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The latest comments from across the whole site. Jump into any conversation by clicking where it was posted.

  • Zendikar Rising Card Spoilers for September 8 - 32 New Cards and Counting

    Are alies going to be a theme in this set? I haven't seen any so far, nor have I seen any synergy cards, other than the reprinted Jwari Shapeshifter, and the new Tazri, Beacon of Unity.

  • Quest Trading - Play A Friend!

    Battletag: any#2237
    Region: EU
    Trade Only?: Yes, you go first

  • Branching Out - Card Design Competition Discussion Thread

    First idea for this comp. Tell me what you think.

  • New Hero Power for a custom class

    Staff

    Number 5 is probably the way to go, as I've seen a few other classes use this Hero Power. It's different enough from Fireblast to where it doesn't feel like a blatant copy.

  • Branching Out - Card Design Competition Discussion Thread

    People seemed to like the flavor, but the effect wasn't too strong. I changed it up a little bit to (hopefully) make it simpler and better.

    I just realized that it should probably specify 'random' card. I will fix that later.

    Feedback:

    Show Spoiler
    BloodMefist: Honestly the card seems pretty weak. You are paying 5 mana for a 2/4, which doesn't even do anything until after you have sunk more resources into it and then killed it. You should make it cheaper and will less health. Maybe a 3 mana 2/2 would be better, maybe even a 3 mana 3/2.

    bananenparty: I mean, it is exactly the same as Nightmare Amalgam. It is cheaper, but I don't know if that compensates for it being restricted to Shaman and Hunter, or the fact that it is a 1 mana 1/1. I don't see why you would want to play this over an actually good 1-drop, or Nightmare Amalgam. Bipolar Elemental is definitely better. I like the symmetry and the class pairing. Though I do think that the healing option is significantly less powerful than the damaging option. How often do you have a board of 3-6 minions which are all alive but damaged? I would have it buff their health instead of healing them.

    Elfensilver: I like it. But because you can't pick multiple targets in Hearthstone it would have to say "Give two random friendly 1 cost minions". Also, I like your current art best.

    Demonxz95: I like the design, but I feel like in practice it would be pretty useless outside of an Even deck. 6 mana is too much mana for just making a 3/3. Maybe if it was a 3 cost card, or maybe a 2 cost card with a smaller buff. 

    MrRhapsody: Having a Choose One effect that picks between negative effects is very cool. Though I think that discarding a card will always be picked over losing a mana crystal. I think if you had to choose between discarding a card and destroying a random friendly minion it would be more balanced. Also, and this is a very minor thing, but I feel like this would be better as a rare.

    grumpymonk: Very good card. It is balanced, and the flavor is good. I have nothing to criticize, 5-star card.

    Nirast: I don't think this needs to be an epic. Neither option is particularly exciting, so you could easily put this at rare or common. In terms of balance I think it is just too weak. Dealing 4 damage is worth 3 mana, here you are paying 1 extra mana to possibly gain, but possibly lose a small amount of life. And gaining 6 armor isn't a lot to compensate for paying 4 mana for a 2/2 weapon. I think you should up the armor to 8, and give the weapon +1 durrability.

    DestroyerR: The main problem I have with this card is the same problem I have had with the other 2 Choose One Druid/Warlock cards with negative effects, one option always seems to be just better than the other. In what world do you want to spend 3 cards gaining a single mana crystal? Maybe in a dedicated discard warlock deck, but even then you have a strong enough early game that you don't need ramp. I feel like this card would only be used in zoo decks to draw cards in the mid-game.

    anchorm4n: I like it, though I don't see why it has to hit a random target. I think this is a nice way to merge Rogues and Hunters. The wording feels a bit wordy, I would change it to "Battlecry: Trigger a friendly minion's Deathrattle. Combo: Add a 1/1 copy to your hand that costs (1)."

    Ardin: I like the tribe mixing, though I feel like flavor-wise it would make more sense to give the Beast rush and the Elemental windfury. I do think it would be better if it only affected the current turn. 

    BasilAnguis: The wording is kind of weird. I think it would be better if instead of saying "While this minion has Divine Shield it has Taunt" it should say "Taunt. When this minion loses Divine Shield, lose Taunt". I also don't see why the Stealth only has to be for one turn.

    Sinth: Whether or not you think this card will do well all depends on how much you think this community enjoys RNG. I don't have much to criticize about the balance of your card since you can't balance randomness. Either people like the all random thing and you should go with it, or people don't like it in which case just scrap it and come up with something new. Personally I don't like the concept of doing purely random stuff.

  • Branching Out - Card Design Competition Discussion Thread

    Starting at the bottom, then going up for the feedback:

    @Sinth

    Show Spoiler
    This card is indeed legendary in it's randomness. To make the battlecry more impactful-  as this can die to Explosive Runes maybe change it to "dies of them". I quite like it, because randomness is the way of the mage, and warlocks are great at killing people.

    @BasilAnguis

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    It's honestly to much text. And while there is both a rogue and a paladin aspect in there, they don't mix well, in creating a minion that basically flees. If you change it to stealth-> divine shield it would represent both classes a bit better, by letting the minion jump from the shadows and reveal himself as noble fighter. Rare is also to little for this effect

    @Ardin

    Show Spoiler
    Probably a bit to narrow for a legendary. The effect is okay for the cost, but it looks more suited to hunter than shaman. The effect for the beast is so much stronger, especially as it is not limited to: "this turn", which could make some crazy combos possible with just a single card.

    @anchorm4n

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    Well, it's a lot. I like the art, and the class combination, but spirits as copies of a minion are a shaman theme, so maybe change the name. Also, maybe make the stats worse, right now this is pretty strong.

    @DestroyerR

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    Seems fair, and also fitting to the theme, good class combination. Just wouldn't want to play this with a finished quest

    @Nirast

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    -Somewhat to tame for this wild theme, meaning it's not very interesting. the weapon doesn't look natural, and the effect is barely playable at the moment.

    @grumpymonk

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    Great card, nothing to criticize here

    @RealJC1234TheToonist

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    I do not like the combination overly much, especially since it just seems playable for warlock and not for paladin, and the flavor seems somewhat off? Maybe find a succubus picture, for they often have lifesteal.

    @MrRhapsody

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    Great combination, satyrs are a good find!

    @Demonxz95

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    Nice effect, looks striking with the blue and gold. I'm not entirely sold on the name though. But stats and effects seems fair.

    @Bananenparty

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    The almalgam looks like you took the parts from someone else and cobbled them together. No really, it's to close to Nightmare Almalgam. THe elemental is very strong, but the healing effect should be stronger, since you'd play it less for the healing, and more for the aoe.

    @BloodMefist

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    Nice and simple, this is also a great combination of classes.

    @KANSAS

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    this effect exists. It’s the new DH legendary [Hearthstone Card (Star Student Stelina.) Not Found]

    @shaveyou

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    Veterinary Student: great effect, but tbh this would work better as a druid/priest card

    @linkblade91

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    Wandering Monk- A weird combination, why is hunter in there? The flavor is way off. And for hunter this is great, but no priest would play this-except as a weird combo piece

    Edwin,the Revolutionary: very strong. But rush is weird for this combination, as it’s not found in either class

  • New Hero Power for a custom class

    Quote From GerritDeMan

    If you want to keep it simple you could do something like "2 mana: give a minion +1 health*, but if you're willing to make it a little less simple you could have it do something different depending on if the targeted minion is friendly or an enemy (example: 2 mana: give a friendly minion +1 attack, or give an enemy minion -1 attack). If you don't like permanent buffs you could play around with temporary buffs as well.

    I like this idea, but it seems a little weak. The two mana hero powers should be on the level of a 0 cost card (like moonfire, or wisp). The 1 mana HPs should be half the value of a 0 cost card (compare DH HP to pre-nerf/buff twin slice). Considering [[Power Word: Shield]] exists, I recommend making the hero power 1 mana if you give +1 to a stat.

  • I'm quitting Hearthstone (again, but for real this time)

    Have you tried wild format? I'd be in the same boat as you if I still played standard.

  • Mono-SI Mistwraiths CotM

    I love that deck too and I'm running almost the same list ! I too really enjoy Risen Mists, being able to develop at burst speed is so powerful for real.

    I've always wondered how Kalista's resummon effect prioritize what it resummons, it'd be nice to have a rulebook for that kind of mechanic

  • Branching Out - Card Design Competition Discussion Thread

    Staff

    Quick feedback time.

    Show Spoiler

    Linkblade91 - I didn't think anyone would be crazy enough to make a Hunter/Priest card, but you did it! And in a way that actually makes sense both mechanically and thematically. Wandering Monk is a cool card, although you will get quite a lot of comments telling you Hunter should have good AoE.

    Edwin is flashier, although it seems EXTREMELY strong to give all your minions Rush for the rest of the game. Look at Dr. Boom, Mad Genius which only gave your Mechs Rush and also required you play 7 mana to do nothing that turn (unless you're able to summon a Mech on the same turn you play him). Rogue might have some difficulty with the no-Neutrals requirement, but Pure Paladin slots it in extremely easily.


    Shaveyou - Wow, so TWO people were crazy enough to make a Hunter/Priest card. Veterinary Student is really neat. This isn't necessarily a big deal, but I feel like it benefits Hunter a lot more than it benefits Priest due to the latter's lack of Beast.

    KANSAS - Street Magician is a cool idea in theory, although since they'll draw a card to replace that card anyway, it isn't really a knock to them in card advantage and you're just as likely to help them as you are to hurt them.

    BloodMefist - Sacred Deer is a neat idea, although I feel like it's difficult to make work in practice. Also, don't use the Classic watermark on dual-class cards.


    Bananenparty - I understand the idea of Baby Amalgam although it seems too weak to me. I feel like half the time, you can just use Nightmare Amalgam instead and it'll do the job better.

    Bipolar Elemental seems bad to me. The first effect is okay, but the second effect is so much worse than the first one that it's not even funny. I know some Choose One cards have one effect which is typically better than the second one, but the discrepency in power is never as significant as it is on Bipolar Elemental. You'd play this card pretty much exclusively for the first effect, and the only time the second one would come into play is if you had Ossirian Tear on the battlefield. You also have grammer mistakes in "Choose One" and "Health".


    Elfensilver - I'm glad you have other arts because TGT trailer art on the card seems strange. The effect seems neat, although I'm not sure how you target it since the language of the card seems to imply that you choose both targets although Hearthstone does not (yet) have the functionality to do this.

    MrRhapsody - A competently designed card, but I've never been a fan of Choose One cards with a negative effect.

     

    RealJC1234TheToonist - That's quite the username you've got there.

    The biggest problem I see with Karaak is that Paladin can't really use it. It feels like a Warlock-only card that just has Paladin added on to it arbitrarily. I do get that healing is a Paladin theme, but the condition for the healing screams just Warlock to me. Not a bad idea though.

     

    Grumpymonk - Now THIS is a really nice design in my opinion. Reminds me of Keeper of Uldaman, but it's different enough in a lot of ways. This is probably my favorite card of the competition so far.


    Nirast - I've seen people try to do "[secondary effect] and Choose One" a few times before and it always looks really clunky. Not the case here though, as this is by far the best execution of this that I've seen so far. I really like the flavor and aesthetic of the card, although I feel like it's slightly too weak. Buff it a little bit (maybe +5 Attack and a 3/2 weapon?) and it'd be really great.

    I for one also really like that we can finally make cards that give Druid weapons without freaking out over the fact that it breaks Twig, and this card is a nice way to take advantage of that newly found space.

     

    DestroyerR - It's very rare for me to see someone make option cards when they make Choose One cards, so kudos to you for going the extra mile. I kinda like thematically that the two effects are polar opposites of each other, although I'm not a huge fan of the negative synergy with Fandral and Ossirian Tear.

    Anchorm4n - Congrats on the win, dude. Spirit Huntress is a neat way to tie Hunter and Rogue together through Deathrattles, although I don't think the effect needs to be random.

    Ardin - Hey, it kinda looks like you. Despite the fact that Hunter is not an Elemental class, nor Shaman a Beast class that the effect works for both classes in a different way. It also kinda adds a bit of a bit of a deckbuilding thought of using the other tribe a class isn't focused on in that class. I don't know if this was intentional or not, but I also think it's neat that you gave the Hunter side a Shaman keyword, and the Shaman side a Hunter keyword.

    BasilAnguis - A decent idea, although I feel like it's perhaps "overbaked".

    Sinth - A really funny idea. I kinda like it.

  • Deck tracker for Mobile (Android)

    Was about asking the same same question (but without the 'lol'). I don't need the ingame tracker, but my replays and statistics.

    Is there any alternative or a trustworthy source of the apk?

  • Dragon Deck - A Symbol of Developers' Stupidity

    Quote From RuneterraTV

    Talking about good or bad design is difficult if you do not know what something was designed for in the first place. I personally am not thrilled about Call of the Mountain. I do not like RNG , i am not a fan of cards like Aurelion Sol , and i do not enjoy games that i win or lose almost regardless of what i have been doing.

    If this expansion was designed to cater to my needs, than that was poorly done. But i give Riot some credit and will assume that there is another crowd out there (most likely consisting of people that spend actual money) that expects effortless wins, BIG plays, smashing combos and ridiculous RNG swings.

    Hearthstone does not sit on the Iron Throne for nothing.

    Cater to your needs?  Snide comments at people who may pay for cosmetics? More snide comments assuming that anyone who likes Asol expects "effortless wins"?

    Not sure what you were expecting with your first response, but I wouldn't expect a warm welcome with an opening statement like that.

    As someone who has played pure Asol decks, and decks without Asol, and games where I never drew an Asol.  I can assure you that creative play can make it so you can kill the big boi.  And playing them is actually difficult.  Especially in a pure deck where you don't have a ton of great stat value. (Most of the invoke cards are sub-par in stats so they are very poor tempo plays).

    Noone is questioning that Asol isn't a value card.  He's probably the "king of value" in LoR.  But when it comes to tempo, most competent people will tell you that Asol decks generally aren't tempo decks.  Most of the decks include many sources of healing because you'll be low while trying to stem the flow of blood from any aggro or midrange deck that is looking to close you out early.

     

  • New Hero Power for a custom class

    To be honest I'm not a fan of the first one because compared to the mage hero power, not being able to target heroes seems like too little of a downside for having it cost only half as much.

    If I had to pick one out of the ones you proposed, I'd say option 4 with it only being able to hit minions. You could also make it target 2 different enemy minions to make it a little less random.

    The class itself sounds neat though. But I was thinking that if it's a class based around minions, why not make the hero power interact more directly with the stats of a minion? If you want to keep it simple you could do something like "2 mana: give a minion +1 health*, but if you're willing to make it a little less simple you could have it do something different depending on if the targeted minion is friendly or an enemy (example: 2 mana: give a friendly minion +1 attack, or give an enemy minion -1 attack). If you don't like permanent buffs you could play around with temporary buffs as well.

  • Hearthstone Grandmasters 2020 Season 2 - Week 4 Recap

    Eddie jebaited everyone with turtles

  • I'm quitting Hearthstone (again, but for real this time)

    Honestly, I'm surprised you've lasted this long. I quit playing HS with any seriousness months ago. And it's been at least 3 months since I even logged in (well, except once, literally just get the freebie legendary with the new set).

    I do disagree about Legends of Runeterra. I think it has a massive amount of variety, and plenty of ways to interact with what the opponent is doing (aka "answers").

    Lastly, if you want to try a completely different card game that is none of the above nor Magic, I'd suggest Eternal.

  • Branching Out - Card Design Competition Discussion Thread

    While I will give feedback later, I am not sure what version of my card looks best, and would also like feedback on this decision.

  • New Hero Power for a custom class

    Thank you both for your opinions. The first one was my favorite too, but I wanted to hear other opinions. I think i will take the first one. It is simple enough and still quite useful for my custom class. Thank you so much!

  • I'm quitting Hearthstone (again, but for real this time)

    Quote From dapperdog

    If there's anything I love more than seeing someone give, in OldenGolden's words, a "Sermon on the Mount", is someone else giving another "Sermon on the Mount" on the first person's "Sermon on the Mount", whilst completely unaware that pointing out sermons in a forum also necessarily requires giving a sermon themselves.

    Get ready for sermonception as I prepare a lengthy response to your mini-sermon!

  • I'm quitting Hearthstone (again, but for real this time)

    Pro
    Quote From ArcticFox

    Good bye YourPrivateNightmare,

    Best wishes to you. I think it was a good call to leave your collection as is that way if you do decide to come back and play it will be there. That being said, I too have grown tolerant of the game that I once loved. I have been playing some Starcraft II but my life situation doesn't really allow for much more than Hearthstone. The game has become more of a habit than a joy. I try to realize that Hearthstone is just a game and doesn't really provide much escape from the horrors of 2020. I hate this year. This year has become "my private nightmare." Well, YourPrivateNightmare, I wish you the best.

    I will miss your tag line: I tried having fun once. It was awful.

    This. I'll miss you and it's a real blow to this site and the community to lose both you and Xarkkal in short succession. Take care of yourself. Maybe we'll meet again one day.

  • How does morning light work? is it bugged?

    I've seen this exact scenario work several times - they have you pick the Celestial card before the spell resolves, so it can appear that the two events are not connected.

  • New Hero Power for a custom class

    Pro

    I agree with Elfensilver. Sadly there isn't much design space for custom Hero Powers, but praise Yogg Demon Hunter opened new territory for us. Nr. 1 looks great for what context you've provided.

  • Branching Out - Card Design Competition Discussion Thread

    Its good to be back! Last week I was too busy to comment here but this week I'll try my best. :)

    I think I'm gonna go with the card I posted on Reddit some time ago: 

    This is one of the funniest cards I've created and I feel obligated to use it as my entry, but is it too boring to reuse a card I've posted elsewhere before?

  • Branching Out - Card Design Competition Discussion Thread

    First idea for now. Tried to put it in fewer words but this is the best i can. Basically you give it divine shield, it has taunt. Enemy hits it once, it gets stealth which saves it and lets you buff it with divine shield again.

    How would rogues give divine shield? Idk, i imagine there would be more rogue/paladin cards that would do that if this class combo was real.

  • I'm quitting Hearthstone (again, but for real this time)

    Imagine gaslighting someone because they don't want to play a shitty card game anymore.

     

    Imagine being someone that has played this game for a loooooong time, they were an active member of the community, avid deckmaker and theorycrafter, excited for expansions when they were released, and suddenly the game does not interest you anymore, and you know that it just hasn't gotten stale, the game itself isn't interesting to play at all. So you decide to leave, you choose to freely abandon all the time and money and effort spent on this game. And what do you get? Entitled pieces of shit that say your decision that you spent a lot of time making, means nothing because you used to love the game and were an avid community member, and that you'll be back. Completely invalidating your decision.

     

    What a community.

  • New Hero Power for a custom class

    #1 is the most simple one, either this, or if you want to have chance as an import factor: #5.