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Neoguli

Duskrider
Joined 06/25/2019 Achieve Points 880 Posts 596

Neoguli's Comments

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 8 months ago

    To be fair, that stuff is too attached to Whitemane in terms of look. Me having HotS experience also helps, and also the fact that Whitemane's silhouette on the art is pretty much her pose in her card.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 8 months ago

    There's High Inquisitor Whitemane above the dragon's left head.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 8 months ago

    One of few pictures where for me, imo, forearms are well built in a sense that tiny wrists do not disturb their massiveness they deserve. Otherwise I dislike how tiny wrists are in our bodies.

    As for the card, it seems ok for an aggressive deck, basically one Lulu trigger.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    Greetings there! I am coming with something a bit different, after watching a fair bit of Solem playing niche card games, and also being a player of a few like Duelyst and Faeria. It's a concept of my own Collectible Card Game with the placeholder name Cyber Zone.

    This picture shows what would separate my game from other card games. It has some elements of a Tower Defense game, played on a 8x5 grit (size subjective to change).

    • Black dots are the 5-tile path every player creates at the start of the match. One on each side is covered by a beige dot, which I'll explain soon.
    • Cyan dot is the Nexus that you also place at the start of your match.
    • Purple dot is the Portal, but your opponent places it where they want, still near the end of the track you've built. This is where troops come from.

    Troops are one of two minion types, marked by a beige dot, used to be summoned on your opponent's board, and once they reach the Nexus, they damage the opposing player for their Attack damage. They move one tile forward each turn. Heroes have 15 Health for now.

    Turrets are the other minion type, marked by a dark blue dot, used to be summoned on your own board to prevent the enemy troops from reaching your Nexus. They can attack in straight lines as shown on the picture, but some will be able to bend those rules.

    The yellow lines indicate how far and in which directions a turret can attack. On average, they can attack within a 3x3 area around themselves, like how King moves in Chess, and fire in straight lines. This picture shows an example card (Spiteful Flame Sentry) and from how afar it can attack the beige dot when positioned correctly, albeit my bad for slight misleading. The example cards are shown below (with obvious placeholder art and prototype covers).

         

    Keywrords and more info here

    Sentry Icon - for Turret cards. They can be only placed close to your track unless specified.

    Solider Icon - for Troop cards. They come out of the Portal a turn after you play it.

    Crystal Icon - for Pylon cards. These are like your Hero Powers that start in your hand like Quests. They can't be placed near the track, though, but can be placed everywhere.

    Battery Icon - for Action cards. These are the equivalent of spells. For now, they are split by the same speed pattern from Legends of Runeterra (ignore Force Barrier and its inconsistent wording plz). Traps give a secret bonus to a tile of your choice, triggered when an enemy troop steps on it. They are always of Sharp speed, or otherwise Focus like in Exhaust.

    Gear Icon - for Gear cards. These are the equivalent of weapons. You equip them on turrets. They have Attack and Durability.

    There are six factions, five of which you can see on example cards (Fire, Thunder, Sun, Snowflake, Plasma) - the Squirrel's one is Neutral. Also, there are four rarities - Common, Rare, Epic and Legendary (may change names or add Mythic for Pylons).

    Turn starts draw you a card, give a Crystal (Mana Crystal, up to 10) and move your Troops one tile. You start with 1 Crystals, and the player going second may get an equivalent to Coin.

    There would be a casual gameplay mode, split into the equivalent of Hearthstone's Classic (only base set cards) and with all cards, and Ranked with all cards, MAYBE split into Standard and Wild once enough cards are created to warrant the separation.

    Monetization system should be similar to LoR, as... come on, it's clearly the best and most f2p friendly so far on the market, so why not use it?

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    Damn, some dank potential for an insane Control deck with Senna, provided the meta would not return to fast aggro. Even then, as someone who adores [ruencard]Warmother's Call + Counterfeit Copies, it still can't compete with infinite value unless you literally play Ledros.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    That would at least force the devs to make the game more balanced, because otherwise this idea is prone to metas like we are now in, as you would convince players to play the randomly selected class only for them to be left infuriated because of that class's state.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    Basically that. You shuffle in Albatrosses to deny their possibility of killing you with Fatigue, and for value generation, you have Scorpid. I may consider Dr. Boom, Mad Genius or Boom Squad to amp up the value generation and make you win. The Warlock's overall power level imo leaves little to no room for an OTK for any control deck, leaving these grindy gameplans as the option. Again, this is still in need of actual testing to possibly find a way to deal with this monstrosity for every subtype of player, and this is what I've come up with so far - maybe I need less removal.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    Unfortunately, I do not have a very big collection as I stated in the guide and my previous Questline Warlock deck's. This is purely my theorycraft, but I hope people can play it and improve on the concept, especially since the deck's relatively cheap at 6.6k dust.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    After my OoC success of finding a Hunter deck to deal with Darkglare, the news of The Demon Seed making it look like child's play had me going for an attempt to make a deck that can do alright into it without being a full-on Aggro or fast OTK, just as a present for Control players. :D

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    My brother played Hearthstone's Beta in 2013 and later in 2014, which got me introduced to the game. We played together until One Night in Karazham, and he was more consistent in getting more cards, whereas I remember crafting golden Ysera by mistake, as I already had the normal one - damn greed. He would later buy MSoG and Un'Goro preorders on his account, which was by that point taken by me.

    Now I play on my own account I made back then, mostly Battlegrounds and in process of getting to build Galakrond Rogue.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    I don't think Murlocs are bad per se, but situational. They are a godsent against Elementals, Demons and to some extent non-Khadgar Pirates because of the sheer amount of Poisonous minions you have and their overall lack of Divine Shields to protect from poison. Quillboar are also a bit weaker into Murlocs, especially without that Divine Shield guy.

    But they are reliant on Brann and overall highrolling. The plus is that you cap out on Tier 5, so you can then save gold you otherwise would've used on leveling to Tier 6 to buy a few more minions, or go there and dig Amalgadons for potential Divine Shields.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    It was always a negligible care, but changes were still more frequent, like nerfs to Open the Waygate and Barnes. Now? Nothing.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    Pirates, Elementals, Murlocs, Quillboar and even Mechs will be great with new Shudderwock, because they are already Battlecry-heavy in their synergies. Cannoneer, Arm Wrestler with multiple Pirates bought in a turn, Tavern/Void Elemental for AoE buffs and hand refill, Murloc stuff, Blood Gems and a few Mech buffs.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    They no longer give much thought to Wild, but all these changes will have somewhat of an impact on it, as Darkglare will be down a small peg. Also, I suppose the Quest is not AS overbearing as in Wild, because wild has Crystallizer and can finish game faster thanks to Unlicensed Apothecary. I do wish Blightborn Tamsin was at (7) Mana to slow down the deck in Wild massively, as the nerf won't make AS much of an impact in Standard due to slower quest completion.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    All these "+2 cards created" synergies just now scream Riven to me.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    I'd say nerf the Cost of quest rewards to make the bigger of an investment. And also nerf Ignite to shuffle a copy only at the end of your turn, because even if Incanter's Flow would be nerfed, Wild players still have to deal with Sorcerer's Apprentice who can still break that card.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    I want to see a nerf to Occult Conjurer. Their burst can be healed through, but that card alone patches one of few abusable weaknesses it had, which was a weak turn 4.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    Very impressive, ngl.

  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    For Wild, since that's my main mode

    • DH has received nothing for Odd DH aside from Sigil of Alacrity, and I frankly don't know if they need that card. Control DH seems better, but still lacks a win con, unless we want to pretend King Togwaggle DH will be a thing, which may just be seeing how much the draw archetype has been pushed this expansion. Now find me a way to play Azalina Soulthief wtihout running Emperor Thaurissan... oh wait, Skull of Gul'dan.
    • Oracle of Elune will be lowkey busted in wild with Celestial Alignment, which could reignite Malygos decks. Vibrant Squirrel and Composting also seem to try and help Aggro Druid, alongside Oracle.
    • Defend the Dwarven District will be Hunter's biggest hope to be a better class in Wild. I do not think it will be strictly for full Spell deck despite the support Hunter got from Kobolds, as Hunter still likely needs sustain, so back to Vicious Scalehide and whatnot.
    • Sanctum Chandler with Ignite and Hot Streak gives me hope for a new Minion Mage deck, because you will be able to use all these cards with 2x Sorcerer's Apprentice for an OTK. Meanwhile, Clumsy Courier will free Reno Pocket Galaxy Mage from the dragon package, though will still be preferred because of being active on turn 6.
    • Rise to the Occasion could give a late game win condition for Odd Paladin, and that deck is already strong enough because of its ability to rush you down. However, playing the Quest itself is a slow play, so it could probably create a new Odd Paladin branch focused on more control.
    • Wouldn't be surprised to see Seek Guidance possibly overtake current Reno Priest's win condition. It's just much easier to complete, and it still benefits from Lorekeeper Polkelt.
    • Garrote maybe for Shuffle and Aggro Rogue, but nothing new for Odd and Kingsbane.
    • Shaman still enjoys its current place, but I could see Auctionhouse Gavel in Shudderwock decks to either reduce the cost of him or his pieces.
    • New tools for Even Warlock and a never ending debate whether or not to include the new Quest in Darkglare Warlock - it adds burst damage, but hurts your Molten Giant turns because of lifesteal.
    • Hayday for Pirate Warrior, and the new Quest could be included in Control Warrior variant, possibly Odd or DMH. Also Remote-Controlled Golem gains power with Dr. Boom, Mad Genius. And Heavy Plate seems to be a solid candidate to replace Bring It On! in Dead Man's Hand lists - 2 less armor and 1 mana more expensive, but no side effect to boost your opponent.
    • Mo'arg Forgefiend could find a place in Cube Warlock, and again even-Cost cards tailor-made for Even Warlock. Maybe some OTK potential with Battleground Battlemaster?
  • Neoguli's Avatar
    Duskrider 880 596 Posts Joined 06/25/2019
    Posted 2 years, 9 months ago

    Ooh, nice for both Big Demon Hunter and Cube Warlock! While both decks are not exactly the strongest per se, this card feels right at home in them by giving a Taunt and Armor.

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