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  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Staff

    I'm gonna start writing feedback now, but until then... how pissed are you going to be at me for making a Rager?

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Pro
    Quote From anchorm4n

    I have that idea of doing something that is dependend of your mana crystals. I hope it's not to close to BloodMefist's Shaman legendary... Here's my first try:

    So at 10 mana you could combo it with a Fireball to get a more complicated Pyroblast. This card shines when you manage to keep it alive for a turn (Frost Nova?)or in combination with a Kalecgos in play. It becomes bonkers if you hit it with Luna's in wild, but then, what isn't.

    How do you like it? I'll add feedback later, as usual. 

    Thanks for the feedback so far! Could someone explain to me why you are so concerned about OTKs? If the card is played at 10 mana, it gains Spell Damage +4. The worst you can do with the remaining 4 mana is to cast a Fireball for 10 damage - which would be the same as casting Pyroblast in the first place, safe for the body of course. That's actually the reason why I put it at 6 and not at 7, I wanted to keep it strong enough to be a threat. If your opponent can't deal with a 4 Health minion at 10 mana you probably deserve that win anyway. Sure, there is combo potential with freeze effects but even then it's susceptible to spells. Honestly I haven't ever seen a Malygos Mage deck worth mentioning and I just don't see any possible OTK in standard by a long way. You might be able to cast 2 fireballs for 20 damage with the help of Incanter's Flow, but that's veeeeery RNG dependent. What am I missing here?

  • What do you hope to see with DH's identity going forward?

    I think DH could be perfect for Combos. Lots of Card draw and Removal. Their only Problem might be defensive Stuff. 

  • New archtype concept: Dragonslayers

    “Dragons are no masters nor friends, they are tools, and just like any other tool, we use them, and then discard it.”

                                                                                                                                                                                                                                                      Mysterious Scientist.

     I greet you, before i introduce the dragonslayer concept to you, i want to explain where i got the idea of making the archtype. I was digging some old files in my PC for boredom reasons, then i’ve founded a custom Dark Souls themed expansion i created back in 2016, and one of the archtypes i created for this expansion was the “Dragonslayer”, wich was focused in discarding Dragons to gain huge Tempo boosts. The classes that used the Dragonslayers was Hunter, Paladin and Mage (If you’re familiar with the Dark Souls lore, you problally know why those classes were chosen and what they do).

     After taking the nostalgia shot, i thinked to myself: “You know what, i think it is worth to recreat the archtype”, and then did it, and now i present to you, the Dragonslayer archtype!

     

     What are the Dragonslayer and they do?

     

    The Dragonslayers are a group created by Dia the Time Breaker with the inicitial goal to hunt all the evil dragons on Azeroth, but one day a mysterious scientist joined the organization, and gifted them with a new powerful artifact: The Dragon Essence Extractor, wich had the power to absorb the soul of a Dragon and transffer to someone else. Then the scientist convinced them that Dragons are a plague to the world, and they should be exterminated, and the Dragon Essence Extractor( i’ll call it DEE for short) was the weapon that would help them achieve this goal.

     Them the Dragonslayers, equiped with the DEE, went on a vicious hunt againts the dragons, capturing them, extracting its power and then discarding them. The main target was the Blue, Green and Bronze dragonflight, for they powers mixed very well with the classes of the organization (Paladin, Hunter and Mage). Paladins gained the limited power to control time, hunters gained the power of the wilds, and mages unlocked their full potencial with huges amount of magic power.

     

    The Constructs

     

     Aloung with the DEE, the scientist also created construct dragons to increase the powers of the Dragonslayer’s armies.

     


      But amoung the constructs, three of them standed out, they were alot more powerful than the others, and also had the natural power of absorbing the essence of other dragons. Those constructs are: Kalysera the Rooted, Sethgos the Crystallized and Masthormu the Infinite.

     And now with an unstoppable army of constructs and the power of three dragonflights, they marched with a single objective: Destroy the dragon kind.

     

     There’s more lore and history i created for them, but i’ll just writte the basic for now, if people show interest, i might writte the rest. But enough lore, let’s talk about the cards. You should expect a VERY HIGH POWER LEVEL!

     

    The Hunter set

     Hunter’s Dragonslayer focus in destroing their targets as quickly as possible and uses powerful early game plays to gain advantage and then uses their big weapons Kalysera the Rooted and Dragonslayer Orn to finish the enemy hero. In resume, they are the aggressive bunch of the Dragonslyers.

     

    COMMONS

    RARES

     

    EPICS

    LEGENDARIES

     

    The Mage Set

     Dragonslayer’s mages focus in acumulate Spell Damage and finish their enemies in one shot, and to achive this, they use a lot of survivability and draw to reach the combo turn. They play similar to freeze mage, but in a more fun way.

     

    COMMONS

    RARES

    EPICS

    LEGENDARIES

     

    The Paladin Set

     Dragonslayer’s Paladin are the control part of the group, but they play a more active control style, like Renolock and Cubelock, i know some people don’t consider those as control decks, but those are just labels, and i personally think they deserve the control label. Back to the set, they main thing is removing minions and summoning big dragons, with the ability to use time in their favor.

     

    COMMONS

    RARES

    EPICS

     

    LEGENDARIES

    The Neutral Set

     Turns out, the mysterious scientist was actually Nefarian! He’s working for the Dragonslayers, creating and cloning dragons for them out of the dragons they slay. Something is different about him, but i’ll only explain what it is if i writte the full lore. The basic support consist of a mix of construct dragons and dragonslayers that provide support for all for the dragonslayer archtypes.

     

     

    COMMONS

    RARES

    EPICS

    LEGENDARY

     And that was the Dragonslayer concept, hoped you guys liked it, if more interest is shown, i’ll writte the full lore behind them and maybe even created an entire expansion based around it. And now a little trivia and clarifications about the Dragonslayers.

     

    - The cards that discard Dragons will ONLY trigger its effect if you discard a Dragon, so if you have no Dragons in your hand, they will be nearlly worthless. And in the case of spells and hero powers, they can only be used you have a dragon in hand, otherwise you can’t even cast them.

     - As i said in the intro, they were based on my Dark Souls expansion i’ve made back in 2016, so they share some of its flavour. The mage part was inspired by Seth the Scaless, the betrayer of the dragonkind who usessed crystals to create his magic. Hunter was based on the Silver Archers and Paladin on the Silver Knights from Anor Londo.

     - All dragons used by the Dragonslayer are either indoctrinated constructs or slaves, none of them are helping on purpose.

     -There’s quite some references in the set, can you spot them all?

     -There might be some errors in the cards, if you saw one, please ignore it, i’ve maked and remaked a lot of cards, and if  fix every single mistake on them, i’ll take forever to finish the set. I ask the same for typos.

     -Warrior was HIGHLLY considerated to be a dragonslayer, but since i've had no idea of wich direction to give it, i've decided to cut it.

    And that is all, what do you think about the Dragonslayers? If you have any comment or question, just say it. Also, i would love to see your cards based on the dragonslayer mechanic, if you have any idea, please share it! Ok, now it's for real, bye.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Staff

    I might not go with Tarecgosa since I don't feel like I can really make the card the way I want to whilst fixing the Rapid Fire problem at the same time.

    I also have quite a bit of feedback to catch up on it seems.

  • Renounce Council

    Pro

    If we run Kazakus, does Renounce Darkness transform it as a "warlock" card, or does it count as neutral? My guess is it gets transformed.

  • TF Ezreal - The Sleeper Deck Of Patch 1.2

    Before I get asked sleight of hand is a discard tool like you would find in mtg, it is not a yoink tool, so that's why we don't want pilfered goods.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Feedback:

    Show Spoiler
    @Linkblade91, I like Savage Moonkin better. Though I do think he is too expensive to see play. I would maybe make him 2/4 mana and also reduce his stats and possibly change the Spell Damage to +1. Basically, if he were all-around a bit smaller he would probably be better in a token style deck that could use him to secure the board early on. 

    @Demonxz95, I don't know what to think about this. I doubt this would be used anywhere except OTKs, but I can't think of any OTKs that would use this over [Hearthstone Card (Maylgos) Not Found]. It is a very interesting idea, but I have no idea how it would work out if it were printed.

    @Xarkkal, I like Arcane Brilliance best because drawing cards is awesome and I would love to have more incentive to play Spell Damage cards (btw I think 2 mana is fine. Spell Damage has never really been that good, so I think it is fine making it a bit above average). I like Mana Droplet second because I admire simplicity. Then First Archivist Thalyssra least because I admire simplicity. She isn't a bad card, just not my cup of tea. In general though, all of your cards look pretty solid. I can't think of anything to fix.

    @MenacingBagel, I like your Dumb Placeholder Cat the best (though it could use a new name and art). I would make it a 3/5 though, or maybe a 3/4 and an epic. As a 4 mana 3/3 it is just too easy to remove. If you are looking for ideas for the flavor of the card, you could find some art of a magical animal and name it something along the lines of "Magic Eater" or "Spell Devourer" or something like that (I am bad at coming up with names too).

    @TheHoax91, Don't submit a card you have already submitted. Unless the context for the card has changed significantly, it probably won't do much better than it did last week. 

    @BloodMefist, Grennan is interesting, but 5 mana is kind of a lot when you consider the fact that you also need to spend extra mana with Overload stuff. And by turn 8-10, a 4/5 with Spell Damage +3 isn't too exciting. Maybe if it was a 3 mana 2/5 or something? Meryl Felstorm is interesting, but I don't know if the effect is worth being Legendary. Cyanigosa is also a pretty neat idea, but it requires too much setup. All around you have some pretty good ideas, but they could all use a bit of tweaking before you submit anything.

    @grumpymonk, I prefer Kirin Tor Chaincaster. I would change the wording to "After you cast a spell, gain Spell Damage +1 this turn only." to make it a bit smoother. There isn't really anything incorrect with how it is worded, I just like to nit-pick about these things.

    @DestroyerR, All of your cards look good. I like Isiset the best, though she does feel a little odd. Foxtrotter is my second favorite, I would find some other art though for the second version. It took me a while to realize that the second one looks happier than the first. And I also think giving them both +1/+1 is a good idea.

    @Pokeniner, The one thing I don't like is that right off the bat it kills 2 enemy minions by itself. That is totally fine from a balance perspective, but the card looks like it should only kill one minion by itself. Only after reading the card and thinking for a moment do you realize the synergy it has with itself. I would remove the Spell Damage and make it just say "destroy 2 random enemy minions" or maybe keep it at one and also reduce the cost.

    @anchorm4n, I don't think it card is going to work out. Unless you make it 7 mana, it will work just like a 6 mana Malygos and create too many un-fun OTKs. It isn't a bad idea in theory, but in practice I don't think it would be good for the game.

    @Me0203, I like Lightning Totem the best, but I would either give it Spell Damage +1, or make it include itself so that it is a bit easier to use. Lightning Aspect is a very close second. Shaman has a lot of spells that both deal damage and have overload, so I really like the synergy there. I don't like Enraged Sporemancer just because the ability feels so obscure and random. About the rating system, I usually just look at a card and give it an amount of stars based on my first impression, then I will think about things like balance, creativity, grammar and punctuation, and also anything that I think could have been done a bit better and I will take or add stars based on that.

    @BasilAnguis, The only Priest deck that has ever appealed to me was that zoo/buff/aggro Priest that was never really a thing. So I applaud your card.

    @Elfensilver, Wonderful card. It is simple and effective. It looks like a real card Blizzard would print. It looks like a lot of fun to play and powerful enough to make me consider building a Spell Damage based deck. 5/5 stars, beautiful. (don't get too excited, this is just my opinion, see what other people have to say).

    @Fedrion, First off, don't forget to make a token for the Hero Power. Also, I would make it 3 mana. At 4 mana it is probably too slow to be good. But I do really like the card. This is the kind of card we would need to have to make a "spell damage" deck real.

    Cg8889, I don't really like this card, but I like the combo-style thing with Spell Damage. Dealing damage to minions in your opponents deck and hand is both really OP, and also probably not something we will ever see made in Hearthstone, so I would deduct points for being unrealistic. I like the condition, but no the effect.

  • TF Ezreal - The Sleeper Deck Of Patch 1.2

    Been having a blast with this Bilgewater, P and Z control list.

     

    It seems to have favorable matchups against everything but yoink Sejuani, which is probably the best deck in the game right now.

    Don't let this one pass you by.

     

    Deck ID Not Found

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Wanted to create a build around combo card in line with Star Aligner. The set up does require 4 minions total (since Arcane Reaper does not have spell damage) and at least 12 mana at the cheapest. The effect is pretty ridiculous but felt like the ability to line everything up was so difficult, you could have some ridiculous payoff. Note it's only minions and not face so would be more of an attrition combo than an OTK.

    Feedback

    Show Spoiler

    @linkblade91 - Love the design of Savage Moonkin and think it's the better of the two options.

    @Demonxz95 - Agree with some other comments that it needs to cost more than 6. Thinking 7 is the better spot but the Rapid Fire on turn 10 for 15 scares the hell out of me.

    @Xarkkal - Love the idea of Arcane Brilliance and seems balanced. But looking at this makes me realize how busted Battle Rage is still.

    @MenancingBagel - Like the second card the most but don't know if it needs to cost 4. Could be wrong but feel like with the health total at 3, it could cost 3 since its easy to trade into on the board. That just might be me thinking the effect is situational and could be completely off base with the power level of it.

    @TheHoax91 - Liked the idea last week and still like it here. 

    @BloodMefist - The idea of Cyanigosa is the best but feel like the effect is a little weak for 9 mana and an on board effect. Compare it to Kalecgos: for one more mana you get value and an even better effect. Either make Cyanigosa a battlecry effect or lower the mana cost.

    @grumpymonk - Like Riptide more but feel like triple the amount is tad excessive for the 1 mana option since Shaman can get a spell damage minion easily off the hero power. Maybe double for the 1 mana option or both. Compare this to Healing Wave and you see how strong this is cause you have more control over having a spell damage minion on board and get more healing.

    @DestroyerR - Foxtrotter needs to be the 3/3 and 4/4 option. My favorite of your designs is Anzu but a stealth spell damage is scary for some classes (how would a Druid deal with this minion ever?).

    @Pokeniner - Think it's really good and not much to say on it. Would feel having this submitted as is.

    @anchorm4n - Read it wrong at first and thought it worked like Forbidden cards and took the rest of the mana and was not on board. But now realizing that it just takes into account remaining mana, think it's a fair card that could be printed.

    @Me0203 - LIghtning Totem for reasons we need more totem cards and would be really good addition to totem Shaman.

    @BasilAnguis - Card is perfectly fine as is but agree with others that Priest seems like a hard class to fit spell damage into unless it became a new archetype that was pushed.

    @Elfensilver - Like it and think it's fine as 2/1. 1/1 I think would make it not worth the set up but like I said, Shaman is the easiest class to get spell damage in.

    @KANSAS - Feel like the card is balanced and would be ran for sure in spell heavy Shaman decks.

    @Fedrion - Seems balanced but may want to find another artwork as the poor guy seems like the card is crushing him :) 

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Shadowform, but for mages:

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Here is what I came up with. I still need a name, but aside from that what do you think?

    Is it clear what this does? If not, does anybody know of a better way to word it?

  • What do you hope to see with DH's identity going forward?

    I hope to see viable "suicide zoo" strategies that have been slightly pushed by Wrathscale Naga and Feast of Souls. Along that, I hope to see some more OTK DH decks, both through giving slow options, and by giving actual combos.

  • Return to Gadgetzan's Streets

    I really like the idea of going back to gadgetzan, with new groups. Feed back time:

    Change the wording of Splitting Tunnels so that it would fit 4 lines of text. I suggest "Secret: When an enemy attacks your hero, it instead attacks a friendly minion. Give the attacked minion Divine Shield and Taunt."

    I don't know how I feel about the learn keyword. First of all, it doesn't make sense for the learning class to be able to pull from their own class (Paladins are learning from mages and shamans, not from other paladins). Secondly, wouldn't it be easier to just write it out? For beginner infuser, I feel like it would be better to say "Whenever you restore health, add a random mage or shaman elemental to your hand.".

    Oger Mage says "another" in its card text, so it can be assumed that it will target two targets 50% of the time. You should either change the statline or the effect, as this version is very powerful.

    For Potion of the Sea, I think it should cost 5 mana. Most of the time, it's just an expensive Frost Nova, and when it's not, you likely already used a Frost Nova style card.

    I feel like Electra's heropower is much too strong. In big shaman, for 2 mana you get to summon another big threat, without expending any other resources.

    Black Hole does not make sense thematically. What do black holes have to do with elementals? And wouldn't a black hole use the Poof mechanic, because point of no return and all?

    Lunar lantern displays an elemental in the artwork, I think it would be fine to make it one.

    For a set with a focus on elementals, there is a serious lack of elementals. In mage, there is only 1, in shaman and paladin only 3.

  • Return to Gadgetzan's Streets

    Staff

    Definitely continue this. I really like this so far.

  • I Miss My X - Card Design Competition Discussion Thread

    Staff
    Quote From anchorm4n

    Congrats Wailor! That was a close one indeed. No shame in a second place with these strong competitors. 

    (Sidenote: When does season 1 end? The finalist voting really shouldn't be open for the finalists themselves. I chose the middle way and only rated my own card this time. If I had given Wailor's card 1 star, I'd have won.)

    Seasons are planned to be 20 competitions long, so 1.20 should be the final main competition of the season.

    I'm not sure if we'll have a "finale vote" like on HearthPwn, because that part was honestly not that great.

    I do also agree that finalists probably shouldn't be allowed to vote in the finals since it does allow scoring abuse which not everyone will partake in. The period between seasons 1 and 2 will be a time where we can consider the changes.

  • What do you enjoy about the Battlegrounds mode?

    I like the sense of progession, of getting better each turn. It also works a bit like gambling, refreshing to find the perfect minion.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    So, here is my feedback! Let me apologize in advance for any unclear wording,english is not my first language.

    @linkblade91:

    Show Spoiler
    Savage Moonkin – good concept, art and stats are fine, but do you only gain the attack if you gain Attack anyway, or do you start the turn with +2 Attack?

    The Essence Drainer/Leacher cards are weird. They’d be a better fit in Shaman or in Warlock, as neutrals they are too strong. But the first wording is better, while I like the second name more.

    @Demonxz95:

    Show Spoiler
    arecgosa- interesting idea, but it’s too strong. An Arcane Explosion would be a better Flamestrike while also leaving a body one board.  And maybe change the statline to something more dragonly?

    @Xarkkal:

    Show Spoiler
    Thalyssra- looks a lot like Solarion Prime, and the resurrect effect doesn’t fit mage.

    Arcane Brillance- nice and simple, would promote including spell damage cards.

    Mana Droplet – the cutest card yet, and quite interesting. But I’d reduce the spell damage or the health by 1, since right now it is just a fully stated tribal card with potential strong benefits.

    @MenancingBagel:

    Show Spoiler
    Los The Summoner- what does it do?! Maybe use the word Spell Damage somewhere, and change the capitalization. 

    Sdpc- Somewhat comparable to Spellzerker, but the effect is not worth a legendary rarity, since it is easy to clear and you’d have to invest your own spells to ramp up the spell damage.

    MEGABLAST!- A good looking finisher. But I think it would still be fair if it only cost 9, most Spell Damage cards are easy to clear.

    @TheHoax91

    Show Spoiler
    Felo’melorn- beautiful art and a strong and unique effect, well worth the mana, BUT: Mages can’t use weapons, there is the keyword Overkill, and Spell Damage is always coupled with a card on the field. You can’t have Spell Damage on this weapon if the weapon is already broken, so the effect should read: Your spells additionally deal the excess damage this turn only.

    @BloodMefist

    Show Spoiler
    Grennan Stromspeaker- Nice and simple, seems fair I guess?

      Meryl Felstorm- a good card for a control warlock, but potentially to good, since it mitigates the problem of warlocks- life as a finite resource.

    Cyanigosa- Nope. Nice theme, good fit in the set, but this seems absurdly strong. If you manage to have just one or two spell damage, this wins you the game.  There is a reason that Kirin Tor Tricaster makes your spells more expensive.

    @grumpymonk:

    Show Spoiler
    Kirin Tor Chaincaster- looks balanced and polished.

    Riptide- I’d take the second one, it’s more in line with Holy Light , and maybe even reduce the healing to 5, since it can scale. But the wording is somewhat complicated, alas I don’t see how you could make it more clear.

    @DestroyerR

    Show Spoiler
    Isiset-due to the weird effect which is not intuitive but probably insanely strong, I’d reduce the statline, to make it somewhat fair. You could also change the watermark to Uldum.

     Foxtrotter – cute, but I don’t see a place for him.

    Anzu,the Dark Watcher-nice theme, looks like an interesting build around, but maybe place it in Outland?

    @Pokeninger:

    Show Spoiler
    Akira, Arcane Breaker- great effect, seems fair and playable, makes an interesting build around for a control and greedy mage.

    @anchorm4n:

    Show Spoiler

    @anchorm4n : Shard Mage- It’s very strong, and should probably be an epic from a strong expansion. +4 Spell Damage seems too much, if you can combo it with a spell the same turn.  While the idea in principle is good, the immediate effect is more powerful then Malygos’. You could change the price to 7, or make it a druid card, maybe a moonkin, with battlecry: At the end of your turn, gain Spell Damage +1 for each of your unspent Mana Crystals.

    @Me0203:

    Show Spoiler
    Lightning Aspect- Seems fair, I especially like the ‘after’, while it could still make some spell/overload shaman builds viable. Maybe change the art to something more Un Goro like, this looks more like witchwood.

    Enraged Sporemancer – while this is a fair and fun effect, I believe there are too few Adapt Cards to make this work. Also, the card art and name don’t fit in Ungoro at all, since there are no Sporelings there.

    Lightning Totem: Strong effect, at least it is not even cost, but I’d suggest reducing the health by 1 or 2.

    @BasilAnguis:

    Show Spoiler
    Cleric of Scales- I don’t see this. Priest has no Spell Damage at all, and this is a powerhouse which synergizes with herself, basically a 3 Mana 3 /4 which gives all friendly minions +1/+1  and it even has Spell Damage! While I appreciate your pun, I also think that the art doesn’t look like a dragon and any tribe synergy here is too much.

    -----------------------------------------------------

     

    A question, since this is only my second one of these - what do the rating stars mean to y'all? What d'you think about when you make your decisions?

    @Me0203: I also find this quite interesting, and would like other people to tell us about their method to determine a star ranking.

    I myself am generous with my stars, if a card seems fair and somewhat pleasant to look at, I give 4 stars. The most important aspect for me is realism, or could this card be printed - if that isn't a given because of an unclear or overly strong effect, I deduct a lot of stars. Flashy isn't always better, being overpowered or being a legendary if epic or rare would suffice, makes me deduct a star, while being somewhat weak won't, not untill it's blatantly worse than a real unplayable card. To get 5 stars, the card should either tell a little story, or  it's just well done while being a good fit in the set and having nice art and somewhat logical wording.

    I'm also a sucker for flavour text, and I give lower ratings if the image is mostly showing off attractive female body parts - this isn't a valid strategy, while also not fitting in Hearthstone as it is today.

  • What do you enjoy about the Battlegrounds mode?

    I like to do a couple of bg, switching of LOR games sometimes. Normal HS games dont do it anymore for me. 

  • Quest Trading - Play A Friend!

    Battletag: Orcamaniac#1456

    Region: NA

    Trade only?: Yes you go first.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Would this be more interesting/better if it was only +1/+1 but would repeat once for each spell damage you had? Would it thematically be a better fit in Descent of Dragons or Rise of Shadows, since those are better suited for Spell Damage?

    Will post feedback as soon as I have time to formulate something.

  • List of Runeterra Daily Quests

    Good call with this one - I just saw the "non-regioned" Arcane Apprentice myself, and you're right that it was 12 spells.

  • What do you enjoy about the Battlegrounds mode?

    Quote From iWatchUSleep

    Nothing. I have never, and probably will never, play it. The fact that they spent development time on this rather than on features people wanted (I don't recall anyone asking for battlegrounds, and why would they when, in my opinion, better alternatives already exist in the form of TFT and Overlords) never sat well with me.

    Besides the fact that the entire autobattler concept has never appealed to me due to it being even more RNG reliant card games.

    Nothing against you if you enjoy BG, you do you. I just strongly dislike it.

    BG is not my cup of tea either, but having such strong opinions about something you never even tried seems a touch extreme.

    I think the fact people do like it and play it a lot justifies its existence, regardless of whether the HS player-base was asking for it. I can't begin to guess how many great things have been made throughout human history when no one knew they wanted them. Heck, from my atheist viewpoint absolutely no one asked for any of the natural wonders of the universe, but we're still glad they'e there.

    -------------------------------------------------------------

    Anyway, while I rarely play BG because I prefer to play HS with a specific gimmick in mind, I can also appreciate one thing BG has going for it that other HS game modes do not: the ability to change your build in response to what your opponent is playing. Yes there's RNG in what you are offered and how things end up attacking, but you nevertheless have more agency overall than in ranked where deck matchups and draw order can often decide games by themselves (especially if one or both decks are aggressive).

  • The Pepper Thread - Share Some Good Vibes!

    Just had a long battleground game, the last 5 games against the same opponent - from a perfect winstreak of 11 I was beaten 4 times in a row by a golden Monstrous Macaw and Selfless Hero as well as some cheap poisonous murlocs,  before finally getting gentle megasaurus - and the options were: +1/+1, +3 Attack and Deathrattle: summon 2 Seedlings. And this deathrattle then won me the game, with an influx of small 1/1 to beat the divine shields.

  • What do you enjoy about the Battlegrounds mode?

    Nothing. I have never, and probably will never, play it. The fact that they spent development time on this rather than on features people wanted (I don't recall anyone asking for battlegrounds, and why would they when, in my opinion, better alternatives already exist in the form of TFT and Overlords) never sat well with me.

    Besides the fact that the entire autobattler concept has never appealed to me due to it being even more RNG reliant card games.

    Nothing against you if you enjoy BG, you do you. I just strongly dislike it.