lol, it was a lot of cards this time. I never realized before writing it that there were so many faceless scattered though so many card sets. I appreciate your appreciation for the work.
You mean different sources of magic like light, fell, elemental, and so on? It's a possibility but I would need something more specific than that directly related to at least a few cards.
I 100% agree on that point. The upside is that we won't run out anytime soon, lol. Plenty of themes for them to make that will include at least one or two additional characters along with their Hearthstone-originals, which to contribute to the story in their own unique way. After all, we wouldn't have the League of Explorers in characters added in to WoW if they hadn't first been so popular in Hearthstone.
As do I. I and a few of my friends hope we get to fight against a reborn Black Empire combined with a new Cata-style world revamp in the next expatiation.
Here's my first shot at trying a "minion" version of strongholds. I honestly have no clue what I'm doing, lol. I think I like the "quest" idea better, but I still can't figure out how to design their ability to be removed without making it some sort of insta-win if your opponent doesn't have those specific cards in their deck. For example, let's say I made one defeatable by playing a card like a dragon or elemental. If they don't have one of those cards, I'm perfectly safe and they don't stand a chance.
Since I'm not a hard-core ladder climber, my view might not mean much to a lot of people,
That should make your view more valuable. The vast majority of Hearthstone players are not ladder climbers.
The original post puts all cards into two categories - overpowered or trash. If a card is a part of a top tier deck, it's overpowered. If not, it's trash. I, on the other hand, find plenty of middle ground. Even though Gloop Sprayer is not currently in a tier 1 deck, I use it in my ramp beast deck, and it's great. I use Mulchmuncher in my token Druid, and I like it. So, no, these buffs were not a failure at all. They were fun, and fun is why I play the game.
I am not alone! lol, thanks mate. It's nice knowing there are other people here who view the game this way. I tend to think I'm the only one from looking through forum posts. Perhaps I'm just not looking at the right ones.
Since I'm not a hard-core ladder climber, my view might not mean much to a lot of people, but I thought the buffs were a good idea. They allowed for the possibility of new combinations and experimentation in my collection. I don't have all of the cards, so I can't speak for all of them, but for the ones I had, they were simply more fun to play. That's all I ask of the cards and game, that they be something I have fun with. Muchmucher is a good example for me. The legendary cards as well. Both of them have buffs that mean I have a greater chance of getting to play their cool effects before the game ends.
Absolutely! I can't tell you how frustrating it is for me to have all but one of these elemental lords. I was expecting Therezane in Un'goro, since it was so strongly elemental-themed. Perhaps we could get a Deepholm set one day and they are saving her for that. After all, there are theories that Deathwing might have something to do with the third set of the year of the dragon, and he has the strong connection to Deepholm. Not saying I fully buy into the theory, but it's fun to think about.
I just had a cool idea! What if you changed Absorb to also get the Keywords of the Minion it destroys, and then you could have the Ogrons have some keyword, the Grons another, and the colossus a third! This would require messing with the stats, but you could have Poisonous, Rush, and Taunt given to Ogrons, Grons, and Colossus respectively! You would also need to change colossus to use the Absorb keyword
This set just keeps getting better and better. I like the new keyword and the class flavor seems to be on point. There's variety yet consistency over the theme. Keep up the good work.
I enjoy the story aspect of the solo content, so it's what I look forwards to the most. I also don't spend any money because I save up gold, so I come out on top either way.
But they do have an advantage of being visible, which is more important. You play a spell that says "active for 3 turns" and after one or two turns you forget it is active or dont remember how long is left. That is a horrible design, if you ask me.
That is a very good point. I'll see what I can do in terms of making them minions. I would simplify things in that minions can be overcome with anything and I wouldn't have to work out some new system to try and make a unique thing balanced. The initial concept was that they would be like Quests, a unique type of spell, but I'll give this version a go.
lol, it was a lot of cards this time. I never realized before writing it that there were so many faceless scattered though so many card sets. I appreciate your appreciation for the work.
It's never too late mate, lol. I'll take feedback or complements anytime.
You mean different sources of magic like light, fell, elemental, and so on? It's a possibility but I would need something more specific than that directly related to at least a few cards.
I 100% agree on that point. The upside is that we won't run out anytime soon, lol. Plenty of themes for them to make that will include at least one or two additional characters along with their Hearthstone-originals, which to contribute to the story in their own unique way. After all, we wouldn't have the League of Explorers in characters added in to WoW if they hadn't first been so popular in Hearthstone.
As do I. I and a few of my friends hope we get to fight against a reborn Black Empire combined with a new Cata-style world revamp in the next expatiation.
Well, I'm planning on going back to the spell concept anyway. The minion style just doesn't look right to me in comparison what I'm envisioning.
I'm thinking of perhaps the spell shuffling the necessary ways to defeat it into the enemy deck. Think that would work for some at least?
Here's my first shot at trying a "minion" version of strongholds. I honestly have no clue what I'm doing, lol. I think I like the "quest" idea better, but I still can't figure out how to design their ability to be removed without making it some sort of insta-win if your opponent doesn't have those specific cards in their deck. For example, let's say I made one defeatable by playing a card like a dragon or elemental. If they don't have one of those cards, I'm perfectly safe and they don't stand a chance.
I think we need more cards that are effected by minion placement.
Next art:
This guy obviously had something done to enhance him with dark magic, so make a warlock minion.
I am not alone! lol, thanks mate. It's nice knowing there are other people here who view the game this way. I tend to think I'm the only one from looking through forum posts. Perhaps I'm just not looking at the right ones.
Haven't gotten around to updating it yet thanks to other projects and events keeping me busy, but I'll see what I can come up with soon.
Since I'm not a hard-core ladder climber, my view might not mean much to a lot of people, but I thought the buffs were a good idea. They allowed for the possibility of new combinations and experimentation in my collection. I don't have all of the cards, so I can't speak for all of them, but for the ones I had, they were simply more fun to play. That's all I ask of the cards and game, that they be something I have fun with. Muchmucher is a good example for me. The legendary cards as well. Both of them have buffs that mean I have a greater chance of getting to play their cool effects before the game ends.
Absolutely! I can't tell you how frustrating it is for me to have all but one of these elemental lords. I was expecting Therezane in Un'goro, since it was so strongly elemental-themed. Perhaps we could get a Deepholm set one day and they are saving her for that. After all, there are theories that Deathwing might have something to do with the third set of the year of the dragon, and he has the strong connection to Deepholm. Not saying I fully buy into the theory, but it's fun to think about.
That's a Great Idea! I'll try and implement it
Great tips. I honestly don't really know what I'm doing right now, so I welcome any suggestions.
I'm thinking of getting back into the idea of this set, so I could use some ideas if anyone cares to give input.
This set just keeps getting better and better. I like the new keyword and the class flavor seems to be on point. There's variety yet consistency over the theme. Keep up the good work.
I enjoy the story aspect of the solo content, so it's what I look forwards to the most. I also don't spend any money because I save up gold, so I come out on top either way.
This is also a great point.
That is a very good point. I'll see what I can do in terms of making them minions. I would simplify things in that minions can be overcome with anything and I wouldn't have to work out some new system to try and make a unique thing balanced. The initial concept was that they would be like Quests, a unique type of spell, but I'll give this version a go.