"Also, mind your own business. This is a thread to vent."
You still don't get it, this is a thread to vent for a different game, that is what this is, nothing more nothing else. You want to vent over Runaterra salt, then ask politely in the Runaterra part of the Forum to make a salt thread for you to vent on or you can also ask for this thread to be moved to a place where we can all be salty about any game we are playing.
Edit: See? I'm also collecting down votes here so... is not an "entirely me" thing as you put it, some people like some post, some others dislike them, simple as that .
Edit 2 : I fail to see where it was addressed but what ever you say chief, keep doing what you are doing, just be sure to savor all those tasty down votes.
I'm getting really frustrated....everyone has BETTER than constructed decks in this mode. I just lost to an on-curve upgraded Jinx....How the hell does anyone win games without a crazy amount of luck?
edit: How are you supposed to beat an upgraded (second) Ashe on turn 6?
It's just frustrating to play against cards that are so overly polarizing, either you play the type of aggro deck that kills you on turn 2 or a control game that your descendants are going to be playing. Also, the whole evasive dragons are really annoying, as playing as a mage means you just don't get to kill them anymore.
Freezing Trap is a card that I'm surprised not more people are talking about as a complaint card because it consistently finds a way to cause me to lose, either freezing Zilliax or Kartuht Defender. People may be like "oh, well you don't have to attack" like shut up I can't not attack a phase stalker and let him pound out more and more unfair secrets, with a higher chance of freezing trap existing every new secret.
I think I'm gonna stop playing until the rotation, or some significant nerfs. This game has become unhealthy for my mental state, and I would suggest other people with similar thoughts do as well.
Thank you everyone for your feedback, this is now what the card looks like:
Show Spoiler
I also had another idea for a similar card:
Show Spoiler
This card has a bit more flavor to it. He is a strong warrior who will protect your minions, but first they have to pay him.
what do you think?
I like Hired Hand more just because Enrage Warrior is still a good/fun archetype that's getting some love with Bomb Wrangler so would be very "playable" in an existing deck. 2 notes on that one though:
1. I would however keep the Short-Tempered Brute name because it fits what the card actually does - hit its fellow minions. He's not really "getting paid" by punching people standing next to him (unless he's paid in blood? In which case it would make sense to make him a Vampire/Demon, but then he'd make more sense as a Warlock card but that wouldn't be good since Enrage Warlock isn't a thing. Don't go down that long and winding road...)
Is mushroom the new hotness? Should I be trying to draft Teemo? I just lost 4 in a row to mushroom decks. I don't know if it's simply my god awful picks, bad rng, if Teemo is legit good, or if I'm just extremely bad.
do you have any other links???
I have never lost to a Teemo deck yet. I came close few times, but what you cant do is to sit around and drag the game out, that way you are sure to lose. They need to throw away tempo by playing puffcaps, so try to capitalize on that and be more aggressive. I saw your screen in Salt Thread, yeah Round 11, that is taking it pretty long. I guess vs Freljord deck that just frostbites you over and over you might not have much choice, but like i said, you cant get it that far, if you can help it.
Im not saying Teemo decks cant work, you can actually make better ones in expeditions than in constructed, but they are usually too slow to kill you, unless you are very unlucky.
I was running a tempo oriented deck with 15 1, 2, and 3 drops. all my opponents had endless removal. I was running Elise and Vladimir, with triple Rekindler. They all had Teemo on curve or by turn 3, I drew Elise but once and Vlad but once....in the late game.
Thats another mindset you might have from HS Arena, minion combat. While it is still important, duh, if you dont have spells, you will not win many games. Because fast and burst spells are actually the ways you can react on the board when you need to. You can have the best board ever, but if your opponent recalls or frostbites your minions or buffs his to have a better trade, you are screwed.
I made this mistake myself when i started, now i watch carefully not only for my curve and synergy, but also how many spells i have, if im leaning way too heavilly into minions, i force myself to pick some spells, even tho the minions could have been better, but i know that having a hand full of great minions will do shit for me when i need to react to a situation. And with just 20 nexus health, games are much more explosive than in HS.
Is mushroom the new hotness? Should I be trying to draft Teemo? I just lost 4 in a row to mushroom decks. I don't know if it's simply my god awful picks, bad rng, if Teemo is legit good, or if I'm just extremely bad.
do you have any other links???
I have never lost to a Teemo deck yet. I came close few times, but what you cant do is to sit around and drag the game out, that way you are sure to lose. They need to throw away tempo by playing puffcaps, so try to capitalize on that and be more aggressive. I saw your screen in Salt Thread, yeah Round 11, that is taking it pretty long. I guess vs Freljord deck that just frostbites you over and over you might not have much choice, but like i said, you cant get it that far, if you can help it.
Im not saying Teemo decks cant work, you can actually make better ones in expeditions than in constructed, but they are usually too slow to kill you, unless you are very unlucky.
I was running a tempo oriented deck with 15 1, 2, and 3 drops. all my opponents had endless removal. I was running Elise and Vladimir, with triple Rekindler. They all had Teemo on curve or by turn 3, I drew Elise but once and Vlad but once....in the late game.
Here's my idea for this week, Shirvallah's Chosen!
Standalone, a plain old Murloc with 2/1 stats to match. Give it something to swing that big sword at and WHAM it's a 6/5 rushing right at you. I know Murlocs don't necessarily have much of a place in Paladin decks anymore, hence this card was designed as a removal rather than synergy tool.
Curious to know everybody's thoughts. Feed me that sweet, sweet feedback.
As for what I think of some of the other ideas:
Show Spoiler
@linkblade91 - I think the (4)-cost version of Right Hand of Justice is strong enough. I can see it being played in classic handbuff Paladin decks. The (6)-cost version is good, but I worry about being able to run two of them in a deck. Perhaps this should be a Legendary?
@economicaooc - Both ideas are fairly simple. I think Excavation Leader is functionally okay, although decks run much more efficient draw, plus you’d need to have some board control already in order to play this AND need those minions to die. Chain Lightning is fine but not original.
@DescentOfDragonsOP- Refer to other cleave cards (eg. Cave Hydra, Magnataur Alpha) for wording. Otherwise, I think forked sword needs to be 7/8 mana, or have 1 durability to be balanced.
@KANSAS- an interesting tool for Priest decks, otherwise I think it's fairly well balanced. Perhaps (5) mana would be better to bring it into line with similarly statted cards. The only 4-mana card with 6 attack is Worgen Greaser which has no effect and a measly 3 health.
@ArngrimUndying - I prefer the first iteration of Sinister Sniper (destroy left-most minion), it makes more sense flavour-wise :) I think it's well-statted and at 4 mana would probably see play in a hunter deck here and there.
@Fedrion - Remember the 4-line effect text constraint, it's an unspoken rule. Whilst I think your card is interesting, deck disruption cards like this one aren't fun to play against. Combine that with Stealth AND 7 attack, it's too much.
@Cocoduf - I'm not sure how this card works. The effect text needs to be rewritten to specify a) where you get the minion and b) that you PUT the minion on top of your deck, not SHUFFLE.
@Demonxz95 - I really like this card. It's unique with a good effect to boot!
@Hordaki - Good with tokens, flavourful, heck even goes in a Galakrond Warlock deck. Thumbs up from me!
@h0lysatan - No need to review as you've submitted and seem confident with it!
@MurlocAggroB - Hmmm… I think this a very, very interesting card that I can't quite wrap my head around. It's both useful but not. I agree that this should be a Demon if it's a fiend though. I'm not sure what suggestions to give, all I know is that if this was published I'd definitely be trying it out somehow.
@Nirast - I think the text should read "while in your hand". Stats might need to be lowered to 3/3 or 2/2, since gaining up to two deathrattles is a strong ability in itself. Overall though, I really like this card and the art is… adorable :D
The Murloc seems super reactionary to me. It’s terrible in an empty board, and doesn’t synergies with Murloc cards like Anyfin Can Happen and Murloc Knight. Also, because it’s base stats are so low, the “requirement” is pretty easy to trigger unless the board is empty, so it’s almost always a (5) 6/5 Rush. It doesn’t even matter what is opposite it, since it doesn’t have to attack it
I’d consider reworking the requirement. IMO it could simply be “Battlecry: Attack the minion opposite this” but (1) that sounds more like a warrior card, and (2) how would it work against 2 opposite minions
I'm happy it was a shaman card. Shaman got nerfed into the ground to fix their mistake of not being able to release the gala deck in a balanced way. The nerf on this card was actually big, the different between a 1/1 and a 2/1 in early turns is huge.
I agree with everything on your list except for the Minotaur change. At least, I'd reduce his attack to 5 along with the cost decrease.
I could see that. My main thought was: how could we help out Yasuo without just super-buffing him? And honestly, now that I'm remembering Mogwai's fae spinner / katarina deck which ran minotaurs but no Yasuo, I'm not sure that's the right play.
Yeah, Minotaur is already basically auto-win with Yasuo.
I think it's Yasuo himself that needs the rework. As Mogwai pointed out, his ability is somewhat redundant with its trigger -- you are already removing the target from combat, so the damage doesn't really add anything in the moment. Yes, it's an overall tempo gain for future rounds, but that's not usually what the deck needs at that point in time.
Here's my idea for this week, Shirvallah's Chosen!
Standalone, a plain old Murloc with 2/1 stats to match. Give it something to swing that big sword at and WHAM it's a 6/5 rushing right at you. I know Murlocs don't necessarily have much of a place in Paladin decks anymore, hence this card was designed as a removal rather than synergy tool.
Curious to know everybody's thoughts. Feed me that sweet, sweet feedback.
As for what I think of some of the other ideas:
Show Spoiler
@linkblade91 - I think the (4)-cost version of Right Hand of Justice is strong enough. I can see it being played in classic handbuff Paladin decks. The (6)-cost version is good, but I worry about being able to run two of them in a deck. Perhaps this should be a Legendary?
@economicaooc - Both ideas are fairly simple. I think Excavation Leader is functionally okay, although decks run much more efficient draw, plus you’d need to have some board control already in order to play this AND need those minions to die. Chain Lightning is fine but not original.
@DescentOfDragonsOP- Refer to other cleave cards (eg. Cave Hydra, Magnataur Alpha) for wording. Otherwise, I think forked sword needs to be 7/8 mana, or have 1 durability to be balanced.
@KANSAS- an interesting tool for Priest decks, otherwise I think it's fairly well balanced. Perhaps (5) mana would be better to bring it into line with similarly statted cards. The only 4-mana card with 6 attack is Worgen Greaser which has no effect and a measly 3 health.
@ArngrimUndying - I prefer the first iteration of Sinister Sniper (destroy left-most minion), it makes more sense flavour-wise :) I think it's well-statted and at 4 mana would probably see play in a hunter deck here and there.
@Fedrion - Remember the 4-line effect text constraint, it's an unspoken rule. Whilst I think your card is interesting, deck disruption cards like this one aren't fun to play against. Combine that with Stealth AND 7 attack, it's too much.
@Cocoduf - I'm not sure how this card works. The effect text needs to be rewritten to specify a) where you get the minion and b) that you PUT the minion on top of your deck, not SHUFFLE.
@Demonxz95 - I really like this card. It's unique with a good effect to boot!
@Hordaki - Good with tokens, flavourful, heck even goes in a Galakrond Warlock deck. Thumbs up from me!
@h0lysatan - No need to review as you've submitted and seem confident with it!
@MurlocAggroB - Hmmm… I think this a very, very interesting card that I can't quite wrap my head around. It's both useful but not. I agree that this should be a Demon if it's a fiend though. I'm not sure what suggestions to give, all I know is that if this was published I'd definitely be trying it out somehow.
@Nirast - I think the text should read "while in your hand". Stats might need to be lowered to 3/3 or 2/2, since gaining up to two deathrattles is a strong ability in itself. Overall though, I really like this card and the art is… adorable :D
I agree with everything on your list except for the Minotaur change. At least, I'd reduce his attack to 5 along with the cost decrease.
I could see that. My main thought was: how could we help out Yasuo without just super-buffing him? And honestly, now that I'm remembering Mogwai's fae spinner / katarina deck which ran minotaurs but no Yasuo, I'm not sure that's the right play.
Agree to disagree. If it was really that hard to use, I wouldn't be seeing so many Ionia/SI decks running 3x of it. Contrast that fact against Blood for Blood or Pack Mentality which I don't think I've ever seen in constructed, and I don't feel bad at all about limiting the upswing on DM.
Do you really want to buff shiraza? 5 hp is a lot.. you add might to her and she is OTKing people everywhere.
Yes. Again: she gets no play right now, and the big reason is because you're lucky if you can connect once with her. 3/5 for 4 mana is reasonable IMHO--it means she can survive a block from a Chump Whump or Bull Elnuk so you can at least try to get 2 attacks out of her.
Jae Medarda - you do NOT want this card buffed.. it's an elusive unit with card draw..
Sure I do. :-) Keep in mind: he's P&Z, not Ionia, and he's not going to integrate nicely to existing Kinkou decklists (only synergy is Twin Discipline, plus even at 7 he's a lot slower than they want). He'll play more like old-school Miracle Rogue in classic HS: stall until you get him on the board, then pop off with a series of small spells/draws and one big swing. That's new and different--I like new and different.
Almaniarra, you posted change suggestions for over 10% of the cards in the game, and I'm having a hard time engaging on your various suggested nerfs/buffs. Would you please organize your nerfs into themes (e.g. "Deck archetype X seems like it's under-performing, so here are some nerfs/buffs to help fix that."). Right now many of them feel kind of arbitrary and it's hard to understand why you think the change is necessary/what impact it will have on the health of the metagame
Regarding your rule changes:
If Ephemeral units die after taking damage from any source, most of them will be made totally useless because of how easy it is to deal 1 damage. I think the goal of Ephemeral units generally is to have strong offensive turns and fairly weak defensive turns, and your proposed change just makes them weak all-around.
Elusive is a keyword, so I'm strongly opposed to the idea of having it behave differently on Champions. Adding the "After I deal damage, I lose Elusive" text to followers gets around that issue, but such a rule change would require a significant shift in their stats since they'd just be normal, understated minions after that first hit
If I understand you correctly, you're saying that the stack should allow for burst speed responses to burst speed spells. I think this would actually take something away from the game that makes it interesting/unique when compared to other CCGs
There's already been some discussion on the damaged HP issue, but I tend to agree that the way it works now is the most intuitive, even if it can be very frustrating for damage-based removal tools that get negated by buffs. I think a better way to deal with those kinds of interactions is to slow down or speed up some spells to make damage-based removal more consistent.
This last rule is very interesting, but I'm not convinced it's a good idea. Basically this rule says that the "Champion Spell" as a standalone card is special, and must be paired with the champion. I think the ultimate result of such a change would be increased play rates for Champions whose spells are very much a "win more" for them (e.g. Ezreal's Mystic Shot), which in turn would result in play rates dropping for other Champions who don't (e.g. Katarina's Death Lotus, which really helps other Champions/Archetypes more than her). To your point about Relentless Pursuit, I expect that rather than reduce the frequency of seeing it in play, it would just mean more decks that want to run it would run Lucian. Ultimately this would make the game less interesting by forcing Champion choices based on these spells and not on the Champions themselves.
Jinx still remains my favourite LoL song, though K/DA POP/STARS is damn close.
I agree that they really captured the essence of Jinx well in Legends of Runeterra. Her board they added in the most recent patch really took it overboard though and I love every moment of it.
I don't think you still don't know about Whirling Death/Single Combat - Katarina interactions but for new players and players who doesn't know these interactions yet, you can level-up Katarina with those combat tricks as well.
Does she need to "survive" the single combat, or can you cast it against anything?
Thanks for the feedback KANSAS & Anchorm4n - two revised ideas: one that's basically just a more controllable Deadly Shot on a Tribal stick and one that's got some big clearance potential with Stargazer Luna feeling. Which do people think is better?
Show Spoiler
Show Spoiler
I'm a fan of simplicity, so I support the first. The stats don't look right yet, but I suck at balancing cards. My feeling says 4 or even 3 mana 3/2, but surely someone else is able to give solid advice on that matter.
Thanks for the opinions. I'd be interested to hear others' thought on stats - I made it 4 mana 2/2 since Deadly Shot is 3 mana with no minion and untargetable - so I feel like 1 more mana for a 2/2 body and at least some control over target is fair, especial given it's a mech so if you play in later turns you could easily Magnetize a stronger minion to it for survival after the battlecry if you so choose.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
"Also, mind your own business. This is a thread to vent."
You still don't get it, this is a thread to vent for a different game, that is what this is, nothing more nothing else. You want to vent over Runaterra salt, then ask politely in the Runaterra part of the Forum to make a salt thread for you to vent on or you can also ask for this thread to be moved to a place where we can all be salty about any game we are playing.
Edit: See? I'm also collecting down votes here so... is not an "entirely me" thing as you put it, some people like some post, some others dislike them, simple as that .
Edit 2 : I fail to see where it was addressed but what ever you say chief, keep doing what you are doing, just be sure to savor all those tasty down votes.
Looking for help/guidance on Expedition mode
I'm getting really frustrated....everyone has BETTER than constructed decks in this mode. I just lost to an on-curve upgraded Jinx....How the hell does anyone win games without a crazy amount of luck?
edit: How are you supposed to beat an upgraded (second) Ashe on turn 6?
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
I'm sick of playing Hearthstone right now.
It's just frustrating to play against cards that are so overly polarizing, either you play the type of aggro deck that kills you on turn 2 or a control game that your descendants are going to be playing. Also, the whole evasive dragons are really annoying, as playing as a mage means you just don't get to kill them anymore.
Freezing Trap is a card that I'm surprised not more people are talking about as a complaint card because it consistently finds a way to cause me to lose, either freezing Zilliax or Kartuht Defender. People may be like "oh, well you don't have to attack" like shut up I can't not attack a phase stalker and let him pound out more and more unfair secrets, with a higher chance of freezing trap existing every new secret.
I think I'm gonna stop playing until the rotation, or some significant nerfs. This game has become unhealthy for my mental state, and I would suggest other people with similar thoughts do as well.
Pole Position - Card Design Competition Discussion Thread
I like Hired Hand more just because Enrage Warrior is still a good/fun archetype that's getting some love with Bomb Wrangler so would be very "playable" in an existing deck. 2 notes on that one though:
1. I would however keep the Short-Tempered Brute name because it fits what the card actually does - hit its fellow minions. He's not really "getting paid" by punching people standing next to him (unless he's paid in blood? In which case it would make sense to make him a Vampire/Demon, but then he'd make more sense as a Warlock card but that wouldn't be good since Enrage Warlock isn't a thing. Don't go down that long and winding road...)
2. Again minor quibble but it should be "split among adjacent minions" not "to" to be consistent with past cards' wording (for example, Loose Specimen, Reno the Relicologist, Spreading Madness, etc.)
Card Design Conversation - Game On!
I personally was hoping that copycat would win. But I am not too surprised that this card won, it is very interesting and creative.
Honest Hearthstone Cards (Game)
Pole Position - Card Design Competition Discussion Thread
Thank you everyone for your feedback, this is now what the card looks like:
I also had another idea for a similar card:
This card has a bit more flavor to it. He is a strong warrior who will protect your minions, but first they have to pay him.
what do you think?
Wizards of the Coasts Cancels D&D and Magic Streams for the Next Two Weeks Due to Coronavirus
The virus isn't called COVID-19, that's just the disease you can get from it. The virus itself is called SARS-CoV-2.
Looking for help/guidance on Expedition mode
Thats another mindset you might have from HS Arena, minion combat. While it is still important, duh, if you dont have spells, you will not win many games. Because fast and burst spells are actually the ways you can react on the board when you need to. You can have the best board ever, but if your opponent recalls or frostbites your minions or buffs his to have a better trade, you are screwed.
I made this mistake myself when i started, now i watch carefully not only for my curve and synergy, but also how many spells i have, if im leaning way too heavilly into minions, i force myself to pick some spells, even tho the minions could have been better, but i know that having a hand full of great minions will do shit for me when i need to react to a situation. And with just 20 nexus health, games are much more explosive than in HS.
Looking for help/guidance on Expedition mode
I was running a tempo oriented deck with 15 1, 2, and 3 drops. all my opponents had endless removal. I was running Elise and Vladimir, with triple Rekindler. They all had Teemo on curve or by turn 3, I drew Elise but once and Vlad but once....in the late game.
Your region progress
I'm slow apparently :) 10's accross the board, except for Demacia at 13, and Piltover at 20
Pole Position - Card Design Competition Discussion Thread
The Murloc seems super reactionary to me. It’s terrible in an empty board, and doesn’t synergies with Murloc cards like Anyfin Can Happen and Murloc Knight. Also, because it’s base stats are so low, the “requirement” is pretty easy to trigger unless the board is empty, so it’s almost always a (5) 6/5 Rush. It doesn’t even matter what is opposite it, since it doesn’t have to attack it
I’d consider reworking the requirement. IMO it could simply be “Battlecry: Attack the minion opposite this” but (1) that sounds more like a warrior card, and (2) how would it work against 2 opposite minions
[Game] Card Treasure Hunt (The Resurrection Attempt)
Second request for another hint here - I think we're all stumped (at least I sure am).
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
I'm happy it was a shaman card. Shaman got nerfed into the ground to fix their mistake of not being able to release the gala deck in a balanced way. The nerf on this card was actually big, the different between a 1/1 and a 2/1 in early turns is huge.
March 17 patch expectations
Yeah, Minotaur is already basically auto-win with Yasuo.
I think it's Yasuo himself that needs the rework. As Mogwai pointed out, his ability is somewhat redundant with its trigger -- you are already removing the target from combat, so the damage doesn't really add anything in the moment. Yes, it's an overall tempo gain for future rounds, but that's not usually what the deck needs at that point in time.
Pole Position - Card Design Competition Discussion Thread
Here's my idea for this week, Shirvallah's Chosen!
Standalone, a plain old Murloc with 2/1 stats to match. Give it something to swing that big sword at and WHAM it's a 6/5 rushing right at you. I know Murlocs don't necessarily have much of a place in Paladin decks anymore, hence this card was designed as a removal rather than synergy tool.
Curious to know everybody's thoughts. Feed me that sweet, sweet feedback.
As for what I think of some of the other ideas:
@linkblade91 - I think the (4)-cost version of Right Hand of Justice is strong enough. I can see it being played in classic handbuff Paladin decks. The (6)-cost version is good, but I worry about being able to run two of them in a deck. Perhaps this should be a Legendary?
@economicaooc - Both ideas are fairly simple. I think Excavation Leader is functionally okay, although decks run much more efficient draw, plus you’d need to have some board control already in order to play this AND need those minions to die. Chain Lightning is fine but not original.
@DescentOfDragonsOP- Refer to other cleave cards (eg. Cave Hydra, Magnataur Alpha) for wording. Otherwise, I think forked sword needs to be 7/8 mana, or have 1 durability to be balanced.
@KANSAS- an interesting tool for Priest decks, otherwise I think it's fairly well balanced. Perhaps (5) mana would be better to bring it into line with similarly statted cards. The only 4-mana card with 6 attack is Worgen Greaser which has no effect and a measly 3 health.
@ArngrimUndying - I prefer the first iteration of Sinister Sniper (destroy left-most minion), it makes more sense flavour-wise :) I think it's well-statted and at 4 mana would probably see play in a hunter deck here and there.
@Fedrion - Remember the 4-line effect text constraint, it's an unspoken rule. Whilst I think your card is interesting, deck disruption cards like this one aren't fun to play against. Combine that with Stealth AND 7 attack, it's too much.
@Cocoduf - I'm not sure how this card works. The effect text needs to be rewritten to specify a) where you get the minion and b) that you PUT the minion on top of your deck, not SHUFFLE.
@Demonxz95 - I really like this card. It's unique with a good effect to boot!
@Hordaki - Good with tokens, flavourful, heck even goes in a Galakrond Warlock deck. Thumbs up from me!
@h0lysatan - No need to review as you've submitted and seem confident with it!
@MurlocAggroB - Hmmm… I think this a very, very interesting card that I can't quite wrap my head around. It's both useful but not. I agree that this should be a Demon if it's a fiend though. I'm not sure what suggestions to give, all I know is that if this was published I'd definitely be trying it out somehow.
@Nirast - I think the text should read "while in your hand". Stats might need to be lowered to 3/3 or 2/2, since gaining up to two deathrattles is a strong ability in itself. Overall though, I really like this card and the art is… adorable :D
March 17 patch expectations
I could see that. My main thought was: how could we help out Yasuo without just super-buffing him? And honestly, now that I'm remembering Mogwai's fae spinner / katarina deck which ran minotaurs but no Yasuo, I'm not sure that's the right play.
March 17 patch expectations
Agree to disagree. If it was really that hard to use, I wouldn't be seeing so many Ionia/SI decks running 3x of it. Contrast that fact against Blood for Blood or Pack Mentality which I don't think I've ever seen in constructed, and I don't feel bad at all about limiting the upswing on DM.
Yes. Again: she gets no play right now, and the big reason is because you're lucky if you can connect once with her. 3/5 for 4 mana is reasonable IMHO--it means she can survive a block from a Chump Whump or Bull Elnuk so you can at least try to get 2 attacks out of her.
Sure I do. :-) Keep in mind: he's P&Z, not Ionia, and he's not going to integrate nicely to existing Kinkou decklists (only synergy is Twin Discipline, plus even at 7 he's a lot slower than they want). He'll play more like old-school Miracle Rogue in classic HS: stall until you get him on the board, then pop off with a series of small spells/draws and one big swing. That's new and different--I like new and different.
Honest Hearthstone Cards (Game)
Right beside where you enter the name.
March 17 patch expectations
Almaniarra, you posted change suggestions for over 10% of the cards in the game, and I'm having a hard time engaging on your various suggested nerfs/buffs. Would you please organize your nerfs into themes (e.g. "Deck archetype X seems like it's under-performing, so here are some nerfs/buffs to help fix that."). Right now many of them feel kind of arbitrary and it's hard to understand why you think the change is necessary/what impact it will have on the health of the metagame
Regarding your rule changes:
Piltover & Zaun Spotlight - Our Favorite Cards & Decks from the Legends of Runeterra Region
Jinx still remains my favourite LoL song, though K/DA POP/STARS is damn close.
I agree that they really captured the essence of Jinx well in Legends of Runeterra. Her board they added in the most recent patch really took it overboard though and I love every moment of it.
Some Funny Katarina/Ephemeral Interactions
Does she need to "survive" the single combat, or can you cast it against anything?
Piltover & Zaun Spotlight - Our Favorite Cards & Decks from the Legends of Runeterra Region
Yeah, she's wild! LoL has so many awesome videos, and I had to go back and spend the last half hour watching them!
Pole Position - Card Design Competition Discussion Thread
Thanks for the opinions. I'd be interested to hear others' thought on stats - I made it 4 mana 2/2 since Deadly Shot is 3 mana with no minion and untargetable - so I feel like 1 more mana for a 2/2 body and at least some control over target is fair, especial given it's a mech so if you play in later turns you could easily Magnetize a stronger minion to it for survival after the battlecry if you so choose.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
Woooow. Hyperbole much? Chill out, yo.