KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I have played a lot of shaman and the lack of draw is a huge issue.
I feel like every other game I play with my shudderwock deck I am just a sitting duck hoping to top-deck something good. And every other game I destroy my opponent with powerful battlecries and infinite value. Shaman has archetypes that work and are powerful. The issue is that they don't have enough draw/generation to get them to work consistently every game.
Every class needs some form of card advantage. Some classes are better at it than others, but no class should have zero draw. There are classes like Rogue or Demon Hunter who are very good at drawing, so they get cards that just flat out say "draw a card" on them with no strings attached. Then you have classes like priest and to some extent mage who aren't particularly good at drawing cards, but still have things to play since they get lots of card generation. Then there are classes like warrior and hunter who are meant to be bad at drawing, but they are still able to do it. Warrior gets to draw cards, but all of the draw has another requirement (usually damaging minions or putting specific cards in your deck). And hunter doesn't get hardly any draw, but they still function with cards like Tracking, Scavenger's Ingenuity, and Selective Breeder which, although they don't actually increase your hand size, help you dig through your deck to find the cards you need.
It probably only refreshes your permanent mana crystals and not the temporary ones like from The Coi or Innervate as it states “refresh” in the text. Similarly, it should not refill overloaded mana crystals either.
If you play the coin, you go to 5 mana. You then have 5 mana. Starting at 5 mana, you spend 4 of it on Refreshing. That leaves you with 1 mana. Refilling 2 mana per spell drawn should refill 4 mana. 4 + 1 = 5.
The coin does not give you an extra mana crystal, gives you temporary mana which disappears once spent. After playing Refreshing Spring Water, you still only have 4 mana crystals, but only 3 of them are spent since you used the temporary mana from the coin to cast it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I also find the golden cards annoying, but I can't really justify complaining about it since they were added to the track for free. If the devs had removed gold or packs when they added the golden cards, then I would be upset. But since the alternative to the golden cards is getting nothing at all, I'll take them.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I have Guardian Animals in my raptor hunter. It works as long as the raptors are 5/5 or bigger, and if they are 3/4 it isn't the end of the world. It's a lot better than Kathrena Winterwisp.
The Final Frontier: Seems really hard to achieve without Aviana and Kun the Forgotten King. Ysiel Windsinger might also do the trick with enough set up (and preferably in Wild because Ultimate Infestation). Completing this the intended way through Celestial Alignment sounds like a bad joke. Getting Alignment off and ramping back to 5-mana with five 8+mana cards is a pipe dream. If you didn't get run down by that point your opponent will usually concede anyways.
Did you get this achievement when playing this combo? Because I didn't and I just want to make sure it wasn't just a bug.
Oh sorry, I hadn't gotten to that yet, but I just assumed it would have worked with Aviana but I guess they hardcoded it for Alignment.
My bad there.
I don't think it works if you play more than 5 cards since the achievement says "5 cards" not "5 or more". I had a similar issue with Do it for the Vines not counting some of my plays. I cannot confirm this but so far it is my best theory.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
Don't make the same mistake as me with the rancor achievement and think that you needed to kill 14 minions. I did it with Doomsayer to start with an empty board, Mad Summoner to put 13 imps on the board, double Inner Rage to get the summoner to 2 health, then Rancor to kill everything. It was way more trouble than was necessary, but thankfully it only took me 3 games.
Right now I am working on summoning imps and casting 0 mana shadow spells. There are a few shadow spells in wild that already cost 0 mana, but Thaurissan is a good idea.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
Blizzard recently gave out some dust in compensation for a bug with classic packs. I only opened 1 packs and got 100 dust, but today I got 700 more. I don't know why, but if they are still giving out dust does that mean I can buy the golden classic pack bundle and get extra dust? Or was this extra 700 just a fluke? I am not sure if I want to buy the bundle, but if I can farm extra dust from it then I will.
Did anybody else get extra dust today? Where did this extra 700 dust come from? And can I farm bonus dust by buying more classic packs?
As for the epics, I opened 11 out 67 which is around 1 in 6 packs. I think that is also way above average but I can't remember what the timer is for epics. I didn't get a lot of the ones I really wanted but no complaints. Oh! Except for the fact that I opened a Primordial Protector which everyone gets at levels 65 and 75. I would have thought these cards would have been taken out of the pool until we got them on the track. I think epics are generally the hardest to collect completely. I feel like I am now down 1 epic and am wondering if I should risk opening more packs until I get to those levels. This is the kind of 'nickel and diming' that players do not like. The game is expensive enough.
The pity timer for epics is average 1 in 5, but guaranteed 1 in 10. So your epic drop rate was about average.
As for the golden epic thing, I also opened a Primordial Protector and faced a similar dilemma. Think of it like this, nothing was taken away from the rewards track to give us these golden cards, they were added on for free. So while it is annoying to open an epic that you would have gotten for free, just remember that getting excess cards for free is better than not getting any free cards. Also keep in mind that up until about a year ago, opening third copies of epics could happen all the time. I am kind of annoyed at getting uncraftable cards, but it isn't a huge issue.
It would have been nice if instead of pre-determined golden cards, it just gave you a random uncraftable golden card of a specific rarity, or if they were disenchantable. But like I said, these golden cards were added to the track for free with nothing subtracted.
One thing that should be fixed though is how multiple copies of cards are displayed in the collection. It was mildly annoying to have two copies of the basic set, but now with the core set and the golden core set you can have four copies of a card sitting in your collection. Blizzard should find a way to condense all versions of a card into one slot in your collection. It would save so much space.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
I opened around 35-40 packs and have only gotten 2 legendaries so far. But I have gotten a surprising 11 epics, two of which were golden. My legendaries were Firemancer Flurgl and Barak Kodobane, both of which were on my wish list. I also got this wonderful pack:
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
There is a similar bug for Rinling's Rifle. I think it is due to something going wrong when implementing the core set, which prevents those cards from being discovered and also prevents us from queuing into games with golden core cards.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
Here is the updated version of my card. I didn't change it mechanically but I fixed up the wording.
Feedback for this page:
anchorm4n:
Show Spoiler
The main problem with this is that is is basically at the same power level as Big Game Hunter. It is better since it is cheaper and can hit multiple things, but it could also do nothing if your opponent doesn't attack your face. As for the art, would either of these work?
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Dermostatic:
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At worse this is still a 4/4 for 2 mana, but I imagine most of the time this could give you 2-3 minions depending on the matchup. It is just too many stats for too little a cost. I would change it to summon a nerubian for each minion, rather than each card.
BasilAnguis:
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First off you should change the wattermark to something other than classic. If you can't think of a good set to put it in then just pick one of the custom watermarks on Hearthcards that looks nice. Aside from that I really like it. I might change it to pull 5 secrets out of your deck so that you can build your deck around it. I don't think it would be too powerful since triggering 2 secrets is pretty difficult to do.
Fedrion:
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You could make it say "Secret: After you take 5 or more damage from a single card, deal 10 damage to all enemy minions" or something like that. This is similar to the last two designs but it makes it more consistent in how much damage it deals and how difficult it is to trigger. I don't think it should hit the opponent though since 10 damage just too much to deal in a single card.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
For the fatigue warlock deck, I would include something to destroy your own minions so that you can trigger kenrethad or rustwix faster to more safely avoid fatigue damage.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
This is my first idea. I am thinking about adding another effect like destroying enemy minions or restoring health to your hero so that the secret can have a more immediate impact when it is triggered. I am also not entirely sure if it is okay for me to use a non-collectible weapon, but using Libram of Justice doesn't feel the same flavor-wise. I should also probably change the wording to specify a 5/3 weapon with lifesteal, I will update that tomorrow.
(Grave Vengeance (and yes I see the typo and will fix that tomorrow as well))
feedback:
Show Spoiler
@cydonianknight, I really like the design, though I do agree that 15 health probably wouldn't be busted given the deckbuilding restriction and the fact that you don't get to utilize battlecries at all. Also I believe the correct wording would be "When you have 10 or less health".
@Wailor, Given what Demonxz95 said, you should probably scrap that idea and make something for a secret class.
@Fedrion, The wording is a little clunky, I would change it to "Secret: At the end of your opponent's turn, deal damage to all enemies equal to the amount of damage you took that turn". In terms of balance and playability, this is very disappointing as a legendary. It is very easy to play around by just dealing a single damage, but also, unlike Explosive Trap or Flame Ward, it doesn't kill anything until the end of the turn. It can be used for clever mind games, do you ping your opponent and pass, or do you go all in? But it definitely isn't strong enough to be a legendary.
@Linkblade, The payoff is pretty big, but it is balanced by not buffing cards in hand or in play, and also by the fact that your opponent has to cooperate to get it to trigger. I think it encourages very interesting decision making and strategic plays. The only thing I would criticize is possibly changing the buff to only hit beasts, since tribal synergies are always more interesting. And also reducing the buff to +1/+1 or +1/+2 but also having it buff minions in your hand and/or board to give it more immediate utility. But it is pretty good as it is.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 8 months ago
Though I do not doubt the power of murloc shaman, we do need to keep in mind that Underbelly Angler is leaving standard. This means that murloc shaman will have fewer cards, less recovery, and if they fail to snowball hard in the early game they will likely run out of steam and lose.
I have played a lot of shaman and the lack of draw is a huge issue.
I feel like every other game I play with my shudderwock deck I am just a sitting duck hoping to top-deck something good. And every other game I destroy my opponent with powerful battlecries and infinite value. Shaman has archetypes that work and are powerful. The issue is that they don't have enough draw/generation to get them to work consistently every game.
Every class needs some form of card advantage. Some classes are better at it than others, but no class should have zero draw. There are classes like Rogue or Demon Hunter who are very good at drawing, so they get cards that just flat out say "draw a card" on them with no strings attached. Then you have classes like priest and to some extent mage who aren't particularly good at drawing cards, but still have things to play since they get lots of card generation. Then there are classes like warrior and hunter who are meant to be bad at drawing, but they are still able to do it. Warrior gets to draw cards, but all of the draw has another requirement (usually damaging minions or putting specific cards in your deck). And hunter doesn't get hardly any draw, but they still function with cards like Tracking, Scavenger's Ingenuity, and Selective Breeder which, although they don't actually increase your hand size, help you dig through your deck to find the cards you need.
In the 6(?) years this game has existed, shaman has only gotten 10 cards with the word "draw". They are all either very expensive (Bogshaper, Ancestral Knowledge), have very specific deckbuilding restrictions (Spirit of the Frog, or anything that wants you to play murlocs), are very easy for the opponent to interrupt (Mana Tide Totem, Tinyfin's Caravan), or just simply don't draw enough cards to really be helpful Far Sight, Storm Chaser, Elementary Reaction.
The coin does not give you an extra mana crystal, gives you temporary mana which disappears once spent. After playing Refreshing Spring Water, you still only have 4 mana crystals, but only 3 of them are spent since you used the temporary mana from the coin to cast it.
Test it and see.
You got it Live4vrRideTryn! It was Sacrificial Pact.
I also find the golden cards annoying, but I can't really justify complaining about it since they were added to the track for free. If the devs had removed gold or packs when they added the golden cards, then I would be upset. But since the alternative to the golden cards is getting nothing at all, I'll take them.
You know what? Rhyming is hard and I'm not going to put a lot of effort into it.
I am swift to give and swift to take,
Demons are my preferred taste,
I could once slay heroes and destroy the fel,
Until a little man made me too powerful
I have Guardian Animals in my raptor hunter. It works as long as the raptors are 5/5 or bigger, and if they are 3/4 it isn't the end of the world. It's a lot better than Kathrena Winterwisp.
I don't think it works if you play more than 5 cards since the achievement says "5 cards" not "5 or more". I had a similar issue with Do it for the Vines not counting some of my plays. I cannot confirm this but so far it is my best theory.
Cobalt Guardian!
It's an old card that was never played but then was very popular in Battlegrounds until it was replaced by Deflect-o-Bot.
Don't make the same mistake as me with the rancor achievement and think that you needed to kill 14 minions. I did it with Doomsayer to start with an empty board, Mad Summoner to put 13 imps on the board, double Inner Rage to get the summoner to 2 health, then Rancor to kill everything. It was way more trouble than was necessary, but thankfully it only took me 3 games.
Right now I am working on summoning imps and casting 0 mana shadow spells. There are a few shadow spells in wild that already cost 0 mana, but Thaurissan is a good idea.
Now I wish I had saved my golden version.
Who would have ever predicted that a card with the text "Replace your deck with random cards" would be so powerful?
Blizzard recently gave out some dust in compensation for a bug with classic packs. I only opened 1 packs and got 100 dust, but today I got 700 more. I don't know why, but if they are still giving out dust does that mean I can buy the golden classic pack bundle and get extra dust? Or was this extra 700 just a fluke? I am not sure if I want to buy the bundle, but if I can farm extra dust from it then I will.
Did anybody else get extra dust today? Where did this extra 700 dust come from? And can I farm bonus dust by buying more classic packs?
The pity timer for epics is average 1 in 5, but guaranteed 1 in 10. So your epic drop rate was about average.
As for the golden epic thing, I also opened a Primordial Protector and faced a similar dilemma. Think of it like this, nothing was taken away from the rewards track to give us these golden cards, they were added on for free. So while it is annoying to open an epic that you would have gotten for free, just remember that getting excess cards for free is better than not getting any free cards. Also keep in mind that up until about a year ago, opening third copies of epics could happen all the time. I am kind of annoyed at getting uncraftable cards, but it isn't a huge issue.
It would have been nice if instead of pre-determined golden cards, it just gave you a random uncraftable golden card of a specific rarity, or if they were disenchantable. But like I said, these golden cards were added to the track for free with nothing subtracted.
One thing that should be fixed though is how multiple copies of cards are displayed in the collection. It was mildly annoying to have two copies of the basic set, but now with the core set and the golden core set you can have four copies of a card sitting in your collection. Blizzard should find a way to condense all versions of a card into one slot in your collection. It would save so much space.
I opened around 35-40 packs and have only gotten 2 legendaries so far. But I have gotten a surprising 11 epics, two of which were golden. My legendaries were Firemancer Flurgl and Barak Kodobane, both of which were on my wish list. I also got this wonderful pack:
There is a similar bug for Rinling's Rifle. I think it is due to something going wrong when implementing the core set, which prevents those cards from being discovered and also prevents us from queuing into games with golden core cards.
Here is the updated version of my card. I didn't change it mechanically but I fixed up the wording.
Feedback for this page:
anchorm4n:
Dermostatic:
BasilAnguis:
Fedrion:
cydonianknight:
For the fatigue warlock deck, I would include something to destroy your own minions so that you can trigger kenrethad or rustwix faster to more safely avoid fatigue damage.
This is my first idea. I am thinking about adding another effect like destroying enemy minions or restoring health to your hero so that the secret can have a more immediate impact when it is triggered. I am also not entirely sure if it is okay for me to use a non-collectible weapon, but using Libram of Justice doesn't feel the same flavor-wise. I should also probably change the wording to specify a 5/3 weapon with lifesteal, I will update that tomorrow.
(Grave Vengeance (and yes I see the typo and will fix that tomorrow as well))
feedback:
@Wailor, Given what Demonxz95 said, you should probably scrap that idea and make something for a secret class.
@Fedrion, The wording is a little clunky, I would change it to "Secret: At the end of your opponent's turn, deal damage to all enemies equal to the amount of damage you took that turn". In terms of balance and playability, this is very disappointing as a legendary. It is very easy to play around by just dealing a single damage, but also, unlike Explosive Trap or Flame Ward, it doesn't kill anything until the end of the turn. It can be used for clever mind games, do you ping your opponent and pass, or do you go all in? But it definitely isn't strong enough to be a legendary.
@Linkblade, The payoff is pretty big, but it is balanced by not buffing cards in hand or in play, and also by the fact that your opponent has to cooperate to get it to trigger. I think it encourages very interesting decision making and strategic plays. The only thing I would criticize is possibly changing the buff to only hit beasts, since tribal synergies are always more interesting. And also reducing the buff to +1/+1 or +1/+2 but also having it buff minions in your hand and/or board to give it more immediate utility. But it is pretty good as it is.
Probably 8:00 A.M. (PT). That is when most updates are.
Though I do not doubt the power of murloc shaman, we do need to keep in mind that Underbelly Angler is leaving standard. This means that murloc shaman will have fewer cards, less recovery, and if they fail to snowball hard in the early game they will likely run out of steam and lose.