I wonder if there is a secret interaction somewhere there.
Don't remember how i did it, but after clicking some stuff and lighting up the two ends of the gate (top right), I clicked the red jewel and it broke, shining a teal colored light like the two ends of the gate.
Nothing else really happened, but could be leading toward some other interaction/reveal? The bottom right if you click those black spaces on top of that structure they seem to interact with the purple jewel in that area. Maybe there is a secret sequence there with a larger interaction?
I'm impressed. It's been a long time since we got more than one in a single xpac.
The last time we got more than one board released in one xpac cycle was... launch, right?! Unless you count an expansion and adventure board release as more than one board in an xpac cycle
Judging by the recent posts there, they have a few issues that may have come up with the latest patch. I'd add a ticket to the list if you found another bug.
I just saw the new board in a game and was like "Oh sweet! The new board is out." Then after a few seconds I said to myself, "Wait... new board?!?!" I like it! Maybe we'll start getting two new boards per expansion so I have more variety of things to click on while getting roped!
Call of the Satyr and also the Warrior spell Blood Pact are both spells I'm considering cutting. Might just cut 1 of them. Both are fairly weak, but it feels a bit weird to have both, since they're so similar.
Blood Curse you mean? I kind of like that card actually. It's a conditional type of buff that can also benefit from having Enrage minions in play, as well as good ol' Armorsmith. Even just playing Grommash Hellscream with double Blood Curse and double Inner Rage on 10 mana is a big 18 damage finisher with no taunts, Counterspell, or other condition stopping you.
One thing that stood out immediately was "Call of the Satyr". This card already exists: Mark of the Lotus. Perhaps this card could be altered so it's not a straight reprint? Aside from that and some potential balance issues other people have already brought up, this looks like it could be a pretty fun and interesting set!
Look a little bit closer. Call of the Satyr actually says +1/-1, not +1/+1.
Oh DAMN! That'd be a shame concede after I play that and destroy my board of 1 health minions. LO
One thing that stood out immediately was "Call of the Satyr". This card already exists: Mark of the Lotus. Perhaps this card could be altered so it's not a straight reprint? Aside from that and some potential balance issues other people have already brought up, this looks like it could be a pretty fun and interesting set!
I agree, that's why you'd run things that draw cards without triggering a battlecry: Mana Tide Totem, Far Sight, and Acolyte of Pain were all traditionally included in past Shudderwock combo lists for that very reason.
I do like your [card[Doomcaller idea above! Kind of makes me want to try a full on buff Shudder'Thun bomb! Drop the Grumble, just focus on things that will buff Shudder, use Doomcaller or another method to get two C'Thun battlecries off (or more), and then trigger a double battlecry Shudderwock with either an Emperor tick or the Fencing Coach. That way the second round of C'Thun battlecry(s) will be guaranteed to be increased in damage if the first round goes before buffs like Heroic Innkeeper. Now THAT would be an Ultimate Shudderwock!
That's why you don't run Battlecry card draw. Instead use things like Mana Tide Totem, Far Sight, Acolyte of Pain, etc. These three examples were always part of the traditional Shudderwock combo deck seeing as they draw cards without adding card draw to Shudderwock himself. Deathrattle card draw effects could also be included, like Loot Hoarder. Although many past lists also included Prince Keleseth so a card like Loot Hoarder would be out!
I swore I saw regular Hagatha in the list, but I actually would cut BOTH versions anyway as I wouldn't want my hand filling with Horrors instead of Shudders.
Your Doomcaller idea above is a pretty solid one! So is the Heroic Innkeeper since the C'Thun battlecry damage is based on Shudderwock's attack. Buff him up nicely and he can really do some damage, especially if you get C'Thun battlecry in the mix twice. With that idea in mind I almost wonder if a few things could be cut to not worry about bounce back, but instead just getting a double battlecry Shudder off that also has 1-2 C'Thun battlecries in the bank as well as self buffing effects? That to me would be the ultimate Shudderwock! :)
Last reply, I promise! I love Shudderwock decks and I've been meaning to make a new one but didn't get the quest until yesterday. So I was inspired by a few choices in your deck to make mine, which is not Highlander, but still a pretty good one so far (Wild Rank 11, not many games under my belt yet).
Corrupted Shudderwock list (Gave you a shout out and a link to your list in my guide).
I would agree that neither should be sent to HoF, but perhaps it's time to at least change DS like I mentioned in my previous comment to at least limit the OTK potential. This change could potentially open up design space as well, allowing Team 5 to make some other interesting cards for Priest that would allow for new strategies or win conditions.
And speaking of Mind Blast, I was actually upset about that going HoF. I mean... Priest in WoW has a Shadow spec! So why not allow for some sort of Shadow Priest abilities like Mind Blast to exist?! Mind Blast didn't even feel like a huge problem like it used to back when they could Shadow Visions a couple extra copies to their hand.
Another option is of course dropping Emperor Thaurissan once Shudderwock is in hand, which would help in two ways: 1) You can now do double battlecry with Shudder on 10 mana. 2) It helps you in emptying your hand in preparation for Grumble sending six 1 mana Shudders to your hand (potentially).
You could add a Fencing Coach if you have any trouble with the Doppel->Grumble ordering of Shudder's random battlecries. Play the Coach the turn prior to your Shudderwock turn, smash the new hero power and watch the magic happen. The only thing that could be bad is if Grumble hits first during the first round and then in the second round if Hagatha goes off before Grumble. Then you'd lose your Shudderwocks. If you go this route you may need to do it without Hagatha, or maybe add in a "Heal all friendly characters" card as well.
One thing I'm seeing, you lack in card draw and that was always a big issue in Shudderwock decks before. Do you feel like draw has been an issue?
After this weekend's season play, Blizzard have to do something about the inner fire / divine spirit combo. I know it's been around forever but a lot of games were either decided really early on or was just a waiting game on who drew it first.
It did not make the games fun to watch.
Exactly this. It's time to go for those card. Why is cleric even still at 1 mana?
I personally think it's Divine Spirit that's the biggest problem in that combo. Maybe that card should be moved to HoF, or updated to be either "Give a minion 5 health" or "Double a minion's health (up to 5 health)." The second option might actually be better as the spell does the same thing for minions with 5 or less health, but only gives 5 health to minions of 6+ health. That way it can still has a use of making a sticky minion early on, or could be used in a finisher with 2 x DS + IF but not in OTK form.
C'Thun. One fun deck to pull off is what I call my "Nightmare Druid". Because you can play three buffed C'Thun's in one turn with double battlecry on each.
Aviana > Innervate > Kun > Brann > C'Thun > Zola (on C'Thun) > 2x C'Thun (from Zola). With just a 10/10 C'Thun can drop 60 damage on your opponent and their board in a turn.
And as the Eye says "My dreaming ends. Your nightmare begins!"
Won my first game despite getting some HORRIBLE cards for this brawl! Luna's Pocket Galaxy and Hunting Party which effect minions in your hand or deck... which is great for an ALL SPELL BRAWL!
The one that really made me salty, and remember the minion summons before the spell's effect... Darkest Hour!!! A card that in this format is literally "pay 6 mana, clear all your own minions."
But still won because my opponent didn't understand the concept of trading and board control.
Don't remember how i did it, but after clicking some stuff and lighting up the two ends of the gate (top right), I clicked the red jewel and it broke, shining a teal colored light like the two ends of the gate.
Nothing else really happened, but could be leading toward some other interaction/reveal? The bottom right if you click those black spaces on top of that structure they seem to interact with the purple jewel in that area. Maybe there is a secret sequence there with a larger interaction?
The last time we got more than one board released in one xpac cycle was... launch, right?! Unless you count an expansion and adventure board release as more than one board in an xpac cycle
KARL LIVES!!!
Judging by what I see on the Blizzard forum for reporting bugs, they are getting several reports of various issues occurring after the patch.
But in this case, my advice to you is stop buying so many Basic Packs! lol
Bug Report forums for Blizzard: https://us.forums.blizzard.com/en/hearthstone/c/bug-report
Judging by the recent posts there, they have a few issues that may have come up with the latest patch. I'd add a ticket to the list if you found another bug.
I just saw the new board in a game and was like "Oh sweet! The new board is out." Then after a few seconds I said to myself, "Wait... new board?!?!" I like it! Maybe we'll start getting two new boards per expansion so I have more variety of things to click on while getting roped!
Blood Curse you mean? I kind of like that card actually. It's a conditional type of buff that can also benefit from having Enrage minions in play, as well as good ol' Armorsmith. Even just playing Grommash Hellscream with double Blood Curse and double Inner Rage on 10 mana is a big 18 damage finisher with no taunts, Counterspell, or other condition stopping you.
Oh DAMN! That'd be a shame concede after I play that and destroy my board of 1 health minions. LO
One thing that stood out immediately was "Call of the Satyr". This card already exists: Mark of the Lotus. Perhaps this card could be altered so it's not a straight reprint? Aside from that and some potential balance issues other people have already brought up, this looks like it could be a pretty fun and interesting set!
I agree, that's why you'd run things that draw cards without triggering a battlecry: Mana Tide Totem, Far Sight, and Acolyte of Pain were all traditionally included in past Shudderwock combo lists for that very reason.
I do like your [card[Doomcaller idea above! Kind of makes me want to try a full on buff Shudder'Thun bomb! Drop the Grumble, just focus on things that will buff Shudder, use Doomcaller or another method to get two C'Thun battlecries off (or more), and then trigger a double battlecry Shudderwock with either an Emperor tick or the Fencing Coach. That way the second round of C'Thun battlecry(s) will be guaranteed to be increased in damage if the first round goes before buffs like Heroic Innkeeper. Now THAT would be an Ultimate Shudderwock!
That's why you don't run Battlecry card draw. Instead use things like Mana Tide Totem, Far Sight, Acolyte of Pain, etc. These three examples were always part of the traditional Shudderwock combo deck seeing as they draw cards without adding card draw to Shudderwock himself. Deathrattle card draw effects could also be included, like Loot Hoarder. Although many past lists also included Prince Keleseth so a card like Loot Hoarder would be out!
I swore I saw regular Hagatha in the list, but I actually would cut BOTH versions anyway as I wouldn't want my hand filling with Horrors instead of Shudders.
Your Doomcaller idea above is a pretty solid one! So is the Heroic Innkeeper since the C'Thun battlecry damage is based on Shudderwock's attack. Buff him up nicely and he can really do some damage, especially if you get C'Thun battlecry in the mix twice. With that idea in mind I almost wonder if a few things could be cut to not worry about bounce back, but instead just getting a double battlecry Shudder off that also has 1-2 C'Thun battlecries in the bank as well as self buffing effects? That to me would be the ultimate Shudderwock! :)
Last reply, I promise! I love Shudderwock decks and I've been meaning to make a new one but didn't get the quest until yesterday. So I was inspired by a few choices in your deck to make mine, which is not Highlander, but still a pretty good one so far (Wild Rank 11, not many games under my belt yet).
Corrupted Shudderwock list (Gave you a shout out and a link to your list in my guide).
I would agree that neither should be sent to HoF, but perhaps it's time to at least change DS like I mentioned in my previous comment to at least limit the OTK potential. This change could potentially open up design space as well, allowing Team 5 to make some other interesting cards for Priest that would allow for new strategies or win conditions.
And speaking of Mind Blast, I was actually upset about that going HoF. I mean... Priest in WoW has a Shadow spec! So why not allow for some sort of Shadow Priest abilities like Mind Blast to exist?! Mind Blast didn't even feel like a huge problem like it used to back when they could Shadow Visions a couple extra copies to their hand.
Another option is of course dropping Emperor Thaurissan once Shudderwock is in hand, which would help in two ways: 1) You can now do double battlecry with Shudder on 10 mana. 2) It helps you in emptying your hand in preparation for Grumble sending six 1 mana Shudders to your hand (potentially).
You could add a Fencing Coach if you have any trouble with the Doppel->Grumble ordering of Shudder's random battlecries. Play the Coach the turn prior to your Shudderwock turn, smash the new hero power and watch the magic happen. The only thing that could be bad is if Grumble hits first during the first round and then in the second round if Hagatha goes off before Grumble. Then you'd lose your Shudderwocks. If you go this route you may need to do it without Hagatha, or maybe add in a "Heal all friendly characters" card as well.
One thing I'm seeing, you lack in card draw and that was always a big issue in Shudderwock decks before. Do you feel like draw has been an issue?
I personally think it's Divine Spirit that's the biggest problem in that combo. Maybe that card should be moved to HoF, or updated to be either "Give a minion 5 health" or "Double a minion's health (up to 5 health)." The second option might actually be better as the spell does the same thing for minions with 5 or less health, but only gives 5 health to minions of 6+ health. That way it can still has a use of making a sticky minion early on, or could be used in a finisher with 2 x DS + IF but not in OTK form.
I love anything to do with Hakkar, so may need to give this a go!
C'Thun Shaman is one of my favorite types of C'Thun decks! Which... I need to try again with the new quest. That is when/if I get the new quest...
C'Thun. One fun deck to pull off is what I call my "Nightmare Druid". Because you can play three buffed C'Thun's in one turn with double battlecry on each.
Aviana > Innervate > Kun > Brann > C'Thun > Zola (on C'Thun) > 2x C'Thun (from Zola). With just a 10/10 C'Thun can drop 60 damage on your opponent and their board in a turn.
And as the Eye says "My dreaming ends. Your nightmare begins!"
Won my first game despite getting some HORRIBLE cards for this brawl! Luna's Pocket Galaxy and Hunting Party which effect minions in your hand or deck... which is great for an ALL SPELL BRAWL!
The one that really made me salty, and remember the minion summons before the spell's effect... Darkest Hour!!! A card that in this format is literally "pay 6 mana, clear all your own minions."
But still won because my opponent didn't understand the concept of trading and board control.