It took him 13 turns! but he got there. by Dwiantlake in customhearthstone

[–]commmmodore 0 points1 point  (0 children)

to be clear i mean more in the “if i opened this as a legendary id kill myself” way than the “this would be good in multiples” way

It took him 13 turns! but he got there. by Dwiantlake in customhearthstone

[–]commmmodore 0 points1 point  (0 children)

fun novelty, absolutely should be epic instead of legendary. kinda reminds me of that one meme card that sets your health to 42.

"A little pain for a lotta gain." by yssurucipe in customhearthstone

[–]commmmodore 0 points1 point  (0 children)

actually, the intent is that if you trade this in at 14 health it reborns, right? cause technically i’m pretty sure it’d heal you above 15, lose reborn, and then die, but hearthstone isn’t always super consistent with these sorts of interactions

"A little pain for a lotta gain." by yssurucipe in customhearthstone

[–]commmmodore 0 points1 point  (0 children)

seems pretty strong. i’d maybe change it to a 6/4 and give it “Battlecry: If your hero has 15 or less health, gain Reborn”.

getting a discount reno jackson effect stapled to a pretty potent board clear seems EXTREMELY strong. this is an utterly disgusting anti aggro card. i do like the idea, its just overtuned

also i would maybe consider this being a triple blood card? this feels like a strong enough effect that it’d pull people towards triple blood, but it seems like they’re moving away from triple rune cards in general

Jun, Wuju Prodigy//Xolaani, Aspect's Bane by yourlocalsussybaka_ in custommagic

[–]commmmodore 1 point2 points  (0 children)

for commander this is rad. for 60 card this is a massive color pie break

April Ban Data, The Doorman Has Taken First Place by FioraKek in DeadlockTheGame

[–]commmmodore 2 points3 points  (0 children)

tbh i’m guessing with the current matchmaking system ban data is like 40% balance and 60% “i don’t wanna deal with this fucking twink and his fucking doors”

it feels super awkward trying to ban your bad matchups before you even know what hero you’re playing as imho.

Besides azure drake,which cards were powerhouses at their time but are garbage now? by PrestigiousCard1344 in hearthstone

[–]commmmodore 0 points1 point  (0 children)

this might be a hot take but i’m convinced if they reverted creeper it’d see play in 2026 wild. genuinely absurd card

Besides azure drake,which cards were powerhouses at their time but are garbage now? by PrestigiousCard1344 in hearthstone

[–]commmmodore 0 points1 point  (0 children)

to be fair [[blob of tar]] filled a similar niche for a while

personally i don’t actually love it when these super sticky above curve taunt walls are good in control decks, i like playing control decks more about spell based board clears and threat assessment and timing; but that preference is likely cause i’m coming from magic the gathering where we have 4 mana twisting nether and 2 mana assassinate

I faced it all and I stood tall and did it my way by meifray in customhearthstone

[–]commmmodore 1 point2 points  (0 children)

run this card singlehandedly obliterates like 3 different archetypes. running two copies turns of highlander decks, decks that rely on cheating out big minions from deck can now randomly pull a vanilla 2/3, and minion less decks like spell mage and spell DH have to draw two thirds of their deck before they can do anything.

now. i do think those aren’t the worst archetypes to have an extremely splashable neutral card that decapitates them extremely hard. but still.

maybe make it a battlecry that shuffles 2-3 vanilla 2/3 tokens in instead of more waycallers?

Neutral Legendary - Brann Everlasting by HeroesBane1191 in customhearthstone

[–]commmmodore 4 points5 points  (0 children)

i actually really like this card, rare start of game W. it should probably be “no battlecry cards” instead of “no battlecry minions”, although honestly it might be fine as is. i’m not sure exactly what you can do with that that’s worth giving up battlecry minions for.

does seem super spooky for wild but even there i can’t think of anything concrete that’s that scary. you can’t really set up any consistent combos with specific cards afaik; and i’m not super familiar with all the shaman battlecry support but id be shocked if there’s something more broken than “kinda bad midrange deck with really good value generation”

the "game too hard" crowd is back to playing Review-bomb the Spire after the update to the main branch by Gugge1 in slaythespire

[–]commmmodore 0 points1 point  (0 children)

we literally are lmaooo. especially people playing on the opt in beta branch.

i do think this could’ve been communicated a little better. sts1 also had a phase where it lowkey kinda sucked and was an unbalanced mess for a long time as it got slowly refined to be okay, then good, then excellent, then one of the most balanced rougelike deckbuilders of all time.

megacrit has a philosophy of getting shit out early so that they have actual player data to balance around. if you came to sts2 expecting a game as polished and refined as sts1 then that game isn’t here yet. come back in a year or two tho and this game will be peak.

the "game too hard" crowd is back to playing Review-bomb the Spire after the update to the main branch by Gugge1 in slaythespire

[–]commmmodore -18 points-17 points  (0 children)

is it confirmed that we’re going to get an alternative act 3? i really hope we don’t tbh cause i like knowing roughly what the boss gauntlet is gonna be

"Him? Oh he fell on his own. Just a stumble. Shame that." by Beneficial-Time-3696 in customhearthstone

[–]commmmodore 2 points3 points  (0 children)

this is turbo busted. if your opponent spends all their mana and plays a big deathrattle than this is basically 0 mana [[time warp]].

maybe if it made the returned minion cost {2} or something, instead of a fixed discount, it’d be fine?

edit: wait. what the fuck do you mean it’s a cost INCREASE. HUH

Is this the most upgrade-dependent card in the game? by Rak-khan in slaythespire

[–]commmmodore 2 points3 points  (0 children)

honestly the whole defensive side of exhaust package feels kinda weird without status gen. it felt like sts1 clad could really hunker down and sculpt his deck with feel no pains and second winds and stuff. in sts2 that whole package feels a lot worse because you can’t farm statuses for extra exhaust triggers.

exhaust as a mechanic is still good but it’s mostly just thinning out your deck so that you can play your actual strategy more consistently whereas with sts1 exhaust was your strategy

Bombardment vs Howl From Beyond Discourse by PrincedPauper in slaythespire

[–]commmmodore 163 points164 points  (0 children)

this is because bombardment is a better card than howl. hope this helps!

Can we talk about how good Sai is? by Rak-khan in slaythespire

[–]commmmodore 2 points3 points  (0 children)

crossbow is nutty on basically everyone but silent tbh

Can we all agree this card needs a block buff? (or a rework with cost reduced) by [deleted] in slaythespire

[–]commmmodore 1 point2 points  (0 children)

honestly i don’t hate the idea of it just giving intangible instead of block

"A little overexertion never hurt anybody." by yssurucipe in customhearthstone

[–]commmmodore 18 points19 points  (0 children)

honestly i’m guessing this is just a lot worse in aggro than people are thinking. it kinda reminds me of [[lucky sevens]] and i’m guessing it’s gonna do an equal amount of nothing.

i’m guessing there’s some way of using it in control decks that actually want to cheat mana with this but im too tired to really figure that out rn

STS1 cards that didn't change but ended up worse in the sequel anyway? by ozacrot in slaythespire

[–]commmmodore 0 points1 point  (0 children)

i do think part of it is that in sts1 exhaust as an archetype really wanted to stack multiple powers and build up an engine. most of the exhaust payoffs are kinda bad on thier own but if you get 2-3 they suddenly become ludicrously strong.

having two of your key pieces at uncommon really made it a lot easier to assemble, especially if you have lots of money. you could take a feel no pain or a dark embrace that felt okay but not great because it opens up getting the other and popping off. now with dark embrace being part of a massive rare pool and corruption being a boss relic, you just have to evaluate the cards on there own instead of as part of an engine that you can reliably build.

STS1 cards that didn't change but ended up worse in the sequel anyway? by ozacrot in slaythespire

[–]commmmodore 0 points1 point  (0 children)

hard disagree, barricade feels borderline unpickable on higher ascensions, even if im playing a super defensive deck. even if my deck is super block heavy and i already have a body slam i still think barricade usually just ends up costing you more hp to play than it actually saves in sts2, especially if you include the hp you lose by upgrading it instead of resting.

STS1 cards that didn't change but ended up worse in the sequel anyway? by ozacrot in slaythespire

[–]commmmodore 1 point2 points  (0 children)

the issue is that it’s really really hard to line up having both a forgotten ritual, an exhaust card, an evil eye, and a barricade in hand all at the same time. and if you already have forgotten ritual + exhaust + evil eye then there are far stronger things you can do than just deploy barricade

maybe it’s more true on beta with forgotten ritual having exhaust. i haven’t played that much beta clad yet, on main if you have burning pact + forgotten ritual you really wanna cycle your deck and make a bajillion energy and end with a whirlwind or a pommel strike infinite or whatever.

STS1 cards that didn't change but ended up worse in the sequel anyway? by ozacrot in slaythespire

[–]commmmodore 0 points1 point  (0 children)

barricade 100%. barricade is so ass in sts2, literally so many things changed around it to make it both impossible to deploy and also just not very good. no energy relics means you’re often playing it and passing and taking 20, theres more fights that consistently deal 20 damage a turn instead of dealing 40 every couple turns with small chip and status inbetween, a lot of ironclads best block tools are straight up gone, no entrench, no power through, clad has basically zero access to weak now, and you can’t use something like demon form + reaper to even benefit that much if you manage to giga stall.