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  • Battlegrounds Performance Improvements Coming to Mobile on Tuesday

    This year, Winterveil is shaman'ier than ever

  • The Elder Scrolls: Legends - Allegiance Top 100 Players

    Here are the results for the latest Gauntlet event in TESL (yes, there are still players showing up).

    Congratulations to the top 100 players from this weekend's Allegiance Gauntlet!

    1 EveKaufman 27 1
    2 Macmilanov 27 2
    3 milkSensha 27 3
    4 MattOblivium 27 3
    5 Wargamer_DE 27 3
    6 DeuceCaboose 27 3
    7 guyaverage 27 3
    8 Risinhigh 27 3
    9 Shinobuu 27 3
    10 RegurKenaid 27 4
    11 Risinhigher 27 4
    12 xXTheBigOneXx 27 4
    13 iDarkImmortal 27 4
    14 SHADOWSandSILENCE 27 5
    15 Laffigata 27 5
    16 Brutuus 27 5
    17 eyenie 27 6
    18 Borshik 27 6
    19 ElAlumbrao 27 6
    20 New_Orlean 26 5
    21 abybob 26 5
    22 Nick_Shadow 26 5
    23 citoplazma 26 7
    24 Grefven 25 4
    25 sergei2326 25 4
    26 Brianr529 25 5
    27 CalmSassarShow 25 5
    28 Flash_86 25 5
    29 vekstr 25 6
    30 GusTheSafetyBus 25 6
    31 Germanas 25 7
    32 Panazee33 25 7
    33 Renaldo876 25 7
    34 Geldis_Sadri 25 7
    35 Jimbo28 25 7
    36 CasualSamurai 25 8
    37 gumchoo 24 4
    38 iCarnag3 24 5
    39 Leshelm 24 6
    40 elderscrollsandrei 24 6
    41 MikeHuntJR 24 6
    42 GeorgeBJJ 24 6
    43 Elendar27 24 6
    44 riman2012 24 7
    45 qwimby 24 7
    46 TOP7781 24 7
    47 TheBobBilly 24 7
    48 GoodJob 24 7
    49 Emrysthemage 24 9
    50 gyrocptn 23 3
    51 Tradingwok 23 4
    52 MysteriousMoss 23 4
    53 Máni 23 5
    54 Ikarus. 23 5
    55 FireSoul1991 23 5
    56 realdju 23 6
    57 Keisha230 23 6
    58 Charmeon 23 6
    59 AinzOoalGawn 23 6
    60 MaximusZH 23 6
    61 Nitrochaos 23 7
    62 inveson13 23 7
    63 SergioLetsLive 23 7
    64 earstring 23 7
    65 MaxLees 23 7
    66 restartedretard 23 7
    67 ll_phoenix 23 7
    68 Edvard18 23 8
    69 IronPegasus_ 22 3
    70 simetra24 22 5
    71 Sartrixa 22 5
    72 tmo306 22 5
    73 Avhust 22 5
    74 Xer_20 22 5
    75 noorcstoday 22 6
    76 Grelor 22 6
    77 Swictor 22 6
    78 Akrot_NS 22 7
    79 GrandTorpedowski 22 7
    80 Ethosnet 22 7
    81 tobeedog 22 7
    82 KorbenDalas 22 7
    83 BaronThane 22 7
    84 Spurlos 22 7
    85 Mandanga 22 7
    86 ShortySA 22 7
    87 Nijjaro-AZZ 22 8
    88 daus_switch 22 8
    89 Raccoonrider 22 8
    90 eotinb 22 8
    91 Yourockcancelthat 22 8
    92 fenir 22 8
    93 Zeyphyr 22 9
    94 CygnusTerminal 21 4
    95 Elboy 21 4
    96 siralexsey32167 21 5
    97 Propagandastyle87 21 5
    98 ZAK77RU 21 5
    99 G3RMANATOR 21 5
    100 BamboGT 21 6

  • Eternal - Promises by Firelight Spoilers Dec. 16

    I think this is the meme card of the campaign as of right now.  If this was draftable, this could see some play. For Praxis, there isn't a lot of focus on hand buffs.  There are some good hand buffs and there is always inspire.  I just don't think this will see any play in its state.  Most Praxis decks usually play big creatures and/or ramp.  

    The concept of the card is cool though. I can see why Scarlatch likes it.  

  • MTG Arena - The Theros Story on Cards

    Wizards of the Coast just published a cool article that gives us some background on the characters we'll be seeing in Theros: Beyond Death.

    The story of Theros is a tale for the ages, and one not to be missed. So, as we move through Theros Beyond Death previews, certain cards will come with a bit of flavor, worldbuilding, or important story moments. We'll collect those story moments right here. 

    Note that for Theros Beyond Death, there are currently no plans for an ebook, so make sure to check out this page throughout preview season.

    PREVIOUSLY, ON THEROS . . .

    To fight the sun god Heliod, the forge god Purphoros created a sword capable of damaging the divine. The two gods battled, disrupting the celestial resting place of an ancient and powerful hydra: Polukranos, World Eater. Enraged, the hydra stormed through the mortal realm of Theros until it was sealed by Heliod and the hunt god Nylea.

    The Planeswalker Elspeth arrived in Theros during the climax of Heliod and Purphoros's battle. She saw Purphoros' sword flung from his hands, and planeswalked away with it. She returned to Theros fifteen years later and faced an angry Heliod. But the god regained his bearings and realized Elspeth could help him, so he reforged the sword into the spear Godsend. Wielding this weapon, Elspeth was able to defeat the newly awakened Polukranos.

    Meanwhlie, the satyr Planeswalker Xenagos had hatched a plan to ascend to godhood. By cultivating belief and devotion among his followers, he was able to transcend mortality and join the other gods in their home of Nyx. Xenagos planned to use his new status for ill, so Elspeth vowed to stop him. She journeyed to Nyx and stabbed Xenagos with Godsend, destroying him once and for all.

    Fearful of her power and knowledge of the multiverse, Heliod stabbed Elspeth with her very own weapon, which shattered afterwards. Dying, Elspeth's soul became trapped in the Underworld of Erebos where it remains . . . for now.

    NOW, WE RETURN TO THEROS . . .

  • Should the deck size be increased to slow down general tempo?

    I like this answer it is well thought out and I do agree that mid range might get hit the worst but  for me with so many board flooding strategies available you can match the removal as all strategies would be affected by such a change including aggro. just  it might take you longer to get the right cards which I feel is needed now and for the future of the game. 

    we have so many disruption tools right now in standard and at the same time so many power spike tools but we simply can't fit them in  its like the game has become too fast for some of the types of cards they are releasing. I know they want quicker games for their huge mobile market but they are printing enough cards that can swing the game in any strategies favour.

     imo combo would be affected just as the others as again the tools are already their for them to either draw very quickly or to put the cards back in their deck if they draw combo cards  too early but deemed bad as we simply do not have the time or space to include them in our decks.

    i am  not a designer and think that they do a great job with the variety of cards they release but the timing of the game is a little off to really enjoy most of them.

  • [Legend] Leprosy SMOrc Hunter

    Quote From Xarkkal

    Update: I've played quite a few games with this deck now, and can safely say it is a lot of fun, and ladder viable. I have yet to lose to Shaman with it. It's hilarious watching them have no way around all the face damage. I will be playing this deck at least until the nerfs. 

    Also, this deck has made me see the potential of Hot Air Balloon. If it's not removed fast, it stays around for a long time.

    i really need to ask... is this deck good agaisnt shaman? i know the nerf hammer will hit but i'm so tired of beeing spanked by shamans..

  • Cobalt Spellkin

    This card is much better than I thought it would be.. especially good spells for warlock/mage/priest IMO

  • Eternal - Promises by Firelight Spoilers Dec. 16

    New spoiler from Scarlatch on Discord!

  • Should the deck size be increased to slow down general tempo?

    I get where you're coming from, but I'll have to disagree.  The entire challenge behind creating a 30 card deck is knowing that you can't include everything that you want.

    In the case of Aggro and Tempo, these decks win or lose long before they run out of cards.  What they don't draw wouldn't matter, since the cards they added to their deck would simply be more aggro or tempo oriented cards (the ones that barely didn't make the cut).

    Midrange decks would probably suffer from such a change.  They rely on very specific value cards to carry them through to the end of the game.  Sometimes relying on 2-3 card combinations, this would only hurt such a strategy.

    Control on the other hand would simply include every board clear that didn't make the cut earlier.  Having even more options to slow the game down and destroy everything your opponent plays might be good in the short term, but is unhealthy for game balance.

    Combo decks would suffer the most.  Having to draw even more cards in order to get exactly what they need to finish the game.  It might just remove the archetype from the game or reduce it to "meme" tier.  

  • Galakrond, the Tempest

    Used to be OP...

  • Descent of Dragons Giveaway Results

    Shame. Wish I could see my total entries. I commented in a lot of threads but I thought I got them all.

  • Should the deck size be increased to slow down general tempo?

    My albatross priest approves your comment but they only slow down your opponent so it's not equal

  • Should the deck size be increased to slow down general tempo?

    If you want to add cards to your opponent's deck you can play the new Bad Luck Albatross.

  • Should the deck size be increased to slow down general tempo?

    • That is a very good answer sir and I see your logic but  for me balance is the thing we are having troubles with. The game just has access to powerful cards and game winning combos much quicker than when it's fundamentals we're designed. The decks have more synergies and ready constructed combos than when the game first came out. Remember that 5 mana demon was around that put legenderies in your deck. It was a lot harder to put your mini combos and synergies together. 5 cards was too much so a bit of pre testing has been done already. I think it's a Shame to release 135 cards and not have more time to play around with them. 
  • Should the deck size be increased to slow down general tempo?

    The game is built and balanced around having a 30 card deck. Just like having 30 life, it's one of the foundations of the game that can't be tweaked without throwing everything out of balance.

    As an additional for-fun side thing? Sure, we can try it out and see if people like it. As a fundamental change to the way the game functions? Absolutely not.

  • Standard Meta Report #15 - Fixing (Yet Another) Shaman Meta

    I think one nerf that would go a long way is to remove the word "twice" from Corrupt Elementalist, no need to touch the stats. That alone would go a long way in defusing this situation. That and making the last stage of Galakrond give 6/6s instead of 8/8s should be sufficient.

  • [Legend] Leprosy SMOrc Hunter

    Glad you've had as much fun and success as I have!

  • Hearthstone Balance Changes Confirmed For Next Week

    Quote From KANSAS

    No. corrupt the waters is OP and it will get nerfed. Maybe not in this next patch, but sooner or later yes, it will get nerfed.

    And you base this on... what, exactly?

  • [Legend] Leprosy SMOrc Hunter

    Update: I've played quite a few games with this deck now, and can safely say it is a lot of fun, and ladder viable. I have yet to lose to Shaman with it. It's hilarious watching them have no way around all the face damage. I will be playing this deck at least until the nerfs. 

    Also, this deck has made me see the potential of Hot Air Balloon. If it's not removed fast, it stays around for a long time.

  • Eternal - Event: Ixtol's Challengers

    New Eternal event starting Friday 12/20!

    The giant Ixtol was the ancient Champion of Grodov, and built the arena that still stands in Xulta today. Prove your skill in single combat during this special event!

    Bring a 75-card deck and prepare to battle with this special boss rule:

    Your deck can only contain a single copy of all non-power cards! Each player starts with +3 Max Power.

    Here’s what you need to know:

    • This event uses the Throne format.
    • You must select your deck when you join, and you cannot change decks between games in a run.
    • The event costs 2,500 Gold or 200 Gems to enter.
    • Each run is 7 games, win or lose.
    • You may enter as many times as you like.
    • There is no leaderboard.
    • The Ixtol’s Challengers Event will run from Friday 12/20 at 10:00 AM MST (17:00 UTC) to Monday 12/23 at 4:00 PM MST (23:00 UTC)
    • Note: This event does not grant QCP.

    Run Rewards

           Wins       Prizes
               7 5 packs, 1 Silver Chest, 1 premium Rare
                6 4 packs, 1 Silver Chest, 1 premium Rare
                5 4 packs, 1 Bronze Chest, 1 premium Rare
    4 4 packs, 1 Bronze Chest, 1 Rare
    3 3 packs, 1 Bronze Chest, 1 Rare
    2 3 packs, 1 Bronze Chest
    1 2 packs, 1 Bronze Chest
    0 2 packs of The Flame of Xulta

    Take on the challenge starting this Friday!

  • Standard Meta Report #15 - Fixing (Yet Another) Shaman Meta

    Quote From YourPrivateNightmare

    oh and for you Bonuns....don't. So far Galakrond Priest seems weak, but it could become amazing in any meta where outressourcing your opponent is important, and I don't want another Rexxar/Dr. Boom situation. Delivery Drone has proven that having the choice out of 3 minions will usually give you an outcome to swing the current situation in your favour and Priest has a fairly szeable collection if decently sized minions. Wouldn't want them to throw those out every turn while you struggle to even stay on the board.

    For what it's worth, I'm not totally convinced that your comparisons are fair.

    I think "Discover a Priest Minion" is inherently a lot weaker than the other two hero powers. In the case of Deathstalker Rexxar, you got to build unusually powerful cards by combining effects that would typically not be together in the interest of balance. If his hero power had simply been "Discover a Beast," he would not have been nearly as oppressive. In the case of Dr. Boom, Mad Genius, there really is no bad mech because every mech has rush. Add to that the fact that several mechs in standard have removal effects (Omega Devastator and Dyn-o-matic for example), and you get a hero power that makes controlling the board trivial. By comparison, Priest minions are often weak and rarely generate the kinds of tempo swings you'd see with Deathstalker Rexxar and Dr. Boom, Mad Genius.

    Now, there is some math to suggest that discover could be dangerous. Today there are 41 Priest minions in standard, and if we assert that about 25% of them are generically good (e.g. Catrina Muerte, Murozond the Infinite), then you'd have a shot at picking one of these good minions about 58% of the time. Those are pretty good odds and could make for some major swing turns, but many of those are still at or under vanilla in terms of stats. Even the ones that might provide a lot more tempo above their costs probably can't impact the board immediately (e.g. Murozond the Infinite and Princess Talanji can create big boards, but don't automatically clear your opponent's stuff). So there are lots of cases where getting a high power minion still doesn't auto-win you the game.

    All that said, while discover doesn't scare me all that much, I think I'd be satisfied with simply removing some minions from the random pool for Galakrond, so you wouldn't be stuck getting total garbage like Lightwell. Any buff is generally unlikely, but I do think a buff would be important to make this hero power viable - right now it's incredibly easy to get garbage minions like Lightwell or hyper situational minions like Sand Drudge that are hard to get value out of in a deck that isn't built to use them.

  • Should the deck size be increased to slow down general tempo?

    I see your point but most controls are carrying a fair amount of draw and even just a slight rise to 34 wouldn't hurt them

  • Should the deck size be increased to slow down general tempo?

    I personally don't think there should ever be room in the meta for the kind of extreme aggro deck that relies entirely on getting good draw with no skill and just smashing the face as. That's not fun to play with or play against. 

    But IMHO the solution is to moderate the aggro options rather than expand the deck size which would mean that control games would take way too long.

  • Sathrovarr OTK!

    This is deck : awful, gruesome, hideous, outrageus, desperate, grim, lurid, scary :(

    Yet FUN deck also awful.... :(

  • Should the deck size be increased to slow down general tempo?

    I'm not gonna lie I've been very annoyed this expansion which is unusual for me and have actually thought about quitting for good. This is not one of "those" threads but I do feel that the tempo of this game is causing problems and whatever nerfs are made will just push something with better tempo to the top. 

    Now tempo is a key part of this game, I remember 1 mana Mana Wyrm and I'm not trying to push out aggro at all but I mean even some control  and midrange have a strong aggro presence these days. The only thing I think that would slow down general tempo is to increase the deck size.  Then maybe we might see some more interesting decks, Aggro may have to include more draw to keep their tempo but I really feel something has to be addressed. What are your thoughts?