Noblegarden?
Does anyone know if we're getting an event this year? I can't seem to find anything current.
Does anyone know if we're getting an event this year? I can't seem to find anything current.
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Does anyone know if we're getting an event this year? I can't seem to find anything current.
Does anyone know if we're getting an event this year? I can't seem to find anything current.
Hey guys, I've been wondering, can you get golden cards (randomly of course) from the ranked rewards, like packs? Or are they guaranteed to be the regular version? If yes, mind sharing the source regarding the info? Thanks!
Hey guys,
I've been wondering, can you get golden cards (randomly of course) from the ranked rewards, like packs? Or are they guaranteed to be the regular version?
If yes, mind sharing the source regarding the info?
Thanks!
Competition Theme: TAUNT, INSECT! This week, we're looking to support linkblade91's favorite deck: Fire Plume's Heart and Wild Quest Taunt Warrior!You must create a Warrior card.Your card must directly support…
linkblade91 is Taunting all the time in Wild - apparently we're encouraging that kind of behaviour this week!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Here are the phases of this card design competition
No thread rules were added to this season. Please populate and manually edit this thread with them.
Hi all This new matchmaking system takes some getting used to! Not played much on my NA account this month, so thought would play a few bronze/silver games for fun. I know things have changed so your MMR is the basis for matchups w…
Hi all
This new matchmaking system takes some getting used to!
Not played much on my NA account this month, so thought would play a few bronze/silver games for fun. I know things have changed so your MMR is the basis for matchups while you have star bonus, though I've not been able to see the rank of my opponents during games.
Added a friend after a long game (I lost), and was interested to see what the differences in ranks were. I was silver 8 - he was Legend 68. He of course won't have a star bonus and at Legend is presumably matched via MMR as well same as me.
Working as intended I am sure, but basing matchups only on MMR leads to some surprising matchups :) I was only Rank 5 last season on NA (60% winrate 15-10).
I totally understand that with everyone resetting to Bronze 10 each season, you don't want Legend players crushing lower skill players and that's fair enough.
Presumably:
- at my current Silver rank and facing high Legend players, I'm actually going to have "easier" matchups once I climb to somewhere in Diamond, lose my star bonus and face opponents based on Rank?
- I can't face high diamond players who are not matched via MMR if they don't have star bonus anymore?
Do I understand that right or have a got things wrong here?
Oh well, off to play more top 100 Legend players from the bottom of Silver :P

[deck]14793[/deck] Can someone try this?
I'm thinking about crafting Zixor, Apex Predator for a variation of Dragon Hunter with Scavenger Ingenuity (tutor for Phase Stalkers too). Has anyone tried it, does it feel like a strong improvement on the original deck?
I'm thinking about crafting Zixor, Apex Predator for a variation of Dragon Hunter with Scavenger Ingenuity (tutor for Phase Stalkers too). Has anyone tried it, does it feel like a strong improvement on the original deck?
Hi everyone, Apologies if this is old news but, I just found out that the HS Podcast that used to be called Omni/Stone is back! Working title is Untitled/Stone ;D I really liked the old content and it sounds like they'll be broadca…
Hi everyone,
Apologies if this is old news but, I just found out that the HS Podcast that used to be called Omni/Stone is back! Working title is Untitled/Stone ;D
I really liked the old content and it sounds like they'll be broadcasting monthly on Kibler's channel until they can get a regular sponsor (enjoyed the natural ad read for Nord VPN, haha).
Frodan also gives OoC a shoutout near the start of the show so you know he's a man of culture :)
https://hsreplay.net/replay/38EGqeHG2LBsk5vgk9AMnj About half of my games at Diamond 1 are like this. I've been bouncing between the bottom of rank 2 and the top of rank 1 for 3 days. Nearly every game is a one sided highroll. I hate this…
https://hsreplay.net/replay/38EGqeHG2LBsk5vgk9AMnj
About half of my games at Diamond 1 are like this. I've been bouncing between the bottom of rank 2 and the top of rank 1 for 3 days. Nearly every game is a one sided highroll. I hate this deck but am only playing it out of desperation at a friends recommendation - I was previously playing tempo warrior and miracle druid and got 1 or 2 games away from legend but was forcefed losses. I swear at this point my account has a bad RNG seed or something.
I wanted to share something I found interesting with you all. I knew my opponent's secret was likely [card]Bamboozle[/card] so I decided to attack his large [card]Edwin VanCleef[/card] thinking "It'll still be smaller when it's a 6 drop.&…
I wanted to share something I found interesting with you all.
I knew my opponent's secret was likely Bamboozle so I decided to attack his large Edwin VanCleef thinking "It'll still be smaller when it's a 6 drop. Turns out what it turned into was Imprisoned Antaen. The 6 drop demon when Dormant right away, yet... I still took 10 face damage as my hero attacked into a Dormant token!
I feel like this is not an intended interaction. Or if it is, it shouldn't be. You aren't supposed to be able to interact with Dormant minions, even in this instance. At least that's my opinion. Curious to hear the thoughts/opinions of the rest of you on this particular interaction.
When you play Zephrys against a dormant demon, eg Imprisoned Antaen, do you think he should offer you Sacrificial Pact? (From my recent experience, it appears he currently does not.) Zephrys does sometimes do forward planning, eg offering …
When you play Zephrys against a dormant demon, eg Imprisoned Antaen, do you think he should offer you Sacrificial Pact? (From my recent experience, it appears he currently does not.) Zephrys does sometimes do forward planning, eg offering you a card at next turn's mana cost. So maybe he should also plan for when a demon will awaken. What do you think?
I've noticed while playing Highlander Hunter that there is an unusual interaction between [card]Pack Tactics[/card] and [card]Overconfident Orc[/card]. When your [card]Overconfident Orc[/card] is summoned as a 3/3, the game considers him n…
I've noticed while playing Highlander Hunter that there is an unusual interaction between Pack Tactics and Overconfident Orc. When your Overconfident Orc is summoned as a 3/3, the game considers him not to be at "full health" and he doesn't get the bonus +2 attack. It seems to me like the token should be a 5/3 while he's undamaged, since the wording on the card says "while at full health".
Does this seem like a bug?
Trying to think of other examples, like if you played Sunkeeper Tarim on a board with a Tar Creeper, it would still get its +2 attack and show as a 5/3 while defending. And of course an enrage minion doesn't get its enrage bonus when a 3/3 token of it was summoned. (I just tried this out with Spiteful Smith and the 3/3 token does not buff the weapon while undamaged.)
I went on to HSReplay this morning to check up on the latest Demon Hunter lists. They have the win rate of the most played version of Tempo Demon Hunter at 57.4% in the list view, but that same deck list in the drilldown's "Overview" secti…
I went on to HSReplay this morning to check up on the latest Demon Hunter lists. They have the win rate of the most played version of Tempo Demon Hunter at 57.4% in the list view, but that same deck list in the drilldown's "Overview" section shows a 63.8% rate, and specifically a 62.9% win rate against Warlocks. Given the fact that Warlock has access to Sacrificial Pact and is at the top of the HSReplay rankings, I don't really see how that could be true.
I'm not sure if this is just an odd fluke with how their drilldown views handle trend data/what they include in their win rate averaging, but it's very confusing.
So I've noticed some kind of jo-jo effect when playing ladder. It starts by climbing from diamont 5 diamont to diamont 3/2 without any major problems and then I suddenly start going back to diamont 4. Does that mean that I'm unlucky or th…
So I've noticed some kind of jo-jo effect when playing ladder. It starts by climbing from diamont 5 diamont to diamont 3/2 without any major problems and then I suddenly start going back to diamont 4.
Does that mean that I'm unlucky or that the deck is actually bad and I was just lucky to get that far?
ps: I've already hit legend a few months ago,
I am at the top of the platinum bracket now and have won 5 straight games but am not seeing the bonus stars. Is anyone else seeing this?
I am at the top of the platinum bracket now and have won 5 straight games but am not seeing the bonus stars. Is anyone else seeing this?
I have the hanar card. But I don't have flik. Craft flik or maeiv? Also, which deathrattle card is the best one to craft from the Ashes expansion?
I have the hanar card. But I don't have flik. Craft flik or maeiv?
Also, which deathrattle card is the best one to craft from the Ashes expansion?
I thought they were gonna revamp Priest? Same pussy ass bitch decks as before.
I thought they were gonna revamp Priest? Same pussy ass bitch decks as before.
having some success with this variation on librams with Talritha https://www.hearthstonetopdecks.com/decks/dragon-librams-talritha-and-liadrin/
having some success with this variation on librams with Talritha
https://www.hearthstonetopdecks.com/decks/dragon-librams-talritha-and-liadrin/
First of all this is my first time posting on the forums, now with that out of the way lets get started.Remember when shadows did a priest coreset redesign well, I tried to do the same with neutral basic and classic, completely forgot abou…
First of all this is my first time posting on the forums, now with that out of the way lets get started.
Remember when shadows did a priest coreset redesign well, I tried to do the same with neutral basic and classic, completely forgot about it for months then last night finished it decided to quickly do it for each of the classes and I am now done.
I chose not to bring in any cards from later expansions, but I did end up redesign a card or 2 but nothing to significant.
Also I don’t plan to add demon hunter to this right now, maybe later
So here they are:
Basic
Druid
Innervate - no change
Moonfire - no change
Claw - no change
Mark of the wild - now also gives your hero +2 attack this turn only
Healing touch - no change (edit: was restore 8 health and add a random spell to your hand
Savage roar - no change
Wild growth - no change
Swipe - no change
Starfire - costs one less
Ironbark protector - gained deathrattle gain 8 armor (maybe too much)
Hunter
Arcane shot - no change
Timber wolf - no change
Tracking - no change
Hunter’s mark - no change
Animal companion - no change
Kill Command - no change
Houndmaster - no change
Multishot - costs one less
Starving buzzard - now a 3/5 (this one is scary)
Tundra rhino - no change
Mage
Arcane missles - no change
Mirror image - no change (maybe have it summon 3)
Arcane explosion - now costs one more but deals 2 damage
frostbolt - no change
Arcane intellect - no change
Frost nova - no change
Fireball - no change
Polymorph - no change
Water elemental - gained taunt (maybe not)
Flamestrike - no change
Paladin
Blessing of might - now costs one more and draws a card
Hand of protection a now costs 0
Humility - now costs one more and draws a card
Light’s justice - costs one more and gained after you attack summon a 1/1 silver hand recruit with taunt and divine shield
Holy light - now reads restore 6 health if you are at full health draw a card
Blessing of kings - no change
Consecration - no change
Hammer of wrath - costs one less
Truesilver champion - no change
Guardian of kings - costs one less and gained taunt (maybe too much)
Priest
Power word shield - no change
Holy smite - no change
Mind vision - now reads discover a card in your opponent’s hand
Psychic conjurer - now a 1/2 and reads discover a card in your opponent’s deck
Radiance - now also discovers a spell (like renew)
Shadow word death - no change
Shadow word pain - no change
Holy nova - no change
Power infusion - no change
Mind control - no change
Rogue
Backstab - no change
Deadly poison - no change
Sinister strike - no change
Sap - no change
Shiv - no change
Fan of knives - no change
Plaguebringer - now a 2/4, gained poisonous (considered having it give poisonous to adjacent minions instead)
Assassin’s blade - now has poisonous
Assassinate - no change
Sprint - now has combo they cost 1 less (or costs less for each card you played this turn)
Shaman
Ancestral healing - costs 2 more now reads restore your minions to full health give them taunt then draw a card
Totemic might - now also gives taunt
Frost shock - now hits a minion and the enemy hero freezing and dealing one damage to them
Rockbiter weapon - now gives +4 draws a card and can only target minions (still only for one turn)
Windfury - no change
Flametongue totem - now is a 4/3 now reads can’t attack (adjacent minions still have +2 attack)
Hex - no change
Windspeaker - now has windfury
Bloodlust - no change
Fire elemental - now has +1 attack
Warlock
Sacrificial pact - no change
Corruption - now reads choose a minion at the start of your turn destroy it and restore health to your hero equal to its health
Mortal coil - no change
Soulfire - no change
Voidwalker - no change
Felstalker - now has lifesteal (you could say this card sets a precedent for discard cards but they all kinda suck)
Drain life - now reads lifesteal deal 3 damage to a minion
Shadow bolt - costs one less
Hellfire - no change
Dread infernal - now costs one more and has lifesteal (maybe to much)
Warrior
Charge - now costs 2 mana now also gives the target +5 attack and immune this turn and draws a card (still can’t hit face)
Whirlwind - now also hits the enemy hero
Cleave - now hits 3 minions
Execute - no change
Heroic strike - now reads gain 4 attack this turn only, if you have 12 or less health gain 6 attack and immune this turn instead
Fiery war axe - now reads whenever this weapon deals damage gain that much armor (might cost 1 more)
Shield block - now gains 6 armor and draws a card
Warsong Commander - now reads your other minions can’t go below 1 health (alittle scary)
Kor’kron elite - no change (might get +1 health)
Arcanite reaper - no change
Neutral
Voodoo doctor- no change
Stonetusk boar - no change (maybe +1 health
Murloc raider - +1 attack
Grimscale oracle - no change
Goldshire footman - no change (or puts a weapon at the top of your deck)
Elven archer - no change
River crocolisk - no change (this card and several others set a precedent for the stats you should expect on a card of x cost)
Novice engineer - no change
Murloc Tidehunter - no change
Kobold geomancer - no change
Frostwolf grunt - +1 health (or costs 1 more and draws a weapon from your deck)
Bluegill warrior - no change
Bloodfen raptor - no change
Acidic swamp ooze - no change
Wolfrider - no change
Silverback patriarch - +1 health
Shattered sun cleric - +1 attack
Razorfen hunter - now gives your beasts +1 attack
Raid leader - +1 health
Magma rager - no change
Ironfur grizzly - no change
Ironforge rifleman - +1 attack
Dalaran mage - +1 attack
Stormwind knight - +1 attack
Senjin shieldmasta - no change
Ogre magi - no change
Oasis snapjaw - +1 health
Gnomish inventor - +1 health
Dragonling mechanic - +1 health and has your mechs have +1 attack
Chillwind yeti - no change
Stormpike commando - +3 attack and +1 health (I forgot how big I made this)
Nightblade - +1 attack
Gurubashi beserker - +1 health
Frostwolf warlord - +1 health
Darkscale healer - +1 health
Bootybay bodyguard - +1 attack and +1 health
Reckless rocketeer - +1 attack but one less health
Lord of the arena - costs 1 less
Boulderfist ogre - no change
Archmage - +1 spell damage
War golem - +1 health
Stormwind champion - +2 health
Core hound - +2 attack
Classic
Druid
Savagery - now reads deal damage equal to your hero’s attack to an enemy if it dies draw a card
Power of the wild - panther now has stealth (might make the buff draw a card)
Wrath - now can target the enemy hero
Mark of nature - both options now draw a card
Bite - now gives +5 attack and armor and immune this turn
Keeper of the grove - now a 2/3 and both opinions now draw a card (maybe a 3/3 or 2/4)
Soul of the forest - now change (might make it draw a card)
Druid of the claw - both options have +1 attack his base form also gains +1 attack (maybe alittle to much)
Force of nature - the treants now have taunt
Starfall - now costs one less (maybe to much)
Nourish - no change (can’t come up with anything)
Ancient of lore - now restores 8 health and draws a card it costs 3 less (might make it cost 4 less or just unnerf it)
Ancient of war - no change (can’t come up with anything)
Gift of the wild - now costs one less and also draws a card for each friendly minion (maybe keep it at 8)
Cenarius - costs one less (might give him taunt)
Hunter
Beastial wrath - now gives +3 attack and +1 health as a permanent buff (maybe to much)
Explosive trap - no change (might make it deal 3 to the minion that triggers it and 2 to everyone else)
Flare - no change (don’t know how to buff this)
Freezing trap - no change
Misdirection - it now reads secret when your hero is attacked it instead hits a random friendly character
Scavenging hyena - now has +1 attack
Snake trap - no change (might make it summon 4)
Snipe - now draws a card if the target dies
Deadly shot - no change (might make it draw a card)
Eaglehorn bow - no change
Unleash the hounds - no change
Explosive shot - now deals 4 to adjacent minions (maybe to much)
Savanna highmane - now summons 3 hyenas (maybe to much)
Gladiator’s longbow - now costs 6 mana and ignores taunt
King Krush - now costs 8 mana (maybe leave him at 9 but give him battlecry destroy a minion)
Mage
Tome of intellect - now discovers a spell it has spell damage +1 (I thought it would be a cool effect nothing game-breaking comes to mind)
Icicle - now reads deal 2 damage and freeze a character if it is already frozen draw a card
Mana wyrm - now a 1/4 (I considered trying to find a way to make it neutral as I think it might be more useful to rogues)
Sorcerer’s apprentice - no change
Counterspell - no change
Ice barrier - now gains 10 armor
Kirin tor mage - no change (secret mage in wild is scary I probably shouldn’t be buffing the secrets)
Mirror entity - no change
Spellbender - the spell bender is now a 2/6
Vaporize - now silences and destroys the minion
Cone of cold - costs 2 less
Ethereal arcanist - now has +1 health
Blizzard - no change
Archmage antonidas - no change
Pyroblast - no change
Paladin
Blessing of wisdom - now also gives +1 health (maybe +2)
Eye for an eye - now reads when a friendly minion dies destroy a random enemy minion (maybe to much)
Noble sacrifice - now summons a 3/1
Redemption - now brings it back to life with full health
Repentance - now sets attack and health equal to 1
Argent protector - now has +1 attack
Aldor peackeeper - now has taunt
Sword of justice - now has 10 durability
Equality - costs one less
Blessed champion - costs 1 less and draws 2 cards (maybe to much)
Holy wrath - no change
Righteousness - costs 3 less and draws a card (maybe to much)
Avenging wrath - now has lifesteal (maybe not)
Lay on hands - now draws 4 cards (maybe not)
Tirion fordring - no change
Priest
Circle of healing - no change
Silence - no change
Inner fire - no change
Scarlet subjugator - no change
Kul tiran chaplain - no change
Lightwell - now reads stealth for one turn at the start of your turn restore all friendly minions to full health (maybe to much)
Thoughtsteal - now discovers 2 cards in your opponent’s deck
Shadow madness - no change (might make it draw a card)
Auchenai soulpriest - +1 health (maybe not)
Lightspawn - now restores itself to full health at the end of your turn
Mass dispel - no change
Mindgames - now adds a copy of the minion to your hand
Shadow word ruin - no change
Temple enforcer - now has taunt (maybe not)
Cabal shadow priest - now has +2 health
Holy fire - costs one less and reads lifesteal deal 5 damage
Natalie Seline - no change
Rogue
Preparation - no change
Shadowstep - no change
Pilfer - now costs one more and reads discover a card from another class and draw a card
Betrayal - now draws a card (couldn’t come up with anything else(maybe have the minion hit all friendly minions (or even characters)))
Cold blood - now gives +3 attack and gives +4 attack and stealth when comboed (for this turn of course)
Defias ringleader - now is a 2/3
Eviscerate - no change
Paitient assassin - now a 1/3 (I considered making it a 3/1)
Edwin vancleaf - no change
Headcrack - costs 1 less and returns to your hand immediately
Perdition’s blade - now has 3 attack
SI:7 agent - no change (should still be good)
Blade flurry - costs one less now removes one durability from your weapon instead on destroying it
Master of disguise - now has stealth and gives ot to adjacent minions instead (for one turn of course)
Kidnapper - now a 5/3 and reads combo steal an enemy and add it to your hand then gain stealth (maybe nerf the stats a bit or remove the stealth)
Shaman
Dust devil - now costs 3 mana has divine shield and windfury and charge and battlecry can’t attack heroes this turn and overloads one (massive changes here note it is alittle like restless mummy)
Earth shock - now deals 2 damage
Forked lightning - now overloads one less
Lightning bolt - no change
Ancestral spirit - now also draws a card
Stormforged axe - now a 3/2 weapon
Far sight - no change
Feral spirit - now overloads one less
Lava burst - no change
Lightning storm - no change (considering making it not random)
Mana tide totem - now has +1 health (maybe not)
Unbound elemental - now a 2/5
Doomhammer - now has 3 attack
Earth elemental - now has divine shield
Al’akir the windlord - now has lifesteal
Warlock
Blood imp - now a 1/2
Call of the void - now costs one more now discovers a demon if your hero has taken damage this turn add all 3 to your hand
Flame imp - no change
Demonfire - now deals 3 damage and gives +3 +3
Felguard - now is a 4/6 and has deathrattle instead of battlecry (maybe to much)
Sense demons - now reads take 5 damage and draw 3 demons from your deck (you don’t take damage if it gives you worthless imps)
Void terror - now has taunt and is a 3/4
Pit lord - now also deals 5 damage to a minion (makes the obliterate on a stick seem weak, so maybe this is to much)
Shadowflame - costs one less (maybe not needed)
Summoning portal - now a 0/6 (maybe to much)
Bane of doom - now only summons demons that cost 5 or more (alot scarier now)
Siphon soul - it now heals you equal to the destroyed minion’s health (maybe not)
Siegebreaker - now a 5/9
Twisting nether - no change
Lord jarraxxus - now costs one less and when you become jarraxxus you also gain 5 armor
Warrior
Inner rage - no change
Shield slam - no change
Upgrade! - no change (maybe have it give one extra durability and/or have it equip a 1/4 weapon)
Armorsmith - no change (maybe 1/5)
Battlerage - no change
Commanding shout - now has whenever a minion survives lethal damage this turn draw a card
Cruel taskmaster - no change (maybe a 3/2)
Rampage - now also gives taunt and +2 more health
Slam - now also gives you 2 armor
Frothing beserker - now a 2/5 (maybe not)
Arahi weaponsmith - now reads battlecry draw a weapon from your deck, it costs 2 less
Mortal strike - now deals 8 damage if you have 12 or less health (maybe 7 or restict it to minions, or both)
Brawl - no change
Gorehowl - your hero is immune whilst attacking (Its a big weapon you can probably hit them from out of their range)
Grommash hellscream - now has +2 health (couldn’t come up with much else)
Wisp - no change (couldn’t come up with anything, it also kinda sets a precedent of 1 card = 1/1 in stats)
Hungry crab - no change
Bloodsail corsair - no change (might make it a 1/3)
Argent squire - no change
Angry chicken - no change
Abusive sergeant - +1 health
Shieldbearer - +1 health
Young priestess - now a 1/2
Murloc tidecaller - no change
Southsea deckhand - no change
Secretkeeper - no change
Lightwarden - no change (can’t come up with anything)
Young dragonhawk - now a 1/2
Youthful brewmaster - no change (might have it reduce the cost of the returned minion)
Wild pyromancer - no change (despite Northshire’s absence this should still be good with the buff to equality, if not then it can be a 2/3)
Sunfury protector - no change (maybe make it also give minions with taunt +1 attack, like that sou card)
Pint-sized summoner - now a 3/2
Nat pagle - now a 0/6 and reads at the start of your turn draw a card (I would change darkfisher in a similar manner)
Millhouse Manastorm - I don’t know what to do with Millhouse(I think he shouldn’t be in the classic set as there is no realistic use for him I feel bad for all the people that got hem as their first legendary and the whole point of this is to reduce the amount of trash in the classic and basic sets, but Millhouse cannot be fixed either he’s so weak he is a meme or he becomes such a big payoff that he is oppressive towards minion heavy decks there is no in between)(you could theoretically make it a symmetrical effect but that makes an easy otk with antonidas and kinda limits design space to an extent)
Master swordsmith - now a 1/4 (or maybe have him equip a 1/3 weapon on top of his normal effect)
Mana wraith - now a 3/2
Mana addict - now a 1/4
Mad bomber - now reads battlcry deal 3 damage randomly spit among all other minions
Lorewalker cho - now a 0/6 that now reads: At the end of each player’s turn add a spell to their hand Whenever a player casts a spell, give the other player a copy. (Could also make him be like gallywix and have him work in an onesided manner)(or just toss his old effect and make him a 2/4 that can’t attack and lets you discover a spell at the end of each turn)(or have him make your discover cards keep all 3 and be a 0/5)(though at this point I should just do away with his presence in the classic set alongside Millhouse.)
Loot hoarder - no change (maybe a 3/1)
Knife juggler - no change
Faerie dragon - no change
Doomsayer - no change
Dire wolf alpha - now also has +1 attack for each adjacent minions
Crazed alchemist - +1 attack
Bloodsail raider - no change
Bloodmage Thalnos - gained divine shield
Ancient watcher - no change
Amani beserker - no change (maybe have him gain +4 attack whist damaged)
Tinkmaster overspark - now reads: transform a random enemy minion into a 1/1 squirrel (might keep the chance for it to be a devilsaur but edit the devilsaur’s stats)
Thrallmar farseerer - +1 attack
Tauren warrior - now a 2/5 and has +2 attack whilst damaged
Southsea captain - no change (like all pirates if they’re good this is good)
Scarlet crusader - +1 health (now it compares to candletaker)
Raging worgen - +1 more attack whilst enraged (or make it a 4/3 and it only gains windfury or just give it +1 health)
Questing adventurer - no change (maybe 1 more health)
Murloc warleader - no change
King mukla - now has whenever this takes damage add a banana to your hand it costs one less (might be to much upside)
Jungle panther - +1 attack
Ironbeak owl - +1 attack or +1 health
Injured blademaster - no change
Impmaster - +1 attack and now gives all friendly demons +1 attack
Havest golem - now a 3/2 and deathrattle summon a 3/1
Flesheating ghoul - +1 health
Emperor cobra - +1 health
Alarm-o-bot - no change
Arcane golem - now has taunt and gives both players an empty mana crystal
Blood knight - now has taunt
Brightwing - now costs 1 less (would consider also having it be able to give you legendaries in wild when in standard)
Coldlight seer - no change
Demolisher - effect happens at the start and end of turn and +1 health
Earthen ring farseer - now restores 4 health (maybe +1 attack)
Ancient brewmaster - now reduces the cost of the minion returned by 2 (maybe not)
Ancient mage - now has spell damage +1
Cult master - +1 attack
Dark iron dwarf - now also gives the target charge and can’t attack heroes this turn
Defender of argus - +1 health and taunt
Dread corsair - no change
Mogu’shan warden - now has spell damage +1
SI:7 Infiltrator - no change
Silvermoon guardian - +1 attack
Twilight guardian - no change
Violet teacher - the 1/1’s now have spell damage +1 (might be to much)
Abomination - +2 attack
Big game hunter - no change (I’d rather this card be unplayable so big minions aren’t)
Captain greenskin - now costs one less
Faceless manipulator - now is a 10/10
Fen creeper - +1 attack
Harrison jones - no change
Silver hand knight - now has taunt and gives your minions that cost 2 or less +1 attack (and taunt maybe) (note: this buffs your silver hand recruits)
Spiteful smith - now reads your weapon doesn’t lose durability while this damaged your weapon has +2 attack
Stampeding kodo - now reads destroy a random enemy minion with 3 or less attack (maybe to much)
Stranglethorn tiger - +1 attack
Venture co. Mercenary - now reads your minions cost 2 more and has taunt
Argent commander - +2 health
Cairne bloodhoof - him and his brother now have taunt (maybe something else)
Frost elemental - now a 3/7 taunt that freezes any charcter it damages and has now has battlecry deal 1 damage (I forgot how much I changed this)
Gadgetzan Auctioneer - +2 attack
Hogger - now is a 4/6 and summons 2/3s
Xavius - now reads whenever a card is played summon a 2/1 demon
Priestess of elune - costs one less and restores 5 health to your hero and has spell damage +1 (maybe to much)
Sunwalker - now is a 5/6
The beast - is now a 7/6 and now reads battlecry destroy a minion and gain it’s stats and deathrattle resummon it (like if you combined moat lurker and voidterror)(rip finkle einhorn)
The black knight - costs one less, has taunt, and now reads battlecry destroy a taunt minion to gain charge (maybe no charge)
Windfury harpy - is now a 5/6
Baron geddon - now a 7/7
Barrens stablehand - now a 4/2 and now reads battlecry summon a beast from your hand
High inquisitor whitemane - now has taunt and summons friendly minions that died this turn and last and trigger their deathrattles (maybe to much)
Ravenholdt assassin - now has +1 attack and +1 health
Arcane devourer - now is a 8/8 and now reads whenever you cast a spell gain attack and health equal to it’s cost
Gruul - gained charge and battlecry can’t attack heroes this turn (charged devilsaur)
Alexstrasza - no change
Malygos - no change
Nozdormu - gained: your cards have lifesteal (maybe “a bit” to much)(edit: I this could be problematic as the lifesteal animation + the already much shorter turn time
Onyxia - now summons 2/1 whelps with taunt
Ysera - laughing sister is now a 5/6 taunt that now reads only you can target this with spells or hero powers (not sure how to buff ysera herself)(I’m pretty sure there is some flavor behind her being a 9 mana 4/12 like Malygos)
Deathwing - now silences and destroys all minions (considered giving him deathrattle return the discarded cards to your hand)
Sea giant - no change
Any suggestions on what to do with millhouse and lorewalker?
And any other thoughts while your at it?
edit: I forgot to mention that I avoided using rush when making this, probably shouldn’t have used discover though
EDIT - My mistake - all working as intended! Hey all, So I disenchanted the nerfed cards [card]Imprisoned Antaen[/card] and [card]Skull of Gul'dan[/card] like all good people do..... You would assume that with the new duplicate protectio…
EDIT - My mistake - all working as intended!
Hey all,
So I disenchanted the nerfed cards Imprisoned Antaen and Skull of Gul'dan like all good people do..... You would assume that with the new duplicate protection rule that the next rares I opened (I have the rest from the set) would be those cards, right?
Except it wasn't - I got some random rares that I already have. Is this a bug, or have I misunderstood something? And has anyone else noticed this?
Cheers
In my collection, Nerfed cards; [card]Skull of Gul'dan[/card], [card]Imprisoned Antaen[/card] and [card]Aldrachi Warblades[/card] still have earlier stats.[card]Skull of Gul'dan[/card] is still 5-cost[card]Imprisoned Antaen[/card] is still…
In my collection, Nerfed cards; Skull of Gul'dan, Imprisoned Antaen and Aldrachi Warblades still have earlier stats.
Skull of Gul'dan is still 5-cost
Imprisoned Antaen is still 5-cost
Aldrachi Warblades still has 3 durability.
It is also same for decklist, they seem they have older mana costs. While i'm playing, Everything is normal and these cards are nerfed versions but in my collection they are not.
It seems like it is a visual bug but it confuses me while I'm building my decks. I can figure it out tho but not every player follows forums like us and there was not even an information about nerfs in game for me. Ok it is a server side change but this have to be corrected in my opinion.
Do you guys have the same issue aswell ?