I like frequent balance adjustments. Leaving the meta stale and ignoring problems is what insults me as a player. Blizzard has gotten more proactive, and if that means there will be occasional course corrections, I think it’s more than fair.
You know, people are always complaining about how prominent RNG is, and how influential it is to the outcome of a game, and how skills barley matter as long as you get lucky, and how dumb this game is because the whole thing is just one big RNG fiesta. But honestly, how much RNG is actually in all of the meta decks right now?
I am going to look at all of the decks provided in the Standard Meta Report and see how many cards are just random RNG, I will not count discover cards because they are fairly controllable, and most of them have a restriction (like discovering dragons, or only spells) that makes them even more consistent.
In Embiggen Druid, there is nothing.
In Quest Druid, the only RNG cards are [Hearthstone Card (ysera unleashed) Not Found].
In Aggro Dragon Hunter, there is Dragonbane, and I guess you could argue that Phase Stalker counts, but I say no to that because you can pick and choose which secrets you want to go into your deck, so there is barely any RNG on this card.
In Highlander Mage, there is Conjurer's Calling (and people play that card because 99% of the time, two random minions are better than the one you had, so I would say this card is pretty consistent), Dragonqueen Alexstrasza, and the [Hearthstone Card (amazing reno) Not Found].
In mech paladin, the only card which you could argue being an RNG card is Micro Mummy, but the effect is so small that I would say it hardly matters.
In Galakrond Priest, you do have all of those random minions coming off of Galakrond, as well as Mass Hysteria, and you could argue that Archmage Vargoth as well as all of the resurrection stuff is also RNG, but that is controllable, so I will not count that.
In Galakrond Rogue, really, the only random stuff is Pharaoh Cat, which isn't that influential to the outcome of the game, and all of the lackeys. And again, the lackeys aren't that influential to the outcome of the game.
In Control Galakrond Warlock, the only RNG cards are Dragonqueen Alexstrasza and the random demons you get from Galkronds battlecry.
In Zoo Galakrond Warlock, the only really random thing is just the random demons off of Galakronds battlecry
In galakrond Warrior, there is zero RNG cards.
All in all there is a total of five big RNG cards that can swing the game. That doesn't seem like a whole lot to me. Most of the RNG in Hearthstone is just draw, which is just how card games work. If there was no randomness than the game would be SUPER boring and stale, but there isn't NEARLY enough huge swingy RNG cards to make you quit the game.
Interesting find. I'm still quite a ways away from maxing out my region rewards.
I absolutely think you shouldn't be able to rack up points for a Season Road Level that's supposed to take effect at a (much) later date. You might be right in that some people will still be able to craft a sizeable amount of cards on day 1 of the expansion hitting. But we don't need to make those players' headstart even greater.
Elusives need to f**** off and die. Literally add "can't block" to half of them and nerf the rest.
If they don't manage to actually get them into a spot where they can't just stack buffs ona single unit and win because not every region has Vengeance then the game is basically ruined.
Also nerf all permanent buffs, especially the health ones. Direct damage is such a rarity in this game and it's way too easy to just stack buffs on a single unit and have it win the game with no counterplay (Stand Alone is the worst offender here)
Hoping to see some rule changes instead of card/stat buffs/nerfs;
- Ephemerals should disappear/die after taking damage from any source - Elusive keyword should be for 1 turn or for 1 attack for followers (not champions) or All elusive followers should have a text like "After I deal damage, I lose elusive.) - Burst spells should be cast after Burst spells. (That's never gonna happen tbh but one can hope.) - After "For this round" buffs, All units will return back to their damaged healths instead of restoring their health. - Spells of champions should not put into decks that doesn't have those champions and can't be created with random effects like Back Alley Barkeep or Karma. Example: You can't put Prismatic Barrier to a deck that doesn't have any Lux. This also might fix Relentless Pursuit's brokenness a bit so it shouldn't need a nerf at first place.
Card Changes
- Hecarim should lose his Overwhelm keyword or should lose one token. - Relentless Pursuit should cost 4. - Death Mark should be a slow spell as how they did for Intimidating Roar before which killed Yasuo decks. - Karma's enlightened effect should disappear if Karma dies before the spell triggered. - Katarina needs to have 3 health instead of 2. - Kalista needs to have 3 health instead of 2. - Fiora should have 2 attack instead of 3. - Draven needs his old stats 4/3 instead of 3/3. - Ashe should be 4/4 instead of 5/3. - Absorb Soul should be either cost 0 or should drain 5. (Health Potion) - Precious Pet should be reverted, it should stun the next unit that the enemy summons instead of Fearsome, like in preview patches. That change has also harmed Yasuo archetype. - Cursed Keeper should summon a 3/3 instead of 4/4. - Feral Mystic should be 3 mana 3/3 instead of 2 mana 2/2. - Herald of Spring should have 3 health. - Shatter should be a fast spell. - Golden Crushbot should be a 3/4 instead of 2/5. - Kindly Tavernkeeper should have 3 attack instead of 2. - Laurent Chevalier should have 2 health instead of 1. - Mageseeker Inciter needs a keyword. Barrier/Tough/Fearsome/Elusive/Challenger/Lifesteal/Overwhelm, any of them or should rework as a Detain on a stick. - Statikk Shock should draw cards as how much target it is cast on. If it targets 2 enemy, it should draw 2; if targets are destroyed before it, it should draw 0. - Funsmith should have 4 Health instead of 3. - Midenstokke Henchmen should be 4/4 instead of 5/3. - Yusari needs a rework. - Hextech Transmogulator should cost 4 or 5 instead of 6. I can understand it was created for Lux/Heimerdinger decks but it's an expensive effect for 6 because it can only target followers. - The Rekindler's effect should be a play effect instead of When I'm summoned. - Icy Yeti should be 6 mana instead of 7. I don't think it will be problematic with Winter's Breath. They should be combo pieces together imo. - Jae Medarda is ok if we think about The Empyrean. I think elusive keyword needs a rework/rulechange so making Jae Medarda 7/7 with the change that i called above would be fair. - Ren Shadowblade should be 5/5 instead of 6/4. - Spectral Matron should be 7 mana 5/5 instead of 8 mana 6/6. After some changes of 7 mana minions (Tianna Crownguard, Rhasa the Sunderer) 7-mana spot is so blank imo. - Brightsteel Formation should lose its play effect and it should be only for attack. - Shady Character should work like burst spells or should have 2 health instead of 1. - Blood for Blood either should cost 2 or needs a rework. - Avarosan Trapper should have 3 attack instead of 2. - Arena Bookie should have 2 health instead of 1. - I think Mark of the Isles will be ok if ephemerals will have a rule change but if they will not, it should be +2/+2 instead of +3/+3. - Greenglade Caretaker and Fae Bladetwirler should gain +1 Attack instead of +2. - Boomcrew Rookie should have 3 health instead of 4. - Legion Saboteur should have 1 attack instead of 2.
These are what I can think of. I can see that some of those cards' changes make others unnecessary but I really can't know what Riot will change so I just wrote them like they will be single buff/nerf.
Card changes should not be necessary but I really think that there needs to be some rule changes.
Rule changes:
1. would make ephemerals way too weak.
2. grown to be alright with them existing.. no need for it I think.. maybe nerf some of them.
3. burst spells work fine as is.. their point is that they can't be interrupted and they happen in a burst.
4. definitely no, it would be so much confusing if it worked that way.
5. Disagree.. why would you restrict the normal version of spells, yes a lot of them are powerful but that way you restrict deck building.
The rest I agree or don't care enough about them to comment.
seem to be that 7 mana cards are really hard to balance since it's the point where the game shifts from mid game to late game.. in both hs and runettera they seem to be problematic either autoinclude or never played.
So you are ok with this ?
Quote From Author
There is a Radiant Guardian as 5/1 and Though. Your opponent uses Back to Back on her to block your 3/2 and makes her 8/4. She became 8/2 after battle phase ends; Right now, she became 5/2 after the turn ends. You can't kill her with Mystic Shot for example if you top-deck some. If the change I have called above is applied, it would became 5/1 after Back to Back's effect disappear so you would be able to kill her with your top-deck Mystic Shot.
I don't think this is so confusing. People already confuses why they are healing instead of my change. All people expects units to revert back their current health instead of healing them.
Ashe/Draven/Fiora ( I still think that 3/3 with Challenger with an additional win condition is overpowered, she should be 2/3) might be ok-ish but i think that Katarina needs something to be more useful. The card already punishes you to lose tempo after she attacks and losing her to a Mystic Shot is way too punishing. 3/3 Katarina would be ok, more than overpowered.
For Statikk Shock, What I was thinking is only for units, Targeting nexus won't give you a draw so it will make the card more counterable and situational imo.
Death Mark should be a slow spell, I really don't get it why do you think it is ok. Spectral Rider's of Hecarim shouldn't be a target for Death Mark or attacking and changing ephemeral of Darkwater Scourge shouldn't be an option. It should be before or after attack, not on attack phase.
and I really think that 7 mana spot is way too much open for some regions after some good units got nerfed. Some cards should be fill that spot, Spectral Matron is a good canditate for Shadow Isles; Jae Medarda is a good option for P&Z, Noxus has already Savage Reckoner and that's an ok card. Mageseeker Persuader might be a good 7-cost unit with a rework or some stat changes after Tianna Crownguard left that spot, The Empyrean is already a great 7 drop, Freljord already has Anivia, Icy Yeti(Should be 6-cost) and Ancient Yeti (not so 7 :D),
and i think Signature spells needs to be signature so restricting them isn't that bad. I really can't understand why are most of you guys so close-minded for deckbuilding restrictions. Restrictions not so bad always.
and elusives will continue to be problematic if there will be no rule changes. Inspiring Mentor and Kinkou Lifeblade nerfs proved it. You can't get rid of the fact with refusing the problems. Nerfs won't be solution with new buff cards + new elusive cards on the way. Nerfing elusives won't be enough, You will need to nerf buff cards aswell and it will harm other archetypes bad. Inspiring Mentor nerf already harmed some of the existing archetypes for example.
It would be confusing for units to suddenly die after a combat if they survived, dunno I am ok with how it works right now.
I think nerfing Fiora's attack would kill her as a win condition and as a card it's a champion card they are supposed to be stronger than any follower, the only change I would do if any is one I suggested already and it's the level up change from 2 before and 2 after to 3 before and 1 after(kills I mean)
Katarina is FINE.. you need to protect her if you want her to survive, that's why her level up condition is so "easy" because it's actually not cause she dies to so much stuff, look up mogwai's kata build it's very potent and you will see kata is quite successful if you play her at the right time with the right back up.
I see a lot of decks do run a lot of followers adding +2 card advantage to control decks is a lot.. (With your suggested statikk shock change), sure in some situations you can react to it better but in most situations you buff the hell out of heimer and ez decks.
Death Mark is quite hard to set up and can be countered with a lot of cards if any target leaves the board it's canceled, you NEED an ephemeral target,you need 3 mana.. you need a target you want to eliminate.. the card has enough counter play so it doesn't need to be nerfed, if anything maybe Mark of the Isles needs to be nerfed if it costs 2 mana this card is even more fair.
Also Hecarim is getting nerfed so another nerf to this situational card.
Brightsteel Formation is a 9 mana cost unit/follower, having them in a deck has a high cost as you can't play the card until VERY late in a match if it doesn't win you the game more often than not then it's too weak in my opinion.
Legion Saboteur at 1/1 would never see any play, it's not that great as it is anyway.
I don't understand why you would want to restrict those spells to only be on decks that the champions are in, it makes you build a deck sub optimally because you want to run a specific card, specially when some of them are niche and some don't actually fit into a deck the champion is run in, besides it makes it so you have cards in your collection you can't run without a specific champion, don't see how it's a problem. if any of those spells is problematic then it should be nerfed/changed.. but restricting you to play champion cards you don't want to put into your deck because you want to play a spell.. no.
Elusives are counterable, I every region has the tools to deal with elusives:
Freljord: freeze.
Noxus: rush down,challengers,culling strike.
Ionia: fight fire with fire, they have elusives.
P&Z: direct damage removal, heimer's 3 mana turrets.
Demacia: purify,detain, challengers.
Shadow isles: tonnes of removal options, heals, AOE,vengence... etc.
Don't think they are such a big deal post nerfs but if more of them get hit I won't be too sad/surprised.
Well, My concern about Katarina might be about my passion with her, I must confess. :)
I am not saying elusives not counterable, I'm saying it will be more problematic as the game grows, that's all. Don't get me wrong, right now it is on a good spot but in time it will be more problematic with more hand/deck buff cards and more elusive units.
Fiora needs some changes but I really can't decide which part of her might be tinkered so I wanted to change her attack stat. 3/3 challenger feels so much powered tbh. Think about Draven, ok, when he levels-up, he is the only unit in game that has both Overwhelm + Quick Attack at the same time but does nothing compared to Fiora when he enters the battlefield and he is also 3/3.
Don't get me wrong btw, I really think that the game so much canditates to make all of the champions work, I have already some ways to make them work even for weakest one. I'm not whining, just trying to make some suggestions to balance the game and sharing what i experienced in the game.
Hoping to see some rule changes instead of card/stat buffs/nerfs;
- Ephemerals should disappear/die after taking damage from any source - Elusive keyword should be for 1 turn or for 1 attack for followers (not champions) or All elusive followers should have a text like "After I deal damage, I lose elusive.) - Burst spells should be cast after Burst spells. (That's never gonna happen tbh but one can hope.) - After "For this round" buffs, All units will return back to their damaged healths instead of restoring their health. - Spells of champions should not put into decks that doesn't have those champions and can't be created with random effects like Back Alley Barkeep or Karma. Example: You can't put Prismatic Barrier to a deck that doesn't have any Lux. This also might fix Relentless Pursuit's brokenness a bit so it shouldn't need a nerf at first place.
Card Changes
- Hecarim should lose his Overwhelm keyword or should lose one token. - Relentless Pursuit should cost 4. - Death Mark should be a slow spell as how they did for Intimidating Roar before which killed Yasuo decks. - Karma's enlightened effect should disappear if Karma dies before the spell triggered. - Katarina needs to have 3 health instead of 2. - Kalista needs to have 3 health instead of 2. - Fiora should have 2 attack instead of 3. - Draven needs his old stats 4/3 instead of 3/3. - Ashe should be 4/4 instead of 5/3. - Absorb Soul should be either cost 0 or should drain 5. (Health Potion) - Precious Pet should be reverted, it should stun the next unit that the enemy summons instead of Fearsome, like in preview patches. That change has also harmed Yasuo archetype. - Cursed Keeper should summon a 3/3 instead of 4/4. - Feral Mystic should be 3 mana 3/3 instead of 2 mana 2/2. - Herald of Spring should have 3 health. - Shatter should be a fast spell. - Golden Crushbot should be a 3/4 instead of 2/5. - Kindly Tavernkeeper should have 3 attack instead of 2. - Laurent Chevalier should have 2 health instead of 1. - Mageseeker Inciter needs a keyword. Barrier/Tough/Fearsome/Elusive/Challenger/Lifesteal/Overwhelm, any of them or should rework as a Detain on a stick. - Statikk Shock should draw cards as how much target it is cast on. If it targets 2 enemy, it should draw 2; if targets are destroyed before it, it should draw 0. - Funsmith should have 4 Health instead of 3. - Midenstokke Henchmen should be 4/4 instead of 5/3. - Yusari needs a rework. - Hextech Transmogulator should cost 4 or 5 instead of 6. I can understand it was created for Lux/Heimerdinger decks but it's an expensive effect for 6 because it can only target followers. - The Rekindler's effect should be a play effect instead of When I'm summoned. - Icy Yeti should be 6 mana instead of 7. I don't think it will be problematic with Winter's Breath. They should be combo pieces together imo. - Jae Medarda is ok if we think about The Empyrean. I think elusive keyword needs a rework/rulechange so making Jae Medarda 7/7 with the change that i called above would be fair. - Ren Shadowblade should be 5/5 instead of 6/4. - Spectral Matron should be 7 mana 5/5 instead of 8 mana 6/6. After some changes of 7 mana minions (Tianna Crownguard, Rhasa the Sunderer) 7-mana spot is so blank imo. - Brightsteel Formation should lose its play effect and it should be only for attack. - Shady Character should work like burst spells or should have 2 health instead of 1. - Blood for Blood either should cost 2 or needs a rework. - Avarosan Trapper should have 3 attack instead of 2. - Arena Bookie should have 2 health instead of 1. - I think Mark of the Isles will be ok if ephemerals will have a rule change but if they will not, it should be +2/+2 instead of +3/+3. - Greenglade Caretaker and Fae Bladetwirler should gain +1 Attack instead of +2. - Boomcrew Rookie should have 3 health instead of 4. - Legion Saboteur should have 1 attack instead of 2.
These are what I can think of. I can see that some of those cards' changes make others unnecessary but I really can't know what Riot will change so I just wrote them like they will be single buff/nerf.
Card changes should not be necessary but I really think that there needs to be some rule changes.
Rule changes:
1. would make ephemerals way too weak.
2. grown to be alright with them existing.. no need for it I think.. maybe nerf some of them.
3. burst spells work fine as is.. their point is that they can't be interrupted and they happen in a burst.
4. definitely no, it would be so much confusing if it worked that way.
5. Disagree.. why would you restrict the normal version of spells, yes a lot of them are powerful but that way you restrict deck building.
The rest I agree or don't care enough about them to comment.
seem to be that 7 mana cards are really hard to balance since it's the point where the game shifts from mid game to late game.. in both hs and runettera they seem to be problematic either autoinclude or never played.
So you are ok with this ?
Quote From Author
There is a Radiant Guardian as 5/1 and Though. Your opponent uses Back to Back on her to block your 3/2 and makes her 8/4. She became 8/2 after battle phase ends; Right now, she became 5/2 after the turn ends. You can't kill her with Mystic Shot for example if you top-deck some. If the change I have called above is applied, it would became 5/1 after Back to Back's effect disappear so you would be able to kill her with your top-deck Mystic Shot.
I don't think this is so confusing. People already confuses why they are healing instead of my change. All people expects units to revert back their current health instead of healing them.
Ashe/Draven/Fiora ( I still think that 3/3 with Challenger with an additional win condition is overpowered, she should be 2/3) might be ok-ish but i think that Katarina needs something to be more useful. The card already punishes you to lose tempo after she attacks and losing her to a Mystic Shot is way too punishing. 3/3 Katarina would be ok, more than overpowered.
For Statikk Shock, What I was thinking is only for units, Targeting nexus won't give you a draw so it will make the card more counterable and situational imo.
Death Mark should be a slow spell, I really don't get it why do you think it is ok. Spectral Rider's of Hecarim shouldn't be a target for Death Mark or attacking and changing ephemeral of Darkwater Scourge shouldn't be an option. It should be before or after attack, not on attack phase.
and I really think that 7 mana spot is way too much open for some regions after some good units got nerfed. Some cards should be fill that spot, Spectral Matron is a good canditate for Shadow Isles; Jae Medarda is a good option for P&Z, Noxus has already Savage Reckoner and that's an ok card. Mageseeker Persuader might be a good 7-cost unit with a rework or some stat changes after Tianna Crownguard left that spot, The Empyrean is already a great 7 drop, Freljord already has Anivia, Icy Yeti(Should be 6-cost) and Ancient Yeti (not so 7 :D),
and i think Signature spells needs to be signature so restricting them isn't that bad. I really can't understand why are most of you guys so close-minded for deckbuilding restrictions. Restrictions not so bad always.
and elusives will continue to be problematic if there will be no rule changes. Inspiring Mentor and Kinkou Lifeblade nerfs proved it. You can't get rid of the fact with refusing the problems. Nerfs won't be solution with new buff cards + new elusive cards on the way. Nerfing elusives won't be enough, You will need to nerf buff cards aswell and it will harm other archetypes bad. Inspiring Mentor nerf already harmed some of the existing archetypes for example.
It would be confusing for units to suddenly die after a combat if they survived, dunno I am ok with how it works right now.
I think nerfing Fiora's attack would kill her as a win condition and as a card it's a champion card they are supposed to be stronger than any follower, the only change I would do if any is one I suggested already and it's the level up change from 2 before and 2 after to 3 before and 1 after(kills I mean)
Katarina is FINE.. you need to protect her if you want her to survive, that's why her level up condition is so "easy" because it's actually not cause she dies to so much stuff, look up mogwai's kata build it's very potent and you will see kata is quite successful if you play her at the right time with the right back up.
I see a lot of decks do run a lot of followers adding +2 card advantage to control decks is a lot.. (With your suggested statikk shock change), sure in some situations you can react to it better but in most situations you buff the hell out of heimer and ez decks.
Death Mark is quite hard to set up and can be countered with a lot of cards if any target leaves the board it's canceled, you NEED an ephemeral target,you need 3 mana.. you need a target you want to eliminate.. the card has enough counter play so it doesn't need to be nerfed, if anything maybe Mark of the Isles needs to be nerfed if it costs 2 mana this card is even more fair.
Also Hecarim is getting nerfed so another nerf to this situational card.
Brightsteel Formation is a 9 mana cost unit/follower, having them in a deck has a high cost as you can't play the card until VERY late in a match if it doesn't win you the game more often than not then it's too weak in my opinion.
Legion Saboteur at 1/1 would never see any play, it's not that great as it is anyway.
I don't understand why you would want to restrict those spells to only be on decks that the champions are in, it makes you build a deck sub optimally because you want to run a specific card, specially when some of them are niche and some don't actually fit into a deck the champion is run in, besides it makes it so you have cards in your collection you can't run without a specific champion, don't see how it's a problem. if any of those spells is problematic then it should be nerfed/changed.. but restricting you to play champion cards you don't want to put into your deck because you want to play a spell.. no.
Elusives are counterable, I every region has the tools to deal with elusives:
Freljord: freeze.
Noxus: rush down,challengers,culling strike.
Ionia: fight fire with fire, they have elusives.
P&Z: direct damage removal, heimer's 3 mana turrets.
Demacia: purify,detain, challengers.
Shadow isles: tonnes of removal options, heals, AOE,vengence... etc.
Don't think they are such a big deal post nerfs but if more of them get hit I won't be too sad/surprised.
So; - You can use Oblivious Islander to reduce her cost to (2) for early upgrade posibility. - You can use Stirred Spirits to make her more threatining with +2 Attack. - You can use Mark of the Isles against frostbites or Removals (not against Vengeance) to save Katarina on your attack turn so she will be leveled-up. Works on your defend phase as well if she wouldn't die with the damage. - One of the best is; You can use Shark Chariot with ephemeral Katarina to spawn Shark Chariots whenever you Rally !
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.
Some of the decks I was experimenting with this ephemeral interactions;
Katarina/Undying Deck ID Not Found
Katarina/Hecarim Deck ID Not Found
I hope it helps your deckbuilding and experimenting and enjoyement.
The wont reset it but they may add more regions with their own progression
100 percent this.
A reset would make no sense whatsoever.
might make sense with new expansion tbh, or an expand to regional rewards might make more sense because they've said in open beta reveal video that existing regions will get 2 separate champions which means 6 champion cards and their supportative common/rare/epic spells/units.
@OP I've completed all regions today and opened a thread about it here. I hope you can read what I wrote there because I really wonder everyone's thoughts about game's future.
Hoping to see some rule changes instead of card/stat buffs/nerfs;
- Ephemerals should disappear/die after taking damage from any source - Elusive keyword should be for 1 turn or for 1 attack for followers (not champions) or All elusive followers should have a text like "After I deal damage, I lose elusive.) - Burst spells should be cast after Burst spells. (That's never gonna happen tbh but one can hope.) - After "For this round" buffs, All units will return back to their damaged healths instead of restoring their health. - Spells of champions should not put into decks that doesn't have those champions and can't be created with random effects like Back Alley Barkeep or Karma. Example: You can't put Prismatic Barrier to a deck that doesn't have any Lux. This also might fix Relentless Pursuit's brokenness a bit so it shouldn't need a nerf at first place.
Card Changes
- Hecarim should lose his Overwhelm keyword or should lose one token. - Relentless Pursuit should cost 4. - Death Mark should be a slow spell as how they did for Intimidating Roar before which killed Yasuo decks. - Karma's enlightened effect should disappear if Karma dies before the spell triggered. - Katarina needs to have 3 health instead of 2. - Kalista needs to have 3 health instead of 2. - Fiora should have 2 attack instead of 3. - Draven needs his old stats 4/3 instead of 3/3. - Ashe should be 4/4 instead of 5/3. - Absorb Soul should be either cost 0 or should drain 5. (Health Potion) - Precious Pet should be reverted, it should stun the next unit that the enemy summons instead of Fearsome, like in preview patches. That change has also harmed Yasuo archetype. - Cursed Keeper should summon a 3/3 instead of 4/4. - Feral Mystic should be 3 mana 3/3 instead of 2 mana 2/2. - Herald of Spring should have 3 health. - Shatter should be a fast spell. - Golden Crushbot should be a 3/4 instead of 2/5. - Kindly Tavernkeeper should have 3 attack instead of 2. - Laurent Chevalier should have 2 health instead of 1. - Mageseeker Inciter needs a keyword. Barrier/Tough/Fearsome/Elusive/Challenger/Lifesteal/Overwhelm, any of them or should rework as a Detain on a stick. - Statikk Shock should draw cards as how much target it is cast on. If it targets 2 enemy, it should draw 2; if targets are destroyed before it, it should draw 0. - Funsmith should have 4 Health instead of 3. - Midenstokke Henchmen should be 4/4 instead of 5/3. - Yusari needs a rework. - Hextech Transmogulator should cost 4 or 5 instead of 6. I can understand it was created for Lux/Heimerdinger decks but it's an expensive effect for 6 because it can only target followers. - The Rekindler's effect should be a play effect instead of When I'm summoned. - Icy Yeti should be 6 mana instead of 7. I don't think it will be problematic with Winter's Breath. They should be combo pieces together imo. - Jae Medarda is ok if we think about The Empyrean. I think elusive keyword needs a rework/rulechange so making Jae Medarda 7/7 with the change that i called above would be fair. - Ren Shadowblade should be 5/5 instead of 6/4. - Spectral Matron should be 7 mana 5/5 instead of 8 mana 6/6. After some changes of 7 mana minions (Tianna Crownguard, Rhasa the Sunderer) 7-mana spot is so blank imo. - Brightsteel Formation should lose its play effect and it should be only for attack. - Shady Character should work like burst spells or should have 2 health instead of 1. - Blood for Blood either should cost 2 or needs a rework. - Avarosan Trapper should have 3 attack instead of 2. - Arena Bookie should have 2 health instead of 1. - I think Mark of the Isles will be ok if ephemerals will have a rule change but if they will not, it should be +2/+2 instead of +3/+3. - Greenglade Caretaker and Fae Bladetwirler should gain +1 Attack instead of +2. - Boomcrew Rookie should have 3 health instead of 4. - Legion Saboteur should have 1 attack instead of 2.
These are what I can think of. I can see that some of those cards' changes make others unnecessary but I really can't know what Riot will change so I just wrote them like they will be single buff/nerf.
Card changes should not be necessary but I really think that there needs to be some rule changes.
Rule changes:
1. would make ephemerals way too weak.
2. grown to be alright with them existing.. no need for it I think.. maybe nerf some of them.
3. burst spells work fine as is.. their point is that they can't be interrupted and they happen in a burst.
4. definitely no, it would be so much confusing if it worked that way.
5. Disagree.. why would you restrict the normal version of spells, yes a lot of them are powerful but that way you restrict deck building.
The rest I agree or don't care enough about them to comment.
seem to be that 7 mana cards are really hard to balance since it's the point where the game shifts from mid game to late game.. in both hs and runettera they seem to be problematic either autoinclude or never played.
So you are ok with this ?
There is a Radiant Guardian as 5/1 and Though. Your opponent uses Back to Back on her to block your 3/2 and makes her 8/4. She became 8/2 after battle phase ends; Right now, she became 5/2 after the turn ends. You can't kill her with Mystic Shot for example if you top-deck some. If the change I have called above is applied, it would became 5/1 after Back to Back's effect disappear so you would be able to kill her with your top-deck Mystic Shot.
I don't think this is so confusing. People already confuses why they are healing instead of my change. All people expects units to revert back their current health instead of healing them.
Ashe/Draven/Fiora ( I still think that 3/3 with Challenger with an additional win condition is overpowered, she should be 2/3) might be ok-ish but i think that Katarina needs something to be more useful. The card already punishes you to lose tempo after she attacks and losing her to a Mystic Shot is way too punishing. 3/3 Katarina would be ok, more than overpowered.
For Statikk Shock, What I was thinking is only for units, Targeting nexus won't give you a draw so it will make the card more counterable and situational imo.
Death Mark should be a slow spell, I really don't get it why do you think it is ok. Spectral Rider's of Hecarim shouldn't be a target for Death Mark or attacking and changing ephemeral of Darkwater Scourge shouldn't be an option. It should be before or after attack, not on attack phase.
and I really think that 7 mana spot is way too much open for some regions after some good units got nerfed. Some cards should be fill that spot, Spectral Matron is a good canditate for Shadow Isles; Jae Medarda is a good option for P&Z, Noxus has already Savage Reckoner and that's an ok card. Mageseeker Persuader might be a good 7-cost unit with a rework or some stat changes after Tianna Crownguard left that spot, The Empyrean is already a great 7 drop, Freljord already has Anivia, Icy Yeti(Should be 6-cost) and Ancient Yeti (not so 7 :D),
and i think Signature spells needs to be signature so restricting them isn't that bad. I really can't understand why are most of you guys so close-minded for deckbuilding restrictions. Restrictions not so bad always.
and elusives will continue to be problematic if there will be no rule changes. Inspiring Mentor and Kinkou Lifeblade nerfs proved it. You can't get rid of the fact with refusing the problems. Nerfs won't be solution with new buff cards + new elusive cards on the way. Nerfing elusives won't be enough, You will need to nerf buff cards aswell and it will harm other archetypes bad. Inspiring Mentor nerf already harmed some of the existing archetypes for example.
I'm glad this card is getting unnerfed. I've always felt that the nerf was unnecessary cos this card is similar to Kobold Librarian except it is Overload instead of self damage.
Good job, man! That feels good and you will feel that way for a couple more weeks. Enjoy it!
I hit Legend for the first time in January... and then again in February. TBH, I was kind of disappointed because of the second time in a consecutive month. :-/
Btw I heard that it's much easier to hit legend in Wild (where I did myself also).
Thanks mate (and everyone else I've not specifically thanked)! Feels good and wanted to mark the occasion so I can come back and read this post some point in the future to relive the feeling.
Emailled my gf at 5 in the morning with the screenshot - she was asleep upstairs and this morning said "you should have come and woken me up!". Yeah I don't think that would have gone well for me :P :P
Could be easier in Wild maybe - hit Rank 2 a few times in standard but I wasn't trying then and even though I had half the month left played on different accounts/formats.
Am f2p and playing in Wild at least means I don't lose half my collection each year and crafting investments more worthwhile (usually). When standard gets boring play Wild, tired of Wild play standard!
I continue to be frustrated by the lack of statistics available on decks in LoR - I think that makes it really hard to determine which cards should be nerfed - but if you trust the meta tier lists on Mobalytics, then the cards that need to get hit are going to be the Ionia and Shadow Isles cards that are dominating the top tier decks. Each of those regions show up in about 50% of the best decks, and there's at least one of those two regions in about 85% of top tier decks on the site:
Shadow Assassin - should probably be a 1/2 (maybe a 2/1 since 1 damage removal is available in several regions). Comparing to Vanguard Redeemer, today it trades 1/1 in stats for Elusive (which seems more than fair) and gets its card draw entirely condition free. The card is just way too good.
Kinkou Lifeblade - Still a problem despite the health drop because buffs are plentiful and Elusive aggro decks love the lifesteal to reduce the need to block. It feels like the intended purpose of this card is to help control decks stabilize against Elusive aggro decks, so maybe it should be a 1/3 whose attack increases on defense, or a 2/4 with "can't attack" or something like that.
Mark of the Isles - A little to strong a buff for 1 mana, maybe reduce it to a +2|+2
Glimpse Beyond - This is a tough one. As a fast spell, it seems generally unfair that you get to play it at the last minute to make opposing removal tools irrelevant and draw 2 cards - that's a pretty big card advantage swing since your opponent is now out one or more removal cards and your unit sacrifice didn't really cost you anything you wouldn't lose anyway. But if it were slow, you'd never play it because any fast removal would negate it. So perhaps what it needs to be is a Burst spell with the text "You cannot cast this if other spells are on the stack." or "You cannot cast this if your opponent has unresolved spells." or something like that. It will always go off, but you have to actually make a sacrifice to get the card draw.
The Rekindler - The biggest problem here is that this is frequently "vanilla stats with a champion," and scales up to "oppressive amount of stats for cheap" as the game goes on and you play your more powerful champion cards. There are a lot of ways you could nerf this. Some ideas: change the text to "strongest ally" to make it harder to get free champions, drive the cost up to 7 or 8 to make its cost more appropriate for the immediate stats on board that you get, drive its stats down to a 3/3 or a 2/2 to make it far less meaningful a unit, etc.
I'm completely new to all of this, so I don't know how to edit existing cards yet, but with Toxic arrow I think something along the lines of 2 Mana 'Toxic Arrow" Look at this card for 30 seconds and ask yourself if it is supposed to make any sense, then forget it exists.
or
Legendary spell 2 Mana 'Toxic Arrow' Question the ideas of the HS developers.
Me too. I really wish that was a viable combo in practice, but at 3 HP/ea they both are just way to easy to kill, and at 4/5 mana they are too expensive to YOLO it.
Could work with hand buffs maybe :)
It works with Stand United and some Elusives, also good with Challenger units, I have 2 different decks for them;
one is Draven-Only Demacia/Noxus Deck ID Not Found
and the other one is Yasuo/Katarina Ionia/Noxus Deck ID Not Found
Sometimes it doesn't work but when it works, it is hilarious so you should try at least one for some fun :) Stand United is really cool for changing Shiraza the Blade's place. :D
Hoping to see some rule changes instead of card/stat buffs/nerfs;
- Ephemerals should disappear/die after taking damage from any source - Elusive keyword should be for 1 turn or for 1 attack for followers (not champions) or All elusive followers should have a text like "After I deal damage, I lose elusive.) - Burst spells should be cast after Burst spells. (That's never gonna happen tbh but one can hope.) - After "For this round" buffs, All units will return back to their damaged healths instead of restoring their health. - Spells of champions should not put into decks that doesn't have those champions and can't be created with random effects like Back Alley Barkeep or Karma. Example: You can't put Prismatic Barrier to a deck that doesn't have any Lux. This also might fix Relentless Pursuit's brokenness a bit so it shouldn't need a nerf at first place.
Card Changes
- Hecarim should lose his Overwhelm keyword or should lose one token. - Relentless Pursuit should cost 4. - Death Mark should be a slow spell as how they did for Intimidating Roar before which killed Yasuo decks. - Karma's enlightened effect should disappear if Karma dies before the spell triggered. - Katarina needs to have 3 health instead of 2. - Kalista needs to have 3 health instead of 2. - Fiora should have 2 attack instead of 3. - Draven needs his old stats 4/3 instead of 3/3. - Ashe should be 4/4 instead of 5/3. - Absorb Soul should be either cost 0 or should drain 5. (Health Potion) - Precious Pet should be reverted, it should stun the next unit that the enemy summons instead of Fearsome, like in preview patches. That change has also harmed Yasuo archetype. - Cursed Keeper should summon a 3/3 instead of 4/4. - Feral Mystic should be 3 mana 3/3 instead of 2 mana 2/2. - Herald of Spring should have 3 health. - Shatter should be a fast spell. - Golden Crushbot should be a 3/4 instead of 2/5. - Kindly Tavernkeeper should have 3 attack instead of 2. - Laurent Chevalier should have 2 health instead of 1. - Mageseeker Inciter needs a keyword. Barrier/Tough/Fearsome/Elusive/Challenger/Lifesteal/Overwhelm, any of them or should rework as a Detain on a stick. - Statikk Shock should draw cards as how much target it is cast on. If it targets 2 enemy, it should draw 2; if targets are destroyed before it, it should draw 0. - Funsmith should have 4 Health instead of 3. - Midenstokke Henchmen should be 4/4 instead of 5/3. - Yusari needs a rework. - Hextech Transmogulator should cost 4 or 5 instead of 6. I can understand it was created for Lux/Heimerdinger decks but it's an expensive effect for 6 because it can only target followers. - The Rekindler's effect should be a play effect instead of When I'm summoned. - Icy Yeti should be 6 mana instead of 7. I don't think it will be problematic with Winter's Breath. They should be combo pieces together imo. - Jae Medarda is ok if we think about The Empyrean. I think elusive keyword needs a rework/rulechange so making Jae Medarda 7/7 with the change that i called above would be fair. - Ren Shadowblade should be 5/5 instead of 6/4. - Spectral Matron should be 7 mana 5/5 instead of 8 mana 6/6. After some changes of 7 mana minions (Tianna Crownguard, Rhasa the Sunderer) 7-mana spot is so blank imo. - Brightsteel Formation should lose its play effect and it should be only for attack. - Shady Character should work like burst spells or should have 2 health instead of 1. - Blood for Blood either should cost 2 or needs a rework. - Avarosan Trapper should have 3 attack instead of 2. - Arena Bookie should have 2 health instead of 1. - I think Mark of the Isles will be ok if ephemerals will have a rule change but if they will not, it should be +2/+2 instead of +3/+3. - Greenglade Caretaker and Fae Bladetwirler should gain +1 Attack instead of +2. - Boomcrew Rookie should have 3 health instead of 4. - Legion Saboteur should have 1 attack instead of 2.
These are what I can think of. I can see that some of those cards' changes make others unnecessary but I really can't know what Riot will change so I just wrote them like they will be single buff/nerf.
Card changes should not be necessary but I really think that there needs to be some rule changes.
Rule changes:
1. would make ephemerals way too weak.
2. grown to be alright with them existing.. no need for it I think.. maybe nerf some of them.
3. burst spells work fine as is.. their point is that they can't be interrupted and they happen in a burst.
4. definitely no, it would be so much confusing if it worked that way.
5. Disagree.. why would you restrict the normal version of spells, yes a lot of them are powerful but that way you restrict deck building.
The rest I agree or don't care enough about them to comment.
seem to be that 7 mana cards are really hard to balance since it's the point where the game shifts from mid game to late game.. in both hs and runettera they seem to be problematic either autoinclude or never played.
Good job, man! That feels good and you will feel that way for a couple more weeks. Enjoy it!
I hit Legend for the first time in January... and then again in February. TBH, I was kind of disappointed because of the second time in a consecutive month. :-/
Btw I heard that it's much easier to hit legend in Wild (where I did myself also).
Yeah, the stats were kinda "meh" according to the cost, I feel that at 6 mana 7/3 is more worth it. 10 stats + stealth + combo = 6 mana seems reasonable.
I wouldn't drop it from 6 because you could play 2 in a turn and I feel like its over the top that way.
I like the Diminutive Summoner, it plays a mind game with the opponent making it wonder if you can draw right away, or next turn or leave as it is and having it after 3 turns. Cool mechanic.
With my experience, i can suggest that try not to break your Synergy picks and try to make your wild picks same or related with your synergy picks.
For example, If you go for Fiora and Shen; try to pick "Shield Wall" in your synergy picks always even some cards seems bad and if you can't pick "Shield Wall" for your wild picks you can try "Suit Up" for your wild picks to have a more consistent expedition deck. Wild Picks don't breaks your Synergy Picks so you can push the limits with "Shadow and Dust" or "Enlightenment" with Fiora/Shen for example but try to avoid unsynergistic picks on your Synergy Picks.
Also, try to make your mana curve looks good. I mean a literal curve. Mana curve doesn't so important on ladder and constructed decks in this game but it matters at Expeditions.
Ok, it looks, seems and feels funny to play with 3 regions in a deck but if it is not your open play, I won't suggest you to draft 3 different regions. It is for fun in my opinion and should be in open plays for just for monkeying around.
Also, Mono Decks (only Demacia for example) are quite well in expeditions. Especially Demacia and Noxus. Piltover&Zaun is also cool. You can start with Mono Demacia as drafting Garen + Fiora. Demacian Steel tree is easy to draft and play and gives you 3-4 wins at best if you know how to play mid-range archetype.
And no, not inspired by Runterra, as I’ve never played it! I was thinking about the 2/2 portal felhounds and the God-Eternals from MTG and wanted something not quite as overpowered but with a dynamic entry.
Edit: A 2nd idea for a combo warlock.
@Fedrion - I do like the new card more. You could probably buff the stats. Yes, the combo interferes with the player’s draw, but they still draw a card. You might as well make the minion worth playing for a Stealth 6-drop. Or even make it cost 5
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
I like frequent balance adjustments. Leaving the meta stale and ignoring problems is what insults me as a player. Blizzard has gotten more proactive, and if that means there will be occasional course corrections, I think it’s more than fair.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Sigh, third pally draft and still no Silver Sword... hell, not even a 7 drop
Honest Hearthstone Cards (Game)
Next card:
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
You know, people are always complaining about how prominent RNG is, and how influential it is to the outcome of a game, and how skills barley matter as long as you get lucky, and how dumb this game is because the whole thing is just one big RNG fiesta. But honestly, how much RNG is actually in all of the meta decks right now?
I am going to look at all of the decks provided in the Standard Meta Report and see how many cards are just random RNG, I will not count discover cards because they are fairly controllable, and most of them have a restriction (like discovering dragons, or only spells) that makes them even more consistent.
In Embiggen Druid, there is nothing.
In Quest Druid, the only RNG cards are [Hearthstone Card (ysera unleashed) Not Found].
In Aggro Dragon Hunter, there is Dragonbane, and I guess you could argue that Phase Stalker counts, but I say no to that because you can pick and choose which secrets you want to go into your deck, so there is barely any RNG on this card.
In Highlander Hunter, there is Dragonbane, and Dragonqueen Alexstrasza.
In Highlander Mage, there is Conjurer's Calling (and people play that card because 99% of the time, two random minions are better than the one you had, so I would say this card is pretty consistent), Dragonqueen Alexstrasza, and the [Hearthstone Card (amazing reno) Not Found].
In mech paladin, the only card which you could argue being an RNG card is Micro Mummy, but the effect is so small that I would say it hardly matters.
In Galakrond Priest, you do have all of those random minions coming off of Galakrond, as well as Mass Hysteria, and you could argue that Archmage Vargoth as well as all of the resurrection stuff is also RNG, but that is controllable, so I will not count that.
In Galakrond Rogue, really, the only random stuff is Pharaoh Cat, which isn't that influential to the outcome of the game, and all of the lackeys. And again, the lackeys aren't that influential to the outcome of the game.
In Control Galakrond Warlock, the only RNG cards are Dragonqueen Alexstrasza and the random demons you get from Galkronds battlecry.
In Zoo Galakrond Warlock, the only really random thing is just the random demons off of Galakronds battlecry
In galakrond Warrior, there is zero RNG cards.
All in all there is a total of five big RNG cards that can swing the game. That doesn't seem like a whole lot to me. Most of the RNG in Hearthstone is just draw, which is just how card games work. If there was no randomness than the game would be SUPER boring and stale, but there isn't NEARLY enough huge swingy RNG cards to make you quit the game.
Progression After Completing Regional Rewards
Interesting find. I'm still quite a ways away from maxing out my region rewards.
I absolutely think you shouldn't be able to rack up points for a Season Road Level that's supposed to take effect at a (much) later date. You might be right in that some people will still be able to craft a sizeable amount of cards on day 1 of the expansion hitting. But we don't need to make those players' headstart even greater.
March 17 patch expectations
Elusives need to f**** off and die. Literally add "can't block" to half of them and nerf the rest.
If they don't manage to actually get them into a spot where they can't just stack buffs ona single unit and win because not every region has Vengeance then the game is basically ruined.
Also nerf all permanent buffs, especially the health ones. Direct damage is such a rarity in this game and it's way too easy to just stack buffs on a single unit and have it win the game with no counterplay (Stand Alone is the worst offender here)
March 17 patch expectations
Well, My concern about Katarina might be about my passion with her, I must confess. :)
I am not saying elusives not counterable, I'm saying it will be more problematic as the game grows, that's all. Don't get me wrong, right now it is on a good spot but in time it will be more problematic with more hand/deck buff cards and more elusive units.
we need to aggree on disagree about Death Mark I guess. I really don't think any of Hecarim, Mark of the Isles nerfs will solve the issue about that card because of Darkwater Scourge.
but you are probably right about Legion Saboteur and Brightsteel Formation, especially when we think about Commander Ledros.
Fiora needs some changes but I really can't decide which part of her might be tinkered so I wanted to change her attack stat. 3/3 challenger feels so much powered tbh. Think about Draven, ok, when he levels-up, he is the only unit in game that has both Overwhelm + Quick Attack at the same time but does nothing compared to Fiora when he enters the battlefield and he is also 3/3.
Don't get me wrong btw, I really think that the game so much canditates to make all of the champions work, I have already some ways to make them work even for weakest one. I'm not whining, just trying to make some suggestions to balance the game and sharing what i experienced in the game.
March 17 patch expectations
It would be confusing for units to suddenly die after a combat if they survived, dunno I am ok with how it works right now.
I think nerfing Fiora's attack would kill her as a win condition and as a card it's a champion card they are supposed to be stronger than any follower, the only change I would do if any is one I suggested already and it's the level up change from 2 before and 2 after to 3 before and 1 after(kills I mean)
Katarina is FINE.. you need to protect her if you want her to survive, that's why her level up condition is so "easy" because it's actually not cause she dies to so much stuff, look up mogwai's kata build it's very potent and you will see kata is quite successful if you play her at the right time with the right back up.
I see a lot of decks do run a lot of followers adding +2 card advantage to control decks is a lot.. (With your suggested statikk shock change), sure in some situations you can react to it better but in most situations you buff the hell out of heimer and ez decks.
Death Mark is quite hard to set up and can be countered with a lot of cards if any target leaves the board it's canceled, you NEED an ephemeral target,you need 3 mana.. you need a target you want to eliminate.. the card has enough counter play so it doesn't need to be nerfed, if anything maybe Mark of the Isles needs to be nerfed if it costs 2 mana this card is even more fair.
Also Hecarim is getting nerfed so another nerf to this situational card.
Brightsteel Formation is a 9 mana cost unit/follower, having them in a deck has a high cost as you can't play the card until VERY late in a match if it doesn't win you the game more often than not then it's too weak in my opinion.
Legion Saboteur at 1/1 would never see any play, it's not that great as it is anyway.
I don't understand why you would want to restrict those spells to only be on decks that the champions are in, it makes you build a deck sub optimally because you want to run a specific card, specially when some of them are niche and some don't actually fit into a deck the champion is run in, besides it makes it so you have cards in your collection you can't run without a specific champion, don't see how it's a problem. if any of those spells is problematic then it should be nerfed/changed.. but restricting you to play champion cards you don't want to put into your deck because you want to play a spell.. no.
Elusives are counterable, I every region has the tools to deal with elusives:
Freljord: freeze.
Noxus: rush down,challengers,culling strike.
Ionia: fight fire with fire, they have elusives.
P&Z: direct damage removal, heimer's 3 mana turrets.
Demacia: purify,detain, challengers.
Shadow isles: tonnes of removal options, heals, AOE,vengence... etc.
Don't think they are such a big deal post nerfs but if more of them get hit I won't be too sad/surprised.
Some Funny Katarina/Ephemeral Interactions
Katarina is one of my favorite champions and I have been experimenting with her, even in most ridiculous situations (Teemo/Katarina :D)


Some of you guys might not know the Ephemeral interaction of Katarina so I wanted to share it here.
When you give Katarina, Mark of the Isles she won't die after she attacks and levels-up and comes back to your hand. Same with Oblivious Islander and Stirred Spirits.
So;
- You can use Oblivious Islander to reduce her cost to (2) for early upgrade posibility.
- You can use Stirred Spirits to make her more threatining with +2 Attack.
- You can use Mark of the Isles against frostbites or Removals (not against Vengeance) to save Katarina on your attack turn so she will be leveled-up. Works on your defend phase as well if she wouldn't die with the damage.
- One of the best is; You can use Shark Chariot with ephemeral Katarina to spawn Shark Chariots whenever you Rally !
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.
Some of the decks I was experimenting with this ephemeral interactions;
Katarina/Undying
Deck ID Not Found
Katarina/Hecarim
Deck ID Not Found
I hope it helps your deckbuilding and experimenting and enjoyement.
Your region progress
might make sense with new expansion tbh, or an expand to regional rewards might make more sense because they've said in open beta reveal video that existing regions will get 2 separate champions which means 6 champion cards and their supportative common/rare/epic spells/units.
@OP
I've completed all regions today and opened a thread about it here. I hope you can read what I wrote there because I really wonder everyone's thoughts about game's future.
March 17 patch expectations
So you are ok with this ?
I don't think this is so confusing. People already confuses why they are healing instead of my change. All people expects units to revert back their current health instead of healing them.
Ashe/Draven/Fiora ( I still think that 3/3 with Challenger with an additional win condition is overpowered, she should be 2/3) might be ok-ish but i think that Katarina needs something to be more useful. The card already punishes you to lose tempo after she attacks and losing her to a Mystic Shot is way too punishing. 3/3 Katarina would be ok, more than overpowered.
For Statikk Shock, What I was thinking is only for units, Targeting nexus won't give you a draw so it will make the card more counterable and situational imo.
Death Mark should be a slow spell, I really don't get it why do you think it is ok. Spectral Rider's of Hecarim shouldn't be a target for Death Mark or attacking and changing ephemeral of Darkwater Scourge shouldn't be an option. It should be before or after attack, not on attack phase.
Brightsteel Formation has too much for a unit, like how Tryndamere had Though before.
1/2 Legion Saboteur would be ok but won't be so different with Boomcrew Rookie if it is 1/2.
and I really think that 7 mana spot is way too much open for some regions after some good units got nerfed. Some cards should be fill that spot, Spectral Matron is a good canditate for Shadow Isles; Jae Medarda is a good option for P&Z, Noxus has already Savage Reckoner and that's an ok card. Mageseeker Persuader might be a good 7-cost unit with a rework or some stat changes after Tianna Crownguard left that spot, The Empyrean is already a great 7 drop, Freljord already has Anivia, Icy Yeti(Should be 6-cost) and Ancient Yeti (not so 7 :D),
and i think Signature spells needs to be signature so restricting them isn't that bad. I really can't understand why are most of you guys so close-minded for deckbuilding restrictions. Restrictions not so bad always.
and elusives will continue to be problematic if there will be no rule changes. Inspiring Mentor and Kinkou Lifeblade nerfs proved it. You can't get rid of the fact with refusing the problems. Nerfs won't be solution with new buff cards + new elusive cards on the way. Nerfing elusives won't be enough, You will need to nerf buff cards aswell and it will harm other archetypes bad. Inspiring Mentor nerf already harmed some of the existing archetypes for example.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
I'm glad this card is getting unnerfed. I've always felt that the nerf was unnecessary cos this card is similar to Kobold Librarian except it is Overload instead of self damage.
Yet another first time F2P legend
Thanks mate (and everyone else I've not specifically thanked)! Feels good and wanted to mark the occasion so I can come back and read this post some point in the future to relive the feeling.
Emailled my gf at 5 in the morning with the screenshot - she was asleep upstairs and this morning said "you should have come and woken me up!". Yeah I don't think that would have gone well for me :P :P
Could be easier in Wild maybe - hit Rank 2 a few times in standard but I wasn't trying then and even though I had half the month left played on different accounts/formats.
Am f2p and playing in Wild at least means I don't lose half my collection each year and crafting investments more worthwhile (usually). When standard gets boring play Wild, tired of Wild play standard!
Pole Position - Card Design Competition Discussion Thread
ok thanks for the susgestion here what i got for card design
Honest Hearthstone Cards (Game)
^ I really liked the griftah change.
Also I am disappointed you didn't quote darkmanne on the ancient one.. missed opportunity..
Next:
March 17 patch expectations
I continue to be frustrated by the lack of statistics available on decks in LoR - I think that makes it really hard to determine which cards should be nerfed - but if you trust the meta tier lists on Mobalytics, then the cards that need to get hit are going to be the Ionia and Shadow Isles cards that are dominating the top tier decks. Each of those regions show up in about 50% of the best decks, and there's at least one of those two regions in about 85% of top tier decks on the site:
Honest Hearthstone Cards (Game)
I'm completely new to all of this, so I don't know how to edit existing cards yet, but with Toxic arrow I think something along the lines of
2 Mana 'Toxic Arrow"
Look at this card for 30 seconds and ask yourself if it is supposed to make any sense, then forget it exists.
or
Legendary spell
2 Mana 'Toxic Arrow'
Question the ideas of the HS developers.
Yet another first time F2P legend
Awesome!!! Nice work! Nothing wrong with celebrating the milestone with everyone here. Someone I know did the same in Jan ;)
Honest Hearthstone Cards (Game)
Next up:
Who's the 3rd place guy in Fiora's Artwork?
It works with Stand United and some Elusives, also good with Challenger units, I have 2 different decks for them;

one is Draven-Only Demacia/Noxus
Deck ID Not Found
and the other one is Yasuo/Katarina Ionia/Noxus
Deck ID Not Found
Sometimes it doesn't work but when it works, it is hilarious so you should try at least one for some fun :) Stand United is really cool for changing Shiraza the Blade's place. :D
Btw, For the OP and Flavor;
Look at the circle, She is Cithria of Cloudfield who came to join Elite army. :)
March 17 patch expectations
Rule changes:
1. would make ephemerals way too weak.
2. grown to be alright with them existing.. no need for it I think.. maybe nerf some of them.
3. burst spells work fine as is.. their point is that they can't be interrupted and they happen in a burst.
4. definitely no, it would be so much confusing if it worked that way.
5. Disagree.. why would you restrict the normal version of spells, yes a lot of them are powerful but that way you restrict deck building.
I disagree with most of your changes as well most cards you suggested are fine as they are: Ashe,Draven,Fiora,Katarina,Death Mark, Precious Pet,Shatter, Statikk Shock(4 mana draw 2? what?), Hextech TransmogulatorBADCARDNAME (is very flexible.. do you want this card to see play?),Brightsteel Formation, Legion Saboteur (if so make it 1/2, 1 mana 1/1s are unplayable).
The rest I agree or don't care enough about them to comment.
seem to be that 7 mana cards are really hard to balance since it's the point where the game shifts from mid game to late game.. in both hs and runettera they seem to be problematic either autoinclude or never played.
Yet another first time F2P legend
Good job, man! That feels good and you will feel that way for a couple more weeks. Enjoy it!
I hit Legend for the first time in January... and then again in February. TBH, I was kind of disappointed because of the second time in a consecutive month. :-/
Btw I heard that it's much easier to hit legend in Wild (where I did myself also).
Pole Position - Card Design Competition Discussion Thread
Yeah, the stats were kinda "meh" according to the cost, I feel that at 6 mana 7/3 is more worth it. 10 stats + stealth + combo = 6 mana seems reasonable.
I wouldn't drop it from 6 because you could play 2 in a turn and I feel like its over the top that way.
I like the Diminutive Summoner, it plays a mind game with the opponent making it wonder if you can draw right away, or next turn or leave as it is and having it after 3 turns. Cool mechanic.
Looking for help/guidance on Expedition mode
With my experience, i can suggest that try not to break your Synergy picks and try to make your wild picks same or related with your synergy picks.
For example, If you go for Fiora and Shen; try to pick "Shield Wall" in your synergy picks always even some cards seems bad and if you can't pick "Shield Wall" for your wild picks you can try "Suit Up" for your wild picks to have a more consistent expedition deck. Wild Picks don't breaks your Synergy Picks so you can push the limits with "Shadow and Dust" or "Enlightenment" with Fiora/Shen for example but try to avoid unsynergistic picks on your Synergy Picks.
Also, try to make your mana curve looks good. I mean a literal curve. Mana curve doesn't so important on ladder and constructed decks in this game but it matters at Expeditions.
Ok, it looks, seems and feels funny to play with 3 regions in a deck but if it is not your open play, I won't suggest you to draft 3 different regions. It is for fun in my opinion and should be in open plays for just for monkeying around.
Also, Mono Decks (only Demacia for example) are quite well in expeditions. Especially Demacia and Noxus. Piltover&Zaun is also cool. You can start with Mono Demacia as drafting Garen + Fiora. Demacian Steel tree is easy to draft and play and gives you 3-4 wins at best if you know how to play mid-range archetype.
Pole Position - Card Design Competition Discussion Thread
Here’s some slightly better wording:
And no, not inspired by Runterra, as I’ve never played it! I was thinking about the 2/2 portal felhounds and the God-Eternals from MTG and wanted something not quite as overpowered but with a dynamic entry.
Edit: A 2nd idea for a combo warlock.
@Fedrion - I do like the new card more. You could probably buff the stats. Yes, the combo interferes with the player’s draw, but they still draw a card. You might as well make the minion worth playing for a Stealth 6-drop. Or even make it cost 5