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Neoguli

Duskrider
Joined 06/25/2019 Achieve Points 880 Posts 599

Neoguli's Comments

  • So you're telling me Smooth Soloist can reduce the cost of my boy [Hearthstone Card (Zephyr Sage) Not Found] up to (0)? Omg I'm so happy, can't wait to craft that card and check if Ionia and Bilgewater work together.

  • Greetings there! I'm here to present you my version of how I would change Paladins's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.

    This time, I've put crossfire onto Paladin. You thought enough clases got facelifts from me? Well, you are wrong. Maybe I should start making an enitre rework of Core sets and release them as an expansion on Hearthcards Class Creator section?


    Strengths and Weaknesses

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    • Strengths
      • Minions - Paladins lead a huge army of troopers.
      • Secrets - Paladins can punish the unworthy.
      • Survivablity - Soldiers are meant to survive on the battlefield.
      • Buffs - Light smiles upon the righteous and empowers them.
    • Limitations
      • Card Draw - Paladins have time to call the Gods when they are desperately needed. They don't call them for mere situations…
      • Card Generation - Paladins may not directly receive help, but they pray for the lost to return. TL;DR Paladins will be the premiere class for shuffling cards into your deck or fatigue style decks.
    • Weaknesses
      • Spell Face Damage - Paladins prefer melee duels.
      • Big Removal - Paladins have some smaller, consistent tools at their disposal, but they don't have the most reliable huge board wipes or permanent effects like Assassinate, as they'd rather convince you to reconsider your past tenses. They don't want to kill you.


    New Sets

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    Basic Set

    Classic Set



    Explanations

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    Subdue - A bit better than Humility. New players deserve something better.

    Warhorse Trainer - a buffed version version of the original card. Teaches people about Silver Hand Recruit synergy.

    Heroes Never Die - a new card. Something to showcase Paladin as a class suited for Fatigue style of decks.

    Imprison -  a new card. A single target hard removal for Paladin, but it's not permanent, because if you have no minions, then there's nobody to watch over the prisoner.

    Rallying Blade - adds Divine Shield synergy for the evergreen set. Not too strong, but pretty decent.

    Silver Hand Enforcer - a new card. Adds a defensive body for all decks based around Secrets.

    Enter the Coliseum - returned with a change. It's probably the biggest board wipe Paladin has ever seen at their disposal. With the change, now you have higher chance to actually clean the entire board, provided your survivor is strong enough. Again, the later part makes this not as reliable, but still serves as a mass removal, especially for Highlander decks.


    Hall of Fame

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    Some cards that were considered, but didn't make the cut

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    Potion of Heroism - could've been a good replacement for Hand of Protection, but pulled it off, because I have a bit of a bad reputation of overpulling cards from expansions into Core sets. Also card draw.

    Immortal Prelate - was undecided if to include this card or not. On one hand, it introduces more of the shuffling theme and gives more synergies for future Buff cards. On the other hand, it could limit design space.

    Crystal Lion - was thinking of this card as something to include Silver Hand Recruit synergies, but went for a simpler and a bit more balanced effect. A large minion that can be cheated out pretty quickly can feel a little chaining to be evergreen.

    Autodefense Matrix - maybe a little too strong for evergreen. Also redundant with the Enforcer.

    Lightforged Blessing - probably also limiting. Also no need to add Twinspell to the Classic Set.

    Bronze Herald, Cathedral Gargoyle - yeah. Dragons were intially meant to be strengths of Paladin, but I didn't find the place for them as much as I would like to.

    Blackguard - thought of adding something to bolster Healing Paladin for future sets. I guess it's not that necessary, other aspects probably need more spotlight.

    Divine Favor - was thinking of bringing the card back with some obvious tweaks. Ultimately didn't find room for the card.

    Sand Breath - was also meant to add Dragon synergy and replace Hand of Protection. Decided the original card was alright.

    Seal of Champions - didn't find room, but maybe one time, it will replace the card I've already mentioned so much. Or maybe also ditch out Blessing of Might for something else once this card comes in.

    Seal of Light - felt a bit weird. Was meant to replace Holy Light.

    Among many, many, MANY other cards…

  • Mill PnZ anyone?

  • I thought they would adress Time Warp itself. The cost of the card is off the charts, but that is because of Archmage Vargoth, who has bolstered the deck to new heights and has forced people to tech in cards like Loatheb just to stall for one more turn. Adressing the quest itself is fine tho, but for the love of god remove the Time Warp + Vargoth interaction.

  • Please no. My Zephyr Sage deck is already at the brink of being trash, please let me have fun for more. :( I do wanna make it viable tho, because it's one of the best late game strategies that cannot be countered.

  • I removed Wrath from the set mainly due to my philospohy of what card Druid can do. I've lsited card draw as something Druid can have, but not to extreme. I felt Nourish and Ancient of Lore were enough.

    Mark of the Wild and Bite were thrown away because I lacked room for them ([Hearthstone Card (Barskin) Not Found] fills the similar purpose like Mark, and Bite was replace by Life Boon).

    Could replace BEEEES!!! with Gnash, which was something I thought of adding for some time. Also, Savagery was changed this way again due to my philosophy that Druids can deal with more boards now. But I totally forgot about Alpha, like 98% of people. xd

    Was once thinking of replacing Keeper of the Grove with a custom card.

    Acnient card changes felt intrieging to me to the point I went for them. If needed, I could pull them off and leave AoL at 6 mana.

  • Soul Mirror is my honey

  • Greetings there! I'm here to present you my version of how I would change Druid's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.

    This time, I've put crossfire onto Druid. Some people may be surpirsed I'm taking a closer look at this class instead of some other ones, but I'm willing to experiment with a slightly differend approach to Druid than most people are used to. I'll try to shift the class to resemble more of what nature in real life can be. Expect to be a bit like my previous Warlock thread where I may start with too many expansion cards going to Core sets. Feel free to correct me and pinpoint mistakes.


    Strengths and Weaknesses

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    • Strengths
      • Choose One - flexibility is king.
      • Ramp - Druids can accelerate faster than any other class, playing higher-Cost cards while others can't just yet.
      • Minions - Nature has a wide fauna of small, medium and big minions. It has species who are small, but appear in immense numbers. There are also bigger creatures.
      • Buffs - Mother Earth can bolster your units.
    • Limitations
      • Card Draw - Druids feel safe inside Nature that they don't need to hurry as much. Debating whether this should also be their weakness, but I think not.
      • Removal - Nature can do some damage to enemies who interrupt the circle of balance. Druids may also do some stuff themselves. May see if it should be their strength or will try to reduce hard removal present in the set.
      • Survivability - Nature is pretty durable, but not untouchable. Also Branching Paths flashbacks.
    • Weaknesses
      • Tempo - Druids are powerful, but their plays are often slow and don't really threaten in early stages of the game.
      • Card Generation - Once you get a stranglehold on Nature, it takes years for it to recover.


    New Sets

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    Basic Set

    Classic Set



    Explanations

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    Pounce - A bit more fair of a cheap card than Moonfire, you know why.

    Barkskin - exposes the power of Druid being able to buff and survive.

    Force of Nature - redesigned as a basic card, as it was looking meaningless as an Epic ever since it's nerf to stop combo Druid.

    BEEEES!!! - despite the card being in the standard rotation for the next rotation, I could see it being an excellent Classic card. Provides removal while situationally summoning minions.

    Mulch - changed into a common and added as a card due to my philosphy of adding more removal to Druid's arsenal.

    Life Boon - a brand new card. Adds either a big buff to one minion or gives up to three minions some power.

    Tree of Life - Showcases Druid's emphasis on survival. It's not the strongest tool, but it can get you out of temporary trouble when needed.


    Hall of Fame

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    Some cards that were considered, but didn't make the cut

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    Malorne - as iconic as Cenarius, and shows the slow side of Druid. Pulled him off because of him feeling weird in the classic set and because of him generating himself.

    Treespeaker - could bolster Treant support, but felt too limiting for a classic set.

    Earthen Scales - could ifind a place for the card, seems strong. But maybe it's a bit too similar to Barkskin.

    Giant Anaconda - didn't find place for the Conda and could be limiting design space. Also, 5-Attack theme doesn't play out in any Core set.

    Dark Wispers - could be considered.

    Naturalize - was meant to be added instead of Mulch. Decided not to because of the mill aspect, which Blizzard has strafed away from since HoF'ing Coldlight Oracle.

    Astral Communion - with limited card draw, this could seem good. But maybe it was also forbidden.

    Stranglethorn - custom card. Felt hard to word and balance.

  • Overall, I enjoy your set. I only have weird concerns for Totemic Might, as it's current version will obliterate Even Shaman, but it would be good for some people for that Chinese deck to die off even though Mage is reigning supreme in Wild. Disclaimer that I don't play Even Shaman myself, just noticing it could have some impact on the Wild meta.

    About Murmuring Elemental, I won't raise any pitchfork, but because of the way humans think and fear anything they don't know, I'm trapped into that mindset, and so I assume the card would be maybe a little limiting, especially since we can't playtest our changes. Rumbling Elemental is probably a safer replacement, and you could consider some slight tweaks to that card.

    I also wouldn't mind you replacing Tuskarr Totemic with Witch's Apprentice. Less Totem synergy, but some more tools overall for Shaman. Up to you.

  • It was something Searing Pain was supposed to show in some way, aswell as one iteration of Kil'Jaeden which was about dealing damage to all enemy minions at the end of each turn. Rejected that version, because I didn't feel it was flashy enough for new players to get excitement from playing a legendary card.

  • Made some changes, including your feedback. It was very helpful, as it was a challenge to revamp a classic set for a class within 4 hours or so, because that's how this set was created. I retunred a lot of cards that were previously HoF'd and went for Kil'Jaeden, but I still kept Drain Soul.

  • Greetings there! I'm here to present you my version of how I would change Warlock's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.

    I've decided to try out Warlock, because Gul'dan also seems to have too many bad cards in his Core sets, and while it has core staples like Flame Imp, other cards haven't got much time to shine... maybe Sacrificial Pact, which only sees play now with Galakrond Warlock. Some cards do need changes or replacements as I said despite some cards being already HoF'd before (hello Power Overwhelming and Doomguard).


    Strengths and Weaknesses

    Show Spoiler
    • Strengths
      • Demons - this is pretty obvious. Warlock should have acces to tons of Demons and their synergies.
      • Sacrifices - Warlocks are shaped by the high risk and high reward nature of most of their cards.
      • Minion Swarms - Zoo will never be forgotten.
      • Removal - Warlocks can deal with whatever you bring and can annoy you.
    • Limitations
      • Card Draw - Warlocks have access to their Hero Power, which while damaging your hero, stands of top of other Hero Powers in earlier stages of the game because it gives access to constant draw.
      • Healing - Self-damage can be painful, and so healing is needed or dare I say vital to balance out the suicide. But it should not be big enough to force you to play on the knife's edge.
    • Weaknesses
      • Burst - Warlocks want to play the war of attricion. They want you to die a slow and painful death.
      • Card Generation - Yes, they can use Summoning Portal in WoW, but they don't always trust other ways of solving problems than what they've learnt themselves. Their power is strong enough they don't need more. TL;DR they can generate Demons, but not other cards.


    New Sets

    Show Spoiler

    Basic Set

    Classic Set

     


    Explanations

    Show Spoiler

    Drain Soul - Drain Life was long powercrept, so I thought I would replace it with a card that is similar, but much stronger. Also, now that Lifesteal can appear in Basic cards now, this can be slot in.

    Fiendish Circle - a simple card that showcases Gul'dan's ability to summon a lot of minions.

    Impeccable Doomguard - a strong defensive body at the cost of your Health.

    Hooked Reaver - speaking of life total, Reaver is a very strong card, probably the strongest among all cards of my Classic Set due to it being meta back in days of Even Warlock. It suits the thematic of high risk - high reward, and is also a strong Demon.

    Summoning Portalchanged into a token generator. Summoning Demons at a constant rate is always welcome if it means removing the toxic interaction with the cost reduction and all of the historic cards that could break the game in pair with the Portal (I'm looking at you, SN1P-SN4P Warlock).

    Ectomancy - strong value generation for any Demon deck. A bit slow, but when it works, it can provide nice upswings.

    Kil'Jaeden - the ultimate high risk, high reward card for Warlock. You discrad a lot of cards in attempts to summon a large board. If your opponent doesn't wipe your army, you have to deal with all of your precious cards discarded. If you survive, you can comfortably push tons of damage or just outright win. Kinda like Chef Nomi, except more expensive, but can be played much earlier on average.


    Hall of Fame

    Show Spoiler


    Some cards that were considered, but didn't make the cut

    Show Spoiler

    Anima Golem - I actually really liked this card to be in the Classic set, teaching the importance of minions and rewarding you with a huge body. Ultimately pulled it off because of the Mech tag, which isn't really Warlock's thing.

    Lord Godfrey - was more of a panic slam button because of my decision to HoF Siphon Soul. But he would be a bit too much of a staple moving forward.

    Lord Jaraxxus - he's so iconic it's a shame I didn't include him. But he felt so obsolete as the new hero cards came. Wilfred also tried to summon him, so lorewise he's still there - jsut not as a main card.

    Mal'Ganis - also a characteristic Demon, helps blostering your swarms and protects your hero. But I wanted to give Handlock some support.

    Cho'gall - pretty recognisable character, but cheating out spells for Health is just too risky in terms of design spcae. The same could be said about Wilfred, but I'm optimistic he wouldn't break the game that much.

    Treachery - trash, but these cards often land into Classic sets. Could show the pesky side of Warlock.

    Kobold Librarian - was too good to be in any set.

    Dark Pact - was thinking of this to replace Sacrificial Pact, but ultimately the latter teaches how to use Demons correctly.

    Fearsome Doomguard - a decent body, but was maybe too meaningless to include.

    Dark Bargain, Fist of Jaraxxus, Tiny Knight of Evil - discard synergies. Felt either weak, weird or maybe a little too concerning with Malchezaar's Imp.

  • Such an interesting card. Provides some early board presence and grants a pretty resiliant body in Prime Form. The only problem is drawing the Prime version on time, but I think control decks can stay healthy long enough to draw this. Also nice synergy with completed Activate the Obelisk.

    In reply to Reliquary of Souls
  • @KANSAS what about this one?

  • @Inconspicuosaurus I would probably pick the last one. Adapt seems to be most effective on wide boards, and with cards like Command the Illidari or Umberwing, this could bolster Token DH.

    @Rippy probably a quite easy requirement and for an appropiate reward. Just be careful a notch, because free Hero Powers can limit design space.

  • Haven't seen Stealth support since Gadgetzan. Surprising they are looking back at it.

  • Thanks for your advice. I suppose this version will be the best to send, because cutting a minion's Health in half does seem weak when it costs too much, but can also be dangerous when it costs too little. I opted for the AoE approach and runding up to give the card a bit more functionality and deal with the afromentioned problems. Now... how do I word the effect... xd

  • I'm a big fan of Pit Commander. I'm dazed by the idea of this Big Demon Demon Hunter deck, and I'm all in to support the archetype. About Abandon Soul, it can be used multiple times, whereas Hunter's Mark, while stronger, can only be played at two copies at minimum. I could also remove Echo and apply the effect to all enemy minions.

  • These are the three cards I'm thinking of sending. I'm most keen on Kara, but I made her a bit weak in my opinion, but that is because I'm a huge fan of Dr. Primestone on Hearthcards gallery, who reduces the cost of all cards with all number on them being prime. For the tournament purposes, this should be buffed a bit, considering there are mostly mediocre Demons after Year of the Dragon outside of Demon Hunter.

  • Just as Da Undatakah rotates out. :(