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  • Patch 1.1 call of the mountain

    Well, not necessarily asking for a change right away, but i want to grab your attention that Relentless Pursuit sees play regularly in many top 10 ranked players from day 1 to this day, and its effect will only get stronger as this game ages.
    So i still think a nerf will be inevitable somewhere in the future, just checking if you guys are doing ok dealing with the card for now.

  • Week 2 of the Forbidden Library - Book of Heroes Adventure Releases Today Alongside the Scholar Jaina Hero

    This is so lame. They've basically killed PVE content for an entire year. Their "adventures" have always been a chore to go through, with annoying popups full of cringy dialogue and dad jokes that you can't skip (not even when you replay it for the nth time) and typically no replayability whatsoever. The "story" is vaguely amusing at best, and more often than not completely boring, predictable and unfun.

    Yeah, it might be "free content", but I'd much rather have another great dungeon-run style game mode for 2-3k gold like Dalaran Heist than this forgettable one-off filler content that I'll only be doing once for the pack.

  • Out of Cards Changelog - 2020-09-16

    Bug report.

    On mobile, on the hearthstone page, in the forums tab, selecting “new threads” shows threads from a year ago.

    Don’t know if this a known thing but it’s there.

  • Patch 1.1 call of the mountain

    Quote From Hellcopter

    While at the subject, does anyone else think Relentless Pursuit could use a small nerf? 
    Maybe is just me, but i feel this card got really strong with all the scout and support support (lol) added to the game.

    I wouldn't mind it that much. I feel like Rally effects are really hard to balance, but making Relentless Pursuit to a 4 Mana card would very much kill it. In which case would effectively make Demacia have only Cithria the Bold and Genevieve Elmheart as finishers.

  • Runeterra Hotfix - Casting More Than 15 of the Same Spell in a Round Removed From the Game

    It's similar to nozdormu seeing play on that regard.. You don't want those interactions in the game it's 100% unfun

  • 6 Card Game Mechanics We Want to See Added to Mythgard

    Mythgard is such a great game, I am playing it for some time and I really hope with this new upcoming expansion more people will show interest in it, this game deserves more recognition. 

  • Out of Cards Changelog - 2020-09-16

    Staff Pro

    Okay, technically it is 2:30 AM on the 17th for me, and most people its the 17th, but since the Pacific coast counts, we're going to pretend it is the 16th.


    New Features

    Magic the Gathering

    • Added set pages. Here's Zendikar Rising.
      • Cards currently only display in numeric order. Sort options are the endgame goal.
      • Cards themselves now nest cleanly under sets.
    • Modal Dual-Faced Cards can now be flipped!
    • Added tooltips for cards.

    Brightclimb Pathway // Grimclimb Pathway Card ImageBrightclimb Pathway // Grimclimb Pathway Card ImageFlip Card


    Changes

    Magic the Gathering

    • Split card frames now rotate 90 degrees so they can be properly read.
    • Added extra navigation when on non-Magic pages for faster browsing.

    Mythgard

    • Added to navigation.
    • Added a site header for the game.

    Runeterra

    • Imported fresh data for Patch 1.10

    Bug Fixes

    General

    • Fixed an issue with the portal deck widget showing the wrong game if you switched portals.

    Magic the Gathering

    • Fixed incorrect default width of cards. Was 240, is now 265.
    • Corrected images for Modal DFC cards. Previously the same image was used for both sides of the cards.
    • Card BBCode will now prefer a collectible card over a non-collectible.
      • MTG doesn't really have non-collectible cards, save for tokens. However, with the way our data works, Modal DFC (and some other dual-faced cards) have a back and front that is a separate "card" in our database. When requesting these cards in bbcode, we're assuming you will want the front face of the card by default.

    Mythgard

    • Fixed an issue when browsing Mythgard content that would result in a homepage error afterwards.
      • This was live for a few minutes this past afternoon. Sorry to the couple hundred people who ended up seeing the error.

    Flux Notes

    Yo! Couple things here.

    • MTG Deckbuilder should be out before the end of the month. We've got some big tech choices to get through to make this work well.
    • Mythgard support. You've noticed some Mythgard articles today. Thanks to Nirast for helping us cover the game! I'm not going to consider us fully committed to it just yet, which is why it doesn't have a large portal link on all pages, though the game has a great community and we'd love to give players a great home.
      • If there's some free time this month, we'll get a card database up for the title pending datamining and card generation. 
      • If helping cover Mythgard is something you'd be interested in doing as a volunteer, hit me up.
    • MTG "stuff" as a whole is still a work in progress. Card pages are still quite bare!
    • I'm going to bed now so I can be up for the launch of Zendikar Rising!
  • Runeterra Hotfix - Casting More Than 15 of the Same Spell in a Round Removed From the Game

    Thought it what swim said about people who defend deny and will of ionia, that it's Stockholm syndrome of being hostage by a powerful meta defining card. 

    I mean I thought hush was hotfix nerfed they said they will nerf the ability to spam the card.. IDK why it even have the echo effect it would be good enough as none echo.

  • Runeterra Hotfix - Casting More Than 15 of the Same Spell in a Round Removed From the Game

    Quote From thazud

    On the downside it means that Cloud Drinker probably won't see play anymore. 

    Agreed, but I think that's more about Cloud Drinker being an incredibly weak card outside of very niche applications. Honestly, he could use a nerf-reversion back to being Enlightened: Reduce by 2 -- it made sense at the time, but with all these new Sol and Trundle control decks Karma could now use a little help.

  • Runeterra Hotfix - Casting More Than 15 of the Same Spell in a Round Removed From the Game

    Great fix! 

    I heard of people who were stucked in ranked games for hours because the opponent kept spamming Hush. On the downside it means that Cloud Drinker probably won't see play anymore. 

  • Sigh! Another garbage solo adventure...

    As someone who replays a lot of the dungeon run style modes, I'd have to say I really miss them. Each of them had their issues and they definitely  overdid it at some point but to this day SoU's tombs of terror has become a massive time sink. And I believe I have figured out the problems and the solutions to them for each mode:

    Dungeon Run (original):
    Simple but effective first version.
    Passive Treasures were basic but some of them way too weak (get the Weapons-cost-1 treasure, proceed to never get offered weapons)
    Active Treasures were interesting and some could define a game whether draw early or not
    Bosses however ended up being very unfair at times because some of them were designed to counter a specific achetype. Who didn't make a spell-heavy deck and ran into the trogg boss that steamrolls you if you dare to play a spell? Especially the final bosses could invalidate a strategy you built on for 7 encounters. Built a slow control deck? Well, one of the bosses just mills your entire deck by turn 10. None of the final encounters are fun, really.

    Monster Hunt:
    Interesting but limited in terms of heroes.
    Passive Treasures included some character specific ones which are sadly almost necessary to win a run and were worth restarting over.
    Active Treasures were unique as hell and specific encounters offered treasures based on the boss which made them feel like loot. Most other standart treasures were however hillariously weak.
    Bosses were tough and felt inconsistant. You could steamroll one boss and be completly blown out by the next. While having nemesis bosses for each character was a good idea, those bosses were designed to counter the character. Unique challenge in knowing what is coming and building a deck to be prepared, tho!

    Rumble Run:
    Shrines were a new concept and it was fun to basically know the direction your deck went from the start. However, that mode just kinda played itself due to you always havng to pick the card bucket that aligned with your shrine and you were just kind of f-ed if you had a deathrattle shrine and didn't get offered deathrattles worth trippling up on. That was probably this mode's biggest issue.
    Passive Treasures didn't matter since you didn't get them until the 7th encounter and they were not swingy enough to make a difference, especially some of the ones that woud have impacted your deckbuilding if you had known you would get specific ones.
    Active Treasures were good ones, all of them being champions of your chosen class.
    Bosses were just... the standart classes. Depending on their shrine managable or overpowered. Here is where the later bosses starting with more mana really makes an impact. Their decks are perfectly tailored to their shrine and will usually blow yours out of the water easilly by the mere fact they can get these broken champions down way earlier. Very unsatisfying to loose.

    Dalaran Heist:
    Really good one, this one. Heroes are standart classes but each of them receive two additional hero powers to unlock. Different starting decks to tailor your run int oa direction early on. Different chapters with special twists and unique bosses. Introduction of Bob's Tavern to modify your deck mid-run. Introduction of anomaly mode made this one the most replayable mode up to that point. To Top it off, the flavour of playing the bad guys was hillarious, especially with the 5 villains commenting on encounters and treasures.
    Passive Treasures were mostly recycled from prior DRs but some new unique ones that could really win you a run. Some really broken combos were possible.
    Active Treasures were slightly weaker than prior DR itterations. Most of the time sthey were just slightly stronger minions/weapons/spells that could slot in fine into your deck.
    Bosses were fine but the most annoying part was i nthe fact that most of the later bosss' difficulty came solely fro mthe fact that they start with 4 mana which was way too much, especially if they played heavy tempo. You better had a good early hand or you were done for. That shows especially in the final chapter where you are up against 5 bosses that start the game that way and can easilly steamroll you into oblivion before you even get to turn 4 yourself.

    Tombs of Terror:
    Easilly the best one of all the DRs. While it cut down back to the 4-hero-format of Monster Hunt, it had the versatility of Dalaran Heist with multiple hero powers, starting decks, chapter twists, bob's tarvern (bazar) and anomalies. Plus each hero represents two classes which allows for a plethora of new combos. The game also starts you off with a unique signature treasure that can be a really good board control tool or straight up win condition.
    Passive Treasures took the best of prior modes and cut some of the weaker ones. Sometimes you run into the issue were some treasures could easilly sabotage your deck. However, there are some rarer passives there that can absolutely win you the game if drafted with the right deck/hero power
    Active Treasures are Impactful, especially some that let you cheat mana or single-handedly negate fatigue by shuffling back into your deck. There was also one unique treasure that lets you take a boss' hero power and use it for the rest of the run which offered a whole new angle.
    Bosses were fun and balanced, none of that perfect-counter BS that happened in prior DRs. Final boss is always the plague lord which is intended to be taken down over multiple attempt but can be done in one if you have a really broken deck. Plague Lord of Death is the only one that feels unfair and overtuned even while not playing heroic. Other than that you always feel like you got a fair chance.

    Honestly, out of all of them Tombs of Terror got right the most and if they released a new DR based on that with new treasures and updated card pools, I would be all over it. Some general suggestions I would have, tho:
    >One should be able to skip adding cards to the deck, especially later down the line. Funnily enough a DR-style tavern brawl actually offered empty buckets once your deck reached a certain size so they have clearly played with the idea.
    >A Retire button or quick restart. Again, i nthe recent book of heroes adventure they offer exactly that.
    >Possibly a failsafe that offers you one second attempt in the scenario of an unfair encounter. Again, a DR-style tavern brawl had introduced Aviator Bob to toss you into a tavern the first time you died and let you continue
    >Make certain rarer treasures more common. I didn't mind them being rare but not getting the Lucky Shovel Treasure until 5 months into religiously playing the mode was kind of weird.

  • [Rings of Immortality Spoilers] Wake the Hel up, Mythgardians! We have a lotta cards to burn!

    Staff

    3 new cards revealed:

    by Hzoj

    by Kryptik Gaming in this article.

    by WholesomeGMNG

     

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

    Here you go

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

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

    No. Doesn't fit the second line.

  • Patch 1.1 call of the mountain

    Quote From TheTriferianGeneral

    If you deny them enough tempo or have enough tempo youself,  the card does nothing and that is a concept of a card that is imo healthy but I also see how it is very polarized 

    I agree, but this is getting harder and harder to accomplish. Fighting tempo with tempo works sometimes but usually don't, the deck is very well optimized to make sure their units win trades.

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

    [Hearthstone Card (Al’Akir the Windlord) Not Found]?

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

  • Brawl Haul - Releasing the Elementals with Omnath, Locus of the Roil!

    Staff Pro

    This week =)

    Still a work in progress, but all the cards are here. Deckbuilder should arrive this month.

  • Sigh! Another garbage solo adventure...

    The only adventure I'd call outright bad was Trial by Felfire. That one was pretty rough.

    As a huge Warcraft nerd, this was honestly a lot of fun. I could see it as a jumping-off point for people who play Hearthstone and are interested in Warcraft lore, which is exactly the purpose it serves. Especially once we have them all, you'll get a pretty good outside picture of Warcraft's story.

    Quote From griffior

    The Book of Heroes very well can suffer the same fate. If Team 5 releases a hero story every expansion cycle from this point on, it will be August of 2023 before we have all of the stories unlocked.

    They're releasing them monthly AFAIK. We'll have all ten by July next year.

  • Brawl Haul - Releasing the Elementals with Omnath, Locus of the Roil!

    This is a fun card and cool deck for the last day in standard but... WHEN DID THIS SITE GET A MTGA DATABASE?!

  • Pure Of Heart - Card Design Competition Discussion Thread

    Quote From Ilphelkiir
    Quote From linkblade91
    • The Dark Titan Sargeras is the most powerful being that ever existed, hence the 15/15 (The Ancient One? Never heard of it). Literally the size of a planet, Sargeras is the creator and Dark Lord of the Burning Legion. Show your devotion to him and he will duplicate all Demons in your hand, shuffle in new copies of all Demons in your deck, and summon copies of all Demons on your battlefield. With him, the Legion is endless. Note that he is not a Demon himself.

    Sargeras should definitely be a demon - why did you intentionally leave that out? If your problem is with him copying himself, you can specify "other" in his card text.

    Sargeras isn't a Demon, though: he just controls them. He is a Titan. I had him as a Demon originally, with the "other" text as you noted, then realized my mistake and removed it.

  • Pure Of Heart - Card Design Competition Discussion Thread

    Quote From linkblade91

    I've replaced Kil'jaeden with two new cards; hopefully these are better received:

    • The Dark Titan Sargeras is the most powerful being that ever existed, hence the 15/15 (The Ancient One? Never heard of it). Literally the size of a planet, Sargeras is the creator and Dark Lord of the Burning Legion. Show your devotion to him and he will duplicate all Demons in your hand, shuffle in new copies of all Demons in your deck, and summon copies of all Demons on your battlefield. With him, the Legion is endless. Note that he is not a Demon himself.
    • Emperor Shaohao would be our first Neutral Hero card, having overcome many trials to become balanced in mind and spirit. Despite being a 6-mana "do nothing", he provides a ton of refuel and a means to access it in the Hero Power.

    Working on feedback next.

    Sargeras should definitely be a demon - why did you intentionally leave that out? If your problem is with him copying himself, you can specify "other" in his card text.

     

    As for Shaohao, this is a neutral hero card (which I'm personally against), is a draw engine, reduces the cost of the cards, and to make it amazing for long and grindy control matchups, this gives you an extra 29 cards in your deck. Imo, this would be a bad idea to print.

  • Randomonium

    IIRC, the Hearthstone team has said that this is their most popular Brawl mode, whether you measure by number of games played or total amount of time spent.

    This is probably not what any of us would expect, but it’s a good reminder that Hearthstone has a lot of different types of players, some of whom are not represented on our message boards.

  • Glue quest tournament - what is this (sh*t)?

    Blizzard’s been huffing the glue again....