KANSAS's Avatar

KANSAS

Old God Fanatic
Joined 03/25/2019 Achieve Points 1745 Posts 2912

KANSAS's Comments

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Starting with the attack token is only a big advantage if you have a 1 cost minion you want to attack with. Sometimes I start with the attack token and don't like it because I wanted to attack with my [Hearthstone Card (Trifarian Gloryseeker) Not Found] on turn two, but now I can't.

    Attacking is weird in LoR because of the way turns work. In Magic, Hearthstone, or any other card game like that, you have the opportunity to attack on each of your turns. But in LoR, you can only attack every other turn. Starting with the attack token is only valuable if you have a 1-drop, if you don't then I would argue that starting with the attack token is a dis-advantage unless you also don't have a 2-drop.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    This thread is so pointless in every sense of the word, I don't even know where to start.

    For one, the game doesn't need an "RNG" emote. It would in no way add anything positive to the game.

    Also, we here on Out of Cards can't generate an "RNG" emote for you. You aren't going to get what you want by complaining about it online.

    What do you expect us to say? What do you want us to do? do you want us to comfort you? Or do you just want to express your frustration?

    I really hate to have to be "that guy", trust me, I really do. But, we have a salt thread for a reason.

    In reply to New emote: RNG
  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    I fear that over time, I will have to save up and buy these bundles with gold, cash in some money, or play standard.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Wow, it is incredible how this combo works. How do you come up with these?

    In reply to Howlfiend Cho Combo!
  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Here are my top 5 Ikoria cards:

    • Corpse Churn. Graveyard strategies are probably my favorite way to play Magic. This card reminds me of one of my all time favorite Magic cards, Stitcher's Supplier, so it makes my top 5 in Ikoria.
    • Mythos of Nethroi. I love a good kill spell. Being able to kill any non-land permanent for only 3 mana with no downside is great, and just killing any old creature for 2 and a black is good too.
    • Migration Path. One of my favorite things in Magic (aside from Black) is Ramping. This card ramps for 2 lands, and if you draw it later in the game when you already have 12+ lands, you can just cycle it.
    • Chevil, Bane of Monsters. Cheap, kills things, draws you cards, whats to hate?
    • Ruinous Ultimatum. You know what is better than killing your opponents most valuable permanent? Destroying ALL OF THEIR PERMANENTS!!! (except for lands of course, he he he . . .).
  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    I want to ask for feedback one more time before submitting my card. I am having second thoughts about whether or not three is the right number of Beasts to summon. When compared to other "big beast" stuff like Beastmaster Leoroxx or Kathrena Winterwisp, three looks fair. But when compared to cards like N'Zoth, the Corruptor or Zul'jin three looks like too little. Because Mukla is a Beast himself, I don't think you would want to play him in big/recruit Beast Hunter. I would rather he see play in regular Beast Hunter as a comeback card after you have run out of steam. What do you guys think?

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago
    Quote From Shivershine
    Quote From Swizard

    Seems way too powerful, in wild token druid filling a board with 2/2s makes your mana crystals go away.  You should make it cost more.

    Show Spoiler

    This a bit better? 

     

    The name should be "uprooted" not "unrooted". Aside from that it looks fine.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    I don't like this.

    *edit* I got a golden Brightwing in the pack so I guess I can't really complain.

    In reply to A Chance Encounter
  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    I had another idea for my card, let me know which one you think is better.

    Show Spoiler
    The original card:                      My other idea:

    One question, is it better to spell out "three" and "four" or is it better to simply put the number "3" and "4"? I would assume you could do either one, but whichever one makes the text look neater is better.

    Some more feedback for those who haven't submitted:

    Show Spoiler
    @Xarkkal, I think I like the card best when it adds 5 secrets at full cost. As we have seen from the first Subject 9, adding 5 secrets to your hand is very valuable. Playing 1 card to get 5 cards is already worth the Highlander restriction, making them cost 1 feels like overkill.

    @Thez, I like the warrior version better. It is powerful and flavorful.

    @shaveyou, I definitely think the first version is better. It has a nice police/law enforcement vibe with taxing your opponents minions. I would give it 4 stars, withholding one star only because I don't find anything particularly exceptional about it. It is fair, but not amazing.

    @Swizard, I think either 9 or 10 mana would be fair. A total board wipe is worth 8 mana, add a body to that and it is worth more. You are also denying the opponent any opportunity to resurrect those minions, and you are shuffling some irrelevant draws into their deck. All in all it is a pretty cool card.

    @DecentOfDragonsOP, The Battlecry feels a bit weird, it is like Tree of Life only worse, and Tree of Life is a pretty bad card. I like the Heal Druid support, but I would make the Battlecry a bit more relevant. Maybe make it restore 10 health? or 15? *edit* I see you adjusted the Battlecry and I think it looks much better now. 

    @MenacingBagel, The card looks fine, but I am not sure how this card would be useful in-game. Basically, this card is 4 mana 3/4 Fungal Enchanter. I would maybe give him Elusive and change Pixi Dust to something more useful.

    @Zeratia, first of all, this should say "Deathrattle" not "when this dies". That aside, the card looks really easy to abuse. You could transform or silence this guy and your opponents minions would never wake up. Now, playing an 8 mana card combined with another card to get rid of 3 minions isn't OP, it is the Dormant thing that worries me. If you do prevent this guy from triggering his Deathrattle then your opponent now only has 4 spaces on the board. Perhaps you could change it to work more like Carnivorous Cube where it destroys the minions instead of making them go dormant.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Usually I just google whatever image I need and then add "fantasy art" to the end. Most of the time I am able to find the image I need.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    More feedback:

    Show Spoiler
    Demonxz95, I really like Al'ar of the Ice. It is a lot better than the Al'ar we have now and it is also very interesting from a game-play perspective. Freeze Mages usually want to stall until an OTK, but now they have an unkillable 7 attack beater. Do you use it to trade and stall further? Or do you use it to play an aggro-freeze Mage?

    grumpymonk, I like Kealthas a lot better than Maiev. However, it does feel like there is a bit too much going on with the card. Giving your Hero Spell Damage +1 is really interesting since Spell Damage is really bad and this card makes it useful, and the "custom spell" is also really neat. But when you mesh these two ideas together it feels a little cluttered. It is hard to rate the card when it does so many things we haven't seen in Hearthstone before. I would stick with either the Spell Damage or the Custom Spell thing, but not both.

    Xarkkal, I like the idea of Suject 9, but putting 5 Hunter secrets into play for free on turn 5 is super OP, even if they are random. I would simply make him add 5 random Hunter secrets to your hand. Making them cost 0 is too much, and I think making them all different is a bit unecessary.

    Feuerrabe, I like the card a lot, but I would find better art that matches Hearthstones style more. 

    SDhn2a, I like Y'shaarj the best, but I would adjust the stats/cost and give him Taunt. A 9 mana vanilla minion that summons a minion for your opponent is just bad. Look at Dirty Rat, this card has way more stats than his cost would imply, and he also has a relevant Keyword to help him out. 

    RenoLord, I like the idea of Kel'thuzad bringing your Hero back as a lich, but all your opponent needs to do is just deal 5 extra damage to kill you. I would change the card to make your Hero Immune the first turn after you turn into a lich. Also, I am not sure about the Hero Power, it seems like it would be too easy to abuse this to get an OTK which, if you made the change I mentioned, would be inescapable. I would possibly change the hero power to be something powerful, but not something you can turn into an OTK.

    HhyperOrange, Kelthu'zad is an interesting card, Leeroy is a funny joke card. I think the more serious card is much more likely to win. The only thing I don't like about Kelthu'zad is that he triggers at the start of your turn which both makes it impossible for him to kill frozen enemy minions, and it also makes him really slow and easy to answer. About your card last time, I didn't really know what to think about it. It was interesting, but ultimately felt useless. You spent 3 mana and a card to give them 0 mana and deny them a card. In the end, I couldn't think of any reason to play this. In most cases, those coins would be more helpful to your opponent than denying them the draw would be to you.

    Thez, I don't really like this card. It breaks rogues theme of no Taunts and limited Healing. I would try and simplify the card by giving him maybe one keyword, and one other ability to synergize with Deathrattle minions. As he is now there is just so much going on it is hard to understand how powerful the card is.

    Wailor, I like Harrison the best, though you should find some better art. Also, I don't think you need to say "from the past" because that is where most legendary weapons are already. And, legendary weapons that are from newer sets are still usually old artifacts.

    Meisterz93, I really like the Curator. I think a lot of people would enjoy having more support for the menagerie thing.

    MenacingBagel, It feels a bit weird having a heal effect in Mage, but other than that the card looks fine.

    TheHoax91, I personally like greymane the best because enrage warrior is a lot of fun.

    DestroyerR, Millhouse would just draw your entire deck and then kill you with fatigue on the spot, and I don't really like Hogger because the interaction with bouncing it to your hand feels weird, but I do like hakkar. I am not sure if it is too OP because you can use this with Plague of Flames on turn 5/6 and get a huge minion, or maybe 6 health is easy enough to remove that it shouldn't be too oppressive.

    Swizard, I really like the new Malchezaar. It is sort of like Psychic Scream but only for highlander decks. However, you broke the unspoken rule of hearthstone card design: Never make a card with more than 4 lines of text. I would remove the "make them Legendary" bit because it is kind of pointless. Other than that, the card looks great!

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Thanks everyone for your feedback! It seems the main things that bothered people were 1) the 7/6 stat-line and 2) the highroll aspect of it. I fixed both of those things and added some bananas!

    I changed this card from being a free extra board to being an extra board that you had to plan ahead for. I tried to make this card at about the same power level as [Hearthstone Card (Beastmaster Leroxx) Not Found] or Zul'jin. Hopefully, this card is powerful, but not too good, and also flavorful enough for people to connect with it.

     

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Ok, new idea.

    Show Spoiler

    Feedback:

    Show Spoiler
    @Linkblade91, This card is amazing. I really like the flavor and mechanics. I would vote it 5 stars simply because I can't think of any way to make it better. Well done.

    @Demonxz95, I don't really like this card. The balance is okay, but the flavor is lacking. I can't really connect with this character or get a feel for him by looking at your card. I don't know exactly what to change, but as it is now it feels more like a mechanic than a character, if you know what I mean.

    @DecentOfDragonsOP, I agree with what Demonxz95 said, this card either gives you a ton of burst damage right off the bat, or you just die. I don't think there is really a "right way" of making this card. You are either ahead and you play this and win, or you are behind and this is just a dead card in your hand.

    @anchorm4n, I like the concept, but the card is flawed. For one, as ShadowOfSense pointed out, you would get infinite Deathrattle triggers. And also, Feign Death is a similar card which, as far as I know, never saw much play because it was too hard to set up a board big enough to get enough value. This is the same thing but for 5 more mana. I would keep the deathrattle theme, but make it something other than just "trigger deathrattles" because that idea has been done a bunch before.

    @Conduit, About Manastorm, I think the 2 mana 4/4 version fits better thematically, but if you don't cast any spells this is just a 2 mana 4/4 no downside. I understand this is a Mage card and Mages cast spells, but I do think the downside is a bit too hit-or-miss, you either drop this on turn two and get a huge tempo swing at no loss, or you cast this alongside The Coin or a secret and all hell breaks loose. I don't think a yogg-saron this early in the game is very healthy, I would either keep the strong early game minion with a downside thing, or keep the "random spells" thing, but both paired together feels like too much too early in the game.

    @CursedParrot, I like the idea of re-making Prince Malchezaar, but I don't like the card as it is now. It doesn't feel very relistic, it just feels like the Prince Malchezaar we have right now only with targeted Legendaries. I would keep the shuffling mechanic because that is cool and under-used in Hearthstone outside of Rogue, but I would tone down the ability to be a bit more simplistic.

    @Menacing Bagel, This is an interesting card, I think there is a lot you can do with Brightwing. But I don't really like the "transform them into 1/5 sheep until the end of their turn" for two reasons. One, the text is kind of cluttered. It is a simple idea but it doesn't translate well into the text box. And two, it just feels weird. Transforming until the end of turn is an unusual thing, and making it a 1/5 sheep also just makes it feel unusual and unrealistic.

    @Inconspicousaurus, I agree with Demonxz95 that tech cards shouldn't be class specific. To keep the "dragon hunter" theme without making him just tech against dragons, you could make him summon a dragon token for your opponent, and they could have some sort of synergy or specific interaction or something.

    @Pokeniner, I really like giving mage some way to utilize Frozen minions, but I am a bit scared by the raw combo potential here. Something like "add random spells to your hand" or "cast random spells" or "draw cards" may be better, but ultimately I am not really sure what is best.

    @TheHoax91, I am not sure about the Deathrattle thing. It is a cool idea, but in practice I don't think it adds anything positive to the game. Mechanically, this is virtually the same as just "gain 15 extra armor". To make it fit more thematically with the original Eydis, I would make the battlecry something that wants you to cast spells on your minions.

    @MrRhapsody, I like Medivh the best, it is very flavorful. I am not too familiar with Medivh's story, but I know he was sucked into some kind of magic portal or something and he came out all dark and purple and stuff. Turning that story into a prime minion is genius.

     

     

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago
    Quote From linkblade91
    Quote From KANSAS

    Here is my idea, something to go along with Fire Plume's Heart in Un'Goro.

     

    Show Spoiler

     

    I don't feel too strongly about this card, so let me know if I should just scrap this idea and come up with something else.

    Characters that already have a class card are not allowed. Ragnaros, the Explorers, Dr. Boom, etc. We want to recruit new characters!

    I totally forgot Ragnaros, Lightlord existed. Well, back to the drawing board.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Here is my idea, something to go along with Fire Plume's Heart in Un'Goro.

    Show Spoiler

    I don't feel too strongly about this card, so let me know if I should just scrap this idea and come up with something else.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Hey, thanks for the shout out!

    I really like these. It gives the people who lost the competition a bit of extra self-esteem.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Good luck to all of the finalists, Will of Nature is my favorite. 

    I want to ask for more feedback for my card. What did you vote and why? What could I have done better? And what should I do better next time?

    My card:

    Show Spoiler

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago
    Quote From Xarkkal

    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. 

    Show Spoiler

    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

    Show Spoiler

    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. 

    The change you suggested for Open the Waygate feels weird and frankly, not very realistic. But I do like the idea. I think a better change would be to make it say "spend 15 (or so) mana on spells that didn't start in your deck" instead.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    Next:

    A legendary minion.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    I really like the more recent daily deals that offer gold, gems, and packs at a discount. It is a lot more useful than just card styles.