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Nirast

Senior Editor
Joined 04/01/2019 Achieve Points 925 Posts 983

Nirast's Comments

  • Next, let's keep this Triassic Train rollin':

  • Ok, new idea:

    I think it's balanced. Hand of the A'dal offers the same buff and draws a card, and the Deathrattle on this is around the same value and is situational.

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    bananenparty: Uhm, you can go infinite with this. Yes, it's gonna clog up your hand, but if you keep a card from another class in hand, it's going to be stupid easy to complete Caverns, and from there it's 4/4s ad infinitum. Card is busted. Sorry.

    grumpymonk: I don't think Tricks of the Trade is that op, but I prefer Amber Ranger and Fungal Giant the most. Caretaker and Soul Conduit are also interesting (The latter works really well with Magma Rager, lol). Ready for Battle is kinda meh.

    Feuerrabe: Fel drainer is kinda weired, and will tell your opponent you have it in hand. Cut Training is ok. The murloc seems a little too powerful. The weapon that gains durability is probably the best, since with the other you could just keep it equiped until you you gain a stupid ammount of attack and it't be overpowered. I preffer the weapon the most.

    economicaooc: The card is ok, But I'd change the wording to "Reduce it's cost bu (2)".

    Zeratia: Arch Druid is pretty good, I like her. Isn't Anacondra just a more situational Battlecry Kun with ore Health and Taunt?

    Cg8889: The murloc is good. Basically a Maelstrom Portal on a stick that's limited to Murlocs. The Templar is also ok, the Deathrattle pretty much guarantees a targeted spell. I prefer the Templar of the two.

    CurseOfMech: Cards that generate class cards are usually neutral, so it's kinda wired to see this one. I think you could put it on a neutral minion called "Apple Vendor" or something, since the rules don't specify the card must be class specific (for example, Khartut Defender would be eligible for Priest). 

     

  • Did someone say egg support?

    Attention, ladies and gentlemen, the cute train is arriving at the station this moment:

  • Here's my idea:

    It's a card that helps both quests, even if one is more conditional, and the RNG is more controlled than normal. Not sure about the cost, I feel it's a bit expensive at 1, but I think it'd be OP at 0.

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    DestroyerR: First of all, thanks for the theme! Really cool concept that really puts the creative part of your brain to work. Nice job!

    As for your card: The design is great, but I think it's a little broke with Baku. 1 mana gain 3 Armor is pretty darn strong. Also, the fact that you can just keep it in hand indefinitely is also pretty busted. Yes, it has anti-synergy with the Uldum quest, but with Un'goro, it's just broken. I'd say a 2 mana 1/4 or 4 mana 1/6 that also looses durability when you use your hero power.

    Also not sure this is eligible, since it synergises with the rewards more than the quests themselves.


    Thonson: I like it. No one will play it because no one wants to play a 4 mana spell that gives +2/+2 and summons a Doomsayer, but I really like it :p

    For real, the card is balanced, helps your curve and has a really unique effect. It's great!


    CapnMunch: Is the even cost intentional? Because this would have a really interesting interaction with Baku. 

    A little expensive and requires a lot of set-up to get the benefits. That said, it's an auto-include in any Dr. Boom, Mad Genius deck, since, if you avoid using the 3 damage, you get an AoE of 1, 3 1/1s with rush, 7 Armor and a Mech for 4 mana. And as with DestroyerR's card, not sure it's eligible.


    Xarkkal: Marshfin Spellcaster is ok, if a little bland. Nature's Wrath is probably a little broken, espically after you complete your first quest (which, let's be real, will be most of the time at that mana cost). Not super fond of either, but the murloc is probably better.

  • Yeah, sharing that info could be a problem. The best I can come up with are a pop-up when building the deck, and a list somewhere on the main screen where those bans are... well, listed. 

    Then again, MtG and Yu-Gi-Oh have been using nothing but a list on a site somewhere, and they're doing fine!

  • Up next: overstated minion with a downside. 

  • Hei, folks! So I've had this idea for quite some time (and was actually inspired by Aviana and [Hearthstone Card (Kun the Forgotten King) Not Found] in Hearthstone) and wanted to see what other people think of it. Quick disclaimer: I barely play any ranked, so I can't exactly tell how broken the combo actually IS. I just want to start a discussion about an idea I've had.

    So, there are 2 ways problematic cards are dealt with in card games, depending on the medium. In physicals CGs, if a card is problematic, it is either limited to a smaller number than usual, or outright banned from play. In a digital CG, it is nerffed anywhere from 'more reasonable power level' to 'completly unplayable' (RIP, Warsong Commander). This is all fine (for the most part) when only one card is the problem, but it feels a lot worse when a only a certain combination of cards is broken, like is the case here. Is it fair to punish one or both cards, in the process potentially killing them in any other decks?

    But I think there's another way. What if instead of banning/nerffing any of the cards, you instead banned their combination. Simply declare any deck that runs both of them invalid. (you'd also do this in a digital CG, since changing the cards only when those two are around would be too confusing)

    What do you think? Is this a viable alternative to banning/nerffing? Or is it too convoluted?

  • This is probably busted:

    Next: Boomsday legendary

    bigcums (... you for real with that name?), don't forget to reload the page.

  • Simplified and more balanced version.

  • Boy, am I late for this one. I had some other ideas (including a Mechanixia that filled the board with [Hearthstone Card (Mechanical Welp) Not Found]), but I decided to go with this one:

    This works best with the Dr. Boom, Mad Genius hero power that summons 1/1s. You trade those in, and if you played a Wargear, a Beryllium Nullifier and Zilliax, you have 3 13/16 with Taunt, Divine Shield and Lifesteal that can't be targetet...

    ... Might need to tone this guy down.

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    grayghost39 You're about 3 weeks too late with this one. In terms of balancing, either make the Gnolls 1 mana, or have it be an end of turn effect.

    Hordaki Interesting idea. The highlander rule might be the balancer this card needs, especially in class with so much shuffling like Rogue. And I don't this Rogue can pull off the same level of BS mage can with an extra turn. My biggest worry is something like Myra's Unstable Element, which, combined with Chef Nomi and a Prep, could actually represent an OTK. 

    MurderFaece You could probably buffs its stats a little, especially that late in the game. Otherwise, I like the concept. Too bad it'll probably die before it corrupts anyone.

  • Showing some love to an underused archetype.

    Next, big and/or Elusive (can't be targeted by spells or hero powers) Elemental:

  • Me: "Yay, time to get some fre-"

    MtGA: *updating*

    Me: "I deal with this bullcrap enough from Microsoft, Wizards!"

  • You actually need to have 5 different aspects, so something like Deathwing + Deathwing, Mad Aspect + 3 others won't trigger. And yes, you have play 5 different aspects AND have 5 aspects on the board at the same time. They don't have to be the same.

    Up next: something really, REALLY big (as in stats, bonus if it's for mage)

  • Everyone here playing Runterra and the madlad is playing Gwent. 

  • Quote From DoubleSummon

    It doesn't say instead, so I guess it first stun them and then shuffles into the deck if there's a nautilus. 

    Yeah, but does Yasuo get to damage them? Because if he does and kills the minion, it shouldn't be reshuffled.

  • How does this work with Yasuo? Doeas he get to deal the damage or does the card get shuffled first?

  • 0 mana 7/7 if you have Nautilus on board.

  • Stupid quarantine is getting to me, I read that as "Coronavirus Cube".

  • Feedback:

    Xarkkal

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    None of them really do it for me, but if I were to choose, I'd go with True Companionship (the first version). A cheaper, but also weaker, Rat Trap.

    If you decide to go with Stray Arrows, I'd change wording a bit, right now it's a bit clunky. It should also only trigger when a minion attacks.

    anchorm4n

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    I think the card is balanced. Annoying as all hell to play against, but balanced. Interestingly, any minion that didn't get to attack before the secret was triggered would actually be unfrozen at the end of turn. Works really well with [Hearthstone Card (Vaporise) Not Found], surprisingly, since you actually want to attack with the biggest minion when checking for this secret. The art you chose is fine

    Conduit

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    Uhm, was this supposed to also cancel the effect of the spell? Beacuse, as is, you just give your opponent the spell back and deal 2 damage to them. Which is horrible. Otherwise, it's fine. You could call it "Delay Casting".

    Almaniarra

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    Dismantle is too situational to see play, and there's a reason the original Leeching Poison was nerfed. I personally am not a fan of either, sorry.

    ZardozSpeakz

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    Generous Bribe is way too strong, make it add just a copy to your hand. Same with Big Game Sniper, not really a way to play around it without loosing your entire turn. The other two look great, especially Spell Duel. That's the one I'd go with.

    Wendeee

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    I really like Another Card to Play (could also be named "Ace in the Hole"). Just make sure you add a period at the end of the sentence, and get rid of that dangling zero (There's a button on Hearthcards right between where you add the card info and the preview that allows you to change the text size).

  • First idea:

    An activated weapon deals damage when the hero is attacked and doesn't loose Durability in the process.

    Will leave feedback later.