but it proabbly works in terms of who came first? Loatheb first says it costs 5 more. then u get eye beam that says if this is outcast then it costs 1. loatheb effect comes first, think of it as a stack just like on MtG or LoR, effects triggered after are prioritized so they happen first and according to the cards mechanic
Well it's a loophole for sure, mainly because of how Eye Beam's outcast effect is worded. Is there any other spell/card that can circumvent Loatheb's effect like this card can?
Although this only happened because I managed to topdeck Eye Beam right after my opponent played Loatheb, so maybe that's why the outcast effect overrode it. I wonder if the spell will cost 6 mana if it's been sitting in my hand in outcast position once Loatheb is played (probably not because of the wording).
You are changing the Silver Hand Recruit from being summoned to being played, meaning he would now trigger things like Mirror Entity, Snipe, and Swamp King Dred. These aren't exactly popular cards, but it does matter. Not sure I like this change, all-in-all.
It's a neat idea, and one that I could see being a cool ability attached to a card like Vilefin Inquisitor. But if I'm being honest, I think if you want to make Paladin stronger and cement handbuff as a core mechanic it's better long-term to do a revamp of their basic/classic set instead.
I want to preface this by saying that I don't expect this to happen, but I just think it would be cool.
My idea is that the Paladin Hero Power could be buffed to:
This change would buff Paladin and make them able to very reliably fill out their curve. It would also help support the Paladin theme of Handbuffing and would slightly nerf the upgraded Hero Power. What do y'all think about this idea? Do you think it would help the game, or would it make Paladin's Hero Power too good?
Is there anyway you could change these pages, so they display the “your cost in dust“ number in addition to the “total cost“ number? That would be a huge help, instead of my needing to click through on each deck to see that figure…
Thoughts on my submitted card? The idea is to give support to both quest where you could run more weapons in the old quest since Warrior has enough taunts to make it work or add more taunts in the new quest to give your quest support while protecting any unwanted damage.
For your first card here (or at least your first post), not bad, not bad.
Tried and winished with 1 win and 10 loses in row. Heave some fun with mass evolving board but deck is reliant to draw Boggspine Knuckles to much. Many games their was on the bottom of the deck. Stuck on platinum 10 thanks to this deck :D
Thoughts on my submitted card? The idea is to give support to both quest where you could run more weapons in the old quest since Warrior has enough taunts to make it work or add more taunts in the new quest to give your quest support while protecting any unwanted damage.
I personally gave it a 4-star rating. I love the art (although it looks a bit low-res when zoomed in this much), and it's thematically appropriate. That said, +2/+2 on a weapon is a VERY HUGE buff.
Thoughts on my submitted card? The idea is to give support to both quest where you could run more weapons in the old quest since Warrior has enough taunts to make it work or add more taunts in the new quest to give your quest support while protecting any unwanted damage.
If you are careful with what you put these mechanics on, and what they payoff is, then it should be okay. You mentioned being worried that if you get paired against the wrong archetype then it can ruin your strategy. To get around this, don't implement these keywords in a way so that your deck is built around them. Also, this could be a good thing. If you are aggro vs aggro running bully cards, then you might have to shift your strategy a bit to stay ahead of your opponent in terms of life total.
I think this mechanic is really cool. I fully support anything that makes your health total more relevant. By that I mean, something that gives you more of an incentive to heal your face that isn't simply prolonging your demise.
What sort of things lead you to construct the decks that you do?
Trying wacky new stuff and making any card, no matter how bad it looks, work at least some times.
What are some common strategies and combinations that you really enjoy playing and iterating on?
I really like murlocs and midrange/control. I don`t care much about wich class it is, but I like trying to get late into every game.
In the past, which mechanics or interactions really caught your attention and made you want to try them yourself?
Deathrattle. I really liked the idea of a Deathrattle Shaman, (later added some evolve stuff and jades) but reiterated in the same idea every time
an interesting deathrattle card as the Ungoro turtle whose name I dont remember or the new one that kills everything and brings it back. Stalag and Feugen where to first that really captured me.
Do you prefer building new lists from the ground up, or iterating on existing archetypes?
I always try to start from scratch every time a new expansion comes out, but then about 2 weeks in I try to modify what had been made.
Has the meta ever influenced you to try building something new to counter it?
Yes! I remember trying to outplay jade druid and right now, Demon Hunter in general.
When you get an idea, does it typically involve a particular strategy, or do you focus on a card you like to build around?
Mostly focus on a card and build around it.
Do you make use of tech cards often, or just play a particular list as is?
I almost never use tech cards, I try to not compromise my lists and get what I want out of it. Even ranked with an Even Legendary Paladin once. It is fun.
I've started playing with ideas for a custom expansion, or even a custom year, but I thought I'd sound out a couple of the keyword ideas I had for the first one, before designing a set around them, only for them to be hated. So. here they are:
They are designed to be used in different deck designs, with Bully obviously being an aggro-centric ability, rewarding the player for taking the initiative, while Underdog aids the player in regaining control, surviving, or holding the game until they can produce a swing turn.
My concern here is that this mechanic would be polarising - If a control deck runs Underdog cards, they're stronger against Aggro, while weaker against other control decks. Likewise, Aggro decks that rely on Bully might find their plan undone by an aggro mirror, where their opponent doesn't run bully cards.
Questions to those who enjoy building decks in Hearthstone:
What sort of things lead you to construct the decks that you do?
What are some common strategies and combinations that you really enjoy playing and iterating on?
In the past, which mechanics or interactions really caught your attention and made you want to try them yourself?
Do you prefer building new lists from the ground up, or iterating on existing archetypes?
Has the meta ever influenced you to try building something new to counter it?
When you get an idea, does it typically involve a particular strategy, or do you focus on a card you like to build around?
Do you make use of tech cards often, or just play a particular list as is?
Questions to those who avoid deck building:
What is it that you dislike about deck building, if anything?
Has anything discouraged you from trying, or lead to you giving up at building a deck?
What do you feel is the most intimidating or difficult part to building a viable deck?
Do you find it more difficult to build decks in the constructed or arena game mode?
What do you typically do when the weekly Tavern Brawl requires you to build a deck?
What sort of tools or features do you think would motivate or allow you to build decks of your own design, if any?
I 100% fall into the deck building category, so heres my answers.
What sort of things lead you to construct the decks that you do?
Trying to make ideas work, normally based on Archetypes blizz half-heartedly supported at one time or another: e.g Freeze Shaman
What are some common strategies and combinations that you really enjoy playing and iterating on?
I generally lean towards Midrange/Control, although I've had more success with Aggro, inserting Replicat-o-tron into a Mech Paladin list, and utilizing [Hearthstone Card (BEEEES!) Not Found], Corridor Creeper and Knight of the Wild in a swarming druid list.
In the past, which mechanics or interactions really caught your attention and made you want to try them yourself?
Inspire. Always Inspire. I'd love to see it return. Also, overlooked interactions with cards like [Hearthstone Card (BEEES!) Not Found] in combination with Addled Grizzly or Knight of the Wild.
Do you prefer building new lists from the ground up, or iterating on existing archetypes?
Generally something that has at least been pushed towards, even if it is by 2 or 3 cards, such as Freeze Shaman with Moorabi and Cryostasis.
Has the meta ever influenced you to try building something new to counter it?
Only time I've ever really done this was in the peak of Big Priest. Sometimes it's minor counters, like Hungry Dragon in a dragon priest, other times it's how many random minions can I summon for you. Lately, I've been playing a disruption priest that uses double Dirty Rat and Double Unseen Saboteur to shut down combo decks.
When you get an idea, does it typically involve a particular strategy, or do you focus on a card you like to build around?
Generally Strategy. Focusing on one card without a reliable tutor is a fast track to frustration.
Do you make use of tech cards often, or just play a particular list as is?
When called for. I ran Hungry Dragon in dragon lists when Big Priest was dominant. Secret Tech when Secret Mage ruled.
Hi y'all! Here's my two cents (I mainly play Wild but still playing standard) ps:I do not speak english natively so expect some grammar mistake.
Kael'thas Sunstrider This is a pointless nerf. Don't bother nerfing if it's only for one mana when the problem is the text lol! I would have written " your third spell this game cost (0)" or something like this.
Bad Luck Albatross Fair nerf. It's not an auto-include anymore and it still counters reno (zephrys for standard) if you want to.
Frenzied Felwing It's not bad nerf. More AOE effect can kill this now but it's still (too much?) aggressive. The card itself is probably the mistake tbh :/
Altruis the Outcast Another pointless nerf. The card should just not hit face!
Battlefiend Nothing to say, it's a perfect nerf.
Glaivebound Adept It's not the attack the problem, it's the mana cost or the battlecry. I would have personally just nerf the battlecry, something like (Deal 3 damage) or (Deal 4 damage to a minion).
Sacrificial Pact YOU FACE JARAXXUS! i'm fine with the nerf. Maybe it would have been nice to heal for 6 instead, since it's loosing a lot of uses.
Bloodbloom It definitely kills darkest hour warlock and greatly nerf Mecha'thun decks. Nice nerf!
Libram of Justice It's cool to see a buff, but I don't think it will change much, I won't complain tho.
Open the Waygate What a bad nerf wtf? Sometimes I don't understand Blizzard. Counter to quest mage is being heavily nerf (DH and Darkest hour warlock) and this gets what? A one turn delay nerf? even 10 spells would have not been a big enough nerf. Either make 12 and hope no one want to play the deck anymore like The Caverns Below or change the reward completely. I don't know maybe something like "your next turn you have 14 mana" or something creative like this.
So yeah. I think Blizzard missed the target on this one. In particular the nerf on Kael'thas Sunstrider and Open the Waygate are very bad. For Demon hunter I won't complain too much since they will probably another set of nerf comming soon, I hope. Hope you've enjoyed my little rant ;)
New Demon Hunter Spell - Eye Beam
Well it's a loophole for sure, mainly because of how Eye Beam's outcast effect is worded. Is there any other spell/card that can circumvent Loatheb's effect like this card can?
Although this only happened because I managed to topdeck Eye Beam right after my opponent played Loatheb, so maybe that's why the outcast effect overrode it. I wonder if the spell will cost 6 mana if it's been sitting in my hand in outcast position once Loatheb is played (probably not because of the wording).
Paladin Hero Power Buff Idea
You are changing the Silver Hand Recruit from being summoned to being played, meaning he would now trigger things like Mirror Entity, Snipe, and Swamp King Dred. These aren't exactly popular cards, but it does matter. Not sure I like this change, all-in-all.
new alternative hero portrait spoiler: Siblings are always such a pain...
Need a rogue skin
Paladin Hero Power Buff Idea
It's a neat idea, and one that I could see being a cool ability attached to a card like Vilefin Inquisitor. But if I'm being honest, I think if you want to make Paladin stronger and cement handbuff as a core mechanic it's better long-term to do a revamp of their basic/classic set instead.
Paladin Hero Power Buff Idea
I want to preface this by saying that I don't expect this to happen, but I just think it would be cool.
My idea is that the Paladin Hero Power could be buffed to:
This change would buff Paladin and make them able to very reliably fill out their curve. It would also help support the Paladin theme of Handbuffing and would slightly nerf the upgraded Hero Power. What do y'all think about this idea? Do you think it would help the game, or would it make Paladin's Hero Power too good?
Looking for Something Wild to Play This Weekend? Out Favourite Community Created Wild Hearthstone Decks
Is there anyway you could change these pages, so they display the “your cost in dust“ number in addition to the “total cost“ number? That would be a huge help, instead of my needing to click through on each deck to see that figure…
The REAL Mastermind of the Rusted Legion
I like this theory! :)
TAUNT, INSECT! - Card Design Competition Discussion Thread
For your first card here (or at least your first post), not bad, not bad.
New Keywords!
Underdog effects would fell like quest priest.. I hate being punished for executing most deck's game plan
Also bully is too much of a win more...
I don't like the implications of those mechanics specially since they are not consistent from game to game and polarizing based on early game.
I like the hp threshold mechanic on warrior and warlock though.
Would suggest that you should make those effects about your life total in general not compared to your opponent.
Control Hunter
Wow, this deck is really good. I am 6-1. Lost to a res priest... but does that really count? Thanks Regis.. I made an account just to comment
Budget Legend Evolve Shaman
Tried and winished with 1 win and 10 loses in row. Heave some fun with mass evolving board but deck is reliant to draw Boggspine Knuckles to much. Many games their was on the bottom of the deck. Stuck on platinum 10 thanks to this deck :D
TAUNT, INSECT! - Card Design Competition Discussion Thread
I personally gave it a 4-star rating. I love the art (although it looks a bit low-res when zoomed in this much), and it's thematically appropriate. That said, +2/+2 on a weapon is a VERY HUGE buff.
TAUNT, INSECT! - Card Design Competition Discussion Thread
Thoughts on my submitted card? The idea is to give support to both quest where you could run more weapons in the old quest since Warrior has enough taunts to make it work or add more taunts in the new quest to give your quest support while protecting any unwanted damage.
New Tales of Runeterra Video for Piltover & Zaun - Featuring Jinx and Others
After not logging on for quite a few hours, having the thumbnail immediately just appear in front of my eyes was kinda scary.
VengaDragon Live
Live April 18, 2020 Stream & YouTube
New Keywords!
All things in moderation.
If you are careful with what you put these mechanics on, and what they payoff is, then it should be okay. You mentioned being worried that if you get paired against the wrong archetype then it can ruin your strategy. To get around this, don't implement these keywords in a way so that your deck is built around them. Also, this could be a good thing. If you are aggro vs aggro running bully cards, then you might have to shift your strategy a bit to stay ahead of your opponent in terms of life total.
I think this mechanic is really cool. I fully support anything that makes your health total more relevant. By that I mean, something that gives you more of an incentive to heal your face that isn't simply prolonging your demise.
What Inspires You To Build A Deck?
Trying wacky new stuff and making any card, no matter how bad it looks, work at least some times.
I really like murlocs and midrange/control. I don`t care much about wich class it is, but I like trying to get late into every game.
Deathrattle. I really liked the idea of a Deathrattle Shaman, (later added some evolve stuff and jades) but reiterated in the same idea every time
an interesting deathrattle card as the Ungoro turtle whose name I dont remember or the new one that kills everything and brings it back. Stalag and Feugen where to first that really captured me.
I always try to start from scratch every time a new expansion comes out, but then about 2 weeks in I try to modify what had been made.
Yes! I remember trying to outplay jade druid and right now, Demon Hunter in general.
Mostly focus on a card and build around it.
I almost never use tech cards, I try to not compromise my lists and get what I want out of it. Even ranked with an Even Legendary Paladin once. It is fun.
New Keywords!
I've started playing with ideas for a custom expansion, or even a custom year, but I thought I'd sound out a couple of the keyword ideas I had for the first one, before designing a set around them, only for them to be hated. So. here they are:
They are designed to be used in different deck designs, with Bully obviously being an aggro-centric ability, rewarding the player for taking the initiative, while Underdog aids the player in regaining control, surviving, or holding the game until they can produce a swing turn.
My concern here is that this mechanic would be polarising - If a control deck runs Underdog cards, they're stronger against Aggro, while weaker against other control decks. Likewise, Aggro decks that rely on Bully might find their plan undone by an aggro mirror, where their opponent doesn't run bully cards.
So....thoughts? Please?
What Inspires You To Build A Deck?
I 100% fall into the deck building category, so heres my answers.
Trying to make ideas work, normally based on Archetypes blizz half-heartedly supported at one time or another: e.g Freeze Shaman
I generally lean towards Midrange/Control, although I've had more success with Aggro, inserting Replicat-o-tron into a Mech Paladin list, and utilizing [Hearthstone Card (BEEEES!) Not Found], Corridor Creeper and Knight of the Wild in a swarming druid list.
Inspire. Always Inspire. I'd love to see it return. Also, overlooked interactions with cards like [Hearthstone Card (BEEES!) Not Found] in combination with Addled Grizzly or Knight of the Wild.
Generally something that has at least been pushed towards, even if it is by 2 or 3 cards, such as Freeze Shaman with Moorabi and Cryostasis.
Only time I've ever really done this was in the peak of Big Priest. Sometimes it's minor counters, like Hungry Dragon in a dragon priest, other times it's how many random minions can I summon for you. Lately, I've been playing a disruption priest that uses double Dirty Rat and Double Unseen Saboteur to shut down combo decks.
Generally Strategy. Focusing on one card without a reliable tutor is a fast track to frustration.
When called for. I ran Hungry Dragon in dragon lists when Big Priest was dominant. Secret Tech when Secret Mage ruled.
Fan Creations Tutorial - How to Use HearthCards #1: The Basics
I create a card and i don't see it i the gallery. Anyone know why?
New Demon Hunter Spell - Eye Beam
It seems consistent to the changes to Naga Sea Witch, which made giants cost 5, than applied their own natural cost reductions.
In that case - Minions cost 5 - 5 mana giant costs less based on condition
Here - Spells cost 5 more - Outcast costs 1.
If it said costs 2 less, then it would be weird, but as it is, it's right.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
Only if you DE it, the only time you get dust just for owning a card is when it is hall of famed
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
so it's safe to make a gold Altruis the Outcast right ? cause all get all that dust back ?
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
Hi y'all! Here's my two cents (I mainly play Wild but still playing standard) ps:I do not speak english natively so expect some grammar mistake.
Kael'thas Sunstrider This is a pointless nerf. Don't bother nerfing if it's only for one mana when the problem is the text lol! I would have written " your third spell this game cost (0)" or something like this.
Bad Luck Albatross Fair nerf. It's not an auto-include anymore and it still counters reno (zephrys for standard) if you want to.
Frenzied Felwing It's not bad nerf. More AOE effect can kill this now but it's still (too much?) aggressive. The card itself is probably the mistake tbh :/
Altruis the Outcast Another pointless nerf. The card should just not hit face!
Battlefiend Nothing to say, it's a perfect nerf.
Glaivebound Adept It's not the attack the problem, it's the mana cost or the battlecry. I would have personally just nerf the battlecry, something like (Deal 3 damage) or (Deal 4 damage to a minion).
Sacrificial Pact YOU FACE JARAXXUS! i'm fine with the nerf. Maybe it would have been nice to heal for 6 instead, since it's loosing a lot of uses.
Bloodbloom It definitely kills darkest hour warlock and greatly nerf Mecha'thun decks. Nice nerf!
Libram of Justice It's cool to see a buff, but I don't think it will change much, I won't complain tho.
Open the Waygate What a bad nerf wtf? Sometimes I don't understand Blizzard. Counter to quest mage is being heavily nerf (DH and Darkest hour warlock) and this gets what? A one turn delay nerf? even 10 spells would have not been a big enough nerf. Either make 12 and hope no one want to play the deck anymore like The Caverns Below or change the reward completely. I don't know maybe something like "your next turn you have 14 mana" or something creative like this.
So yeah. I think Blizzard missed the target on this one. In particular the nerf on Kael'thas Sunstrider and Open the Waygate are very bad. For Demon hunter I won't complain too much since they will probably another set of nerf comming soon, I hope. Hope you've enjoyed my little rant ;)
New Tales of Runeterra Video for Piltover & Zaun - Featuring Jinx and Others
Trifarian Gloryseeker
It's her.