I would like to apologize, if I became annoying with my constant spams here, but I want to share some pics with you guys:
So there was I facing a rogue on the ladder. The cards in the mulligan stage were pretty bad, so I removed the quest in favour for something better. This decision was somewhat relevant, because I ended up getting 2x Mass Hysterias and Zola the Gorgon. Fast forward to turn 8 (I played Sylvanas Windrunner earlier and resurrected both her and a Dead Ringer with Twilight's Call) - I traded off both minions and got to steal the opponent's EVIL Miscreant. Since I didn't draw a taunt from my [Hearthstone Card (Death ringer) Not Found] and I was dangerously low on health, I decided to take my chances on the kobold, so I copied it with Zola the Gorgon (1st pic). And spoiler, this little fella helped me win the game.
Hmm, I feel like combining both odd/even and highlander kills off more consistency for your deck than you can afford. Not only do you not have access to half of the cards, you're also only allowed to run a single copy of the other ones. For very little payoff to boot (Krul and one of the least impactful upgraded hero powers). But that's just my opinion, if you wanna give it a shot, good luck!
Didn't understand what you meant by "combining both odd/even" as this deck is only created with Odd cards. Either way, I will give it a shot, and thanks for all feedback.
High Inquisitor Whitemane, the card is bad. Also, why run a highlander deck if you can't utilize reno and kazakus. Why not just make it a Krullock so you can run good cards like the aforementioned ones in addition to defile, spellstone and guldan...
Well, Renolock can be made as you suggested. However, I wanted to make Baku Warlock viable, and I thought Highlander package would fit well.
Hmm, I feel like combining both odd/even and highlander kills off more consistency for your deck than you can afford. Not only do you not have access to half of the cards, you're also only allowed to run a single copy of the other ones. For very little payoff to boot (Krul and one of the least impactful upgraded hero powers). But that's just my opinion, if you wanna give it a shot, good luck!
After reading the blue post, I must say that I don't agree with the design pattern the devs will be following in the future. I think, that while having a general concept of how a class should look like would be a great idea and people would get burried in its fantasy, some restrictions would make the classes feel two-dimensional and not that interesting. This wouldn't apply to all classes in the game (like my beloved warlock), which would cause a lot of lopsidedness and I understand people's frustration (Lyra) with this.
I am not going to lie, one of the reasons why I adore playing warlock is the huge variety of different play-styles it offers in the game. I don't think this is a bad thing, as long as those archtypes don't cause any damage to the state of the game. It's the opposite - I warmly welcome them, because they make the class feel more complex and it can appeal to different tastes, which would attract more people. Imho we should be able to see this happening with other classes as well. And weaknesses imho shouldn't restrict a certain class to explore different play-fields, but rather the cons should just keep the strengths in check. And this is why I don't agree with the devs' decision for HoF-ing Vanish and Mind Blast. If rogue's weakness is not being able to play a defensive game, then how would new mechanics like Theft or Shuffle work for them? They won't, unless they follow a specific tempo-oriented path. And this is what I despise, this future design philosophy would make not only rogue but other classes as well too linear. Rogues won't be able to play combo in standard anymore; their miracle, burgle, deathrattle and shuffle packages have to be strictly tempo-oriented. This means, that all cards, which feel remotely situational and not that rewarding enough for an aggro or a mid-range deck, would be cut in favour for the more reliable ones. And I am aware, that rogue is a squishy class and it wouldn't make sense to pull some sticky taunts from its ass - in WoW it can take only one role and that's the one of a DPS - but there could be an alternative and more creative solution for this.
If the devs implemented some equivalents to other class specific cards but just weaker, that would be a good way to show players how a class should look like, while not hurting it too much. In the past I've created a specific legendary for rogues, that allowed them to achieve different things based on the number of cards in hand:
Please, distant yourselves from the balance of this card; just look at the concept. I think, that if tricksters were implemented for rogues, those could enhance their defensive tactics by using cunning tools like smoke bombs or noise makers and cause distractions (i.e. summon taunts). And if some of you played WoW, those used to exist in the game. So it's not unthinkable or strange to implement something similar, you just have put it in the context of the specific class and acknowledge their character traits and their pros/cons. Another example - hunters don't have healing, but they could develop a profession called "Leatherworking" in hs and use the corpses of their beasts as armour.
Speaking of strenghts, I would like to express my opinion really quick on them. I don't understand something - why is it a good idea to design obviously overpowered cards just because they fit the concept of a class's stronger sides? I could name a lot of examples - Spreading Plague (back when it was in standard, it used to punish swarm decks in a very unhealthy way), Drakonid Operative aka Dr. OP (who combined everything you want), Conjurer's Calling (that can cheat out mana). And there are other examples like Deathstalker Rexxar or Underbelly Angler, which aren't good only because they answer a certain class's weakness, but could easily be used in many other classes just because their power-level is that high. [btw I like playing with the hunter hero card and I'm not demaning for a change, I'm just using it as an example].
All in all, I can see a lot of flaws with this design philosophy and I fear the linear design path some classes would be forced to follow in the future.
High Inquisitor Whitemane, the card is bad. Also, why run a highlander deck if you can't utilize reno and kazakus. Why not just make it a Krullock so you can run good cards like the aforementioned ones in addition to defile, spellstone and guldan...
Well, Renolock can be made as you suggested. However, I wanted to make Baku Warlock viable, and I thought Highlander package would fit well.
Yes, it’s 5 mana cheaper, but the huge thing is this isn’t a combo card. You aren’t gonna play stuff and then res it unless that stuff had Charge or Rush, it’s all about getting back what you lost LAST turn, with a vengeance. And it’s not just smaller beast cards, it works with big cards, it works with anything. The situation where you play a big drop, they kill it, and then you play Whitemane to get two big things down for 7 next turn will come up a lot more often than some of you seem to think, mark my words
I feel like you either don't understand or didn't read the card properly. It resummons all minions that died on the very turn that you played it. Meaning that YOU need to kill the very same minions that you want to resummon on the turn you play her.
Well said, brother, but I'm not sure what to swap him with
High Inquisitor Whitemane, the card is bad. Also, why run a highlander deck if you can't utilize reno and kazakus. Why not just make it a Krullock so you can run good cards like the aforementioned ones in addition to defile, spellstone and guldan...
So... Here's my personal takes on these cards. I'm a relatively casual but long-term, so these are more like impressions instead of "this is how to implement these cards in Rank 1/Legend decks".
It's cool that Poisonous has been cemented as part of the Rogue identity this way, but the body feels a bit too weak for the card to see much play. As a 3/4 for 4 (instead of a 3/3) it might actually get good, since you'd pay 1 mana for a pretty good effect that way, but with its current statline you sacrifice a bit too much, plus it's a terrible four-drop on its own.
I think a good point of comparison is Amani War Bear. Siegebreaker has the very valuable Demon tag and one more Health point, but it lacks rush... But if you have a large and demon-filled board, you still get the extra attack power the bear provides. However it's ultimately a "win more" card and not a comeback card like the bear, so this big guy is a bit worse.
Decent in token decks, since it's also a classic "win more" card, but the fact that it gives taunt, too, might make it actually good since it will help with survivability. Also it's a common, so it'll be useful for budget players.
Adorable card art and card generation... Plus it's a low-cost dragon. I can totally see this little guy becoming popular, especially in Dragon decks. There'll also be some fun compilations made around this guy.
Kel'Thuzad as a battlecry is gonna be good! Especially potent when you've traded away Rush or Charge minions, or with cool Deathrattle minions. Also likely a good contender in Big Priest and Big Shaman.
Likely the worst card of the bunch. There are so many tiny Beasts in the game, so it's a pretty unreliable Battlecry. It can summon King Krush though, so you can expect at least one segment in a highlight reel dedicated to this Orcish hunk.
Neutral secret removal is nice and the basic statline is decent. It's a reliable tech card, but as a four-drop it might not be flexible enough to see widespread play, plus its importance will always depend on the amount of secrets you'll encounter in the current metagame.
This elemental will clearly work best if you can drop it on turn 9 or 10 with one or two low-cost spells, because dropping it on its own makes it vulnerable. Then again the snowball potential gives it quasi-taunt, plus Elemental synergy is always welcome.
So, in summary... I'll very likely craft the two legendaries because they both look fun and useful, and wait to get the others from Tavern Brawl rewards, since I don't think that any of the others are worth crafting unless you've got 850 dust extra to burn.
The card itsefl is really bad, because you'll likely get a mediocre Beast, which I don't really think you would like for 7 Mana. The highroll potential is there, but I bet you do not wanna pray for getting a big Beast.
...but the card might be a fringe card to include in Shudderwock if you value getting slightly more board presence.
Maybe it's a trivial request, and/or an error from my side, but the custom font colors I created doesn't save when I close the browser (Opera) or log-in/out. Is it possible to make it permanent? Or, if the error is from my side, how to solve this problem?
[Game] Name another card that has the same...
Tournament Medic
low attack, high health
[Game] Name another card that has the same...
Pyromaniac
Card that triggers from hero power use
The Pepper Thread - Share Some Good Vibes!
I would like to apologize, if I became annoying with my constant spams here, but I want to share some pics with you guys:
So there was I facing a rogue on the ladder. The cards in the mulligan stage were pretty bad, so I removed the quest in favour for something better. This decision was somewhat relevant, because I ended up getting 2x Mass Hysterias and Zola the Gorgon. Fast forward to turn 8 (I played Sylvanas Windrunner earlier and resurrected both her and a Dead Ringer with Twilight's Call) - I traded off both minions and got to steal the opponent's EVIL Miscreant. Since I didn't draw a taunt from my [Hearthstone Card (Death ringer) Not Found] and I was dangerously low on health, I decided to take my chances on the kobold, so I copied it with Zola the Gorgon (1st pic). And spoiler, this little fella helped me win the game.
On the second picture the rogue player cast Vanish (from their Ethereal Lackey) and gave me more shots on spamming lackeys myself. I milled all of my [Hearthstone Card (convicing infiltrator) Not Found]s and the Sludge Belcher came a bit too late, but the funny thing is that I didn't need them. The rogue minion gave me Goblin Lackeys, two Ethereal Lackeys for Holy Fire and Eternal Servitude, Faceless Lackey for Totem Golem and some other trash. At the end, I just found my Greater Healing Potion and sealed the deal.
Boy, I can imagine how annoyed my opponent was losing to such BS. And I want to believe, that I surprised them with the late quest cast.
I Need Feedback for Baku Warlock
Didn't understand what you meant by "combining both odd/even" as this deck is only created with Odd cards. Either way, I will give it a shot, and thanks for all feedback.
I Need Feedback for Baku Warlock
Hmm, I feel like combining both odd/even and highlander kills off more consistency for your deck than you can afford. Not only do you not have access to half of the cards, you're also only allowed to run a single copy of the other ones. For very little payoff to boot (Krul and one of the least impactful upgraded hero powers). But that's just my opinion, if you wanna give it a shot, good luck!
New Neutral Minion - Barrens Stablehand
I was thinking something with Jepetto or potential battlecry combos in the future. the card is terrible but there should be a way to make use of it.
Fibonacci's Fast Bomb Warrior
How crucial to this deck is Grommash Hellscream? Any recommended replacements?
Keeping Hearthstone Unique - Class Identity Breakdown
cause basic cards that do useful things are scary, could easily heal 10 and still be MEH..
Keeping Hearthstone Unique - Class Identity Breakdown
I think they mean that since cleric is alreayd a card in the basic set they won't add further card draw options.
New Neutral Minion - Brightwing
I would play this in my tempo rogue ... gonna be fun :P
Anyone else think the recent post about class pros/cons is incredibly lopsided?
After reading the blue post, I must say that I don't agree with the design pattern the devs will be following in the future. I think, that while having a general concept of how a class should look like would be a great idea and people would get burried in its fantasy, some restrictions would make the classes feel two-dimensional and not that interesting. This wouldn't apply to all classes in the game (like my beloved warlock), which would cause a lot of lopsidedness and I understand people's frustration (Lyra) with this.
I am not going to lie, one of the reasons why I adore playing warlock is the huge variety of different play-styles it offers in the game. I don't think this is a bad thing, as long as those archtypes don't cause any damage to the state of the game. It's the opposite - I warmly welcome them, because they make the class feel more complex and it can appeal to different tastes, which would attract more people. Imho we should be able to see this happening with other classes as well. And weaknesses imho shouldn't restrict a certain class to explore different play-fields, but rather the cons should just keep the strengths in check. And this is why I don't agree with the devs' decision for HoF-ing Vanish and Mind Blast. If rogue's weakness is not being able to play a defensive game, then how would new mechanics like Theft or Shuffle work for them? They won't, unless they follow a specific tempo-oriented path. And this is what I despise, this future design philosophy would make not only rogue but other classes as well too linear. Rogues won't be able to play combo in standard anymore; their miracle, burgle, deathrattle and shuffle packages have to be strictly tempo-oriented. This means, that all cards, which feel remotely situational and not that rewarding enough for an aggro or a mid-range deck, would be cut in favour for the more reliable ones. And I am aware, that rogue is a squishy class and it wouldn't make sense to pull some sticky taunts from its ass - in WoW it can take only one role and that's the one of a DPS - but there could be an alternative and more creative solution for this.
If the devs implemented some equivalents to other class specific cards but just weaker, that would be a good way to show players how a class should look like, while not hurting it too much. In the past I've created a specific legendary for rogues, that allowed them to achieve different things based on the number of cards in hand:
Please, distant yourselves from the balance of this card; just look at the concept. I think, that if tricksters were implemented for rogues, those could enhance their defensive tactics by using cunning tools like smoke bombs or noise makers and cause distractions (i.e. summon taunts). And if some of you played WoW, those used to exist in the game. So it's not unthinkable or strange to implement something similar, you just have put it in the context of the specific class and acknowledge their character traits and their pros/cons. Another example - hunters don't have healing, but they could develop a profession called "Leatherworking" in hs and use the corpses of their beasts as armour.
Speaking of strenghts, I would like to express my opinion really quick on them. I don't understand something - why is it a good idea to design obviously overpowered cards just because they fit the concept of a class's stronger sides? I could name a lot of examples - Spreading Plague (back when it was in standard, it used to punish swarm decks in a very unhealthy way), Drakonid Operative aka Dr. OP (who combined everything you want), Conjurer's Calling (that can cheat out mana). And there are other examples like Deathstalker Rexxar or Underbelly Angler, which aren't good only because they answer a certain class's weakness, but could easily be used in many other classes just because their power-level is that high. [btw I like playing with the hunter hero card and I'm not demaning for a change, I'm just using it as an example].
All in all, I can see a lot of flaws with this design philosophy and I fear the linear design path some classes would be forced to follow in the future.
I Need Feedback for Baku Warlock
Well, Renolock can be made as you suggested. However, I wanted to make Baku Warlock viable, and I thought Highlander package would fit well.
New Neutral Minion - High Inquisitor Whitemane
I feel like you either don't understand or didn't read the card properly. It resummons all minions that died on the very turn that you played it. Meaning that YOU need to kill the very same minions that you want to resummon on the turn you play her.
She doesn't counter aoe in any way.
Let's begin a card creation competition?
Sure, no one is stopping you from running your own contest or just a thread to post custom cards in :)
I Need Feedback for Baku Warlock
High Inquisitor Whitemane, the card is bad. Also, why run a highlander deck if you can't utilize reno and kazakus. Why not just make it a Krullock so you can run good cards like the aforementioned ones in addition to defile, spellstone and guldan...
June Rise of Shadows Pack Giveaway
Good, i have a 0,16% of possibility to win the giveaway at this precise moment, seems very bad.. but it's actually >0, so it's good!!! :D
10 New Hearthstone Cards Coming to the Game, New Hall of Fame Additions
So... Here's my personal takes on these cards. I'm a relatively casual but long-term, so these are more like impressions instead of "this is how to implement these cards in Rank 1/Legend decks".
1) Plaguebringer
It's cool that Poisonous has been cemented as part of the Rogue identity this way, but the body feels a bit too weak for the card to see much play. As a 3/4 for 4 (instead of a 3/3) it might actually get good, since you'd pay 1 mana for a pretty good effect that way, but with its current statline you sacrifice a bit too much, plus it's a terrible four-drop on its own.
2) Radiance
It's a cheap but inflexible heal... Honestly it's decent if it gets generated by other cards, but it will likely not see any play on its own merit.
3) Siegebreaker
I think a good point of comparison is Amani War Bear. Siegebreaker has the very valuable Demon tag and one more Health point, but it lacks rush... But if you have a large and demon-filled board, you still get the extra attack power the bear provides. However it's ultimately a "win more" card and not a comeback card like the bear, so this big guy is a bit worse.
4) Gift of the Wild
Decent in token decks, since it's also a classic "win more" card, but the fact that it gives taunt, too, might make it actually good since it will help with survivability. Also it's a common, so it'll be useful for budget players.
5) Righteousness
You need trades, you get trades. It's Hand of Protection on a bigger scale. As long as you hit three or more minions, you should be happy.
6) Brightwing
Adorable card art and card generation... Plus it's a low-cost dragon. I can totally see this little guy becoming popular, especially in Dragon decks. There'll also be some fun compilations made around this guy.
7) High Inquisitor Whitemane
Kel'Thuzad as a battlecry is gonna be good! Especially potent when you've traded away Rush or Charge minions, or with cool Deathrattle minions. Also likely a good contender in Big Priest and Big Shaman.
8) Barrens Stablehand
Likely the worst card of the bunch. There are so many tiny Beasts in the game, so it's a pretty unreliable Battlecry. It can summon King Krush though, so you can expect at least one segment in a highlight reel dedicated to this Orcish hunk.
9) SI:7 Infiltrator
Neutral secret removal is nice and the basic statline is decent. It's a reliable tech card, but as a four-drop it might not be flexible enough to see widespread play, plus its importance will always depend on the amount of secrets you'll encounter in the current metagame.
10) Arcane Devourer
This elemental will clearly work best if you can drop it on turn 9 or 10 with one or two low-cost spells, because dropping it on its own makes it vulnerable. Then again the snowball potential gives it quasi-taunt, plus Elemental synergy is always welcome.
So, in summary... I'll very likely craft the two legendaries because they both look fun and useful, and wait to get the others from Tavern Brawl rewards, since I don't think that any of the others are worth crafting unless you've got 850 dust extra to burn.
I Need Feedback for Baku Warlock
Well said, brother, but I'm not sure what to swap him with
Let's begin a card creation competition?
Well, we could always do this "challenge" as a training, without the function of a real competition..... can't we?
I Need Feedback for Baku Warlock
IF YOU DON'T PLAY ME, YOUR ARROGANCE WILL BE YOUR UNDOING!
New Neutral Minion - Barrens Stablehand
The card itsefl is really bad, because you'll likely get a mediocre Beast, which I don't really think you would like for 7 Mana. The highroll potential is there, but I bet you do not wanna pray for getting a big Beast.
...but the card might be a fringe card to include in Shudderwock if you value getting slightly more board presence.
New Neutral Minion - SI:7 Infiltrator
Situational, but at least it has good stats. It may see play.
Mind Blast
F
Keeping Hearthstone Unique - Class Identity Breakdown
Just give us some decent Shadow Priest stuff
Comments-Custom Color Save
Maybe it's a trivial request, and/or an error from my side, but the custom font colors I created doesn't save when I close the browser (Opera) or log-in/out. Is it possible to make it permanent? Or, if the error is from my side, how to solve this problem?