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shaveyou

Joined 06/08/2019 Achieve Points 415 Posts 198

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  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    Somehow, with half the world shut down, I seem to have less time than ever. 

    Anyway, my first couple of ideas:

    With Coup de Grâce, I wanted to see what potential triggers I could use that haven't been used in game, and I fell on this. This would function primarily as an Aggro card, with the added benefit of being a tech option against those decks which don't run small minions, such as Big Priest. I'm not satisfied with the art or watermark at the moment 

    With Saving Grace, I wanted to try and make a slightly fairer Ice Block, reflecting Paladins ability to "bubble" away from certain death. I'm not sure I've got the wording on this clear enough. Happy with the Art and flavour though.

    Quick bit of feedback, and I'll do a bit more of a comprehensive one tomorrow after I'd looked at whose already submittedL

    @grumpymonk

    My favourite is Divine Entity, I've outlined my feelings in the spoiler.

    Show Spoiler
    Spell Capture feels a bit plain,and Mages already have a glut of "when your opponent casts a spell" secrets.

    Divine Entity is a bit more interesting, although the existence of Repentance means it might lack effectiveness in game. I'd look to find a home for it outside of Classic though, as this + Repentance in Evergreen feels… weird I guess. 

    Killer Instinct feels ripe for abuse. The only way to play around it is Secret Tech or poisoning the board with small minions, which is generally a bad idea against aggressive classes like Hunters. Maybe if the effect was limited to Beasts it might be a little more tolerable?

    Plagiarize doesn't really fit the Rogue thief archetype. Rogues steal random cards for random classes, rather than cards played/in deck/in hand. This feels like a Priest card, despite it being a secret.

    @KANSAS

    I like it. It would definitely fit into a Spell centric mage, looking to control the board while assembling a combo, or burning down the opponent.

     

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    I've started playing with ideas for a custom expansion, or even a custom year, but I thought I'd sound out a couple of the keyword ideas I had for the first one, before designing a set around them, only for them to be hated. So. here they are:

    They are designed to be used in different deck designs, with Bully obviously being an aggro-centric ability, rewarding the player for taking the initiative, while Underdog aids the player in regaining control, surviving, or holding the game until they can produce a swing turn.

     

    My concern here is that this mechanic would be polarising - If a control deck runs Underdog cards, they're stronger against Aggro, while weaker against other control decks. Likewise, Aggro decks that rely on Bully might find their plan undone by an aggro mirror, where their opponent doesn't run bully cards.

    So....thoughts? Please?

    In reply to New Keywords!
  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago
    Quote From Chimera

    Questions to those who enjoy building decks in Hearthstone:

    • What sort of things lead you to construct the decks that you do?
    • What are some common strategies and combinations that you really enjoy playing and iterating on?
    • In the past, which mechanics or interactions really caught your attention and made you want to try them yourself?
    • Do you prefer building new lists from the ground up, or iterating on existing archetypes?
    • Has the meta ever influenced you to try building something new to counter it?
    • When you get an idea, does it typically involve a particular strategy, or do you focus on a card you like to build around?
    • Do you make use of tech cards often, or just play a particular list as is?

    Questions to those who avoid deck building:

    • What is it that you dislike about deck building, if anything?
    • Has anything discouraged you from trying, or lead to you giving up at building a deck?
    • What do you feel is the most intimidating or difficult part to building a viable deck?
    • Do you find it more difficult to build decks in the constructed or arena game mode?
    • What do you typically do when the weekly Tavern Brawl requires you to build a deck?
    • What sort of tools or features do you think would motivate or allow you to build decks of your own design, if any?

     

     

    I 100% fall into the deck building category, so heres my answers.

     

    • What sort of things lead you to construct the decks that you do?

    Trying to make ideas work, normally based on Archetypes blizz half-heartedly supported at one time or another: e.g Freeze Shaman

    • What are some common strategies and combinations that you really enjoy playing and iterating on?

    I generally lean towards Midrange/Control, although I've had more success with Aggro, inserting Replicat-o-tron into a Mech Paladin list, and utilizing [Hearthstone Card (BEEEES!) Not Found], Corridor Creeper and Knight of the Wild in a swarming druid list.

    • In the past, which mechanics or interactions really caught your attention and made you want to try them yourself?

    Inspire. Always Inspire. I'd love to see it return. Also, overlooked interactions with cards like [Hearthstone Card (BEEES!) Not Found] in combination with Addled Grizzly or Knight of the Wild.

    • Do you prefer building new lists from the ground up, or iterating on existing archetypes?

    Generally something that has at least been pushed towards, even if it is by 2 or 3 cards, such as Freeze Shaman with Moorabi and Cryostasis.

    • Has the meta ever influenced you to try building something new to counter it?

    Only time I've ever really done this was in the peak of Big Priest. Sometimes it's minor counters, like Hungry Dragon in a dragon priest, other times it's how many random minions can I summon for you. Lately, I've been playing a disruption priest that uses double Dirty Rat and Double Unseen Saboteur to shut down combo decks.

    • When you get an idea, does it typically involve a particular strategy, or do you focus on a card you like to build around?

    Generally Strategy. Focusing on one card without a reliable tutor is a fast track to frustration.

    • Do you make use of tech cards often, or just play a particular list as is?

    When called for. I ran Hungry Dragon in dragon lists when Big Priest was dominant. Secret Tech when Secret Mage ruled.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    It seems consistent to the changes to Naga Sea Witch, which made giants cost 5, than applied their own natural cost reductions. 

    In that case - Minions cost 5 - 5 mana giant costs less based on condition

    Here - Spells cost 5 more - Outcast costs 1.

    If it said costs 2 less, then it would be weird, but as it is, it's right.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    Click the banner in the first post on page 1 of the thread, it will link you to the comptition page, you should see a button marked submit entry.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    Murozond Priest basically works like this;

    Draw all the cards.

    Play King Togwaggle

    Wait for opponent to play ransom

    Play Murozond to copy ransom.

    It's frustrating, but not really that good.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    Five Pages. FIVE!

    This is getting bigger.

    My Ideas:

    Anyway, feedback! (Sorry if I missed anyone, I've tried to capture anyone who hasn't submitted.)

    anchorm4n - Annoy-o-MAX - First off, I kind of feel like Paladin hi-jacked the Annoy-o-tron set. Not a huge issue, but between the Sir Annoy-o, Annoy-o-Module and Divine Shield, it feels like a Paladin minion. Now, as for strength, I don't have an issue with 3 7/7s for 9, with a Highlander Requirement. The issue I have is Divine Shield. It doesn't feel like a Warrior minion, and it's too powerful with the shields. I would suggest reskinning the idea, and it just being 7/7 Taunt x 3, which is huge, but not gamebreaking. It compares quite nicely to Dragonqueen.

    Thepowrofcheese - Bone Armor - This could get scary a year later with Infested Goblin, with 2 of those alone providing +18 Armor. Treating it in isolation, it's fine, stalling long enough to get the quest complete and start blasting with Die! Insect.

    Thepowrofcheese - Lord Marrowgar - Much Flavour. Much Wow. Lord Marrowgar is an iconic character, and deserves a collectable card. I'm not convinced this is it though. I would expect more of an offensive flavour, with a whirlwind-esqe effect. It's not bad, but if you attach an iconic character, it should have some link to it's signature ability. TLDR - Needs more BONESTORM!

    Zeratia - Primal Awakening - Doesn't qualify. Also feels a bit weird.

    Wailor - Thaurissan's Guard - I miss the less than 12 Mechanic. This card makes me feel warm and gooey. I like it.

    Wailor - Ironmelt Guardian - The issue I have here, is that random summon mechanics exist. What happens if Mage or Priest get this card? Is the target random? I feel like it should state that, which, in the context of the class, is irrelevant, which is weird. It's nothing against the card as such, but it's an issue.

    Wailor - Dragon Turtle - Now this I like. In wild, it makes cards like Bring it On that much more tempting, summoning a 3/15 and gaining 10 armor, but discounting the opponent's hand. This or Thaurissan's Guard are my preferences personally.

    Nirast - Replicating Challenger- I feel this would be more set flavour wise if it summoned copies, rather than added cards to hand. As it is, a 2/4 3 mana taunt is a bit on the weak side, and could easily be a 3/4.

    Basilanguis - Icecrown Nullifier - I feel like this could be confusing. In fact, I typed up a review about this being a bit plain, before realising my mistake. A nice idea, but a little confusing all the same.

    h0lysatan - Rage Shield - A worse, more limited Val'anyr. It feels a bit weird using a shield as an offensive weapon, only for a friendly minion to pick it up, use it, and then give it back to you....repaired? Mechanic-wise it works, flavour, it feels a bit odd.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    I'm assuming Edwin or Gallywix. None of the other legendaries strike me as likely. 

     

     

    (This is where they add Gral the Shark as a playable skin.)

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago
    Quote From Demonxz95
    Quote From shaveyou

    Well this was unexpected. Thanks all!

    Don't forget to enable your CDC border

    I....thought I had already. Oh well, done now

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    Well this was unexpected. Thanks all!

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago
    Quote From kuschi

    Instead of Infectious Sporeling you could use Replicat-o-tron

    This. Replicat-o-tron is a really useful card in Libram Paladin, allowing you to double the Librams and avoid Hex/Polymorph destroying your game plan. Paladin has the extra advantage of being able to produce tokens as well.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago
    Quote From Alfi
    Quote From shaveyou

    In Wild, Demon Hunter is not prepared. I'm playing a Handbuff Mech Paladin, trying to incorporate Replicat-o-tron, and running rampant over every DH I meet. 

    Still a problem in standard though.

    Unless they include the 1 mana cantrip silenc

    I've run into a few running it. Weirdly enough, adding Replicat-o-tron weakens the effect of silence somewhat, because they are only able to silence one, which is immediately turned back at the end of the next turn. I do feel the silence cantrip is too strong though

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    In Wild, Demon Hunter is not prepared. I'm playing a Handbuff Mech Paladin, trying to incorporate Replicat-o-tron, and running rampant over every DH I meet. 

    Still a problem in standard though.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    IIRC, Demon Hunters were meant to be weak on card generation, but strong on draw. Theoretically, classes with healing/Armor should just laugh them off. I think it's the Kael'thas combo that's the problem atm.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    Can't say I'm unhappy they made this 3 mana. I just managed to pull 4 out of an Exotic Mountseller.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    The Otk variant is.... annoying? I'm beating it well enough, with an absolute joke of a homebrew meme deck, but I can imagine it could be bad in the hands of a decent player.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    Pure paladin would like a word with you. With the Librams, it actually feels alright. It says a lot for Paladin in Year of the Raven that we're one set in and it feels like they have a more clear class identity.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years ago

    I'll actually remember to submit this week. How on earth I forgot when I'm stuck at home, I don't know. Anyway, first couple of ideas. Lot of balancing needed still.

     

    Not much to feedback so far but:

    Linkblade91 - I feel that Icy Guardian, while functional and balanced, is a little bland. There's nothing wrong with it, and it would be a solid 4 stars from me based on how I rate cards, but lacks that little something. As for Sinestra, I feel it should be 7 mana. Warrior has such strong synergy with self damaging effects that it's not hard to turn it into a positive. Other than that, I definitely prefer it out of the two. 

    Demonxz95 - Z'Kral - I don't like it. Firstly because I don't think it's strong enough to carry a game by itself, likely getting removed on turn 3 or 4. However, my main issue with it is with it's synergy with cards like Call to Arms, Skydiving Instructor and Guild Recruiter.

    TheHoax91 - Gaining that much in stats over a vanilla minion for a mirrored effect is far too strong. Compare it to Hench-Clan Shadequill, that has a purely negative effect, and adding Taunt on top. It gains +3/+1 over a Taunt/Lifesteal combo in the same slot ([Hearthstone Card (Felsoul Inquistor) Not Found]). I would recommend a 5 mana 3/7 personally. Interesting idea though, just needs balancing.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years, 1 month ago

    I'm not saying they can't be used in tandem, I'm saying that a 10 mana, 6 card combo has only ever been playable when it's sealing a game. Merely generating a huge board, for a full 20% of your deck, with the ability to do so again with yet another card, is generally not a game winner. Any successful combo like that has generally been an instant game win, not a "if you can't clear this board, and another, or burn me down in the mean-time, I win".

    Druid is one or two cards away from being broken at the moment, and I'm not sure how they proceed without either making it a failed archetype, or hopelessly broken.

    Look at the fact they're losing a lot of their existing support (survival Ferocious Howl) Treant synergy (Landscaping, Dendrologist, Mulchmuncher,Treespeaker) and combo/0TK support (Flobbidinous Floop, Juicy Psychmelon).

    As a replacement, they're getting different 0TK support (Imprisoned Satyr) and this weird, spell synergy without any decent spells build. Either Druid gets a really, REALLY strong, high cost spell in future, or they spend a year in the wilderness IMO.

    On a side note, I'm really looking forward to factoring in Marsh Hydra in my Jungle Giants deck in Wild.

  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 4 years, 1 month ago

    I'm trying to work out the most disgusting thing you can do with 3 spells for druid. In theory, you could play Ysiel Windsinger, followed by 2 Nourishes, leaving you with 3 mana. If the FoN/SR combo still existed, the answer is obvious, but without it, I'm stuck. Playing The Forest's Aid, followed by 2x Gift of the Wild produces an impressive board, but it's hardly game winning, and by the time you've pulled all 6 cards needed for that, you'll have probably drawn so much of the deck that Chef Nomi is a viable alternative. 

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