Arthas
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5 years, 7 months ago
|
Card Reveal
A new Common Targon Spell, Astral Protection, has been revealed!
[runecardimg rating]774[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more abou…
A new Common Targon Spell, Astral Protection, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!

Arthas
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5 years, 7 months ago
|
Card Reveal
A new Champion Targon Unit, Soraka, has been revealed!
[runecardimg rating]775[/runecardimg] [runecardimg token]Soraka[/runecardimg] [runecardimg]Soraka's Wish[/runecardimg]
Discuss this card below…
A new Champion Targon Unit, Soraka, has been revealed!


Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!

Arthas
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5 years, 7 months ago
|
Card Reveal
A new Rare Targon Unit, Stargazer, has been revealed!
[runecardimg rating]773[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments…
A new Rare Targon Unit, Stargazer, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!

Swizard
|
5 years, 7 months ago
|
Discussion
I played a [card]Dwarven Archeologist[/card] in arena and suddenly realized its synergy with [card]Instructor Fireheart[/card]. I made an initial deck that just draws through the deck to play t…
I played a [Hearthstone Card (Dwarven Archeologist) Not Found] in arena and suddenly realized its synergy with Instructor Fireheart. I made an initial deck that just draws through the deck to play that combo
, but I feel like it might be better in some control shaman deck as a value generator rather than a win condition. If you play one archaeologist and Fireheart you can generate a lot of value, with 2 even more, and it’s easier to put 1 or 2 in the deck than doing a Thaurrisan combo for faceless manipulators.
I only play wild, but maybe someone has ideas for standard as to how to insert this combo into decks. If anyone has any ideas for either standard or wild (doesn’t have to be in competitive decks) about how to insert that combo into any decks I would be happy to hear them.
Arthas
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5 years, 7 months ago
|
Card Reveal
A new Common Targon Unit, Crystal Ibex, has been revealed!
[runecardimg rating]767[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monu…
A new Common Targon Unit, Crystal Ibex, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!
minuano28
|
5 years, 7 months ago
|
Discussion
Riot just teased the second part of the set : https://www.youtube.com/watch?v=YSz0IwiqD1E&feature=emb_title
So we are getting 3 new champions with this one who do you think they're gonna be ?
&…
Riot just teased the second part of the set : https://www.youtube.com/watch?v=YSz0IwiqD1E&feature=emb_title
So we are getting 3 new champions with this one who do you think they're gonna be ?
Arthas
|
5 years, 7 months ago
|
Card Reveal
A new Epic Freljord Landmark, The Howling Abyss, has been revealed!
[runecardimg rating]765[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more abo…
A new Epic Freljord Landmark, The Howling Abyss, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!
OldManSanns
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5 years, 7 months ago
|
Discussion
Just a reminder: the unreleased cards are in the deckbuilder, so you can theorycraft to your heart's content. Or if you want to check out what other people are scheming up, you can either click on th…
Just a reminder: the unreleased cards are in the deckbuilder, so you can theorycraft to your heart's content. Or if you want to check out what other people are scheming up, you can either click on the individual cards to see "5 Hot Runeterra Decks with Card X" or go Menu -> Decks -> Contains Card.
A few cool theorycrafts I've noticed:
Deck ID Not Found
Wendeee
|
5 years, 7 months ago
|
Discussion
Hi.
I believe that I am not the only one that has tons of Common and Rare wildcards but just a few Epic and Champion wildcards. I guess that it will always be like this, that the two most rare types…
Hi.
I believe that I am not the only one that has tons of Common and Rare wildcards but just a few Epic and Champion wildcards. I guess that it will always be like this, that the two most rare types of cards will be bottleneck for deck building. Considering that I can craft Epics and Champions also for shards, does it make sense to use all my Rare and Common wildcards for something that I do not have? After that, when I will open the Common/Rare that I already have, I will get a shard refund, right? I do not want to end up with hundreds of useless wildcards while still missing Epics and Champions.
Or is there any better way how to approach this in the long term?
Thanks.
Arthas
|
5 years, 7 months ago
|
Card Reveal
A new Common Targon Spell, Divergent Paths, has been revealed!
[runecardimg rating]769[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about …
A new Common Targon Spell, Divergent Paths, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!

Cheese
|
5 years, 7 months ago
|
Fan Creations
HUNTER CORE SET REVAMP
Introduction
Neoguli's post kickstarted me to finish my own
After Priest and Shaman, it is Hunter's turn to have its core sets revised. I have all classes ready. Howev…
HUNTER CORE SET REVAMP

Introduction
Neoguli's post kickstarted me to finish my own
After Priest and Shaman, it is Hunter's turn to have its core sets revised. I have all classes ready. However, neoguli already dealt with Warlock, Druid, Rogue, Warrior, and Paladin. For the moment, I will focus on classes that weren't modified yet.
In terms of core set quality, Hunter is above average, although its sets aren't as good as Mage's or Rogue's. The main issue with Hunter's current set is its one-dimensionality. Up to 2017, Hunter was a one-dimensional class with an extremely linear gameplay. It had only one viable archetype (at best), oscillating between face and midrange.
After 2017, internal diversity increased: Egg, Cube, No-minion, Big, etc... Deathstalker Rexxar enabled late-game-oriented Hunter archetypes. Big Beast synergies enabled non-linear playstyles. One major constraint, as Blizz themselves noticed, is Hunter's lack of card draw. Lack of card draw intrinsically limits a class' design space. However Blizz developed workarounds such as card generation (Rhok'delar)or costly but powerful tutoring ([Hearthstone Card (Scavenger Ingenuity) Not Found], Ursatron) as opposed to general card draw, or "Recruit" mechanics.
Directions
General directions I follow for the core sets
Blizzard's official post on class identity is weird. It mixes class mechanics with strengths and weaknesses so most of the stuff doesn't make sense. The way I proceeded is completely different. I started by listing what should be the primary and secondary mechanics of the class, the strengths and weaknesses of the class as well as the archetypes available to it should follow from this list.
I say "core sets" a lot, but the Basic and Classic set are NOT interchangeable in their functions.
- The Basic set is the spine of the class. It ensures the class' viability and establishes its primary mechanics.
- Must be simple. Most cards must have 2 lines of text or less. Only simple keywords.
- Versatile to support multiple playstyles
- Minimal kit of everything a class needs to be viable (card draw; removal; direct damage; good standalone minions;...) even if not part of identity
- Fine if slightly more OP than what you would expect from expansions
- The Classic set is the limbs of the class. It ensures the class' internal diversity and estables its secondary mechanics.
- Presents the more "complex" mechanics of the game (Deathrattle, etc...)
- Because Classic packs are bought, there should be a sense of progression
- Unlike the Basic set, Classic cards should be slightly below average to let room for expansions
About tribal synergies, each minion type has its own identity
- Beasts
- All size of minions
- Good standalone value
- Buff each other a lot
- Each type of Beast has its subtheme (Bears=Taunt; Boars=Rush; Cats=Stealth; Wolves=buff other beasts; etc...)
- Most common type of minions, as such their identity is less precise
- Demons (Warlock & DH)
- All size of minions
- Powerful but with a drawback (taking damage; discard; ...)
- Dragons
- Medium to big minions
- "If you're holding a Dragon"
- Hand synergy
- Lots of legendaries
- 4/12 statline as a signature
- Elementals
- All size of minions
- "If you played an Elemental last turn"
- Value generation
- Battlecries
- Mechs
- Mechs were the focus of only 2 expansions (GvG and Boomsday) but they're otherwise a rare tribe and have no central identity!
- Murlocs
- Small minions
- Board-wide buffs for other Murlocs
- Relies on early-game snowballing. If allowed to stay on the board, they become nearly unstoppable
- Pirates
- Small to medium minions
- Weapon synergy
- Lots of direct damage
- Totems (Shaman)
- Small minions
- 0 attack with some exceptions
- Powerful ongoing effects (aura/end of turn/whenever)
Tribal synergies are part of a class primary identity in only 3 cases
- Beasts for Hunter
- Totems for Shaman
- Demons for Walocks and DHs
All other class-tribe associations are mostly a matter of coincidence as these tribes happen to fit in the class identity (eg pirates for Warrior/Rogue)
About which keywords I chose to keep in the core sets
- Charge vs Rush - As you know, Charge is a dangerous keyword. This is why Rush was introduced...however there are a few cards that were meant to be finishers that wouldn't make sense without Rush. I will replace Charge with Rush on all core cards with Charge (and tweak stats accordingly) EXCEPT when Charge is on a legendary minion. There are 4 legendary minions with Charge in the classic set and they will keep Charge
- Discover - Disover offers a choice between cards that are in standard. Due to how easy Discover can become skewed when the right cards are printed, there will be no Discover cards in my core sets.
- Poisonous - There were originally no Poisonous cards in the Basic set before the introduction of [Hearthstone Card (Master Poisoner) Not Found]. I will therefore also have poisonous cards in my basic set
- Lifesteal - There are currently no Lifesteal cards in the core sets. However the keyword is simple and I will therefore introduce some.
Hunter class identity
I tried not to steer away too much from what Blizzard defined for the class, although there are definitely some directions I disagree with and went against. I will signal it when it is the case.
- PRIMARY MECHANICS
- BEASTS (big and small): All classes have tribal synergies, but only in Hunter is this particular tribal synergy so central.
- SMORC : Face is the place.
- DEATHRATTLES : Through cards that trigger them.
- SECONDARY MECHANICS
- SECRETS - Hunter is a class with Secrets. Unlike Mage secrets (which are defensive) and Paladin secrets (which are situational), Hunter secrets are tempo-focused in nature, and helps you keep the lead on the board.
- SUMMONING SPELLS : Hunter has a lot of them. This is what allows the class to have minionless archetypes.
- TUTORING - Hunter has few "undiscriminated" card draw but has a lot of cards to tutor exactly the cards they need.
- HANDBUFF - Alongside other "Grimy Goon" classes, Hunter has lots of handbuff. Hunter's handbuff tends to be focused on
- PARTIAL REMOVALS - Hunter AOE removals tend to be very partial and position-hased. See Powershot.
- Hunter is GOOD at
- Direct damage : Through spells, charge minions, weapons, and of course Steady Shot. Face is the place.
- Horizontal pressure : Mostly through summoning spells.
- Vertical pressure : Big Beasts and ways to cheat and buff them.
- Hunter is AVERAGE at
- Tempo
- Single-target removals
- Board clears
- Hunter is BAD at
- Card draw : This is what keep the class in check. However, tutor cards (as opposed to generic card draw) is common.
- Multi-target removals : Hunter has a few small and situational board clears ("shots"), but no big one.
- Value generation (barring the anomalous data point that is Deathstalker Rexxar).
The new core sets
Hunter new Basic set
Justifications
Justifications
Basic
- Timber Wolf (unchanged)
- Arcane Shot (unchanged)
- Deadly Shot (move to Classic from Basic) - The effect feels like a basic effect. It needs to be here.
- Reload (custom) - Every class needs card draw to be viable. This doesn't mesh well with the "no card draw" identity of Blizzard. However, Reload strikes a compromise between the necessity of card draw and Hunter's class identity. By limiting the number of cards in your hand, Reload is effective without allowing Hunter to hoard cards like some other classes do.
- Animal Companion (artwork changed; effect made more explicit) - The card is functionnaly unchanged, it still always summon Huffer, but a basic card like this needs to give new players and idea of what a "Beast companion" is. (Same reason why I don't like Shaman's HP btw).
- Kill Command (artwork changed) - Like AC, I find this artwork much better. The current one is...weird. Especially since it pictures a bird but the animation clearly shows teeth.
- Multi-Shot (damage increased by 1) - This will hopefully make it more polyvalent. At 4 damage, Multishot can clear a lot more stuff than before without being OP (I think).
- Houndmaster (unchanged)
- Tundra Rhino (cost reduced to 4; gives Rush instead of Charge) - Honestly, it's a miracle that this card has been dodging nerfs and HoFing since the inception of the game given the broken combos it allows and the design space it screws up. In line with my policy of removing Charge from non-legendary cards, Thunda Rhino now only gives your beasts Rush. I also reduced its cost to (4) because it loses combo potential
- Cobra Shot (from GVG 2014; cost reduced to 4) - The original 5-mana Cobra Shot was printed at a time when HS games were very linera and Face Hunter tyrannized the meta. Devs probably thought it wasn't a good idea to give FH further face damage hence the 5-mana cost. Today, however, the game is much more "non-linear" and FH has been matched in degeneracy by another kind of Hunter (that hunts Demons). It can now cost 4 and be balanced. Also put into the basic set because it's a basic effet.
Classic
- Webspinner (from NAXX OUT 2014) - I strongly hesitated to put this into the Classic set due to how obiquitous it was back in the day. I still put it back because the effect really feels very "core" and the Hunter class has more internal diversity than it had in 2014 so it might not be as ubiquitous nowadays.
- Explosive Trap (unchanged)
- Pressure Plate (from SOO 2019) - So that Hunter has Secret to counter spell-centric decks.
- Snipe (unchanged)
- Scavenging Hyena (nerfed to +1/+1) - Hyena's snowball potential is waaay too good for this effect to remain core. It has been in every aggro/midrange archetypes of Hunter since the game's inception.
- Unleash the Hounds (nerfed from Charge to Rush) - Follows my policy of cutting Charge of all non-legendary core cards.
- [Hearthstone Card (Venomous Trap) Not Found] (from KFT 2017) - Replaces other secrets I feel weren't basic enough or too weird.
- Eaglehorn Bow (stats swapped, art changed, "after" for more clarity) - At 3 attack for 3 mana, this weapon is way too good. It's also a powercreep to Fiery War Axe. At 2/3, it is still playable and of acceptable power level. Again art changed as well.
- Terrorscale Stalker (from UNG 2017) - Deathrattles, and in particular DR triggers, have been establised as a Hunter archetype. Terrorscale is less risky than either Play Dead or Feign Death because of its high mana cost.
- Infested Wolf (from WOTOG 2016) - Replaces Savannah Highmane. A decent, simple, and balanced Deathrattle Beast.
- Bursting Shot (custom) - Replaces Explosive Shot which sucks. I wanted to give Hunter some form of board control for late-game oriented decks, while keeping the flavor of Shots only touching certain minions.
- Snake Trap (unchanged)
- Abominable Bowman (from KFT 2017) - Although the card has never seen competitive play, it is a very good building brick for cool but non-degenerate Big Beast decks
- Call of the Wild (from WOTOG 2016; re-nerfed to 9 mana) - Honestly CotW is such an obvious and basic effect that it can't possibly NOT be in the core set. CotW originally costed 8. It was nerfed to 9 mana because HS games were fair back in the day. They they rebuffed it to 8 mana because powercreep. However, Classic cards needs to be fair, which is why I'm reversing the cost AGAIN.
- King Krush (unchanged)
Hall of Fame
Hall of Fame
- Tracking - Waaay too complicated for a basic card. Also goes against the rule of "no Discover in the core sets" (though it's not strictly a Discover).
- Starving Buzzard - Unplayable since it was nerfed, unbalanceable effect because remember: Hunter card draw bad.
- Hunter's Mark - This is a Paladin effect, not a Hunter effect.
- Misdirection - Too random and situtational to be core.
- Freezing Trap - The effect (1) is too OP (2) is weird for a card with "freezing" in its name (3) doesn't fit hunter (4) is frustrating when it affects a 9+cost minion.
- Flare - Tech cards should be neutral.
- Savannah Highmane - Broken. Replaced by Infested Wolf.
- Explosive Shot - Straight up bad. Replaced by Volley.
- Bestial Wrath - Sucks + doesn't bring anything to the class.
- [Hearthstone Card (Gladiator Longbow) Not Found] - Sucks + doesn't bring anything to the class.
Shortlisted cards
Shorlisted cards
The following cards almost made it into my core sets, but didn't because there were no room left for them.
- Hunter's Pack (from SOU 2019) - A flavorful and effective way to reload your hand. Scrapped for card draw instead.
- Scarlet Webweaver (from SOU 2019) - Interesting for Big Hunter archetypes, but ultimately too dangerous.
- Goblin Prank (from TBP 2018) - Interesting effect for Hunter, but it doesn't really fit the class.
- Dire Frenzy (from Witchwood 2019) - Late-game potential for Hunter, would be too annoying in a core set. More than 10 Huffers per game is not healthy.
- Piranha Launcher (from MSG 2016) - Nice effect, but I didn't have room for more weapons.
- Powershot (from TGT 2015) - Almost replaced [Hearthstone Card (Multishot) Not Found] but it just felt too weak.
- Quick Shot (from BRM 2015) - Too OP. Cobra Shot is more interesting and flavorful.
Nifty129
|
5 years, 7 months ago
|
Discussion
So the numbers are in for mogwai's new Hiemer list, sitting at about a 51 percent winrate over 1000 games
This puts it below Lee Sin lists, but it might get further optimized down the road or people…
So the numbers are in for mogwai's new Hiemer list, sitting at about a 51 percent winrate over 1000 games
This puts it below Lee Sin lists, but it might get further optimized down the road or people will get better at playing it.
https://lor.mobalytics.gg/decks/code/CIBQKAYJCMRVIVLAAUAQIEA3EY2DQAIDAQIQEAIBAQTQEAYJC4OACAIBAQYQ
That being said, the old list are still performing the best.
Bilgewater noxious - Swain/TF and pirate aggro
They who endure
Fearsome Aggro
Warmothers Ramp
Shen Fiora
Jinx/Draven
Sejuani Ash
Zed Lee - has broken 55 percent so it's here to stay
Arthas
|
5 years, 7 months ago
|
Card Reveal
A new Common Targon Unit, Spring Guardian, has been revealed!
[runecardimg rating]768[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about M…
A new Common Targon Unit, Spring Guardian, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!

Arthas
|
5 years, 7 months ago
|
Card Reveal
A new Common Freljord Spell, Voices of the Old Ones, has been revealed!
[runecardimg rating]764[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn mo…
A new Common Freljord Spell, Voices of the Old Ones, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!
kaladin
|
5 years, 7 months ago
|
Battlegrounds
I had relatively smooth sailing to 6k, using a standard strategy and trying to hit power turns, but recently, most of my comps end up being garbage menagerie and I'm consistently hitting bottom 4, us…
I had relatively smooth sailing to 6k, using a standard strategy and trying to hit power turns, but recently, most of my comps end up being garbage menagerie and I'm consistently hitting bottom 4, usually 6th and 7th. I need some sort of basic guide, or someone to coach/spectate me. I don't know what I'm doing wrong. I'm not looking for hero specific guides, more or less just general strategy. I feel pretty lost on every turn.
Any help, tips, guides, suggestions, etc would be greatly appreciated. Please don't downvote this simply because of who is posting - this is not a salt thread, this is a desperation thread.
Arthas
|
5 years, 7 months ago
|
Card Reveal
A new Common Targon Unit, Sneaky Zeebles, has been revealed!
[runecardimg rating]766[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Mo…
A new Common Targon Unit, Sneaky Zeebles, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!
Grumpy000
|
5 years, 7 months ago
|
Tavern Brawl
with this deck :)
[deck]19706[/deck]
brownhackwtf
|
5 years, 7 months ago
|
Fan Creations
Hey everybody,
I just have a little question I want to ask here, because I don't have a satisfying answer for myself.
After 2 finished custom expansions I wanted to try something new and started wi…
Hey everybody,
I just have a little question I want to ask here, because I don't have a satisfying answer for myself.
After 2 finished custom expansions I wanted to try something new and started with a custom class. The class itself is focussed around minions as their winning condition. Spells buff their minions or clear enemy minions out of the way.
Now my question: Which Hero Power is the most balanced one out of these 6 (and a half) iterations?
- [1 Mana] Deal 1 damage to a minion.
- [1 Mana] Deal 1 damage to a random enemy.
- [1 Mana] Deal 1 damage to a random enemy minion.
- [2 Mana] Deal 2 damage randomly split among all enemies (enemy minions?)
- [2 Mana] Deal 2 damage to a random enemy.
- [2 Mana] Deal 2 damage to a random enemy minion.
I want to make the Hero Power as simple as possible. I had some very different approaches before the 6 I showed you here. But they were way to complicated as a Hero Power (I think?).
Thank you for your answers and have a nice day!
LutriSpellcaster
|
5 years, 7 months ago
|
Fan Creations
Hi, my name is Meepazor and I'd like to show my most recent complete expansion, Rafaam vs Explorers 3. This is a small One Night in Karazhan style expansion that would probably be accompanied by an a…
Hi, my name is Meepazor and I'd like to show my most recent complete expansion, Rafaam vs Explorers 3. This is a small One Night in Karazhan style expansion that would probably be accompanied by an adventure that I'm never going to make.
The lore behind it: After two failed attempts of first working alone, then working with Azeroth's greatest villains, Rafaam is trying one last time to take over Azeroth, and this time he's going for numbers. He's got armies of Murlocs, Mechs and Dragons aiming to overwhelm the League of Explorers and take what is rightfully his. Follow your favourite four characters in their last battle versus the evil Rafaam and finally put an end to his schemes.
Druid Cards - Dragons
Demon Hunter Cards - Murlocs
Hunter Cards - Mechs
Warrior Cards - Mechs
Mage Cards - Explorers
Paladin Cards - Dragons
Priest Cards - Dragons
Rogue Cards - Mechs
Shaman Cards - Explorers
Warlock Cards - Murlocs
Neutral Cards
Check out this Imgur album for artist credits https://imgur.com/a/ubNw74N
Arthas
|
5 years, 7 months ago
|
Card Reveal
A new Rare Bilgewater Unit, Wise Fry, has been revealed!
[runecardimg rating]757[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monume…
A new Rare Bilgewater Unit, Wise Fry, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!
Arthas
|
5 years, 7 months ago
|
Card Reveal
A new Rare Bilgewater Spell, Shakedown, has been revealed!
[runecardimg rating]758[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monu…
A new Rare Bilgewater Spell, Shakedown, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!
Nifty129
|
5 years, 7 months ago
|
Discussion
Keep in mind that I absolutely love these champs and I don't believe winrates are the be all and end all
But in this instance 42 percent is insanely low
You know when Katarina is winning more than …
Keep in mind that I absolutely love these champs and I don't believe winrates are the be all and end all
But in this instance 42 percent is insanely low
You know when Katarina is winning more than you, you might need a tweak
https://lor.mobalytics.gg/stats/cards?rarity=CHAMPION&sortBy=INCLUSION_RATE&sortOrder=DESC
maybe it's time to bring karma down to 5 again so you can curve into her with lux for double laser
As it stands right now nerfing both her and Ezreal really doesn't give Karma a home anymore
Taric I'm surprised at, he does a lot of things that you want him to, and he shows up in a lot of lists.
I'm willing to just say that's people playing him wrong, but maybe he needs a small numbers tweak.
What do you guys think?
Arthas
|
5 years, 7 months ago
|
Card Reveal
A new Epic Shadow Isles Unit, Vaults of Helia, has been revealed!
[runecardimg rating]749[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more abo…
A new Epic Shadow Isles Unit, Vaults of Helia, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!
Nifty129
|
5 years, 7 months ago
|
Discussion
I honestly have no idea were this guy goes, Swim keeps thinking that you run these self damage cards with healing, I don't necessarily agree.
It's not enough to just play something slightly overstat…
I honestly have no idea were this guy goes, Swim keeps thinking that you run these self damage cards with healing, I don't necessarily agree.
It's not enough to just play something slightly overstated, and heal it back to full.
You actually have to have a way to win the game.
Alternatively, you could try to go for Vlad, every one of these creatures you play that damage themselves means Vlad is going down leveled on 6
But I might be way off with that, maybe healing your followers is good enough on it's own, but I doubt it.
https://www.youtube.com/watch?v=NtrCdqWw-ec

Theodrinus
|
5 years, 7 months ago
|
Discussion
Dean Ayala, Hearthstone Lead Designer just posted this tweet: https://twitter.com/IksarHS/status/1313315124048875520
I appreciate this as my own interest has been dwindling as well, and this looks l…
Dean Ayala, Hearthstone Lead Designer just posted this tweet: https://twitter.com/IksarHS/status/1313315124048875520
I appreciate this as my own interest has been dwindling as well, and this looks like a way to directly inform them about real problems. Not just them looking at decreasing stocks and investors going away, then coming up with short-term profit sources (Heroic Brawliseum, for example). Even if it's doubtful, they might actually address core monetisation problems, such as the terrible dust values. Interest in the game has been gradually shrinking.
So post your feedback, it might actually count this time.
If you don't have a Twitter account like me, try the official forums.