Yeah, it's just as expected : the choice to nerf DH's counter more than DH itself just killed Warlock without hurting DH. I've tried to see the reason for such violence against Gul'dan but failed.
Oh yeah, [Hearthstone Card (Jaraxxus) Not Found] is still not played, who would have thought?
His level 1 is not that terrible it can block against aggro boards the strongest unit.
as default you are at 29 cards by turn 7 with only natural card draw, you need to toss/draw 14 cards, you want to use Salvage for sure at least once.. that's 10 cards to toss, now if you play units on curve you play the 2/1 (3), you play the 1/4 that heals and tosses (5), then you play the lifesteal guy(8) then you play maokai, and a turn after any unit (10).
ten all you need to do is to play salvage(14!) or another toss card with maokai on board and you got your deep deck-> 14 tosses by turn 5 if you play on curve.
don't think it's such a tempo loss to toss, 2/1 for 1 is an ok blocker, 1/4 blocks some aggro and also heals, the 3/2 got lifesteal, maokai let's you stall with the saplings and/or remove more stuff..
I think such deck could work.
Also while SI is good on this mechanic you don't HAVE TO be in SI..
I'm surprised that the Lackey-Weapon Warrior that Kibler was piloting last week, gaining a quite ridiculous number of Legend ranks (from 11000+ to the 1000s), hasn't made more of a splash. I played a version (same core but tweaked for my own preferences and because I was going from memory when I built it) and it worked well, though I am admittedly only in the low Platinum ranks.
make it rain is consistant when there are 2 or less units on the enemy board, I think the variance is not too much rng compared to any HS effect.. arcane missiles can hit the same target multiple times this can't.
Make it Rain is only random when your opponent has more than 2 units in play (i.e. when there are more than 3 enemies to hit). Given that it's a fast spell, I think the skill-testing aspect of it will be to see if you can leverage other skills (like Miss Fortune's Bullet Time) to create a deterministic outcome in your favor.
Honestly, the extent to which people complain about randomness in card games is crazy to me. Randomness is built into the game simply by virtue of shuffling, and playing around randomness can be incredibly skill-testing. Certainly, there needs to be balance, but this kind of visceral reaction to anything even remotely random is just plain silly. Frankly, the use of randomness in Make It Rain is more likely to be skill-testing than if it just targeted several enemies based on some arbitrary condition.
On a less positive note, I really dislike the random damage card. Part of the reason I switched to LoR is that it didn’t have a lot of outcome randomness, like in hearthstone where a game can be decided by an Arcane Missiles. This version does seem a lot better though, since it damages 3 different enemies, but it’s still a direction I don’t like to see the game going. I think it should either specify the Weakest or Strongest enemies, so that it’s more predictable.
Agreed. I flinched a little when I saw L2 Twisted Fate picks the card he'll play at random but let it go--I could at least rationalize him being a little chaotic on theme--but Make It Rain does seem disturbingly close to [Hearthstone Card (Arcane Missile) Not Found] territory.
Miss Fortune seems insane, she basically casts a better Death Lotus whenever you attack, without even attacking with Miss Fortune.
On a less positive note, I really dislike the random damage card. Part of the reason I switched to LoR is that it didn’t have a lot of outcome randomness, like in hearthstone where a game can be decided by an Arcane Missiles. This version does seem a lot better though, since it damages 3 different enemies, but it’s still a direction I don’t like to see the game going. I think it should either specify the Weakest or Strongest enemies, so that it’s more predictable.
I REALLY don't like this card--let me break down why.
Let's start with his L1 stats: 7 mana 0/12 Tough and Fearsome. That's just bad--0 attack units are no good! Sure he has tough, but he can't even kill a spiderling or pop a barrier, and he's vulnerable to a lot of Frejlord shenanigans. And the Fearsome is meaningless: why would you attack with this guy? The exception would be if he's received a buff, but in the regions he wants to be played--SI + BW--that's really hard to do.
Then there's his L2 stats: 7 mana 13/13. Sure, this is intimidating, but how realistic is it? Well, we need to consume 21 cards from our deck including card draw (40 - opening 4 - 15 = 21). Let's say we rush: with a Glimpse and 12 toss we get there on Round 7, which sounds pretty good right? The problem is that tossing is SUCH a tempo loss I think this strategy is already dead twice over. I think Toss decks are going to want to either play a stall game (think current Warmother's Calling) or respectable tempo game (think Draven + Ez or Elise + Karma), which means many of your early game plays aren't tossing and your L2 isn't coming online until late game, at which point he's not bad but also not great--you'd probably rather have a Ledros.
Finally, there's his level-up effect and passive L2 ability. Honestly, I think this is the only reason you play him--maybe as a 1-of for Malokai mirror matches. The passive is nice but probably meaningless in most matches: by then you're probably top-decking without a lot of impactful ways to spend mana. I think the level-up effect is the true cherry; if you've tossed a bunch of strong followers (especially if they have deep), you'd really like to shuffle them back into your deck. I just don't see it to be powerful enough to overcome the L1 stat limitations.
Yeah, even "Whenever you cast a non-fleeting spell, create a fleeting Mystic Shot" would be a less toxic and about-balanced level-2 effect. As he currently stands, he is just a finisher and because people don't play him until he's leveled, his Nexus-strike ability rarely gets used - an indicator of bad design.
pretty amazing set of finalists this week. most 4 star and i'm still trying to pick the 5 stars, think there will be 2. Was particularly impressed with the Paladin secrets, and I'd echo that Saving Grace might have been my fav if it made it.
Based on what you've posted, your answer should be "yes", you are waiting for the confirmation to pop up considering you've stated the site says "your collection is updated".
We haven't had any server-side errors log from the collection management page since the last update went out with fixes midday Friday. Do any errors appear in your browser's console after you click on the import button?
I was able to successfully import your collection without errors. The steps I took to do so are as follows:
Visit the collection page.
Click on JSON importer.
Paste your blob into the provided field.
I click on the blue submit collection button below the JSON field.
A top-right notification appears stating the collection update is queued.
I wait some time
A success (green) notification states it was successfully updated.
Are these the exact steps you have taken as well?
After following the procedure, I have the issue that on the site il lists my collection as having 2x Underlight Angling Rod, Nagrand Slam, Bladestorm, as well as several other epic cards where I have only 1 x, and 3x Skeletal Dragon when I only have 2. HS replay collection is correct and I tried importing collection several times waiting for the green notification.
Currently, we don't record anything over 2 for automatically imported collections. We also don't process card removals automatically through JSON.
Did you ever have 2 Underlight rods or manually edit it to be that way before?
Nice a wild deck for which I own most of the card! All but 4 commons and a legendary. The commons are already crafted, but I need a replacement for Vessina. I put Zentimo in instead, but had only two test games until now, there I didn't draw him.
Don't know if its a good idea to throw the overload package over board without her? What do you say?
I agree with @Pokeniner, the balance certainly docked a star for me. In fact, I didn’t really like the complexity of the effect, it just felt a little forced. I didn’t dock another star for that to not be overly harsh, but I was considering it.
Bit still, the quality level is way over a lot of the initial submissions. In fact, I didn’t give any finalist less than 4 stars this time around, gj guys!
I'm going to say it now, I really don't like Counter Shot, it's a 2 mana better Counterspell imo. I don't care if you say you get the spell back, not only do you waste mana, you also get a punishment on a really cheap spell you tested on or make a big finisher card unplayable. Not only that, you make your opponent take up more handspace that might want. You play this card in an aggro deck against spell mage with a full hand and they are forced to Flamestrike or Puzzlebox in order to survive and this happens. Then they burn a card after wasting 7 mana. Counterspell at least got rid of the card for space and allowed you to draw cards after playing the spell, this however is much more powerful and at 1 Mana less.
Standard Meta Report #31 - Top Hearthstone Decks April 19, 2020 - April 26, 2020
At least Totem Shaman lasted longer than Freeze Shaman.
Standard Meta Report #31 - Top Hearthstone Decks April 19, 2020 - April 26, 2020
Yeah, it's just as expected : the choice to nerf DH's counter more than DH itself just killed Warlock without hurting DH. I've tried to see the reason for such violence against Gul'dan but failed.
Oh yeah, [Hearthstone Card (Jaraxxus) Not Found] is still not played, who would have thought?
New Bilgewater Champion - Nautilus
His level 1 is not that terrible it can block against aggro boards the strongest unit.
as default you are at 29 cards by turn 7 with only natural card draw, you need to toss/draw 14 cards, you want to use Salvage for sure at least once.. that's 10 cards to toss, now if you play units on curve you play the 2/1 (3), you play the 1/4 that heals and tosses (5), then you play the lifesteal guy(8) then you play maokai, and a turn after any unit (10).
ten all you need to do is to play salvage(14!) or another toss card with maokai on board and you got your deep deck-> 14 tosses by turn 5 if you play on curve.
don't think it's such a tempo loss to toss, 2/1 for 1 is an ok blocker, 1/4 blocks some aggro and also heals, the 3/2 got lifesteal, maokai let's you stall with the saplings and/or remove more stuff..
I think such deck could work.
Also while SI is good on this mechanic you don't HAVE TO be in SI..
Here's some art, make a card! [Legacy Game]
I can't see any images. I think you may have made a mistake when posting them.
Standard Meta Report #31 - Top Hearthstone Decks April 19, 2020 - April 26, 2020
I'm surprised that the Lackey-Weapon Warrior that Kibler was piloting last week, gaining a quite ridiculous number of Legend ranks (from 11000+ to the 1000s), hasn't made more of a splash. I played a version (same core but tweaked for my own preferences and because I was going from memory when I built it) and it worked well, though I am admittedly only in the low Platinum ranks.
Miss Fortune is the Newest Bilgewater Champion Coming to Legends of Runeterra in the Rising Tides Expansion
true.. but her level one is insane anyway..
RIP spiders btw.
Miss Fortune is the Newest Bilgewater Champion Coming to Legends of Runeterra in the Rising Tides Expansion
it's not random it goes blue-red-gold.
make it rain is consistant when there are 2 or less units on the enemy board, I think the variance is not too much rng compared to any HS effect.. arcane missiles can hit the same target multiple times this can't.
Miss Fortune is the Newest Bilgewater Champion Coming to Legends of Runeterra in the Rising Tides Expansion
Make it Rain is only random when your opponent has more than 2 units in play (i.e. when there are more than 3 enemies to hit). Given that it's a fast spell, I think the skill-testing aspect of it will be to see if you can leverage other skills (like Miss Fortune's Bullet Time) to create a deterministic outcome in your favor.
Honestly, the extent to which people complain about randomness in card games is crazy to me. Randomness is built into the game simply by virtue of shuffling, and playing around randomness can be incredibly skill-testing. Certainly, there needs to be balance, but this kind of visceral reaction to anything even remotely random is just plain silly. Frankly, the use of randomness in Make It Rain is more likely to be skill-testing than if it just targeted several enemies based on some arbitrary condition.
Miss Fortune is the Newest Bilgewater Champion Coming to Legends of Runeterra in the Rising Tides Expansion
Agreed. I flinched a little when I saw L2 Twisted Fate picks the card he'll play at random but let it go--I could at least rationalize him being a little chaotic on theme--but Make It Rain does seem disturbingly close to [Hearthstone Card (Arcane Missile) Not Found] territory.
Miss Fortune is the Newest Bilgewater Champion Coming to Legends of Runeterra in the Rising Tides Expansion
She looks really hard to level up, playing her with damacia can help levelling her up a lot thanks to the scout ability.
When she level up it's game winning, so any effort is justified
Miss Fortune is the Newest Bilgewater Champion Coming to Legends of Runeterra in the Rising Tides Expansion
Also, Miss Fortune seems to be made to combine with Scout Units to double up on the Damage and Level her up quicker.
Miss Fortune is the Newest Bilgewater Champion Coming to Legends of Runeterra in the Rising Tides Expansion
Miss Fortune seems insane, she basically casts a better Death Lotus whenever you attack, without even attacking with Miss Fortune.
On a less positive note, I really dislike the random damage card. Part of the reason I switched to LoR is that it didn’t have a lot of outcome randomness, like in hearthstone where a game can be decided by an Arcane Missiles. This version does seem a lot better though, since it damages 3 different enemies, but it’s still a direction I don’t like to see the game going. I think it should either specify the Weakest or Strongest enemies, so that it’s more predictable.
New Bilgewater Champion - Nautilus
I REALLY don't like this card--let me break down why.
Let's start with his L1 stats: 7 mana 0/12 Tough and Fearsome. That's just bad--0 attack units are no good! Sure he has tough, but he can't even kill a spiderling or pop a barrier, and he's vulnerable to a lot of Frejlord shenanigans. And the Fearsome is meaningless: why would you attack with this guy? The exception would be if he's received a buff, but in the regions he wants to be played--SI + BW--that's really hard to do.
Then there's his L2 stats: 7 mana 13/13. Sure, this is intimidating, but how realistic is it? Well, we need to consume 21 cards from our deck including card draw (40 - opening 4 - 15 = 21). Let's say we rush: with a Glimpse and 12 toss we get there on Round 7, which sounds pretty good right? The problem is that tossing is SUCH a tempo loss I think this strategy is already dead twice over. I think Toss decks are going to want to either play a stall game (think current Warmother's Calling) or respectable tempo game (think Draven + Ez or Elise + Karma), which means many of your early game plays aren't tossing and your L2 isn't coming online until late game, at which point he's not bad but also not great--you'd probably rather have a Ledros.
Finally, there's his level-up effect and passive L2 ability. Honestly, I think this is the only reason you play him--maybe as a 1-of for Malokai mirror matches. The passive is nice but probably meaningless in most matches: by then you're probably top-decking without a lot of impactful ways to spend mana. I think the level-up effect is the true cherry; if you've tossed a bunch of strong followers (especially if they have deep), you'd really like to shuffle them back into your deck. I just don't see it to be powerful enough to overcome the L1 stat limitations.
Standard Meta Report #31 - Top Hearthstone Decks April 19, 2020 - April 26, 2020
I always screw at least one thing up. Thanks for catching that! Should’ve been Leper Gnome.
Here's some art, make a card! [Legacy Game]
There are like 5 take your pick
Totemload Shaman
I would still keep the overload package, the cards are solid on their own without the potential Vessina synergy.
Suffer a Slow Death
How does this stand up to the gods awful The Amazing Reno? That card alone has been the bane of all my priest decks
Ezreal Rework Idea
Yeah, even "Whenever you cast a non-fleeting spell, create a fleeting Mystic Shot" would be a less toxic and about-balanced level-2 effect. As he currently stands, he is just a finisher and because people don't play him until he's leveled, his Nexus-strike ability rarely gets used - an indicator of bad design.
Top Secret - Card Design Competition Discussion Thread
pretty amazing set of finalists this week. most 4 star and i'm still trying to pick the 5 stars, think there will be 2. Was particularly impressed with the Paladin secrets, and I'd echo that Saving Grace might have been my fav if it made it.
Out of Cards Changelog - 2020-04-08
Currently, we don't record anything over 2 for automatically imported collections. We also don't process card removals automatically through JSON.
Did you ever have 2 Underlight rods or manually edit it to be that way before?
Totemload Shaman
Nice a wild deck for which I own most of the card! All but 4 commons and a legendary. The commons are already crafted, but I need a replacement for Vessina. I put Zentimo in instead, but had only two test games until now, there I didn't draw him.
Don't know if its a good idea to throw the overload package over board without her? What do you say?
Top Secret - Card Design Competition Discussion Thread
I agree with @Pokeniner, the balance certainly docked a star for me. In fact, I didn’t really like the complexity of the effect, it just felt a little forced. I didn’t dock another star for that to not be overly harsh, but I was considering it.
Bit still, the quality level is way over a lot of the initial submissions. In fact, I didn’t give any finalist less than 4 stars this time around, gj guys!
Top Secret - Card Design Competition Discussion Thread
I'm going to say it now, I really don't like Counter Shot, it's a 2 mana better Counterspell imo. I don't care if you say you get the spell back, not only do you waste mana, you also get a punishment on a really cheap spell you tested on or make a big finisher card unplayable. Not only that, you make your opponent take up more handspace that might want. You play this card in an aggro deck against spell mage with a full hand and they are forced to Flamestrike or Puzzlebox in order to survive and this happens. Then they burn a card after wasting 7 mana. Counterspell at least got rid of the card for space and allowed you to draw cards after playing the spell, this however is much more powerful and at 1 Mana less.
The Final Bilgewater Champion Teaser for Rising Tides - Who is the Captain?
The ship*, they all are ships. Makes sense since this is a ship expansion.
It won't make sense on some regions.. I mean.. For leesin, vi, maokai.
On Quinn it could work, a scouting ship.
But I might be wrong then..
Here's some art, make a card! [Legacy Game]
Hello there! According to the rules, you have to post the artwork for the next participant :)