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  • The Artwork Process of Scholomance Academy - Concept Art Spotlight

    Wand Maker looks a whole lot cooler with the paint

  • thank you :))

  • Awesome Scholomance Academy Launch Decks from Hearthstone's Top Players and Streamers

    Not sure if there's a better place to make suggestions for the site, but it's pretty annoying that (on mobile at least, which is where I access this site from 99% of the time) decklists land on a page without the decklist visible (ie they land on the guide before you've even seen the list). It's particularly annoying with these Pro lists that don't have guides (to be clear, not complaining that the staff posting these didn't make guides, it just highlights the situation with the landing page).

    It still seems backwards for any other deck though: anyone looking at a deck will want to see the cards in it, not everyone necessarily will want to read a guide. 

    I would suggest reversing the default as a quality of life change, removing multiple clicks from the user experience, particularly on a launch day like this, but also any time anyone is browsing variations of decks to see options, see if they have the cards and/or can afford to craft, etc. 

  • Nerf Predictions for Scholomance Academy

    I know this has been mentioned here many times, but you can just see from the first day that Secret Passage will inevitably get a nerf.

    Druid is very much rigged with the combos they have, especially with how early they can pull it off. Lightning Bloom is probably the one they will go for

  • Just for laughs - the 1 pack to rule them all

    I only read the OG post when I clicked the link. Lol I was really reaching to catch the joke lol

    I saw the pen slinger, with the animation that almost looked like it was trying to form a ring around his finger (the Lotr reference) and then also saw that every card art had a book in it.

    So I thought, One book worm to rule them all!  XD

  • Nerf Predictions for Scholomance Academy

    Quote From RavenSunHS
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    1. Mindrender Illucia is just no fun. Having key cards stripped away from hand is just abominable, and doing it for (2) is dirty cheap. This card should cost (3) or even (4).

    I just wanted to echo how bad this feels to play against…and the emoting that comes after makes it all the saltier, haha 

    But beyond the gut punch, I just don't believe that a single card should be able to completely disrupt an entire archetype (Combo/OTK), especially when that archetype is a counter to what the class typically likes to do (play Control).  I'm not against disruption cards in general, but this one seems too strong/guaranteed.  

    Thinking of nerfs, I agree that an increase in cost is most likely, but personally I'd like something different.  I feel that there needs to be more of a way to play around this card as an opponent.  So maybe the nerf could be that you only swap 4 or 5 cards from hand, randomly chosen, along with swapping decks.  This way Combo decks could at least add some RNG into the equation by keeping their hand full, but it would come at a cost that would benefit Priests (in terms of losing tempo and/or having to add more card draw to the deck).  Alternatively, you could add restrictions on the other end such as swapping only the number of cards that the Priest has in hand.  

    The problem is that cards like this are necessary unless we want T5 to just lay the nerf/ban hammer hard on combo/otk decks. Even if a combo isn't T0 or even T1 there usually ends up being a lot of uproar that eventually rises from the community. If T5 hasn't already produced a semi-consistent counter card to fight against it then T5 usually will cave to the vocal minority and severely weaken, or even kill, the combo (e.g. Grim Patron, Raging Worgen, Star Aligner, etc). At least with allowing these cards to exist it means T5 is less likely to kill modern combo decks. You have to carefully pick your poison if you want to be able to play the decks you enjoy (this is coming from a heavy wild combo/otk main btw).

    Also, in wild otks are a bit ridiculous with 2 decks able to consistently kill you on turns 8 or 9 if you're a control main. While I always stand by the holy trinity of rock-paper-scissors I don't feel us otk players should consistently be able to win against control before turn 10. OTKs aren't meant to function that way. So in wild Illucia actually makes it possible to not insta concede as control if you go against Quest Mage or Mech'athun Lock.  

     

    Problem is Mindrender Illucia does much more than giving Control a tip against Combo, as you can steal finishers or key cards from ANY deck you find.

    Also, at the moment Illucia is not just giving a chance, she's granting you the power to tear apart any deck based on some key cards, given the right moment to play her.

    Mechathunlock almost out of cards > Mindrender Illucia > game over. That's more than just a chance at it.

    You could even counter QMage, either stealing their reward, or, in case they are holding the completion, stealing their spell turn right before they are ready to resolve.

    Same goes against Druid (steal spells) or any other deck with key cards in hand. Including Aggro, just to say. That's Dirty Rat on steroids.

    All of a sudden a Control deck has virtually no vulnerability in the metagame. 

    If OTK are ridiculous because they can kick in too soon (ie QMage or Druid), then they do deserve a nerf, not a card that can counter anything consistently enough.

     

    I get what you're saying. The issue though is how counter cards are designed in the first place. Hearthstone in general is very bad about creating counter tech cards because in probably over 80% of cards the tech is a coin flip that just wins a game when you play it if you win the coin flip of drawing it. For example, Geist just wins the game against Jade Druid and a handful of OTK decks if the opponent wins the coin flip of drawing it. Dirty Rat (often claimed as a well designed tech by some) is actually just at terrible coin flip 'I-win button'. You either hit 1-2 minions (if comboed with Brann) and you win, or you don't and you lose. Sure, hand reading and timing created a type of skill ceiling for the tech card where more experienced players had higher frequencies of using it to win against OTK, but at the end of the day it still was a polarizing tech where you win with result A and lose with result B. Other techs, not against OTK, could include the anti-murloc/pirate crabs. You drew them early against a murloc or pirate deck and significantly skyrocketed whether you won, or didn't draw them and your chance of winning was significantly plummeted. I do agree that Illucia is also one of these types of coin flip/polarizing 'I-win button' cards.

    The problem lies with T5 not creating what I would call 'smart' tech cards, counters that don't instantly win or lose you the game based on a coin flip or good hit and instead create a temporary disruption or extra time that could influence a win/loss for either play across multiple turns. A great example of a smart tech card is Mojomaster Zihi. Zihi, when played against something like Mecha'Thun Lock, is not an instant win for the opponent while also still allowing the warlock a chance to fight for the win, assuming they didn't expend removal or healing that they may have otherwise been able to save in their hand until they got back up to 10 mana. Glide or the new DH legendary are also smart tech cards. They do not destroy anything in the hand, but require the opponent to delay combo setup and to draw the card(s) again. Sadly though T5 mainly prints cards that are niche specific against one or two decks and that essentially make a win or loss for or against the combo player based on the result of a random outcome (like Rat or drawing Mindrender Illucia vs not drawing her). 

    Although, like I said in my previous post, if strong tech cards against combo don't exist in a meta then T5 is very likely to just kill the deck, which I find is even worse than having an OP tech card against my favorite combo/OTK deck. While I don't like wins & loses turned into a coin toss of polarizing tech cards I'd rather at least be able to play my combo/OTK deck without it getting the Grim Patron/Raging Worgen/Star Aligner treatment.

  • Hearthstone, The Tavern has been Renovated.

    Hello everyone, it's that time again. It's that time where I either show you a fun new way to play Hearthstone, I give you ideas for new rewards, I introduce much needed system/quality of life changes, or I present a concept for a much requested feature for Hearthstone.

    Today, I'm doing all of that.

    I've said it several times before and I'll say it again. If you see any flaws, have any questions, or just want to point something out that I didn't cover, please let me know. My designs are not perfect nor am I.

     

    The first thing that I have to address with this "renovation" is the simple change to the Hearthstone splash screen we all know and love.

    Tavern Brawl and Arena have found new home in the Tables Menu. If you're familiar with Tables then you understand why I placed them there. For those of you who don't know what Tables is, you have find out here.

    Now, let's click the play button.

    Instead of choosing a deck I opted to have players choose the class they'd rather play at the moment. I've also split the Format button into three since to me it makes more sense instead of having to push the button several times to get to the Format you wanted.

    The third Format is of my own creation and it's called Explorer, you can find my post explaining what it does and how it works here.

    A lot of you may ask, "Why did you remove the decks from the deck selection screen?"

    Here's why.

    I FINALLY figured out how to make my Deck Box system visually appealing and understandable. Once you've selected the class you wish to play you're taken to see all of you decks with the corresponding class, which in turn, makes deck organization a bit easier. This also bumps the total number of deck slots significantly, BUT every class can only have a maximum of 6 decks.

    I'm sure you've noticed a new system I've placed within the new system (sysception?), these are quick stat tabs. These account for the total win count for it's corresponding deck. As you can see with the "Call of Conjuring" Explorer deck, it has a 50.2% win rate, it's favored against Paladin, and has a bad track record when going up against other mages.

    Let's jump to the Collection Manager real quick.

    Once you've selected the class you want to look at in the Collection Manager you're presented with this screen. It simply acts like the current Collection Manager except you are only seeing that classes' decks and can edit the ordering and such there.

    Now let's click the new "Adventure" button.

    This is the new Adventure screen, it still the Target Practice mode and all the old adventures, But it also has something new.

    Endless Adventure is something I came up with when I was making Tables but I never really elaborated on it entirely.

    Endless Adventure is just a really, really long Dungeon Run with a few new additions. 

    Once you select "Endless Adventure" in the top right you'll be presented with this screen offering you two ways to play the Endless Adventure.

    The Casual version of this is for player who just REALLY like the PVE content, while the Heroic version offers challenge for those whom are brave enough to face it. Losing ends the run, that should be obvious but I still have to put that out there.

    Endless Adventure relies heavily on every boss this game has to offer, yes all of them. From all the way back to Naxxramas to future PVE content this will host each and every boss, it has to. We all know that the power level just isn't the same anymore so with this mode being introduced the older bosses will definitely need some tidying up.

    The first 14 bosses of the run will be your run of the mill experience. Defeating bosses visiting Bob's Tavern, adding packages to your deck, visiting Magni's Forge, defeating more bosses......Magni's Forge?

    Yes Magni's Forge is a new addition to the Dungeon Run formula. Magni hosts cards specific to his forge that can't be obtained by selecting a treasure.

    (Onyx Axe and the Two-Handed "Bow" were taken from r/customhearthstone since all my creativity is used for these long-winded posts. The Ironforge monstrosity is mine though)

    Once you've obtained 5 of Magni's cards you'll not see him for the rest of the run.

    Aside from visiting Magni's Forge, you'll have a visitor on very, very rare occasions.

    Warpweaver Tuviss will visit the adventurer whenever he feels like it, sometimes he won't visit at all.

    Tuviss has Treasures, but not for free. He will require's an even trade, a treasure for a treasure. Simple as that.

    (Also from r/customhearthstone)

    The credit for Magni and Tuviss goes to u/TurkusGyrational on Reddit. He was inspired by Tables and sent me a message with a few of his own ideas, I just put my own little twist on them.

    Once you've advanced to the 15th boss a real challenge starts.

    That's right, the plague lords are back.

    Every 15th Boss is a plague lord, As I said earlier all the old bosses need to be up scaled and the plague lords are no exception.

    Some of you may say that they're too weak, but I've had numerous perfect runs destroyed by bad draws and RNG to these guys so I think they'll remain a fair challenge.

    Some of you may be asking yourselves, "What happens when I have 60 cards in my deck?"

    Well, you can't get any more treasures, you can't get any more of Magni's cards or anything new from Tuviss, but now Dismiss and You're All Fired! have become valuable tools for your runs.

    Boss number 200,  Tekahn, the Plague Lord of Flame, is the final boss before you and those sweet, sweet rewards.

    "Final boss?!? it's called Endless Adventure' though?"

    You're right it is called 'Endless Adventure', but Tekahn is still the final boss. What lies beyond him is the greatest challenge of all.

     

    Other players.

    Once Tekahn and the other 199 bosses have been taken down you start matchmaking with your adventure deck, challenging other players who've made it this far to a fight to the death! One wrong move could cause a loss and thus the loss of your adventure deck.... until you do it all over again.

    "Hey, you said rewards. I don't see any rewards."

    You're right, aside from Gold, Arena Tickets, Dust and Packs, I've made other rewards that should entice players to play Endless Adventure. These rewards will be added to the adventure chest every time you defeat a Plague Lord (Heroic Mode only).

    They're all over on my other showcase for Tables. But I can still list them off for those who have read Tables and have forgotten what they are.
    (Scroll about halfway down to find them)

    Pack Tokens, used to purchase a pack of your choice.
    Pack Sleeves, guarantees you an Epic or Legendary card when you open a pack.

    And Full Art Tokens when you don't want to get full art cards the hard way.
    Oh you've never read my Full Art Cards concept? Well here you go.

    If you read the article you know how long or challenging it could be to earn a full art card, but with a Full Art Token, it unlocks the card right away.

    For those of you who didn't click the link, here's some samples of full art cards. How they work and how they are earned is explained in the article linked.

    Pretty neat huh?

     

    Battlegrounds get's it's own button on the home screen because, well. It does great as a mode on its pwn it has definitely attracted some new players to the Tavern so I think it deserves to be one of the first things a player sees.

    Tavern Brawl and Arena have a new home here in the Tables menu. They have their own rules and their own ways of playing so it made sense that they belong here. If you're unfamiliar with Tables, you can check it out here.

     

    That covers the renovation of the Tavern but what's this? The sparkling new Tavern has attracted some new faces.

    Kang, The Fist of First Dawn and Kaln Vilehoof have sat down to play some good ol' Hearthstone.

     

    (All the cards and Hero Powers are of my creation and you can probably tell by either how OP they are, or how bad they are. I'll let you decide.)

    Kang is a Monk who uses his Hero Power in a very unique way, it relies on the content of your deck, I'll explain.

    The Hero Power changes depending on which of these three keywords (Mistweaver, Windwalker, and Brewmaster) are most present in the deck. The Chi cards can be shuffled in by minions or spells and the minions and spells themselves can have these keywords printed on them as well to count towards one of the three Hero Powers.

    These Hero Powers are all Passive and always active, unless a card deactives them like Mindbreaker.

    In the event of a tie in regards to how many Chi cards are in your deck, the Hero Power will switch each turn.

    These are the Legendaries of the set, sorry for the textgore. Like I said, I'm awful at card design.

    As you can see they each have their corresponding Chi printed on them so they could count towards that Chi for the Hero power.

    Kaln is a Death Knight who can use his Hero Power to summon one Companion Ghoul to fight along side him.

    The DK can go with his own strategy to win, but the Companion Ghoul can be a powerful asset.

    The DK has cards that support the Ghoul for the rest of the game. Some without drawbacks, others that increase the cost of the Hero Power for the rest of the game.

     

     

    This will be my final post in regards to something of this scale, I have nothing left to offer. If something comes up in the future I may dive back into doing something like this but only time will tell.

    If anything I hope my series of posts have inspired you to be creative beyond the realm of making a custom card here and there. Make a set, make a game mode, make a new way to play Hearthstone.

    Because you never know who may be reading...

     

     

    As always, thank you for reading,
    -Grif

  • The Artwork Process of Scholomance Academy - Concept Art Spotlight

    Staff

    I couldn't fit it in the article, but Matt Dixon also left a gif on his Twitter showing off the art process of Troublemaker, right here.

  • This is such a smart deck and combo!

  • Scholo aggro rogue

    What rank are you with this?

    I'd love to try this deck but I don't have Krastinov, Lillian and Jandice :(

  • Hearthstone Developer AMA Happening Next Week - Tuesday, August 11

    i hope we will see the new unreleased, but spamed new bundle

  • Can't Find Login Option on HDT Plugin

    Can't believe i didn't notice that... Problem solved! Thanks!

  • Can't Find Login Option on HDT Plugin

    Staff Pro

    Hey SLima,

    You need to go to the Plugins button on the navigation bar in HDT to login.

    There you will find an option to login.

  • Just for laughs - the 1 pack to rule them all

    That would've been amazing!
    I think the RNGods did this to me because I opened a golden Turalyon, the Tenured yesterday.

  • Just for laughs - the 1 pack to rule them all

    I was expecting a pack with 4 Desk Imps. Disappointed.

  • Top 10 Hearthstone Cards That Are Gonna Get Hit by the Nerf Bat in Scholomance Academy

    That's certainly the cycle we have been used to since Frozen Throne slowed things down by giving super powerful late game tools (most notably hero cards), but the reverse was true for pretty much the entire time between Naxx and Frozen Throne, when HS was locked in what felt like a never ending aggro meta. (Old Gods provided a glorious respite, but that didn't last long).

    Importantly, Outland broke that cycle and brought us our first real aggro meta for years. If Scholomance is going to change that, it needs a lot of tools that help control out, but instead most of the strong cards look to be helping aggro out more than anyone else. The main exception to this is druid, which certainly doesn't qualify as aggro, but whatever it is aggro seems the best way to beat it, so it isn't really helping matters.

    So I personally expect aggro to keep standing just fine unless nerfs hit it.

  • Can't Find Login Option on HDT Plugin

    I followed all the steps and installed the plugin to upload my collection. It appears on the plugin section of HDT but when i open the drop down menu to login it only shows settings and when i click it nothing happens. I tried restarting HDT but it's not working. Any idea of what's happening?

  • New Deck Tracker Plugin Released for Automatic Collection Syncing (v0.0.3)

    ok, weird error: earlier when it updated everything was fine, no problems.

    After opening a few packs and dusting the extra cards it updated again, and now ooc thinks i don't have any cards from Un'goro, 50 from gadgetzan & 41 from frozen throne.

    I've tried updating again to see if that fixed it.. it didn't.

    <edit>  I tried once more, it said the collection was the same and wouldn't update.. but the problem was fixed? I don't understand this at all..

     

     

  • Hearthstone Hotfixes - Mindrender Illucia No Longer Can Steal a Deck Permanently, Drakkari Enchanter Fix

    Yes, it happened on Thursday when I played myself and yesterday when I was watching Dog's stream.

  • A Wild Hearthstone Weekend Featuring Even Priest, Highlander Mage, Control Shaman, and More!

    Really cool concept, and finally a good use of Cho!!!

  • A Wild Hearthstone Weekend Featuring Even Priest, Highlander Mage, Control Shaman, and More!

    Thanks for the feature!

    I hope others enjoy dropping giant after giant after giant... after giant!

    I am still messing around with the deck, and I'll probably post an update to the list/guide in a week or so after the meta settles a bit (for anyone who is interested).

  • Quest Trading - Play A Friend!

    Battletag: Calus#2543
    Region: EU
    Trade Only?: Yes, you go first

  • Wretched Tutor

    I love how the flavor text is a direct reference to Parasite, one of my favorite movies :D

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

    8th August update: RenoJackson's WILD Odd Mage ft. Ras Frostwhisper (Scholomance Academy) (1080p)

    The second deck that I played for the Scholomance expansion. Odd Mage with some cool new cards.
    In summary: Spell damage. Flamewakers. Antonidas (who never saw play).
    A surprisingly effective deck that really wins games! Oh and Ras Frostwhisper has potential in my opinion.

    Deck code: AAEBAf0EBrgInvgC+KwDxbgDk80D0M4DDLQEvAjjEYwU++wCvfoCo/0C+6wD+MwDhc0Dzc4DlNEDAA==

    https://youtu.be/0tzmJ2PoTXA 

  • New Deck Tracker Plugin Released for Automatic Collection Syncing (v0.0.3)

    What I meant, was that the site is not handling the new cards correctly.

    So, even if you have the new cards the site is not accounting for that.

    If you have cards pre-SA then it handles them correctly if you own them.