This is really similar to the Secret Mage I used to get to Diamond 3 this last month. There were only a few differences, I used: Ancient Mysteries and Aluneth instead of the Voracious Readers,
It's people like Linkblade and Demon that clearly have the most experience in this and honestly I'm disappointed you don't dish it out more often. It would be very much appreciated.
I can't speak for Demon of course, but I personally have had some IRL problems that have kept me from participating this week. Depression hits me harder some weeks more than others, and this is one of those weeks.
Ok so first off, SpellShield doesn't stop your own spells. So basically even if The Skies Descend hits ALL units. Then, it will still kill their own units regardless or not they have SpellShield and I understand that not everyone gets this but it is technically in the explanation.
Which brings me to my second point, read the cards. I know that Riot wording is not the best (like how SpellShield is worded) but some cards you can definitely understand such as the way that The Skies Descend has all enemies written in it instead of ALL units which is what RuinationBADCARDNAME has.
Third, RuinationBADCARDNAME is still a better card than The Skies Descend but at the same time, they do two very different things especially since they are in two different regions.
Cosmic Inspiration is clearly a very powerful card, but if you're counting on it as your win condition, you probably ought to be running 3x Starshaping (and maybe even one or two copies of Aurelion Sol), as those are the best way to get it, but still aren't a guarantee of getting it.
Thanks for the feedback! Before I add my two cents to the new cards, I'd like to get something off my chest: I'm disappointed. Imho, we've made huge progress when it comes to giving feedback after that shoutout last season. But. The biggest part of the people I consider the pros in custom card design have been following a certain pattern since last season: they post within the first few hours of the competetion, give feedback among themselves and whoever happens to be awake (here goes the European whining again) AND have a great idea AND the time to post it and then they disappear. It's people like Linkblade and Demon that clearly have the most experience in this and honestly I'm disappointed you don't dish it out more often. It would be very much appreciated.
More Feedback:
Ardin:
Show Spoiler
A really nice card, I like it! I would go with the 1 mana 2/1 version though. You can play the companion on turn 2 only with the coin and the aggressive stat line just suits hunter better. Also the name seems a bit awkward, but I can't come up with a better suggestion right now. Last but not least, you should edit the text to avoid the orphan in the last line.
Nirast:
Show Spoiler
Cool card, nothing to criticize here.
MenacingBagel:
Show Spoiler
I like your idea, but you should fine tune the text. Maybe make it two sentences, and to switch the order of the effects would be more intuitive imho. I also want to add that this is one of the cards that doesn't really need to be a Scholomance card. If you change the name, this you could easily be Boomsday.
GoliathTheDwarf:
Show Spoiler
Nice card!
BloodMefist:
Show Spoiler
Very smooth change to the effect. The second art is better but looks a bit mage-y in my eyes. Maybe you have still another piece in store?
thepowrofcheese:
Show Spoiler
I like the effect, but the card might be a bit OP. Even at 1/1 it would still be playable. I'm also not very happy with the art. It doesn't look particulary shaman and there are other people who have also used it (not your fault, but maybe safe yourself some stars if you find something else).
MrRhapsody:
Show Spoiler
Interesting idea. No idea how to make this better.
Elfensilver:
Show Spoiler
Interesting idea. No idea how to make this better.
Skies Descend requires your opponent to drain every ounce of mana they have, unless they have a full board of celestial/dragons. (In which case the cost would be reduced by 6). But if your opponent has a full board of celestial/dragons, chances are you've already lost anyways since you haven't been controlling the board. And at that point, Skies Descend is meant to eliminate any potential blockers you have and clean up the game.
I'm actually fine with Skies Descend because unlike Ruination, it can ONLY be played while ahead. If you are behind and not developing any presence, you can't play Skies Descend, and if you are toe-to-toe, your opponent can either play around it, or try to challenge your units to make it unplayable.
In my opinion, ruination is actually the less balanced of the two board clears. For one, it can be played from behind making it an overall better stall card or "hail mary". Secondly, it is part of Shadow Isles, which holistically doesn't care about some of it's own units dying and in some ways benefits from it. So any deck running Ruination doesn't care about the "backlash" effect.
And most of the new targon/celestial spell cards are slow speed. Which means you have time to react, re-develop your board, etc. Slow is actually fine because I get tired of burst spells constantly outdoing things. Slow allows the back and forth play/counter play that LoR is supposed to be known for.
I really don't get why they do this kind of skewed release in Expeditions. It was the same way with Rising Tides, where Bilgewater was everywhere and the Deep units were incredibly frustrating to play against because the smaller deck size meant you could very easily reach Deep status. Eventually the probabilities were put back to a normal distribution and things got more reasonable.
Isn't the Rising Tides release in Expedition like completely dominated by Demacia? I remember very well that after my first Trial which I went for GP Sej, which got me 7 wins because Sejuani is nuts as usual. I quickly tried out the Quinn side of things and unsurprisingly it was all Demacia. It was literally pick Bear and you win. The more Bears you had over your opponent, the more you advantage you got. This held true until Bear got nerfed.
Now, I'm not going to lie. I've tried out only one expedition from CotM and it was day 1, so I don't really know if Targon is as dominant as it was but I did get to 6 wins with Targon Allegiance, and about all except 2 of my opponents were running Targon. It wasn't as strong as I thought it was, it was just annoying tbh. I lost with the Targon deck on my last game to a very aggressive Discard heavy Jinx Draven. So at the very least, it's not as oppressive as the release of Rising Tides where Bears was so dominant that you can't afford to not run Demacia. Idk I haven't been doing Expeditions as much this expansion.
Demacia had some of the best tempo units thanks to the Grizzled Ranger and Loyal Badgerbear, and over time were certainly the most dominant force in Expeditions. I'm only referring to the initial release, where the skewed probabilities of finding Bilgewater cards meant that Deep was extremely prevalent and Deep provided massive tempo plays. Demacia was hit in a big way in Patch 1.2, but there were changes made to Bilgewater as well despite the fact that Patch 1.2 also removed the 2x bonus to see them.
I really don't get why they do this kind of skewed release in Expeditions. It was the same way with Rising Tides, where Bilgewater was everywhere and the Deep units were incredibly frustrating to play against because the smaller deck size meant you could very easily reach Deep status. Eventually the probabilities were put back to a normal distribution and things got more reasonable.
Isn't the Rising Tides release in Expedition like completely dominated by Demacia? I remember very well that after my first Trial which I went for GP Sej, which got me 7 wins because Sejuani is nuts as usual. I quickly tried out the Quinn side of things and unsurprisingly it was all Demacia. It was literally pick Bear and you win. The more Bears you had over your opponent, the more you advantage you got. This held true until Bear got nerfed.
Now, I'm not going to lie. I've tried out only one expedition from CotM and it was day 1, so I don't really know if Targon is as dominant as it was but I did get to 6 wins with Targon Allegiance, and about all except 2 of my opponents were running Targon. It wasn't as strong as I thought it was, it was just annoying tbh. I lost with the Targon deck on my last game to a very aggressive Discard heavy Jinx Draven. So at the very least, it's not as oppressive as the release of Rising Tides where Bears was so dominant that you can't afford to not run Demacia. Idk I haven't been doing Expeditions as much this expansion.
1 mana 1/1 - Spellburst: Discover a Beast Companion.
What do you think?
I choose this because of the following reasons:
1, Represents an underrepresented WoW faction - Wildhammer Dwarf. So far in Hearthstone there is only 1 collectible card that could be considered a Wildhammer - Untamed Beastmaster.
2, It works for the possible Companion Archetype - unexplored hunter design space, one that I would like to see.
Feedback:
Show Spoiler
Demonxz95 - Inexperied Shifter - nice card, the art fits very well the effect and it is simple enough to be a common card. I would not change anything about it.
BloodMefist - Nosy Newbie - An alright card, the original art looks maybe too dark for Hs. I would go with the second one.
KANSAS - Bluegill Fisher - Hits and eats, nice flavorful and balanced, in my opinion.
linkblade91 - Hoticulture Teacher - 1/3 that guarantees a turn 2 play is a little bit much for me. 1/2 might be more in line. Altough if you realy want to push an old archetype back (Which I approve of) it is quite possible okay.
R - Accursed Pupil - 1 mana 2/1 unconditional Discover is definitely too strong. Some condition should be implemented. But the flavor is quite good.
grumpymonk - Glaive Trainer - This effect should not exist as a passive on a DH 1 - drop. Maybe as a 2/1 with Battlecry for this turn only.
Cg8889 - Dark Art Sacrifice - Already published so I do not think any feedback is necessary. My only suggestion would be a name change, which you did.
frosthearth - Ace Apprentice - Probably balanced, but I not like the idea of more Devolving Missiles or Ray of Frost generated from this.
Hordaki - Tiny Tutor - Already published so I do not think any feedback is necessary. Draw is something Paladin could use more. Condition balances it quite well.
Conduit - Fel Kitten - Encourages building a different DH just as a standalone card. Nice, I like it.
anchorm4n - Archwitch's Apprentice - 1/2 would work better I think. Especialy since Warlock already got one 1/3 in Scholomance.
Elfensilver - Nearsighted Bully - Only wrong enemies should work well enough. Friendly possible targets make this too weak.
MrRhapsody - Luck Shifter - Maybe a too complicated for a common. 1/3 is not a fiiting statline in my opinion.
thepowrofcheese - Accident-Prone Apprentice - I think it is balanced, just the name seem weird to me.
GoliathTheDwarf - Moonking Hatchling - Already published so I do not think any feedback is necessary. Nice simple and relatively strong card.
MenacingBagel - Explosive Learner - I do not much like this design. I do not know how to adjust it to my liking though. :)
Nirast - Silver Hand Trainer - It goes for too much for a common 1 drop I think. At minimum it is a 2/3 worth of stats. Also the should probably be then, i think. A 1/1 that buffs itself for each recruit should work just fine in my opinion.
Good news: since I failed to register in time for my bachelors degree, I can participate in this week's competition :')
Here's my first idea (with a typo I'll fix later):
On it's own, it's a Murloc Tidehunter with reversed stats. But it can get as big as a 6/7 on a full board of Recruits. Still, I think the amount of set up required makes it balanced. It's a lot more crazy in wild, where he can get as big as a 10/11 with [Hearthstone Card (Bran Bronzebeard) Not Found], a 3/4 on 3 with 3 1/1s in Odd Pally and/or with Lost in the Jungle and Air Raid, not to mention cards like Muster for Battle and Stand Against Darkness.
Interesting idea, doesn't seem too overpowerd. The Spellburst is too strong, since you can choose the one you need at the moment. I'd make this a 2 mana 1/2 because, as it is, you play this on 1 and have nothing to do on 2 except HP, and then the companion on 3 I just realised you can't do that because it has to be a 1-Cost. Card's still good as is.
Not sure if I like this more than the Moonfire one, but this is certainly less susceptible to Goosy shenanigans than the other version. It's balanced otherwise. Shouldn't it be a Beast? Forgot how Moonkins work
I like the idea, but I feel it could easily be abused turn one with something like The Coin or Lightning Bloom. The overload might solve that, though. The name is also a little long imo, how about "Bad Luck Freshman"?
… Why is this a DH card? They have 0 synergy whatsoever with beasts. It could work as a dual class if it also got buffed by Demons, or as a Hunter and/or Druid card.
Wild would LOVE this guy. I'd make a 1/2 just so it's not killable by Mortal Coil. Name could also be improved a little, how about "sacrificial Freshman"?
Nice card, but I don't know how to feel about it adding cards from other expansions just like that. (yes, yes, Boom Bots and Annoy-A-Trons, but those made more sense in their context). Maybe at least explain what Witchwood Apple does in the card text. Thematically, the card's great!
I really don't get why they do this kind of skewed release in Expeditions. It was the same way with Rising Tides, where Bilgewater was everywhere and the Deep units were incredibly frustrating to play against because the smaller deck size meant you could very easily reach Deep status. Eventually the probabilities were put back to a normal distribution and things got more reasonable.
I guess they're imaging that some players are basically all-in on Expeditions, and they'll want the high access to new content, but it seems to really just screw with the balance of the format, which probably impacts those "Expedition exclusive" players the most.
For what it's worth, it sounds like you're describing The Skies Descend, which is not actually a celestial card but rather Aurelion Sol's signature spell.
I don't know what list you're referring to, but I assume you mean the collection manager - I'm pretty sure they do show up in the play tracker on the left side of the game, which is why I'm assuming what I am. They can be very hard to find in the collection navigator, but they are in there. The way to view them in game is to go into the card view for the collection manager, open up the filters section, scroll to the bottom of that section, and then click the "Celestials" box in "Special Categories." This will show all the Celestial cards. While several of them obliterate enemies (which can be very frustrating, since most spells can't protect against that), there isn't a ton of damage-based removal - I think Meteor Shower is the only one.
It's not a celestial card though.. its' A-sol's signature spell and it's main deckable.
The Skies Descend - you need a board to play this.. with ruination you can fall behind and then play the card.. this is only good if the boards are even.. or as a finisher/win more.
if you don't know all the cards in th game it's basically your fault.
I just had a bomb dropped on me. There needs to be a way to read the celestial cards or they need to fucking show up in the list to see what the hell happened. I thought there was a deal 15 damage to all units spell about to go off. So I wasted two spells knocking off his spell shield and then used barrier on my buffed Garen. Then that shit went off and it only damaged my units. Is this really the spell? Because that is light years better than the Ruination feels super balanced. RNG wins ................... impressive this game killed the aspect that made it a fast paced strategy game and replaced it with luck draws.
There’s Only Two Types of Hearthstone Players..
@doingtheobvious
Your post has awakened some repressed memories of the picard song, which has now been stuck in my head all day.
I hope you're happy.
the deck that will break the wild meta gave 10Head
This is really similar to the Secret Mage I used to get to Diamond 3 this last month. There were only a few differences, I used:
Ancient Mysteries and Aluneth instead of the Voracious Readers,
Flame Ward instead of Netherwind Portal
Evocation instead of the second Arcane Flakmage
Great discount deck though!!
First Day Of School - Card Design Competition Discussion Thread
I can't speak for Demon of course, but I personally have had some IRL problems that have kept me from participating this week. Depression hits me harder some weeks more than others, and this is one of those weeks.
WT Absolute F.
Ok so first off, SpellShield doesn't stop your own spells. So basically even if The Skies Descend hits ALL units. Then, it will still kill their own units regardless or not they have SpellShield and I understand that not everyone gets this but it is technically in the explanation.
Which brings me to my second point, read the cards. I know that Riot wording is not the best (like how SpellShield is worded) but some cards you can definitely understand such as the way that The Skies Descend has all enemies written in it instead of ALL units which is what RuinationBADCARDNAME has.
Third, RuinationBADCARDNAME is still a better card than The Skies Descend but at the same time, they do two very different things especially since they are in two different regions.
Hot Take - The Best Invoke
Aurelion Sol should really be seen as two cards.
His first form he's a big dumb Karma
and his level up form where he's Nautelus gone super saiyan.
If you flip Sol you don't need inspiration, and probably don't want to be in allegiance either
You actually want ramp like 3 copies of catalyst
It's just a different deck all together
Feel free to jam more healing if you want that's meta dependent
First Day Of School - Card Design Competition Discussion Thread
Thanks for your feedback.
I too tend to like the 2/1 statline more.
As for the name - how about a Petcaller or Novice Petcaller? It would be more flavorful, I guess.
I'll try to enlargen the card text to have 1 more word on the line. Unique, but welcomed opinion.
Hot Take - The Best Invoke
Cosmic Inspiration is clearly a very powerful card, but if you're counting on it as your win condition, you probably ought to be running 3x Starshaping (and maybe even one or two copies of Aurelion Sol), as those are the best way to get it, but still aren't a guarantee of getting it.
First Day Of School - Card Design Competition Discussion Thread
Thanks for the feedback! Before I add my two cents to the new cards, I'd like to get something off my chest: I'm disappointed. Imho, we've made huge progress when it comes to giving feedback after that shoutout last season. But. The biggest part of the people I consider the pros in custom card design have been following a certain pattern since last season: they post within the first few hours of the competetion, give feedback among themselves and whoever happens to be awake (here goes the European whining again) AND have a great idea AND the time to post it and then they disappear. It's people like Linkblade and Demon that clearly have the most experience in this and honestly I'm disappointed you don't dish it out more often. It would be very much appreciated.
More Feedback:
Ardin:
Nirast:
MenacingBagel:
GoliathTheDwarf:
BloodMefist:
thepowrofcheese:
MrRhapsody:
Elfensilver:
WT Absolute F.
Skies Descend requires your opponent to drain every ounce of mana they have, unless they have a full board of celestial/dragons. (In which case the cost would be reduced by 6). But if your opponent has a full board of celestial/dragons, chances are you've already lost anyways since you haven't been controlling the board. And at that point, Skies Descend is meant to eliminate any potential blockers you have and clean up the game.
I'm actually fine with Skies Descend because unlike Ruination, it can ONLY be played while ahead. If you are behind and not developing any presence, you can't play Skies Descend, and if you are toe-to-toe, your opponent can either play around it, or try to challenge your units to make it unplayable.
In my opinion, ruination is actually the less balanced of the two board clears. For one, it can be played from behind making it an overall better stall card or "hail mary". Secondly, it is part of Shadow Isles, which holistically doesn't care about some of it's own units dying and in some ways benefits from it. So any deck running Ruination doesn't care about the "backlash" effect.
And most of the new targon/celestial spell cards are slow speed. Which means you have time to react, re-develop your board, etc. Slow is actually fine because I get tired of burst spells constantly outdoing things. Slow allows the back and forth play/counter play that LoR is supposed to be known for.
Hot Take - The Best Invoke
So I had the opportunity to craft a lot of the core Targon invoke cards and figure out how the archetype is supposed to win, and the answer is easy.
cosmic inspiration buffs every one of your under-stated invoke creatures in deck and hand so they are grossly over-stated
You then get to absolutely crush the opponent
your 3/5 is a 5/7 your 1/2 is a 3/4 etc. etc.
If you are playing invoke allegience and you aren't playing inspiration you are basically just playing wrong unfortunately.
That's my hot take, let me know what you guys think
Targon / Day/Night / Celestial / Dragon has made LoR very unfun for me
Demacia had some of the best tempo units thanks to the Grizzled Ranger and Loyal Badgerbear, and over time were certainly the most dominant force in Expeditions. I'm only referring to the initial release, where the skewed probabilities of finding Bilgewater cards meant that Deep was extremely prevalent and Deep provided massive tempo plays. Demacia was hit in a big way in Patch 1.2, but there were changes made to Bilgewater as well despite the fact that Patch 1.2 also removed the 2x bonus to see them.
Tavern Brawl News Article
Ah fair enough. I don't think there was one last week either but checking just now there was the week before that.
Thanks for answering :)
Targon / Day/Night / Celestial / Dragon has made LoR very unfun for me
Isn't the Rising Tides release in Expedition like completely dominated by Demacia? I remember very well that after my first Trial which I went for GP Sej, which got me 7 wins because Sejuani is nuts as usual. I quickly tried out the Quinn side of things and unsurprisingly it was all Demacia. It was literally pick Bear and you win. The more Bears you had over your opponent, the more you advantage you got. This held true until Bear got nerfed.
Now, I'm not going to lie. I've tried out only one expedition from CotM and it was day 1, so I don't really know if Targon is as dominant as it was but I did get to 6 wins with Targon Allegiance, and about all except 2 of my opponents were running Targon. It wasn't as strong as I thought it was, it was just annoying tbh. I lost with the Targon deck on my last game to a very aggressive Discard heavy Jinx Draven. So at the very least, it's not as oppressive as the release of Rising Tides where Bears was so dominant that you can't afford to not run Demacia. Idk I haven't been doing Expeditions as much this expansion.
Tavern Brawl News Article
Most of the time, we do post a Tavern Brawl article. Things have just been hectic these past few days and one didn't make it up.
Six Awesome Wild Decks That Won't Break Your Budget
Odd existed for some time in wild, because spamming spell damage totems can be powerful
First Day Of School - Card Design Competition Discussion Thread
OK, here comes my idea:
Beast Companions are Misha, Leokk and Huffer, of course.
Alternatives I considered are:
1 mana 2/1 - same effect
1 mana 1/1 - Spellburst: Discover a Beast Companion.
What do you think?
I choose this because of the following reasons:
1, Represents an underrepresented WoW faction - Wildhammer Dwarf. So far in Hearthstone there is only 1 collectible card that could be considered a Wildhammer - Untamed Beastmaster.
2, It works for the possible Companion Archetype - unexplored hunter design space, one that I would like to see.
Feedback:
Demonxz95 - Inexperied Shifter - nice card, the art fits very well the effect and it is simple enough to be a common card. I would not change anything about it.
BloodMefist - Nosy Newbie - An alright card, the original art looks maybe too dark for Hs. I would go with the second one.
KANSAS - Bluegill Fisher - Hits and eats, nice flavorful and balanced, in my opinion.
linkblade91 - Hoticulture Teacher - 1/3 that guarantees a turn 2 play is a little bit much for me. 1/2 might be more in line. Altough if you realy want to push an old archetype back (Which I approve of) it is quite possible okay.
R - Accursed Pupil - 1 mana 2/1 unconditional Discover is definitely too strong. Some condition should be implemented. But the flavor is quite good.
grumpymonk - Glaive Trainer - This effect should not exist as a passive on a DH 1 - drop. Maybe as a 2/1 with Battlecry for this turn only.
Cg8889 - Dark Art Sacrifice - Already published so I do not think any feedback is necessary. My only suggestion would be a name change, which you did.
frosthearth - Ace Apprentice - Probably balanced, but I not like the idea of more Devolving Missiles or Ray of Frost generated from this.
Hordaki - Tiny Tutor - Already published so I do not think any feedback is necessary. Draw is something Paladin could use more. Condition balances it quite well.
Conduit - Fel Kitten - Encourages building a different DH just as a standalone card. Nice, I like it.
anchorm4n - Archwitch's Apprentice - 1/2 would work better I think. Especialy since Warlock already got one 1/3 in Scholomance.
Elfensilver - Nearsighted Bully - Only wrong enemies should work well enough. Friendly possible targets make this too weak.
MrRhapsody - Luck Shifter - Maybe a too complicated for a common. 1/3 is not a fiiting statline in my opinion.
thepowrofcheese - Accident-Prone Apprentice - I think it is balanced, just the name seem weird to me.
GoliathTheDwarf - Moonking Hatchling - Already published so I do not think any feedback is necessary. Nice simple and relatively strong card.
MenacingBagel - Explosive Learner - I do not much like this design. I do not know how to adjust it to my liking though. :)
Nirast - Silver Hand Trainer - It goes for too much for a common 1 drop I think. At minimum it is a 2/3 worth of stats. Also the should probably be then, i think. A 1/1 that buffs itself for each recruit should work just fine in my opinion.
First Day Of School - Card Design Competition Discussion Thread
Good news: since I failed to register in time for my bachelors degree, I can participate in this week's competition :')
Here's my first idea (with a typo I'll fix later):
On it's own, it's a Murloc Tidehunter with reversed stats. But it can get as big as a 6/7 on a full board of Recruits. Still, I think the amount of set up required makes it balanced. It's a lot more crazy in wild, where he can get as big as a 10/11 with [Hearthstone Card (Bran Bronzebeard) Not Found], a 3/4 on 3 with 3 1/1s in Odd Pally and/or with Lost in the Jungle and Air Raid, not to mention cards like Muster for Battle and Stand Against Darkness.
Feedback, going from newest to oldest:
Ardin
MenacingBagel
GoliathTheDwarf
BloodMefist
thepowrofcheese
MrRhapsody
Not crazy about the name, but my only suggestion for it is "Blcuk Cat". (PUNS!)
Elfensilver
anchorm4n
anchorm4n
Hordaki
frosthearth
Cg8889
grumpymonk
R
linkblade91
KANSAS
Demonxz95
Tavern Brawl News Article
Don't they usually do this? There wasn't one yesterday, but I feel like most Tavern Brawls have been announced on news pages.
Six Awesome Wild Decks That Won't Break Your Budget
Looking to have fun and get my golden missing heroes, so this Odd Shaman seems nice! Usually people use Even, but I never got the hand with it.
Targon / Day/Night / Celestial / Dragon has made LoR very unfun for me
I really don't get why they do this kind of skewed release in Expeditions. It was the same way with Rising Tides, where Bilgewater was everywhere and the Deep units were incredibly frustrating to play against because the smaller deck size meant you could very easily reach Deep status. Eventually the probabilities were put back to a normal distribution and things got more reasonable.
I guess they're imaging that some players are basically all-in on Expeditions, and they'll want the high access to new content, but it seems to really just screw with the balance of the format, which probably impacts those "Expedition exclusive" players the most.
WT Absolute F.
For what it's worth, it sounds like you're describing The Skies Descend, which is not actually a celestial card but rather Aurelion Sol's signature spell.
I don't know what list you're referring to, but I assume you mean the collection manager - I'm pretty sure they do show up in the play tracker on the left side of the game, which is why I'm assuming what I am. They can be very hard to find in the collection navigator, but they are in there. The way to view them in game is to go into the card view for the collection manager, open up the filters section, scroll to the bottom of that section, and then click the "Celestials" box in "Special Categories." This will show all the Celestial cards. While several of them obliterate enemies (which can be very frustrating, since most spells can't protect against that), there isn't a ton of damage-based removal - I think Meteor Shower is the only one.
Targon / Day/Night / Celestial / Dragon has made LoR very unfun for me
Its not expensive to play during targon expansion. Just build an all in spider aggro/burn list and kill your opponent until turn 4.
I didnt see many decks that even stand a chance against a deck that is as fast as this one.
I know that all in aggro is not the most enjoyable deck to play and even less enjoyable to play against but... it works and it is very budget friendly
WT Absolute F.
It's not a celestial card though.. its' A-sol's signature spell and it's main deckable.
The Skies Descend - you need a board to play this.. with ruination you can fall behind and then play the card.. this is only good if the boards are even.. or as a finisher/win more.
if you don't know all the cards in th game it's basically your fault.
WT Absolute F.
I just had a bomb dropped on me. There needs to be a way to read the celestial cards or they need to fucking show up in the list to see what the hell happened. I thought there was a deal 15 damage to all units spell about to go off. So I wasted two spells knocking off his spell shield and then used barrier on my buffed Garen. Then that shit went off and it only damaged my units. Is this really the spell? Because that is light years better than the Ruination feels super balanced. RNG wins ................... impressive this game killed the aspect that made it a fast paced strategy game and replaced it with luck draws.
Ankh'akkar-Togwaggle OTK
I took cheat death and fan of knives out, added 2 fal'dorei striders.
After you played Polkelt and drew your 5 mana cards, it will automatically draw all of the ambushes in a row.