Do their effect count for puffcaps? They are technically spells. They just have lingering effects that could last long after the Funsmith or Keg is gone.
The transparency report is intriguing. Mana Droplet was the only submission in the top ten to have the score spread concentrated on 4, rather than 3 - it's no wonder that he won! Granted, I'm curious why that was, and the only reason I can posit is that, well, the Droplet was a cool cutie. I wasn't aware that folks had such a thing for Elemental Mage, and it's surprising that he would have no - none! - 1 votes for a card that I, at least, found very powerful. While it's a wonderful card, I'm not sure that the difference between the Droplet and the other finalists was so huge, or that it had some special quality, that it merited fewer 1 votes. The closest other card to that achievement was Bloodmefist's Animated Defender, with just two 1 votes, which I also thought was quite powerful and flavorful - maybe there's a common thread?
Also, although CursedParrot's Cosmic Researcher ate a normal amount of 1 votes in the first round, it got many more, relatively speaking, during the finals. Perhaps folks felt that it was a good card, but too bland compared to the other finalists? It also garnered more 5 votes than the cards next to it, though - it held the most even score distribution in the finals, but by virtue of that was also the most polarizing card, for reasons I can't rightly guess. Hyperorange's Arcane Pact also had a normal amount of 1 votes initially, but relatively more during the finals. However, it didn't also gain the equal number of 5 votes then, but rather had a mode of 2. I can only suppose that people felt Spell Damage +2 for 1 mana was too powerful or out of character for Warlock, since the card had such neat flavor, and voted more harshly in the finals.
I do wish that these competitions' home pages would have a brief on the ranking system, to help homogenize ideas towards it. Just a few sentences, even, to make voters aware of possible reasons for voting (flavor, power level, usefulness, etc.) and help them organize their thoughts - it doesn't have to be official guidelines for what makes a card good or bad, though I wouldn't oppose that. That's a lot for someone who's only participated in two of these to say, but I do think it would help guide participants' thoughts, so I run my gab.
Anywho. If you can't tell, I had a bit too much free time this morning and spent a bit too long wondering about this stuff, when the oddities are likely not due to much at all. I was happy to see that I almost made it in this time, so anyway, I'll continue blastin'. Watch out!
The report is very interesting, and it's always good to spend some time on it to get an idea about how people vote on cards. I think cute artwork done with a good flavor can score you some serious points. Cute has to be done right though, and not feel forced. The artwork for Mana Droplet I had found months ago, and it was just sitting in a folder waiting to be made into the perfect card. With the theme of Spell Damage in mind, I came across him in my files and the card basically made itself.
Another stand out cutie that won it all is Felwing Hatchling by MathU from 1.06.
Good artwork really has quite an impact on the card too. A really cool card can be ruined by bad artwork.
I tend to think the real problem is Atrocity. At 6 mana the fast speed makes it a little too easy to use as a soft counter/OTK after your opponent goes to remove your big threat. Other cards like Glimpse Beyond suffer the same problem from a balance perspective, but the cost of removing a large threat is really prohibitive in this case. If you expect your opponent to wait for you to play removal so they can drop Atrocity, then you either need a burst speed answer or you need multiple cheap answers so you can play one after the Atrocity comes down (since one expensive removal card just won't sequence the way you need it to).
But there isn't much in the way of burst answers. Various Frostbite effects work, and Purify works if we're talking about a unit like They Who Endure, but that's not the only big unit people play with this card. And for the "multiple cheap answers," that's basically dead on arrival. I guess you could happen to have multiple copies of Noxian Guillotine and the right circumstances to play it, but that's a pretty silly plan.
Looks fun, and Gadgetzan-y. The one thing is that I don't know that any other neutral card generates a specific class card like this one does. That isn't necessarily a problem, but it does make it rather unusual.
Sorry about being bold.. but are you guys gonna complain about every viable card in the game? I can see 3 nerf threads in the home page.
Some cards need to be strong for the game to be fun you know?
I don't think the card is toxic by any means, there are worse offenders in the game.. like Unyielding Spirit, Will of Ionia and Atrocity, this card is an understated card that if left unchecked wins you the game if you can't deal with it you need to make your deck.. be able to deal with it, it's a 5 mana , 4 hp backline "engine" which brings almost no tempo gain since your opponent is not gonna defend or attack with it.
I think a card needs to be nerfed when it's just too good as stand alone/auto include(Will of Ionia, old Deny), doesn't have a way to interact with it or overcentralizing(like pre nerf Hecarim).
There are tonnes of ways to deal with 4 hp backliners in every region and this one even comes kind of late as in turn 5.. if you lose to this card a lot maybe add more ways to deal with the card?
To be honest, yes. I think the meta is very unfun to play currently because people just look for the most uninteractive and auto pilot ways to win games and then put the onus of "well if your deck can't deal with it" when the game currently has an extreme shortage of answers for these uninteractive plays. I'd rather the game was more fun and a bit harder to play than everyone playing solitaire auto win decks that require to be countered in specific ways which in turn make deck building incredibly monotonous and uncreative.
I think you broke it down pretty well. I think if they remove Merchant's discount, Upped Pilfered's cost to 3 and made it steal from the bottom it would be really good. I think they could also leave in Merchant's discount and up him to a 3 cost 3/2, it would make it so stealing isn't as cheap, the advantage you get would require higher value plus you would have to do it a bit later in the game. Also you wouldn't be able to chain all these cards so easily if Merchant and Pilfered cost 1 more each.
That one surprised me actually. I actually thought the most used watermark would be the Classic one since that's the default one and so many people don't care enough about the quality of their cards to change it when it should be.
As far as The Witchwood goes, I also suppose it's just really easy to make a card with a spooky theme and put in that set.
I can understand why Witchwood is the most used emblem. It is among the weakest set ever printed in Hearthstone. The potential for Odd/Even mechanics were not properly made. The Worgen switching mechanic is downright useless. It only switch stats. Really? C'mon... It should switch effects or even change to Odd/Even depending on your deck. I'm glad sets these days since Dragon has decent power level.
His insight will be missed! Certainly by me, who got used to using the meta report to decide what to play this week and without it I'm stuck at Diamond 10 this month. Glad this post has pointed me in the right direction though... looks like I'm going to have to be "If you can't beat 'em, join 'em" on the Pirate Warrior.
Ah, that lovely time of week when the new contest rolls in and the creative juices get pumping again. Finally succeeded in my mission to make it to finals and now setting my sights to winning a contest (although it's very hard and unlikely). A bit unsure when the quotation marks need to be added, but I think they don't need it if they're summoned and do if it is another effect (not 100% on this).
Ishanah pushes control Priest by offering a potentially huge way of stabilizing against aggressive matchups. Against other control matchups its a bit more difficult to get value since Lightwell doesn't offer the same threat level it does to aggressive decks. Lightwell is a card that basically never ever gets seen in games and is widely considered to be one of the weakest cards. I wanted to push it so that people fear the Lightwell and consider it enough of a threat. A bit worried about the costing of this Ishanah, since four Lightwells is technically 8 mana worth of minions, and she comes with a decent taunt body.
I knew from the get-go I wanted to try to make something Hungry Crab related since there is so much humor available in that concept. Fishy acts as a 'payoff' for having a lot of small murlocs since you can efficiently trade them in for 1 mana 3/4s. Early designs were cheap murlocs that added Hungry Crabs to both player's hands. It became too hard to find a good balance in minion form, so I tried to push it into a one-sided spell instead. Thinking about lowering the cost to add in symmetrical Hungry Crab-adding again, but unsure if that's a good direction to pursue.
Set the Table! is because I love Discard Warlock and I love Silverware Golem. It always felt awful to have a hand full of discarding cards but no discard payoffs, so I made Set the Table! works especially well in an overabundance of discard effects since you need to discard first to set it off, and then find a way to discard the golems. I love the Silverware Golem discard-summon animation especially and love the idea of seeing it proc a lot of times in a game. A bit worried about the swingy potential in the card, but my love for discard is too great and I think the amount of set-up required makes it alright.
How do seasons work?
Do they reset your rank every season? What is new about every season?
Question about the Funsmith and Kegs
Do their effect count for puffcaps? They are technically spells. They just have lingering effects that could last long after the Funsmith or Keg is gone.
HearthCards Reaches 10 Million Hearthstone Cards Made!
Ok, I have never created a card before, but here is my take :). Be gentle pls...
Game Breaking Hakkar Combo!
You got me at "We literally can't lose"
D-A-M-A-G-E - Card Design Competition Discussion Thread
Whilst I didn't make the finals, I'm surprised that my really simple card did really well, scoring 14th in phase 1.
HearthCards Reaches 10 Million Hearthstone Cards Made!
D-A-M-A-G-E - Card Design Competition Discussion Thread
The report is very interesting, and it's always good to spend some time on it to get an idea about how people vote on cards. I think cute artwork done with a good flavor can score you some serious points. Cute has to be done right though, and not feel forced. The artwork for Mana Droplet I had found months ago, and it was just sitting in a folder waiting to be made into the perfect card. With the theme of Spell Damage in mind, I came across him in my files and the card basically made itself.
Another stand out cutie that won it all is Felwing Hatchling by MathU from 1.06.
Good artwork really has quite an impact on the card too. A really cool card can be ruined by bad artwork.
HearthCards Reaches 10 Million Hearthstone Cards Made!
I'm not a minion, and if I'm to be a boss then I am one of those early encounters that you may have skipped because of RNG :
Does "They Who Endure" need a nerf?
I tend to think the real problem is Atrocity. At 6 mana the fast speed makes it a little too easy to use as a soft counter/OTK after your opponent goes to remove your big threat. Other cards like Glimpse Beyond suffer the same problem from a balance perspective, but the cost of removing a large threat is really prohibitive in this case. If you expect your opponent to wait for you to play removal so they can drop Atrocity, then you either need a burst speed answer or you need multiple cheap answers so you can play one after the Atrocity comes down (since one expensive removal card just won't sequence the way you need it to).
But there isn't much in the way of burst answers. Various Frostbite effects work, and Purify works if we're talking about a unit like They Who Endure, but that's not the only big unit people play with this card. And for the "multiple cheap answers," that's basically dead on arrival. I guess you could happen to have multiple copies of Noxian Guillotine and the right circumstances to play it, but that's a pretty silly plan.
Name That Card! - Card Design Competition Discussion Thread
Thoughts on another card that takes inspiration from GvG an mix it into Boomsday. Like what Dr. Boom does in his expansion. Thoughts?


Name That Card! - Card Design Competition Discussion Thread
Looks fun, and Gadgetzan-y. The one thing is that I don't know that any other neutral card generates a specific class card like this one does. That isn't necessarily a problem, but it does make it rather unusual.
HearthCards Reaches 10 Million Hearthstone Cards Made!
Yeah, my battle tag is my 6 lb. 20 (2 x 10) year old cat. She doesn't sleep on my lap while I play anymore, but she is still adorable!
Name That Card! - Card Design Competition Discussion Thread
Here's my first idea. I'll come back and get some feedback up for others in a few hours. Have to get the little one to bed first.
I'm thinking this might need to be 4 mana, or drop the Rush to keep it at 3 mana.
The Neverglade Collector needs a slight nerf.
To be honest, yes. I think the meta is very unfun to play currently because people just look for the most uninteractive and auto pilot ways to win games and then put the onus of "well if your deck can't deal with it" when the game currently has an extreme shortage of answers for these uninteractive plays. I'd rather the game was more fun and a bit harder to play than everyone playing solitaire auto win decks that require to be countered in specific ways which in turn make deck building incredibly monotonous and uncreative.
Has Yoink Gone Too Far?
I think you broke it down pretty well. I think if they remove Merchant's discount, Upped Pilfered's cost to 3 and made it steal from the bottom it would be really good. I think they could also leave in Merchant's discount and up him to a 3 cost 3/2, it would make it so stealing isn't as cheap, the advantage you get would require higher value plus you would have to do it a bit later in the game. Also you wouldn't be able to chain all these cards so easily if Merchant and Pilfered cost 1 more each.
Quest Trading - Play A Friend!
Battletag: dimosha#2252
Region: EU
Trade Only?: Yes
HearthCards Reaches 10 Million Hearthstone Cards Made!
Got my name, GiantHammer when I first saw Doomhammer in a HS clip :D
HearthCards Reaches 10 Million Hearthstone Cards Made!
That one surprised me actually. I actually thought the most used watermark would be the Classic one since that's the default one and so many people don't care enough about the quality of their cards to change it when it should be.
As far as The Witchwood goes, I also suppose it's just really easy to make a card with a spooky theme and put in that set.
HearthCards Reaches 10 Million Hearthstone Cards Made!
I can understand why Witchwood is the most used emblem. It is among the weakest set ever printed in Hearthstone. The potential for Odd/Even mechanics were not properly made. The Worgen switching mechanic is downright useless. It only switch stats. Really? C'mon... It should switch effects or even change to Odd/Even depending on your deck. I'm glad sets these days since Dragon has decent power level.
HearthCards Reaches 10 Million Hearthstone Cards Made!
This is my card. Based on my lifelong love of the band Muse.
HearthCards Reaches 10 Million Hearthstone Cards Made!
Oh well, I've tried.
HearthCards Reaches 10 Million Hearthstone Cards Made!
This is me! I know the text is too big but well..-
Murlocs and more murlocs! I love them! Their sound make me smile!
HearthCards Reaches 10 Million Hearthstone Cards Made!
I assure you using Myra's Unstable Element and then playing Togwaggle's Scheme on Leeroy Jenkins then playing Galakrond next turn is a great idea that will be seen at grandmasters this year.
Finish Your June 2020 Ranked Climb With These Top Performing Hearthstone Decks
His insight will be missed! Certainly by me, who got used to using the meta report to decide what to play this week and without it I'm stuck at Diamond 10 this month. Glad this post has pointed me in the right direction though... looks like I'm going to have to be "If you can't beat 'em, join 'em" on the Pirate Warrior.
Name That Card! - Card Design Competition Discussion Thread
Ah, that lovely time of week when the new contest rolls in and the creative juices get pumping again. Finally succeeded in my mission to make it to finals and now setting my sights to winning a contest (although it's very hard and unlikely). A bit unsure when the quotation marks need to be added, but I think they don't need it if they're summoned and do if it is another effect (not 100% on this).
Ishanah pushes control Priest by offering a potentially huge way of stabilizing against aggressive matchups. Against other control matchups its a bit more difficult to get value since Lightwell doesn't offer the same threat level it does to aggressive decks. Lightwell is a card that basically never ever gets seen in games and is widely considered to be one of the weakest cards. I wanted to push it so that people fear the Lightwell and consider it enough of a threat. A bit worried about the costing of this Ishanah, since four Lightwells is technically 8 mana worth of minions, and she comes with a decent taunt body.
I knew from the get-go I wanted to try to make something Hungry Crab related since there is so much humor available in that concept. Fishy acts as a 'payoff' for having a lot of small murlocs since you can efficiently trade them in for 1 mana 3/4s. Early designs were cheap murlocs that added Hungry Crabs to both player's hands. It became too hard to find a good balance in minion form, so I tried to push it into a one-sided spell instead. Thinking about lowering the cost to add in symmetrical Hungry Crab-adding again, but unsure if that's a good direction to pursue.
Set the Table! is because I love Discard Warlock and I love Silverware Golem. It always felt awful to have a hand full of discarding cards but no discard payoffs, so I made Set the Table! works especially well in an overabundance of discard effects since you need to discard first to set it off, and then find a way to discard the golems. I love the Silverware Golem discard-summon animation especially and love the idea of seeing it proc a lot of times in a game. A bit worried about the swingy potential in the card, but my love for discard is too great and I think the amount of set-up required makes it alright.