I like the card design and its disruptive nature, but I'm skeptical as to its efficiency. Its good, but maybe not a 5 stars like some ahead of me commented. Should see play, or at least, experiment.
I've updated my card, although now I feeling that it's a bit OP if I compare it to Nightcloak Sanctum. The great thing about this design is that I don't need a new Treant token, and I can just use the one created by Plot of Sin.
Linkblade91
There is the situation of Druid not being good at removal, but the card's flavor and mechanics are on point. It is slightly situational given that it can't remove minions with more Health than Attack. You may want to make it 5 mana to hopefully dodge some comments about Druid removal.
Wailor
Thank you for your kind words.
Draenor is a pretty creative location, although it doesn't really feel like a dual-class card to me.
Your original Walls of Orgrimmar seems to have expired, so I unfortunately can't leave a comment about that one.
Shadowmoon Valley is cool. It's certainly not as problematic in Warlock as it would be in either Paladin or Shaman, but Warlock is still a class that's pretty good at swarming useless tokens onto the board. Potentially locking out an enemy board like this is a bit on the scary side, though it does limit your board building potential, and you may have to dump quite a few cards out of your hand to use it, so it might be fine.
Orgrimmar should probably specify "Give this Taunt" or something like that. I read it, and my first thought was that your hero gained Taunt and then figured out that it was the location after I kept reading.
AeroJulwin
This feels like it might be too slow and impractical to work as good removal since you need to silence the minion you want to kill first, wait 2 turns (meaning your opponent will be able to attack twice with it before you can use the location again), and then use another point of Durability to kill it. I think it ends up working better as just a way to silence 3 minions rather than being used as a removal since you can just use removal spells to do that same thing.
Flavor though is absolutely great.
R
A Neutral location is going to hard to win over with the voters, but if you want to try, then go ahead.
The card seems fairly okay.
Amansleungcn
Hermetist's Room is a bit awkward to use. Specifically the second part, since if you only care about a single spell school for synergy, then most spells in your deck are going to be of that school anyway. And on the other hand, if you're running multiple spell school synergies, then the second effect has anti-synergy as it actively turns them off. Judging by the way it's phrased, it appears to be permanent too.
The Highest is okay, although the flavor is not too obvious.
Sunwell feels like it could be quite broken.
Moonwell seems to be awkwardly phrased, and I do agree that the art could be better. As a card though, it's alright.
I personally prefer the first Altar of Evil over the second.
I think Darius looks good enough to mess around with so glad to see it added. Volatile skeletons could be nuts in standard and a mage picking up that tier 2 could be an easy 12-win run. Honestly I’m not worried about the Ring of Haste. If you were drafting the kind of deck to really scam that treasure, you are probably getting rocked in those early games. I get that it could be super unfun to play against but ultra-rare from the start means there is very little chance of it meeting the right draft
I dont play Azir Irelia but it's a cool deck people should feel like they have the ability to play.
Same with sundisc, Yassao, deep, thralls, Lurk etc.
Yeah I know the stats haven't changed, we already talked about how without nerfs Annie and Bard would remain dominate.
The only thing that has changed is the number of options, and solutions at your disposal to play around or counter these established archetypes as a clever brewer.
But no if you played Annie Tf all last season, you can play Annie TF all this season if you want, nothing new there.
For the most part, I feel that this meta is stale but refreshing? I don't play ranked but I do look at the meta stats out of curiosity from time to time. It feels like the top decks have not changed except for the inclusion of Kai'Sa which understandably is quite a pain in the ass. Bard, Illaoi, Annie are still pretty strong and just as tier 1.
That said, I play normals a lot and this time around I'm surprised at how much more random pairings of champions appeared with the new champs despite last expansion having quite a bit of variety for each champion introduced. Not very many of them are any good though.
Other than that, I don't think the meta is solved just yet. I do feel like this time around it's relatively quicker. I'm awaiting for people to realize the power of Lulu Shen midrange-aggro but I'm not sure that's ever going to come true.
Also, I will say Nifty I do notice one pattern of when you say a meta is good. That's literally whenever Azirelia is meta.
I would strongly argue against your statement as all the new archetypes are very bland in their execution and do not create much of a unique play patterns okay maybe Evelynn is a new summon/die/1cost unit engine is a bit interesting despite it mostly being a keyword soup archetype... Kaisa isn't at all interesting or fun unless giving valor spellshield and overwhelm to copy that keyword soup is original/bigbrain to you and Gwen really is just ramping up attack bound to otherwise very weak units as we have seen it in lurk before.
To me none of the new archetypes stand out or are something I would like to build around and I proably will just pass on ranked unless Yasuo decks actually should prove viable which they still struggle to do
Could not agree more. I'm opening 2-300 packs every expansion launch, which easily takes an hour or more and is just delaying actual gameplay. I ended up using a macro recorder to press the spacebar for me while I'm taking care of other business.
Pretty cool card, whose effect fits the flavor well enough. My only gripe is that Druid isn't supposed to be good with removal, but since many minions are Health-heavy, that's probably not too big a deal.
Demonxz95
First of all, I hope covid isn't too hard on you and you recover soon!
About your cards, both introduce interesting ideas to locations, which I really appreciate.
I think I prefer Haunted Grove, but I'd make the baseline token a 2/2 Treant. Maybe I'd nerf the Shadowbark Golem to a 4/4 or a 3/4 to compensate.
About Scorchland Spires, it's not bad, but its similarity to Mage's HP makes it feel less interesting, especially considering that the HP Mage archetype tends to run a lot of refresh and cost reductions already.
AeroJulwin
I think locations need to be a bit weaker than if they were a spell, since they can be used several times. That said, your card seems pretty balanced, and its flexibility makes it very interesting. Flavor is on-point, too.
R
I like it, but I think it's a bit weak right now. Since you can only activate locations every other turn, this would take 5 whole turns to generate Mana advantage. Thus, I'd probably drop its cost to 1 Mana or give it an extra Durability (which would make it even slower, but in turn would generate more value).
Also, the effect feels like a Druid or Rogue card more than Neutral, but I guess it can stay that way because of its Coin flavor (this card references throwing coins to a wish fountain, right?)
adamsleungcn
Pretty interesting bunch of cards! As a general criticism for them, you shouldn't use WoW screenshots, since it doesn't look very well. For each card individually:
I like Hermetist's Room, but I don't get the second part. Does it transform all your spells into random ones from the chosen school? Or does it simply change their school tag? I don't like any of this options very much, but the base concept of doing something with the chosen spell school is very cool. Perhaps drawing a card from your deck that has that very same school? Dunno.
The Highest is probably my favorite of your cards, but the name is a bit strange. I'm not an English native speaker, but I think The Highest Point or The City's Pinnacle would make more sense. Besides that, I think it could cost 1 Mana instead of 2, and even have 3 Durability.
Sunwell is quite interesting, but lorewise should probably be a Mage card. I also think it should be a legendary card, both for lore and balance reasons. Finally, I'd word it as "Add a copy of the next spell you cast to your hand. It costs (0)."
Moonwell is cool and a very good translation of its Warcraft 3 effect. I'd just change the artwork, but it's otherwise very cool.
Finally, both versions of Altar of Evil are cool, but I'm not specially fond of their base concept. Not that they're bad, I just enjoy your other cards more.
All in all, you have very interesting concepts here. They just need some polish, but the idea themselves are very good, especially for someone new at card design.
I said it before when people speculated what the 3. expansion could be, because it has been confirmed that it's going to be bigger than usual, but I always wanted a "What if" type of Expansion with a bunch of old characters of another timeline. Rafaam as Explorer Member, Hagatha as a Scholomance teacher, Dr. Boom the plaque lord, Reno the old god etc.
The fact that this is a rare card makes it very powerful to disrupt a lot of deck building strategies and marks the start of the end of sunken city add to bottom mechanic
I would like to see their take on the novel/movie 'Journey to the center of the Earth'. The mechanic would be alternating tribal tags. For example, a card could be an elemental while in you hand, but a beast when it hits the board. Locations could also be appropriate here.
When you've saved up like 9000 gold since the last expansion plus have some unopened packs from pre- and post-launch events, you can easily have over a hundred packs to open every set. Each pack has 5 cards. That's 600 spacebar presses to open your packs and reveal the cards. And that's the experience for me now when I'm mostly free-to-play. In the period when I used to buy packs in addition to what I earned, I could often have double or triple that amount to open. I've been playing card games since mid-2000s. The kid in the kidstore charm is gone, I've opened way too many packs in my life to give a damn about each individual pack.
What ends up happening on launch is I just sit there, pressing spacebar 600+ times while I'm having a video playing in the background. Only after I'm done do I actually go over what I've opened. The whole thing would be infinitely more pleasant if I could just have all the cards from the packs added to my collection, then I can go have a look what I got. I don't need to spend 30+ minutes hammering the spacebar and watching pack popping animations and cards slowly turning over. It's just a needless waste of time that's preventing me from actually having fun playing the game.
Its no secret that I generally despised the first part of Worldwaker as a standalone set.
Obviously good cards were printed that did obviously good things, and played for obviously good wincons.
But generally speaking I feel that the new cards have done a great job of answering certain intended problems.
Like sure Annie Tf will still put up great winrates, but it can be more easily countered now.
Bard puts out overstated followers but with two new high tempo Champs follower stats don't matter as much.
New archetypes were created that have unique play patterns that are interested and dynamic, demanding creative player responses.
With everything we've seen here I can confidently say that World Waker had been salvaged and any left that the expansion has to show us will only be further possitive developments.
220 as we speak with all quest done for now. sitting at 9400 gold. I gotten more interested in BG lately and playing less arena for now so the gold has been going up. Probably buying the perk the next xpac then and also the Tavern pass as usual, but nothing else.
I know standard is getting more xp but getting to lvl 400 is so insane. i am playing HS like 80% of my time and reaching even 230 with pass is very time consuming.
I don't want to enter into the merits of the discussion, but it's worth pointing out that Sire Denathrius will be give out for free to everyone at the start of the Castle Nathria reward track (source).
Combine that with a record of each pack's contents so you can enter them in a tracker to get an idea of what you should buy in the future and the result is perfect.
The problem is that the devs don't want to eliminate the animation entirely because it engenders addiction, but if you make them sufficiently fast, I can be okay enough with them. My emphasis would still be on that report.
I know there's been requests for auto-opening features, but is this seriously something people want? For me the best part of day 1 is opening my packs and savoring in delight (before ultimately get handed a ticket back to reality and your four legendaries for your 4 months of savings)
Unfortunately I will never truly understand or experience what it feels like to actually possess so many packs that automation becomes a necessity.
New Neutral Minion - Ashen Elemental
I like the card design and its disruptive nature, but I'm skeptical as to its efficiency. Its good, but maybe not a 5 stars like some ahead of me commented. Should see play, or at least, experiment.
Location, Location, Location - Card Design Competition Discussion Thread
Alright, let's push through this!
I've updated my card, although now I feeling that it's a bit OP if I compare it to Nightcloak Sanctum. The great thing about this design is that I don't need a new Treant token, and I can just use the one created by Plot of Sin.
Thank you for your kind words.
Draenor is a pretty creative location, although it doesn't really feel like a dual-class card to me.
Your original Walls of Orgrimmar seems to have expired, so I unfortunately can't leave a comment about that one.
Shadowmoon Valley is cool. It's certainly not as problematic in Warlock as it would be in either Paladin or Shaman, but Warlock is still a class that's pretty good at swarming useless tokens onto the board. Potentially locking out an enemy board like this is a bit on the scary side, though it does limit your board building potential, and you may have to dump quite a few cards out of your hand to use it, so it might be fine.
Orgrimmar should probably specify "Give this Taunt" or something like that. I read it, and my first thought was that your hero gained Taunt and then figured out that it was the location after I kept reading.
This feels like it might be too slow and impractical to work as good removal since you need to silence the minion you want to kill first, wait 2 turns (meaning your opponent will be able to attack twice with it before you can use the location again), and then use another point of Durability to kill it. I think it ends up working better as just a way to silence 3 minions rather than being used as a removal since you can just use removal spells to do that same thing.
Flavor though is absolutely great.
A Neutral location is going to hard to win over with the voters, but if you want to try, then go ahead.
The card seems fairly okay.
Hermetist's Room is a bit awkward to use. Specifically the second part, since if you only care about a single spell school for synergy, then most spells in your deck are going to be of that school anyway. And on the other hand, if you're running multiple spell school synergies, then the second effect has anti-synergy as it actively turns them off. Judging by the way it's phrased, it appears to be permanent too.
The Highest is okay, although the flavor is not too obvious.
Sunwell feels like it could be quite broken.
Moonwell seems to be awkwardly phrased, and I do agree that the art could be better. As a card though, it's alright.
I personally prefer the first Altar of Evil over the second.
Darius Crowley Joins Hearthstone Duels - Our Opinion on the New Playable Hero and the New Passive Treasures
I think Darius looks good enough to mess around with so glad to see it added.
Volatile skeletons could be nuts in standard and a mage picking up that tier 2 could be an easy 12-win run.
Honestly I’m not worried about the Ring of Haste. If you were drafting the kind of deck to really scam that treasure, you are probably getting rocked in those early games. I get that it could be super unfun to play against but ultra-rare from the start means there is very little chance of it meeting the right draft
Had The Meta Been Solved?
I dont play Azir Irelia but it's a cool deck people should feel like they have the ability to play.
Same with sundisc, Yassao, deep, thralls, Lurk etc.
Yeah I know the stats haven't changed, we already talked about how without nerfs Annie and Bard would remain dominate.
The only thing that has changed is the number of options, and solutions at your disposal to play around or counter these established archetypes as a clever brewer.
But no if you played Annie Tf all last season, you can play Annie TF all this season if you want, nothing new there.
New Neutral Minion - Ashen Elemental
Very powerful disruption tool, it's a soft taunt if you dont want to it make snowball damage
New Warrior Minion - Anima Extractor
A very powerful combo if you manage to do it with Spammy Arcanist for a handbuff turn
Had The Meta Been Solved?
For the most part, I feel that this meta is stale but refreshing? I don't play ranked but I do look at the meta stats out of curiosity from time to time. It feels like the top decks have not changed except for the inclusion of Kai'Sa which understandably is quite a pain in the ass. Bard, Illaoi, Annie are still pretty strong and just as tier 1.
That said, I play normals a lot and this time around I'm surprised at how much more random pairings of champions appeared with the new champs despite last expansion having quite a bit of variety for each champion introduced. Not very many of them are any good though.
Other than that, I don't think the meta is solved just yet. I do feel like this time around it's relatively quicker. I'm awaiting for people to realize the power of Lulu Shen midrange-aggro but I'm not sure that's ever going to come true.
Also, I will say Nifty I do notice one pattern of when you say a meta is good. That's literally whenever Azirelia is meta.
Had The Meta Been Solved?
I would strongly argue against your statement as all the new archetypes are very bland in their execution and do not create much of a unique play patterns okay maybe Evelynn is a new summon/die/1cost unit engine is a bit interesting despite it mostly being a keyword soup archetype... Kaisa isn't at all interesting or fun unless giving valor spellshield and overwhelm to copy that keyword soup is original/bigbrain to you and Gwen really is just ramping up attack bound to otherwise very weak units as we have seen it in lurk before.
To me none of the new archetypes stand out or are something I would like to build around and I proably will just pass on ranked unless Yasuo decks actually should prove viable which they still struggle to do
Continuous Pack Opening Functionality Arrives for Hearthstone’s Desktop Clients With the New Patch - Keep Your Spacebars Ready!
Could not agree more. I'm opening 2-300 packs every expansion launch, which easily takes an hour or more and is just delaying actual gameplay. I ended up using a macro recorder to press the spacebar for me while I'm taking care of other business.
Just My Card Type - Card Design Competition Discussion Thread
Thanks guys! I doubt this card will ever be made, though, as it would definetly be a pain to code (and to balance, as well)
Location, Location, Location - Card Design Competition Discussion Thread
More streamlined versions of my previous cards:
Let me know which version you prefer.
Feedback:
About your cards, both introduce interesting ideas to locations, which I really appreciate.
Also, the effect feels like a Druid or Rogue card more than Neutral, but I guess it can stay that way because of its Coin flavor (this card references throwing coins to a wish fountain, right?)
All in all, you have very interesting concepts here. They just need some polish, but the idea themselves are very good, especially for someone new at card design.
What's your dream theme for an expansion? (That's not WOW related)
I said it before when people speculated what the 3. expansion could be, because it has been confirmed that it's going to be bigger than usual, but I always wanted a "What if" type of Expansion with a bunch of old characters of another timeline. Rafaam as Explorer Member, Hagatha as a Scholomance teacher, Dr. Boom the plaque lord, Reno the old god etc.
New Neutral Minion - Steamcleaner
The fact that this is a rare card makes it very powerful to disrupt a lot of deck building strategies and marks the start of the end of sunken city add to bottom mechanic
What's your dream theme for an expansion? (That's not WOW related)
I would like to see their take on the novel/movie 'Journey to the center of the Earth'. The mechanic would be alternating tribal tags. For example, a card could be an elemental while in you hand, but a beast when it hits the board. Locations could also be appropriate here.
Continuous Pack Opening Functionality Arrives for Hearthstone’s Desktop Clients With the New Patch - Keep Your Spacebars Ready!
When you've saved up like 9000 gold since the last expansion plus have some unopened packs from pre- and post-launch events, you can easily have over a hundred packs to open every set. Each pack has 5 cards. That's 600 spacebar presses to open your packs and reveal the cards. And that's the experience for me now when I'm mostly free-to-play. In the period when I used to buy packs in addition to what I earned, I could often have double or triple that amount to open. I've been playing card games since mid-2000s. The kid in the kidstore charm is gone, I've opened way too many packs in my life to give a damn about each individual pack.
What ends up happening on launch is I just sit there, pressing spacebar 600+ times while I'm having a video playing in the background. Only after I'm done do I actually go over what I've opened. The whole thing would be infinitely more pleasant if I could just have all the cards from the packs added to my collection, then I can go have a look what I got. I don't need to spend 30+ minutes hammering the spacebar and watching pack popping animations and cards slowly turning over. It's just a needless waste of time that's preventing me from actually having fun playing the game.
Continuous Pack Opening Functionality Arrives for Hearthstone’s Desktop Clients With the New Patch - Keep Your Spacebars Ready!
Thanks, Obama..
Had The Meta Been Solved?
Its no secret that I generally despised the first part of Worldwaker as a standalone set.
Obviously good cards were printed that did obviously good things, and played for obviously good wincons.
But generally speaking I feel that the new cards have done a great job of answering certain intended problems.
Like sure Annie Tf will still put up great winrates, but it can be more easily countered now.
Bard puts out overstated followers but with two new high tempo Champs follower stats don't matter as much.
New archetypes were created that have unique play patterns that are interested and dynamic, demanding creative player responses.
With everything we've seen here I can confidently say that World Waker had been salvaged and any left that the expansion has to show us will only be further possitive developments.
Continuous Pack Opening Functionality Arrives for Hearthstone’s Desktop Clients With the New Patch - Keep Your Spacebars Ready!
Is amazing in the first packs, if you are opening like 100 or more is quite boring
Rewards Track: Current progress 5.0
220 as we speak with all quest done for now. sitting at 9400 gold. I gotten more interested in BG lately and playing less arena for now so the gold has been going up. Probably buying the perk the next xpac then and also the Tavern pass as usual, but nothing else.
I know standard is getting more xp but getting to lvl 400 is so insane. i am playing HS like 80% of my time and reaching even 230 with pass is very time consuming.
Hearthstone Mercenaries Updates for Patch 24.0 - C’Thun Special Event, Sir Finley Joins the Action, Balance Changes, & Various Fixes
Inflatable immortal snakes, here I come!
🐍🐍🐍🐍
Continuous Pack Opening Functionality Arrives for Hearthstone’s Desktop Clients With the New Patch - Keep Your Spacebars Ready!
"Mobile has had swipe to open"
It does? How does that work?
As in, one swipe saves 5 taps, but each pack is treated as an individual entity, or something else altogether?
Castle Nathria Relic DH
I don't want to enter into the merits of the discussion, but it's worth pointing out that Sire Denathrius will be give out for free to everyone at the start of the Castle Nathria reward track (source).
Location, Location, Location - Card Design Competition Discussion Thread
hey guys, there are some cards I made in different class
Continuous Pack Opening Functionality Arrives for Hearthstone’s Desktop Clients With the New Patch - Keep Your Spacebars Ready!
Combine that with a record of each pack's contents so you can enter them in a tracker to get an idea of what you should buy in the future and the result is perfect.
The problem is that the devs don't want to eliminate the animation entirely because it engenders addiction, but if you make them sufficiently fast, I can be okay enough with them. My emphasis would still be on that report.
Continuous Pack Opening Functionality Arrives for Hearthstone’s Desktop Clients With the New Patch - Keep Your Spacebars Ready!
I know there's been requests for auto-opening features, but is this seriously something people want? For me the best part of day 1 is opening my packs and savoring in delight (before ultimately get handed a ticket back to reality and your four legendaries for your 4 months of savings)
Unfortunately I will never truly understand or experience what it feels like to actually possess so many packs that automation becomes a necessity.