I'm not a good person to ask because I own all but 4 Mercenaries, but I can say that I plan to wait on the last few until I get them from a pack. It seems silly to me to drop 500 coins on a Legendary Merc; that's a lot of coins that could have went toward building the character up.
This point has been bothering me too. I'd find myself pick a treasure, then go look at my merc comp to find the treasure didn't really synergize well. Also, there's certain treasures like "Give you Horde/Alliance characters x/y", if you don't follow WoW lore, or are a new player, you'll have no idea whose who.
There's another level to it, as well: some characters are neither, and yet have been assigned a side. The Lich King, for example, is considered a "Horde" character, and that is definitely not true.
Just finished the final region on Normal with my main tanky-Shadow team: it was a lot of fun. With the story complete (for now), it's time to complete Tasks and level up the other Mercs. Although I might have to give the game a break for a day or two just to savor it some more lol; don't want to run out of content too quickly :P
Can I ask why Mutanus? Just for his Taunt? Cariel is much better, in my opinion, and you're heavy on Fighters while short a Protector (if you want the "balanced" 2/2/2 line-up, anyway).
Beyond that, that's roughly what I've been using and I'm quite happy with it: TLK, Cariel, Tirion, Sylvanas, Vol'jin, Tamsin. Tirion is a bit of a weak-link, but he helps with the tankiness somewhat. Also makes it easier when you get the Human-based Treasure, 'cause half the team is Human.
I'm loving it, but I'm also a filthy whale who bought all three bundles; as such I had a boatload of starting packs (and thus, coins to upgrade). After 167 packs (with gold to spare), I'm only missing five Mercs total, and just about every character I own has rank 3 abilities.
My tanky Shadow comp has just about reached level 30, halfway through Winterspring. TLK, Cariel, Tirion, Sylvanas, Tamsin, and Vol'jin. I would give A+ rankings to TLK, Cariel, and Tamsin, 'cause they're fucking awesome, with an A for Vol'jin, B for Sylvanas, and sadly a C for Tirion. Tirion has been my weak-link, Sylvanas is merely okay, and Vol'jin is great but lacks a certain "spice" to net the + mark.
There doesn't appear to be a better way beyond simply checking each one in turn. Kind of annoying, but after a major pack-opening session you might end up doing that anyway to upgrade people.
She is indeed, although datamining showed that a Valeera Merc does exist. When asked about it someone from Blizz (I can't remember who exactly) said that they were lookin' for an opportunity to include her in the future.
It's a shame too, because her Merc looked really powerful.
Similar designs, so it's a question of preference. Armor gain is usually more expensive and harder to achieve than simply dealing damage with Nature spells, so Zuluhed should cost more than Deathwing Lord Prestor. I personally lean more toward Zuluhed because I want to give a win condition to Dragon Shaman, although the numbers still need tweaking.
If you're curious, "Zuluhed the Whacked" is an actual character, leader of the Dragonmaw clan and even makes an appearance in Gul'dan's Book of Heroes. The weapon is made up, though. Lord Prestor is Deathwing's human form, like Onyxia/Lady Prestor, so I gave them the same statline.
Not sure why Amazing LP got it wrong. They also included Valeera but she's not available at launch. Edit: Given the time required to make these, I have to assume they based their information on the reveal-stream, which had glimpses of Caster-Alex and Valeera in it.
Cutting back on the total randomness and "ALL-ness" of the card. Now it's only your minions that go wild on the Brew, which could lead to board-clearing or a double-up on the enemy's face (hence the Cost-increase). Might need to cost 8.
To go along with that, here's some (late) feedback:
Show Spoiler
FieselFitz - At 6-mana the comparison to Level Up! is inevitable. In exchange for Taunt they attack immediately (possibly dealing face damage), and you have Tradeable to throw Cheers! away if you don't need it (whereas Level Up! can often be a dead card in your hand). Even if you allow for Power Creep of a mostly-bad card, at their core they are super-similar, which is a bit of a problem.
Cg8889 - This card is amusing, but it would honestly never work out in practice: the Warlock would use the card as a cheap Bloodlust-esque finisher, defeating the point of the second part. Anything else would risk needless retaliation.
Demonxz95 - Seems fine, but easily gameable. Target the "wrong" enemy so he redirects to the one you want, plus he *will* 100% target the correct enemy if their board is empty and you go face. Is all of this worth +1 Attack over vanilla? Certainly not to include in your deck, which begs the question of whether or not people will vote for amusing "pack-filler".
MenacingBagel - "(Wherever this is)" is supposed to be in italics, but that's not a big deal. I think random-keywords is scary, since there are only so many keywords that don't require a descriptor. At the end of the day you're just about always creating a Neutral, cheaper, better-statted Al'Akir the Windlord. That's cool, but also quite strong.
R - I wouldn't say Stunning Waitress is "meh", because she is very strong. Token decks in particular would love the ability to refresh Mana after each summon, multi-proccing the effect for big returns. For this competition it's quite original in that it doesn't involve drunkenness, so that's also a plus. Is she too good? Probably, but I would await more feedback to be sure.
Lundy - You forgot to give your card a rarity gem, and by extension a watermark. Anyway, "end of each turn" seems quite good for a permanent effect that cannot be removed; I know it's 10-mana, and that's asking a lot, but the 5/5s will add up. If Brew of the Month Club is not a Legendary, you could cast it twice to really stonewall your opponent, and Sheldras Moontree can even cheat them out. I think it's cool, but the permanence is scary.
Neoguli - Pretty neat: for 1-mana you're drawing a card and crafting a custom 1-Mana spell. The problem, however, is that unless you're desperate for board presence there's no reason to ever play him as-is. Every-other Tradeable minion does something when you play them or at least provides something like Spell Damage or Taunt. The Bartender is just a 2/2/3.
grumpymonk - With the orc being the "main character" of the art, and the general "getting drunk and angry" flavor, it seems more like a Warrior card; isn't he attacking the imps? Not that it can't be a Warlock card: I honestly think it stands out more that way.
shaveyou - I like it: I don't have much in the way of notes. Good art, the Patron effect makes sense, and it's a solid card overall.
Ragnaros for the equipment giving 20Pvp if it works on all party.
I'm almost positive that Ragnaros' Sulfuras passive Health-gain is only for himself; the "cannot be Frozen" is the part that's for everyone, and it's phrased the way it is to differentiate the two effects. As for whether or not the Passive works from the bench I seriously doubt that: that would make Blazing Rune better than Sulfuras 'cause then you've got +3 Fire Damage hidden away on the bench, buffing all Fire abilities whilst being safe from removal.
That's not to say Rag would be bad for the comp - far from it - but I don't believe he can contribute while on the bench.
Hey OoC community! I have been lurking around this site for a while, but never made an account here until now. My username could be familiar from Hearthpwn, but on that site I cant have a detailed conversation about mercenaries without dropping a ton of links to OoC. Im very interested in the new game mode and I want to discuss strategies, and honestly the community here seems much better than on that other site.
Welcome :D Seeing new accounts is always a good thing...unless you count the occasional bot...or spammer...or jerk. But let's not think about those lol
I'm not a good person to ask because I own all but 4 Mercenaries, but I can say that I plan to wait on the last few until I get them from a pack. It seems silly to me to drop 500 coins on a Legendary Merc; that's a lot of coins that could have went toward building the character up.
There's another level to it, as well: some characters are neither, and yet have been assigned a side. The Lich King, for example, is considered a "Horde" character, and that is definitely not true.
Just finished the final region on Normal with my main tanky-Shadow team: it was a lot of fun. With the story complete (for now), it's time to complete Tasks and level up the other Mercs. Although I might have to give the game a break for a day or two just to savor it some more lol; don't want to run out of content too quickly :P
Can I ask why Mutanus? Just for his Taunt? Cariel is much better, in my opinion, and you're heavy on Fighters while short a Protector (if you want the "balanced" 2/2/2 line-up, anyway).
Beyond that, that's roughly what I've been using and I'm quite happy with it: TLK, Cariel, Tirion, Sylvanas, Vol'jin, Tamsin. Tirion is a bit of a weak-link, but he helps with the tankiness somewhat. Also makes it easier when you get the Human-based Treasure, 'cause half the team is Human.
I'm loving it, but I'm also a filthy whale who bought all three bundles; as such I had a boatload of starting packs (and thus, coins to upgrade). After 167 packs (with gold to spare), I'm only missing five Mercs total, and just about every character I own has rank 3 abilities.
My tanky Shadow comp has just about reached level 30, halfway through Winterspring. TLK, Cariel, Tirion, Sylvanas, Tamsin, and Vol'jin. I would give A+ rankings to TLK, Cariel, and Tamsin, 'cause they're fucking awesome, with an A for Vol'jin, B for Sylvanas, and sadly a C for Tirion. Tirion has been my weak-link, Sylvanas is merely okay, and Vol'jin is great but lacks a certain "spice" to net the + mark.
There doesn't appear to be a better way beyond simply checking each one in turn. Kind of annoying, but after a major pack-opening session you might end up doing that anyway to upgrade people.
She is indeed, although datamining showed that a Valeera Merc does exist. When asked about it someone from Blizz (I can't remember who exactly) said that they were lookin' for an opportunity to include her in the future.
It's a shame too, because her Merc looked really powerful.
Uhh...what happened to Greenland in that map? lol
Nothing like starting off the Season with another tie lol. Congratulations to Neoguli and MathU!
Been at this for like 2-3 hours, but I've got an entry made up: https://imgur.com/sLjAfgg
Similar designs, so it's a question of preference. Armor gain is usually more expensive and harder to achieve than simply dealing damage with Nature spells, so Zuluhed should cost more than Deathwing Lord Prestor. I personally lean more toward Zuluhed because I want to give a win condition to Dragon Shaman, although the numbers still need tweaking.
If you're curious, "Zuluhed the Whacked" is an actual character, leader of the Dragonmaw clan and even makes an appearance in Gul'dan's Book of Heroes. The weapon is made up, though. Lord Prestor is Deathwing's human form, like Onyxia/Lady Prestor, so I gave them the same statline.
You can also see Guff as a Protector and Rag as a Caster.
If you don't use N'Zoth, the Corruptor, we will deduct 10 gold from your final reward. If you use both N'Zoths, we'll add 10 gold :^)
Yeah we kinda came out of nowhere with the Season's start: I'm not surprised some members missed the window :(
That being said I will also say good luck to everyone :)
His overacting is on-point for making Anduin seem like a total weirdo/creep lol
"...and then they fight Diablo, and then they get pizza." It's like someone's inner child wrote the plot, or an actual child.
But in a good way, of course lol.
Alex is a Protector based on Blizzard's own public information: https://playhearthstone.com/en-us/mercenaries
Not sure why Amazing LP got it wrong. They also included Valeera but she's not available at launch. Edit: Given the time required to make these, I have to assume they based their information on the reveal-stream, which had glimpses of Caster-Alex and Valeera in it.
Updated idea:
Cutting back on the total randomness and "ALL-ness" of the card. Now it's only your minions that go wild on the Brew, which could lead to board-clearing or a double-up on the enemy's face (hence the Cost-increase). Might need to cost 8.
To go along with that, here's some (late) feedback:
FieselFitz - At 6-mana the comparison to Level Up! is inevitable. In exchange for Taunt they attack immediately (possibly dealing face damage), and you have Tradeable to throw Cheers! away if you don't need it (whereas Level Up! can often be a dead card in your hand). Even if you allow for Power Creep of a mostly-bad card, at their core they are super-similar, which is a bit of a problem.
Cg8889 - This card is amusing, but it would honestly never work out in practice: the Warlock would use the card as a cheap Bloodlust-esque finisher, defeating the point of the second part. Anything else would risk needless retaliation.
Demonxz95 - Seems fine, but easily gameable. Target the "wrong" enemy so he redirects to the one you want, plus he *will* 100% target the correct enemy if their board is empty and you go face. Is all of this worth +1 Attack over vanilla? Certainly not to include in your deck, which begs the question of whether or not people will vote for amusing "pack-filler".
MenacingBagel - "(Wherever this is)" is supposed to be in italics, but that's not a big deal. I think random-keywords is scary, since there are only so many keywords that don't require a descriptor. At the end of the day you're just about always creating a Neutral, cheaper, better-statted Al'Akir the Windlord. That's cool, but also quite strong.
R - I wouldn't say Stunning Waitress is "meh", because she is very strong. Token decks in particular would love the ability to refresh Mana after each summon, multi-proccing the effect for big returns. For this competition it's quite original in that it doesn't involve drunkenness, so that's also a plus. Is she too good? Probably, but I would await more feedback to be sure.
Lundy - You forgot to give your card a rarity gem, and by extension a watermark. Anyway, "end of each turn" seems quite good for a permanent effect that cannot be removed; I know it's 10-mana, and that's asking a lot, but the 5/5s will add up. If Brew of the Month Club is not a Legendary, you could cast it twice to really stonewall your opponent, and Sheldras Moontree can even cheat them out. I think it's cool, but the permanence is scary.
Neoguli - Pretty neat: for 1-mana you're drawing a card and crafting a custom 1-Mana spell. The problem, however, is that unless you're desperate for board presence there's no reason to ever play him as-is. Every-other Tradeable minion does something when you play them or at least provides something like Spell Damage or Taunt. The Bartender is just a 2/2/3.
grumpymonk - With the orc being the "main character" of the art, and the general "getting drunk and angry" flavor, it seems more like a Warrior card; isn't he attacking the imps? Not that it can't be a Warlock card: I honestly think it stands out more that way.
shaveyou - I like it: I don't have much in the way of notes. Good art, the Patron effect makes sense, and it's a solid card overall.
I'm almost positive that Ragnaros' Sulfuras passive Health-gain is only for himself; the "cannot be Frozen" is the part that's for everyone, and it's phrased the way it is to differentiate the two effects. As for whether or not the Passive works from the bench I seriously doubt that: that would make Blazing Rune better than Sulfuras 'cause then you've got +3 Fire Damage hidden away on the bench, buffing all Fire abilities whilst being safe from removal.
That's not to say Rag would be bad for the comp - far from it - but I don't believe he can contribute while on the bench.
Welcome :D Seeing new accounts is always a good thing...unless you count the occasional bot...or spammer...or jerk. But let's not think about those lol