You can skip to the solutions on the bottom if you don't want to read the following explanation of the cards problems.
________
The reason the card doesn't see play has nothing to do with the cost. It's the effect/pay off. The problem with the effect is as Swim stated the card wont's you to do two completely different things that contradict one another.
One it wants you to play a ton of spells. Easy enough. Then it wants you to flood the board with units. How do you do that? You can't have both. Its either one or the other.
At least that is what I thought till I made a deck that I have found can consistently do both and leave you with a full board of unites to buff up to anywhere between 7/7 - 11/11 by turn 7 or 8 and almost always have a mind meld in hand by then. By consistently I mean literally every time I played it. After 10 games with the deck I never once didn't have the mind meld and a full board by turn 7. I used all the multi unite spawning type spell cards between BW and P&Z with the usual P&Z board control spells and lots of BW an P&Z draw spells to find mind meld by turn 7 or 8.
The problem is mind meld is meant to be a finisher but it fails at its job. Up until turn 7 or 8 all you have are mostly low cost 1/1 chum blockers who you can't afford to block with most of the time. Then your reward for making it to turn 7 or 8 is to buff them all to 10/10 unites that all end up getting blocked then turn back into little 1/1 unites at the end of the round.
So you cleared the board but didn't even harm the enemy nexus 99% of the time. So unless you have another MM you are now dead in the water.
PS: I also tried using unites that spawned spells rather than spells that spawn unites but you rarely had a full board by the time MM was ready to be used.
________
I'm sorry this took so long but I felt I had to first point out the problems before I could lay out the solutions.
Option 1: Make the effect stay. This would allow for you to clear their board, defend yourself during their turn, and hopefully finish them off on your next turn. It would also allow the enemy player time on their turn to take out some of your unites and build a defense for your next attack or do a board clear of their own.
Option 2: Give the unites Overwhelm or Elusive when under its effect. Though this maybe OP.
Option 3: Make the spell either burst or fast speed. This would allow you to attack in when you see a good opening where the enemy player can't block all your unites then when they confirm their blocks you hit them with MM and hopefully win.
It doesn't matter if fixed AI decks can use Wild cards if they are still balanced around being a reasonable challenge for Standard decks. The longstanding issue with heroic/challenge mode was that Wild cards often made them easy because they couldn't be balanced assuming everyone owns cards from 5 years ago.
As for neither Kael'thas being disenchantable: they were free so I don't really mind. Though I admit it is true that having both is redundant, and the normal version especially is looking pretty pointless now.
8 mana draw engine is unplayable, at 6 mana he is more reasonable.
He is basically a Gadgetzan Auctioneer, guess they compared him to gadgetzan when redesigning him.
He was seeing 0 play so I don't see what are you complaining about, and he always had to survive the targeting to draw, that's how most cards work in runeterra.
With elusive the card had power where he didn't need to have to serve his main purpose of drawing cards.
at 4 hp he is hard to remove since he will rarely engage in combat.
Also you can cast map on him and gain elusive.. which is 100% going in a deck using him.
I think now he is actually playable. You can combine him with Demacia for Riposte, Fight or maybe even US. Or Jonia for all kinds of targeting spells. Don't forget that every spell targeting him becomes a cantrip.
Oh I was around from the start. That doesn't excuse Blizzard's lack of QoL/laziness. They rake in millions off this game, squeeze more out of people by making them pay extra for Battlegrounds perks they've conveniently taken away from them and they can't even get off their asses to do the bare minimum for their Wild players by adding some convenience to game modes. That things were handled even more poorly previously does not excuse current shortcomings.
Likely something like that. Either way the entire idea of the tavern brawl is just the same thing where one deck goes out of control, expect they've amplified it by a thousand.
Whoa, that really sounds brutal.. I´ve yet to encounter it, but I´m affraid I´m stuck with druids for now.. Maybe different regions with different leaderboards? Hm..
It's mage and it has the hero power that summons an elemental that doubles your spells when you cast them, and has the treasure that makes spells cost health. It also has that 4 mana spell in it that summons a copy of a minion and pyroblast so the deck can deal 40 damage as soon as turn 2 or turn 1 with the coin.
No, in fact, I´ve never seen the deck Burn 356. Is it DH? In my 30+ brawl games I´ve only encountered Hunters, Priests, few Rogues and now all I see is Druids. Never played as/ against the other classes.. weird.. playing on EU btw.
How to make Mind Meld an actual viable card. Warning: Long Post
You can skip to the solutions on the bottom if you don't want to read the following explanation of the cards problems.
________
The reason the card doesn't see play has nothing to do with the cost. It's the effect/pay off. The problem with the effect is as Swim stated the card wont's you to do two completely different things that contradict one another.
One it wants you to play a ton of spells. Easy enough. Then it wants you to flood the board with units. How do you do that? You can't have both. Its either one or the other.
At least that is what I thought till I made a deck that I have found can consistently do both and leave you with a full board of unites to buff up to anywhere between 7/7 - 11/11 by turn 7 or 8 and almost always have a mind meld in hand by then. By consistently I mean literally every time I played it. After 10 games with the deck I never once didn't have the mind meld and a full board by turn 7. I used all the multi unite spawning type spell cards between BW and P&Z with the usual P&Z board control spells and lots of BW an P&Z draw spells to find mind meld by turn 7 or 8.
The problem is mind meld is meant to be a finisher but it fails at its job. Up until turn 7 or 8 all you have are mostly low cost 1/1 chum blockers who you can't afford to block with most of the time. Then your reward for making it to turn 7 or 8 is to buff them all to 10/10 unites that all end up getting blocked then turn back into little 1/1 unites at the end of the round.
So you cleared the board but didn't even harm the enemy nexus 99% of the time. So unless you have another MM you are now dead in the water.
PS: I also tried using unites that spawned spells rather than spells that spawn unites but you rarely had a full board by the time MM was ready to be used.
________
I'm sorry this took so long but I felt I had to first point out the problems before I could lay out the solutions.
Option 1: Make the effect stay. This would allow for you to clear their board, defend yourself during their turn, and hopefully finish them off on your next turn. It would also allow the enemy player time on their turn to take out some of your unites and build a defense for your next attack or do a board clear of their own.
Option 2: Give the unites Overwhelm or Elusive when under its effect. Though this maybe OP.
Option 3: Make the spell either burst or fast speed. This would allow you to attack in when you see a good opening where the enemy player can't block all your unites then when they confirm their blocks you hit them with MM and hopefully win.
Lady Vashj
If anyone's interested here's my successfull approach
Adventure · Bomb Warrior · by Lehoo · 6 years, 3 months ago
Golden Kael'thas Sunstrider Is not golden
Actually, if you look at it more closely...
It looks like Brass.
Golden Kael'thas Sunstrider Is not golden
He is golden.
What is the point of this thread?
Written In The Cards - Card Design Competition Discussion Thread
i decided to scrap my other idea because of the token limit. what about this one?
Trial by Felfire Challenges are Live! New Legendary Quest With Free Hearthstone Packs, 9 Bosses to Defeat
It doesn't matter if fixed AI decks can use Wild cards if they are still balanced around being a reasonable challenge for Standard decks. The longstanding issue with heroic/challenge mode was that Wild cards often made them easy because they couldn't be balanced assuming everyone owns cards from 5 years ago.
As for neither Kael'thas being disenchantable: they were free so I don't really mind. Though I admit it is true that having both is redundant, and the normal version especially is looking pretty pointless now.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Usually i don't reach [Hearthstone Card (Shadderwock) Not Found] turn, because I usually play Aggro.
But I was playing Odd Warrior and it happened: infinite wocky.
I closed the game without conceding, leaving my opponent to play on his own.
And I was wondering: don't you player feel retarded for having to wait several minutes to actually perform your retarded win turn?
Golden Kael'thas Sunstrider Is not golden
Golden Kael'thas Sunstrider Is not golden
More like silver or platinum
Teron Gorefiend
Actually the same Big Druid deck that defeated Supremus works even better with Teron
Adventure · Big Druid · by Grumpy000 · 6 years, 3 months ago
Trial by Felfire Challenges are Live! New Legendary Quest With Free Hearthstone Packs, 9 Bosses to Defeat
No wild makes it more challenging, and it opens up design space where the solution to the bosses isn't as immediate.
Medarda was actually nerfed
8 mana draw engine is unplayable, at 6 mana he is more reasonable.
He is basically a Gadgetzan Auctioneer, guess they compared him to gadgetzan when redesigning him.
He was seeing 0 play so I don't see what are you complaining about, and he always had to survive the targeting to draw, that's how most cards work in runeterra.
With elusive the card had power where he didn't need to have to serve his main purpose of drawing cards.
at 4 hp he is hard to remove since he will rarely engage in combat.
Also you can cast map on him and gain elusive.. which is 100% going in a deck using him.
Medarda was actually nerfed
I think now he is actually playable. You can combine him with Demacia for Riposte, Fight or maybe even US. Or Jonia for all kinds of targeting spells. Don't forget that every spell targeting him becomes a cantrip.
Supremus
Big druid worked for me too, just don´t use reborn minions and you should be good to go. Even easier with Alexstrasza :)
Trial by Felfire Challenges are Live! New Legendary Quest With Free Hearthstone Packs, 9 Bosses to Defeat
Oh I was around from the start. That doesn't excuse Blizzard's lack of QoL/laziness. They rake in millions off this game, squeeze more out of people by making them pay extra for Battlegrounds perks they've conveniently taken away from them and they can't even get off their asses to do the bare minimum for their Wild players by adding some convenience to game modes. That things were handled even more poorly previously does not excuse current shortcomings.
Mother Shahraz
Finally managed to do that with this thingy, but it seems that it could be upgraded.
Adventure · Combo Demon Hunter · by Lehoo · 6 years, 3 months ago
Medarda was actually nerfed
Petition to rename him to MeRdarda (means "big shit" in my language) as it perfectly suits this change.
Webweaver OTK Hunter
Really enjoy this one!
Mother Shahraz
Any decks to defeat her?
This Week's Tavern Brawl is "The Outlandish Burndown" Which Lets Us Play With Adventure Passives & Hero Powers
Likely something like that. Either way the entire idea of the tavern brawl is just the same thing where one deck goes out of control, expect they've amplified it by a thousand.
Magtheridon
I had success with my Murloc Paly.
This Week's Tavern Brawl is "The Outlandish Burndown" Which Lets Us Play With Adventure Passives & Hero Powers
Whoa, that really sounds brutal.. I´ve yet to encounter it, but I´m affraid I´m stuck with druids for now.. Maybe different regions with different leaderboards? Hm..
This Week's Tavern Brawl is "The Outlandish Burndown" Which Lets Us Play With Adventure Passives & Hero Powers
It's mage and it has the hero power that summons an elemental that doubles your spells when you cast them, and has the treasure that makes spells cost health. It also has that 4 mana spell in it that summons a copy of a minion and pyroblast so the deck can deal 40 damage as soon as turn 2 or turn 1 with the coin.
This Week's Tavern Brawl is "The Outlandish Burndown" Which Lets Us Play With Adventure Passives & Hero Powers
No, in fact, I´ve never seen the deck Burn 356. Is it DH? In my 30+ brawl games I´ve only encountered Hunters, Priests, few Rogues and now all I see is Druids. Never played as/ against the other classes.. weird.. playing on EU btw.
Medarda was actually nerfed
Oh right, can't even remember anyone killing a Medarda he is so rare.
Medarda was actually nerfed
Both net you 1 card, he is 3 cost with 3/3 vs 6 cost with 4/4, which is more of a difference.