I want to put my feelers out there about connection issues. Has anyone been experiencing a lot of disconnects recently? This isn't a salt thread, I'm wondering if there is a server issue with Blizzard or something else going on that I am not privy to knowing yet. I started noticing it happening yesterday evening, but it's been really bad today. I have only been able to play 4 solid games where several others I was DC'd and not able to rejoin. Anyone else?
I am a bit shocked that a "relatively new player" is bringing such a legit question to the table but getting so many poor answers from experienced users.
Deep Answer: With the exception of Lifesteal units, Heal cards are not cost-effective in this game. There is a good reason why Burn aggro is the top S tier deck right now. Cards like Withering Wail can even do more harm then good due Crimson Disciple and Transfusion Grasp of the Undying is another joke. Best target is Crimson Disciple, paying 3 extra mana to heal 3 is terrible. Vile Feast is decent, and just decent. Killing a Legion Grenadier to get a 1/1 token while taking 1 to the face is not exactly a great trade / counter play. I just counted, burn aggro has a grand total of 48 direct damage to the nexus. Good luck enduring the early game just to lose the middle game.
Sustained Life gain effects is the answer. Search your collection for good Lifesteal keyword units or implement a strategy to beat then before they burn you. There is no other way.
Everybody is really upset that they can't farm this Tavern Brawl for easy gold as you can do in the constructed ones. I personally had a blast today, losing and then winning some matches - but what's most important, I've played like four Lorewalker Chos, a lots of Madder Bombers, a Void Crusher in a situation where he was actually good, played some Spare Parts and died to an Ancient Curse. This brawl is a nice breather.
This deck will be updated soon. I am testing out the following changes, and if anyone has any ideas about whether those changes would make the deck better or worse please comment:
Spirit of the Frog draw with some low cost spells might be a good alternative to draw faster and improve versus aggro, I will try to replace some cards with Spirit of the Frog and low cost spells and see if that's better.
Fencing Coach will be substituted into the deck instead of Emperor Thaurissan, it seems that Fencing Coach is a much better combo piece as it takes only 3 mana to set up your infinite Shudderwock turn later. However, remember that there is a high chance of the Shudderwock combo working if you had two doppelgangsters played and a decent chance if one was played, so if you are against a fast deck it is better to risk your Shudderwock not going infinite and playing it earlier. Sometimes even one Shudderwock is enough to get your C'Thun to otk levels.
Finally, I am experimenting with taking Doomcaller out of the deck as it is in mostly to protect against dirty rats which are not prevalent in the meta now. You don't need to replay your C'Thun many times because if you play it once your Shudderwock can go infinite and deal damage.
I would love to hear any thoughts regarding any of the changes or how this deck is working out for you.
This new ranked system is so frustrating. It essentially forces you to ladder every month or you start falling really far behind and have to do a massive climb. And if you choose to constantly ladder, all you get placed against is the same fucking tryhards all the time unlike in the past when at least you could play low rank games and see unique decks. In my entire laddering of last season I never once saw a homebrew deck in wild. Great work community. New expansion comes out and every single player plays pirate warrior, jade druid, quest mage, secret mage, darkest hour lock, mech paladin or odd DH, all taken off the top netdeck list.
sadly i can't agree with you more. two months ago wild rank 15-5 was full with interesting, unique and wacky decks. nowadays i only face secret mage or highlander priest with the occasional demon hunter and that is it. no matter what rank or what homebrew deck i run.
Hey everybody! This is my first entry into the card design competition, and I'm pretty excited. What do you think?
Welcome to our side of things :D
I also like the first one better, because the other card is just the original with a "Recruit 3 Murlocs" Battlecry tacked on. The first iteration captures the "I'm a Murloc that grows powerful" feel but does so in a new way. It's a little weird to be borrowing Gral, the Shark's effect before he ever existed, but I'm trying to be lenient lol. This is also way better than Gral, but Gral kind of sucks so whatever.
Gral is so bad that I actually forgot he existed, so I didn't know I was copying :)
Do you think I should say something like "remove 3 murlocs" or "destroy 3 murlocs" to have a different flavor, or should I change it mechanically?
I don't think it's a deal-breaker to use Gral's effect, if you want to keep it, although maybe change the watermark to avoid the issue. Make it a custom watermark, suggesting it came after Gral.
If you want to change the card mechanically to be separate from Gral or whatever, you could say "Charge. Battlecry: Destroy 3 friendly Murlocs and gain their stats. Deathrattle: Resummon them." That would require board setup beforehand, instead of pulling from your deck.
I though about destroying on-board murlocs, but I thought it would be to hard to set up and wouldn't be as impactful. I think I'll keep it like it is, with a different watermark. Thanks for the feedback!
Welcome! Glad to hear you're excited and we are excited to have you here!
I have to agree that I like the first one more. I'd change the wording a bit, and you need some periods and caps.
I'd suggest to put "3" instead of "three" in this case
Drop the "friendly" as it is redundant. There would not be enemy Murlocs in your deck.
You already caught the capitalization for Murloc and the missing period
Make sure you also have a period at the end of the deathrattle effect.
Overall great first idea for your first card competition!
If you want to save your game, take "deny" out of it entirely.
Actually I would argue we need more deny type spells. It's kinda a core mechanic to building a good control deck and it forces people to play around it when they know you have some. Like only dropping what you can get away with while saving mana for your heavy hitting spells for when your enemy is tapped out. This game actually makes it even easier to counter deny spells with their reserve mana mechanic which I'd kill for in MtG. lol.
It has been said but healing is a direct counter to aggro. It hits aggro hard since aggro relies heavily on lots of small damage over time. Well if you heal that damage they end up stalling out by mid game.
I know it can be beaten (mainly by shadow isles ... ). I know there's way around it.
Still, why is such a toxic mechanic in the game? Wether it's op or not (I personally think that buffs are the main problem in terms of those decks being op), playing against mass elusives is EXTREMELY boring, anti-fun and generaly just toxic.
Even if you play the perfect counter deck, if they draw the right buffs at the right time, you'll lose, no matther what you do. I just played a game where my opponent played Solitary monk on 3 and buffed it +9/+9 with triple Take heart on turn 6 after blocking 1 of my attacks. Unless you play instant removal from Shadow isles (Vengeance, which would still be a stretch on turn 6) or some gimmicky spells like Purify or Noxian Guillotine, there's is no way you ever ever win that game as any decks even if you play and draw perfectly.
A mechanic LITERALLY based around avoinding any kind of interactions with your opponent should NEVER be a viable part of a card game.
I don't think its a bad mechanic. I just think there are to many of them. Its such a strong mechanic in and of it self it should be dedicated to a few key cards but not be made so you can literally build a complete deck full of them.
I'm going to try to be positive about this brawl. Um. Well. I guess players that don't have a decent collection have just as good a chance as legend players in this one... Look, that's the best I got, ok?
Hey everybody! This is my first entry into the card design competition, and I'm pretty excited. What do you think?
Welcome to our side of things :D
I also like the first one better, because the other card is just the original with a "Recruit 3 Murlocs" Battlecry tacked on. The first iteration captures the "I'm a Murloc that grows powerful" feel but does so in a new way. It's a little weird to be borrowing Gral, the Shark's effect before he ever existed, but I'm trying to be lenient lol. This is also way better than Gral, but Gral kind of sucks so whatever.
Gral is so bad that I actually forgot he existed, so I didn't know I was copying :)
Do you think I should say something like "remove 3 murlocs" or "destroy 3 murlocs" to have a different flavor, or should I change it mechanically?
I don't think it's a deal-breaker to use Gral's effect, if you want to keep it, although maybe change the watermark to avoid the issue. Make it a custom watermark, suggesting it came after Gral.
If you want to change the card mechanically to be separate from Gral or whatever, you could say "Charge. Battlecry: Destroy 3 friendly Murlocs and gain their stats. Deathrattle: Resummon them." That would require board setup beforehand, instead of pulling from your deck.
There has been a lot of discussion on Elusives through the open beta. The fact is, the mechanic of limited unit interaction is not inherently broken - MTG has it in the form of flying and it works without any major issues.
The problem is that Riot hasn't printed enough tools for enough regions to make interaction something you can consistently tech for. P&Z has damage based removal, SI has damage based and hard removal, Demacia has challengers, but many of the tools available are insufficient to deal with a big, early elusive minion. Run the "wrong" regions and you're just screwed.
There are ways to beat it today, and the metagame should balance as people optimize Rising TIdes decks. Play around it as best you can, give them one or two more expansions and then see if the mechanic is still super broken - that will tell you whether the game has a real, persistent problem here that can't be fixed without a major rework.
The title of this article (and any future article like it) should include the word "styles," as obviously as possible and perhaps even in multiple places.
Fizz is one of those champions that I'm too scared to actually spend wildcards / shards on, yet I secretly wish I owned so I could experiment with him.
As a new player I was really frustrated with the elusive decks that *felt* OP, so I started playing a lot of Ionia to better understand their strengths and weaknesses Maybe it's because my starter Ionia + P&Z deck isn't optimized properly, but spamming elusive units or setting up for the Empyrian K.O. blow has earned me as many losses as wins.
Any deck with the perfect draws can feel unbeatable if played correctly.
Hey everybody! This is my first entry into the card design competition, and I'm pretty excited. What do you think?
Show Spoiler
I think I like the first one better, and I'm not sure about the wording on the second one. Feedback is appreciated.
Welcome to our side of things :D
I also like the first one better, because the other card is just the original with a "Recruit 3 Murlocs" Battlecry tacked on. The first iteration captures the "I'm a Murloc that grows powerful" feel but does so in a new way. It's a little weird to be borrowing Gral, the Shark's effect before he ever existed, but I'm trying to be lenient lol. This is also way better than Gral, but Gral kind of sucks so whatever.
Gral is so bad that I actually forgot he existed, so I didn't know I was copying :)
Do you think I should say something like "remove 3 murlocs" or "destroy 3 murlocs" to have a different flavor, or should I change it mechanically?
Getting Kicked a lot This Week
I personally haven't had any significant connection issues this week.
Getting Kicked a lot This Week
I want to put my feelers out there about connection issues. Has anyone been experiencing a lot of disconnects recently? This isn't a salt thread, I'm wondering if there is a server issue with Blizzard or something else going on that I am not privy to knowing yet. I started noticing it happening yesterday evening, but it's been really bad today. I have only been able to play 4 solid games where several others I was DC'd and not able to rejoin. Anyone else?
How to handle burn decks?
I am a bit shocked that a "relatively new player" is bringing such a legit question to the table but getting so many poor answers from experienced users.
Simple Answer: Build a deck with 3 copies of Radiant Guardian.
Deep Answer: With the exception of Lifesteal units, Heal cards are not cost-effective in this game.
There is a good reason why Burn aggro is the top S tier deck right now.
Cards like Withering Wail can even do more harm then good due Crimson Disciple and Transfusion
Grasp of the Undying is another joke. Best target is Crimson Disciple, paying 3 extra mana to heal 3 is terrible.
Vile Feast is decent, and just decent. Killing a Legion Grenadier to get a 1/1 token while taking 1 to the face is not exactly a great trade / counter play.
I just counted, burn aggro has a grand total of 48 direct damage to the nexus. Good luck enduring the early game just to lose the middle game.
Sustained Life gain effects is the answer. Search your collection for good Lifesteal keyword units or implement a strategy to beat then before they burn you. There is no other way.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
Everybody is really upset that they can't farm this Tavern Brawl for easy gold as you can do in the constructed ones. I personally had a blast today, losing and then winning some matches - but what's most important, I've played like four Lorewalker Chos, a lots of Madder Bombers, a Void Crusher in a situation where he was actually good, played some Spare Parts and died to an Ancient Curse. This brawl is a nice breather.
VengaDragon Live
Viewer Decks - Ask Me What's Up #TUTWU - Also tellme you came from Out of Cards.
C'thun Shaman - Long Guide
This deck will be updated soon. I am testing out the following changes, and if anyone has any ideas about whether those changes would make the deck better or worse please comment:
Spirit of the Frog draw with some low cost spells might be a good alternative to draw faster and improve versus aggro, I will try to replace some cards with Spirit of the Frog and low cost spells and see if that's better.
Fencing Coach will be substituted into the deck instead of Emperor Thaurissan, it seems that Fencing Coach is a much better combo piece as it takes only 3 mana to set up your infinite Shudderwock turn later. However, remember that there is a high chance of the Shudderwock combo working if you had two doppelgangsters played and a decent chance if one was played, so if you are against a fast deck it is better to risk your Shudderwock not going infinite and playing it earlier. Sometimes even one Shudderwock is enough to get your C'Thun to otk levels.
Finally, I am experimenting with taking Doomcaller out of the deck as it is in mostly to protect against dirty rats which are not prevalent in the meta now. You don't need to replay your C'Thun many times because if you play it once your Shudderwock can go infinite and deal damage.
I would love to hear any thoughts regarding any of the changes or how this deck is working out for you.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
In all seriousness, I actually think Tavern Brawl (or PVE) is the perfect place for Puzzle Box of Yogg-Saron.
Everytime I see it played I can't believe it was printed for standard given how much of an often game deciding RNG cluster bomb it is.
Great Fizz Decks for Runeterra's Rising Tides Expansion
Me too, but I actually got a couple through rewards, so that makes the decision easier. =)
Can't manage to reply to a specific person in a thread.
Oh OK I must have though I was on reddit or something.
Thx a lot for the answer, I will do as you said from now on.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
Well, at least it's a "level" playing field.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
sadly i can't agree with you more. two months ago wild rank 15-5 was full with interesting, unique and wacky decks. nowadays i only face secret mage or highlander priest with the occasional demon hunter and that is it. no matter what rank or what homebrew deck i run.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
I've got a wonderful idea for a Tavern Brawl! At the beginning of every turn, a Puzzle Box of Yogg-Saron is cast! Doesn't that sound fun?
(/s just to be safe)
Bookmarking Decks
Cool, that's good news! Thanks for letting us know you've got this on your to so list.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
Illidan isn't invited, again :D
Classically Trained - Card Design Competition Discussion Thread
I though about destroying on-board murlocs, but I thought it would be to hard to set up and wouldn't be as impactful. I think I'll keep it like it is, with a different watermark. Thanks for the feedback!
Thanks for the advice, I'll do that.
Doomed game
Actually I would argue we need more deny type spells. It's kinda a core mechanic to building a good control deck and it forces people to play around it when they know you have some. Like only dropping what you can get away with while saving mana for your heavy hitting spells for when your enemy is tapped out. This game actually makes it even easier to counter deny spells with their reserve mana mechanic which I'd kill for in MtG. lol.
How to handle burn decks?
It has been said but healing is a direct counter to aggro. It hits aggro hard since aggro relies heavily on lots of small damage over time. Well if you heal that damage they end up stalling out by mid game.
Why is elusive in the game ?
I don't think its a bad mechanic. I just think there are to many of them. Its such a strong mechanic in and of it self it should be dedicated to a few key cards but not be made so you can literally build a complete deck full of them.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
I'm going to try to be positive about this brawl. Um. Well. I guess players that don't have a decent collection have just as good a chance as legend players in this one... Look, that's the best I got, ok?
Classically Trained - Card Design Competition Discussion Thread
I don't think it's a deal-breaker to use Gral's effect, if you want to keep it, although maybe change the watermark to avoid the issue. Make it a custom watermark, suggesting it came after Gral.
If you want to change the card mechanically to be separate from Gral or whatever, you could say "Charge. Battlecry: Destroy 3 friendly Murlocs and gain their stats. Deathrattle: Resummon them." That would require board setup beforehand, instead of pulling from your deck.
Why is elusive in the game ?
There has been a lot of discussion on Elusives through the open beta. The fact is, the mechanic of limited unit interaction is not inherently broken - MTG has it in the form of flying and it works without any major issues.
The problem is that Riot hasn't printed enough tools for enough regions to make interaction something you can consistently tech for. P&Z has damage based removal, SI has damage based and hard removal, Demacia has challengers, but many of the tools available are insufficient to deal with a big, early elusive minion. Run the "wrong" regions and you're just screwed.
There are ways to beat it today, and the metagame should balance as people optimize Rising TIdes decks. Play around it as best you can, give them one or two more expansions and then see if the mechanic is still super broken - that will tell you whether the game has a real, persistent problem here that can't be fixed without a major rework.
Ravnica Allegiance and Guilds of Ravnica Discounts Today - Save 83% on Select Legendary Creatures and Planeswalkers
The title of this article (and any future article like it) should include the word "styles," as obviously as possible and perhaps even in multiple places.
Great Fizz Decks for Runeterra's Rising Tides Expansion
Fizz is one of those champions that I'm too scared to actually spend wildcards / shards on, yet I secretly wish I owned so I could experiment with him.
Why is elusive in the game ?
As a new player I was really frustrated with the elusive decks that *felt* OP, so I started playing a lot of Ionia to better understand their strengths and weaknesses Maybe it's because my starter Ionia + P&Z deck isn't optimized properly, but spamming elusive units or setting up for the Empyrian K.O. blow has earned me as many losses as wins.
Any deck with the perfect draws can feel unbeatable if played correctly.
Classically Trained - Card Design Competition Discussion Thread
Gral is so bad that I actually forgot he existed, so I didn't know I was copying :)
Do you think I should say something like "remove 3 murlocs" or "destroy 3 murlocs" to have a different flavor, or should I change it mechanically?