd Roaster (10) Sea Giant

    (as you can tell, I hate Freeze Mage)

    LEGENDARIES (13)

    (3) Brightwing (4) Whizbang the Wonderful (5) Hemet Nesingwary (5) Subject 9 (6) Justicar Trueheart (7) Skycap'n Kragg (7) The Curator (9) Alexstrasza (9) Malygos (9) Nozdormu (9) Ysera (10) Deathwing


    List of changes to non-custom cards

    Card changes

    • Deathwing : Art changed.
    • Nozdormu : Effect changed completely. (Previous effect was too cancer)
    • Alexstrasza : Effect is now healing and only affects your hero. (Previous effect was too cancer). Art changed.
    • Vulpera Scoundrel : Attack reduced to 1. (Would have been too good for Classic otherwise)
    • Violet Teacher : Art changed. Effect is now "after" rather than "whenever".
    • Thorium Blacksmith : Name changed. (Formerly Dark Iron Dwarf, that's like naming a card "human"!)
    • Reckless Rocketeer : Charge replaced by Rush. Attack increased to 9 (to compensate).
    • Frost Elemental : Attack and Health increased to 6.
    • Core Hound : Attack and Cost decreased by 1. Its stats are now vanilla.
    • Wolfrider : Charge replaced by Rush.
    • Sha'tar Cleric : Name changed (formerly Shattered Sun Cleric, artwork was Lady Liadrin!). Art changed accordingly.
    • Raid Leader : Stats changed from 2/2 to 1/3. (This is a minion you want to keep alive). Art changed.
    • Novice Engineer : Art changed.
    • Kobold Geomancer : Art changed.
    • Orgrimmar Grunt : Health increased to 3. Name changed (formerly Frostwolf Grunt). Art changed accordingly. I know I could consider this a completely different card altogether but I didn't want to.
    • Bluegill Warrior : Charge replaced by Rush. Health increased to 2.
    • Bloodfen Raptor : Art changed
    • Stonetusk Boar : Charge replaced by Rush.
    • Shieldbearer : Art changed.

    Cards moved from Classic to Basic

    • Frost Elemental
    • Silver Hand Knight
    • Scarlet Crusader
    • Emperor Cobra
    • Earthen Ring Farseer
    • Shieldbearer
    • Argent Squire
    • Wisp
    Shortlisted neutral cards

    Listed below are cards I considered adding to the core sets but didn't, either because they have a flaw that make them unfit for core sets, or because there was no room for them anymore.

    9+ mana

    9+ mana



    CLASS CARDS


    DRUID

    WoW Class emblem

    Druid class identity
    • PRIMARY MECHANICS
      • RAMP - Druid have cards to gain mana crystals quicker than opponents, and play high-cost cards earlier than you would expect them, at the cost of tempo.
      • VERSATILITY - The Choose One keyword gives the Druid class a flexibility that other classes don't have. It can adapt its game plan depending on circumstances.
      • TOKENS/TREANTS - Druid can make a swarm of small minions bigger and bigger through board-wide buff spells, to take advantageous trades and keep control of the board.
    • SECONDARY MECHANICS
      • HERO ATTACK - Weapons are for losers. Druids jump into the fray with cards that directly give your hero attack for a turn.
      • ARMOR - Not as much as Warrior, but it is present.
      • HEALING - Not as much as Priest, but it is present.
      • BIG SPELLS - Not as much as... ok you get it. Jack of all trades, master of none.
    • KEYWORD AFFINITIES - Choose One; Taunt; "mana"
    • TRIBAL AFFINITIES - "Treants"; Beasts

    BASIC Druid set (10 cards)

    Innervate Claw Mark of the Wild Wild Growth Healing Touch Savage Roar Swpie Force of Nature Starfire Clonal Aspen

    TOKENS

    Treant (FoN)

    COMMONS

    Raven Idol Savage Strider Power of the Wild Wrath Gnash Druid of the Claw

    RARES

    Earthen Scales Tranquility Mark of the Loa Virmen Sensei Starfall

    EPICS

    Nourish Ancient of Lore Ancient of War

    LEGENDARY

    Cenarius

    TOKENS

    Treant (Cenarius) Raptor Druid of the Claw (Rush) Druid of the claw (Taunt)


    List of changes to non-custom druid cards

    Card changes

    Cards moved from Classic to Basic

    Shortlisted cards

    The following cards almost made it into my core sets, but didn't because there were no room left for them.



    HUNTER

    WoW Class emblem

    Hunter class identity

    In terms of core set quality, Hunter is above average, although its sets aren't as good as Mage's or Rogue's. The main issue with Hunter's current set is its one-dimensionality. Up to 2017, Hunter was a one-dimensional class with an extremely linear gameplay. It had only one viable archetype (at best), oscillating between face and midrange.

    After 2017, internal diversity increased: Egg, Cube, No-minion, Big, etc... Deathstalker Rexxar enabled late-game-oriented Hunter archetypes. Big Beast synergies enabled non-linear playstyles. One major constraint, as Blizz themselves noticed, is Hunter's lack of card draw. Lack of card draw intrinsically limits a class' design space. However Blizz developed workarounds such as card generation (Rhok'delar)or costly but powerful tutoring (Scavenger's Ingenuity, Ursatron) as opposed to general card draw, or "Recruit" mechanics.

    • PRIMARY MECHANICS
      • BEASTS (big and small) - All classes have tribal synergies, but only in Hunter is this particular tribal synergy so central.
      • SMORC - Face is the place.
    • SECONDARY MECHANICS
      • SECRETS - Hunter is a class with Secrets. Unlike Mage secrets (which are defensive) and Paladin secrets (which are situational), Hunter secrets are tempo-focused in nature, and helps you keep the lead on the boa
      • SUMMONING SPELLS - Hunter has a lot of them. This is what allows the class to have minionless archetypes.
      • TUTORING - Hunter has few "undiscriminated" card draw but has a lot of cards to tutor exactly the cards they need.
      • HANDBUFF - Alongside other "Grimy Goon" classes, Hunter has lots of handbuff. Hunter's handbuff tends to be focused on big single-target buffs
      • PARTIAL REMOVALS - Hunter AOE removals tend to be very partial and position-hased. See Powershot.
    • KEYWORD AFFINITIES - Rush; "enemy hero"
    • TRIBAL AFFINITIES - Beasts (duh); Mechs.

    BASIC Hunter set (10 cards)

    (1) Timber Wolf (1) Arcane Shot (2) Reload (2) Beast Tamer (3) Animal Companion (3) Kill Command (4) Multishot[3] (4) Houndmaster (4) Combra Shot (5) Vilebrood Skitterer

    TOKENS

    (3) Misha (3) Leokk (3) Huffer

    COMMONS

    (1) Webspinner (2) Explosive Trap (2) Pressure Plate (2) Snipe (2) Scavenging Hyena (3) Unleash the Hounds

    RARES

    (2) Eaglehorn Bow (2) Venomstrike Trap (3) Terrorscale Stalker (6) Savannah Highmane (7) Bursting Shot[6]

    EPICS

    (2) Snek Trape (5) Ritual Spear (9) Call of the Wild

    LEGENDARY

    (9) King Krush

    TOKENS

    (2) Hyena (1) Snek (1) Hound


    List of changes to non-custom Hunter cards

    Card changes

    Shortlisted cards

    The following cards almost made it into my core sets, but didn't because there were no room left for them.



    MAGE

    WoW Class emblem

    Mage class identity

    Mage is a mostly well-defined class. Blizzard's description of Mage's class identity is mostly accurate. The changes to my set are mostly polishing. Oh and also about nuking every combo piece of the fucking abomination that is Freeze/Exodia mage.

    • PRIMARY MECHANICS
      • SPELLS, SPELLS, AND SPELLS - Big ones, small ones. Mage is the most spell-centric class in the game. Minions are only there to boost them.
      • FREEZE - Mage can freeze enemies to stall the game and execute its game plan in peace. Fun and interactive!
      • CASINO - Mage has a lot of cards with random effects. In particular, cards that summon random minions of a given Cost.
      • CARD CONJURING - A lot of mage spells are about drawing or generating other cards.
    • SECONDARY MECHANICS
      • SECRETS - Mage has more affinity with its secrets than the other secret classes.
      • DRAW + HAND SYNERGIES - Not as much as Warlock, but a subtheme nonetheless.
      • COST REDUCTION - Mage has a lot of cards to reduce the Cost of other cards. That mechanic doesn't appear much in the core sets though as it is dangerous.
    • KEYWORD AFFINITIES - Freeze; Spell Damage; Secret; "cast"
    • TRIBAL AFFINITIES - Elementals; Dragons.

    BASIC Mage set (10 cards)

    (0) Freezing Potion (1) Arcane Missiles (1) Shatter (2) Resonance (2) Arcane Explosion (2) Frostbolt (3) Arcane Intellect (4) Fireball (4) Water Elemental (7) Flamestrike

    CLASSIC Mage set (15 cards)

    COMMONS

    (2) Sorcerer's Apprentice (3) Mirror Entity (3) Cold Wraith (4) Vex Crow (4) Cosmic Anomaly (4) Cabalist's Tome

    RARES

    (3) Kirin Tor Mage (3) Splitting Image (3) Vape Nation (3) Counterspell (6) Blizzard

    EPICS

    (3) Spellbender (4) Unexpected Results (10) Pyroblast

    LEGENDARY

    (7) Archmage Antonidas


    List of changes to non-custom Mage cards

    Card changes

    • Jaina Proudmoore : un-nerfed.
    • Archmage Antonidas : Now generates random spells instead of just Fireballs, à la Lyra. Fuck Freeze mage and Exodia mage. Seriously.
    • Unexpected Results : Cost raised to 4. (OG cost)
    • [Hearthstone Card (Sorcerer's Apprentice.) Not Found] : Rarity bumped to rare. Stats nerfed to 2/2. Now only discounts the first spell of your turn. It's a [Hearthstone Card (Pint-size Summonner) Not Found] for spells. As I said, fuck Freeze/Exodia mage.
    • Shatter : Cost decreased to 1.
    • Flamestrike : Art changed. Old one was ugly, unnerfed Jaina is beautiful.
    • Cabalist's Tome : Cost decreased to 4. Rarity decreased to common.
    • Did I already mention how cancerous Freeze/Exodia mage is? I can't say it enough.
    Shortlisted cards

    The following cards almost made it into my core sets, but didn't because there were no room left for them.



    PALADIN

    WoW Class emblem

    Paladin class identity

    Paladin has some well-defined themes (i.e. buffs), but there are too few of them. Paladin has historically always been a swing class, meaning its power level from expansion to expansion varies greatly due to both its extremely shitty core sets, which means its class identity has always been all over the place.

    For example, Silver Hand Recruit synergy is a theme that has been mostly underexploited except during the Odd Paladin era. It's strange that board-wide buffs is considered a Druid theme but not a Paladin one. It would fit better here.

    Large heals, even though it's been a Paladin theme, have been weak and don't feel different enough from Priest ones.

    I've tried to gather everything I coul that make Paladin class identity, however it's clear Paladin needs something more.

    Finally, I've gotten rid of secrets in Paladin's core sets. Devs said in the past that they gave Paladin secrets because they wanted to give them to Rogue originally, but Rogue already had the Combo keyword and they thought Paladin was the next best thing. But Paladin's secrets have always felt out of place within the class and they were almost never viable (except for Avenge and during the TGT era with Mysterious Challenger). This doesn't prevent Paladin secrets to be re-introduced during rotations as it is the case for Rogue secrets right now.

    • PRIMARY MECHANICS
      • MINION BUFFS - Paladin is the king of buffs and has lots of spells to make even the smallest of minions threatening.
      • ...AND MINION DEBUFFS - Paladin prefers to weaken enemy minions rather than eliminating them directly.
      • MINION RESILIENCE - Thanks to Divine Shields and buffs, Paladin minions also stick on the board.
      • SILVER HAND RECRUITS - Reporting for duty! Paladin has a special relations to his recruits and have several synergies with them.
    • SECONDARY MECHANICS
      • HANDBUFFS - Buffs also include handbuffs. Paladins have access to the most cost-effective handbuffs.
      • HEALING - Not as prominent as in Priest but important nonetheless. Paladin focuses on big single-target heals rather than
      • SET - Rather than removing minions, paladin weakens them.
    • KEYWORD AFFINITIES - Divine Shield; Lifesteal; "Silver Hand Recruit"; "set X to Y".
    • TRIBAL AFFINITIES - Murlocs; Dragons.

    (0) Divine Shield (1) Blessing of Might (1) Overdue Justice (2) Flash of Light (3) Subdue (4) Blessing of Kings (4) Consecration (4) Hammer of Wrath (5) Stand against Darkness (6) Oathkeeper

    TOKENS

    (1) Silver Hand Recruit

    COMMONS

    (1) Silver Hand Sergeant (2) Lead by Example (2) Drygulch Jailor (2) Argent Protector (3) Warhorse Trainer (4) Drakonid Enforcer

    Yes, Drakonid Enforcer is from battlegrounds.

    RARES

    (1) Healing Hands (4) Assemble! (4) Zandalari Templar (7) Grimestreet Protector (8) Silver Sword

    EPICS

    (2) Immortal Prelate (6) Libram of Submission (9) Argent Fin Commander

    LEGENDARY

    (8) Tirion Fordring

    TOKENS

    (x) Ashbringer (1) Silver Hand Recruit


    List of changes to non-custom Paladin cards

    Card changes

    Shortlisted cards

    The following cards almost made it into my core sets, but didn't because there were no room left for them.



    PRIEST

    WoW Class emblem

    Priest class identity
    • PRIMARY MECHANICS
      • Healing - Priest should be the best class at healing. It should have the most powerful and cost-effective healing cards, both single-target and multi-target. It should have healing synergy.
      • High-health minions - Going hand-in-hand with that, Priest should also have access to a lot of minions with high-health for their cost, as well as several ways of buffing a minion's health.
      • Copying your stuff - Priest has a lot of cards to copy his own or his opponent's stuff, either through summon or card generation. This also implies that Priest is good at greed and value.
    • SECONDARY MECHANICS
      • Hard removals - Priest has a lot of hard removals, that is removal that says "destroy" on the card rather than removal throught direct damage or other ways. Think of the Shadow Words.
      • Cost-effective but situational small spells - This is a theme that was explored during the Year of the Mammoth (2017) and culminated in Razakus Priest, which was the best deck in the game before its nerf.
      • Resurrect - I know this is a...controversial aspect of Priest, but gameplay-wise it is ok as long as it doesn't allow minion cheating.
      • Silence - Priest has a near-exclusive access to silencing effects.
    • KEYWORD AFFINITIES - Lifesteal; Deathrattle; "copy"; "destroy"; "created by".
    • TRIBAL AFFINITIES - Dragons.

    BASIC Priest set (10 cards)

    (1) Flash Heal (1) Holy Smite (1) Inner Focus (2) Northshire Cleric (2) Shadow Word: Pain (2) Shadow Word: Death (3) Apotheosis (4) Holy Nova (4) Power Infusion (10) Mind Control

    COMMONS

    (0) Silence (2) Divine Hymn (2) Mindbender (2) Thoughtsteal (4) Dark Cultist (4) Holy Champion

    RARES

    (1) Scarlet Subjugator (2) Kul Tiran Chaplain (5) Psyche Split (7) Nightscale Matriarch (9) Mass Resurrection

    EPICS

    (2) Inner Fire (3) Mind Bomb (4) Shadow Word: Ruin

    LEGENDARY

    (5) Ishanah


    List of changes to non-custom Priest cards

    Card changes

    Shortlisted cards

    The following cards almost made it into my core sets, but didn't because there were no room left for them.


    ROGUE

    WoW Class emblem

    Rogue class identity

    Rogue is a mostly well-defined class with identifiable strengths and weaknesses, as well as a lot of different themes.

    • PRIMARY MECHANICS
      • COMBOS - Rogue keeps tempo by comboing several low-cost cards in a turn. Rogue doesn't have many high-cost cards.
      • STEALIN' YO STUFF 2 ELECTRIC BOOGALOO - Rogues have plenty of cards to add cards from other classes to their hand and the synergies that go with it.
      • WEAPONS & WEAPON BUFFS - Rogue are weapon specialists. Unlike Warrior, Rogue weapons are smaller but they have plenty of ways to make them bigger.
    • SECONDARY MECHANICS
      • BOUNCE - Rogue has plenty of ways to bounce its cards back into its hand to replay their effects again.
      • SHUFFLE - Rogue has a lot of cards to shuffle stuff into their deck... or the opponent's!
      • COINS - Rogue can generate coins.
      • 1/1 COPIES - That theme isn't in my core sets though. It's too dangerous.
    • KEYWORD AFFINITIES - Combo; "weapon"; "shuffle"; "Coin"
    • TRIBAL AFFINITIES - Pirate.

    BASIC Rogue set (10 cards)

    (0) Shuriken Toss (0) Shadowstep (1) Deadly Poison (1) Shado-pan Kunai (1) Kezan Scoundrel (2) Sap (3) Fan of Knives (3) Envenom Weapon (4) Master Poisoner (4) Bag of Coins

    TOKENS

    (4) Bag of Coins: Coin

    COMMONS

    (2) Bladed Cultist (2) Plagiarize (2) Eviscerate (2) Adrenaline Rush (2) Defias Ringleader (3) Burgle

    Fun fact: Adrenaline Rush existed in HS alpha but it costed 1 back then and was probably considered too OP.

    RARES

    (1) Patient Assassin (2) Ambush (2) Shadow Clone (2) Undercity Huckster (5) Lotus Assassin

    EPICS

    (2) Evasion (4) Spectral Cutlass (4) Spymaster

    LEGENDARY

    (4) Edwin Van Cleef

    TOKENS

    (2) Ambush: Broken Ambusher (2) Defias Ringleader: Defias Bandit


    List of changes to non-custom Rogue cards

    Card changes

    • Shadowstep : Moved to classic. Discount removed (too dangerous).
    • Burgle : Now add 3 cards to hand. Now "from another class". Rarity changed to common.
    • Lotus Assassin : Rarity changed to rare.
    • Patient Assassin : Rarity changed to rare. Cost decreased to 1.


    SHAMAN

    WoW Class emblem

    Shaman class identity

    Shaman is a swing class. It has a lot of well-defined but underexploited themes, while its core sets are too meme-y. Even though Shaman has potential, the class is hard to balance. One can clearly see that Blizz doesn't really know what to do with it. Also, no, card generation is not a Shaman weakness.

    Shamans wins by keeping board control. The longer it keeps the board, the more powerful it becomes. Shaman is also the best at burst damage. On the flip side they struggle to recover a lost board.

    • PRIMARY MECHANICS
      • TOTEMS - Totems are (generally) 0-attack minions with a powerful ongoing effect. Shaman is rewarded by keeping its Totems alive and snowball into victory.
      • OVERLOAD - AKA "anti-ramp". Shaman can play cards that are OP for their costs. As per the official post, "they are able to overload their Mana Crystals with lightning, allowing them to ramp up for a burst of power faster than other classes. Shamans are thus rewarded for planning a few turns ahead by tuning their mana curve."
      • SNOWBALLING - A generalization of the above theme. Shaman wins by keeping board control. The longer it has board control, the more likely it is to win.
      • BURST DAMAGE - Due in part to Overload & Windfury, Shaman is king to dish out high amount of damage in one turn - either from spells, weapons, or from minions - provided your opponent didn't disrupt your game plan! This one is tricky though. Putting too much burst damage in the class will not only make the class uninteractive, but will also restruct future design space because burst damage is additive. I hope I balanced this right by giving Shaman just the right amount of burst damage in its Classic set to define the class and not break the game.
    • SECONDARY MECHANICS
      • EVOLVING - AKA the "transform minion into one that costs more" mechanic. This mechanic was introduced in WOTOG and has since received continuous support, with most expanions having at least 1 evolving card. This fits very well into Shaman's theme of leveraging board control.
      • BATTLECRIES - Shaman has a lot of good battlecries and battlecry synergy. This theme is mostly represented by Elementals which also give Shaman some value generation. Also fits well with Evolving since Battlecry minions are generally weak for their cost.
      • VERSATILITY - Although Shaman has an identity, it is also more versatile compared to other classes. Aggro, Midrange, Control, Combo, Shaman has the tools to do it all. A trait it shares with Druid.
    • KEYWORD AFFINITIES - Overload; Windfury; "transform".
    • TRIBAL AFFINITIES - Totems; Murlocs; Elementals.

    BASIC Shaman set (10 cards)

    (1) Healing Stream (2) Whirling Ash (2) Windfury (2) Flametongue Totem (3) Mana Tide Totem (4) Hexs (4) Totemic Vigor (5) Thunderstorm (5) Bloodlust (6) Fire Elemental

    TOKENS

    (4) Hex: Frog (4) Totemic Vigor: Water Totem (4) Totemic Vigor: Fire Totem (4) Totemic Vigor: Earth Totem (4) Totemic Vigor: Air Totem

    Note: I strongly hesitated to change Shaman's basic totems but decided against it out of caution & conservatism.

    COMMONS

    (1) Fishy Witch (1o) Hammer of Sparks (1o) Lightning Bolt (3) Tuskarr Totemic (1) Surging Tempest (5) Earth Elemental

    RARES

    (1o) Storm thingy (2) Murmuring Elemental (2) Landslide (3o) Feral Spirit (3) Magma Totem

    EPICS

    (2) Big Bad Voodoo (5o) Totem Goliath (6o) Chieftain's Axe

    LEGENDARY

    (8) Al'akir the Windlord

    TOKENS

    (4) Totemic Vigor: Water Totem (4) Totemic Vigor: Fire Totem (4) Totemic Vigor: Earth Totem (4) Totemic Vigor: Air Totem (3) Feral Spirit: Spirt Wolf


    List of changes to non-custom shaman cards

    Card changes

    Shortlisted cards

    The following cards almost made it into my core sets, but didn't because there were no room left for them.



    WARLOCK

    WoW Class emblem

    Warlock class identity

    Warlock is weird because it's mostly defined by its HP. It's not that Life Tap is intrinsically better than other HPs, it's just that it's deck-defining. Life Tap alone guarantees that Warlock will always have two archetypes at its disponsal : "vomit your hand and reload" and "play Twilight Drake/Mountain Giant on turn 4", independently of any class cards. If class cards didn't exist, Warlock would be the only class that still feels unique because of its HP (MAYBE Hunter would also feel unique because of SMOrc).

    Fortunately Warlock has a few other themes than defines it... but those themes are largely under-exploited.

    • PRIMARY MECHANICS
      • SACRIFICES... - Warlocks will not hesitate to make sacrifices in order to play powerful cards on curve. Whether it's cards in hand, or minions on board. The Demon tribe exemplifies this aspect of the class.
      • ...AND SELF-HARM - Warlocks love BDSM. They will also sacrifice their own mana crystals, or even their own health, to play powerful cards on curve.
      • DRAW & HAND SYNERGY - Due to Life Tap, Warlock will never lack card draw. In addition, it has (well, should have) a lot of draw synergy and hand size synergy.
      • DEMONS - Demons are Warlock's main tribe. Most Demons have high-stats but a negative effect.
    • SECONDARY MECHANICS
      • APOCALYPTIC BOARD CLEARS : - Warlock is THE board clear class. Even more so than mage.
      • HAND & DECK DISRUPTION - Warlock is one of the only class allowed to screw with the opponent's ressources (cards, mana, etc...)
    • KEYWORD AFFINITIES - Lifestal; "draw"; "discard"
    • TRIBAL AFFINITIES - Demons

    (1) Demonic Strength (1) Imp-vasion (2) Midway Maniac (2) Succubus (3) Shadowdolt (3) Drain Life (4) Hellfire (4) Doomguard (5) Agony (10) Volcanic Infernal

    TOKENS

    (1) Worthless Imp

    COMMONS

    (2) Dark Pact (2) Imp Mistress (2) Malchezaar's Imp (4) Soul Leech (6) Hand of Guldan (6) Abyssal Summoner

    RARES

    (2) Void Analyst (3) Netherbuster (3) Void Terror (4) Shadowflame (7) Siegebreaker

    EPICS

    (4) Void Devourer (8) Twisting Nether (6) Kabal Trafficker

    LEGENDARY

    (9) Lord Jaraxxus

    TOKENS

    (1) Worthles Imp (9) Jaraxxus: Hero (9) Jaraxxus: Hero Power (9) Jaraxxus: 6/6 Infernal (9) Jaraxxus: 3/8 Weapon


    List of changes to non-custom Warlock cards

    Card changes

    Shortlisted cards

    The following cards almost made it into my core sets, but didn't because there were no room left for them.



    WARRIOR

    WoW Class emblem

    Warrior class identity

    Warrior is probably the best designed class in the game. No overhaud needed here, just some edge polishing.

    • PRIMARY MECHANICS
      • ARMOR - If left unchecked, Warrior is capable of gaining a shitton of armor.
      • POWERFUL WEAPONS - Unlike Rogues and their puny daggers, Warriors use big ass axes to smash the face, or anything in the way.
      • ENRAGE - Warriors are sadists. They love to inflict suffering on their own minions for personal gain. They can take advantage of damaged minions in a variety of ways.
    • SECONDARY MECHANICS
      • RUSH - ye
      • TAUNT - Warrior has access to powerful Taunt minions to protect its face.
      • REMOVALS - Warrior has plenty of removals at its disposal, either as spells, rush minions, or weapons. This way, Warrior can sometimes run the opponent out of ressources.
    • KEYWORD AFFINITIES - Rush; Taunt; "Armor"; "damaged".
    • TRIBAL AFFINITIES - Pirates; Mechs; Dragons.

    (0) Rush (1) Whirlwind (2) Execute (2) Sparring Partner (3) Bash (3) Shield Block (3) Fiery Win Axe (4) Kor'kron Elite (5) Bladestorm (5) Arcanite Reaper

    I strongly hesitated to un-nerf win axe or to change its stats, but I couldn't find anything good. RIP FWA. F.

    COMMONS

    (0) Inner Rage (2) Rampage (2) Battle Rage (2) Drywhisker Armorer (2) Redband Wasp (4) Blackwater Buccaneer

    RARES

    (1) Upgrade! (2) Armorsmith (4) Frothing Berserker (5) Scrap Golem (6) Butcher's Cleaver

    EPICS

    (1) Shield Slam (10) Obsidium Bulwark (10) Wyrmrest Defender

    LEGENDARY

    (8) Grommash Hellscream

    TOKENS

    (1) Heavy Axe


    List of changes to non-custom Warrior cards

    Card changes

    Shortlisted cards

    The following cards almost made it into my core sets, but didn't because there were no room left for them.




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

  • Trick And Treat - Card Design Competition Discussion Thread

    Pro

    My Hallow's End idea, straight from under the shower:

    I was a bit surprised there isn't already such a card somewhere in the solo content. I'm not sure yet if it should cost 2 or 3 and the effect might even be worth an epic. Feedback would be very appreciated and if somebody has good totem art, please let me know!

    I'll try to add feedback later, but life keeps me busy these days. 

  • New Neutral Minion - Y'Shaarj, the Defiler

    Will be nerfed for sure If blizz prints powerfull corrupted cards. 0 mana cards are dangerous.

    Developers confirmed a 9 mana corrupted card with "crazy" effect, so... I Hope that I Will open a golden Yshaarj.

  • Challenge a Friend in New System

    I usually get 2-3 per week (I try to keep 200 friends) and between 8-10k gold by the start of the new expansion, It'd be saddening to see them go. I'm VERY certain I won't get as much with the new system.

  • New Neutral Minion - Silas Darkmoon

    Quote From dapperdog

    Already a win condition in control warrior with Soulbound Ashtongue + Shield Slam

    But since its not easy to manipulate, I'll stick with my opinion that most of the time this is played its just to act as single target removal, and nothing else.

    I'm using that combo in Wild Mode and works really good with Emperor Thaurissan, Bring It On! and Mo'arg Artificer.

    The last Game against shudder shaman i've dealt 98 damage. 

     

    But i don't see that combo at standar without mana cheat or massive amor cards.

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

    Round of nopes with a chaser of not even close. It’s certainly more recent than Devoted Maniac..... it’s of the beast tribe

  • Trick And Treat - Card Design Competition Discussion Thread

    I tried to do all 3 at once, but I see that someone else beat me to it. Oh well, this one is a Priest card with Deathrattle (and potentially silence) synergy.

    Source: https://hearthcards.ams3.digitaloceanspaces.com/76/b4/4a/9c/76b44a9c.png

  • Trick And Treat - Card Design Competition Discussion Thread

    Well I've made some tweaks based on feedback buffed how much damage you could do and changed the wording based on Hordaki and myself

  • Trick And Treat - Card Design Competition Discussion Thread

    linkblade91, can you please give me a link to full art of gravedigger spade? I can't find it...

  • Challenge a Friend in New System

    Quote From dapperdog

    Theres no confirmation, but it'll still probably be better to finish up all the quests before the new system starts.

    Well, in the official annoucement, they have already stated:

    Please note that when the Progression revamp goes live, all Quests (with the exception of Starter, Returning Player, and Duels Legendary Quests) will reset, so be sure to complete any old Quest you have in your log by November 11! 

    So the answer is no, there is no Daily Quest convertion, you will just lose it along with the gold if you keep it :/

  • RNG vs skill: a false competition

    @Joesson

    I think at its heart this is all the result of the basic rules of the game, especially not being able to play cards on your opponent's turn. This obviously stops you being able to directly mess with your opponent's turn, but more subtly (and possibly more importantly) it also stops them being able to counter any disruption cards you play. In games like MtG, I believe you can counter your opponent's counter, which makes it safer to print lots of disruption cards. So in Hearthstone a disruption card is more potent than it's equivalent in MtG, and I can understand why they are rarer.  There are also smaller decks and fewer copies of each card in Hearthstone, making it even more impactful to, say, discard a card.

    The more I think about it, the more I like the way disruption cards have been handled, even with how different classes get their own flavour of disruption, while neutral disruption cards get printed if anything becomes a general problem (e.g. Skulking Geist in response to Jade Druid).

    I personally like that the classes in HS are truly distinct and cannot share their cards like they do in most other games. It changes the question from, say, "which class has the best control cards?" to "which class has good control cards but also has a way to deal with the current strongest combo deck?". That might mean you'd choose priest over warrior because you have Mindrender Illucia, but if you target aggressive decks instead then maybe warrior would be the better choice.

    I suppose it is not so much a rock-paper-scissors between aggro, control and combo, but that there's in principle 10 options for each of those broad archetypes (obviously some are very weak), and those can each have different strengths and weaknesses against each other. For a janky example, I know 'control rogue' struggles against aggro, but it always ends up being a control killer. 

    Anyway, coming back to disruption cards, I thought it would be good for my own understanding of the game's design to try to establish what the 'flavour of disruption' is for each class. I admit I was quite liberal with the use of the word 'disruption', and didn't really distinguish between destroying the opponent's card before it is played and just making it weak/useless when it is. What can I say, I like to generalise things. Besides, we've already strayed from my original post on RNG so it seems fine to stray a little further.

    • Demon Hunter: with only 2 sets to work from it is difficult to say how it will continue, but it can shuffle your opponent's cards back into their deck.
    • Druid: mill -> burn opponent's cards if they're a slow deck.
    • Hunter: through both secrets and deathrattles, they summon more minions. I guess it can be viewed as a pseudo-disruption to removal.
    • Mage: their secrets are quite diverse. Some summon minions, though I think the more important ones mess with cards when the opponent plays them (e.g. Counterspell, Spellbender, Potion of Polymorph and Explosive Runes.
    • Paladin: again secret based, they tend to make it really annoying to kill their minions.
    • Priest: very good at stopping minion effects through silence or just stealing them. Other than Illucia they don't have much to interfere with the opponent until they put stuff on the board.
    • Rogue: secrets exist but they are so diverse there's not really a theme to them. They can mill, thanks to things like Sap and Vanish, but I think more important is their ability to stop the opponent removing their stuff, via stealth, bouncing and just making lots of extra copies.
    • Shaman: nothing beyond a few transform effects.
    • Warlock: has a few ways in Wild to destroy your opponent's cards in hand/deck, but there's not nearly as much here as I expected.
    • Warrior: has basically nothing. I guess that's fitting for a class that just fights the old-fashioned way.
  • Out of Cards Now Supports Hearthstone Duels Deckbuilding and Guides

    Awesome, thanks for your hard work!

  • Hearthstone Arena in Madness at the Darkmoon Faire - New Rotation, Tavern Tickets, Arena Impact

    Staff

    Yeah, interesting choice.

  • Out of Cards Now Supports Hearthstone Duels Deckbuilding and Guides

    Given that we have this useful feature, are we ever going to see a card collection manager for this site like there use to be one back when things were being run on Hearthpwn?

    The card collection thing is the only reason why I still visit Heathpwn at all as I much prefer the news here.

    Would be handy to know what you can build/what cards you're short for these duel decks.

  • New Neutral Minion - Yogg-Saron, Master of Fate

    Randomly funny.

     

    5/5, obviously.

  • Challenge a Friend in New System

    Theres no confirmation, but it'll still probably be better to finish up all the quests before the new system starts.

    Basically there's cap. I know its possible to get 150 gold per level past that, but let's be honest; we have no idea how easy it would be to reach that cap, nor how cumbersome it would be to exceed it. Best to get the guaranteed gold while you can, even if they would be converted when the new system kicks in (which I honestly doubt would heppen)