BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 1 month ago
Multicaster's draw power is nice and I enjoy the cycle. Mr. Smite is the star of the deck and we want to get to him ASAP. Multicaster is also one of few good Pirates that doesn't rely too heavily on other synergies, like Bloodsail Raider. You could use Circus Amalgam instead, since its just got a decent set of stats w/ Taunt. It's also just a new card and new cards are cool.
BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 1 month ago
First idea is a bit simple, but I really liked the art and wanted something flavorful with it. Looking for a better name, but I can't think of anything that fits quite right atm.
BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 1 month ago
The idea is that you benefit more if the enemy plays it since you get to either play more SI:7 cards for Rogue quest, or higher cost cards for your Priest quest. The stat and cost increase would increase permanently and create new card, like how Horrendous Growth and Rattlegore work.
BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 5 months ago
Big Malfurion the Pestilent vibes for me. A boring effect compared to many of the other gimmick-y legendaries of the same type, but very consistent and more generically decent.
BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 5 months ago
This is pretty similar to a mount idea, but I dig the flavor of guards surrounding a minion and then dispersing when their buddy is slain. I'm split between the Silver Hand or Adventurer effects since both make sense thematically and fit into Paladin's existing identities.
I'd consider putting Dormant and Rush in the same line for aesthetical reasons. Other than that, it's a nice enough idea, but the pool of Fel spells is pretty bad... Honestly, I'd keep the "uncharged"/Mech idea and rebuild from there.
BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 6 months ago
It dawned on me that I could simply change the requirement to destroying cards in your deck, which makes Altar of Fire much less swingy in terms of completion. The quest can be completed with Altar of Fire, Soul Rend, Tickatus (uncorrupted), and Shadowlight Scholar or Void Drinker if you have Soul Fragments in your deck. Destroying 8 cards from your own deck is a bit tricky, but Warlocks ability to shuffle fodder cards into their deck can alleviate the cost. I could see reducing the requirement to 7, but 6 still has the problem of only needing 2 Altar of Fire.
I agreed with some of the feedback that the passive hero power didn't really fit, so I made a version of the Discover one that is a bit more controlled at the expense of the reduced cost. I'll try to get feedback out sometime tomorrow!
BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 6 months ago
Hoppin back in here in hopes of re-integrating myself into the fan creation community a bit more and winning through the power of constructive feedback!
Balance/design-wise, I really like the idea of helping deck-destruction Warlock along, but am a bit worried that the quest is too easy to complete thanks to the existence of Altar of Fire. Increasing the requirement makes it so that you can't complete the Quest on turn 2, but also makes Altar very mandatory. I've thought about changing the requirement to "Destroy 20 cards" so that its more widely accessible while still synergizing with deck-destruction cards.
As for the rewards, the healing one helps Warlock a lot in alleviating the harm of their own effects as well as Fatigue, which I think it fine considering you lose the best base hero power in the game. While the second has infinite value on a discover effect seems scary too, the pool of cards you destroy will only increase as the game goes on an can be filled with some garbage if you burn situational cards from your opponent or destroy their tokens. I think that both fit the 'Lich' flavor pretty well though.
BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 6 months ago
Yo, great to hear! Always nice to hear when the decks are working out for people. Also good insight on not getting too greedy with the Old Gods. Sometimes you just gotta get the fast value when you can.
BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 8 months ago
Happy to hear you liked the guide! I thought about including Tavish Stormpike, but I didn't open him and I don't have the dust budget to craft him :/ Hadn't thought about his interaction with Trueaim Crescent though, good catch! Going forward in future articles, I might include a small segment or mention of the best card to take out for Nozdormu the Eternal for full meme value.
BloodMefistOld God Fanatic 850804 PostsJoined 05/28/2019
Posted 3 years, 8 months ago
I actually do the latter a lot. I DM some D&D games set in Hearthstone settings because I think it has a great infrastructure for really creative boss fights and fun world-building. Previously I ran a lot of short-form campaigns based on Kobolds and Catacombs (coming full circle), but I'm currently running a long-form campaign based on The Witchwood. Requires a bit of blowing up and zooming in on some otherwise non-characters to help set world-building (ie. Pumpkin Peasant and Tanglefur Mystic as notable NPCs), but it's worked out fantastic so far!
Multicaster's draw power is nice and I enjoy the cycle. Mr. Smite is the star of the deck and we want to get to him ASAP. Multicaster is also one of few good Pirates that doesn't rely too heavily on other synergies, like Bloodsail Raider. You could use Circus Amalgam instead, since its just got a decent set of stats w/ Taunt. It's also just a new card and new cards are cool.
First idea is a bit simple, but I really liked the art and wanted something flavorful with it. Looking for a better name, but I can't think of anything that fits quite right atm.
One of my initial ideas. I've wanted to use this art for a long time and a Lifesteal synergy card seems like the best fit.
These cards are insane! Hemet Nesingwary in shambles.
The idea is that you benefit more if the enemy plays it since you get to either play more SI:7 cards for Rogue quest, or higher cost cards for your Priest quest. The stat and cost increase would increase permanently and create new card, like how Horrendous Growth and Rattlegore work.
Big Malfurion the Pestilent vibes for me. A boring effect compared to many of the other gimmick-y legendaries of the same type, but very consistent and more generically decent.
Also, shoutout to to Mark of the Spikeshell for potentially crazy value.
This is pretty similar to a mount idea, but I dig the flavor of guards surrounding a minion and then dispersing when their buddy is slain. I'm split between the Silver Hand or Adventurer effects since both make sense thematically and fit into Paladin's existing identities.
What if I made it a DH card, so the pool of Fel spells becomes Felosophy, Felscream Blast, Fury (Rank 1), Chaos Strike, Immolation Aura, Sigil of Flame, Eye Beam, Chaos Nova, Metamorphosis, and Fel Guardians? DH's pool is more robust and contains some very viable cards.
Hopping in a tad late. I like the idea of playing around more with different Awaken triggers, so this is my attempt at that. It's also a cute play on 'Uncharged' since Rush is like Charge but not. For reference, Fel spells in Standard are Felosophy, Shadow Council, Unstable Felbolt, Imp Swarm (Rank 1), Fiendish Circle, and The Dark Portal.
It dawned on me that I could simply change the requirement to destroying cards in your deck, which makes Altar of Fire much less swingy in terms of completion. The quest can be completed with Altar of Fire, Soul Rend, Tickatus (uncorrupted), and Shadowlight Scholar or Void Drinker if you have Soul Fragments in your deck. Destroying 8 cards from your own deck is a bit tricky, but Warlocks ability to shuffle fodder cards into their deck can alleviate the cost. I could see reducing the requirement to 7, but 6 still has the problem of only needing 2 Altar of Fire.
I agreed with some of the feedback that the passive hero power didn't really fit, so I made a version of the Discover one that is a bit more controlled at the expense of the reduced cost. I'll try to get feedback out sometime tomorrow!
Hoppin back in here in hopes of re-integrating myself into the fan creation community a bit more and winning through the power of constructive feedback!
Bring the End is the Horde quest in which players must defeat Amnennar, the Coldbringer, the final boss of Razorfen Downs, and retrieve his skull. I was a tad disappointed to see that some of the other bosses, like Mordresh Fire Eye and Plaguemaw the Rotting, got representation while the final boss isn't seen at all.
Balance/design-wise, I really like the idea of helping deck-destruction Warlock along, but am a bit worried that the quest is too easy to complete thanks to the existence of Altar of Fire. Increasing the requirement makes it so that you can't complete the Quest on turn 2, but also makes Altar very mandatory. I've thought about changing the requirement to "Destroy 20 cards" so that its more widely accessible while still synergizing with deck-destruction cards.
As for the rewards, the healing one helps Warlock a lot in alleviating the harm of their own effects as well as Fatigue, which I think it fine considering you lose the best base hero power in the game. While the second has infinite value on a discover effect seems scary too, the pool of cards you destroy will only increase as the game goes on an can be filled with some garbage if you burn situational cards from your opponent or destroy their tokens. I think that both fit the 'Lich' flavor pretty well though.
Yo, great to hear! Always nice to hear when the decks are working out for people. Also good insight on not getting too greedy with the Old Gods. Sometimes you just gotta get the fast value when you can.
Thank you for the kind words! Sorry the release schedule has been a bit wonky, stuff has been weird IRL, but I still love getting these out to y'all!
Thank you for the support! It's always a blast coming up with new ideas and memes!
Hell yeah! Happy to see that the deck could help you reach the achievement :D
Yeah, I hesitated a bit on Pack Kodo. It feels nice with Don't Feed the Animals and is a good proactive play to corrupt both Feed and Dancing Cobra. But yeah, Voracious Reader doesn't seem like a bad option.
Happy to hear you liked the guide! I thought about including Tavish Stormpike, but I didn't open him and I don't have the dust budget to craft him :/ Hadn't thought about his interaction with Trueaim Crescent though, good catch! Going forward in future articles, I might include a small segment or mention of the best card to take out for Nozdormu the Eternal for full meme value.
I actually do the latter a lot. I DM some D&D games set in Hearthstone settings because I think it has a great infrastructure for really creative boss fights and fun world-building. Previously I ran a lot of short-form campaigns based on Kobolds and Catacombs (coming full circle), but I'm currently running a long-form campaign based on The Witchwood. Requires a bit of blowing up and zooming in on some otherwise non-characters to help set world-building (ie. Pumpkin Peasant and Tanglefur Mystic as notable NPCs), but it's worked out fantastic so far!
Great art and fantastic summon music, he will be missed.
Ack, thanks for the heads up! Clean up now :)