Just a reminder to everyone, when you make a card, you have to save the image then upload it to Imgur or another image hosting site. Hearthcards deletes images after a few days if they don't get into the gallery.
Whether intentionally or not, the Unstable Voltician update is not a real change - this was the behavior the card had already. If anything, this is a text fix (although you could argue the behavior was a bug before based on how the card was templated).
Overall, I'm a little disappointed. I'm excited by the slew of "big spell" improvements and am generally excited to play a proper "big spell" deck, but I'm surprised they didn't bother to change Shadow Assassin or Glimpse Beyond - both are cards I had hoped would get nerfed (for exactly the reasons they've been added to the watch list). I'm glad that all the nerfs target the biggest problem deck archetypes, but each nerf feel pretty small in magnitude, and it's hard to believe the buffed and changed cards will do enough to rebalance the metagame.
alright, no actual nerfs to the elusive crap. I'm out.
While I admire their communication efforts and redesigning of underused cards it's just absurd that they fail to see how Elusives are the least interactive part of the game right now and there's still way too many of them that win the game by themselves if they can't be removed.
I was hoping this game would be spared from Riot's tendency to just ignore obvious problems while working on irrelevant stuff. I guess I was wrong. Time to find something else to pass my time with.
So I had a thought earlier. If nothing but The Undying is played and killed repeatedly and then The Harrowing is played does it fill your board with The Undyings or does it just summon one undying?
I think quest druid is super well placed in the meta right now. VS has it as one of the only two tier 1 decks at legend rank. Aggro Hunter matchup is the only bad one but it's far from unwinnable. rogue is the deck to beat and quest druid farms it, along with warriors and other random decks.
The list here from Viper is actually pretty weak imo. Worthy Expedition is bad, Floop's Goop is fun as hell but it's worse than innervate which you should be running two of, and 2 copies of swipe is so much better than BEES!!!. Check Jarla's list he hit #1 with a while back if you're interested in playing this deck on ladder.
What I meant was that it behaves like Double-Attack, except that the first strike hits the enemy nexus. So if a 3/3 elusive was blocked with a 3/3 without elusive, the elusive would first deal 3 damage to the enemy nexus, then it would attack the blocking 3/3 and they would both die
Okay, that's very different from what I thought you meant. Now that you've clarified, I think that's an awful plan. Elusives don't need to be able to get free hits in on the Nexus more than they already do, and it certainly wouldn't be fair for them to be dealing 2x their attack power simply because you tried to block them.
Except he can't wipe an entire teamfight with one E... :P
What amuses me about Garen is that not only is his kit pretty straightforward, it also hard wrecks some kits which are billed as high complexity - particularly Riven. The number of whines you get when you counter a Riven one-trick with Garen is phenomenal.
As for reverting Raza ... as fun as it is to be on the winning end of the machine gun combo, I don't miss its helpless uninteractivity play style of facing it.
I'm going to be totally fair and square on the matter: I'd like to see Raza reverted not because it would be good for Wild (like you said, it wouldn't be: just from from the top of my head, Radiant Elemental + Test Subject + Embalming Ritual + Topsy Turvy is an infinite damage combo together with 0 mana Voidform. Yeah, infinite damage, just like Sniplock capped around your turn's time limit), but rather because I can't stress enough how much I loved the deck back in the day and because Mages can take 3 turns in a row, Warlocks can play and win with Mecha'thun on turn 8 but we can't have some pew pew here and there. When I face those archetypes, my only thought is "I just wanna race them down with their own medicine".
Hey guys! I've been having a lot of fun on ladder with this deck, and I thought I would share it because one of the key cards, The Rekindler, is ~80% likely to get nerfed tomorrow. (Side note: if you're missing cards, wait until after the patch notes before crafting any of the expensive stuff!) The basic core is the same Champion -> Rekindler -> The Harrowing stuff you've probably seen a million times with Hecarim. Here's where things get fun, though: we do it with Ashe. If you've played her, you know how frustrating it is to keep her alive...well, we're totally OK if she dies! The goal is to get at least 3 in the res pool with and at least 2 points of progression, then on our attack turn we play The Harrowing and attack all-in: the legion of Ashe will frostbite most of their board, level up, AND prevent any frostbitten units from blocking! But the catch is: you need enough board space for the summoning, so you actually need things to die off first--I actually lost games this evening because I didn't block "bad enough" the turn and had some 3/3 spiders instead of bigger units.
Anyways, its a lot of fun, it's very off-meta, and I think most opponents have no idea what you're doing so you can surprise them. If you have the cards (or don't mind spending a few wild cards), definitely give it a spin before the Tuesday patch.
The main issue I see with this is that champions like Teemo and Ezreal wouldn’t work as well, so these champions could be reworked or given “can only be blocked by elusives” instead of elusive.
The first part of this sentence is a great line of thinking--any proposed change to the elusive mechanic shouldn't kill Teemo and Ezreal. (And I'm talking about "expedition style" Ezreal, not that degenerate OTK combo deck lol). Unfortunately, the second part of the sentence is essentially trying to make a "super-Elusive" tag. I think that's a red flag. Any proposed change should be comprehensive, not potentially add in new problems.
Part of me thinks the problem will solve itself if the cards are just tuned a little bit--i.e., no change to the mechanic itself, just mana costs and stats. Consider for a minute the hyper-aggro decks--you know, the ones that run Boomcrew Rookie and Grenadier and triple Get Excited! etc. Those decks are almost as "non interactive" as elusives--lots of damage is by skills and direct spells, and they can usually put 2 units on board for your 1 so while you can technically block its not better. But nobody really thinks they're a problem because they aren't ridiculously successful and they don't have a lot of late-game gas. Elusives do both the aforementioned.
"...Fire made flesh! Dragon's breath! Teeth and claw and flame..."
The damage has been done! Its EVIL to blame,
"...This is the place of funky magical phenomena. Anything goes..."
We now must act before others' power grows!
"...Power alone is not to be feared. Fear instead, those who wield it!"
To stop any more mayhem as these villains see fit.
Join us; returning to places of old, We've won before, so don't cower, be bold!
Do not yield, do not fear, do not give up your fight, For united, none can oppose this CRUSADE OF LIGHT!
This is a "revival" expansion of sorts similar to Rise of Shadows. Here, the "bad guy" and "good guy" classes are reversed, with the bad guys being the Old Adventure Expansion Bosses and the good guys being the Crusade of Light to stop them before another "League of EVIL" arises.
Expansion Mechanics:
Safeguard: Effectively granting the minion 'Immune' for a turn, Safeguard works for both offensive and defensive purposes, allowing usually frail minions to guarantee an attack or slower minions to get off their ability trigger.
Shaded: My take on the potential "Twinion" idea. Shaded allows the player to double-dip on powerful Battlecries, Deathrattles, or other similar effects as they would with cards like Anka or Jepetto Joybuzz. Additionally, Shaded cards with passive effects can be saved for combos due to their cost of 1.
Dispel: A simplification of the 'Elusive' effect so that card text can be shortened.
Cleave: Similar to Dispel, this effect is rather common in Hearthstone and making it a keyword would help with its simplicity.
Lieutenants and Avengers: The 'class cycle' cards similar to Schemes or Projects. Lieutenants all have an ability keyword and a Deathrattle that is a callback to their class' Classic Legendary. Avengers also have an ability keyword and gain an additional effect if a friendly minion died the turn you play them.
The EVIL Classes
"Whats this? More Adventurers dare to besiege our great fortresses? And why to they speak about a 'League of EVIL 2?' No matter; we have grown much more powerful in these slow times and will give them a fight they shall not forget!"
Druid (Blackrock Mountain)
Hunter (One Night in Karazhan)
Mage (Curse of Naxxramas)
(AN: Apologize for weird formatting with Baron, for some reason I lost the individual files and only had the combined one)
Paladin (Knights of the Frozen Throne)
The Crusader Classes
"It seems these villains are more powerful than we thought! But stay strong! For we too have powerful allies who have joined our cause! If we beat these bosses before, we can do it again!"
Priest
Rogue
Shaman
Warlock
Warrior
Neutral Cards
Common
Rare
Epic
Legendary
Final Author Notes
Well there is Crusade of Light! It's kinda unbelievable to see this set complete after working on it off and on for the past few months. I'm sure not everything is 100% balanced, so please feel free to leave any suggestions and/or improvements in the comments below; I'd very much appreciate it!
Some of you may have noticed that the Crusade Classes have a legendary based on an alternate hero skin except for Shaman, but that is because Lady Zarog is the planned free Hero reskin for the Shaman class planned to be given to all players who opened a pack from the set should it be 'released' by Blizzard.
I am also working on an Adventure mode for this titled 'King of the Raid' where you fend off pesky adventurers as one of the four Evil bosses. I am unsure when this will be completed, so stay tuned!
This is technically the second "Set" in my Hearthstone year, with the first being Deepsea Imperium. If you don't mind a trip to reddit, and are interested in deckbuilding with these two sets, please take a look at it here.
Honest Hearthstone Cards (Game)
Just a reminder to everyone, when you make a card, you have to save the image then upload it to Imgur or another image hosting site. Hearthcards deletes images after a few days if they don't get into the gallery.
NEXT:
Legends of Runeterra Patch 0.9.2 Arrives this Tuesday - Major Changes to Hecarim & Kalista, 23 Card Changes
Interesting changes. Too bad I've stopped playing the game for like a month now.
Legends of Runeterra Patch 0.9.2 Arrives this Tuesday - Major Changes to Hecarim & Kalista, 23 Card Changes
navori cospirator got nerfed, that is huge trust me.
black spear is the biggest nerf of all. hecarim is kinda worse. rekindler remains powerful.
elnuks are dead
Legends of Runeterra Patch 0.9.2 Arrives this Tuesday - Major Changes to Hecarim & Kalista, 23 Card Changes
Whether intentionally or not, the Unstable Voltician update is not a real change - this was the behavior the card had already. If anything, this is a text fix (although you could argue the behavior was a bug before based on how the card was templated).
Overall, I'm a little disappointed. I'm excited by the slew of "big spell" improvements and am generally excited to play a proper "big spell" deck, but I'm surprised they didn't bother to change Shadow Assassin or Glimpse Beyond - both are cards I had hoped would get nerfed (for exactly the reasons they've been added to the watch list). I'm glad that all the nerfs target the biggest problem deck archetypes, but each nerf feel pretty small in magnitude, and it's hard to believe the buffed and changed cards will do enough to rebalance the metagame.
Big "bird" priest
This deck is so fun!
Legends of Runeterra Patch 0.9.2 Arrives this Tuesday - Major Changes to Hecarim & Kalista, 23 Card Changes
alright, no actual nerfs to the elusive crap. I'm out.
While I admire their communication efforts and redesigning of underused cards it's just absurd that they fail to see how Elusives are the least interactive part of the game right now and there's still way too many of them that win the game by themselves if they can't be removed.
I was hoping this game would be spared from Riot's tendency to just ignore obvious problems while working on irrelevant stuff. I guess I was wrong. Time to find something else to pass my time with.
Daily Store Deals in MTG Arena for March 16, 2020 - 50% Off Arasta of the Endless Web & Alela, Artful Provocateur
Woah, Disfigure and the art in the thumbnail are so cool.
I don't really know what they stand for or what they're skins of, but man these are some sick arts.
Radiant Guardian
Nice but also op card
A Weekend of Wild Decks
The
Galakrond C'Thun Rogue
Deck is lots of fun
The Harrowing and The Undying
yes because each time an Undying dies it adds another copy to the death pool. They'd all be 2/2s though.
The Harrowing and The Undying
So I had a thought earlier. If nothing but The Undying is played and killed repeatedly and then The Harrowing is played does it fill your board with The Undyings or does it just summon one undying?
Standard Meta Report #27 - Top Hearthstone Decks March 8, 2020 - March 15, 2020
I think quest druid is super well placed in the meta right now. VS has it as one of the only two tier 1 decks at legend rank. Aggro Hunter matchup is the only bad one but it's far from unwinnable. rogue is the deck to beat and quest druid farms it, along with warriors and other random decks.
The list here from Viper is actually pretty weak imo. Worthy Expedition is bad, Floop's Goop is fun as hell but it's worse than innervate which you should be running two of, and 2 copies of swipe is so much better than BEES!!!. Check Jarla's list he hit #1 with a while back if you're interested in playing this deck on ladder.
[Game] Card Treasure Hunt (The Resurrection Attempt)
The connection is spot on, but... with the wrong expansion.
The minion is big, but not in stats.
I got two more clues, but I'm sure both will give it straight away.
[Game] Card Treasure Hunt (The Resurrection Attempt)
I don't think I'm right, but:
Sabretooth Stalker - smile = big teeth; robust and sly = big dmg & stealth
Meteor = the big hit comes first and then the little side-hits
The connection being both are from UnGoro
Anything in there on the mark?
A Weekend of Wild Decks
I'd send over what I've bern playing for S&G in Wild, but it's gutter rank, suboptimal trash I happen to think is fun.
Highlander Dragon Priest, with all the singleton fixings. I'd forgotten how much I enjoyed Kazakus
Pole Position - Card Design Competition Discussion Thread
Nice to see all my favorites made it to the finals this time. Good luck everyone!
Standard Meta Report #27 - Top Hearthstone Decks March 8, 2020 - March 15, 2020
3 rez priest in a row on ladder (rank 14) yesterday. So. Fucking. Dreadful.
Elusive Keyword Rework Idea
Okay, that's very different from what I thought you meant. Now that you've clarified, I think that's an awful plan. Elusives don't need to be able to get free hits in on the Nexus more than they already do, and it certainly wouldn't be fair for them to be dealing 2x their attack power simply because you tried to block them.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Ok, hint time maybe?
Demacia Spotlight - Our Favorite Cards & Decks from the Legends of Runeterra Region
Except he can't wipe an entire teamfight with one E... :P
What amuses me about Garen is that not only is his kit pretty straightforward, it also hard wrecks some kits which are billed as high complexity - particularly Riven. The number of whines you get when you counter a Riven one-trick with Garen is phenomenal.
The Cutest Cards from Hearthstone's Year of the Dragon - Community Vote
Where is Dragon Breeder ?
Standard Meta Report #27 - Top Hearthstone Decks March 8, 2020 - March 15, 2020
I'm going to be totally fair and square on the matter: I'd like to see Raza reverted not because it would be good for Wild (like you said, it wouldn't be: just from from the top of my head, Radiant Elemental + Test Subject + Embalming Ritual + Topsy Turvy is an infinite damage combo together with 0 mana Voidform. Yeah, infinite damage, just like Sniplock capped around your turn's time limit), but rather because I can't stress enough how much I loved the deck back in the day and because Mages can take 3 turns in a row, Warlocks can play and win with Mecha'thun on turn 8 but we can't have some pew pew here and there.
When I face those archetypes, my only thought is "I just wanna race them down with their own medicine".
Had more fun with this deck than any other in a long while
Hey guys! I've been having a lot of fun on ladder with this deck, and I thought I would share it because one of the key cards, The Rekindler, is ~80% likely to get nerfed tomorrow. (Side note: if you're missing cards, wait until after the patch notes before crafting any of the expensive stuff!) The basic core is the same Champion -> Rekindler -> The Harrowing stuff you've probably seen a million times with Hecarim. Here's where things get fun, though: we do it with Ashe. If you've played her, you know how frustrating it is to keep her alive...well, we're totally OK if she dies! The goal is to get at least 3 in the res pool with and at least 2 points of progression, then on our attack turn we play The Harrowing and attack all-in: the legion of Ashe will frostbite most of their board, level up, AND prevent any frostbitten units from blocking! But the catch is: you need enough board space for the summoning, so you actually need things to die off first--I actually lost games this evening because I didn't block "bad enough" the turn and had some 3/3 spiders instead of bigger units.
Anyways, its a lot of fun, it's very off-meta, and I think most opponents have no idea what you're doing so you can surprise them. If you have the cards (or don't mind spending a few wild cards), definitely give it a spin before the Tuesday patch.
Elusive Keyword Rework Idea
The first part of this sentence is a great line of thinking--any proposed change to the elusive mechanic shouldn't kill Teemo and Ezreal. (And I'm talking about "expedition style" Ezreal, not that degenerate OTK combo deck lol). Unfortunately, the second part of the sentence is essentially trying to make a "super-Elusive" tag. I think that's a red flag. Any proposed change should be comprehensive, not potentially add in new problems.
Part of me thinks the problem will solve itself if the cards are just tuned a little bit--i.e., no change to the mechanic itself, just mana costs and stats. Consider for a minute the hyper-aggro decks--you know, the ones that run Boomcrew Rookie and Grenadier and triple Get Excited! etc. Those decks are almost as "non interactive" as elusives--lots of damage is by skills and direct spells, and they can usually put 2 units on board for your 1 so while you can technically block its not better. But nobody really thinks they're a problem because they aren't ridiculously successful and they don't have a lot of late-game gas. Elusives do both the aforementioned.
Crusade of Light: A Custom Hearthstone Expansion
"Whispers of an ancient tomb..."
The events of Dragonblight left many in gloom,
"...Fire made flesh! Dragon's breath! Teeth and claw and flame..."
The damage has been done! Its EVIL to blame,
"...This is the place of funky magical phenomena. Anything goes..."
We now must act before others' power grows!
"...Power alone is not to be feared. Fear instead, those who wield it!"
To stop any more mayhem as these villains see fit.
Join us; returning to places of old, We've won before, so don't cower, be bold!
Do not yield, do not fear, do not give up your fight, For united, none can oppose this CRUSADE OF LIGHT!
This is a "revival" expansion of sorts similar to Rise of Shadows. Here, the "bad guy" and "good guy" classes are reversed, with the bad guys being the Old Adventure Expansion Bosses and the good guys being the Crusade of Light to stop them before another "League of EVIL" arises.
Expansion Mechanics:
The EVIL Classes
"Whats this? More Adventurers dare to besiege our great fortresses? And why to they speak about a 'League of EVIL 2?' No matter; we have grown much more powerful in these slow times and will give them a fight they shall not forget!"
Druid (Blackrock Mountain)
Hunter (One Night in Karazhan)
Mage (Curse of Naxxramas)
(AN: Apologize for weird formatting with Baron, for some reason I lost the individual files and only had the combined one)
Paladin (Knights of the Frozen Throne)
The Crusader Classes
"It seems these villains are more powerful than we thought! But stay strong! For we too have powerful allies who have joined our cause! If we beat these bosses before, we can do it again!"
Priest
Rogue
Shaman
Warlock
Warrior
Neutral Cards
Common
Rare
Epic
Legendary
Final Author Notes
Well there is Crusade of Light! It's kinda unbelievable to see this set complete after working on it off and on for the past few months. I'm sure not everything is 100% balanced, so please feel free to leave any suggestions and/or improvements in the comments below; I'd very much appreciate it!