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  • Standard Meta Report #11 - November 3, 2019 - November 10, 2019

    Thank you for a great report, as usual! 

  • Here's some art, make a card! [Legacy Game]

    This is an aura effect, so as long as this minion is alive on the board your hero power is Voidform, from Shadowreaper Anduin.

    Next: Mage legendary dragon

  • LUCENTBARK WITH SATHROVARR

    Yes I did. I apologise for my previous comment, I did not pay attention to who was actually sending the comments. Sorry for lashing out when he didn't do anything wrong.

  • LUCENTBARK WITH SATHROVARR

    It's not your fault. I misunderstood what you did and acted rashly. I mistook you for the same person that made the first comment. I apologise for insulting you whe you tried to make a joke.

  • Secret Highlander Hunter

    Is there any good replacement for Subject 9? I know it’s Hardly to replace but what would you pick?

  • What hero portraits do you use?

    I switch back and forth. I have a lot of hero portraits, only missing the paid ones as well as Nemsy and Liadrin. I usually decide which hero fits the decktype best, Tyrande for wall priest, 1k Anduin for combo, 1k Malfurion for token, Elise for quest, things like that. 

  • Standard Meta Report #11 - November 3, 2019 - November 10, 2019

    when next expansion is released

  • Here's some art, make a card! [Legacy Game]

    Never forget.

     

    Next: an Elemental

  • Standard Meta Report #11 - November 3, 2019 - November 10, 2019

    When will those OP wild cards leave standard? I thought they would be gone by the end of October.

  • Standard Meta Report #11 - November 3, 2019 - November 10, 2019

    Too bad cards are still missing from our saved decks and twe can't re roll quests, hopefully the next patch will arrive soon. 

  • What hero portraits do you use?

    Druid: Lunara

    Rogue: Maiev

    Paladin: Liadrin

    Priest: Tyrande

    All the others are the default heroes, though I wish I had Morgl for Shaman if only for my Murloc Shaman Decks.

  • Wild needs CPR. Please discuss and spread the word

     

    @griffior

    There is a huge difference between current top tiers, and when we had Odd Paladin and Even Shaman at the top.

    In the same way there is a difference between POWERFUL vs BROKEN.

    And it's not just a matter of power, it's also a matter that current top decks are basically Tempo AND Combo (power from hand) at the same time!

    They can build insane boards in the same turn, and you can only hope to hold a counter at the right time, or you're screwed.

    So no, if they nerfed the current trio of top decks, the new ones would be obviously very powerful, but not equally broken (Renodecks would probably stabilize on top, with classic Combo rising as meta police, and Odd/Even Tempo to lock the balance).

    (And unnerfing some cards would do little to no good on its own, even tho i'd certainly appreciate Yogg unnerfed).

    I expect Wild to be very powerful, NOT broken.

     

  • Hall of Fame

    idk, I had a lot of fun playing Odd Rogue and Paladin.

    Though honestly yeah, they would've been way too good in this year's metas, like imagine Odd Mage when Conjurer's Calling was still 3 Mana: turn 10 and suddenly you're facing two random 7 cost Minions and a Ragnaros.

  • Good Cheer

    I watched so many Ads for this card back.

  • Year of the Raven

    Bird deck is the word?

  • Lemonade

    A nice cold glass of lemonade to go with the Murloc flood.

  • Random

    I wished it randomized every with every pack opening, rather than once per "session"

  • Galakrond, the Nightmare

    Even if this isn't really scratching the surface of the combo shenanigans, I'm going to play this in a Tempo/Togwaggle Rogue deck, if only because the Invoke/Hero Power and Galakrond's Battlecry could open up for massive Edwin VanCleef or Questing Adventurer turns.

  • Custom Expansion - The Trials Within Us

    Staff

    You'll need to change the name of Penance now that Penance from Saviors of Uldum exists.

    But I'm excited to see this.

  • LUCENTBARK WITH SATHROVARR

    It was obvious what you were trying to do, you didn't need to apologize.

    Some people just have 0 chill and no sense of humor.

  • Custom Expansion - The Trials Within Us

    The first of three proposed expansions for my entry in the Timestream Tracking Year-Competition, The Trials Within Us has been a work in progress since I first began creating custom cards. I was brainstorming "Trial" cards long before they were ever called that lol. Know that this expansion is intended to exist *before* the Year of the Dragon, based on when the Competition took place.

    In The Burdens of Shaohao animated video series, Emperor Shaohao gained enlightenment and saved Pandaria from The Great Sundering by overcoming the Sha - manifestations of negative emotions - that burdened his soul and held him back. The Trials Within Us tells nine separate tales of defeating one's personal demons and tackling adversity.


    Trials and Tribulations

    Each class has a Trial card, a new type of card that plays like a reverse-Quest: you are granted an immediate and lasting benefit, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or a rule you must follow. These Trials reference various events across Warcraft's timeline, including the orcs taking Mannoroth's Blood-curse within themselves and Kael'thas' journey to sate the Blood Elves' addiction to magic.

    Trial cards do not cost mana, because they are played automatically at the start of the game. They take up space in your deck initially, but they cannot be drawn or generated and they remove themselves from your deck upon activation, after the mulligan.

    A reminder for the Burden takes the form of a purple gem, just like the orange gem for Quests. They have unique names, art, and card text, but they are not something that can be held in your hand like a token.


    A Note on Set Rotation

    In creating an entire Year, we were tasked to consider rotating certain cards to Wild, much like Blizzard would do come every April. I decided to rotate Divine Favor, Preparation, and Gadgetzan Auctioneer to the Hall of Fame. Divine Favor was a problem at the time (and can easily become one again), while the other two were removed from Standard to force open the Rogue class and eliminate her dependence on them. Preparation has shaped the Rogue class since the game's inception, warping every class card around it, while the Auctioneer would become heavily broken with the Rogue's new means of Coin generation.


    Each Class Tells A Story

    In addition to their Trial card, each class is also represented by a specific Sha - Hatred, Arrogance, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it might require of you as a person to overcome that negative quality. By mastering your personal demons, you can benefit in ways that would have crippled you otherwise.


    The Druid

    The Druid's Sha is Fear: A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return; only death will set them free.

    Intended Archetype: "Feral" Mid-Range Druid. Minions clear a path for your hero, using cards like Claw, Bite, and the new additions to buff your hero's attack power and finish off your opponent. Conversely, you can use the double damage to kill enemy minions with your face and leave your board healthy.

    Story Legendary - Xavius, Nightmare Lord. The first of the Satyrs, Xavius was a powerful magic user before being transformed by N'Zoth, the Corruptor. Xavius would manipulate his puppet, Fandral Staghelm, into corrupting Teladrassil the World Tree, thereby corrupting the Emerald Dream and Ysera from within.

    Druid Cards


    The Hunter

    The Hunter's Sha is Hatred: Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.

    Intended Archetype: Even Sniper/Inspire Hunter. Paired with Genn Greymane (who would have been in Standard at the time), the Trial gives you a permanent Steamwheedle Sniper effect to help you control the board. It seems Blizzard and I had the same idea, with cards like Dragonbane and Dwarven Sharpshooter that we're getting in Descent of Dragons :P

    Story Legendary: Alleria Windrunner. Once the ranger-captain of Silvermoon, Alleria led her rangers on an expedition into the Twisting Nether. Now members of the Army of the Light, from their perspective a thousand years passed before they reappeared on Azeroth for the final battle against the Burning Legion. After absorbing the power of a dark naaru, Alleria became the first of the Void Elves.

    Hunter Cards


    The Mage

    The Mage's Sha is Gluttony: Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?

    Intended Archetype: Deathrattle Burn Mage. Defending yourself with Deathrattle minions while stockpiling fuel; preparation for a turn where you can kill off a bunch of minions and then unload the spells with a Dragon's Breath/Solemn Vigil-like effect. Kael'thas Sunstrider gives you the fuel, and Verdant Sphere gives you the additional punch for lethal.

    Story Legendary: Kael'thas Sunstrider. Once the Prince of Quel'Thalas, Kael'thas allied his people with Illidan Stormrage to quell their addiction to magic after the loss of the Sunwell. Kael'thas later betrayed Illidan and joined the Burning Legion, with promises that the demon lord Kil'jaeden would save the Blood Elves from their plight. He would eventually be defeated by the Shattered Sun Offensive.

    Mage Cards


    The Paladin

    The Paladin's Sha is Despair: Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. One could lose hope walking such a lonely road...

    Intended Archetype: 1-vs-Many Control Paladin/Healadin. The Trial states you can only ever have one minion, meaning you must maximize the value gained from every minion played. Healing, defensive spells, and high-Health Taunt walls combine to outlast the opponent's resources, emphasizing the ultimate fantasy expression of the Paladin character (an unstoppable badass fighting evil).

    Story Legendary: Yrel, Light of Hope. One of the main protagonists of Warlords of Draenor, Yrel comes from the other version of Azeroth dominated by the Iron Horde. A priestess enslaved by orcs, she would become a formidable fighter alongside the Alliance. After the death of Velen and various betrayals from her own people, Yrel would take it upon herself to become leader of the draenei.

    Paladin Cards


    The Priest

    The Priest's Sha is Arrogance: "I consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.

    Intended Archetype: Shadow Face Priest, an attempt to kill the enemy with sheer power before you kill yourself. I imagine a constant, dramatic juggling of one's Health total as the Priest heals back the self-inflicted damage...or not, if they choose to go all-in. The ultimate expression of the Shadowform playstyle.

    Story Legendary: Xal'atath, (Blade) of the Black Empire. An artifact used by shadow priests, Xal'atath is a sentient weapon that is said to be a claw of N'Zoth, the Corruptor himself. Wielders of the blade must be wary of its whispers, for it speaks of nothing but lies and madness.

    Priest Cards


    The Rogue

    The Rogue's Sha is Zeal: The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly what they'll get.

    Intended Archetype: Coin Combo Rogue. With the loss of Preparation, the Rogue is allowed access to new board control elements that would be otherwise impossible, in the form of Insanity Bomb. The archetype includes new ways to generate Coins and interact with them in various ways. Malygos combined with Coin-Flipper and/or Vengeance can make for a powerful finisher, turning the Coins into Fireballs and the Sinister Strikes into Flame Lances to the face.

    Story Legendary: Vanessa VanCleef. The daughter of Edwin VanCleef, and his successor as head of the Defias Brotherhood. While not a super-skilled fighter, she is a master of poisons, especially those that cause hallucinations. After adventurers stormed her stronghold and "killed" her, Vanessa easily escaped, as the adventurers' minds were blinded by her neurotoxins.

    Rogue Cards


    The Shaman

    The Shaman's Sha is Doubt: Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?

    Intended Archetype: Freeze-Wall Shaman. Because your minions are cheaper, you can play the value game by dropping larger minions before your opponent can. Uniting a defensive force that can provide value without having to attack right away (to get around the Freeze), the ultimate goal is to stall out your opponent until they run out of resources. This includes Taunts, Deathrattles, and auras.

    Story Legendary: Aggralan. Thrall's Life-Mate, she was originally tasked with teaching Thrall the traditional shaman ways. She would become a great ally, staying with Thrall while he suffered many trying tasks as leader of the Horde. When an agent of the Twilight Hammer struck Thrall with dark magic, it was Aggralan's power that restored his mind. They have multiple children together.

    Shaman Cards


    The Warlock

    The Warlock's Sha is Violence: Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.

    Intended Archetype: Token Handlock. Pushing Handlock in a different direction than simply using Mountain Giants or Twilight Drakes. The end result is a wider board, to emphasize the fantasy of the infinite Burning Legion. Kil'jaeden serves as a powerful finisher, destroying all of your other minions in a reckless attempt to end the game.

    Story Legendary: Kil'jaeden, Lord of Flame. Second in command of the Burning Legion under the Dark Titan Sargeras, Kil'jaeden's primary purpose was to assimilate other races into the Legion's armies. Creator of the undead Scourge, he commanded the Lich King to overrun the living and weaken their defenses against future Legion invasion.

    Warlock Cards


    The Warrior

    The Warrior's Sha is Anger: In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?

    Intended Archetype: Mid-Range Attack Warrior. Focused on chunking the enemy's Health with an army of strong, expendable minions...but not in the traditional Aggro sense. This archetype would double as one that benefits from self-damage, pairing it with cards such as Rotface and Acolyte of Pain. A new spin on Enrage (now that Enrage is gone lel).

    Story Legendary: Mannoroth, the Destructor. Leader of the Pit Lords, third in command of the Legion's armies under Archimonde and Kil'jaeden, he would lead the first invasion of Azeroth. Drinking the blood of Mannoroth, the twelve clans of the Draenor orc Horde would eventually succumb to his corruption, turning their skin green and filling them with a seemingly-uncontrollable rage.

    Warrior Cards


    Neutral

    Legendaries

    Other

  • How many decks do you really need?

    Quote From Hydralisk

    Hey,

    Attending firesides does not increase your chances of a better pack opening. But no matter what, you do get a legendary in the first 10 packs. Legendaries also drop on average every 20 packs and no matter what, 1 in every 40 packs.

     

    Aaah I thought I read somewhere that during the opening week they slightly improve the percentage chance of getting legendaries to drop.

  • VanCardback

    I'm a simple man. I put Edwin in my deck, I give the deck this card back.

  • Wild needs CPR. Please discuss and spread the word

    Quote From KANSAS
    Quote From griffior


    3. I've already said it once but I'll say it again, they should not nerf cards in wild and should've un-nerfed (Yogg, Tuskar, Molten Giant to name a few) cards when they rotated 

    They did un-nerf Molten Giant when he rotated. I wish they had done that with other cards as well (such as yogg). This would make wild much more interesting and it would play a big role in attracting standard players to wild.

    "Are you sad that yogg got nerfed? well now you can play him in all his former glory in a new format that will require you to spend lots of time/dust/money to play." 

    It sounds like blizzard could be making money off of pushing wild more.

    Thanks for reminding me, I guess I forgot about its changes.

    I think they're holding off actually adding anything new to the game (Battlegrounds was not made for the health of Hearthstone (I could dive deeper on that but I'm not going to) it is a cash in on auto-battlers) until they (Team 5) start seeing scary financial impact.

  • Wild needs CPR. Please discuss and spread the word

    Quote From griffior


    3. I've already said it once but I'll say it again, they should not nerf cards in wild and should've un-nerfed (Yogg, Tuskar, Molten Giant to name a few) cards when they rotated 

    They did un-nerf Molten Giant when he rotated. I wish they had done that with other cards as well (such as yogg). This would make wild much more interesting and it would play a big role in attracting standard players to wild.

    "Are you sad that yogg got nerfed? well now you can play him in all his former glory in a new format that will require you to spend lots of time/dust/money to play." 

    It sounds like blizzard could be making money off of pushing wild more.