Wild was always meant to be a "wild" format where anything was possible with all the old cards
To be honest I think the real purpose of Wild was to make players feel less bad about their cards rotating out of Standard. I don't think there was a 5-year plan for Wild, and even if there was, such a plan could use some re-evaluation after all that time.
Correct me if I'm wrong, but I get the impression that the players who are not concerned with Wild balance are mostly people who don't play a lot of Wild. They might play a few games every once in a while, marvel at how broken some of the decks are and then return to Standard. But if that is the intended way of playing, Team 5 should turn Wild into a tavern brawl instead of having it as a permanent mode.
Another argument I sometimes read is that Wild is a place to play old decks. That sounds nice in theory, but in practice it's pretty rare to encounter an old deck as-is on the Wild ladder and I imagine that has a lot to do with the fact that those decks are not nearly as powerful as decks that gather synergies from all sets. If they want to give players a bit of nostalgia, a tavern brawl where everyone plays decks from a certain era would be a better format for that: players want to relive the good plays of their old favorite deck, not sit there and be slaughtered by cards and combinations that didn't exist back then.
I don't think it's possible to perfectly balance Wild, but that's not really necessary either: it's pretty rare for Standard to be perfectly balanced as well. As long as the decks that are worst to play against don't have too much of a population for too long of a time, players can deal with a bit of chaos.
The alternative to balance changes would be to replace Wild as a mode, for example by a mode with rotating sets. Personally, while I'd like to see such a mode, I'd prefer for it to exist in addition to Wild.
play ashen elemental, slots into most decks easy and shits on ice block. no need to ruin a deck with a high skill cap that a ton of people love playing just because people refuse to tech against it.
i think something should be done about big priest being able to drop a neptulon on 3 is a bit much, but other than that i completely agree. wild right now is arguably the fairest its ever been with a variety of aggro and tempo options, plus most of the "unfair" decks like pillager rogue and quest mage have a high skill floor and ceiling to be able to pull off the combos optimally, and theres plenty of options for counterplay if you're facing a lot of one certain list (ashen elemental blows out ice block and hand disruption shits on pillager).
That’s basically an idea I’ve had before for the third format. Use the same card pool as Arena! But honestly, would be better if they went and had a different card pool for a new constructed set. Take like 9 sets, and Adventure or two, maybe Core, and filter out things that are too strong in the format with the available card pool. Even better if by rule they commonly ban cost reduction and ways to cheat out big things! Imagine a format that requires thinking and good trades to win! They should honestly just replace Classic with something like this
I play wild a lot. There are several problem decks, chief among them is Quest Mage. It is non interactive and each expansion makes completing the quest easier.
Maybe unrelated but I would like to see Wild Arena, where every card can be picked with equal chance. Your comment reminded me of current Arena system but in constructed, which is why I wanted to tell my thoughts.
Personally, I’ve wanted a “Limited” format for a while! Whether it’s Wild but with some bans, or more preferably a format with rotating sets from Wild and Standard sets (that could also have a few bans), a Wild-like format with a more limited card pool would be much easier for the team to balance down the line without having to disrupt what Wild is supposed to be. That way the players who like crazy busted decks can play Wild, and players who like playing with old cards, but want a more varied meta can find it in the limited format.
Oh shoot, I totally forgot about them. I'm not sure how devs will handle but if I have to take a guess, I think each steps taking damage X times from your cards played might be the best resolution for this questline, rather than total damage taken.
Wild was always meant to be a "wild" format where anything was possible with all the old cards.
Virtually nothing is possible with the old cards because a tiny number of them dominate the format in a consistently non-interactive way. This has caused enough problems to cause streamers to a) express disgust and fatigue with the non-games, b) stop marketing Hearthstone substantially, or c) stop playing Hearthstone. This is combined with the player disatisfaction with the mode.
Wild is less of a format than it is a dumping ground of shit ideas drowning better ones. Once its problems strain the unpaid advertisers of the game, that kicks off a spiral that can hit Blizzard's bottom line. Combine that with player outrage and it's simply cheaper to nuke the problem cards than it is to set free support on fire. Knocking down ten cards is a small price to pay to negate consumer unrest; the issue now is whether or not they have the competence to clean house effectively.
Tier 1 decks might not be the best as they have rock-paper-scissors relations between them, which I get it if I look at from your point of view. Yet, what is wrong with them, you might ask? It's Tier 1 decks being able to snowball pretty quick, even faster than Standard decks. Thus, Wild players would like to face off these decks with power-level being reduced and reasonable/fair like Standard. Sure, it might not be the same as Standard due to wide pool range of cards but an action must be taken. If you couldn't illustrate my point of view, think of it as Standard players complaining Sinstone Graveyard and Necrolord Draka within reason and then devs taking action against them. Wild community would like same action being taken, quick and on-point and not band-aids, just like how Standard were taken care of.
If you are curious about snowballing issues, there are a bunch of them and I even posted up a thread to discuss after I heard of Matt London's tweet. Click on here to check.
So, yeah. Leaving Wild as-is isn't the best solution. It's the passive-aggressive way of saying "Hey, we don't care. Get out." to me while you can brainstorm with community to restore its former glory.
If I had to guess, they're probably figuring how to fix The Demon Seed, since it'll be unplayable in every format come April. Maybe they're also thinking about future-proofing Tome Tampering and Switcheroo.
what is wrong with Wild? There are several Tier 1 decks (2 shaman decks, pirate rogue, big priest, unholy DK , Secret mage ...) but none of them is clearly the best. What do they expect to fix?
I agree with linkblade, Skeletal Smith is your better card and also in that it's kind of too swingy as a 2-Mana card. I'd probably make it more expensive (with better stats ofc) and maybe also give it Taunt. At this point I'd suggest making it a Warrior card, but that'd go against what your aiming for XD
I believe the card you're looking for is called Mor'shan Elite.
This Brawl needs to be changed to the first spell you play each turn and/or mana's worth of spells up to your current mana crystals or somesuch -- or it should simply be removed. It's almost impossible to be more newbie-hostile than this terrible brawl.
Anyway, this should win on Turn 2 or, if you are fast enough with an excellent connection and CPU, Turn 1.
### Brawl Deck # Class: Demon Hunter # Format: Wild # # 2x (0) Blur # 2x (1) Double Jump # 1x (1) Final Showdown # 2x (1) Twin Slice # 2x (2) Chaos Strike # 1x (2) Fel Barrage # 2x (2) Mark of Scorn # 2x (2) Spectral Sight # 2x (3) Acrobatics # 2x (3) Relentless Pursuit # 2x (4) Fel'dorei Warband # 2x (4) Glide # 2x (5) Need for Greed # 2x (6) Relic of Dimensions # 2x (6) Skull of Gul'dan # 2x (8) Inner Demon # AAEBAZWrBAL39gOJ9wMO17sD4LwD2cYD1cgD78kD1tED29MD+dUDxd0D2d4DyIAEquIEhpIFiZIFAA== # # To use this deck, copy it to your clipboard and create a new deck in Hearthstone
I'm not a fan of the spider cards, as Dormant doesn't seem to be part of Rogue's identity. Maybe a Sap effect would work better, at least for the Quarter (not for Maexxna, she would turn into Vanish on steroids).
About Razuvious, I kinda prefer the second one because of how dumb it is (in a good way), but it'd probably work better as a Neutral or as part of a core/initiate set, as it's kinda basic for an expansion legendary.
anchorm4n
I find this effect to be a little hard to balance and make interesting at the same time. Right now, it will almost always deal 8-10 damage, which is too little variance for it to matter. On the other hand, making it cheaper would definetly break the card. I'd probably turn his effect into an AoE, while also lowering the Cost.
Dolphinslayer
The first Sapphironhas a very interesting effect, but it's probably too expensive for it to work properly. The Mage version isn't bad either (but be careful, the Infused version needs to say "Battlecry"). Not a fan of Maexxna, though.
I think your two options are:
Find a character that makes sense with DKSapph's effect but also makes sense as a 4-ish Mana minion.
Go with the MageSapph after adding Battlecry to the Infused version and maybe finding a better art for it.
Demonxz95
I agree with linkblade, Skeletal Smith is your better card and also in that it's kind of too swingy as a 2-Mana card. I'd probably make it more expensive (with better stats ofc) and maybe also give it Taunt. At this point I'd suggest making it a Warrior card, but that'd go against what your aiming for XD
CursedParrot
I like your idea about having a Quarter cycle. The second version is better, but it feels a bit too good. I'd probably make it 2 Durability, as rising the Cost to 2 would likely kill the card.
Depending on how some people are feeling on a giving day LOR "sucks" right now.
There's a lot of salt, a lot of hate, on reddit specifically.
People don't know what decks to play, and as soon as they find a list it's invalidated by another.
Oh man these midrange lists sure are strong, nevermind ryze is toxic combo is too good, how about them Swarm decks? Then we go back to midrange again and the circle continues.
Meanwhile the deck brewers are doing crazy **** and winning games.
We have a new competitive yeti list on mastering runeterra with Darius, we have daybreak at top of S tier on mobalytics.
The reality is that this meta is like jello, it keeps changing shape and nobody knows what's going to happen.
To me that's exciting.
It's dynamic, it's moving, it's constantly changing, a world where anything is possible.
But to the salt lords who have to keep their edge because it's their career or livelihood or their claim to fame this meta is cancer.
They say one deck is top tier, and next week it's not. They say Nora is everywhere then Nora drops 5%. They say FTR doesn't exist and then FTR hits 55%.
This truly is the card game of champions right now and I'm going to enjoy every drop of it till rotation hits.
Let the salt lords cry, and the hardcores get mad, I'm having a blast.
I wonder what's going to happen but unless they look into these issues below, I'm not holding my breath. These are my takes and I would like to hear your thoughts as well:
General
The cost of cards shouldn't be reduced below 1 Mana, no matter what. Mana cheat went way overboard that a hard rule must be applied. That means cards like Emperor Thaurissan and Insight can reduce the cost down to 1 Mana, similar to how Arcane Luminary functions. This rule will keep Pillager Rogues and Secret Mages to not spam 0-Cost cards.
If necessary, a card should have alternative/different variant for Wild format. For example, Contract Conjurer might be OK in Standard but not so much for Wild.
A graveyard system must be implemented so Big Priests can't resurrect same minion over and over again. Right now, if Blood of G'huun dies once, you can play 2xResurrect cards right away. Here, I propose you can play Resurrect only once if G'Huun died once. This rule will also affect N'Zoth cards and similar ones, to a degree.
Druid
Play Floop's Glorious Gloop to gain infinite mana, if utilized well. How about a hard cap, which you can gain up to 10 Mana Crystals, even if you have Guff Hero card played? Like, you have gained 9 Mana and spent them, then 2 minions killed but only one is granted to you, not two. It also shouldn't stack with cards such as Solar Eclipse.
Wildheart Guff should have 15 Mana Crystals at max, not 20.
Mage
Kirin Tor Mage cries in the corner because Kabal Lackey and Anonymous Informant are much better. These cards should reduce the cost of secret to 1 Mana, not zero. While at it, their cost should be upped by 1 Mana.
Contract Conjurer should cost 1 less for each secret controlled. Maybe make him 7 Mana, perhaps?
Priest
New graveyard system, please look above.
Some resurrect cards Big Priests use should have mana cost raised by one. Candidates are; Resurrect+Eternal Servitude.
Shadow Essence should summon 3/3 or 4/4 minion, not 5/5.
Illuminate should cost 1 Mana and reduce the cost of spell by 2, not 3.
Radiant Elemental limits design for future Priest cards, which has proven pretty much with Mind Sear. This card belongs to Ungoro expansion and it's Elemental. Thus, I propose the following change: "Your Elementals have +1 Health" which looks thematically fitting.
Rogue
Maybe not a problem right now but either increase the condition for The Caverns Below or change its reward to set minions to 3/3 instead of 5/5.
Swordfish should either have 2 durability or grant +1 Attack.
Cutlass Courier has very good stats for his ability if compared with similar cards. Reducing his stats to 1/4 looks like a right balance choice.
That's all what I can think of. Let me hear your thoughts. With the insight shared from Blizzard, I really look forward to see Wild format grow even better.
Anything is definitely an improvement over the current version of Maexxna. I am slightly worried about how strong it is to bounce since Rogue definitely has the means of bouncing and playing this a bunch to lock down your opponent's board for several turns at a time, although sine this will eat up quite a bit of resources and they need a good board presence to be able to use that strategy, I guess it might be fine.
Arachnid Quarter is fine, though it does kinda strike as just a Freeze for Rogue, which I realize is the intention, but it might feel a bit weird to some people. Maexxna is definitely the most flashy card of the two.
As for Instructor Razuvious, if you do decide to go with him, do go with the first version. It might possibly come off as a bit lazy to reuse the same exact card for two competitions in a row to some people, but it's still a pretty solid card.
Wailor
I like it. It's good Nerubian flavor and Rogue mechanics. My only suggestion is maybe consider giving it Stealth to start with.
anchorm4n
Judging by the stats, it seems that it's meant to work with all Mana Crystals as opposed to just full or just empty ones (it wasn't quite clear at first). So it might be a bit problematic given that Priest also has many ways of summoning copies of it for cheap.
Dolphinslayer
The Death Knight version of Sapphiron, Tomb Guardian has an effect that's kinda neat, although damaging Frozen enemy minions usually defeats the point of Freezing them in the first place unless the effect is quite strong. And even though this is quite strong, it does result in it playing a bit awkwardly especially since it costs so much mana.
The Mage version is kinda cool. I like the flavor of summon a Frozen copy of a thing. The AoE Infuse effect is quite a cool upgrade (even though only 4 is quite small for this amount of upgrade), but it won't really help you if you don't have a way to deal with the board on the same turn that you play it. The Infuse (4) is also missing the brackets around the 4.
Maexxna, Broodmother seems hard to make good use of since it wants you to have a lot of Beasts die meaning you're probably spamming Beasts and then hold it in your hand for a significant amount of time which somewhat goes against the nature of spamming Beasts in the first place. It seems like most of the time, it would be better to just play a Timber Wolf instead. That said, I admire the creativity of the Infuse stipulation.
CursedParrot
I definitely prefer the second version.
My problem with the first version is that it's a location that actively encourages you to not use it since you want to keep playing Taunt minions to pump its damage while it just sits on the board and does nothing until you decide to use it at the time you need to.
The second one is mostly just "play it and use it", which is what I feel most locations should be like. Maybe you might wait for a better time to use it, but it still wants you to use it.
I was thinking it would have been cool if we'd gotten a cycle of "Quarter" cards in the miniset for each quarter, so here's two ideas I had on how to represent the Military quarter. Which one do you think is a better design?
Update that was posted on Blizzard forums, of course by community vs Blizz:
On your phone, go to Settings > Game Dashboard > enable “Use Game Dashboard” and “Game Dashboard Floating Icon”
Open Hearthstone, click on the round Game Dashboard icon
Change optimization settings from “Standard” to “Battery Saver”. Game will prompt to restart. Accept the prompt.
I did this and it "works". Given that there is a work around like this, I doubt that Blizz would do anything else unless another update destroys our connection. But at least there is an option.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
To be honest I think the real purpose of Wild was to make players feel less bad about their cards rotating out of Standard. I don't think there was a 5-year plan for Wild, and even if there was, such a plan could use some re-evaluation after all that time.
Correct me if I'm wrong, but I get the impression that the players who are not concerned with Wild balance are mostly people who don't play a lot of Wild. They might play a few games every once in a while, marvel at how broken some of the decks are and then return to Standard. But if that is the intended way of playing, Team 5 should turn Wild into a tavern brawl instead of having it as a permanent mode.
Another argument I sometimes read is that Wild is a place to play old decks. That sounds nice in theory, but in practice it's pretty rare to encounter an old deck as-is on the Wild ladder and I imagine that has a lot to do with the fact that those decks are not nearly as powerful as decks that gather synergies from all sets. If they want to give players a bit of nostalgia, a tavern brawl where everyone plays decks from a certain era would be a better format for that: players want to relive the good plays of their old favorite deck, not sit there and be slaughtered by cards and combinations that didn't exist back then.
I don't think it's possible to perfectly balance Wild, but that's not really necessary either: it's pretty rare for Standard to be perfectly balanced as well. As long as the decks that are worst to play against don't have too much of a population for too long of a time, players can deal with a bit of chaos.
The alternative to balance changes would be to replace Wild as a mode, for example by a mode with rotating sets. Personally, while I'd like to see such a mode, I'd prefer for it to exist in addition to Wild.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
play ashen elemental, slots into most decks easy and shits on ice block. no need to ruin a deck with a high skill cap that a ton of people love playing just because people refuse to tech against it.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
i think something should be done about big priest being able to drop a neptulon on 3 is a bit much, but other than that i completely agree. wild right now is arguably the fairest its ever been with a variety of aggro and tempo options, plus most of the "unfair" decks like pillager rogue and quest mage have a high skill floor and ceiling to be able to pull off the combos optimally, and theres plenty of options for counterplay if you're facing a lot of one certain list (ashen elemental blows out ice block and hand disruption shits on pillager).
based and fun pilled
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
They could also make Tamsin only redirect damage from your cards and powers, so you couldn't just turbo-fatigue yourself. Maybe even both.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
That’s basically an idea I’ve had before for the third format. Use the same card pool as Arena! But honestly, would be better if they went and had a different card pool for a new constructed set. Take like 9 sets, and Adventure or two, maybe Core, and filter out things that are too strong in the format with the available card pool. Even better if by rule they commonly ban cost reduction and ways to cheat out big things! Imagine a format that requires thinking and good trades to win! They should honestly just replace Classic with something like this
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
I play wild a lot. There are several problem decks, chief among them is Quest Mage. It is non interactive and each expansion makes completing the quest easier.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
Maybe unrelated but I would like to see Wild Arena, where every card can be picked with equal chance. Your comment reminded me of current Arena system but in constructed, which is why I wanted to tell my thoughts.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
Personally, I’ve wanted a “Limited” format for a while! Whether it’s Wild but with some bans, or more preferably a format with rotating sets from Wild and Standard sets (that could also have a few bans), a Wild-like format with a more limited card pool would be much easier for the team to balance down the line without having to disrupt what Wild is supposed to be. That way the players who like crazy busted decks can play Wild, and players who like playing with old cards, but want a more varied meta can find it in the limited format.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
Oh shoot, I totally forgot about them. I'm not sure how devs will handle but if I have to take a guess, I think each steps taking damage X times from your cards played might be the best resolution for this questline, rather than total damage taken.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
Virtually nothing is possible with the old cards because a tiny number of them dominate the format in a consistently non-interactive way. This has caused enough problems to cause streamers to a) express disgust and fatigue with the non-games, b) stop marketing Hearthstone substantially, or c) stop playing Hearthstone. This is combined with the player disatisfaction with the mode.
Wild is less of a format than it is a dumping ground of shit ideas drowning better ones. Once its problems strain the unpaid advertisers of the game, that kicks off a spiral that can hit Blizzard's bottom line. Combine that with player outrage and it's simply cheaper to nuke the problem cards than it is to set free support on fire. Knocking down ten cards is a small price to pay to negate consumer unrest; the issue now is whether or not they have the competence to clean house effectively.
It's a ton of positives with very few negatives.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
Tier 1 decks might not be the best as they have rock-paper-scissors relations between them, which I get it if I look at from your point of view. Yet, what is wrong with them, you might ask? It's Tier 1 decks being able to snowball pretty quick, even faster than Standard decks. Thus, Wild players would like to face off these decks with power-level being reduced and reasonable/fair like Standard. Sure, it might not be the same as Standard due to wide pool range of cards but an action must be taken. If you couldn't illustrate my point of view, think of it as Standard players complaining Sinstone Graveyard and Necrolord Draka within reason and then devs taking action against them. Wild community would like same action being taken, quick and on-point and not band-aids, just like how Standard were taken care of.
If you are curious about snowballing issues, there are a bunch of them and I even posted up a thread to discuss after I heard of Matt London's tweet. Click on here to check.
So, yeah. Leaving Wild as-is isn't the best solution. It's the passive-aggressive way of saying "Hey, we don't care. Get out." to me while you can brainstorm with community to restore its former glory.
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
If I had to guess, they're probably figuring how to fix The Demon Seed, since it'll be unplayable in every format come April. Maybe they're also thinking about future-proofing Tome Tampering and Switcheroo.
Naxx Out? - Card Design Competition Discussion Thread
This is what not playing Hearthstone for years does to a mf xd
Blizzard Commits to Fixing Problems With Hearthstone's Wild Format
what is wrong with Wild? There are several Tier 1 decks (2 shaman decks, pirate rogue, big priest, unholy DK , Secret mage ...) but none of them is clearly the best. What do they expect to fix?
Naxx Out? - Card Design Competition Discussion Thread
I believe the card you're looking for is called Mor'shan Elite.
Blood Magic
This Brawl needs to be changed to the first spell you play each turn and/or mana's worth of spells up to your current mana crystals or somesuch -- or it should simply be removed. It's almost impossible to be more newbie-hostile than this terrible brawl.
Anyway, this should win on Turn 2 or, if you are fast enough with an excellent connection and CPU, Turn 1.
### Brawl Deck
# Class: Demon Hunter
# Format: Wild
#
# 2x (0) Blur
# 2x (1) Double Jump
# 1x (1) Final Showdown
# 2x (1) Twin Slice
# 2x (2) Chaos Strike
# 1x (2) Fel Barrage
# 2x (2) Mark of Scorn
# 2x (2) Spectral Sight
# 2x (3) Acrobatics
# 2x (3) Relentless Pursuit
# 2x (4) Fel'dorei Warband
# 2x (4) Glide
# 2x (5) Need for Greed
# 2x (6) Relic of Dimensions
# 2x (6) Skull of Gul'dan
# 2x (8) Inner Demon
#
AAEBAZWrBAL39gOJ9wMO17sD4LwD2cYD1cgD78kD1tED29MD+dUDxd0D2d4DyIAEquIEhpIFiZIFAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Naxx Out? - Card Design Competition Discussion Thread
First batch of feedback:
About Razuvious, I kinda prefer the second one because of how dumb it is (in a good way), but it'd probably work better as a Neutral or as part of a core/initiate set, as it's kinda basic for an expansion legendary.
I think your two options are:
Blood Magic
Didn't we have this one a few months ago?
The LOR Meta Is Better Than Its Ever Been
Depending on how some people are feeling on a giving day LOR "sucks" right now.
There's a lot of salt, a lot of hate, on reddit specifically.
People don't know what decks to play, and as soon as they find a list it's invalidated by another.
Oh man these midrange lists sure are strong, nevermind ryze is toxic combo is too good, how about them Swarm decks? Then we go back to midrange again and the circle continues.
Meanwhile the deck brewers are doing crazy **** and winning games.
We have a new competitive yeti list on mastering runeterra with Darius, we have daybreak at top of S tier on mobalytics.
The reality is that this meta is like jello, it keeps changing shape and nobody knows what's going to happen.
To me that's exciting.
It's dynamic, it's moving, it's constantly changing, a world where anything is possible.
But to the salt lords who have to keep their edge because it's their career or livelihood or their claim to fame this meta is cancer.
They say one deck is top tier, and next week it's not. They say Nora is everywhere then Nora drops 5%. They say FTR doesn't exist and then FTR hits 55%.
This truly is the card game of champions right now and I'm going to enjoy every drop of it till rotation hits.
Let the salt lords cry, and the hardcores get mad, I'm having a blast.
MARVEL SNAP's Featured Location This Week is Camp Lehigh - Sound Off!
It took me a minute to figure out why Camp Lehigh gives you a 3 drop: it's because Captain America is one. :)
New Plans for Wild Format! What Could They Be?
Title says it all. Well, in case you haven't heard of, a developer called Matt London wrote a post on Twitter, indicating that Blizzard is planning to bring the best experience for Wild format.
I wonder what's going to happen but unless they look into these issues below, I'm not holding my breath. These are my takes and I would like to hear your thoughts as well:
General
Druid
Mage
Priest
Rogue
Shaman
That's all what I can think of. Let me hear your thoughts. With the insight shared from Blizzard, I really look forward to see Wild format grow even better.
Naxx Out? - Card Design Competition Discussion Thread
Feedback
Anything is definitely an improvement over the current version of Maexxna. I am slightly worried about how strong it is to bounce since Rogue definitely has the means of bouncing and playing this a bunch to lock down your opponent's board for several turns at a time, although sine this will eat up quite a bit of resources and they need a good board presence to be able to use that strategy, I guess it might be fine.
Arachnid Quarter is fine, though it does kinda strike as just a Freeze for Rogue, which I realize is the intention, but it might feel a bit weird to some people. Maexxna is definitely the most flashy card of the two.
As for Instructor Razuvious, if you do decide to go with him, do go with the first version. It might possibly come off as a bit lazy to reuse the same exact card for two competitions in a row to some people, but it's still a pretty solid card.
The Death Knight version of Sapphiron, Tomb Guardian has an effect that's kinda neat, although damaging Frozen enemy minions usually defeats the point of Freezing them in the first place unless the effect is quite strong. And even though this is quite strong, it does result in it playing a bit awkwardly especially since it costs so much mana.
The Mage version is kinda cool. I like the flavor of summon a Frozen copy of a thing. The AoE Infuse effect is quite a cool upgrade (even though only 4 is quite small for this amount of upgrade), but it won't really help you if you don't have a way to deal with the board on the same turn that you play it. The Infuse (4) is also missing the brackets around the 4.
Maexxna, Broodmother seems hard to make good use of since it wants you to have a lot of Beasts die meaning you're probably spamming Beasts and then hold it in your hand for a significant amount of time which somewhat goes against the nature of spamming Beasts in the first place. It seems like most of the time, it would be better to just play a Timber Wolf instead. That said, I admire the creativity of the Infuse stipulation.
I definitely prefer the second version.
My problem with the first version is that it's a location that actively encourages you to not use it since you want to keep playing Taunt minions to pump its damage while it just sits on the board and does nothing until you decide to use it at the time you need to.
The second one is mostly just "play it and use it", which is what I feel most locations should be like. Maybe you might wait for a better time to use it, but it still wants you to use it.
MARVEL SNAP's Featured Location This Week is Camp Lehigh - Sound Off!
Really nice for my shuri zero deck... I don't have any 3 drops (because I don't own sauron which I can also get for free from this)
Naxx Out? - Card Design Competition Discussion Thread
I was thinking it would have been cool if we'd gotten a cycle of "Quarter" cards in the miniset for each quarter, so here's two ideas I had on how to represent the Military quarter. Which one do you think is a better design?
Hearthstone's Server-Side Patch Today Brings Battlegrounds Balance, Arena Updates, and Bug Fixes
Update that was posted on Blizzard forums, of course by community vs Blizz:
I did this and it "works". Given that there is a work around like this, I doubt that Blizz would do anything else unless another update destroys our connection. But at least there is an option.