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Wailor

Lv.9

Design Champion

150 / 720 XP
Joined May 2019 722 posts 3,750 XP 660 achievement pts

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I agree with Demon's criticism, so I decided to go for a new idea.

If regular Druid is about gaining Mana, evil Druid punishes your opponent for using theirs.

The first version is like [card]Time Out![/card], in that you spend 3 Mana to prevent (or discourage) your opponent from doing something.

The legendary feels appropriate for …

Congrats, Mefist! Very cool card.

(Btw, I have lost count of the times I've been the runner up this season XD)

If I'm not mistaken, Satyrs are basically corrupted Night Elves, so I thought about implementing this mechanically. I put it in the mini set because the Corrupted version is a non-Warlock/DH Demon, which was kind of an Outlands only thing.

 

New iteration of my card. Since the effect requires you to perform a miracle turn to make it worthwhile, I figured out a 1 mana minion will be better.

[spoiler text="AeroJulwin"]I quite like this card. I guess it only shuffles one copy of each duplicate, right? For instance, if you have two [card]Frostbolt[/card], you'd get one extra (and …

Thanks, everyone. I'll probably submit Swift Assassin, since it has had a better reception. I also like it better (even if the art from the other card is much cooler)

More feedback:

[spoiler text="R"]I like Wild Flame, but I don't think adjacent minions need to take double damage. Just 4 damage to 3 minions seems quite …

The flavor connection between Cast When Drawn and unwrapping gifts is solid enough, right?

I've had several ideas for this prompt, but none of them is particularly good. To avoid overloading this thread, I'll post the two I like the most.

Swift Assassin can be played without the Combo to clean small minions or with the combo to take on a big one. Nature spells in Rogue tend to be Poisons, so …

I excluded Monster Hunter, Rastakhan and Dalaran Heist because I didn't remember them having a lot of story, which is mostly what I'm evaluating here.

Besides that, I agree with you in most of what you said about TbFF and DoD. In fact, I put them at the bottom of the non-WoW raid Adventures (which I think are less …

4 years, 2 months ago · on Hearthstone Story Modes Tier List

Greetings, travelers.

I've been recently playing the three latest installments of Hearthstone's Solo Adventures. While playing them, I found myself enjoying the story much more than I thought, since they usually tend to be pretty back-bones. So, I thought I could make a little ranking just for fun. Yeah, it's ranking, not a tier list. Sorry for the clickbait.

4 years, 2 months ago · on Hearthstone Story Modes Tier List

Two variations of a new idea (which I like much more than my previous cards):

It's a bit of a foreshadowing of Honorable Kill in the previous expansion, since it encourages you to not waste excess damage.

I'd like to know if you think cost and damage are well ajusted and whether you prefer it to affect …

From zero to hero.

A bit of an endgame card for [card]Rise to the Occasion[/card].

Edit: New card.

All 10 artworks are superb, but I specially appreciate the one with the Demon Hunter burning the pizza.

I wish Blizzard started doing this sort of flavor for the class more often, because, so far, they have had a very straightforward DH theming with not much relation to the featured expansion. Biggest outlier here would be Darkmoon, which had …

Feedback:

[spoiler text="Demonxz95"]The wording is a bit too convoluted, but the effect itself is interesting and very fitting for Warlock. I guess the statline is alright, because the effect is pretty hard to make use of effectively and can be quite damaging to yourself in certain situations.[/spoiler]

[spoiler text="linkblade91"]It's nice, but a bit too complex and has a …

Congrats, Destroyer!

First couple ideas.

About my card. My original intent was that the Hero Power affected by the effect was refreshed every turn, as it's both yours and your opponent's. The same goes for Inspire-like effects: the person using the HP was the one benefited by such effects.

However, I see that people like the disruption it can provide if it's not refreshed …

Quote From AeroJulwin

I believe the cards are suppose to hinder/help your opponent. Unless using your opponents Hero Power disables it during their turn, this doesn't exactly match. I still think it's a good card, but I have previously had a card be disqualified because it only counted on a technicality, so you've been warned.

Some early feedback:

[spoiler text="linkblade91"]Overall, my favorite card of the bunch. I think I prefer the "Do nothing" version, because the "disable" one seems a bit weak for 2 Mana.[/spoiler]

[spoiler text="Demonxz95"]I'd probably go with a 2/2 statline, since that would be way less controversial. If [card]Battlefiend[/card] were a 2/2 like it used to be, it would severly …

I didn't expect this. Thanks :)

Basically, you have two Hero Powers: yours and your opponent's. Not sure, because this kind of cards that try to be too clever don't usually do well, but I'd like to know your opinion nevertheless.

Edit: Reduced the cost to 3. Just realized the effect isn't all that impactful, despite being active through the whole game.