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  • Get an Ikoria Pack Today for 600 Gold - 40% Discount! MTG Arena Daily Deals for May 5

    Thanks for posting these, handy reminder for when there are good deals!

  • Group Therapy! Need to blow off some steam? Mega salty? Here's the place!

    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.

  • Would you pay to have an emote that says 'Boring'

    Something better, Lei Shen's sarcastic "You surprise me. How unusual."

    I would emote it against every Ress Priest.

    "You payed the RNG Removal Taunt, wow you resurrected it, I sure didn't expected that, did you even had any other option?"

  • What is your most unreasonable dislike of a deck?

    Are we talking about Standard or Wild?

    I hate ANY deck that's heavy RNG based, unless it's aggro, then it's more acceptable.

    So basically: Definitely Priest, Mage both of them are heavy RNG themed. What else? Maybe Rogue if they play Tess/OtherClass Rogue? Warlock with Voidwalker/Lucky Dirty Rats? 

  • Cubicule (Updated)

    +3 / 280 views

  • Hearthstone Grandmasters 2020 Season 1 - Week 3 Results, Decklists, and More!

    Tournament lists are often quite different from the usual ladder experience, even more so when everyone's asked to bring 10 decks.

  • Classically Trained - Card Design Competition Discussion Thread

    Staff
    Quote From shaveyou

    I've pretty much settled on revamping Sergeant Sally, (although I've gone through enough different ideas to pretty much fill a whole set), but some of the feedback has made me want to make it closer to the original. So, two different ideas. I feel Rush is essential to making it playable (like the original would have been somewhat usable if it had had Rush), but otherwise they're very different cards. The first links in to a theme I'm adding to Paladin in my own custom set (which will be posted soonish) creating a kind of anti-tempo feel, slowing the opponent down. The second links a lot more closely to the original (same cost/statline), but with potential for a re-usable board clear. Thoughts?

     

    I like the first version, not the second. The second also already has problem with fitting the text in, clearly you shrunk it to fit it there and it shows. I also dont think that copying the original Legendary'sability, but making it slightly different is a good way to go about it this week, but maybe someone will do it right.

  • Were expedition drops nerfed?

    Staff
    Quote From BlueSpark
    Quote From sinti

    You wont waste the token, they stack. You can keep it for whenever you have time to play and use them up later, granted only max 3 per week.

    Oh, I understand that, but once they start piling up, it's going to take that much more time to use them all. So what I meant is I feel I 'need' to use one per week to get my value from the free tokens instead of simply amassing them.

    Oh, i get that. It is also easier to spread the time spent over a longer duration than to do it in bulk, i just meant that if you ever wanted to do that, it is an option. But you already know what, so all good :)

  • Classically Trained - Card Design Competition Discussion Thread

    Quote From Feuerrabe

    @Xarkkal: I feel like you should have gone halfway and instead of making the secrets cost 0 mana, make them cost 1.

     

    I was actually debating that already :) With the no duplicate requirement, the reward of just 5 random secrets feels underwhelming. Making them cost 1 mana feels better, but not too swingy. This way, at 10-mana, you can play Subject 9, the Callow and all 5 secrets (assuming you don't get any duplicates)  Which is basically playing 5 random hunter secrets with a 4/4 stick for 10 mana. Which sounds fair to me for a legendary. 

    I really want this card for Yogg Hunter...

  • Classically Trained - Card Design Competition Discussion Thread

    I am still in search for a potentially better artwork for my Leeroy (@Wailor, the Leeroy in the league of explorers trailer does not convince me, but thanks for the suggestion) but I can explain one the existence of his party as the token seems to be one of the gripes people have with this card besides the art. In WoW where the meme of Leeroy started, the party of Leeroy was trying to come up with an intricate strategy and Leeroy just charged in, resulting in a wipe of the group. His guild members will always arrive, when he has already been beaten to death by something. The token is neutral, because a proper dungeon party is made up of several classes.

    I am fine with the mechanics of this card and I think I will submit the 2nd iteration I made of him but I will seriously try to find better art.

     

    Another round of Feedback:

    Show Spoiler
    @HyperOrange: Kel'thuzad is a powerful addition to Freeze Mage though annoying. At worst he is a 3rd Frost Nova in your Deck and at his best he is a board wipe with a body. I sense some OTK/Combo-Potential in Leeroy, Chickenhunter but it is fine as this would require serious setup. I think that bribe has been poorly received due to the possibilities it gives to your opponents. They can choose to spend 3 Mana now to get 3 extra mana next turn and this could be quite harmful. T5 8-Drop sounds very funny, doesn't it?

    @Thez: The flavor on Lord Rivendare is great. The only thing that comes to my mind is that he is using Rush which did not yet exist in KoFT.  I like the warrior Rivendare more since it still has ties to the aura.

    @Wailor: Archmage Manastorm is another great card, that finally awards him his rightful spot. I see one problem though, he might be a bit similar to Archmage Vargoth. Harrison is a great card, the flavor is everywhere and I did love Toki, when she was in Standard, even though she was not very strong. The use of Indiana Jones art is excellent too ;). Xavius is another nice card and I think, upping the statline was the right decision, since a board full of 1health-minions would be very easy to clear.

    @meisterz39: I do not like Maiev, she might be too weak on the turn you play her but too strong against decks that rely heavily on taunt. Permanent effects are a dangerous thing in Hearthstone. Even though Paladin has Dragon and Murloc-synergies I am not really feeling the menagerie. As far as I know there is no special beast support in Paladin. You could go with it but I like the flavor only by 2/3rd. Sally Whitemane is basically a Khel'thuzad that also works in enemy turns and has an aura which again makes it very dangerous. If you manage to stick a taunt minion all dmg-sources except for Spells and Kayn are screwed. Right now she is way too strong. Out of all your cards I like Patches the most. He is simple but great.

    @MenacingBagel: I like this iteration of Brightwing. Technically HotS is not HS but I do not mind. Healing is unheard of in mage but the connection to spell dmg makes it great in my eyes. You have a typo on Pixie Dust. Put the start of the sentence in capital letters.

    @TheHoax91: Eydis does look a lot better now. As for your alternatives: I would hate to play against Khel'Thuzad as a minion based deck. Out of the two Greymane is the better one. I see cool combos with high health minions and frothing berserker on the board.

    @DestroyeR: Milhouse is a ridiculous overdraw card. As the opposing player I would let him live and mill your entire deck. Sneakmaster Hogger seems to me like a "wide Edwin". Less vulnerable to single-target removal, more vulnerable to AoE. I like how you kept the Gnolls from his original version but he might feel unfair, since you could get more stats out of him with less cards than with Edwin. Hakkar is a great WL-Card. I simply adore the connection to WoW Lore, sacrificing your own minions to summon him.

    @KANSAS: I feel like Mukla is now a bit too weak. Maybe make him give out 2 Bananas to each beast instead of just one?

    @Swizard: Cool and innovative concept for a board wipe. Maybe consider raising its cost by 1 and giving the legendary minions on each players hand instead of shuffling them into the decks else I feel like this is a psychic scream/vanish with body that can completetly fuck up your opponent. I am not so sure about the balancing but that would be my advise

    @Xarkkal: I feel like you should have gone halfway and instead of making the secrets cost 0 mana, make them cost 1.

    @Shaveyou: The AoE-Sally seems dangerous in combination with Buffs, especially the +1/+1 Libram. Theoretically you could basically get one consecration after another.

    @DescentOfDragonsOp: Your Alexstrasza is still neutral and it is in the rules of the competition that the legendaries have to belong to a class.

     

     

     

  • Classically Trained - Card Design Competition Discussion Thread

    More feedback!

    Show Spoiler

    grumpymonk - I would stick with Maiev, because Kael'thas is a bit messy. If you have to explain it that much, it's too much.

    SDhn2a - Welcome to Out of Cards :D I like Y'Shaarj the most because it connects back to his original effect and stats. Moroes seems really strange, and C'Thun doesn't really feel flavorful to me. I'm not sure what he has to do with the Schemes.

    RenoLord - Leeroy the Chef is really strange, so I would go with Kel'Thuzad. You won't be able to post all three images, though, so you'll have to explain in your description that you come back with 5 Health.

    HyperOrange - I love Kel'Thuzad being Freeze-related, although it would be difficult to pull off the destruction effect because your opponent's minions would thaw out first. I don't like Leeroy. I understand you can copy Chickens and whatnot to really ramp him up; I guess I just don't like seeing another huge Charge minion enter the game after the original Leeroy was removed.

    Wailor - As has been said, you would need to change Harrison to include Legendary weapons from other classes, otherwise he'll only provide Kingsbane because of the way Discover works. I think Xavius is too gimmicky; I know mana gain is part of the Druid's main identity, but it still feels weird to me. I like Manastorm the most.

    meisterz39 - I like Maiev, but it also feels really close to what the Demon Hunter already does. You've borrowed Kayn Sunfury's effect, and Crescent Slash is very similar to the DH Hero Power. I think The Curator is more creative as a solid Menagerie build-around card. The one problem, though, is that you need to change the name: The Curator is his original name. See cards like Deathwing and Deathwing, Mad Aspect. You also need the Hero Power to say "Hero Power" at the top, but that's a minor thing most people forget.

    MenacingBagel - I know you're trying to connect to Brightwing's Heroes of the Storm iteration, but healing is supposed to be one of the Mage's key weaknesses and people will dock points for that. I think if you stick with the original version of your Trickster Brightwing, but clean up the outlying criticisms, you have a solid enough card.

    TheHoax91 - I like this version of Eydis better. The Hero Power is more in-line with the original Eydis, and the mana cost seems fair. I'm not a fan of your other cards, so I would stick with Eydis.

    DestroyerR - Hakkar seems really cool, and it's my favorite of the three, but it's also pretty easy to abuse him with Galakrond's horde of 1/1 Imps. I could definitely see him coming down earlier than intended because of Galakrond.

    KANSAS - I like this version of Mukla even more. 5/5 connects to his original stats, and his effect with the +1/+1 connects to the Bananas. Nice work :)

    Swizard - I would cut off the "Make them Legendary" part, because it is confusing and it adds too many lines of text to your card. Beyond that, I think the card is fine: it could be combo'd in a Plot Twist deck with Fel Lord Betrug or Dollmaster Dorian to get those minions back into your hand/back on the table.

    Xarkkal - I like the latest Subject 9. It's a direct call-back to the original effect, while also being different enough to warrant its existence. Can't thin your deck out, but generating a "free" Christmas tree of Secrets is always fun :D

    Thez - These are both much better than your original iteration of Rivendare. I think I like the Rogue version more, because it captures the original iteration's effect but in a new way. I think you could get away with the weapon being a 3/3.

    shaveyou - I really like the version of Sally that links back to the original. It goes perfectly well with cards like Equality or Libram of Justice to act as a board-clear, while still being potentially good on its own.

  • Classically Trained - Card Design Competition Discussion Thread

    Since my first one wasn't a suscess I went back to the drawing board with a new character 

     

    Edit I forgot to add the hero power

  • Card Design Conversation - Past Out

    Cards like these would certainly add a bit of unexpected flavor to the game. 

  • Classically Trained - Card Design Competition Discussion Thread

    Should this cost 8 or 9, and is it better in Saviors of Uldum or Mean Streets of Gadgetzan?  It might be better to give your opponent random legendaries to dilute their deck but on the other hand against aggro you might improve their deck.  Furthermore, it might not be a complete clear if your opponent has legendary minions.  You can also use it while you have minions to add value for your deck.  I’m not sure exactly how good it is for costing 8 or 9.  The idea is that all non legendary minions are so terrified that they go back to the deck and then return as legendary minions which is the original Malchezaar’s effect

     

     

  • Classically Trained - Card Design Competition Discussion Thread

    I've pretty much settled on revamping Sergeant Sally, (although I've gone through enough different ideas to pretty much fill a whole set), but some of the feedback has made me want to make it closer to the original. So, two different ideas. I feel Rush is essential to making it playable (like the original would have been somewhat usable if it had had Rush), but otherwise they're very different cards. The first links in to a theme I'm adding to Paladin in my own custom set (which will be posted soonish) creating a kind of anti-tempo feel, slowing the opponent down. The second links a lot more closely to the original (same cost/statline), but with potential for a re-usable board clear. Thoughts?

    Feedback!

    Show Spoiler
    Swizard - By make them legendary, do you mean just change the card rarity to Legendary? If so, it feels unnecessary, considering it's unlikely you'll bounce this back and play it again. If it transforms them into random legendaries, then it needs to be worded more clearly (although is the better effect). In addition, you've broken the unwritten rule of limiting lines of text to 4 lines. I'm unconvinced this needs the highlander requirement. Compared to Psychic Scream, this adds a 5/6 body, but (probably) strengthens the minions shuffled into the deck. I would personally remove HL requirement, raise the cost to 9 and make it transform minions into random legendaries.

    KANSAS - Nice, more big beast support. I would say this would instantly become an near otk in wild with Charged Devilsaur/King Krush, but it's not really a big issue in Hunter. Good card.

    DestroyerR - Sneakmaster Hogger is my favourite.

    Nexus God Millhouse - The issue I have with this is it should, in theory trigger itself. Even if it doesn't, it feels far too strong in aggro/burn mage decks.

    Sneakmaster Hogger - I'm having Quest Rogue flashbacks. Outside of that, it's an interesting stall card to enable otks, which Rogue does very well.

    Hakkar, the Blood God - Zoo decks should have no issue pumping this out early, while clearing the board with Plague of Flames. Summon from hand effects is something unusual in HS, so it's an interesting idea, but feels a little weak.

    The Hoax91 - I like Greymane the Cursed.

    Eydis the Ascended - I've actually played around with the idea of a "temporary" Hero Card in the past. The issue is, how to make it clear, when you have transformed, that the deathrattle exists. As for the Hero Power, I would limit it to enemy minions given how many cheap spells Priest can churn out.

    Archlich Kel'Thuzard - My question here is what happens to minions with 2 or less health? Are they destroyed in the deck, or do they die when they're played? It also doesn't feel like a mage card, which isn't a major issue, but could cost votes. It feels like a neutral card with a class tacked on.

    Greymane the Cursed - Now this feels like a class card. It fits as removal on a stick, or a way of proccing multiple triggers on "when damaged" minions. It's the most elegant of your cards.

    Menacingbagel - Main card - Pixie Dust should be capitalised. On Pixie Dust, Restore needs a capital, and allies should be friendly characters as it is on Potion Vendor. Those issues aside, healing feels really strange in Mage. Healing in mage feels stranger than Spell Damage in priest, so I would swap the class, and maybe give Brightwing Spell Damage +1.

    Wailor - Archmage Manastorm is my favourite by a whisker over Harrison, Artifact Collector

    Archmage Manastorm - Really solid card. Could be combo-ed with several smaller spells, or something like Blizzard. Value, but it doesn't feel broken.

    Harrison, Artifact Collector - I love this card if only for its flavour. I would personally remove the Highlander requirement and the cost reduction, but either way it's fine.

    Xavius, Nightmare Lord - I feel this is too high-roll personally. Either you draw your ramp, and get a massive board, or you don't, and it's just a big statstick. It's not bad, but the other two are better.

  • Group Therapy! Need to blow off some steam? Mega salty? Here's the place!

    "Im so cool, I play DH and I curved out perfectly. My victory was totally all because of my skill and not because I played the most broken cards in the perfect order, top decking most of the perfect plays"

    -My last opponent, and pretty much every DH ever.

  • Classically Trained - Card Design Competition Discussion Thread

    Thanks for the feedback everyone, I've given it some thought and ended up with two variantions:

    One which goes to Warrior:

    This still uses the Unholy Aura theme of movement speed with Rush and fits decently with Warrior I think.

    The other option is to stick with Rogue but remove the Lifesteal and Taunt and tweak the Runeblade to just trigger a Deathrattle. Rogue does have synergies with Deathrattle so I do want to see what I can do with that:

    It loses any connection to the Unholy Aura though.
    Any thoughts?

    Some feedback for others:

    Show Spoiler

    Xarkkal: Much better. Still a ton of resource gain but no massive swing on the turn it is played. Seems solid.

    Swizard: You should try and keep card text to 4 lines or less (soft rule), but the card effect seems a bit random. Why not make it something like 'Battlecry: Transform all your non-legendary minions into legendary minions.' Or just 'Battlecry: Destroy all non-legendary minions.'.

    Kansas: Seems good. You can tweak the rez pool by not putting weaker Beasts in the deck. Rush Beasts and King Krush would love this card.

    DestroyerR: Millhouse seems a bit broken honestly. You can pretty reliably determine when you draw cards and you get a decent enough statline. Maybe it would be a little better if had some synergy with Spells, given it's a Mage minion. Hogger feels misplaced. Never really seen him as a Stealth character and returning to hand doesn't fit him either. You could just make it a Battlecry for the 2/2's. Hakkar seems decent but given how easily Warlock can fill a board with just 1/1's and wipe everything, I'd reduce the power of the card in general a bit.

  • Why bother mulliganing if the game is going to give you the same cards again anyway?

    after the ridiculous mulligan luck in games like Magic ive learned to not get pissed off on mulligans from other games, as a bad mulligan in Magic not only dooms the match for you but it actually locks your ability to actually play the game, while u watch ur opponent play cards and u sit with you thumb up your ass thinking, great still no lands, or the opposite, ONLY lands.

  • Classically Trained - Card Design Competition Discussion Thread

    Thank you all for the feedback! Made some changes to Subject 9. Let me know your thoughts. I'll get some more feedback after this conference call that I'm on and totally paying attention to ;)

  • Classically Trained - Card Design Competition Discussion Thread

    @KANSAS Millhouse wouldn’t work that way, just like Augmented Elekk doesn’t shuffle infinite copies of a card into your deck

  • Exodia Maokai That's NOT Bilgewater!!

    Quote From CrDave

    I think that the main problem with this combo is that you are realy likely to toss one (or more) of your combo pieces while leveling up Maokai

    I think that's why the OP mentioned in their first post that the deck relies on sacrificing units instead of Toss effects. I imagine this would be an overall slower method to level Maokai, though (You'd have to rely a lot on token generation).

  • Classically Trained - Card Design Competition Discussion Thread

    More feedback:

    Show Spoiler
    Demonxz95, I really like Al'ar of the Ice. It is a lot better than the Al'ar we have now and it is also very interesting from a game-play perspective. Freeze Mages usually want to stall until an OTK, but now they have an unkillable 7 attack beater. Do you use it to trade and stall further? Or do you use it to play an aggro-freeze Mage?

    grumpymonk, I like Kealthas a lot better than Maiev. However, it does feel like there is a bit too much going on with the card. Giving your Hero Spell Damage +1 is really interesting since Spell Damage is really bad and this card makes it useful, and the "custom spell" is also really neat. But when you mesh these two ideas together it feels a little cluttered. It is hard to rate the card when it does so many things we haven't seen in Hearthstone before. I would stick with either the Spell Damage or the Custom Spell thing, but not both.

    Xarkkal, I like the idea of Suject 9, but putting 5 Hunter secrets into play for free on turn 5 is super OP, even if they are random. I would simply make him add 5 random Hunter secrets to your hand. Making them cost 0 is too much, and I think making them all different is a bit unecessary.

    Feuerrabe, I like the card a lot, but I would find better art that matches Hearthstones style more. 

    SDhn2a, I like Y'shaarj the best, but I would adjust the stats/cost and give him Taunt. A 9 mana vanilla minion that summons a minion for your opponent is just bad. Look at Dirty Rat, this card has way more stats than his cost would imply, and he also has a relevant Keyword to help him out. 

    RenoLord, I like the idea of Kel'thuzad bringing your Hero back as a lich, but all your opponent needs to do is just deal 5 extra damage to kill you. I would change the card to make your Hero Immune the first turn after you turn into a lich. Also, I am not sure about the Hero Power, it seems like it would be too easy to abuse this to get an OTK which, if you made the change I mentioned, would be inescapable. I would possibly change the hero power to be something powerful, but not something you can turn into an OTK.

    HhyperOrange, Kelthu'zad is an interesting card, Leeroy is a funny joke card. I think the more serious card is much more likely to win. The only thing I don't like about Kelthu'zad is that he triggers at the start of your turn which both makes it impossible for him to kill frozen enemy minions, and it also makes him really slow and easy to answer. About your card last time, I didn't really know what to think about it. It was interesting, but ultimately felt useless. You spent 3 mana and a card to give them 0 mana and deny them a card. In the end, I couldn't think of any reason to play this. In most cases, those coins would be more helpful to your opponent than denying them the draw would be to you.

    Thez, I don't really like this card. It breaks rogues theme of no Taunts and limited Healing. I would try and simplify the card by giving him maybe one keyword, and one other ability to synergize with Deathrattle minions. As he is now there is just so much going on it is hard to understand how powerful the card is.

    Wailor, I like Harrison the best, though you should find some better art. Also, I don't think you need to say "from the past" because that is where most legendary weapons are already. And, legendary weapons that are from newer sets are still usually old artifacts.

    Meisterz93, I really like the Curator. I think a lot of people would enjoy having more support for the menagerie thing.

    MenacingBagel, It feels a bit weird having a heal effect in Mage, but other than that the card looks fine.

    TheHoax91, I personally like greymane the best because enrage warrior is a lot of fun.

    DestroyerR, Millhouse would just draw your entire deck and then kill you with fatigue on the spot, and I don't really like Hogger because the interaction with bouncing it to your hand feels weird, but I do like hakkar. I am not sure if it is too OP because you can use this with Plague of Flames on turn 5/6 and get a huge minion, or maybe 6 health is easy enough to remove that it shouldn't be too oppressive.

    Swizard, I really like the new Malchezaar. It is sort of like Psychic Scream but only for highlander decks. However, you broke the unspoken rule of hearthstone card design: Never make a card with more than 4 lines of text. I would remove the "make them Legendary" bit because it is kind of pointless. Other than that, the card looks great!

  • Why bother mulliganing if the game is going to give you the same cards again anyway?

    I assume you mean "mulligan" ("milling" usually refers to removing cards from your opponent's deck). If so, it works in this game just like it would with real-life cards: The exact cards you've selected from your hand are excluded from the redraw pool, but you can certainly draw additional copies of those cards if you're running multiple in your deck. It may be frustrating to get a copy of the same card you just mulliganed away, but it's perfectly logical and consistent.

    Or maybe you already knew all that and just wanted to vent a little :P. That's fine, too. Everyone gets annoying mulligans every once in a while.

  • Group Therapy! Need to blow off some steam? Mega salty? Here's the place!

    Is it just me, or do all highlander decks play exactly the same? it's almost like a 11th. class. the highlander.

  • Pirates of Vash'jir[Custom Expansion]

    Thanks

    As for changing the Mechanic probably not because this set was designed with the idea they have Cast When Drawn. Plus if they did cost (0) they would draw you an extra card when you draw them.