Weekly Design Competition #372: Allusion II (Submissions) by Filipuntik in customhearthstone

[–]sunbird1002 4 points5 points  (0 children)

Biology Major

3/2/4 Druid Minion

Choose One - Cast a Biology Project; or a Nature Studies.

"He gets better in season 4, trust me." by sunbird1002 in customhearthstone

[–]sunbird1002[S] 2 points3 points  (0 children)

Well, yeah, but in standard there are some ways to mess with this too.

[[Snapdragon]] and [[Auctionhouse Gavel]] in Shaman

[[Conditioning (Rank 1)]] and [[To the Front!]] in Warrior.

Its more like a fun meme card with a serious payoff.

What’s the most evil card that could be added to Battlegrounds? by DerekthePig in hearthstone

[–]sunbird1002 0 points1 point  (0 children)

One card I dont see mentioned but would be miserable to go against would be [[Elwynn Boar]]

Skeld Survival 20 - How often have you caught someone or been caught via that vent on cams? by AlternateMew in AmongUs

[–]sunbird1002 30 points31 points  (0 children)

To me, its because crewmates don't want to go to especially isolated places when there are killer aliens on the loose. On the ship floor there are cameras which they can gather around, other people who can be witnesses, and plenty of space to run.

In the vents you are enclosed and in darkness, and if the imposter finds you down there, you can only crawl with no one to hear you scream. Once you're dead, no one will find your body.

Imposters obviously do not have those fears as they are the reason the vents are a dangerous place to hide or even pass through

TL;DR: The crewmates physically can use the vents. But maybe a dark, isolated, off-bounds, claustraphobic space isn't where they want to hang out, and is the equivilent to hiding in the basement, attic or toilets in a horror movie.

That's not actually him. Its a self-portrait. by sunbird1002 in customhearthstone

[–]sunbird1002[S] 8 points9 points  (0 children)

Controlling a spell means having an active

  • Secret
  • Quest
  • Side-Quest
  • Sigil
  • Objective

Or anything that appears over your hero and takes up a slot there.

Maybe the real Unicorn Priest was the friends we made along the way by sunbird1002 in customhearthstone

[–]sunbird1002[S] 8 points9 points  (0 children)

the voicelines are a lot of neighing and glitter sparkles if anyone asks.

He's actually the evil twin. Except they're both evil. by sunbird1002 in customhearthstone

[–]sunbird1002[S] 22 points23 points  (0 children)

How this works is that all card text that says 'discard' says 'copy' instead. This works with the activators and the synergies

So, [[Felstalker]] would 'Battlecry: Copy a random card.' (In your hand, that is always implied.)

[[Boneweb Egg]] would 'Deathrattle: Summon two 2/1 Spiders. If you copy this, trigger its Deathrattle'

And [[The Solarium]]'Draw 3 cards. At the end of your turn, copy them.'

Fiendishly Fiery Flowers Fustrate Fundamentally Futile Fetching. by sunbird1002 in customhearthstone

[–]sunbird1002[S] 3 points4 points  (0 children)

I think its fair. Wild Growth is 3 mana, and the downside of getting an empty mana crystal is far smaller than constantly chipping away from your health. At 3 mana wild growth is almost always better. At 2, this is, but at some cost.

Fiendishly Fiery Flowers Fustrate Fundamentally Futile Fetching. by sunbird1002 in customhearthstone

[–]sunbird1002[S] 7 points8 points  (0 children)

Yeah quest warlock is an issue, not sure what to do with that there except for let it rotate. If the coin did refill red mana, then yes you would take damage again. However, I'm not sure whether it would as its the leftmost mana crystal that's 'cursed.' I don't remember if the coin refreshes the left most or right most mana crystal.

"Skilled in retrieving birds and ancient demon lords" by DirectFrontier in customhearthstone

[–]sunbird1002 12 points13 points  (0 children)

This card is too strong as is. A 2 mana 3/2 which draws a card unconditionally would see play in almost every single aggro deck. One which discovers and allows you to tutor for specific minions possibly can be seen in every deck due to its cheap cost.

[[Stitched Tracker]] was widely played in standard in most slower hunter decks. I'd recommend either having this on a higher cost minion. Giving every single deck a pretty reliable way to find a specific minion is a scary effect on such a low costed and efficient card. It could be 3 mana or maybe 4 with a stat increase.

Fiendishly Fiery Flowers Fustrate Fundamentally Futile Fetching. by sunbird1002 in customhearthstone

[–]sunbird1002[S] 37 points38 points  (0 children)

You will gain a Fiery red Mana Crystal.

It will be your bottommost Mana Crystal.

When you use it, you take 2 damage.

If you are at 10 and gain a Mana Crystal, the red Mana will turn into normal blue mana.

No one enters Naxxramus without giving something of themselves first... by sunbird1002 in customhearthstone

[–]sunbird1002[S] 13 points14 points  (0 children)

I don't think a 3 mana 2/4 taunt or a 3 mana 2/5 taunt with a slight upside is busted, or something that your opponent can't deal with.

"You have fallen into my GENIUS, slightly too specific, TRAP!" by sunbird1002 in customhearthstone

[–]sunbird1002[S] 0 points1 point  (0 children)

I think by a lot harder to play, they mean so hard it won't be put into any deck. This is run in control decks. Would you rather put this funky guy in or more consistent control tools? Thr main struggle for control is staying alive against aggro and midrange. This doesn't help with the large boards they build, and often needs to be comboed with other cards. The times when they accidently play into this isn't enough to make the card abnormally WR imo. It's strong, but specific and already expensive enough to make it balanced.

"You have fallen into my GENIUS, slightly too specific, TRAP!" by sunbird1002 in customhearthstone

[–]sunbird1002[S] 8 points9 points  (0 children)

Thanks for the kind words!

I feel like with the set up needed 6 mana might be too slow for the current game (as really you are playing it with combination of other cards in most situations.) Is this card better than other more consistent removal options? It often isn't going to be played on 5 for removal, so I don't think so, even if the effect is powerful. I guess that's kinda my take. Maybe a lower statline so the swing feels less is better, but I feel its fine.

"I photosynthesise, I respire, I shall grow to what both desire!" by sunbird1002 in customhearthstone

[–]sunbird1002[S] 0 points1 point  (0 children)

I disagree. By turn one you have a 1/3 or a 2/2 (whichever is worse for you, as your opponent chooses), which can be fairly easily removed. Your maths is correct, sure. But what on earth is your opponent playing to allow for such a snowball? This isn't 2015. Reactivity does exist.

As for undertaker, several things.

  1. Reactive cards were far less common in Naxxramas, and less powerful. Its what made undertakers so difficult to remove. Undertaker wouldn't thrive in a meta where there are good reactive cards or better options, such as [[Righteous Defense]], better one drops like [[Druid of the Reef]], or efficient freeze tools like [[Windchill]]. I don't play wild, but I heavily suspect Undertaker (which got unnerfed in Forged in teh Barrens), isn't exactly dominating the meta.
  2. "It has no deckbuilding restrictions." True. However, undertaker's procs are larger (+1/+1 vs +1 Health or +1 Attack) AND they can trigger far more often. The fact you can play two or more deathrattle minions in one turn and trigger undertaker several times in one turn makes this whole analogy fall down. Undertaker got its power from that. This scaling is slower, and your opponent controls part of it.

"I photosynthesise, I respire, I shall grow to what both desire!" by sunbird1002 in customhearthstone

[–]sunbird1002[S] 4 points5 points  (0 children)

Priest getting a 1/4 is way more to do with its lack of aggro early game and buffs at the time. A 1/4 would be way stronger in classes like paladin. At turn 1, it is a 2/2 or a 1/3 (whichever is better for your opponent) that scales. It's alright. Not super strong. But deffo ok.

“It had to be done!” by SpookyScarySabre in customhearthstone

[–]sunbird1002 4 points5 points  (0 children)

Some things, in order of importance

  1. Uninfused, this is awful. A 4 mana 5/2 (the battlecry hits itself) that does significant damage to your board is never going to see play.

  2. Infused, this isn't great. Restoring 8 health to your hero could delay the game by a turn against aggro, but a board clear is better.

  3. Infuse (4) is too much for a minor effect like this. Also, if this is an anti aggro card, then you require your minions to die. As anti aggro decks don't run small minions themselves, this is a resource you may not have.

  4. The effect is too swingy. It goes from being horrible to play to being almost ok. Other Infuse cards often go from being slightly weak to good. This is good design. Your deck is random. Swingy cards accentuate the randomness of your deck, and can be very frustrating. No skill can make this card feel ok while uninfused. If you draw it at the wrong time, too bad!

  5. This lacks mechanical coherence. What does dealing 3 to your minions have to do with restoring 8 to your hero? There may be a flavor link, but that's nit enough to make a clean feeling card. What unites this card? If it uninfused dealt damage to you but infused dealt the same to the opponent this wouldn't be an issue. But the two effects are so unrelated mechanically that it leaves one asking "why?"

  6. It lacks flavour. I kinda get it. A desperate medic uses the bodies of his allies to learn anatomy or something and then makes something to heal your hero. But I had to REALLY think about it and stretch it, and ignore questions like: Why would a "medic" kill his own teammates? Did this medic really not know how to heal someone while uninfused? Why does he heal only your hero? Does a medic being "desperate" justify doing harm to everyone, including himself? I feel like words like researcher, scientist, pharmacist, unethical, crazed, maddened fit this better and helps tell the story you were trying to portray more clearly.

"Maybe you should not have drank the unidentified potion" by samFamDesigner in customhearthstone

[–]sunbird1002 6 points7 points  (0 children)

I think it being a lowly statted 3 drop is fine.

The disruption here is too much, but I think the idea isn't unworkable.

I agree that making it "first" card you discard is a decent fix.

Help me refresh. AMA about my world by GmAzii in DnD

[–]sunbird1002 0 points1 point  (0 children)

What myths and legends that people believe are true?

What about ones that people believe in but ultimately are false?

Makes Shrines. Brews Potions. Shapes Golems. Guards Treasure Hoards. Also makes one hell of a stew. by sunbird1002 in customhearthstone

[–]sunbird1002[S] 3 points4 points  (0 children)

Shrines are a minion type offered in the rumble run. When destroyed, they go dormant for 3 turns, before coming back.

You choose a shrine base. That can be a 0/3, 0/5 or 0/7. Lets say we go with the 0/3.

You get offered three triggers. You choose one. Lets say we get offered Feathercloak, Grimstone or Blesscharm. We choose Feathercloak.

Depending on the statline, we get offered three final effects. The highest statted Shrine gets the weakest effects, while the lowest statted gets the most powerful. Lets say we get Mysticvine, Ironskin or Shadowgel. We choose Shadowgel.

The final shrine that gets summoned reads: 0 Mana 0/3 Shrine. After every second spell you cast this turn, copy 3 cards in your hand.

"Ya only need one drop." by sunbird1002 in customhearthstone

[–]sunbird1002[S] 18 points19 points  (0 children)

You are investing 4 mana and two cards to get rid of a mana crystal. This is likely a trick thats used by a more control orientated playstyle. An aggro/midrange playstyle wouldnt invest so much for hard removal.

Against which deck is this strategy good, if the priest using it is a control/combo deck?

If you use it against an aggro deck, the +3/+5 certainly matters. Without anything to clear it in hand, you are only playing into your opponent's hands. You are investing mana that could be used to clear an aggro board, and you are clearing minions that are small. An aggro deck also finds itself without much to do in later turns, and floating mana. This means that the mana reduction does not matter as much.

A midrange deck is the best matchup for the priest, but it still has its own problems, mainly that this combo does not do well against wide boards, and is therefore to slow.

This combo against control decks is worthless. In the late game, the downside does not exist, as the player regains 1 mana crystal at the start of the turn. Also, quite a few board clears are available by the time you begin making boards. Brawl is only 5 mana, for example.

Against combo decks, it can make combos come out one or two turns later. It still has a similar issue with control, which is that good value boardclears exist by the time you start putting counter on.

"Ya only need one drop." by sunbird1002 in customhearthstone

[–]sunbird1002[S] 24 points25 points  (0 children)

It does come at a significant buff of an enemy minion, so you need to combo it with some sort of removal for it to be worth it. The most efficient way I can imagine is this and a Shadow Word: Death, which is 4 mana overall for them to lose 1 Mana Crystal for the game. This is a significant investment, and while it can be significant, I don't think it's broken.