anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
I came up with the same question last week and somewhere read that it is scheduled for June. Unfortunately, I don't remember where I dug up that info. I'll let you know if I manage to find it again.
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
First of all, congrats to DestroyeR! For me it was the most flavorful card out of a final round of really great submissions.
Regarding the finalists vote, I mostly agree with shaveyou. This time I gave 5 stars once, two times 4 stars and so on. Usually no finalist gets 1 star from me. I do tend to try and make out my favorite card and rate it 5 stars while giving all the others a maximum of 4, though.
When I made it to the finals, I tried to circumvent the dilemma by giving myself 5 stars while not voting on the other cards at all. Giving good cards bad rates to bolster my own chances to win doesn't feel fair and I didn't want to shoot myself in the foot either. So yeah, excluding the finalists from the final vote would be a great idea for me.
Last but not least I want to jump to the aid of the chicken. It has flavor, it fits the set it was placed in and while it's certainly rather on the meme side of submissions, I don't think it is as bad as its in game brothers at all. This minion being a mech, you can magnetize all kind of stuff to it and get at least one bomb going. You'll have 1 mana left over often enough to slip this in somewhere useful and at least give your opponent something to think about: they should now try to remove the minion with one strike or they risk shuffling more than one bomb into their deck. I think the chicken is versatile enough to reduce this issue to the somewhat exaggerated question if dealing 5 face damage for 1 mana with the potential for more is good or not. It certainly is in my eyes. It got 4 stars from me.
Edit: Also don't forget the synergy with Warrior's self damage package, once the chicken found some corns to beef up its health. I'll stop this now.
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Here's my first idea:
I love Deathrattle Hunter and was happy to see it supported again in Ashes of Outland. Sylvanas was a natural pick for this, I hope she isn't too boring because of the alternate hero skin. I'm still thinking about the name and looking for art, but what do you think so far? Is Battlecry AND Deathrattle too much? I don't want her to be beaten by Teron Gorefiend... is she too similar to him?
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
I found the competition themed "The price of power" very interesting. It allowed us to design OP effects which is cool for itself and then forced us to balance them with a drawback of comparable strength. Lots of cool ideas and quite some variety among the submissions.
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
I agree, Demon Hunter feels viable but not oppressively so in Wild. I mainly play the Odd list these days but switch to an Aggro Keleseth list now and then. It's not incredibly strong, but games are fast and the class feels still fresh so I see how many wins I can net before the next round of nerfs hits.
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Would it be posible to add a feature that gives us the option of bookmarking decks? I'm already struggling with the 18 deck slots in game, but with all the cool ideas I stumble upon on here, I usually end up copying the deck code and sending myself an email or storing it in a notes app. I would love a button on a deck page which adds it to a bookmarks site linked with my account. So...
1) Are there other people who'd like to bookmark decks?
2) Could it be implemented technically?
Thanks for reading and the great work on this page!
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Thanks for sharing the deck and the cool guide :-)
One question: How would you feel about swapping the Voidlords with Enhanced Dreadlords? The Lifesteal of the latter's tokens certainly comes in useful, the N'Zoth synergy is still there and you could avoid clogging your board with Voidwalkers when Bloodreaver Gul'dan's or Kanrethad Prime's battlecries hit...
Good luck to everyone who submitted, and an extra shot of lock to whoever submitted Impflicting Pain. That's a far more interesting, less swing-y card than my Impvasion!
That was me, thank you very much :-)
Good luck to the finalists, I'm glad almost all my favorites made it. Really a lot of great ideas this week!
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Thanks for the explanation, Xarkkal. I'm certainly not new to the game but these details still sometimes elude me. I was thinking about the Card Design Competition about the Taunt Warrior deck where somebody had an idea for a card that gave all minions in their hand taunt, but that wouldn't count towards Fire Plume's Heart. Looks like that's a different thing than discounting spells for Open the Waygate.
Anyway... I like KANSAS idea best so far. Apprentice is a centerpiece card for mage and a key and iconic part of its identity imho. I would hate to see that one nerfed. Flamewaker surely is a big part of the problem but not really to blame either. I could live with him only hitting enemy minions which could help keep the potential face damage in check, though. Not sure about the giants yet... So the quest itself is the obvious target and reworking the condition feels more fair than tuning down the reward in this case. I really like KANSAS solution for those reasons.
I've been playing quest mage today to learn the deck and see for myself just how broken it is. I've never been a fan of it myself, and have rarely played the archetype. But the current form of it is just ridiculously easy to pull off. The biggest problem is the mana cheat. You end up casting so many spells for 0 mana, which can alone end up completing your quest. I was thinking about it today on what could be done to slow down the quest completion, but also not just completely kill the OTK potential. It is healthy to have OTK decks in the meta, but the random spell generation and low cost spells have been pushed in Mage to the max for too long, and has made this Quest just way too easy to complete. I think the best option would be to make it so spells that cost 0 do not count towards quest progression. That way, only spells you spend mana on would count towards your quest. This would also eliminate The Coin being such a huge benefit.
(I have debated making it for spells that cost 2 or more just because of the amount of 1-cost spells that mage has, but I think starting with just removing the 0-cost spells should be enough to slow it down to an acceptable power level.)
This also leaves Sorcerer's Apprentice untouched. As much as I hate this card, it is actually perfectly fine. If this card was touched, it would break way too many Mage decks. Any nerfs need to be directed towards the Quest itself, and the Giants. My proposed nerf makes Sorcerer's Apprentice less powerful in the deck, since it would make all your 1-cost spells not count towards your quest.
I also agree with Lyra that the cost of Mana Giant needs to be increased. I agree that it should start at 12-mana just like Arcane Giant.
These two nerfs should slow down the speed of the OTK, while not completely destroying the archetype. This will allow for a less polarized meta that Quest Mage could still be a part of, without being a Tier-S deck.
I'm not sure that's enough, actually. I played the deck a lot in March to grind my Mage to 1.000 wins and my impression is that most spells initially cost more than 0. Like OP said, it's the cheap spells for 1 or 2 mana that get cheaper with apprentice or glyph that make up most of the cycling. Or do I get the mechanic wrong and they wouldn't count towards the quest in your iteration if they get discounted? I always assumed such cards check for the initial state of the card, not an altered form it gained by buffs or the like.
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Thanks everybody who tried to help me out this week. I've just submitted my card and will try to think things through before posting here next week ;-) The thing is that I'm still new to this and every idea that comes to my mind feels terribly exciting so that I want to share it with you :D
One more round of feedback:
@Feuerrabe:
Show Spoiler
Very interesting idea. I'm not sure about the powerlevel, this could be devastating and extremely frustrating to play against. The discard mechanic is meant to be a punishment for getting to play stronger than usual cards; by inflicting thi punishment upon your opponent you gain a huge advantage.
@Xarkkal:
Show Spoiler
Thanks for your kind words! It was surely fun to create the card, but as you said, it's too bland. I like your chicken, the flavor is there! The only issue I have is that the other two chickens gain Attack while yours shuffles bombs, so that's a bit off. Making it a mech should be enough to go with the traditional effect and the card still see play because of the combo with Zilliax alone. I don't know. I got the impression people are fed up with bombs. I would give you 4 stars anyway, the chicken is cool and useful as it is.
@MenacingBagel:
Show Spoiler
Honestly I like Grub much more. The only thing I would change about his last iteration is that one player's cards should be returned after all his bombs exploded and not all of them.
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Congrats! That surely is a great feeling :-) Nice to see that rather conservative decks still work these days. If I'm lucky enough to find Kanrethad Ebonlocke in one of my season's reward packs tomorrow, I will give your deck a shot. Thanks for sharing!
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Very cool idea, I love this! What would you think about additionally taking one or two cards that haven't done so well and explain the mistakes that were made or ways to improve them? Do you think people might take that badly?
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Okay guys, last try for this week. What would you say if Embiggen and Baku the Mooneater had a baby? It's quite hard to balance since it will usually effect all of our minions but on average only half of the opponent's. That's why I felt better reducing the buff to +1/+1. Is this any good?
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
New day, new ideas!
This beauty got me 7 downvotes in less than an hour on imgur. I see this in a Control Mage deck as a disruption tool. Probably very polarising and the art would be hard to find, so here's another card:
The discover hits our own deck because a gambler usually knows the stacks, but not the outcome. I wanted it to have an immediate impact so the swapped card gets added to hand. Here starts the trouble: I'm not sure about the wording. 1) Should it be a "random" card from my opponent's deck? 2)Is it okay to add "it" to your hand, meaning the card from the opponent's deck? For the stats I used Hench-Clan Burglar as a reference. I was also toying around with something cost-related like reducing the cost of the swapped card by 1 or pulling a card from the opponent that costs 1 more than my own, but there's only so much space there. It could work out if the card doesn't get added to hand, though.
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Too bad, but thanks for letting me know this early in the competition. Back to the drawing board it is.
@Dermostatic: That's a nice idea with great flavor. If you find the place for it, you could make it shuffle a worthless imp into their deck like in Impbalming. The cost is fine.
@KANSAS: The new name and the new art fit your card a lot better. Well done!
@Demon: Both of your new cards look good. Wildfire would be way more playable in a competitive sense. The card is pretty strong so I feel better with 4 mana.
anchorm4nHarbinger of Winter 19152510 PostsJoined 03/13/2019
Posted 4 years, 7 months ago
Thank you! I think the easiest way to improve it would be to lower the cost. At 6 mana, maybe even 5, it would be way stronger. But at that power level I could as well change my mind and submit the legendary :D How do you like that one?
As for the effects, I didn't want to do the obvious and shuffle stuff in their deck that negates the highlander benefits. Instead I tried to find solid effects that go along with the class identity. The point is, those cards already are useful against highlander decks AND regular decks, because every deck eventually becomes a highlander deck if the game goes on long enough. So what I'm trying to do actually is pushing Control Demon Hunter as an archetype with a strong late game card which has a huge benefit if you should happen to face a highlander deck.
I have no idea if this source is reliable, but here is what I found:
https://hearthstone-decks.net/leak-the-solo-adventure-for-ashes-of-outland-will-launch-on-june-10th/
I came up with the same question last week and somewhere read that it is scheduled for June. Unfortunately, I don't remember where I dug up that info. I'll let you know if I manage to find it again.
First of all, congrats to DestroyeR! For me it was the most flavorful card out of a final round of really great submissions.
Regarding the finalists vote, I mostly agree with shaveyou. This time I gave 5 stars once, two times 4 stars and so on. Usually no finalist gets 1 star from me. I do tend to try and make out my favorite card and rate it 5 stars while giving all the others a maximum of 4, though.
When I made it to the finals, I tried to circumvent the dilemma by giving myself 5 stars while not voting on the other cards at all. Giving good cards bad rates to bolster my own chances to win doesn't feel fair and I didn't want to shoot myself in the foot either. So yeah, excluding the finalists from the final vote would be a great idea for me.
Last but not least I want to jump to the aid of the chicken. It has flavor, it fits the set it was placed in and while it's certainly rather on the meme side of submissions, I don't think it is as bad as its in game brothers at all. This minion being a mech, you can magnetize all kind of stuff to it and get at least one bomb going. You'll have 1 mana left over often enough to slip this in somewhere useful and at least give your opponent something to think about: they should now try to remove the minion with one strike or they risk shuffling more than one bomb into their deck. I think the chicken is versatile enough to reduce this issue to the somewhat exaggerated question if dealing 5 face damage for 1 mana with the potential for more is good or not. It certainly is in my eyes. It got 4 stars from me.
Edit: Also don't forget the synergy with Warrior's self damage package, once the chicken found some corns to beef up its health. I'll stop this now.
Here's my first idea:
I love Deathrattle Hunter and was happy to see it supported again in Ashes of Outland. Sylvanas was a natural pick for this, I hope she isn't too boring because of the alternate hero skin. I'm still thinking about the name and looking for art, but what do you think so far? Is Battlecry AND Deathrattle too much? I don't want her to be beaten by Teron Gorefiend... is she too similar to him?
I found the competition themed "The price of power" very interesting. It allowed us to design OP effects which is cool for itself and then forced us to balance them with a drawback of comparable strength. Lots of cool ideas and quite some variety among the submissions.
Thanks for those reviews, I really like them!
I agree, Demon Hunter feels viable but not oppressively so in Wild. I mainly play the Odd list these days but switch to an Aggro Keleseth list now and then. It's not incredibly strong, but games are fast and the class feels still fresh so I see how many wins I can net before the next round of nerfs hits.
Would it be posible to add a feature that gives us the option of bookmarking decks? I'm already struggling with the 18 deck slots in game, but with all the cool ideas I stumble upon on here, I usually end up copying the deck code and sending myself an email or storing it in a notes app. I would love a button on a deck page which adds it to a bookmarks site linked with my account. So...
1) Are there other people who'd like to bookmark decks?
2) Could it be implemented technically?
Thanks for reading and the great work on this page!
Thanks for sharing the deck and the cool guide :-)
One question: How would you feel about swapping the Voidlords with Enhanced Dreadlords? The Lifesteal of the latter's tokens certainly comes in useful, the N'Zoth synergy is still there and you could avoid clogging your board with Voidwalkers when Bloodreaver Gul'dan's or Kanrethad Prime's battlecries hit...
That was me, thank you very much :-)
Good luck to the finalists, I'm glad almost all my favorites made it. Really a lot of great ideas this week!
Thanks for the explanation, Xarkkal. I'm certainly not new to the game but these details still sometimes elude me. I was thinking about the Card Design Competition about the Taunt Warrior deck where somebody had an idea for a card that gave all minions in their hand taunt, but that wouldn't count towards Fire Plume's Heart. Looks like that's a different thing than discounting spells for Open the Waygate.
Anyway... I like KANSAS idea best so far. Apprentice is a centerpiece card for mage and a key and iconic part of its identity imho. I would hate to see that one nerfed. Flamewaker surely is a big part of the problem but not really to blame either. I could live with him only hitting enemy minions which could help keep the potential face damage in check, though. Not sure about the giants yet... So the quest itself is the obvious target and reworking the condition feels more fair than tuning down the reward in this case. I really like KANSAS solution for those reasons.
I'm not sure that's enough, actually. I played the deck a lot in March to grind my Mage to 1.000 wins and my impression is that most spells initially cost more than 0. Like OP said, it's the cheap spells for 1 or 2 mana that get cheaper with apprentice or glyph that make up most of the cycling. Or do I get the mechanic wrong and they wouldn't count towards the quest in your iteration if they get discounted? I always assumed such cards check for the initial state of the card, not an altered form it gained by buffs or the like.
Now that would be really nice! I so want to finish that DH legendary Alandien I created this week :)
But first: good luck to everyone for this week!
Thanks everybody who tried to help me out this week. I've just submitted my card and will try to think things through before posting here next week ;-) The thing is that I'm still new to this and every idea that comes to my mind feels terribly exciting so that I want to share it with you :D
One more round of feedback:
@Feuerrabe:
@Xarkkal:
@MenacingBagel:
Congrats! That surely is a great feeling :-) Nice to see that rather conservative decks still work these days. If I'm lucky enough to find Kanrethad Ebonlocke in one of my season's reward packs tomorrow, I will give your deck a shot. Thanks for sharing!
Very cool idea, I love this! What would you think about additionally taking one or two cards that haven't done so well and explain the mistakes that were made or ways to improve them? Do you think people might take that badly?
Nice! I'm gonna see if I can scratch some dust together to craft Umbra and try both of those Deathrattle decks. Thanks for showcasing them!
Okay guys, last try for this week. What would you say if Embiggen and Baku the Mooneater had a baby? It's quite hard to balance since it will usually effect all of our minions but on average only half of the opponent's. That's why I felt better reducing the buff to +1/+1. Is this any good?
New day, new ideas!
This beauty got me 7 downvotes in less than an hour on imgur. I see this in a Control Mage deck as a disruption tool. Probably very polarising and the art would be hard to find, so here's another card:
The discover hits our own deck because a gambler usually knows the stacks, but not the outcome. I wanted it to have an immediate impact so the swapped card gets added to hand. Here starts the trouble: I'm not sure about the wording.
1) Should it be a "random" card from my opponent's deck?
2)Is it okay to add "it" to your hand, meaning the card from the opponent's deck?
For the stats I used Hench-Clan Burglar as a reference.
I was also toying around with something cost-related like reducing the cost of the swapped card by 1 or pulling a card from the opponent that costs 1 more than my own, but there's only so much space there. It could work out if the card doesn't get added to hand, though.
Feedback would be very welcome!
Too bad, but thanks for letting me know this early in the competition. Back to the drawing board it is.
@Dermostatic: That's a nice idea with great flavor. If you find the place for it, you could make it shuffle a worthless imp into their deck like in Impbalming. The cost is fine.
@KANSAS: The new name and the new art fit your card a lot better. Well done!
@Demon: Both of your new cards look good. Wildfire would be way more playable in a competitive sense. The card is pretty strong so I feel better with 4 mana.
Thank you! I think the easiest way to improve it would be to lower the cost. At 6 mana, maybe even 5, it would be way stronger. But at that power level I could as well change my mind and submit the legendary :D How do you like that one?
As for the effects, I didn't want to do the obvious and shuffle stuff in their deck that negates the highlander benefits. Instead I tried to find solid effects that go along with the class identity. The point is, those cards already are useful against highlander decks AND regular decks, because every deck eventually becomes a highlander deck if the game goes on long enough. So what I'm trying to do actually is pushing Control Demon Hunter as an archetype with a strong late game card which has a huge benefit if you should happen to face a highlander deck.