My average over 12 runs with Millhouse is 2.5 (I'm 6.5k mmr). I have a strat that has helped friends do well too, so its not just me being Lucky. I legit think he's great, but his play pattern is SO different that people can't adjust or don't know how.
MurlocAggroB It's weird for a "fiend" to be a Beast and not a Demon, but I digress.
Warp Stalkers are beasts.
EDIT: What would you suggest for improvements? Should I bump it up to 7/7, or even 8/8? I also don't largely care about mana effects, because if we design every card around them we'd never design any interesting cards with downsides.
I know about Warp Stalkers; you just happened to call it a "fiend" instead, so it confused me.
...I don't know how you would improve on the card, at least to the point where I would like it. That's not to say your card is bad; I just don't like cards with such big downsides.
I guess the idea is that secrets have a hidden priority on which effect take place first, hence why Flare is countered successfully by Counterspell. So manasaber not granting a mana crystal when sent back with Freezing Trap checks out.
I dont think its a bug, but kinda bummer that no one has clarified this interaction before (that secrets triggers are prioritize over others)
Makes me wonder whether manasaber effect can be countered by Vaporize as well
MurlocAggroB It's weird for a "fiend" to be a Beast and not a Demon, but I digress.
Warp Stalkers are beasts.
EDIT: What would you suggest for improvements? Should I bump it up to 7/7, or even 8/8? I also don't largely care about mana effects, because if we design every card around them we'd never design any interesting cards with downsides.
I think this will help Shaman in a big way. The class has strong cards at the moment, but it also has piss-poor choices for opening plays. With something to toss on the board and pressure the early game with, the possible decks out there - Quest, Galakrond, Control, Aggro Overload - should get a nice boost in winrate. At the very least, we should see ole Thrall again!
@economicaooc I'm not a fan of Chain Lightning because it's just a smaller Meteor.
@DecentOfDragonsOp Forked Sword is unique, so maybe go with that one. Blast Shield seems ridiculous, even for 8-mana.
@LarryMoments Hardened Defender was kind of what I was going for with my first idea; I just fucked it up lol. It's a little plain, but I like it the most.
@Cocoduf You wouldn't really "shuffle" something to the top of your deck, as you know where it is. Also, where is this minion coming from? Are you targeting an enemy like Entomb, or is it coming from within your deck?
@Demonxz95 I really like it, although it might be a bit pushed. Still, I would totally play the card.
@Hordaki That seems pretty obnoxious to get through, if you include Mindless Mummy in a deck that goes wide with its board. Still, the flavor is there and it seems alright balance-wise.
@Fedrion Demon is right - because Hearthstone lacks the ability to look through your deck to locate and draw cards (aka "Scry"), you're just as likely to help the opponent as you are to hurt them. There's no way to know.
@thepowrofcheese Makes me think of Avarosan Trapper from Runeterra, but in a good way. I like it.
@h0lysatan I personally don't like such cards, but I know there are some out there that would love such a combo-disruptor.
MurlocAggroB It's weird for a "fiend" to be a Beast and not a Demon, but I digress. Maybe I'm not creative enough to see the potential, but I personally don't see why you would bother with this "mini-game" for any major length of time. It's a lot of work for a minimal gain (and potentially a HUGE loss). Evolve/Devolve/Conjurer's Calling into the Warp Fiend would be very tragic.
Thought of something else: the return of Handbuff Paladin!
Divine Shield and Rush are a potent combination, so only the right half of your hand gets to benefit from the Battlecry...because they too are the right hand(s) of justice! Edit: If you don't like the multi-minion handbuff version, I also made a "right-most" singular version.
Dreamed of making this thread, but after 4 years of playing didn't think it would ever happen. It's a bit self congratulatory but I hope this one time that's ok.
Was rank 13 wild starting last season and managed to get to Rank 1 for the first time ever.
This month I decided it was time to properly try - I'd just play up to 10 games each night until the season was over or I hit legend for the first time, and earn that card back (which I won't use because I don't actually like it lol).
I used my version of Dragon Jade Druid which I really like. My 4 year old Druid isn't even level 60 so it's fair to say I'm not an expert Druid player:)
Had 82% winrate - 27-6
Even better Rank 1 final boss emoted Well Played so I added him (I give kudos to anyone who emotes WP on a loss) and we had a great chat after. Explained first time legend situation and he was really kind and we kinda of shared it together :P Props to him.
Anyway, rambled enough so just to say if you are trying to do the same, there's lots of advice out there. But you can do it if you play, practice and a bit of good RNG helps too :)
Thoughts? The idea is you play a minigame where you feed your worst minion to the opponent. You can also do shenanigans like purposefully donate this to the opponent, or use it like a repeatable Treachery.
I'm expecting the announcement this Wednesday or Thursday. That gives enough time for the expansion pre-release hype, lines up with idea that it'd be mid March, and also is when the anniversary event ends.
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.
Fair point, but if Stickyfinger really became a consistent counter what would really stop rogues from running their own to steal it back? Not like they're winning against aggro match-ups anyway so I don't see how subbing one card out for their own Stickyfinger would hurt that much against control & otk decks if it means they guarantee the win.
above link should take you to a BO5 last hero standing series where this rogue deck you posted was played in games 2,3, and 4 by me. Follow me on twitter @The_Supermurloc
Everyone calling the nerf on this in standard unwarranted probably only played lackey shit, and enjoyed the archetype. This card was oppressive, it was an auto include in every shaman deck, and was cancer every turn you played it on until turn 4. That being said, wild has tools to deal with it so reverting the nerf is warranted. It's not as oppressive in wild where they have 1 mana 2/3s and every deck plays mistress of mixtures...
Hearthstone's Dean Ayala thinks Millhouse Manastorm Needs a Buff in Battlegrounds
My average over 12 runs with Millhouse is 2.5 (I'm 6.5k mmr). I have a strat that has helped friends do well too, so its not just me being Lucky. I legit think he's great, but his play pattern is SO different that people can't adjust or don't know how.
Card Design Conversation - Game On!
The bonemare is funny :D
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
Shaman is crap now, this is fine.
Yet another first time F2P legend
Thanks my friend :)
Do You Copy? - Card Design Competition Discussion Thread
Congrats to shaveyou! It was my second favourite card of the finalists. Didn't spot the text mistake either...
Yet another first time F2P legend
Congratulations! I'm happy for you :)
Pole Position - Card Design Competition Discussion Thread
I know about Warp Stalkers; you just happened to call it a "fiend" instead, so it confused me.
...I don't know how you would improve on the card, at least to the point where I would like it. That's not to say your card is bad; I just don't like cards with such big downsides.
Escaped Mansaber/Freezing Trap Interaction
I guess the idea is that secrets have a hidden priority on which effect take place first, hence why Flare is countered successfully by Counterspell. So manasaber not granting a mana crystal when sent back with Freezing Trap checks out.
I dont think its a bug, but kinda bummer that no one has clarified this interaction before (that secrets triggers are prioritize over others)
Makes me wonder whether manasaber effect can be countered by Vaporize as well
Pole Position - Card Design Competition Discussion Thread
Warp Stalkers are beasts.
EDIT: What would you suggest for improvements? Should I bump it up to 7/7, or even 8/8? I also don't largely care about mana effects, because if we design every card around them we'd never design any interesting cards with downsides.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
I think this will help Shaman in a big way. The class has strong cards at the moment, but it also has piss-poor choices for opening plays. With something to toss on the board and pressure the early game with, the possible decks out there - Quest, Galakrond, Control, Aggro Overload - should get a nice boost in winrate. At the very least, we should see ole Thrall again!
Pole Position - Card Design Competition Discussion Thread
@economicaooc I'm not a fan of Chain Lightning because it's just a smaller Meteor.
@DecentOfDragonsOp Forked Sword is unique, so maybe go with that one. Blast Shield seems ridiculous, even for 8-mana.
@LarryMoments Hardened Defender was kind of what I was going for with my first idea; I just fucked it up lol. It's a little plain, but I like it the most.
@Cocoduf You wouldn't really "shuffle" something to the top of your deck, as you know where it is. Also, where is this minion coming from? Are you targeting an enemy like Entomb, or is it coming from within your deck?
@Demonxz95 I really like it, although it might be a bit pushed. Still, I would totally play the card.
@Hordaki That seems pretty obnoxious to get through, if you include Mindless Mummy in a deck that goes wide with its board. Still, the flavor is there and it seems alright balance-wise.
@Fedrion Demon is right - because Hearthstone lacks the ability to look through your deck to locate and draw cards (aka "Scry"), you're just as likely to help the opponent as you are to hurt them. There's no way to know.
@thepowrofcheese Makes me think of Avarosan Trapper from Runeterra, but in a good way. I like it.
@h0lysatan I personally don't like such cards, but I know there are some out there that would love such a combo-disruptor.
MurlocAggroB It's weird for a "fiend" to be a Beast and not a Demon, but I digress. Maybe I'm not creative enough to see the potential, but I personally don't see why you would bother with this "mini-game" for any major length of time. It's a lot of work for a minimal gain (and potentially a HUGE loss). Evolve/Devolve/Conjurer's Calling into the Warp Fiend would be very tragic.
Pole Position - Card Design Competition Discussion Thread
Thought of something else: the return of Handbuff Paladin!
Divine Shield and Rush are a potent combination, so only the right half of your hand gets to benefit from the Battlecry...because they too are the right hand(s) of justice! Edit: If you don't like the multi-minion handbuff version, I also made a "right-most" singular version.
Yet another first time F2P legend
Dreamed of making this thread, but after 4 years of playing didn't think it would ever happen. It's a bit self congratulatory but I hope this one time that's ok.
Was rank 13 wild starting last season and managed to get to Rank 1 for the first time ever.
This month I decided it was time to properly try - I'd just play up to 10 games each night until the season was over or I hit legend for the first time, and earn that card back (which I won't use because I don't actually like it lol).
I used my version of Dragon Jade Druid which I really like. My 4 year old Druid isn't even level 60 so it's fair to say I'm not an expert Druid player:)
Had 82% winrate - 27-6
Even better Rank 1 final boss emoted Well Played so I added him (I give kudos to anyone who emotes WP on a loss) and we had a great chat after. Explained first time legend situation and he was really kind and we kinda of shared it together :P Props to him.
Anyway, rambled enough so just to say if you are trying to do the same, there's lots of advice out there. But you can do it if you play, practice and a bit of good RNG helps too :)
Thanks all!!!! Beer time!
Pole Position - Card Design Competition Discussion Thread
Thoughts? The idea is you play a minigame where you feed your worst minion to the opponent. You can also do shenanigans like purposefully donate this to the opponent, or use it like a repeatable Treachery.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
I'm expecting the announcement this Wednesday or Thursday. That gives enough time for the expansion pre-release hype, lines up with idea that it'd be mid March, and also is when the anniversary event ends.
Honest Hearthstone Cards (Game)
NEXT:
March 17 patch expectations
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.
Pole Position - Card Design Competition Discussion Thread
I'm going for this tech card.
EDIT. I have no idea others already have similar card like me. Sorry about that. But I already submitted this one.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
The Hearthstone Cards We'd Like to See Unnerfed When Year of the Dragon Ends
Fair point, but if Stickyfinger really became a consistent counter what would really stop rogues from running their own to steal it back? Not like they're winning against aggro match-ups anyway so I don't see how subbing one card out for their own Stickyfinger would hurt that much against control & otk decks if it means they guarantee the win.
Magic Giant Token Rogue
https://www.twitch.tv/videos/564169114?t=802s
above link should take you to a BO5 last hero standing series where this rogue deck you posted was played in games 2,3, and 4 by me. Follow me on twitter @The_Supermurloc
The Burndown - Rekindled
I just beat Big Demon 503 with Swarm 6368. I went on to face 2 more decks, neither of which were Big Demon.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
Problem is... Sluper isn't rotating to wild for another year
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
Everyone calling the nerf on this in standard unwarranted probably only played lackey shit, and enjoyed the archetype. This card was oppressive, it was an auto include in every shaman deck, and was cancer every turn you played it on until turn 4. That being said, wild has tools to deal with it so reverting the nerf is warranted. It's not as oppressive in wild where they have 1 mana 2/3s and every deck plays mistress of mixtures...
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
oh no