I've submitted considering all feedback you guys gave. That said, some feedback of my own:
Me0203
As many people have pointed out, your cards don't qualify. However, I think you could combine both ideas in a Amalgam Legendary with the following text:
Battlecry: If your deck contains exactly two minion types, give both types to all minions in your hand, deck and battlefield.
It should have vanilla stats, as it's not a very strong effect. Alternatively, you can make it so that it also gives +1/+1.
BasilAnguis
The new artwork looks much better. The textbox is too crammed, but I don't think you can write this effect in a less wordy way (I tried).
I've been playing a completely new deck idea through Diamond 4 into Diamond 3 and nearly Diamond 2 (with only a couple of losses).
Leona/Katarina - I saw it listed as a hot new thing that's making waves, and I have to say that it is really impressive. It's aggro enough that it can just win games if your opponent doesn't do much on the first two turns, and the makers called it aggro, but it seems a bit more like early midrange or something.
Doesn't have a high playrate currently, but the winrate is quite high ... like around the 60% mark. I'm currently at 76/100 in Diamond 3, with only one loss since 0/100 Diamond 4. So, figuring the math for that ... I'm 9-1 at the moment, though I did lose one game when I was at 0/100 Diamond 4. So, 9-2 I guess (unless you include the 3 games in Platinum, which would make it 12-2 since I first picked up the deck from scratch with no tutorial about how to use it or anything).
Well, hope this art is better because it is literally the only one there is.
That art is definitely better :) And "imbue" is a better word; I guess you're good to go!
@Me0203 I have to agree with the others about your cards not being okay for the comp :( They're definitely interesting, but they don't meet the "interact with exactly two types" requirement...
I played it against a Mana Burn/S'Theno DH, and they ran out of steam. I then matched another Soulfire/Hand, and since they went first, they won; but it was down to the wire. (We both whiffed one Soulfire into discarding a Soulfire each)
Well, hope this art is better because it is literally the only one there is. Somehow the main current villain of WoW has no official art or fan art besides this (except a porn pic). Everything else is screenshots from cinematics or her 3d model posed weirdly. Hope the text looks bettern now, played a bit with the editor. Also changed infuse with imbue to not confuse with previous infuse keyword.
Feedback
Show Spoiler
linkblade91 - sorry for skipping you. I like your card because it fits both hunter themes (mech and beasts being main tribes) and it implements an effect that appeared in the class before but in a new way. Still i think it's the sort of deign to be either broken or worthless, like with a lot of recent hunter legendaries (Wing Commander Ichman, Tavish Stormpike).
Me0203 - Honestly i feel using amalgams here is a bit of cheating the intended point of the contest. That aside the cards are also kinda… weird. I don't get what Volatile Experiment even does. It gives tribes from the board to minions in your hand? if so it's a really bad way to formulate it. Tur'ribe is just bad. Bad stats for the cost, asks you to have played 2 of 6 amalgams that exist in the game and the payoff is not worth it.
Wailor - Like it a lot but please put it at 4 mana. We already have Gorloc Ravager with same stats and similar effect. If you wanted to make like a warlock version of him… fine. But this card is already heavily played in warlock to tutor Mutanus and gigafin so it's like you have 4 of the same minion almost.
Alright, I guess I'll up the cost of Drex :P I should also include the word "friendly" in there, as well: surprised no one noticed that he can proc off of enemy Deathrattles...including myself lol. Not super happy to nerf him to 5, but that's the cost of doin' business...
Secondly, let's talk about Snapping. Unlike Hearthstone (and most other CCGs with a ladder), in Snap, a player can make their wins count way more than their losses by knowing when they have the advantage and when they've been beat. No, you're not going to have a 75% winrate, no matter what deck you play - this is true of every card game (unless you're a Youtuber and you play four games with a deck). However, you can climb like you have a 75% winrate by retreating before you lose more than 2 cubes and snapping when you have a good chance of winning the game to increase your payout.
I am well aware of how snapping works. My final collection level before uninstalling the game was around 2700-2800.
Defenders of the game keep talking about snapping and how you need to do it properly. But here's the thing - let's assume everyone in the game learns how to snap properly (and based on your comments and those from other people, that shouldn't take all that long, so it's a completely reasonable assumption). What happens at that point?
Scenario 1 - you're in a losing position, so you retreat. Your opponent gets 1 lousy cube. Yay for them sort of? No big loss for you.
Scenario 2 - you're in a winning position, so your opponent retreats. You get 1 lousy cube. Yay? Not really.
Scenario 3 - it's unclear who is winning, or you expect a surprise, but you think you have a chance. You don't snap, and your opponent doesn't either (because they are thinking the same as you are, since they also understand snapping). The game ends and someone gets 2 cubes. Clearly better than 1, but still not that exciting.
Scenario 4 - one of you is confident of winning and snaps. At this point, if the snapper was playing correctly (which we already assumed they are), they will win this game. That means the one who didn't snap will retreat. Snapper gets only 1 cube.
There are several other variations, but I think the point is quite clear by now - if everyone snaps properly, no one ever gets or loses more than 2 cubes, and they generally only get or lose 1.
Yeah, about what I expected. Zombeast Hunter is still something I'd like to see in the future, but I admit it felt quite forced for this comp. And yes, finding good art for it was impossible. I'm glad to hear Captain Shivers is well received.
Feedback
linkblade
I think the switching tribe effect works well on this. Since the effect itself is pretty strong, this makes the player dependant on the current orientation, which makes it difficult to plan rapid fire summons. I do understand peoples concern for its on-curve potential. Since the deathtrattles you trigger are likely from minions played last turn, I don't think its value would be too damaged by increasing the cost by 1 or 2 (+ increase its stats a bit).
Nice catch with the Darkmoon Races miniset. The art fits it very well and I would have probably overlooked it.
Wailor
Elemental + Totem seems difficult from a deckbuilding perspective. Totem decks are in my experience forced to go all-in on Totems.
I like Deadmoon Raider. The main problem with it is that the Rush effect wants to be a passive, but the Reborn effect has to be a battlecry or you'll have to replace the Rush with something else. I still think it has a lot of potential.
I can't help but compare Blackgill Cultist to Gorloc Ravager considering both have a tutored draw and identical statlines. What makes Blackgill Cultist interesting in comparison is that it could give an expensive Demon a Murloc-cost. At 5 Mana you'll be able to play the Demon on turn 6, but the Murloc will be a dead card considering its increased cost. I think it could use a few extra statpoint so you don't waste a turn setting up to play a big card slightly earlier. There's also no big Demons in Standard this year, so I think this should at least be in a different expansion.
Neoguli
The idea of combining these requirements that are common for their types is quite neat. It's a solid card, although the effect isn't particularly exciting. I do think it could use an extra statpoint since 4 Mana is on the higher side for card generation and the battlecry already has a requirement. I see you've already submitted though.
Demon
Quite powerful, but since you can't control targets and probably also need some smaller Elementals (and/or Dragons) to make the deck work, it's probably not too crazy for a Legendary. 7 Mana might still be low for a Neutral? Overall a very cool card.
Moondreamer
Great job on the rework! What I like to add to others' feedback is that you should keep in mind that a buff only being able to affect specific minions is a downside you should take into consideration.
anchorm4n
I agree that this is a very minor synergy and even if it technically counts will likely lose a point for it. I recommend trying something else.
On a sidenote, do make sure you get some decent art. You don't want an Eversong Reanimater situation. I spent a while looking for art and couldn't find anything decent. So if you can't find any, make sure you have a backup plan that you might still be able to get some feedback on.
BasilAnguis
I don't like that the text is very small, which is a shame, because it's a cool effect. I'm also conflicted on whether 3 damage is too much, because it is very easy to activate the effect again the second turn and it even hits the hero. But 2 damage might not be big enough considering how difficult it is to keep the chain going afterwards. Any chance you'll lose the Elemental tag?
Me0203
I'm afraid that these probably won't count for this comp. Volatile Experiment doesn't interact with two specific minions types. And I do consider Amalgam or "All" a minion type, but by definition you can't pair it with a single other type (let alone an unspecified one) since that type is already included in "All". And on a sidenote, Imp isn't a minion type, although I agree that not all Imps having "Imp" in their name is very confusing.
Just wanted to grab that easy pack so I went in with Patches and Embiggen. First game, all Patches, full mulligan, all Patches. Turns 1 and 2: drew Patches. Concede.
Never really heard of such a brand. But advertising can be anything. For example, I am a marketer and work with social media, I often use this webpage for information. Social media is playing a very important role in every field. In the future, it will be the main platform for making money.
Submitted my card after changing some things, the feedback was useful! Mainly, swapped my artwork for the one Wailor suggested (I like yours better as well!) and made the Beast-eating a more feel-good moment by reducing the cost of the card to 2 mana and by making it so that the Dragon gains Rush as well. To compensate, the buff is now +2/+2 instead of +2/+3. The wording was changed to "The next dragon you play eats it to gain..." so that it's clearer that the Beast needs to be alive for the buffs to be granted.
I feel like I don't have much to add when it comes to feedback to others, so I'll just say a few things:
Show Spoiler
Anchorm4n: I actually really enjoy the idea behind this card's effect (though I agree it pushes its luck a bit when it comes to the rules) but I feel like you are going to need to find a really good artwork to sell the card, which is always quite difficult. That's why I think, for custom cards, a top-down approach where you start from the artwork and then think of the effect is pretty much always better.
Wailor: I like this effect and I've quite enjoyed the addition of the Murloc package to various Reno Warlock decks. With that said, I think you could actually push this a bit more considering the deckbuilding cost. I feel like this could be pushed to 4 mana, maybe at the cost of a stat point somewhere. Not many ways you can break Demons by cheating them out on turn 4, anyway. Warlocks have been doing it since Naxxramas!
And you will think how to accompany them with cards you have in a best possible way. And this period lasts for a several months, until you have all the pool 3 cards.
I agree, it would take several months of steady playing to collect the entire pool 3.
Just to remind you, your claim here has consistently been that Marvel Snap is better than LoR, because it's harder to get all the cards.
Now, to repeat my previous comment: it takes a full year of steady playing to collect complete sets of all of the cards in LoR.
Last I checked, a year is longer than a few months.
Edit - I should clarify that I don't think Snap is actually bad - it's mediocre at best, but with some cool new ideas. What I do think is that it's highly deceptive at the beginning - the player experience through pools 1 and 2 are not even remotely similar to the experience after entering pool 3. Which brings me to the crux of my issue with Snap - it's not nearly as good as the hype makes it out to be, and it definitely did not deserve to win game of the year. If the entire game experience was similar to the pool 1 and 2 experience, the game would be flat-out amazing. But pool 3+ completely ruins it for me. It's like they did a giant bait-and-switch.
I'm glad it made game of the year over any blizzard game. The lesser evil. Like in politics. Lo
And you will think how to accompany them with cards you have in a best possible way. And this period lasts for a several months, until you have all the pool 3 cards.
I agree, it would take several months of steady playing to collect the entire pool 3.
Just to remind you, your claim here has consistently been that Marvel Snap is better than LoR, because it's harder to get all the cards.
Now, to repeat my previous comment: it takes a full year of steady playing to collect complete sets of all of the cards in LoR.
Last I checked, a year is longer than a few months.
Edit - I should clarify that I don't think Snap is actually bad - it's mediocre at best, but with some cool new ideas. What I do think is that it's highly deceptive at the beginning - the player experience through pools 1 and 2 are not even remotely similar to the experience after entering pool 3. Which brings me to the crux of my issue with Snap - it's not nearly as good as the hype makes it out to be, and it definitely did not deserve to win game of the year. If the entire game experience was similar to the pool 1 and 2 experience, the game would be flat-out amazing. But pool 3+ completely ruins it for me. It's like they did a giant bait-and-switch.
Ok. So, first we should establish that in NO CARD GAME should you expect to be favored in every single game you play. Variance - which cards you draw, which cards your opponent draws, which counter/tech cards you run (yes, tech cards do exist in other card games!) etc., will always have an impact on how the game plays out.
Secondly, let's talk about Snapping. Unlike Hearthstone (and most other CCGs with a ladder), in Snap, a player can make their wins count way more than their losses by knowing when they have the advantage and when they've been beat. No, you're not going to have a 75% winrate, no matter what deck you play - this is true of every card game (unless you're a Youtuber and you play four games with a deck). However, you can climb like you have a 75% winrate by retreating before you lose more than 2 cubes and snapping when you have a good chance of winning the game to increase your payout.
I also don't understand the argument that "homebrew" lists don't work in Snap because "everyone else" is running "top tier meta decks," especially when another argument being made against Snap is the lack of targeted card acquisition. How does everyone else have access to top tier meta decks if they also can't target every card they need for those decks?
Snap is NOT a perfect game, and if it's not the game for you THAT IS TOTALLY FINE. There are plenty of other games out there that can and will be your cup of tea. Don't act like a game is universally bad because you personally don't enjoy playing it, instead you should find a game you do enjoy playing.
In the end, I see this entire thread as a convincing argument that Snap is actually pretty decent, considering that one person is arguing that Snap is bad because it lacks reactive plays and another is arguing that Snap is bad because every deck you could play has an easy counter to it that any deck can run. Penalties offset, replay first post.
Nothing wrong with naming your cards "(Name), (Descriptor)" or some variant of that. It's a tried and working formula.
As for the card, I'm not entirely sure what to say but I think it just works. I think Me0203 might have a point as far as how cheap high-costed Beasts can be cheated out is concerned.
Wailor
I do like Totem synergy, but Lord Amethos doesn't seem particularly strong since Totems generally don't have huge effects. The best thing you could copy with it is probably Grand Totem Eys'or, which can be strong, but then how slow you are to copy it puts its power level down quite a bit.
Deadmoon Raider is fine. I reckon that this text structure is one we'll probably encounter quite a bit.
Blackgill Cultist is my favorite of your cards. I think it's the best conceived some Demons and Murlocs are both swarmy archetypes, and it can even be synergized with small Murlocs (most of them) and large Demons.
Neoguli
This card isn't terrible exciting, but it's okay.
AeroJulwin
Eversong Reanimater is alright, but the artwork doesn't really fit the card.
Captain Shivers might be just used as a 5 mana 5/4 with Rush that's Immune while attacking (since just like Tundra Rhino, its effect will also work on itself). The Pirate direction is definitely stronger, although given that Mr. Smite exists, your ground for him might be taken already even if he has been nerfed whereas your Undead route is a weaker Ace Hunter Kreen. The card probably lives by the fact that its effect works on itself.
Moondreamer
Incredibly flavorful, but what happens if the Beast is dead before you play the Dragon? Does the Dragon still eat it anyway because that's not particularly intuitive and would also cause some gameplay problems.
Anchorm4n
A fine card, but I too am on the edge as to whether or not it counts since it doesn't really want you to play a dual-tribal deck with these things. Obviously it works better there, but it's not like you have to. I'm afraid I don't know.
BasilAnguis
I guess that's pretty cool. However, the art isn't particularly great (as some others have pointed out) and the textbox seems quite bloated. The use of the word "infuse" to refer to the Battlecry transferring is also not entirely ideal given the Infuse mechanic in MaCN.
Me0203
This type of type-changing is something that we might see in the game. However, I'm pretty sure neither of these cards count. Volatile Experiment because it doesn't interact with two tribes at baseline, just one. And "Discover a friendly minion" is a bit weird unless it's supposed to also give you a copy of the minion in your hand, which if it is, it should specify "a copy of a friendly minion". Tur'ribe on the other hand interacts with more than two at baseline which isn't allowed.
Okay so now that the hot fix has landed and we can safely say we've moved past the stupid card pile phase, which happens every now and then, and pro players are like man this 3 champion split deck is 100% the best deck in the game, we can talk about what people are actually playing.
S tier:
1. Lulu Jinx - that right now the game is more or less balanced you can just play sneezy bigger dust and win fun deck that has stood the test of time in S tier
2. Pirate aggro - nerfed into the ground and still S tier its never going anywhere
A tier:
1 hallowed - yep another deck that has stood the test of time with the competitive use of the "recently" reworked Katarina showing that any low tier can become top tier.
2.hemier shadow - there's always some version of heimer control that is playable this does not change its universal
3. Ramp - ramp is probably the strongest its been in a long time in the latest expansion, I would call it almost unfair and all the best decks are.
4. Attrox decks - I'm just gonna lump these together cheap value equipment plus a big boy, sometimes you play for value and you go Kayne sometimes you play for thr extra attacks with Vayne, good flexible champ.
5. Swain Tf - one of the oldest viable control decks in LOR revitalized by the buffs to Swain and boat. Once again any low tier deck can be A tier.
6.plunder - even the nerf to gangplank can't keep this powerhouse midrange deck down.
7. Annie Jhin - kinda the worse version of aggro right now mainly because Jhins champ spell is the worst in the game. Change that and this aggro deck might hit S tier one day.
8. Seraphine Ezreal - still a good combo deck due to the spell priority change where spell procs happen instantly and you can just stack 10 spells for lethal, the nerd to barkeep didn't change a ton
9. Rumble - kinda just a scary card and obviously vayne let's him attack extra but I don't think she's necessary
Personal addition:
10. Shurima - I don't care if it's mono shurima or ziggs thaliyah landmarks this deck did not go from S tier to D tier with a 1 mana nerf.
B tier:
Lurk & deep - I'm gonna lump these together as the good bilgewater tribal decks I think they are both very playable
Yassao - yep if you're not brain deck this deck can put in the work
Zed Heckarim - got a very strong tribal card eith the latest expansion which makes it quite playable but not without weakness
So there you have it, actual archetypes and actual decks. I wouldn't be surprised if there's eay more thats viable that people just aren't playing.
The card pool is massive at this point and I kinda like that.
I'm gonna hate rotation, and I kinda hate these one hit wonder Champs Lor keeps releasing when Swain and Sejuani have been A tier for like the entirety of the lifespan of the game.
Did they ever disclose any info on changes to player base after implementing the new BGs season pass? Curious to know if a lot of people left? Has it been a success?
I had a pretty busy schedule this last month and a half so I was not able ot play (again) as much as I would have wanted.
I bought the tavern pass day one and got to lvl 76 today. I am still missing one of my weeklies so I will probable get to 77 this night.
As for the DK class, I only got 18 wins and got to lvl 24 with it but really like it, even if it is not really that powerfull. The flavour is really nice.
Waiting for the next round of nerf to craft most of the stuff that I want, as I have aroun 8k arcane dust in total and some nerf could get me into de 9-10k territory.
Snowpocalypse 3
@Horus: Are we in the midst of a Temporary Truce or are we in the Eye of the Storm and hoarding snowballs for a snowmageddon? 😇
Prepare for Tribal, Make it Double - Card Design Competition Discussion Thread
I've submitted considering all feedback you guys gave. That said, some feedback of my own:
Battlecry: If your deck contains exactly two minion types, give both types to all minions in your hand, deck and battlefield.
It should have vanilla stats, as it's not a very strong effect. Alternatively, you can make it so that it also gives +1/+1.
Lor Meta Review - Aka Why Arechetypes Matter Again
I've been playing a completely new deck idea through Diamond 4 into Diamond 3 and nearly Diamond 2 (with only a couple of losses).
Leona/Katarina - I saw it listed as a hot new thing that's making waves, and I have to say that it is really impressive. It's aggro enough that it can just win games if your opponent doesn't do much on the first two turns, and the makers called it aggro, but it seems a bit more like early midrange or something.
Doesn't have a high playrate currently, but the winrate is quite high ... like around the 60% mark. I'm currently at 76/100 in Diamond 3, with only one loss since 0/100 Diamond 4. So, figuring the math for that ... I'm 9-1 at the moment, though I did lose one game when I was at 0/100 Diamond 4. So, 9-2 I guess (unless you include the 3 games in Platinum, which would make it 12-2 since I first picked up the deck from scratch with no tutorial about how to use it or anything).
Prepare for Tribal, Make it Double - Card Design Competition Discussion Thread
That art is definitely better :) And "imbue" is a better word; I guess you're good to go!
@Me0203 I have to agree with the others about your cards not being okay for the comp :( They're definitely interesting, but they don't meet the "interact with exactly two types" requirement...
Top 2
I played it against a Mana Burn/S'Theno DH, and they ran out of steam.
I then matched another Soulfire/Hand, and since they went first, they won; but it was down to the wire.
(We both whiffed one Soulfire into discarding a Soulfire each)
Prepare for Tribal, Make it Double - Card Design Competition Discussion Thread
Well, hope this art is better because it is literally the only one there is. Somehow the main current villain of WoW has no official art or fan art besides this (except a porn pic). Everything else is screenshots from cinematics or her 3d model posed weirdly. Hope the text looks bettern now, played a bit with the editor. Also changed infuse with imbue to not confuse with previous infuse keyword.
Feedback
linkblade91 - sorry for skipping you. I like your card because it fits both hunter themes (mech and beasts being main tribes) and it implements an effect that appeared in the class before but in a new way. Still i think it's the sort of deign to be either broken or worthless, like with a lot of recent hunter legendaries (Wing Commander Ichman, Tavish Stormpike).
Me0203 - Honestly i feel using amalgams here is a bit of cheating the intended point of the contest. That aside the cards are also kinda… weird. I don't get what Volatile Experiment even does. It gives tribes from the board to minions in your hand? if so it's a really bad way to formulate it. Tur'ribe is just bad. Bad stats for the cost, asks you to have played 2 of 6 amalgams that exist in the game and the payoff is not worth it.
Wailor - Like it a lot but please put it at 4 mana. We already have Gorloc Ravager with same stats and similar effect. If you wanted to make like a warlock version of him… fine. But this card is already heavily played in warlock to tutor Mutanus and gigafin so it's like you have 4 of the same minion almost.
Top 2
How do your Soulfires cost 0? Mine definitely cost 1 in the deck-editor; is it messed up once you enter the game?
Prepare for Tribal, Make it Double - Card Design Competition Discussion Thread
Alright, I guess I'll up the cost of Drex :P I should also include the word "friendly" in there, as well: surprised no one noticed that he can proc off of enemy Deathrattles...including myself lol. Not super happy to nerf him to 5, but that's the cost of doin' business...
Top 2
My oh my. And just when I thought that nothing more disgusting than patched embiggen will not show.
Every one and their mother is playing legacy soulfire with hand of guldan.
May the gods of discard be with you!
Is Marvel Snap Kind Of A Bad Game?
I am well aware of how snapping works. My final collection level before uninstalling the game was around 2700-2800.
Defenders of the game keep talking about snapping and how you need to do it properly. But here's the thing - let's assume everyone in the game learns how to snap properly (and based on your comments and those from other people, that shouldn't take all that long, so it's a completely reasonable assumption). What happens at that point?
Scenario 1 - you're in a losing position, so you retreat. Your opponent gets 1 lousy cube. Yay for them sort of? No big loss for you.
Scenario 2 - you're in a winning position, so your opponent retreats. You get 1 lousy cube. Yay? Not really.
Scenario 3 - it's unclear who is winning, or you expect a surprise, but you think you have a chance. You don't snap, and your opponent doesn't either (because they are thinking the same as you are, since they also understand snapping). The game ends and someone gets 2 cubes. Clearly better than 1, but still not that exciting.
Scenario 4 - one of you is confident of winning and snaps. At this point, if the snapper was playing correctly (which we already assumed they are), they will win this game. That means the one who didn't snap will retreat. Snapper gets only 1 cube.
There are several other variations, but I think the point is quite clear by now - if everyone snaps properly, no one ever gets or loses more than 2 cubes, and they generally only get or lose 1.
Prepare for Tribal, Make it Double - Card Design Competition Discussion Thread
Yeah, about what I expected. Zombeast Hunter is still something I'd like to see in the future, but I admit it felt quite forced for this comp. And yes, finding good art for it was impossible. I'm glad to hear Captain Shivers is well received.
Nice catch with the Darkmoon Races miniset. The art fits it very well and I would have probably overlooked it.
I like Deadmoon Raider. The main problem with it is that the Rush effect wants to be a passive, but the Reborn effect has to be a battlecry or you'll have to replace the Rush with something else. I still think it has a lot of potential.
I can't help but compare Blackgill Cultist to Gorloc Ravager considering both have a tutored draw and identical statlines. What makes Blackgill Cultist interesting in comparison is that it could give an expensive Demon a Murloc-cost. At 5 Mana you'll be able to play the Demon on turn 6, but the Murloc will be a dead card considering its increased cost. I think it could use a few extra statpoint so you don't waste a turn setting up to play a big card slightly earlier. There's also no big Demons in Standard this year, so I think this should at least be in a different expansion.
On a sidenote, do make sure you get some decent art. You don't want an Eversong Reanimater situation. I spent a while looking for art and couldn't find anything decent. So if you can't find any, make sure you have a backup plan that you might still be able to get some feedback on.
Top 2
Just wanted to grab that easy pack so I went in with Patches and Embiggen. First game, all Patches, full mulligan, all Patches. Turns 1 and 2: drew Patches. Concede.
lionbearmedia
Never really heard of such a brand. But advertising can be anything. For example, I am a marketer and work with social media, I often use this webpage for information. Social media is playing a very important role in every field. In the future, it will be the main platform for making money.
OakLawnLandscaping
thanks
Prepare for Tribal, Make it Double - Card Design Competition Discussion Thread
Submitted my card after changing some things, the feedback was useful! Mainly, swapped my artwork for the one Wailor suggested (I like yours better as well!) and made the Beast-eating a more feel-good moment by reducing the cost of the card to 2 mana and by making it so that the Dragon gains Rush as well. To compensate, the buff is now +2/+2 instead of +2/+3. The wording was changed to "The next dragon you play eats it to gain..." so that it's clearer that the Beast needs to be alive for the buffs to be granted.
I feel like I don't have much to add when it comes to feedback to others, so I'll just say a few things:
Anchorm4n: I actually really enjoy the idea behind this card's effect (though I agree it pushes its luck a bit when it comes to the rules) but I feel like you are going to need to find a really good artwork to sell the card, which is always quite difficult. That's why I think, for custom cards, a top-down approach where you start from the artwork and then think of the effect is pretty much always better.
Wailor: I like this effect and I've quite enjoyed the addition of the Murloc package to various Reno Warlock decks. With that said, I think you could actually push this a bit more considering the deckbuilding cost. I feel like this could be pushed to 4 mana, maybe at the cost of a stat point somewhere. Not many ways you can break Demons by cheating them out on turn 4, anyway. Warlocks have been doing it since Naxxramas!
Hearthstone Battlegrounds is Getting 11 New Dual-Typed Minions
Well, according to the latest article ( https://outof.cards/news/5915-blizzard-addresses-frequently-asked-questions-for-battlegrounds-season-3/ ) ; " Dual-type minions will appear in any lobby with either minion in them. "
Is Marvel Snap Kind Of A Bad Game?
I'm glad it made game of the year over any blizzard game. The lesser evil. Like in politics. Lo
Snowpocalypse 3
Let us know if you need an extra hint, but I think @Demonxz95 did put you on the right track
Is Marvel Snap Kind Of A Bad Game?
I agree, it would take several months of steady playing to collect the entire pool 3.
Just to remind you, your claim here has consistently been that Marvel Snap is better than LoR, because it's harder to get all the cards.
Now, to repeat my previous comment: it takes a full year of steady playing to collect complete sets of all of the cards in LoR.
Last I checked, a year is longer than a few months.
Edit - I should clarify that I don't think Snap is actually bad - it's mediocre at best, but with some cool new ideas. What I do think is that it's highly deceptive at the beginning - the player experience through pools 1 and 2 are not even remotely similar to the experience after entering pool 3. Which brings me to the crux of my issue with Snap - it's not nearly as good as the hype makes it out to be, and it definitely did not deserve to win game of the year. If the entire game experience was similar to the pool 1 and 2 experience, the game would be flat-out amazing. But pool 3+ completely ruins it for me. It's like they did a giant bait-and-switch.
Is Marvel Snap Kind Of A Bad Game?
Ok. So, first we should establish that in NO CARD GAME should you expect to be favored in every single game you play. Variance - which cards you draw, which cards your opponent draws, which counter/tech cards you run (yes, tech cards do exist in other card games!) etc., will always have an impact on how the game plays out.
Secondly, let's talk about Snapping. Unlike Hearthstone (and most other CCGs with a ladder), in Snap, a player can make their wins count way more than their losses by knowing when they have the advantage and when they've been beat. No, you're not going to have a 75% winrate, no matter what deck you play - this is true of every card game (unless you're a Youtuber and you play four games with a deck). However, you can climb like you have a 75% winrate by retreating before you lose more than 2 cubes and snapping when you have a good chance of winning the game to increase your payout.
I also don't understand the argument that "homebrew" lists don't work in Snap because "everyone else" is running "top tier meta decks," especially when another argument being made against Snap is the lack of targeted card acquisition. How does everyone else have access to top tier meta decks if they also can't target every card they need for those decks?
Snap is NOT a perfect game, and if it's not the game for you THAT IS TOTALLY FINE. There are plenty of other games out there that can and will be your cup of tea. Don't act like a game is universally bad because you personally don't enjoy playing it, instead you should find a game you do enjoy playing.
In the end, I see this entire thread as a convincing argument that Snap is actually pretty decent, considering that one person is arguing that Snap is bad because it lacks reactive plays and another is arguing that Snap is bad because every deck you could play has an easy counter to it that any deck can run. Penalties offset, replay first post.
Prepare for Tribal, Make it Double - Card Design Competition Discussion Thread
Alright, feedback time!
Nothing wrong with naming your cards "(Name), (Descriptor)" or some variant of that. It's a tried and working formula.
As for the card, I'm not entirely sure what to say but I think it just works. I think Me0203 might have a point as far as how cheap high-costed Beasts can be cheated out is concerned.
I do like Totem synergy, but Lord Amethos doesn't seem particularly strong since Totems generally don't have huge effects. The best thing you could copy with it is probably Grand Totem Eys'or, which can be strong, but then how slow you are to copy it puts its power level down quite a bit.
Deadmoon Raider is fine. I reckon that this text structure is one we'll probably encounter quite a bit.
Blackgill Cultist is my favorite of your cards. I think it's the best conceived some Demons and Murlocs are both swarmy archetypes, and it can even be synergized with small Murlocs (most of them) and large Demons.
Eversong Reanimater is alright, but the artwork doesn't really fit the card.
Captain Shivers might be just used as a 5 mana 5/4 with Rush that's Immune while attacking (since just like Tundra Rhino, its effect will also work on itself). The Pirate direction is definitely stronger, although given that Mr. Smite exists, your ground for him might be taken already even if he has been nerfed whereas your Undead route is a weaker Ace Hunter Kreen. The card probably lives by the fact that its effect works on itself.
Snowpocalypse 3
Lor Meta Review - Aka Why Arechetypes Matter Again
https://app.mobalytics.gg/lor/meta-tier-list
Okay so now that the hot fix has landed and we can safely say we've moved past the stupid card pile phase, which happens every now and then, and pro players are like man this 3 champion split deck is 100% the best deck in the game, we can talk about what people are actually playing.
S tier:
1. Lulu Jinx - that right now the game is more or less balanced you can just play sneezy bigger dust and win fun deck that has stood the test of time in S tier
2. Pirate aggro - nerfed into the ground and still S tier its never going anywhere
A tier:
1 hallowed - yep another deck that has stood the test of time with the competitive use of the "recently" reworked Katarina showing that any low tier can become top tier.
2.hemier shadow - there's always some version of heimer control that is playable this does not change its universal
3. Ramp - ramp is probably the strongest its been in a long time in the latest expansion, I would call it almost unfair and all the best decks are.
4. Attrox decks - I'm just gonna lump these together cheap value equipment plus a big boy, sometimes you play for value and you go Kayne sometimes you play for thr extra attacks with Vayne, good flexible champ.
5. Swain Tf - one of the oldest viable control decks in LOR revitalized by the buffs to Swain and boat. Once again any low tier deck can be A tier.
6.plunder - even the nerf to gangplank can't keep this powerhouse midrange deck down.
7. Annie Jhin - kinda the worse version of aggro right now mainly because Jhins champ spell is the worst in the game. Change that and this aggro deck might hit S tier one day.
8. Seraphine Ezreal - still a good combo deck due to the spell priority change where spell procs happen instantly and you can just stack 10 spells for lethal, the nerd to barkeep didn't change a ton
9. Rumble - kinda just a scary card and obviously vayne let's him attack extra but I don't think she's necessary
Personal addition:
10. Shurima - I don't care if it's mono shurima or ziggs thaliyah landmarks this deck did not go from S tier to D tier with a 1 mana nerf.
B tier:
Lurk & deep - I'm gonna lump these together as the good bilgewater tribal decks I think they are both very playable
Yassao - yep if you're not brain deck this deck can put in the work
Zed Heckarim - got a very strong tribal card eith the latest expansion which makes it quite playable but not without weakness
So there you have it, actual archetypes and actual decks. I wouldn't be surprised if there's eay more thats viable that people just aren't playing.
The card pool is massive at this point and I kinda like that.
I'm gonna hate rotation, and I kinda hate these one hit wonder Champs Lor keeps releasing when Swain and Sejuani have been A tier for like the entirety of the lifespan of the game.
Blizzard Addresses Frequently Asked Questions for Battlegrounds Season 3
Did they ever disclose any info on changes to player base after implementing the new BGs season pass? Curious to know if a lot of people left? Has it been a success?
Rewards Track: Current progress 7.0
I had a pretty busy schedule this last month and a half so I was not able ot play (again) as much as I would have wanted.
I bought the tavern pass day one and got to lvl 76 today. I am still missing one of my weeklies so I will probable get to 77 this night.
As for the DK class, I only got 18 wins and got to lvl 24 with it but really like it, even if it is not really that powerfull. The flavour is really nice.
Waiting for the next round of nerf to craft most of the stuff that I want, as I have aroun 8k arcane dust in total and some nerf could get me into de 9-10k territory.