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  • "Give an ally 'Cannot be damaged or killed'" - What card is this?

    Quote From greenhatjynx78

    Thank you!

     

    This card is pretty toxic.  I can't believe this was allowed to be a card.

  • "Give an ally 'Cannot be damaged or killed'" - What card is this?

  • "Give an ally 'Cannot be damaged or killed'" - What card is this?

    I know I've seen it played in at least two of my games but I cannot find it anywhere, in my collection or on this site. 

  • The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes

    Nice overview of the cards!

    Quick Question to Avalon or anyone who knows: how have you managed to write "[Hearthstone Card (Skill Command) Not Found]" and have it display as Kill Command? I've seen a few people use this trick on the site, but I've been unsuccessful figuring out how to do it myself...

  • The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes

    I agree with the analysis that some cards are nerfed/buffed for the coming meta's. Some cards are statwise so powerful for a first expansion of the year that it reminds me of the meta in KoC and KoFT, that wasnt the healthiest meta.

  • The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes

    I wholeheartedly agree with your sentiments regarding Paladin. I have not played the class since the nerfs, but my take away after about 15-20 games last week is that the Pure archetype in particular was missing a win condition or something with a meaningful impact for the late game (which other classes seemed to have in spades). It felt like I could survive and go toe to toe with most other matchups, but then the deck just ran out of steam and struggled to finish.

  • Freljord Buff Ideas

    Freljord saviour there. While I'm currently using a weird deck using Freljord and Piltover that is not centered around Teemo and Sejuani, I do notice value in certain cards that could see more play if they were buffed. May share the deck code for interested.

    • Catalyst of Aeons is fine at least for me, but it could use a buff late game. Maybe introduce an Enlightened effect, but with healing you for 6. Drawing a card for that also seems alright. Maybe it could even be reverted to 4 mana, but that is a controversial change.
    • Kindly Tavernkeeper also seems alright, but I'd raise his stats to 3/3 instead. That way, he no longer fears Fearsome units, which I think is actually a big think in matchups where the healing from this card matters more.
    • I don't see a need to buff Entreat. It's already one of the best tutors in the game.
    • Avarosan Marksman could be simply raised to 4/1. Still suspectible to removal like Vile Feast, but I see huge potential for this card in the current metagame, as it can kill an unbuffed Loyal Badgerbear by itself and prevent Grizzled Ranger from attacking. Buffing the Attack would let the Marksman kill an entire Ranger.
    • Troop of Elnuks could see a rework yet again, because now it's trash, but if it gets the current ability buffed, it will cause frustration like before the change. Let it pull one Elnuk and give that +1/+1 buff everywhere.
    • Warmother's Call is tricky to balance, because while Deny exists, if you aren't Ionia, you can pray your opponent doesn't have as many good stalling tools and as many finishing moves. Warmother Control with Shadow Isles may not be as popular, but it's still a decent deck that uses Warmother (so does mine with Freljord and Piltover xd). If too cheap, your opponent can easily overwhelm you. I ftoo expensive, it becomes a niche tool. I don't think this should ever be cheap enough, even if it didn't summon a minion at the time of cast, which is gating the power level of the card.
    • Probably reduce the cost of Aurora Porealis to 6. That card is hella expensive and laughable, but same could be said about Poros in general.
    • Maybe Braum to 6 Health. I also see value of him against midrange decks to tank some damage. He's not bad in that role already, but with a bit more Health, he could tank even a Badgerbear buffed by War Chefs. Wouldn't that be sweet?
  • The Golden Classic Bundle is Now Available - 6 Golden Classic Packs for $15

    Golden Card collector here, you just made me want to buy it!

  • The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes

    So far, the meta still feels the same. 

    I've been messing around with Paladin. Pure/Libram Paladin still just feels like it's missing something. I've been playing around with a Murloc/Dragon list. The Aldor Attendant buff helps, but something is still missing from Paladin to make it click. Maybe next xpac...

    I am still just getting run over by Enrage Warrior. The nerfs didn't hit what needed to be hit with that deck. And the change to Bloodsworn Mercenary still makes no sense. Risky Skipper needs to be 2 mana.

    Probably need more time, but meta still feels like the same stale meta we had before. Maybe I'm just not playing the right decks to keep me interested?

    What has everyone else been playing on ladder since the nerfs? 

  • The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes

    Warglaives of Azzinoth needs to be (6).

    Too much reach on DH and Odd DH in Wild (topdeck by wr and meta presence according to VS, having swarm decks as best counters, which is nuts for a Tempo deck).

    It's ok to have a new shiny class, but having it dominate the meta with just a bunch of cards out of nowhere is frustrating. Even moreso in Wild where some classes have been stagnating for ages.

    Warrior probably needs to be hit again as well, but I don't know the deck well enough.

    Overall, decent buffs, decent nerfs, but I don't think this is going to be the last nerf patch of the expansion, not enough.

     

  • Favorite Interactions/Combo

    Staff

    Not a game-winning combo, but when I still played more of Ionia/Shadow Isles control, Darkwater Scourge + Death Mark was always a satisfying play. One guy straight up surrendered when their Braum became Ephemeral.

  • List of Runeterra Daily Quests

    Staff
    NameDescriptionRequirementXP
    Brave the ShadowsHit your opponent's Nexus with Elusive units.0/101000
    Spell Storage +Spend Spell Mana0/181500
    Gotcha!Target enemies.0/121000

    The last one is most likely the basic version of the quest which we have as I've got you! currently.

  • Buffed Pure Libram Paladin

    Can you craft it? Not saying that you absolutely must -- just curious if that's an option.

  • Hearthstone Patch 17.2.1 Now Live - 8 Cards Available For Full Dust Refund

    How is that thanks to Zephyrs? Zephyrs cannot offer you Torrent.

  • By Your Powers Combined - Card Design Competition Discussion Thread

    Some feedback:

    Show Spoiler
    @MenacingBagel, Your card is pretty interesting. I like it, meshing Highlander and Murlocs together sounds like a fun deck-building challenge. The only thing I can see wrong with it is that people generally find Murlocs annoying, so having this infinite Murloc-generator might put a bad taste in their mouths.

    @Cg8889, I fear this card could easily get out of hand and give control decks way too many removal spells. Imagine having infinity Jasper Spellstone. I would increase the cost of the Hero Power and Darkmoon Prize, and also change it so that you can only have one in hand at a time, and also make it so that it cannot hit face.

    @Beatdoof, I like Kirin Tor Arcanist better than Imp Summoner. I really like the flexability of the card. It does feel weird though only making it trigger once, it kind of defeats the purpose of a Hero Power. I wonder if there was a way you could make it give you a different Arcane Hero Power each turn, and it keeps swapping between each Hero Power until you have used them all once, then it swaps back to normal. Though that may be too complicated to fit onto the card. Also, you are not allowed to use existing Hero Powers, so you can't use FireBlast Rank 2.

    @Linkblade, I really like Edwin, the Revolutionary. It is a very interesting deck-building restriction. Though I do think the Hero Power is a bit much. The best thing I could think to compare this to is [Hearthstone Card (Fire Blast Rank 2) Not Found]. They both deal extra burst damage to whatever, the main differences being you have to use your minion to deal the damage, whereas the Mage can use it anytime. But the main thing that worries me is that the damage from Revolt! stacks over time. The Odd Mage can deal 2 damage every turn, but the Revolutionary Rogue can deal 3 damage on turn 2, 6 damage on turn 3, 9 damage on turn 4, etc. I would reduce the attack from the Hero Power to reduce the snowball potential.

    @CursedParrot, I understand what you are trying to do here. It is an Inner Fire type effect, without the potential to deal a ton of burst damage. But the restriction basically makes the card useless. It is way too easy to interact with your opponents board in Hearthstone, so most of the time the minion you hit will either die, or have it's attack reduced. I don't think there is a way to really balance this idea. It is either way too easy to abuse, or really useless.

    @Conduit, I really like this card for flavor reasons. You are still making 1/1 minions with your Hero Power, but now instead of recruiting brave soldiers to fight for your cause, you are now using dark lich-king-type powers to summon an army of undead. It really fits the corrupting theme of Kights of the Frozen Throne. As for balance, I think you could get away with making this 3 mana. At 4 mana it looks a bit clunky and hard to play.

    @BasilAnguis, I deem infinite removal too OP. Maybe if it were Power Word cards instead? Or would that go against the lore too much? If you want to stick with the Shadow Word thing I would change it so that there is a way to stop it.

    MrRhapsody, I like the second version of Cursed Blood the best. I do think 10 Health is too little though. Compared to Greater Healing Potion, Healing Rain, or Healing Touch, this really doesn't give you enough life to justify the extra damage from the Hero Power. You could probably make this heal you for 15-20 life and be okay.

    @Sinth, I really like the idea. But I don't think the 5 damage is ever going to come into effect. When playing Control Warlock, it really isn't hard to fit a 2 mana kill spell into your turn. I would adjust the cost to 4 mana. As for the wording, you could make it say "Battlecry: Your Hero Power becomes "Destroy a minion, take 5 damage if you don't use this (2 uses left!)." That might read a little smoother.

    @thenjax, As someone mentioned, having a 0 mana Hero Power can be beneficial to some decks, even if it doesn't do anything. I would change it to a passive Hero Power that doesn't do anything instead. Also, this is a minor thing, but I would change her stats to a 0/1, maybe a 0 mana 0/1? Just to emphasize just how useless she is.

    I also changed some of my cards a bit.

    I increased Old-Fashioned Blacksmith to a 1/5 and also changed the wording. I also made Chalice of Rebrith into a 2 mana Legendary, and changed the Fel Orcs into 3/2s with Rush instead of a 2/2 with Charge (I still like Charge better, but all in all I think Rush is more balanced).

  • Favorite Interactions/Combo

    They Who Got Fat -> They Who Endure + Atrocity

    I guess my opponent is in for some trouble...
    Even if he has The Ruination, the next one will be at least a 19/19 while the third a guaranteed 20/20+ setting up an OTK play on Turn 9.

    My deck can be very disgusting sometimes :X

  • [Legend] Tempo Priest (video Guild)

    ty so much it means a lot :)

  • Legends vs Diamond 9/10

    Quote From Grumpy000

    btw i am convinced there is some bug in the mismatch: after several games either i fight against Legend players with ranking similar to me or Diamond 9/10 or even Platinum 1/2 ... this doesn't make any sense ... now low Diamonds...

    that sounds like it's working exactly as it's supposed to.  it goes by mmr so if you play someone at legend it should be someone with a close rank.  your MMR just isn't that high so you're getting the diamond and plat people.  if you climb the legend ladder more you will no longer see people outside legend around 1500 and less, on NA at least.  

  • Updating Card Database

    Love the import from HSReplay feature, but if you have several hs accounts under one hsreplay account, you can't rely on

    `https://hsreplay.net/api/v1/collection/?account_lo=${_userdata["user"]["blizzard_accounts"][0]["account_lo"]}&format=json&region=${_userdata["user"]["blizzard_accounts"][0]["region"]}`;

    as the primary account may be a different item in the array.. Don't know how you would make it easy for folks to figure this out, but my primary account (the one i wanted to show in outofcards) was

    `https://hsreplay.net/api/v1/collection/?account_lo=${_userdata["user"]["blizzard_accounts"][3]["account_lo"]}&format=json&region=${_userdata["user"]["blizzard_accounts"][3]["region"]}`;

     

    Since I messed up the first time (used the 0 item of the array to upload), how do i clear the current cards and replace with the correct version?

  • Favorite Interactions/Combo

    I realized that one of the most satisfying thing in a card game is finding that one combo that wins the game or turns the table. Your deck lines up, your mana is full, your eyes are wide. You lay down that specific set of cards you thought about when you set the deck together and it just feels like you're the protag of a book you wrote. Self indulgent and nobody likes it but you. So...

    What're your favorites? Personally my recent discovery of Fiora and Judgement for instant win has been tickling my giddy gland. 

  • Feelings on Shadow Isles?

    I think the argument that OldManSanns (and implicitly GerritDeMan) are making about Shadow Isles not necessarily being overtuned is very tempting, but ultimately wrong. There's no doubt there are some very undertuned regions, which is why the argument looks good on paper. but I don't think Shadow Isles has enough meaningful weaknesses.

    Take the "Glass Canon" idea. It definitely shows up thematically with the Fearsome, Can't Block, and Ephemeral units. But the region also has the most healing out of any region (something like 60% of all healing across Lifesteal, Drain, and Heal effects). The Elise/Spider package is good for aggro as a way to swarm the enemy, and it's good for control as a means of generating chump blockers, and for combo to build up to Atrocity. (We don't see Shadow Isles in aggro much today, but I think the inevitable nerf to Burn Aggro next week will open some doors for SI/Noxus aggro to come back.) Shadow Isles also has some of the most impactful AoE cards, and some of the only hard removal for units.

    Taken all together, Shadow Isles is just too good at too many things. Even if the weaker regions weren't undertuned, I think you'd still be seeing a lot of Shadow Isles on the ladder because of how flexible so many of its cards are.

     

  • Enjoy Causa, Voices of the Dusk, A New Indie CCG on Steam - Early Access May 26

    dead end? more like Shadow Word: Pain !

  • By Your Powers Combined - Card Design Competition Discussion Thread

    Quote From Demonxz95
    Quote From MrRhapsody

    Lol, this theme was the one i was thinking to suggest in case i won a compettition, but now that it is here i'm a lot less inspired than i thought i would be.

     

     

    PUNS!

    Totally intended ( ͡° ͜ʖ ͡°).

  • The Golden Classic Bundle is Now Available - 6 Golden Classic Packs for $15

    About 3k dust from the 6 packs, so good dust/money ratio. I got a few golden mage cards I will keep, but will probably just dust the rest including 2x of Icicle xD. 

  • Freljord Buff Ideas

    Still thinking about this balance problem. One of the things that Freljord is supposed to be good at is tribal synergies. From a fantasy standpoint, the Freljord is a region made up of several ruling tribes. The Winter's Claw and the Avarosan are represented in the game, and I'd expect eventually the Frostguard will show up too. (They also have Tarkaz the Tribeless, which strongly reinforces the idea that tribes matter to the Freljord.)

    Mechanically in the game, Freljord has three of the six major tribal tags (Poros, Elnuks, and Yetis, but no Elites, Sea Monsters, and Spiders). (I guess technically "Tech" is also a tribe, though it's exclusive to Heimerdinger.) They even had actual tribal buffs in the form of Pack Mentality, though it ultimately lost the tribal flavor. 

    With all of this in mind, here are a couple of other changes I think would probably be a good idea

    • Iceborn Legacy: Change it to be a burst spell with text "Give an ally and other allies of its group everywhere +1|+1". This would effectively be a "tribe neutral" Poro Snax.
      • The original version of this card was "3 mana burst give an ally and all copies everywhere +1|+1" with the thinking that it would fit into a cloning deck, but all it did was buff the Spider/Atrocity decks. On its face, restoring it to burst speed and focusing on a tribe rather than a specific unit would just return it to that sort of "out of context usage."
      • However, I expect leaving the high cost would mean it's still unappealing for decks that just happen to include tribes (like Spider/Atrocity or Demacia Bannerman), where the opportunity cost of running this buff would be too high. What it would do, however, is make earnest tribal decks (like Yetis and Elnuks) much more appealing.
    • Pack Mentality: Change the text to "Give an ally and other allies of its group everywhere +1|+1 and 'Support: Give my supported ally Overwhelm this round if we share a group.'"
      • When Riot changed this card (it was originally "Give an ally and other allies of its group +3|+3 and Overwhelm this round"), they said they did it because the card was both ineffective and confusing. In my opinion, any confusing aspects of the card stemmed from the half-hearted support for tribal decks - it was the only card that referred to "groups," and they went the wrong way in an effort to clarify it.
      • My version offers a permanent buff and a permanent support ability. The buff is much smaller than any previous version of the card because my changes to Iceborn Legacy makes it easier to buff over time (and Freljord has deck buffs already) so you don't need the huge buff as a finisher.
      • The "Support" ability is intended to better reflect the fantasy of the card - when you attack as a pack, you overwhelm the enemy. While the support effect means its less impactful the turn you play it (because one unit won't get Overwhelm), it is available every attack moving forward. I can imagine a number of other ways to handle the Overwhelm aspect of the card, but I liked this because it leverages the Support mechanic - I find that mechanic to be novel to LoR, and think they should make more use of it

    The second change there may be a little too wonky, but I do think it needs to change back to meaningfully supporting tribal synergies. The latest version not only throws out an important aspect of the Freljord, but also did nothing to improve its play rates.

    EDIT: One last note - I could see a bigger change made to Ashe to further support tribal synergies. She's supposed to be a character whose mission is to unite the tribes of the Freljord, and having a champion that reinforces tribes could go a long way to making the synergies useful. That said, I don't have a clear idea as to what that revamp would be, and I don't think you'd want to change much about her - maybe just the Crystal Arrow spell since it's slow and a little unimpactful if you're not on offense the turn after she levels up.