KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
There is a button on the top-left corner of the page where you can separate the different games. Just bookmark the "hearthstone portal" on your web browser and there you go!
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
For anyone who is sick and tired of Demon Hunters, there aren't that many Demon Hunters in wild. People still play Demon Hunters there, but there aren't nearly as many as there are in standard.
Or at least this has been my experience, I am very sorry if I end up getting your hopes up and then you go to wild and face five Demon Hunters in a row.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
I think they could have afforded to make the cycle lands uncommon. One of the biggest things in this game that separates the budget player from the whale is their decks manabase. I really wish good lands weren't so hard to comeby, I really don't think it would break the game all that much to make good lands easier to get.
I think a better direction to go with this idea isn't to add the Spiteful package to Recruit Hunter, but rather add the Recruit package to Spiteful Hunter.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
I decided to take out Houndmaster, Tundra Rhino, and a single copy of Crackling Razormaw because I don't think I had enough beasts for them to be good enough. I also took out Acolyte of Pain because he is a very bad tempo play and I don't need that much draw.
I added SN1P-SN4P because he is just a good card, Leeroy Jenkins for burst damage, and Spellbreaker to help me be more reactive. I also put in Imprisoned Felmaw just to see for myself how good he was, and Escaped Manasaber for the possibility of getting spiteful summoner a turn earlier.
I am 5-0 with the new list. I haven't played Imprisoned Felmaw yet, and I have only played Escaped Manasaber once, so I am still testing these cards and might remove them later. I also might end up putting back in the second copy of Crackling Razormaw, or taking out the last copy if it ends up not being necessary.
Updated list:
Show Spoiler
Spiteful Hunter A Unknown Hunter Deck created by KANSAS. Last updated 4 years, 8 months ago
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Oh yeah, I thought he just said "permanent" not "nonland permanent". But I guess that makes sense, I don't think they would print a 2 mana card that just "double all of your mana"
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Kinnan is nuts! He doesn't even have to survive more than one turn to get a ton of value. And if your opponent has instant speed removal you can just tap all of your lands in response and still get double mana. It is kind of a shame he is such easy prey though . . .
I have only played 3 games, so far I am 2-1. One of the wins was against a cubelock who was just a bit too slow, the other win was against a priest who was AFK. The loss was vs a secret mage who killed me on turn 6.
I am not too sure about the Houndmaster or Acolyte of Pain. I will continue to play more games and update the list.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
This set looks absolutely incredible! I am really liking all of these huge multicolored cards, and the companions look super interesting as well. It is a shame I spent all of my money on Mystery Boosters .
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
It is way too early for me to decide how I feel about Demon Hunters, but so far they don't seem to be all that I hoped they would be. Really, they aren't as interesting to play as I thought, and I also don't like playing against them all that much either. I feel like there are so many more unique things you could have done with a monk to make them feel different. Demon Hunters have Demons, that is 90% of their identity. Monks have martial arts, chi, pandas (new tribe?), and a bunch of other stuff that feels different from the other classes. It is not that Demon Hunters don't have a strong theme, but I think that Monks could have had a more unique theme.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
I think it is still a bit too early to say anything definite, it could be that 90% of the playerbase is playing Demon Hunters to it has a high win rate, but I do think they may be a bit too efficient.
I was playing Warlock and I had answers all through the early turns with Sacrificial Pact, Nether Breath, Dark Skies etc. I was doing pretty well and thought that because my deck was geared towards the late game I should be able to win at this point, but he still had like 8 cards in his hand. He never ran out of steam and continued to throw out more stuff than I could handle and eventually won.
The main issue with Demon Hunters is their ability to maintain a healthy hand size and also a threatening board state all throughout the game until fatigue take them.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Some more feedback:
Show Spoiler
@Demonxz95, Blood Golem looks pretty cool. I like the idea of giving it taunt, it makes the card much more dynamic. But I would lower the attack a bit to compensate. Maybe a 4 mana 5/7 taunt?
@Conduit, It is very interesting. But also kind of weird. It is almost too unique if you know what I mean. I have a hard time liking this card because it just doesn't seem like it could ever be real. I would try something a bit more down-to-earth.
@thepowerofcheese, I don't really like this card because it just seems to pointless. Why would I ever want to craft/open and put a card in my deck if I am never actually going to play it? And what is the point of the card having a downside in compensation for lots of stats when the downside is basically "you can't play this card". And even if you get all the way through your deck, one extra 8/8 with rush may not be the deciding factor. If it had charge I could see it being used as a large finisher, but rush and taunt are both defensive keywords, not always the ideal thing when you are going to fatigue.
@Fedrion, This is actually a pretty neat card. Auchenai Soulpriest's effect isn't really considered a downside because you would want to use the damage to kill enemy minions or damage the opponent, but with the added Lifesteal it turns this into a downside, but it can still be used as an upside when combined with other cards. But I do think that the stats/cost makes this unplayable. This card might protect me from 10 damage, but it also smacks me for 4 damage whenever it makes contact with something which makes this a very very poor defensive tool. Maybe if instead of Taunt it had Rush or something and it was also cheaper and smaller then it could be a neat aggro card.
@Xarkkal, I don't really know what to think of this. For one, it is a 6 mana 8/8 that makes a 12/12, on the other hand if your opponent finds a way to deal with this then it is game over for you. I think high risk high reward cards are fine, but I think this may be a bit too powerful as it is now. If you are playing an aggro deck then it won't be hard to get 0-1 cards in your hand by the time you play this. I would make it cost more and maybe give it bigger stats. (a 8-9 mana 10/10 would be fine maybe)
@Nirast, This card actually looks like something Blizzard might print. I don't think it is very good just as a vanilla creature, but it does look pretty realistic. I am not sure this card will be interesting enough to make it to the finals, but I can't quite put my finger on what to change.
@Wailor, I don't like Unstable Nightmare because it is way too easy to not outcast it. Most of the time this will simply be a 4 mana 7/7 with no downside, and if not then you wait one turn and it becomes a 4 mana 7/7 with no downside. Out of the remaining two, I like Spark Elemental the best because of the simplicity of it, but I think Icecrown Lich may be more popular. Though, I would make it a Shaman card because right now it doesn't feel like a Mage card. Mages don't usually freeze their own stuff.
@TheHoax91, For some reason I thought that guy had Divine Shield, my bad. Anyway I like the new card a lot better. This card does a lot to keep control decks alive in the early turns, but the downside is still there. I think it is fine to submit now.
@anchorm4n, For one, it doesn't need to say "at random" because discard is already random. Also, I am not too sure about discard in hunter. I am fine with some shared mechanics between the classes, but other people may not be.
@GameTheory345, Out of the two, I like Garrul, the Sacrifice the best. Though I do feel like it should say "you lose the game" instead of "die". I was a bit confused as to what exactly the card did at first. Though I do think that this card may be a bit too powerful. In a super aggressive deck you probably won't make it to 10 mana crystals anyway, especially if all of you guys delt an extra damage.
@H0lySatan, Instead of saying "everytime you draw a card, it costs 1 more" it should say "whenever you draw a card, increase its cost by 1" to make it more consistent with Shadowfiend. Other than that I think the card looks fine.
@Dermostatic, Out of the two of these cards, Glade Giant looks the best. Mainly because it is less likely to break the game. Generally very large small creatures are more dangerous. I really like Glade Giant because it is an interesting deck building challenge, that could potentially give you a turn 4 Mountain Giant. 5 stars.
@MenacingBagel, I don't understand, won't this make your life total 0? And "can't be altered by spells" is very confusing. I really don't know what this card does or how to use it. It looks to me like you had a cool idea, but then had a hard time fitting it into a Hearthstone card, and then had to add that extra line to make it not horrible. I think it would be better if you came up with something else, this card is just too confusing.
@Elfensilver, This doesn't really look like a downside because you could just run no 0 cost spells and get an over-statted 3 drop. And even if you did transform your spells, who says that's a bad thing? In some cases, a random class card is better than a 0 mana spell.
@MrRhapsody, I like Scared Highmane the best. It is interesting, playable, has good flavor, and a reasonable downside. The others are either a bit too overdone or not enough of a downside to feel significant.
@CapnMunch, Really neat card, but 4 mana 7/7 may be a bit much. I think a 6/6 or 7/5 would be more fair.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Thank you everyone for your feedback. I agree that not all of the cards are very strong and some of them could use tweaking. I am now deciding between these cards:
Lord of the Flame: I made Illidan, Master of the Flame before the tenth hero was announced, so I just took Illidan out of the card
Crystal Imp: I adjusted the stats, made him a Demon, and fixed the wording. I would still like him to be a 2/3, right now he just feels too small and insignificant. I don't think it is as powerful as some people may think, the requirement is pretty easy to fill with Galakrond making so many 1/1 imps, but discovering 2 spells for 2 mana isn't anything to write home about. Compare this to Twisted Knowledge, at the cost of a demon, you get a 2/1 on the field and instead of "cards" you get "spells".
Satyr Spelleater: I made this card because I didn't feel too confident in my other two cards. I am not entirely set on the name or exact numbers on the card yet. I am open to any and all feedback on my cards.
There is a button on the top-left corner of the page where you can separate the different games. Just bookmark the "hearthstone portal" on your web browser and there you go!
For anyone who is sick and tired of Demon Hunters, there aren't that many Demon Hunters in wild. People still play Demon Hunters there, but there aren't nearly as many as there are in standard.
Or at least this has been my experience, I am very sorry if I end up getting your hopes up and then you go to wild and face five Demon Hunters in a row.
I think they could have afforded to make the cycle lands uncommon. One of the biggest things in this game that separates the budget player from the whale is their decks manabase. I really wish good lands weren't so hard to comeby, I really don't think it would break the game all that much to make good lands easier to get.
This deck contradicts itself too much.
You have Mok'Nathal Lion who is a small beast with a battlecry, terrible if you ever recruit it.
And you also have Play Dead, Master's Call, [Hearthstone Card (Flanking Shot) Not Found], and Dire Frenzy. All terrible when pulled with Spiteful Summoner.
I think a better direction to go with this idea isn't to add the Spiteful package to Recruit Hunter, but rather add the Recruit package to Spiteful Hunter.
I decided to take out Houndmaster, Tundra Rhino, and a single copy of Crackling Razormaw because I don't think I had enough beasts for them to be good enough. I also took out Acolyte of Pain because he is a very bad tempo play and I don't need that much draw.
I added SN1P-SN4P because he is just a good card, Leeroy Jenkins for burst damage, and Spellbreaker to help me be more reactive. I also put in Imprisoned Felmaw just to see for myself how good he was, and Escaped Manasaber for the possibility of getting spiteful summoner a turn earlier.
I am 5-0 with the new list. I haven't played Imprisoned Felmaw yet, and I have only played Escaped Manasaber once, so I am still testing these cards and might remove them later. I also might end up putting back in the second copy of Crackling Razormaw, or taking out the last copy if it ends up not being necessary.
Updated list:
Oh yeah, I thought he just said "permanent" not "nonland permanent". But I guess that makes sense, I don't think they would print a 2 mana card that just "double all of your mana"
Kinnan is nuts! He doesn't even have to survive more than one turn to get a ton of value. And if your opponent has instant speed removal you can just tap all of your lands in response and still get double mana. It is kind of a shame he is such easy prey though . . .
I was inspired by this thread to craft Spiteful Summoner and Nagrand Slam. This is my list so far,
Deck ID Not Found
I have only played 3 games, so far I am 2-1. One of the wins was against a cubelock who was just a bit too slow, the other win was against a priest who was AFK. The loss was vs a secret mage who killed me on turn 6.
I am not too sure about the Houndmaster or Acolyte of Pain. I will continue to play more games and update the list.
This set looks absolutely incredible! I am really liking all of these huge multicolored cards, and the companions look super interesting as well. It is a shame I spent all of my money on Mystery Boosters .
It is way too early for me to decide how I feel about Demon Hunters, but so far they don't seem to be all that I hoped they would be. Really, they aren't as interesting to play as I thought, and I also don't like playing against them all that much either. I feel like there are so many more unique things you could have done with a monk to make them feel different. Demon Hunters have Demons, that is 90% of their identity. Monks have martial arts, chi, pandas (new tribe?), and a bunch of other stuff that feels different from the other classes. It is not that Demon Hunters don't have a strong theme, but I think that Monks could have had a more unique theme.
Remember, if you disenchant the nerfed cards, you won't be able to open them again in packs.
Holy cow that was fast!
This deck might be better as a standard deck where Reliquary of Souls is the only 1 mana legendary.
Weird, I wonder why it works like this for Eye Beam but not The Coin.
I think it is still a bit too early to say anything definite, it could be that 90% of the playerbase is playing Demon Hunters to it has a high win rate, but I do think they may be a bit too efficient.
I was playing Warlock and I had answers all through the early turns with Sacrificial Pact, Nether Breath, Dark Skies etc. I was doing pretty well and thought that because my deck was geared towards the late game I should be able to win at this point, but he still had like 8 cards in his hand. He never ran out of steam and continued to throw out more stuff than I could handle and eventually won.
The main issue with Demon Hunters is their ability to maintain a healthy hand size and also a threatening board state all throughout the game until fatigue take them.
Some more feedback:
@Conduit, It is very interesting. But also kind of weird. It is almost too unique if you know what I mean. I have a hard time liking this card because it just doesn't seem like it could ever be real. I would try something a bit more down-to-earth.
@thepowerofcheese, I don't really like this card because it just seems to pointless. Why would I ever want to craft/open and put a card in my deck if I am never actually going to play it? And what is the point of the card having a downside in compensation for lots of stats when the downside is basically "you can't play this card". And even if you get all the way through your deck, one extra 8/8 with rush may not be the deciding factor. If it had charge I could see it being used as a large finisher, but rush and taunt are both defensive keywords, not always the ideal thing when you are going to fatigue.
@Fedrion, This is actually a pretty neat card. Auchenai Soulpriest's effect isn't really considered a downside because you would want to use the damage to kill enemy minions or damage the opponent, but with the added Lifesteal it turns this into a downside, but it can still be used as an upside when combined with other cards. But I do think that the stats/cost makes this unplayable. This card might protect me from 10 damage, but it also smacks me for 4 damage whenever it makes contact with something which makes this a very very poor defensive tool. Maybe if instead of Taunt it had Rush or something and it was also cheaper and smaller then it could be a neat aggro card.
@Xarkkal, I don't really know what to think of this. For one, it is a 6 mana 8/8 that makes a 12/12, on the other hand if your opponent finds a way to deal with this then it is game over for you. I think high risk high reward cards are fine, but I think this may be a bit too powerful as it is now. If you are playing an aggro deck then it won't be hard to get 0-1 cards in your hand by the time you play this. I would make it cost more and maybe give it bigger stats. (a 8-9 mana 10/10 would be fine maybe)
@Nirast, This card actually looks like something Blizzard might print. I don't think it is very good just as a vanilla creature, but it does look pretty realistic. I am not sure this card will be interesting enough to make it to the finals, but I can't quite put my finger on what to change.
@Wailor, I don't like Unstable Nightmare because it is way too easy to not outcast it. Most of the time this will simply be a 4 mana 7/7 with no downside, and if not then you wait one turn and it becomes a 4 mana 7/7 with no downside. Out of the remaining two, I like Spark Elemental the best because of the simplicity of it, but I think Icecrown Lich may be more popular. Though, I would make it a Shaman card because right now it doesn't feel like a Mage card. Mages don't usually freeze their own stuff.
@TheHoax91, For some reason I thought that guy had Divine Shield, my bad. Anyway I like the new card a lot better. This card does a lot to keep control decks alive in the early turns, but the downside is still there. I think it is fine to submit now.
@anchorm4n, For one, it doesn't need to say "at random" because discard is already random. Also, I am not too sure about discard in hunter. I am fine with some shared mechanics between the classes, but other people may not be.
@GameTheory345, Out of the two, I like Garrul, the Sacrifice the best. Though I do feel like it should say "you lose the game" instead of "die". I was a bit confused as to what exactly the card did at first. Though I do think that this card may be a bit too powerful. In a super aggressive deck you probably won't make it to 10 mana crystals anyway, especially if all of you guys delt an extra damage.
@H0lySatan, Instead of saying "everytime you draw a card, it costs 1 more" it should say "whenever you draw a card, increase its cost by 1" to make it more consistent with Shadowfiend. Other than that I think the card looks fine.
@Dermostatic, Out of the two of these cards, Glade Giant looks the best. Mainly because it is less likely to break the game. Generally very large small creatures are more dangerous. I really like Glade Giant because it is an interesting deck building challenge, that could potentially give you a turn 4 Mountain Giant. 5 stars.
@MenacingBagel, I don't understand, won't this make your life total 0? And "can't be altered by spells" is very confusing. I really don't know what this card does or how to use it. It looks to me like you had a cool idea, but then had a hard time fitting it into a Hearthstone card, and then had to add that extra line to make it not horrible. I think it would be better if you came up with something else, this card is just too confusing.
@Elfensilver, This doesn't really look like a downside because you could just run no 0 cost spells and get an over-statted 3 drop. And even if you did transform your spells, who says that's a bad thing? In some cases, a random class card is better than a 0 mana spell.
@MrRhapsody, I like Scared Highmane the best. It is interesting, playable, has good flavor, and a reasonable downside. The others are either a bit too overdone or not enough of a downside to feel significant.
@CapnMunch, Really neat card, but 4 mana 7/7 may be a bit much. I think a 6/6 or 7/5 would be more fair.
Happy launch everybody!
No, but I upvoted it an extra time for you. ; )
I don't think that is what is happening. This isn't exactly the first "fight" type thing in Magic.
Thank you everyone for your feedback. I agree that not all of the cards are very strong and some of them could use tweaking. I am now deciding between these cards:
Lord of the Flame: I made Illidan, Master of the Flame before the tenth hero was announced, so I just took Illidan out of the card
Crystal Imp: I adjusted the stats, made him a Demon, and fixed the wording. I would still like him to be a 2/3, right now he just feels too small and insignificant. I don't think it is as powerful as some people may think, the requirement is pretty easy to fill with Galakrond making so many 1/1 imps, but discovering 2 spells for 2 mana isn't anything to write home about. Compare this to Twisted Knowledge, at the cost of a demon, you get a 2/1 on the field and instead of "cards" you get "spells".
Satyr Spelleater: I made this card because I didn't feel too confident in my other two cards. I am not entirely set on the name or exact numbers on the card yet. I am open to any and all feedback on my cards.