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Elfensilver

Joined 03/14/2019 Achieve Points 595 Posts 663

Elfensilver's Comments

  • Just had a long battleground game, the last 5 games against the same opponent - from a perfect winstreak of 11 I was beaten 4 times in a row by a golden Monstrous Macaw and Selfless Hero as well as some cheap poisonous murlocs,  before finally getting gentle megasaurus - and the options were: +1/+1, +3 Attack and Deathrattle: summon 2 Seedlings. And this deathrattle then won me the game, with an influx of small 1/1 to beat the divine shields.

  • Played wild  burgle rogue, against a warrior that recently went full galakrond putting a 5/7 Risky Skipper down, I'm mostly out of health and have a neglible boardpresence.  Without many other options, I slam down my Tess Greymane, which summons a Rotface and a Security Rover. Instead of clearing his Risky Skipper, he plays Leeroy Jenkins, and the Risky Skipper clears the 2 Whelps. - No additional summons, since momentarily there were 7 minions. instead of using the hurt Leroy, he then plays Bloodsworn Mercenary, which copies the hurt Reno, till Risky Skipper kills them both, and summons a Security Bot and a random legendary for me.  Since there is none of his mana left to sabotage himself, he then concedes.

    Making it a winstreak of 6 with a greedy meme deck!

  • I keep track manually-it makes opening packs more interesting.

    Just for my own curiosity: why does someone play one multiple regions? Isn't that either expensive or extremely time consuming? 

  • Quote From bigcums

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    I think this is a bit too good of a reloading tool, especially for rogue given that they have cheat 1 drop generation. The fact that it generated spells in a specific range makes it pretty reliable and scary since most cheap rogue spells give a lot of burst damage. I think this should only work with your minions or the enemy minions .

    I have to admit, I forgot about Galakrond and the Lackeys. But I meant random spell as in 'from any class', was that not implied clearly enough? This would make the cards harder to spend, while also advancing Burgle rogue.  As it stands, you're probably right, about too many small minions, but on the other hand Galakrond rogue often has to many resources, clogging up the hand. I'll have to give the small spells a look over to see whether getting a random hand full off them would be OP. 

  • Enemies or friends alike, she cuts them all.

    EDIT: discarded the idea, no need for further feedback, thanks to everyone who gave any!

    I would like feedback, and will -in time - also give some.

  • The second one is true. Although I can't provide a source ( yet) I remember reading that the probability increases for the 35th to 39th Pack.

    Edit: found a link, the probability increases after Pack 35.

    ttps://www.reddit.com/r/hearthstone/comments/3zaeou/pity_timer_on_packs_opening_analysiskinda_proofed/

    Mind you, it's just a reddit post, nothing official. 

  • As the title, I would suggest additional buttons for navigating long threads. Now, if you want to go to the latest page, you often have to click the [...] button several times. Instead oft this, vou could implement a go to last and a go to first page button.

  • Quote From Xarkkal
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    Quote From Elfensilver

     

    Xarkkal:

     

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    Compare to Call to battle, this is just weaker. The art and idea are nice, but: you do not need the 'targets chosen randomly', and it's a feels-bad-man-epic card , because it needs a weak legendary to make it somewhat consistent and playable.

     

     

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    I appreciate the feedback, but I've seen this a lot with feedback people have been giving this round, and not just for me, but for everyone. Do people not understand the premise of this competition? 

     "it needs a weak legendary to make it somewhat consistent and playable."

    We are designing cards that have synergy with both Quests. Yeah, you're running a deck with The Marsh Queen, it is a weak legendary. The ENTIRE purpose of me picking The Marsh Queen and Journey to Ungoro to design my card off of, is because of how weak of a legendary it is. That card really needed another card in the set to help it be viable. This is how I envision adding support to The Marsh Queen. Countless cards exist that depend on each other for their power. There is nothing wrong with that, it is part of design in a card game. Just because a card relies on another card to be playable, doesn't mean that it's a bad card. 

    Looking at the feedback people have been giving, it really feels like people are looking at these cards in a vacuum, instead of looking at the bigger picture of how the cards interact with the quest or the quest rewards. I'm not saying my card is a perfect 5 star card. But I do feel like people are looking at these cards like they would look at new cards for an expansion, instead of having the restrictions of the competition in mind. 

    Also, just need to address this:

    "you do not need the 'targets chosen randomly'"

    Why would I not need "Targets chosen randomly"? Shudderwock has it. There are plenty of 1-drops that have targeted battlecries (Elven Archer, Glacial Shard and Faithful Lumi just to name a few) so why would I not put that on the card? What is the game going to do with any targeted battlecries if they are summoned? I'm sorry, but that's just really bad advice to give someone. 

    Okay, I see where you're coming from with the first point, but I think evaluating the card as if it was released in the expansion - as an additional card- is a possible way to look at submissions, and since I'm probably not the only one to do that, my critism still stands. 

      In the second point you are right, I was obviously confused since this would be a first for a recruit card where battlecries still trigger.

  • Feedback for the pages 4 to 6 (else it would be to much) for everyone who has not  handed in their card yet.

    economiacaooc

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    A good card in itself- good design, the blue murloc reminds one of Coldlight oracle, but  with the cost reduction it's to strong. All 5(?) murloc one-drops are playable, and this makes for a perfect curve, while also counting the biggest weakness of murlocs. Maybe you could add one health and 1 overload,.  Also, I would change the watermark, this is definitly to strong and a tad bit to complex for classic.

    Shivershine:

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    Strong effect, art really fits the chosen expansion - which also fits for powerlevel. But the text is somewhat long, maybe cut it down? Two mentions of this turn shouldn't be necessary.

    MenancingBagel:

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    Strong. Simple enough effect - although I suppose to simple to win the comp - but the cards strength could make it epic, or even legendary. With galakronds claw or one adamantine waraxe+invoke or heroic strike, 10, 16, 18 or 24! which would be hard to pull of twice, but nevertheless the card is to strong - at the current manacost and rarity

    Beatdoof:

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    Boarmaster: Just say stonetusk boar. Seems playable in every deck, but could lend itself to some deadly combinations with cheap attack buffs or handbuffing.  Classic sets seems to fit better. I'd submit this one.

    Leyline Contriver:  Sorry, that's to strong. With mage's abundance of cheap spells, and then this hypothetical card during Cyclone Mage's best time, this could set of endless discovery chains, which is unfun for the opponent, and really strong. A card with similar stats exists, and it 'only' provides random minions, while still being playable.

    Candleseer: "After you add a card from another class…" - this is not complete,  and the text is to long. But this seems one of the few suggested rogue cards that might see play in a Questdeck, although both quests don't seem to mesh. Good idea, but the text is way to long.

    KANSAS:

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    Morgl: interessting effect, but I only see fringe playability, since murloc decks run few spells, and spelldecks won't profit from some smal fish. But … this could be interessting in an evolve centric wild deck! Still fringe, but interessting wacky fringe! (Sorry, if that sounds weird, trying to pun in a not native language)

    MurderFaece:

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    As someone who plays a lot of Burgle rogue (llike 500+ games) I like this. A lot-  but- Burgle rogue is quite weak, and this won't really make it playable, although it is a great fit for witchwood and this competition. Maybe add an attack, or make the random minions cost up to 3 mana- cheap cards are way better! Definitly in my top 8.

    BasilAnguis:

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    Solid, but weak. Which makes it good for meme decks. I like the small mass healing effect, although it doesn't fit in a deathrattle centric deck. Will it already trigger with the first one dying?

    Pokeniner:

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    Weird. Pocketing is to strange a mechanic, to just appear. Maybe make it similar to this demon, that shuffles, add to hand, and add to board?

    RenoLord:

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    Hatred Warlock: What? What does this do?!

    Murloc Gravedigger: tasty flavor,  and most interessting- its basically - 4 mana: 3/4 + random 1 or 2 mana murloc. Great effect, but somewhat strong. Maybe lose a stat, and rise the rarity up to rare.

    Onyxia's Whelp: Okayish, but boring. Small lore criticsm: in descent of dragons, there is no Onyxia. A whelp of her doesn't make much sense.

    Twin Bloodstabers: mostly boring, and paired with galkrond, this is very dangerous.

    Xarkkal:

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    Compare to Call to battle, this is just weaker. The art and idea are nice, but: you do not need the 'targets chosen randomly', and it's a feels-bad-man-epic card , because it needs a weak legendary to make it somewhat consistent and playable.

    Demonxz95:

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    1 cost seems more fitting, priest's give reborn is also 1 mana,  and this card may add flexiblity, but won't have such an immediate effect.

    bigcums:

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    I love the flavour, and effect, but maybe try something less Lazul, and more Hagatha.

    Zeratia:

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    I feel you, it's hard to find fitting pictures. But also, your text is a mess: 'unspent mana left', ? And try some more lower case letters, english speakers do use them a lot! And it doesn't really fit Jungle giants, sorry. I'd scratch it.

    bananenparty

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    (I like your username) A good fit for both quests requirementwise, but I wouldn't play it in burgle rogue.  Burgle rogue struggles for strong plays, and this is not what it needed.

    Grumpymonk:

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    Please stop. It's to much quality and quantity. And maybe add watermarks from real sets?

    Amber Rager: I love it. the perfect rager- still unplayable,  but in the likeable almost-playabale-rager-sort of way.

    Tricks of the Trade: Good idea, design and card. Only- it's way , way to strong. Copy a couple backstabs, lackeys and an edwin, and you cleared the board, generated value and a developed a card yourself. For one card. It would still be good as a dungeon run treasure.

    Ready for battle: hard to evaluate, but opens some combo potential - or it's just unplayabe. Dunno,sorry.

    Caretaker: Simple, good flavor, playable. I'd change the picture to also contain some critter.

    Fungal Giant:  Ugh, manacheating. Seems mostly fair, but I do not think this idea is popular? But I like how it synergieses well with both quests.

    Soul Conduit: Weird. I don't play warlock, but I feel the friendly minion wouldn't survive this intact.

    Feuerrabe:

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    Fel Drainer:  Weird, and confusing.

    Cub Training: worse Hunter's Call, but lovely art, great find!  Try to buff it.

    Sandwater Chargeleader: Sandwater sounds weird. Maybe use 'Beach' or 'Oasis'. And to fit both quests, the wording is to complicated. Maybe change the effect to : give a friendly murloc rush and +2 attack or something in a similar vein.

    A stalwart axe with high durability seems better- just because of stalwart,

    Cg8889:

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    Both cards are great, but I'd take the Blessed Templar, because Paladin's quests are harder to combine (and I love this tauren art).

    CurseOfMech:

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    I suggest you should read the rules of the competition. But the card looks very nice visually, but nothing would make hand-treant druid playable, sorry

    Nirast:

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    Seems fine. (Sorry, I ran out of quality feedback)

    Changed the wording a little bit, should I submit it yet? While I liked my other suggestion,but since I'm really bad at finding art, so I'll scrap it.

    Flavorwise (because someone suggested battlecry) he first protects you, and then you avenge him with what you've learned.

  • Congratulations! I've seen golden Illidans twice now, but it turned out they 'just' piloted all golden decks. 

  • Great theme!  here are my first ideas:

  • I do actually own Kronx Dragonhoof, but I didn't want to spend all the dust I have and then some for one deck, so I'd like a more budget-y option, if someone has good experiences.

  • Hello y'all,

    I really like to play rogue, and I really like value and control(which doesn't really fit, I know). Sadly I didn't open any  legendaries or epics for rogue this expansion, but after playing against Secret Rogue a few times, I really want to craft a deck with the secret packages. Any recomendations or decklists?

    Do I need 2 Bamboozle?  I do have 3600 Dust and as classlegendaries: Flik Skyshiv, Waxadred and Bazaar Burglary, as well as full common and rare for standard.

  • It awoke 2 turns later with full health.

  • So, I played against a rogue, who had a 3mana minion and a secret up- either Bamboozle or Ambush- so I played Siamat with Rush and Divine Shield. Would take care of it either way, while clearing the small minion. So Siamat attacked the small minion, and it bamboozled into [Hearthstone Card (Imprisoned Antaen) Not Found]. Siamat should have had enough attack to take him out, but instead Siamat only lost his divine shield, while not actually damaging the Antaen - which makes Imprisoned minions immune to damage, but able to defend themselves.

    Just a questionable interaction that I wanted you to tell about.

  • By comparing your winrate against the winrate overall of the deck you're piloting. For at least all the people that play meta decks, there is a lot of data to compare against. And if you really play a deck that is different to all metadecks by like 4 or more cards (just spitballing here) then by winrate alone.

  • I just climbed with a murloc deck from Platin 9 to Diamond 10 and encountered several Demon Hunters who just played badly. About two-thirds of them didn't read the card texts, and cleared Murloc Warleaders or Grimscale Oracles last, after taking unnecessary amounts of damage and losing minions to the extra +2 or +1 attack. One even played [Hearthstone Card (Warglaives of Azzinoth) Not Found] and cleared 4 murlocs, the Murloc Warleader last!

    This made me wondering, how the Match making is done. Is the upper end of Platin still very low skilllevel, or is skilllevel just an euphemism for winrate? So instead of some weigthening algorithm, that evaluates how the player compares against decks of the same strength, MMR is just done by deck strength alone? Does anyone know more about the new MMR, and how strong decks play a role in this?

  • There are also the Greymanes, as Tess has two brothers, Prince Liam and the name escapes me at the moment. They are pretty prominent siblings, and Tess also has some position in Hearthstone Lore.A brother of her would fit as a sibling of a of possible rogue hero (although I suppose we won't get a third female rogue)

  • Is shuffle possible in Mean Streets, or should it be later? Is Fume Trap too strong? (And where do you find your awesome art?!)

  • Is there a viable decklist with this? Opened it and now want to use it somewhere, although I miss most druid legendaries and only own a few epics.

    In reply to Archspore Msshi'fn