Herald Naga achievement
How do you progress? I have activated a couple of a Herald battlecry, but there is no progress ...
How do you progress? I have activated a couple of a Herald battlecry, but there is no progress ...
How do you progress? I have activated a couple of a Herald battlecry, but there is no progress ...
How do you progress? I have activated a couple of a Herald battlecry, but there is no progress ...
Killing him, bouncing him, putting him in a stasis statue doesn't work. Is there ANY way you can make him trigger more than once?
Killing him, bouncing him, putting him in a stasis statue doesn't work.
Is there ANY way you can make him trigger more than once?
Competition Theme: New You It's time to reinvent ourselves! Let's see just how drastic a transformation we can make.You must create a card that transforms a minionOn the bat…
It's time to reinvent ourselves! Let's see just how drastic a transformation we can make.
RenoLord is looking for some adaptable minions this week, so make sure you can change them into something fancy!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Here are the phases of this card design competition
No thread rules were added to this season. Please populate and manually edit this thread with them.
STANDARD ### Custom Rogue# Class: Rogue# Format: Standard# Year of the Hydra## 2x (0) Shadowstep# 2x (1) Blackwater Cutlass# 2x (1) Gone Fishin'# 1x (1) Sir Finley, Sea Guide# 2x (1) Swashburg…
STANDARD
### Custom Rogue
# Class: Rogue
# Format: Standard
# Year of the Hydra
#
# 2x (0) Shadowstep
# 2x (1) Blackwater Cutlass
# 2x (1) Gone Fishin'
# 1x (1) Sir Finley, Sea Guide
# 2x (1) Swashburglar
# 1x (2) Jackpot!
# 2x (2) Reconnaissance
# 2x (2) Tooth of Nefarian
# 2x (2) Wicked Stab (Rank 1)
# 2x (2) Youthful Brewmaster
# 1x (3) Nobleman
# 2x (3) Rustrot Viper
# 1x (3) Zola the Gorgon
# 1x (4) Ambassador Faelin
# 1x (4) Drek'Thar
# 2x (4) Hench-Clan Burglar
# 1x (5) Taelan Fordring
# 1x (6) Blood in the Water
# 1x (6) Cornelius Roame
# 1x (7) Tess Greymane
#
AAECAY7ABArS+QPY+QOoigS7igTlsASZtgSbyQSW1AT58QSLpAUKqusD0PkDvYAE9p8EnKAE7qAEuqQE+awEt7MEjKQFAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
WILD
### Custom Rogue
# Class: Rogue
# Format: Wild
#
# 2x (0) Shadowstep
# 2x (1) Blackwater Cutlass
# 1x (1) Daring Escape
# 2x (1) Togwaggle's Scheme
# 1x (1) Wand Thief
# 1x (2) Blade Flurry
# 1x (2) Eviscerate
# 2x (2) Reconnaissance
# 2x (2) Stolen Steel
# 2x (2) Tooth of Nefarian
# 2x (2) Youthful Brewmaster
# 1x (3) Zola the Gorgon
# 1x (4) Ambassador Faelin
# 1x (4) Drek'Thar
# 2x (4) Hench-Clan Burglar
# 2x (4) Vendetta
# 1x (5) Lotus Agents
# 1x (6) Emperor Thaurissan
# 2x (6) Vanish
# 1x (7) Tess Greymane
#
AAEBAY7ABAqIB6gI1hGmvgLHmwOk0QO7igSbyQSW1ASLpAUKxAG9jAOvkQP+mgO9gAT2nwScoAS6pAT5rASMpAUA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Afk opponent is ideal otherwise you want to play your random discovery cards first then discover the specific classes you are missing. In wild you have some very specific cards like "discover" a mage spell or getting your opponents card.
On 10 index cards write each heros name and as you collect the card and then play it move the index card or flip it to keep track.
Try and discover taunt minions and or cards that specifically hit only enemy targets. Life steal cards are ideal if the player is not afk. You obv don't need your own class.
If your opponent is afk you want damage dealing cards to remove your minions as you need space.
Save all "return" cards for hench clan and or tess. If you choose good cards and actively fighting your opponent you can use your tess over and over and return it while trying to find all your class cards.
Neutral discover cards only discover neutral cards so they are useless.
Search words to consider looking for different card options in this deck include: "cop" (for copy or copies) "discover" "return" "shuffle" "deck" "random" "hand" "class"
Familiarize yourself with the colors of cards and the colossal cards classes. The colors are at the bottom on golden cards but the colors are not perfect so it's hard to tell which class some of the cards belong to
Mage-light blue
Shaman-navy dark blue
Warlock-purple
Hunter-Dark forest green
Warrior -red
Priest-white
Paladin- yellowish gold
Rogue-Smoke grey (you don't need this class obv)
DH-Light green
Druid-Brown
Hey. I'd like to start a topic on landmarks. I love landmarks (as a mechanic). I hate (most of currently existing) landmarks. Historically, I've been playing an equivalent on Shadowverse ((countdown…
Hey.
I'd like to start a topic on landmarks. I love landmarks (as a mechanic). I hate (most of currently existing) landmarks. Historically, I've been playing an equivalent on Shadowverse ((countdown) amulets) a lot.
One of my concern about LoR landmarks is that it shares the same issues than shadowverse ones (board management can become very tedious, the high risk of drawing the deck "upside down" (meaning here drawing very few early game landmarks and a lot of landmark based spells/allies with not enough targets), the high dependency between amulets and amulets related spells, the sluggishness, the tendency to get stomped by faster decks). But that's not really the biggest issue, that's the price to pay such a type of deck centered about future payback.
The main issues, I think, is that the average power level of landmarks in this game is bad. Some of them are abysmal by my now average experience in LoR and high in Shadowverse. And while I'm far from good at LoR for now, current meta snapshot actually demonstrates how little landmarks, including the ones incompatibles with Taliyah, are played.
Of course, some of them are good, very good even, and you do see them in meta decks. Namely, Preservarium, Emperor's dais, Blighted Ravine, Frozen Thrall, Sun Disc. There is a couple others which I deem playable even if non meta : Ancient preparations, Hibernating Rockbear, Star Spring.
About others, eh... what I think their power level is, feel free to share your own view or enlight me :
Ripper's bay - Bad/Meh. Inexpensive but take a board slot, something you do not want in an agressive deck.
Rockfall Path - Abysmal. It's sluggish, it's easy to play around, it doesn't help against aggro decks. It requires Countdown 1 to be remotely playable.
Startipped Peak - Bad. The fact it's random and doesn't give you a card immediately make it a LARGELY worse Preservarium, which you'll always play over this. Requires to provide first card immediately or cost 1 less.
Hexcore Foundry - Abysmal. 2021 and CCG designers still think anyone would play a card which will make opponent draw (especially aggro decks). Genius. Even if a mill pop this is too expensive. Requires to cost 2 less.
Inner Sanctum - Abysmal. Even Lebonk Sivir doesn't want that shit. If you pay it for its initial cost you deserve to lose. And Frozen thrall allies already had the only keyword you need. Requires to provide at least twice as much cards.
Monastery of Hirana - Abysmally abysmal. Providing bounces you can't use in combat nor as an answer to a spell (which are 99% of bounce usage in this game. Wow.
Spiral Stairs - Abysmally abysmal. Is EXPENSIVE and SLUGGISH as fuck for what it provides. The spell is slow and fleeting, making it very very ackward to use and prone to every single counterplay ever (counterspells, removals, ...). There is much better ways to use overhelm, and naturally Frozen Thrall decks won't need or play this garbage card. Requires to cost 2 less or cost 1 less and countdown 2.
The Grand Plaza - Average. It's a bit expensive but the effect is kinda good. There might be some stuff to do with that card.
The Scargrounds - Below average. In an appropriate deck it could be interesting, but it's a bit expensive for what it provides. Should cost 1 less.
The Slaughter docks - Average. Toss/Sea monsters decks doesn't seems to be favored but I suspect should a deck about it becomes okay this card will probably be added. Surely sometimes it will summon a Sea Scarab but most of the time it will pay for itself later, and it helps getting deep.
The twisted treeline - Bad. The follower isn't massive and the condition isn't exactly easy to trigger. And worse, it requires the fearsome followers to attack meaning you'll not be able to attack with Vilemaw on the same turn, making it virtually idle for this turn and next one. Requires for Vilemaw to be summoned and attacking immediately.
Salt spire - Abysmal. Way too expensive and slow for what it provides. Requires to cost 1 less and countdown 1.
The Veiled Temple - Decent/Average. I rate it this way assuming it can trigger on the turn you plays it, making it cost virtually 2 on a spell heavy deck. The +1/0 is nice to have, but the probably important effect is the discount itself, actually raising you capability to turn the table by being a disguised ramp, and more importantly, being disguised as having up to 15 mana a turn in an appropriate deck. I suspect the future may give this card a potential.
Eye of the Ra-Horak - Average/Bad. It's very expensive but it being countdown 1, it may help you to slow down the opponent. Per se it's correct. The main card issue however is its design. First issue is the Daybreak restriction, making it much weaker to seek with Imagined possibilities or Stoneweaving. Second issue is the fact the copy is countdown 2 and not 3. Meaning the copy will trigger on opponent defensive turn (because let's be honest most of the time you'll play this amulet on your offensive turn), which limited usage but a massive counterpush. So only a Malphite deck really want that. Should cost 1 less.
Noxkraya Arena - Bad. In an appropriate deck it MIGHT have some use but it's expensive as fuck.
Reavers's Row - Bad ? I'm not totally sure, maybe a 1 cost follower deck could be fun ? Expensive as fuck for what it provides, but some meme potential.
Sandswept Tomb - Bad. It's Emperor's dais in largely worse. Very expensive. Maybe in a reputation deck, but beside that it's probably too weak for anything.
Targon's Peak - Meme. With some intellectual honesty and having played an equivalent in Shadowverse I should rate it abysmal. But I'm gonna play it regardless for the glory of the meme so I won't.
The University of Piltover - Abysmally abysmal. The design is stupid as fuck and an insult to the glory of the meme. First design flaw is that is it IMCOMPATIBLE with the discard queen, Jinx. In fact, at the beginning of the turn this will empty your hand (and therefore make Jinx gain level), but you won't get Jinx draw nether a rocket, making the combo meh as fuck. The only good part of this card is that it seems the cards always cost less or equal than your starting turn mana. Wish I didn't spend 3 of my jokers on this garbage.
Vaults of Helia - Bad. There is probably a specific deck design to do to force summoned allies, making it some kind of tutor (and use ally generating spells for more fodder). But it's expensive as fuck for what it does and it's risky (empty board at the end of any turn = you probably can ff).
The howling abyss - Average/Bad. Very expensive, so to be played exclusively on your offensive turn. Also it's random, meaning you'll sometimes get champions which does virtually nothing useful for you. The thing which makes it close to average is the fact it's Freljord, so ramp can help making this thing happens. You'll just hope not to get Teemo out of this, as well as several mechanic specific champions such as Yasuo. Wish it costed 1 less.
Your view on this?
A new card, Zabu, has been revealed for MARVEL SNAP! [snapcardimg rating]238[/snapcardimg] Discuss this card below or head on over to the card page!
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Ongoing: Your 4-Cost cards cost 1 less (minimum 1).
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When this card moves, move it back with +1 Power.
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On Reveal: Set ALL cards at this location to 3 Power.
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Once this is in your hand, you can see unrevealed locations.
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A new card, The Thing, has been revealed for MARVEL SNAP! [snapcardimg rating]229[/snapcardimg] Discuss this card below or head on over to the card page!
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A new card, Surtur, has been revealed for MARVEL SNAP! [snapcardimg rating]228[/snapcardimg] Discuss this card below or head on over to the card page!
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If you move the Human Torch to this location, +10 Power.
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A new card, Super Skrull, has been revealed for MARVEL SNAP! [snapcardimg rating]227[/snapcardimg] Discuss this card below or head on over to the card page!
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Ongoing: Has the Ongoing effects of all enemy cards.
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A new card, Stryfe, has been revealed for MARVEL SNAP! [snapcardimg rating]226[/snapcardimg] Discuss this card below or head on over to the card page!
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If your opponent has 12+ Power here at the end of any turn, destroy this.
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A new card, Snowguard, has been revealed for MARVEL SNAP! [snapcardimg rating]225[/snapcardimg] Discuss this card below or head on over to the card page!
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Passive: While in your hand, this transforms each turn into a Hawk or Bear.
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A new card, Silver Surfer, has been revealed for MARVEL SNAP! [snapcardimg rating]224[/snapcardimg] Discuss this card below or head on over to the card page!
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On Reveal: Give your other 3-Cost cards +2 Power.
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A new card, Silver Samurai, has been revealed for MARVEL SNAP! [snapcardimg rating]223[/snapcardimg] Discuss this card below or head on over to the card page!
A new card, Silver Samurai, has been revealed for MARVEL SNAP!
On Reveal: Each player discards the lowest-Power card from their hand.
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A new card, Silver Sable, has been revealed for MARVEL SNAP! [snapcardimg rating]222[/snapcardimg] Discuss this card below or head on over to the card page!
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You can only play this at a location where you have 6+ total Power.
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A new card, Silk, has been revealed for MARVEL SNAP! [snapcardimg rating]221[/snapcardimg] Discuss this card below or head on over to the card page!
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After ANY card is played here, this moves to another location.
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A new card, Shuri, has been revealed for MARVEL SNAP! [snapcardimg rating]220[/snapcardimg] Discuss this card below or head on over to the card page!
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On Reveal: If you play your next card here, double its Power.
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Costs 1 less for each unspent Energy last turn.
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On Reveal: Set all cards here to their original base Power.
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Cannot be played at the right location. On Reveal: Add a -10 Power Void to the right location.
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[Snap Card ID (216) Not Found]
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A new card, Red Guardian, has been revealed for MARVEL SNAP!
On Reveal: You must play a card here next turn.
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