• Hearthstone: Heroes of Warcraft V3 - The Argent Tournament is GETTING IN HERE *Uhuhuhuh*
    5,000 replies, posted
My favourite thing about this tavern brawl is when an opponent clearly picks the wrong buff then concedes on turn one I don't blame them, I've done it twice now when I've got first because my reaction is to hit the end turn button right away
[QUOTE=Totenkreuz;49482107]OC Time? [/QUOTE] -naval recruiter would be better as like a 2/2 body, or a 1 cost body 2/1 -twisted knight is weird since it swaps on every turn, im not sure what id change here but i think the stats would be better at 7/4, 9 attack seems like too much for a 6 drop with a really good ability -vengeful is worded wrongly. should be like "battlecry: if you have an injured minion, this card gains charge" if you mean what i think you do -trap specialist is crazy op. a 1-2 body would be fine -rename rain of daggers to not sound like a spell. probably too good though, maybe should work more like Baron Geddon -queen of daggers would be too strong considering rouge has ways to stealth easily. it's too heavy of a miracle enabler -cautious is fine -mage slayer is mega undercosted for what it does, and it should probably be a legendary. -blade polisher seems too weak, maybe a 2/2 but its an odd card. probably too slow -bounty hunter, if it existed, would probably work more like tomb raider in that you target an ally minion to gain a coin, so you could counter it with silence, but im fine with it i guess. seems weak (you may trade 1 card for 1 card (a coin) but most of the time a coin is considered to be worth half a card, and you have just put a card in your deck just to gain half a card) [editline]8th January 2016[/editline] [QUOTE=Lolkork;49484658]everyone is making cardsss I think something like this would be a decently fair counter to secrets, its probably a bit too strong against freeze mage.[/QUOTE] revealing and disabling seems a bit too strong together [editline]8th January 2016[/editline] [QUOTE=NotAName;49483010] Cautious Assassin is really weak. It's 2 stats less than Stranglethorn Tiger for 1 mana less, it shouldn't have any conditionals. Also it's a class card so it should be even stronger.[/QUOTE] one thing i thought of when i saw it is that it kills shredder and will usually always live to kill what comes out too
maybe if it was "every card summoned changes its tag to "Pirate"" procs ships cannon at the least, and better with kragg
[QUOTE=KillRay;49485009]maybe if it was "every card summoned changes its tag to "Pirate""[/QUOTE] i want a pirate ship legendary with this text instead
They wouldn't ever add a neutral card that kills all secrets at least for 2 mana with a decent body Flare is rarely ran because its shit vs non secret matchups a decent body + an overpowered battlecry vs mage/paladin/hunter is sort of broken I think Kezan being buffed to 3 mana or gaining stats if it kills a secret would make it worth running. Add a card like Illuminator for antisecrets. Gain +4 health if your opponent has a secret. Or go full fucking crazy. Gain +3 health PER secret.
While everyone's posting cards: [IMG]http://i.imgur.com/wpIjmEi.png[/IMG]
the cards alright but idk how much more 2 drops priests need
[t]https://dl.dropboxusercontent.com/u/20516268/Hearthstone/Hearthstone%20Screenshot%2001-08-16%2011.47.48.png[/t] When BM goes wrong
[b]Corrupted Knight:[/b] For the cost of 1 stat less for its cost, and not being able to use it on normal minions (loses Nerubian Egg combo and can't use it on nearly-dead non-Demons), it gains the ability to copy text. Overpowered? Underpowered? Well, assuming we're getting Demons that are at 1-Health (not max; near death)... [u]Blood Imp:[/u] 3/5 with Stealth. Unlike Blood Imp, this can actually take out something [i]and[/i] give Health if it lives (which it can)! [u]Flame Imp:[/u] 6/5, although Void Terror would've gotten a better deal, costing 1 less mana for 1 less stat as a 6/4 (unless it's late-game or the Flame Imp is positioned in such a way that using Void Terror would be bad). [u]Voidwalker:[/u] 4/5 with Taunt, a better Sen'jin Shieldmasta! [u]Mistress of Pain:[/u] 4/5 with a pseudo-Glory effect (but when it deals damage rather when it attacks), but since this is Warlock, it's a [i]much[/i] better effect than on Priest. (And this isn't even considering how the effect can be buffed) [u]Tiny Knight of Evil:[/u] 6/5 that gains +1/+1 from discards. Same case for Flame Imp, but another way the Corrupted Knight becomes better is if you have something to discard next turn or even the current turn (no risk of having to discard your Corrupted Knight, unlike Void Terror). [u]Wrathguard:[/u] 7/5. Big Game Hunter territory (which thankfully doesn't trigger the Wrathguard's card text), less likely to take overkill damage. [u]Succubus:[/u] 7/5. The above, but better! [u]Felguard:[/u] 6/5 with Taunt, basically becoming Lord of the Arena. Worse than the Voidwalker combo if going up against a Priest, but otherwise a better Sen'jin Shieldmasta. [u]Void Terror:[/u] 6/5...although, this is just without its Battlecry, so it can vary somewhat (also can usually go into Big Game Hunter territory). Regardless, it's the same case as Flame Imp; usually better to have the next Void Terror rather than the Corrupted Knight. [u]Imp Gang Boss:[/u] 5/5 summoning 1/1s every time it takes damage. [i]Massive[/i] value. [u]Dreadsteed:[/u] You know what I'm [i]really[/i] thankful for? That the Dreadsteed's text reads "Summon a Dreadsteed" rather than "Summon itself." :wideeye: Even then, it effectively becomes a better Dreadsteed, simply for starting off as a 4/5. [u]Pit Lord:[/u] 8/5. Big Game Hunter, next. [u]Voidcaller:[/u] 6/5. Now, this...terrifies me. A lot. Like you said, not only do you get out a Demon, but now the Corrupted Knight can do the same. The Voidcaller alone is making me question whether the Corrupted Knight should even exist or not. [u]Doomguard:[/u] 8/5, but you can do the damage [i]immediately[/i], which is kinda terrifying. [u]Floating Watcher:[/u] 7/5, already goes into Big Game Hunter territory. Although, how often do you feel the need to use Corrupted Knight on this, especially when you can tap to make it [i]not[/i] die to a ping (or just play a bigger card)? [u]Illidan Stormrage:[/u] 10/5. If it created a 2/1 [i]after[/i] you played Corrupted Knight, it's a decent target, but it doesn't. Even then, chances are if it had to take 4 damage, it can't possibly be BGHed unless it was top-decked. Plus, you can play a 3-mana (or lower) card after! [u]Void Crusher:[/u] 8/5...with a terrible card text. Then again, why are you even running Void Crusher? How did you even get a chance to use Corrupted Knight on the most god awful Demon? [u]Dread Infernal:[/u] 9/5, BGH, end of story. [u]Fearsome Doomguard:[/u] 9/5, DOOM BY BGH, next. [u]Lord Jaraxxus:[/u] 6/5...although, if Jaraxxus has gotten [i]that[/i] much down on Health, chances are the game is already over. Probably even unplayable if it targets [i]you[/i] as Jaraxxus. [u]Mal'Ganis:[/u] 12/5, remain eternal. Again, if it wasn't BGHed before, it can't be BGHed now without a top-deck, [i]and[/i] it keeps the benefits! 10 are good targets (including some that die to BGH), 9 are okay (including the ones usually better with Void Terror), and 2 aren't viable targets. 10.5 of them die to BGH (the 0.5 comes from Void Terror). Actually a [i]very[/i] good card...and again, probably downright broken with Voidcaller. [b]North Wind Elemental:[/b] Bad. Provided it survives after you've paid an extra mana to play it over a Water Elemental, it'd need to freeze [i]three[/i] minions to be worth playing over a Pit Fighter...and even then, that buff goes away at (presumably) the end of [i]your[/i] turn; it won't even deal that same damage during your opponent's turn. Wouldn't even see a purpose in a Freeze Mage either; they've got enoguh ways to control a board as is, and enough burst damage to finish a game that the buff doesn't really matter. [b]Shade:[/b] Not exactly sure if I'm on the boat of being able to constantly see what cards your opponent has, even if it doesn't reveal on the turn it's played. This would be the kind of card that I'd have to see in play to determine whether that's hideously overpowered or a mere nuisance. [b]Dirt Nap:[/b] This is a rather interesting one; not sure if it'd see play in Miracle Rogue, and I'm not even sure if it would even see play in a Mill Rogue, considering Gang Up exists. --- Pretty much everything that NotAName would've said about Toten's cards, I would've said. Although, regarding the Blade Polisher, it's fine if it's worded as "gain +1 Durability" and that's it (see: Eaglehorn Bow). --- [b]Interrogator Vishas:[/b] Also a card that I would have to see in play. I do find it cute how it can disable [i]your[/i] Secrets as well. --- And now with all [i]that[/i] done, I do want to show my cards as well. I've had this idea of an expansion involving weapons. Each class would get a Rare weapon. If a class already had weapons, it would get a Common spell and an Epic minion; if it didn't have weapons prior, it would get a Common minion and an Epic spell. Although...I've basically just given up on it, since there was other stuff I wanted to do. But I at least want to show them! [t]http://i.imgur.com/IxQj1Ph.png[/t] [t]http://i.imgur.com/Svj3up4.png[/t] [t]http://i.imgur.com/4P3FuUS.png[/t] [t]http://i.imgur.com/yKxCaTE.png[/t] [t]http://i.imgur.com/NdirFUJ.png[/t] [t]http://i.imgur.com/OCeXBwE.png[/t] [t]http://i.imgur.com/vJc4Vpd.png[/t] [t]http://i.imgur.com/fjvswYJ.png[/t] [t]http://i.imgur.com/fEY3Bln.png[/t] [b]Savage Claw:[/b] It took a while for me to come up with a weapon idea for Druid, mainly for one thing: the Savage Roar + Force of Nature combo. Giving him a weapon would only just add on to the terrifying combo...then it hit me. Why not just prevent him from going face? As for giving him the flexibility of either having a Assassin's Blade or an Arcanite Reaper...yeah, I'm having second thoughts about whether or not it balances out not attacking face. [b]Chicken Splitter:[/b] This was [i]easily[/i] my favorite one. It's worse than the Assassin's Blade by default (in terms of damage), but here's the catch: Beast/minion synergy! [b]Arcane Staff:[/b] Giving Mage a weapon was also a lil' tricky, so I went with a...rather strange card text. In theory, it'd be like a Stormforged Axe; a 2/3, where the last 2 damage comes from whatever card has the effect. The good thing is that it has the potential to deal more than intended. The bad thing is it's combo-reliant (provided it hits a minion). It works on any card; works normally on a minion, buffs any spell it lands on (i.e. Giving Spell Damage +2 to a Fireball makes it do 8), and, god forbid, can give the next Arcane Staff what's essentially a [i]permanent[/i] buff, unless you [i]really[/i] need to deal damage with said Arcane Staff. Also, synergy with Animated Armor. [b]Divine Edge:[/b] Gladiator's Longbow costs 7-mana for a 5/2 and 2 Immune hits. Divine Edge costs 6-mana for a 5/2 and 1 Immune hit. Simple enough. [b]Staff of Silence:[/b] Not sure if this is super underpowered or overpowered (I'd be surprised if this is actually balanced), but considering Priest has stuff like Mass Dispel and the aptly-named Silence, I thought, why not go further on the trend of silences? [b]Brainsplitter:[/b] You take up a card slot for what's basically +2 damage...[i]but[/i], it becomes a 3/2 if you can get the Combo off. Then a 4/2. Then a 5/2. And so on. It encourages to make you keep getting the Combo off for a bigger weapon as you go on in the game. [b]Stalk of Corruption:[/b] Here was the thought process: The Arcanite Reaper and Assassin's Blade are both 5-mana. The Gladiator's Longbow is an Arcanite Reaper for 2 more mana that prevents damage on your turn. So, why not have an Assassin's Blade for 2 mana that does the same, for the Warlock? The thing is, since this is the Warlock, he'll be taking a [i]lot[/i] of damage, so I changed it up to affect [i]any[/i] damage you take regardless of attacking, and as a result, doubling the Durability. It's what I believe to be a slow but balanced* card. * May be horribly overpowered. [b]Dawnblaze Blade:[/b] The gap to fill the weapon costs (Cursed Blade, Fiery War Axe, Ogre Warmaul/King's Defender, Death's Bite, Arcanite Reapter, this weapon, Gorehowl); Taunt Warrior has a [i]reliable[/i] way of buffing its own gimmick (Bolster), so why not have the same for Enrage Warrior? No, not Sea Reaver. [b]Sabertooth Cat:[/b] I had to think for a while on whether this should give Attack or Durability. I think my final thought was that Attack promoted quicker damage (which Face Hunters would [i]love[/i]), while Durability gives more damage, but slower. Not even sure if this should be a 3/3. And that's all of the cards...that I haven't entirely scrapped. There were quite a number of cards that I had to scrap: [t]http://i.imgur.com/jC9kdA5.png[/t] [t]http://i.imgur.com/gQF45aG.png[/t] [t]http://i.imgur.com/DpOF4kN.png[/t] [t]http://i.imgur.com/8gRI39N.png[/t] [t]http://i.imgur.com/WuyqQJF.png[/t] [b]Wild Claw:[/b] This was [i]before[/i] I realized the combo. I thought it'd be a neat idea if I gave Druid a worse Assassin's Blade with combo potential; sure you can play it on Turn 5, but then you'd have to spend 2 more mana if you want to keep it like an Assassin's Blade. Your Claw becomes a Soulfire, your Bite becomes a Flame Lance [i]that can go face without a Wrathguard[/i]. And who loves the Wild Claw basically giving +3 more Attack on top of your normal Savage Roar with the Force of Nature? No one, so this got scrapped. [b]Divine Edge:[/b] There is rarely a time where sacrificing 2 damage [i]and[/i] 4 Health is worth the Divine Shield, so this got scrapped (or reworked, which ever). [b]Twilight Hammer #1:[/b] I first had the idea of trying to push the "When you draw this" mechanic to the Shaman. Although, that was a bit too much on the RNG side, even if that's a thing the Shaman is known for, so that got scrapped. Also, this would be an overpriced Arcanite Reaper. :v: [b]Twilight Hammer #2:[/b] Then I had this...rather strange idea. It's a twist on the "When you draw this" mechanic; rather than gaining a benefit for when you draw a card, it gains a benefit when you keep it in your opening hand, which is more likely than having to draw it during the game. It's like Bolvar in a way. Although, when I tried to come up with an idea of a Shaman minion with that same mechanic...I just kinda gave up and decided to scrap the idea altogether. [b]Guardian of Time:[/b] This was a last-minute scrap; I don't even know [i]why[/i] I thought this was balanced.
Good example of a paladin killing card that doesn't fuck secrets [IMG]http://i.imgur.com/XSvd6Se.png[/IMG] Found it on reddit, makes dr boom and dr 6 worse. Stops azure drake drawing and antique heal. I like the idea a lot. Sucks it's a hunter card, the only guy with a counter to dr. 6.
[QUOTE=Suttles;49486229]Good example of a paladin killing card that doesn't fuck secrets [IMG]http://i.imgur.com/XSvd6Se.png[/IMG] Found it on reddit, makes dr boom and dr 6 worse. Stops azure drake drawing and antique heal. I like the idea a lot. Sucks it's a hunter card, the only guy with a counter to dr. 6.[/QUOTE] If that did a little damage too id probably run it.
[QUOTE=Spacewolf;49486540]If that did a little damage too id probably run it.[/QUOTE] It's fine as it is imo, its like snipe + freezing traps tempo into one card. It's pretty hard to play a "bad" battlecry card, unless if you play felguard in your deck for some reason. Even the worst battlecries are pretty good. Making them not draw a card for 2 mana isn't too bad. Killing 2 boombots and not taking any damage from them for 2 mana isn't too bad. Denying 4~ secrets with it is amazing too. REALLY enjoying combo paladin, shits disgusting. Some priest played one of the murlocs he stole against me..why would you EVER do that.
[QUOTE=Suttles;49486621]It's fine as it is imo, its like snipe + freezing traps tempo into one card. It's pretty hard to play a "bad" battlecry card, unless if you play felguard in your deck for some reason. Even the worst battlecries are pretty good. Making them not draw a card for 2 mana isn't too bad. Killing 2 boombots and not taking any damage from them for 2 mana isn't too bad. Denying 4~ secrets with it is amazing too. REALLY enjoying combo paladin, shits disgusting. Some priest played one of the murlocs he stole against me..why would you EVER do that.[/QUOTE] Yeah I guess so. It's also a completely unique effect.
[QUOTE=Lolkork;49486392][t]http://i.imgur.com/OCeXBwE.png[/t] This card doesn't work in rogue, rogue isn't supposed to go to fatigue and that's the only situation where this card works. It's not good in aggro/oil because its too slow, and its not good in miracle because you don't want to draw less spells. And a control deck probably doesn't want this either because its weak in the early game and not potent enough in the lategame, and if you keep drawing it repeatedly you will lose because you wont be able to keep up on the board without taking too much damage.[/QUOTE] are you forgetting mill
Picked Warrior three times now in Arena since the LoE-release. I have not been offered a [I]single[/I] Fierce Monkey or Obsidian Destroyer. Slightly salty. + I got Reno'd in Arena. [B]EDIT:[/B] [I]I[/I] Reno'd someone in Arena [IMG]http://i.imgur.com/iKzvckN.png[/IMG] This deck is[I] insane[/I]! Lookit dat Beast Synergy, removal, lategame, Reno! 0-3 incoming
[QUOTE=Suttles;49486621]It's fine as it is imo, its like snipe + freezing traps tempo into one card. It's pretty hard to play a "bad" battlecry card, unless if you play felguard in your deck for some reason. Even the worst battlecries are pretty good. Making them not draw a card for 2 mana isn't too bad. Killing 2 boombots and not taking any damage from them for 2 mana isn't too bad. Denying 4~ secrets with it is amazing too. REALLY enjoying combo paladin, shits disgusting. Some priest played one of the murlocs he stole against me..why would you EVER do that.[/QUOTE] Cards aren't generally balanced around their best case scenario. A lot of battlecries come down to 1-2 mana cost extra benefit. So a 4 mana battlecry card will either have the stats of a 3 mana card or a low tier 4 mana card. Sure, there are some with more value than that, but generally just legendaries with big effects. I mean, play one of these against freeze mages and you basically win because they can't Alexstrasza you to 15, but play it against anything other than that or secret paladin and you basically slowed yourself down to stop 1 or 2 mana worth of play. Not good at all. Maybe instead of blocking the battlecry it could say that you steal the battlecry. So you draw the card from drake, you get the boom bots, etc. This could even work with something like a shattered sun cleric. You get the prompt to pick what minion to buff.
[IMG]http://i.imgur.com/7yhFLqr.png[/IMG] I have failed you, Reno. :( [IMG]http://i.imgur.com/1ANioRw.png[/IMG]
[IMG]http://i.imgur.com/YeDcsTz.png[/IMG] asdf
Goddamn, I love playing warrior. Just had a game in which I found myself with a raging worgen, cruel taskmaster, charge rampage in hand on turn 10. So I gave all the buffs to the worgen and got an 11 attack windfury charger. I also had some patrons already on the board so I got a one turn kill from almost full health :v: This sort of wombo combo wasn't even the purpose of this deck, but I'll take it if it presents itself.
[IMG]http://i.imgur.com/aJa1j0k.png?1[/IMG] I fucking knew it was Dr.7
Drafted a rogue arena deck, ended up becoming a mech deck. Got 2 iron sensei and the mech gorilla gave me an iron sensei on my very first duel. Guy silences the first one, I play 2 more and it's just too much to handle :v:
I got Mirror Entity from Nefarian Then Archmage Antonidas from the secret being triggered Then top deck'd Shadow Word: Death and got rid of their Archmage I am feeling pretty pleased at how lucky I was :v:
I like coming up with cards, as well as trying to think outside the box. Would this be broken? [t]http://i.imgur.com/MwIu1Bv.png[/t]
yep
[QUOTE=Totenkreuz;49502290]I like coming up with cards, as well as trying to think outside the box. Would this be broken? [t]http://i.imgur.com/MwIu1Bv.png[/t][/QUOTE] according to blizz, anything that has to do with your player is broken.
[QUOTE=Totenkreuz;49502290]I like coming up with cards, as well as trying to think outside the box. Would this be broken? [t]http://i.imgur.com/MwIu1Bv.png[/t][/QUOTE] Well since you can play it and get the info before they can retort, yes. You'll never be allowed interrupt a players turn or see their hand
[QUOTE=Totenkreuz;49502290]I like coming up with cards, as well as trying to think outside the box. Would this be broken? [t]http://i.imgur.com/MwIu1Bv.png[/t][/QUOTE] Mind Vision basically lets you see a card in your opponents hand too. Whilst the effect looks strong I don't think it'll see much play.
[QUOTE=MrFlashcat;49502881]Mind Vision basically lets you see a card in your opponents hand too. Whilst the effect looks strong I don't think it'll see much play.[/QUOTE] Yeah it doesn't seem that strong to me either. It's only gonna stay alive for one turn, maybe 2 or 3 if you play it immediately on turn 1. So you don't really get much information out of it, and by putting it in your deck you're wasting a card slot on something that doesn't affect the board at all and just slows you down.
I have a much more terrifying proposition. Seeing the card on top of the opponent's deck instead of what he draws.
A freeze mage just bm'd me by dealing something like 20 damage to me, then coining hero power to kill a 2/1 I had out instead of dealing me 1 damage to kill me. "Thanks", as I play my flare and kill her through ice block.
Sorry, you need to Log In to post a reply to this thread.