I looked over previous competitions and i was surprised by how low the scores actually are. None are over 4, most are between 2 and 3, maybe 3 and a bit. That to me seems super low, like if someone bombed them with 1 star ratings. How do you people vote on cards? What are your rating systems? Just curious cause now i feel i gave everyone way higher scores than they deserved.
For a card to get a rating of over 4, more than two thirds of the votes would have to be either 4 or 5 stars. Because so many people are voting and different people have different opinions, the average card would on average get an average of 3. If it is a good card, it would average over 3, if it is bad, it would average less than 3. If it is really bad, it would average below two. If a card gets a score of 3.5, then more than half of the people liked it, and it is a good card.
On the one hand, I liked the creativity this week, lots of different approaches and cool ideas. On the other hand, I didn't rate any submission 5 stars for the first time, because all of them had at least one little flaw in my opinion. That said, I did give out a lot of 4 star ratings, so yeah, it's curious how the low ratings come together. But then, as long as they are consistently low on average, that shouldn't be a problem.
@KANSAS: I gave you 4 stars because I didn't like the statline. 2/4 would have made the deal for me. How did you like my Tarecgosa?
Show Spoiler

I wasen't all too confident on the stat-line, but I figured that because it had to survive for at least 3 turns to really get any value out of it, I thought that a lot of health was the way to go.
About your card, I don't remember if I gave it 3 or 2 stars. Voting was really hard this time around because it can be really hard to know how OP a Hero Power can be without playtesting it. On one hand, because of the Deathrattle it was really slow, but on the other hand, it gave you near infinite value which is pretty scary.
So you took Thjis version, and removed zephyr and nat pagle? (nat pagle was probably a meme..)
I am not sure Thjis version is that great I am sure nat pagle is not that good, and zephyrs.. too incosistent with so many duplicates in a none warlock deck.. but he is right the deck runs out of cards in hand quite fast.
and the priest matchup is atrociously bad..
Don't have the murloc or liadrin sadly :(
I would probably run tirion because of that priest matchup.
Love this type of deck and this version is very interesting. I don't have Sunkeeper Tarim and I don't really like the Gadgetzan Auctioneer as I never seem to get a decent chance to play it whilst having spells to make it worth while. I put Bloodmage Thalnos and a Flash of Light in there for more draw and it's working well. It's amazing how many times you get a Sunkeeper Tarim from the Stonehill Defender anyway! Thanks for the deck.
I didn't had much time to play myself, but I watched quite a bit of mogwai and swim here's my observations about stuff that might need change.
gone over ALL cards and looked at what I think is too strong/weak (tons of buffs!) I will mark on bold those that I care about rather than just mentioned with a "why not"?
Unyielding Spirit - 5 mana, but for one round only - dramatically increases counterplay, keeps the fiora OTK with judgment in the game (but needs to be done on the same round(2 cards with 13 mana)) and can be played around.
Troop of Elnuks - summon the top elnuk of your deck- consistent, not toxic.
Yusari - rework: quick attack instead of challenger, fits more for a zed disciple
Ashe - on level up, adds the frost arrow to you hand next turn (but not cause it got on top of your deck) and doesn't draw a card anymore, the steal your deck stuff shouldn't negate your reward.. that's dumb.
Avarosan Outriders - 4 health. fits freljord well in that they units are supposed to be more sturdy.
Back alley keeperBADCARDNAME - 3 cost, too expensive for what he does.
Basilisk Rider - needs challenger as base this is such a under powered card for being allegiance.
Chum the Waters - slow->fast to work with fizz. and make it an interesting surprise blocker, makes sense with how fizz's ult works in LOL.
Mageseeker Inciter - rework: deal 1 damage to all enemies, once you cast a 6+ cost spell this game (seems more fitting for his artwork, and make him more interesting overall)
mystifying magiciaBADCARDNAMEn - 3 health - didn't saw this card once.
Poro Herder - remove poro requirements it's enough of a downside you are playing poros.
Vanguard Firstblade - start as 3/3 grows by +2/+1 or somethign he is quite bad ATM.
It's always interesting to see HSReplays' deck cause they're alway a bit counter intuitive.
For instance I don't think I have seen a spell druid in weeks, and to me this deck is not even tier 2 anymore. I have not tested this version though.
Btw the bomb warrior is good, it's Odemian's version I advertised a few weeks ago (it took me to legend) but depending on what you face, the usual egg warrior is prolly still better. What you need to know is this deck is stronger against rogues and priests (this match up is still bad though) but not as good in mirrors and vs demon hunters.
I disagree with Unyielding Spirit change. It needs its speed changed to at least fast. Even slow would be fair or at least make it so it can't be cast on champions.
Based on your newly stated set of patterns, I think Grizzled Ranger going from 4 to 5 mana seems pretty fair. He's certainly an overly popular card with the potential to create board advantage (though that category seems incredibly broad). More importantly in my mind, he's very easy to curve into Radiant Guardian today if your attack rounds are odd. Drop him at the end of round 4, then open attack with at the start of next round - worse case, you deal 4 damage, best case you get a 4/4 and an active Radiant Guardian to attack with when you go in with your whole board.
On the one hand, I liked the creativity this week, lots of different approaches and cool ideas. On the other hand, I didn't rate any submission 5 stars for the first time, because all of them had at least one little flaw in my opinion. That said, I did give out a lot of 4 star ratings, so yeah, it's curious how the low ratings come together. But then, as long as they are consistently low on average, that shouldn't be a problem.
@KANSAS: I gave you 4 stars because I didn't like the statline. 2/4 would have made the deal for me. How did you like my Tarecgosa?
Are you using the variant above? I'm not sold on it, Greyheart Sage with only 2 stealthed minions sounds weird, and also Alexstrasza seems suboptimal...
It probably comes from the fact people want to see only their card in the finals. I'm not gonna lie that I feel a bit of a disappointment for my card to not enter the finals, but I did not drop bombshells on every card. I did rate a lot of them pretty low though mostly because of existence of cards like [Hearthstone Card (Sir Finley Mrrglton) Not Found], and some felt too bland, as they simply changed their Hero Power and nothing else - I thought people would experiment more with the Hero Power usage time like I did with Deductive Learning.
I should have prefaced: these are my predictions for what Riot will actually patch, not necessarily what I would like to see patched. I'm basing off patterns I've noticed:
The majority of changes are either to the mana cost or unit stats. Tweaking a champion's leveling is also fairly common, but stat changes are more prevalent. Changing a spell's speed never occurs unless it is part of a rework, and reworks are only done to cards which are virtually unplayed.
Additionally, I'm making an assumption that Rising Tides cards are more likely candidates to receive buffs than the core set since they are effectively time-limited--e.g., Frejlord is more likely to see a buff to Ember Maiden than Avalanche and Demacia is more likely to see a nerf to either Loyal Badgerbear or Grizzled Ranger than Vanguard Bannerman or Single Combat.
Good catch on the chefs--I meant to include that on my list but forgot. I don't think I can agree with any of the others, though--perhaps Ranger as a 3/1, but 2/1 just seems too punitive for a 4-mana unit, and the others don't match the patterns.
I looked over previous competitions and i was surprised by how low the scores actually are. None are over 4, most are between 2 and 3, maybe 3 and a bit. That to me seems super low, like if someone bombed them with 1 star ratings. How do you people vote on cards? What are your rating systems? Just curious cause now i feel i gave everyone way higher scores than they deserved.
Pure list have the better midgame. Lightforged Zealot can sometimes buy you enough tempo to somehow reach your libram cards.
Paladin currently lacks card draw and a poor start. In my opinion, if you're gonna play paladin, its better to just bow down to card draw RNG than trying to plaster it up with inefficient card draw.
I don't like the pure version. Cards like Wild Pyromancer seem too important. I also didn't have much success with the Exotic Mountseller variant though (mainly playing Highlander Paladin). I did theorycraft another version though, using Replicat-o-tron and Pharaoh's Blessing.
Congrats to the finalists! I would like to ask for more feedback on my card. What did you vote and why? Where did I fall short? And what should I have done better? Thanks in advance!
Audio files for Tahm Kench were found in the Runeterra datamining session we underwent some time ago, suggesting TK is coming to the game soon. Same thing with my Leona card; it'll be interesting to see the differences :)
Fan Community Spotlight - Phoenix's "Ascella Academy"
"Ascella" means "armpit" in italian.
"Armpit academy" doesn't sound really good! XD
By Your Powers Combined - Card Design Competition Discussion Thread
For a card to get a rating of over 4, more than two thirds of the votes would have to be either 4 or 5 stars. Because so many people are voting and different people have different opinions, the average card would on average get an average of 3. If it is a good card, it would average over 3, if it is bad, it would average less than 3. If it is really bad, it would average below two. If a card gets a score of 3.5, then more than half of the people liked it, and it is a good card.
By Your Powers Combined - Card Design Competition Discussion Thread
I wasen't all too confident on the stat-line, but I figured that because it had to survive for at least 3 turns to really get any value out of it, I thought that a lot of health was the way to go.
About your card, I don't remember if I gave it 3 or 2 stars. Voting was really hard this time around because it can be really hard to know how OP a Hero Power can be without playtesting it. On one hand, because of the Deathrattle it was really slow, but on the other hand, it gave you near infinite value which is pretty scary.
Libram Paladin (best version theorycraft)
So you took Thjis version, and removed zephyr and nat pagle? (nat pagle was probably a meme..)
I am not sure Thjis version is that great I am sure nat pagle is not that good, and zephyrs.. too incosistent with so many duplicates in a none warlock deck.. but he is right the deck runs out of cards in hand quite fast.
and the priest matchup is atrociously bad..
Don't have the murloc or liadrin sadly :(
I would probably run tirion because of that priest matchup.
Libram Quest Exodia 2.0
Love this type of deck and this version is very interesting. I don't have Sunkeeper Tarim and I don't really like the Gadgetzan Auctioneer as I never seem to get a decent chance to play it whilst having spells to make it worth while. I put Bloodmage Thalnos and a Flash of Light in there for more draw and it's working well. It's amazing how many times you get a Sunkeeper Tarim from the Stonehill Defender anyway! Thanks for the deck.
Libram Paladin (best version theorycraft)
Yes, most Paladin I face online are Aggro'ish Pure versions, excluding non-Librams like Murloc Paladin.
Balance Patch Predictions?
I didn't had much time to play myself, but I watched quite a bit of mogwai and swim here's my observations about stuff that might need change.
gone over ALL cards and looked at what I think is too strong/weak (tons of buffs!) I will mark on bold those that I care about rather than just mentioned with a "why not"?
Nerfs:
Demacia:
Grizzled Ranger - 3/1
Unyielding Spirit - 5 mana, but for one round only - dramatically increases counterplay, keeps the fiora OTK with judgment in the game (but needs to be done on the same round(2 cards with 13 mana)) and can be played around.
Loyal Badgerbear - either 3/4 has too many stats…
Stand Alone - +3/+3 -> +2/+2
Single Combat - 3 mana
Ranger's Resolve - MAYBE 2 cost.
P&Z/Noxus burn:
Boomcrew Rookie - 1 damage (another region compared to the 1 mana 2/1.. enables plunder it's good enough).
Crimson Disciple and Imperial Demolitionist - both 1 damage
Swain - needs 20 damage to level up (levels up way too easily).
Legion Grenadier - 2 attack.
Ionia's shenanigans:
Deep Meditation reduction to 3 mana instead.
Karma - rework her. too toxic as she is now.
Will of Ionia - 5 mana.
Eye of the Dragon - remove attune.
Claws of the Dragon - 2/2 or 3/1
Blilgewater:
Make it Rain - 3 mana, also doesn't "Target" looking at you Ezreal.
Riptide Rex - doesn't "target" should level up Ezreal.
Pilfered Goods - 3 mana
Freljord:
They Who Endure- 7 mana
buffs:
Insightful Investigator - 3 mana didn't saw this card even tried.
She Who Wanders - 9 mana, was overnerfed.
Mind Meld - remove this round, up to 9 mana, make it a legit win con.
Tryndamere - either rework or buff, he is too underplayed.. but beware of expeditions I guess.
Aurora Porealis - 6 mana, saw this card being played it's definitely too slow.
Double Up - 5 mana. (never saw this card being played, bilgewater aggro isn't really something.
arachnid hostBADCARDNAME - 4 health. (didn't see much spiders outside of corina/endure
Catalyst of Aeons - 4 mana (Still didn't see this card being played)
Concerted Strike - 4 mana (was looking at cards.. didn't saw this card being played.. once.)
Chempunk Shredder - 3 health.
Greathorn Companion - 5 attack.
Iceborn Legacy - slow->fast
Midenstokke Henchmen - 4 health.
Troop of Elnuks - summon the top elnuk of your deck- consistent, not toxic.
Yusari - rework: quick attack instead of challenger, fits more for a zed disciple
Ashe - on level up, adds the frost arrow to you hand next turn (but not cause it got on top of your deck) and doesn't draw a card anymore, the steal your deck stuff shouldn't negate your reward.. that's dumb.
Avarosan Outriders - 4 health. fits freljord well in that they units are supposed to be more sturdy.
Back alley keeperBADCARDNAME - 3 cost, too expensive for what he does.
Basilisk Rider - needs challenger as base this is such a under powered card for being allegiance.
Chum the Waters - slow->fast to work with fizz. and make it an interesting surprise blocker, makes sense with how fizz's ult works in LOL.
Playful Trickster - 3 mana, too situational to cost that much.
Jinx - 4 health, same reason as for Yasuo.
Laurent Bladekeeper - 3 attack.
Laurent Chevalier - 3 mana or 2 hp.
Mageseeker Inciter - rework: deal 1 damage to all enemies, once you cast a 6+ cost spell this game (seems more fitting for his artwork, and make him more interesting overall)
mystifying magiciaBADCARDNAMEn - 3 health - didn't saw this card once.
Poro Herder - remove poro requirements it's enough of a downside you are playing poros.
Vanguard Firstblade - start as 3/3 grows by +2/+1 or somethign he is quite bad ATM.
Vanguard Squire - 4 health.
Wolfrider - 3 mana 3/3
Amateur Aeronaut - 3 attack (there's no P&Z elusive deck).
Arena Bookie - 2 health.
Avarosan Marksman - 2 health.
Bubble Bear - 1/5
fresh offeringBADCARDNAME - 2 mana (too hard to fit into a round, also the requirement is harder than it seems)
Golden Crushbot - 6 health.
Golden Narwhal- 5 health
kindly tavern keeperBADCARDNAME - 3 attack -> [Hearthstone Card (earthen farseer) Not Found]
Monkey Idol - 2 mana
Scales of the Dragon - 3 hp.
Slotbot - needs to go to the colleague starts as a 3/3, already too random it shouldn't be that bad as a baseline.
Vault Breaker - +1/+0 but costs 2.
Vanguard Redeemer - old voice line" our ancestors are watching!!!" not "our ancestors are watching :("
Caught in the Cold - 1 mana
Coral Creatures - 2 attack
Feral Mystic - 3 attack
herald of sprintBADCARDNAME - 3 health
interpid marinerBADCARDNAME - 4 health
Shared Spoils - 1 mana (has plunder as a cost..)
Sown Seeds - 1 mana it only increases attack so it's FINE
Absorb Soul - 0 mana.
Crackshot Corsair - 2 hp
Greenglade Caretaker- return old voiceline "I am one with the laaaaaaaaaand"
Jettison - 0 mana, this card has no board impact.. (dunno if deep needs buffs..)
Parrrley - slow-> fast (why is a gunshot.. a slow spell?)
Sapling Toss - remove the next round, fast instead
Suggestion: have an audio option to turn on "annoying voicelines" or something.
High Winrate Hearthstone Decks for the Last Week of the Ladder
It's hsreplays, of course it's terrible.
High Winrate Hearthstone Decks for the Last Week of the Ladder
It's always interesting to see HSReplays' deck cause they're alway a bit counter intuitive.
For instance I don't think I have seen a spell druid in weeks, and to me this deck is not even tier 2 anymore. I have not tested this version though.
Btw the bomb warrior is good, it's Odemian's version I advertised a few weeks ago (it took me to legend) but depending on what you face, the usual egg warrior is prolly still better. What you need to know is this deck is stronger against rogues and priests (this match up is still bad though) but not as good in mirrors and vs demon hunters.
High Winrate Hearthstone Decks for the Last Week of the Ladder
That Demon Hunter looks real weak.
Balance Patch Predictions?
I disagree with Unyielding Spirit change. It needs its speed changed to at least fast. Even slow would be fair or at least make it so it can't be cast on champions.
High Winrate Hearthstone Decks for the Last Week of the Ladder
How's pre-nerf Galakrond Rouge with secrets and Hanar doing now? I played the old list on ladder but haven't tried it after the nerfs.
Balance Patch Predictions?
Based on your newly stated set of patterns, I think Grizzled Ranger going from 4 to 5 mana seems pretty fair. He's certainly an overly popular card with the potential to create board advantage (though that category seems incredibly broad). More importantly in my mind, he's very easy to curve into Radiant Guardian today if your attack rounds are odd. Drop him at the end of round 4, then open attack with at the start of next round - worse case, you deal 4 damage, best case you get a 4/4 and an active Radiant Guardian to attack with when you go in with your whole board.
By Your Powers Combined - Card Design Competition Discussion Thread
On the one hand, I liked the creativity this week, lots of different approaches and cool ideas. On the other hand, I didn't rate any submission 5 stars for the first time, because all of them had at least one little flaw in my opinion. That said, I did give out a lot of 4 star ratings, so yeah, it's curious how the low ratings come together. But then, as long as they are consistently low on average, that shouldn't be a problem.
@KANSAS: I gave you 4 stars because I didn't like the statline. 2/4 would have made the deal for me. How did you like my Tarecgosa?
High Winrate Hearthstone Decks for the Last Week of the Ladder
Are you using the variant above? I'm not sold on it, Greyheart Sage with only 2 stealthed minions sounds weird, and also Alexstrasza seems suboptimal...
By Your Powers Combined - Card Design Competition Discussion Thread
It probably comes from the fact people want to see only their card in the finals. I'm not gonna lie that I feel a bit of a disappointment for my card to not enter the finals, but I did not drop bombshells on every card. I did rate a lot of them pretty low though mostly because of existence of cards like [Hearthstone Card (Sir Finley Mrrglton) Not Found], and some felt too bland, as they simply changed their Hero Power and nothing else - I thought people would experiment more with the Hero Power usage time like I did with Deductive Learning.
Balance Patch Predictions?
I should have prefaced: these are my predictions for what Riot will actually patch, not necessarily what I would like to see patched. I'm basing off patterns I've noticed:
Additionally, I'm making an assumption that Rising Tides cards are more likely candidates to receive buffs than the core set since they are effectively time-limited--e.g., Frejlord is more likely to see a buff to Ember Maiden than Avalanche and Demacia is more likely to see a nerf to either Loyal Badgerbear or Grizzled Ranger than Vanguard Bannerman or Single Combat.
Good catch on the chefs--I meant to include that on my list but forgot. I don't think I can agree with any of the others, though--perhaps Ranger as a 3/1, but 2/1 just seems too punitive for a 4-mana unit, and the others don't match the patterns.
Quest Trading - Play A Friend!
Battletag: Vesa#2760
Region: EU
Trade Only?: Yes, you go first, I’ll show
By Your Powers Combined - Card Design Competition Discussion Thread
I looked over previous competitions and i was surprised by how low the scores actually are. None are over 4, most are between 2 and 3, maybe 3 and a bit. That to me seems super low, like if someone bombed them with 1 star ratings. How do you people vote on cards? What are your rating systems? Just curious cause now i feel i gave everyone way higher scores than they deserved.
Libram Paladin (best version theorycraft)
Pure list have the better midgame. Lightforged Zealot can sometimes buy you enough tempo to somehow reach your libram cards.
Paladin currently lacks card draw and a poor start. In my opinion, if you're gonna play paladin, its better to just bow down to card draw RNG than trying to plaster it up with inefficient card draw.
Libram Paladin (best version theorycraft)
I don't like the pure version. Cards like Wild Pyromancer seem too important. I also didn't have much success with the Exotic Mountseller variant though (mainly playing Highlander Paladin). I did theorycraft another version though, using Replicat-o-tron and Pharaoh's Blessing.
Libram Paladin (best version theorycraft)
HSReplay isn't very clear, but what version of Libram Paladin do you guys think is better. A pure version or this one:
Wild · Unknown Paladin · by troY · 6 years, 4 months ago
By Your Powers Combined - Card Design Competition Discussion Thread
Congrats to the finalists! I would like to ask for more feedback on my card. What did you vote and why? Where did I fall short? And what should I have done better? Thanks in advance!
My card:
Favorite champions not yet in the game?
Audio files for Tahm Kench were found in the Runeterra datamining session we underwent some time ago, suggesting TK is coming to the game soon. Same thing with my Leona card; it'll be interesting to see the differences :)
Favorite champions not yet in the game?
Ok, lots of interactions on this one
Eat: An eaten Ally or Enemy is untargetable, but all effects will still trigger if conditions are met, i.e.: Start of Round effects...
Regurgitate: An eaten ally or enemy will reappear and enter the combat. Deals 3 to enemies.
If Tahm Kench dies, eaten allies or enemies are released.
Note: After Tahm Kench lvls up, he will not Regurgitate enemies anymore.