KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
How did you do against Cubelocks? That is the main deck I am struggling against. There is just no way this deck can handle all of the extra boards they spill out with Expired Merchant and Bloodreaver Gul'dan/N'Zoth. And you have no way of stopping them from using Skull of the Man'ari and Voidcaller to cheat out their Demons early. It feels like the only way to win is for them to get a terrible start and I get the perfect start. But given how much draw they have and how little draw this deck has, that doesn't seem likely.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
I can't decide if I like Counter Shot or not. It is exactly like Freezing Trap but for spells, do I like it because it is simple and practical, or do I dislike it because it is uninspired and boring? I am leaning towards dislike because I don't think it fits Hunters theme to disrupt spells. Their secrets traditionally only deal with the board.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
I gave all of the "dormant for 2 turns" rogue secrets 1 star. Not necessarily because I think they are bad, when I saw the first one I gave it 4 stars. But I gave them all a low rating because I don't want any of those secrets to be the winner. If an idea is so obvious it got submitted four different times then it isn't creative enough to make it to the finals.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
I think it is different in Cubelock than in Egg Hunter. For one, you have plenty of tools to kill him on the same turn you play him, so you wouldn't be losing tempo or have to risk getting it transformed or silenced or anything. Also, you don't have a lot of minions that you would be upset about killing. All of your minions that don't have Deathrattles are either so small that you shouldn't care much about what happens to them, or they are Mal'Ganis and you are happy about getting extra copies in the rez pool.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
I like the smaller Taunts because it helps you against faster decks, and it I am always able to get Sulfuras out just as I start running low on cards. Plus, with buff cards like Bolster and Into the Fray those taunts can be very useful for keeping wide boards at bay.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
This deck is great! I played it some in Casual and went 3-0, then I played on ranked and went 6-1. I am now at Diamond 2 with 3 stars, tomorrow I will continue to climb and hopefully make it to Legend!
*edit* my luck has turned. I got to rank 1, 1 star, but then quickly started losing games and now I am back at rank 3. I feel like unless you can get either Into the Fray or Bolster early on, you will have a very hard time dealing with Demon Hunters and Mech/Murloc Paladins. Most of my losses were against aggro decks that just snowballed way too hard and put out way more threats than I had answers for. And by the time I played Sulfuras I had already lost.
Btw, since I'm still pretty new to this, what happens if I or someone else submitted a card that had the same design? Would they be disqualified? I don't think it's fair for someone to submit a card early and get lower scores because someone else submitted a card later that did the same thing. There's no way of knowing, of course. It could be just a coincidence.
If there are two cards with the same design then nothing happens. People still vote on them just like any other card.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
I am a bit disappointed at the number of rogue secrets that say "When an enemy minion is played/attacks, it goes dormant for 2 turns". At first I thought "oh, that is kind of interesting" then "Oh look, these two submissions are very similar" and now there are four secrets like that.
To be honest I am pretty disappointed at the lack of creativity on a lot of these cards.
I do not play LoR, but I a, not a fan of balancing cards in this way. If a card is too OP in a certain situation, then you shouldn't change the card to say "this doesn't work in this specific situation".
If Glimpse Beyond is too powerful at instant speed, then maybe reduce it to sorcery speed so that it can't be played as a response to another instant speed removal spell.
Respectfully, it's very clear you don't play LoR - you're talking about balancing it in MTG speed terms. There are three spell speeds: slow, fast, and burst. Slow and fast map well onto sorcery and instant speeds respectively, but burst speed works like an instant that automatically resolves rather than go on the stack.
But even more importantly, LoR has rounds that are shared in a way that MTG turns aren't. Whenever a player takes a slow action (casts a slow spell, plays a unit), priority switches, and a player can rally their attack on their opponent's turn. So, there are a lot of times when you can't afford to kill your own unit as part of a slow spell because it opens you up to attack, even if you have the mana to summon more units.
I actually did play a bit of LoR when it first went into open beta, I just couldn't remember exactly what the different speeds were called.
My balance idea wasn't meant to be taken seriously, it was just an example to show how I would balance it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
I do not play LoR, but I am not a fan of balancing cards in this way. If a card is too OP in a certain situation, then you shouldn't change the card to say "this doesn't work in this specific situation".
If Glimpse Beyond is too powerful at instant speed, then maybe reduce it to sorcery speed so that it can't be played as a response to another instant speed removal spell.
I voted 3 stars because there really isn't anything exciting going on with your card. It isn't bad or super powerful, and it isn't all that unique either. It is just okay, so I gave it a "just okay" rating.
Honestly did not know that this art already existed in the game? I think it is used in some adventure? Anyway, here is the finalized version of Shady Deal and I do think that this artwork is "undangerous". Finding art is easily the most time-consuming part of creating a card.
One more thing you need to change before you submit your card, it needs to cost 2 mana. All Secrets have to cost the same as all of the other Secrets in a class. Other than that it looks great!
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Does anybody know of a good deck to climb with in wild? I have tried Secret Mage, Odd Warrior, Cubelock, Odd Demon Hunte, even a homebrewed Spiteful Hunter but I haven't been able to get past Diamond 2. It feels like any deck I play is able to win against half of my matchups, but loses really bad to the other half. I am now at Diamond 3 with 1 star and I am afraid of falling all the way back to rank 5.
Even if your hero power provides a lot of synergy with your deck, you should still focus more on playing cards than just "hitting the button"
I mean, Demon Hunters play more cards than Priests. Like 90% of Priest games are nothing and hero power on the first 4 turns.
I don't know what your point is. Demon Hunters never just hit the button unless they have spare mana. They use the button to push tempo by clearing minions or empowering their spells and weapons. They build tempo by playing cards first. They have to play cards for their hero power to be useful. 1 attack is utterly unimpactful unless their other cards got them ahead.
I don't think I illustrated my point very well. I don't like Demon Hunters hero power because it is too easy to use, and it is too efficient with cards like Satyr Overseer and Glaivebound Adept. A 1 mana Hero Power makes it too easy to round out your turns and avoid having any wasted mana. It feels like they are always playing with Genn, only without the deck building restriction.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Alright, I am willing to take back what I said about hero powers not being central to a deck strategy. But I still disagree with the 1 mana hero power. It is just too efficient and it makes the class feel boring when they do the same thing every turn. Even if your hero power provides a lot of synergy with your deck, you should still focus more on playing cards than just "hitting the button"
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Personally, I think the best thing to do would be to make the hero power cost 2 mana like everyone else's, and make it give +2 attack instead of +1. I think the 1 mana hero power is a design flaw in the class. In most cases, you hero power shouldn't be central to your decks strategy. It shouldn't be as efficient as Demon Hunter's is. A hero power should just be that thing you do with your extra mana if you don't have anything else to play. As it is now, it feels like every Demon Hunter is an Even DH only without the deckbuilding restriction.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
I edited my card a bit.
I upped the damage to emphasize the power of the fire, but I also made it hit your minions as well to balance things out. And because the secret won't trigger for a long time after you play it, it can be hard to know exactly when it is safe to build up your own board.
How did you do against Cubelocks? That is the main deck I am struggling against. There is just no way this deck can handle all of the extra boards they spill out with Expired Merchant and Bloodreaver Gul'dan/N'Zoth. And you have no way of stopping them from using Skull of the Man'ari and Voidcaller to cheat out their Demons early. It feels like the only way to win is for them to get a terrible start and I get the perfect start. But given how much draw they have and how little draw this deck has, that doesn't seem likely.
I can't see any images. I think you may have made a mistake when posting them.
I can't decide if I like Counter Shot or not. It is exactly like Freezing Trap but for spells, do I like it because it is simple and practical, or do I dislike it because it is uninspired and boring? I am leaning towards dislike because I don't think it fits Hunters theme to disrupt spells. Their secrets traditionally only deal with the board.
I gave all of the "dormant for 2 turns" rogue secrets 1 star. Not necessarily because I think they are bad, when I saw the first one I gave it 4 stars. But I gave them all a low rating because I don't want any of those secrets to be the winner. If an idea is so obvious it got submitted four different times then it isn't creative enough to make it to the finals.
I think it is different in Cubelock than in Egg Hunter. For one, you have plenty of tools to kill him on the same turn you play him, so you wouldn't be losing tempo or have to risk getting it transformed or silenced or anything. Also, you don't have a lot of minions that you would be upset about killing. All of your minions that don't have Deathrattles are either so small that you shouldn't care much about what happens to them, or they are Mal'Ganis and you are happy about getting extra copies in the rez pool.
I like the smaller Taunts because it helps you against faster decks, and it I am always able to get Sulfuras out just as I start running low on cards. Plus, with buff cards like Bolster and Into the Fray those taunts can be very useful for keeping wide boards at bay.
This deck is great! I played it some in Casual and went 3-0, then I played on ranked and went 6-1. I am now at Diamond 2 with 3 stars, tomorrow I will continue to climb and hopefully make it to Legend!
*edit* my luck has turned. I got to rank 1, 1 star, but then quickly started losing games and now I am back at rank 3. I feel like unless you can get either Into the Fray or Bolster early on, you will have a very hard time dealing with Demon Hunters and Mech/Murloc Paladins. Most of my losses were against aggro decks that just snowballed way too hard and put out way more threats than I had answers for. And by the time I played Sulfuras I had already lost.
If there are two cards with the same design then nothing happens. People still vote on them just like any other card.
I am a bit disappointed at the number of rogue secrets that say "When an enemy minion is played/attacks, it goes dormant for 2 turns". At first I thought "oh, that is kind of interesting" then "Oh look, these two submissions are very similar" and now there are four secrets like that.
To be honest I am pretty disappointed at the lack of creativity on a lot of these cards.
Has anybody tried playing Teron Gorefiend in Cubelock? It is basically a Carnivorous Cube that hits everything on your side of the board.
I actually did play a bit of LoR when it first went into open beta, I just couldn't remember exactly what the different speeds were called.
My balance idea wasn't meant to be taken seriously, it was just an example to show how I would balance it.
I do not play LoR, but I am not a fan of balancing cards in this way. If a card is too OP in a certain situation, then you shouldn't change the card to say "this doesn't work in this specific situation".
If Glimpse Beyond is too powerful at instant speed, then maybe reduce it to sorcery speed so that it can't be played as a response to another instant speed removal spell.
I voted 3 stars because there really isn't anything exciting going on with your card. It isn't bad or super powerful, and it isn't all that unique either. It is just okay, so I gave it a "just okay" rating.
One more thing you need to change before you submit your card, it needs to cost 2 mana. All Secrets have to cost the same as all of the other Secrets in a class. Other than that it looks great!
Does anybody know of a good deck to climb with in wild? I have tried Secret Mage, Odd Warrior, Cubelock, Odd Demon Hunte, even a homebrewed Spiteful Hunter but I haven't been able to get past Diamond 2. It feels like any deck I play is able to win against half of my matchups, but loses really bad to the other half. I am now at Diamond 3 with 1 star and I am afraid of falling all the way back to rank 5.
I don't think I illustrated my point very well. I don't like Demon Hunters hero power because it is too easy to use, and it is too efficient with cards like Satyr Overseer and Glaivebound Adept. A 1 mana Hero Power makes it too easy to round out your turns and avoid having any wasted mana. It feels like they are always playing with Genn, only without the deck building restriction.
Alright, I am willing to take back what I said about hero powers not being central to a deck strategy. But I still disagree with the 1 mana hero power. It is just too efficient and it makes the class feel boring when they do the same thing every turn. Even if your hero power provides a lot of synergy with your deck, you should still focus more on playing cards than just "hitting the button"
Personally, I think the best thing to do would be to make the hero power cost 2 mana like everyone else's, and make it give +2 attack instead of +1. I think the 1 mana hero power is a design flaw in the class. In most cases, you hero power shouldn't be central to your decks strategy. It shouldn't be as efficient as Demon Hunter's is. A hero power should just be that thing you do with your extra mana if you don't have anything else to play. As it is now, it feels like every Demon Hunter is an Even DH only without the deckbuilding restriction.
I edited my card a bit.
I upped the damage to emphasize the power of the fire, but I also made it hit your minions as well to balance things out. And because the secret won't trigger for a long time after you play it, it can be hard to know exactly when it is safe to build up your own board.
What do you think?
You have to get to rank 25, then you will get an Old Gods pack which will give you C'thun and the wild format.