GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
The rumble is basically fine but easily the weakest of the single player challenges.
The wild disparatity in power level between the totems is what’s really shocking to me. Maybe you beat the whole thing, maybe the second boss kills you. Super swingy.
I'm pretty sure 'shrines' are gonna be the new fancy thing in the post-rotation expansion
I wouldn't mind some more "permanent" type effects. Something similar to Artifacts or whatever permanent effects are called in that game.
Are you talking about Magic or some other game? Magic has like a half dozen types of noncreature permanents.
Yeah, I meant to specify MTG.
Planeswalkers might as well be the Heroes here
Weapons here act like artifacts in a few ways
Non-buff Enchantments don't really have an analogue in Hearthstone, which would be fine to add to hearthstone and its what those totems feel like.
Trying to think of how to write Hearthstone weapons as MTG artifacts and it's pretty wordy. Could probably keyword it though.
3
Fiery War Axe
Artifact Weapon
When Fiery War Axe enters the battlefield, put 3 attack counters and 2 durability counters on Fiery War Axe.
(Tap) Remove a durability counter from Fiery War Axe: Deal damage equal to the number of attack counters on Fiery War Axe to target creature, player, or planeswalker. If a creature is targeted this way, deal damage to yourself equal to its attack. Damage dealt this way bypasses hexproof. Activate this ability only when you would activate a sorcery.
If Fiery War Axe has no durability counters, sacrifice Fiery War Axe. If another artifact weapon comes under your control, sacrifice Fiery War Axe.
3 mana for two Lightning Bolts is would be broken as hell in Magic.
If you wanted to be as precise as possible, you'd also have to account for the corner case of not being able to tap an Artifact Weapon on the same turn that you already tapped one (before accounting for things like Windfury, Fool's Bane, etc.).
Trying to think of how to write Hearthstone weapons as MTG artifacts and it's pretty wordy. Could probably keyword it though.
3
Fiery War Axe
Artifact Weapon
When Fiery War Axe enters the battlefield, put 3 attack counters and 2 durability counters on Fiery War Axe.
(Tap) Remove a durability counter from Fiery War Axe: Deal damage equal to the number of attack counters on Fiery War Axe to target creature, player, or planeswalker. If a creature is targeted this way, deal damage to yourself equal to its attack. Damage dealt this way bypasses hexproof. Activate this ability only when you would activate a sorcery.
If Fiery War Axe has no durability counters, sacrifice Fiery War Axe. If another artifact weapon comes under your control, sacrifice Fiery War Axe.
3 mana for two Lightning Bolts is would be broken as hell in Magic.
Man, I'm just trying to imagine that amount of card text on a Hearthstone card.
Seems like a standard MTG card to me.
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Legends of Runeterra: MNCdover #moc
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To be fair, weapon is a keyword in Hearthstone. If you keyworded it in Magic as something like weapon: 3/2 you could stick all of that text in the rulebook.
I got to catch Shudderwock losing quite a few times in that Philly tournament. Although one series came down to Shudderwock vs. Shudderwock, a battle where no one wins.
I got stymied by a 50/50/50 tonight, including win 2 of any class, so I took ol' Whizbang into Wild. Ended up going 2-0. The first game really shocked me.
It was Surrender priest vs. fuckin' Jade druid. Granted, I had Keleseth on 2, and ended up Surrendering + PWS on 4 (to get a head start on drawing beefy minions), but the druid got a pretty solid start as well. It got pretty hairy, but I was eventually able to stabilize and keep a solid board after he'd used both Poisoned Seeds and finally ended up in topdeck mode. Psychic Scream is quite an MVP when you get to stuff his deck with Annoy-o-Trons and vanilla statted minions, apparently keeping his second UI out of the picture.
Other game was treant druid vs. some form of Tempo or token(?) shaman. Getting a board of 2 5/5s and a 4/4 on turn 4 (via coin) is pretty good tempo! Even his Big Bad Voodoo'd Corridor Creeper that became a Tirion (ffs), sitting next to a Flametongue totem, wasn't enough to save him.
Trying to think of how to write Hearthstone weapons as MTG artifacts and it's pretty wordy. Could probably keyword it though.
3
Fiery War Axe
Artifact Weapon
When Fiery War Axe enters the battlefield, put 3 attack counters and 2 durability counters on Fiery War Axe.
(Tap) Remove a durability counter from Fiery War Axe: Deal damage equal to the number of attack counters on Fiery War Axe to target creature, player, or planeswalker. If a creature is targeted this way, deal damage to yourself equal to its attack. Damage dealt this way bypasses hexproof. Activate this ability only when you would activate a sorcery.
If Fiery War Axe has no durability counters, sacrifice Fiery War Axe. If another artifact weapon comes under your control, sacrifice Fiery War Axe.
3 mana for two Lightning Bolts is would be broken as hell in Magic.
While it's not quite the same thing, they did print a card that's a lot like Jaraxxus, weapon and all.
Trying to think of how to write Hearthstone weapons as MTG artifacts and it's pretty wordy. Could probably keyword it though.
3
Fiery War Axe
Artifact Weapon
When Fiery War Axe enters the battlefield, put 3 attack counters and 2 durability counters on Fiery War Axe.
(Tap) Remove a durability counter from Fiery War Axe: Deal damage equal to the number of attack counters on Fiery War Axe to target creature, player, or planeswalker. If a creature is targeted this way, deal damage to yourself equal to its attack. Damage dealt this way bypasses hexproof. Activate this ability only when you would activate a sorcery.
If Fiery War Axe has no durability counters, sacrifice Fiery War Axe. If another artifact weapon comes under your control, sacrifice Fiery War Axe.
3 mana for two Lightning Bolts is would be broken as hell in Magic.
Could make it a little simpler by just having it deal 3 damage, instead of using attack counters. Also, Hexproof could just be the stealth equivalent, so wouldn't need to be part of the card text perhaps?
...
0
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
eu meta has shifted and is now wall to wall control warlock
Trying to think of how to write Hearthstone weapons as MTG artifacts and it's pretty wordy. Could probably keyword it though.
3
Fiery War Axe
Artifact Weapon
When Fiery War Axe enters the battlefield, put 3 attack counters and 2 durability counters on Fiery War Axe.
(Tap) Remove a durability counter from Fiery War Axe: Deal damage equal to the number of attack counters on Fiery War Axe to target creature, player, or planeswalker. If a creature is targeted this way, deal damage to yourself equal to its attack. Damage dealt this way bypasses hexproof. Activate this ability only when you would activate a sorcery.
If Fiery War Axe has no durability counters, sacrifice Fiery War Axe. If another artifact weapon comes under your control, sacrifice Fiery War Axe.
3 mana for two Lightning Bolts is would be broken as hell in Magic.
Could make it a little simpler by just having it deal 3 damage, instead of using attack counters. Also, Hexproof could just be the stealth equivalent, so wouldn't need to be part of the card text perhaps?
If the attack value isn't a counter then you can't Upgrade! it or similar effects, and Hexproof is closer to that one Unicorn card that got printed a few sets ago imo.
Trying to think of how to write Hearthstone weapons as MTG artifacts and it's pretty wordy. Could probably keyword it though.
3
Fiery War Axe
Artifact Weapon
When Fiery War Axe enters the battlefield, put 3 attack counters and 2 durability counters on Fiery War Axe.
(Tap) Remove a durability counter from Fiery War Axe: Deal damage equal to the number of attack counters on Fiery War Axe to target creature, player, or planeswalker. If a creature is targeted this way, deal damage to yourself equal to its attack. Damage dealt this way bypasses hexproof. Activate this ability only when you would activate a sorcery.
If Fiery War Axe has no durability counters, sacrifice Fiery War Axe. If another artifact weapon comes under your control, sacrifice Fiery War Axe.
3 mana for two Lightning Bolts is would be broken as hell in Magic.
Could make it a little simpler by just having it deal 3 damage, instead of using attack counters. Also, Hexproof could just be the stealth equivalent, so wouldn't need to be part of the card text perhaps?
If the attack value isn't a counter then you can't Upgrade! it or similar effects, and Hexproof is closer to that one Unicorn card that got printed a few sets ago imo.
I think he's saying the uninteractability of stealth is closer to hexproof than elusive is. Elusive is actually shroud anyway if we want to be pedantic.
Trying to think of how to write Hearthstone weapons as MTG artifacts and it's pretty wordy. Could probably keyword it though.
3
Fiery War Axe
Artifact Weapon
When Fiery War Axe enters the battlefield, put 3 attack counters and 2 durability counters on Fiery War Axe.
(Tap) Remove a durability counter from Fiery War Axe: Deal damage equal to the number of attack counters on Fiery War Axe to target creature, player, or planeswalker. If a creature is targeted this way, deal damage to yourself equal to its attack. Damage dealt this way bypasses hexproof. Activate this ability only when you would activate a sorcery.
If Fiery War Axe has no durability counters, sacrifice Fiery War Axe. If another artifact weapon comes under your control, sacrifice Fiery War Axe.
3 mana for two Lightning Bolts is would be broken as hell in Magic.
Could make it a little simpler by just having it deal 3 damage, instead of using attack counters. Also, Hexproof could just be the stealth equivalent, so wouldn't need to be part of the card text perhaps?
If the attack value isn't a counter then you can't Upgrade! it or similar effects, and Hexproof is closer to that one Unicorn card that got printed a few sets ago imo.
That is true. All good points, I think I might have gone too simple with it.
...
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Trying to think of how to write Hearthstone weapons as MTG artifacts and it's pretty wordy. Could probably keyword it though.
3
Fiery War Axe
Artifact Weapon
When Fiery War Axe enters the battlefield, put 3 attack counters and 2 durability counters on Fiery War Axe.
(Tap) Remove a durability counter from Fiery War Axe: Deal damage equal to the number of attack counters on Fiery War Axe to target creature, player, or planeswalker. If a creature is targeted this way, deal damage to yourself equal to its attack. Damage dealt this way bypasses hexproof. Activate this ability only when you would activate a sorcery.
If Fiery War Axe has no durability counters, sacrifice Fiery War Axe. If another artifact weapon comes under your control, sacrifice Fiery War Axe.
3 mana for two Lightning Bolts is would be broken as hell in Magic.
Could make it a little simpler by just having it deal 3 damage, instead of using attack counters. Also, Hexproof could just be the stealth equivalent, so wouldn't need to be part of the card text perhaps?
If the attack value isn't a counter then you can't Upgrade! it or similar effects, and Hexproof is closer to that one Unicorn card that got printed a few sets ago imo.
I think he's saying the uninteractability of stealth is closer to hexproof than elusive is. Elusive is actually shroud anyway if we want to be pedantic.
Well yeah, regular elusive is shroud, but to be doubly pedantic the unicorn I mentioned is effectively hexproof because it's only Elusive on the enemy turn so that you can still buff it.
Edit: I'm also biased because Eternal uses weapons as one of the counters to their version of hexproof units, which would make me want this hypothetical War Axe to also fill that role. Get chopped, Geist of Saint Traft!
I think part of it is that the AI cheats by starting with the same cards every time. Now the AI always did this mind, but in the case of this particular dungeon run, the opening hand always synergizes with the totem so for several of them, even if you kill their totem early they're still lined up to pull out some extreme bullshit as soon as the totem comes back up - such as Loti filling the board with ~7/7s on turn 5-6 or a spell damage Malacrass clearing your board every 3 turns when the shine pops back up.
Late game pirate with the card steal shrine is almost a guaranteed loss except for the most degenerate deck builds, because she has twice your deck to begin with and twice your health and is still stealing a card from you every 3 turns at the slowest, so not only can you not attrition her out, you can't afford to leave her minions up so she can react to your board, but she has too much health to rush down even if you did try to ignore her board.
I got extra pissed. I was running the priest “heal enemy is damage” shrine, got the “heal all minions to full” companion. Playing against the pirate rogue he stole her from my deck, played her, and the mothrah feathering goose killed all my minions. Even though he didn’t have my shrine. Still deciding if it’s worth the effort to go to Blizz forums and submit a bug report.
Do you, in fact, have any builds in this shop at all?
+1
lwt1973King of ThievesSyndicationRegistered Userregular
1-55 on the Rumble.
My kids aren't fans of just getting a card back and that's it.
"He's sulking in his tent like Achilles! It's the Iliad?...from Homer?! READ A BOOK!!" -Handy
Winter veil event starting tomorrow. There will be a quest for packs and a bundle for sale, be sure to have an extra open quest slot.
Thank you for the PSA!
Ah, another $20 for 30 packs deal. Those are the only ones that feel remotely worth it from a price per pack standpoint, it's just a shame they're always heavy on sets that are rotating soon.
I'm teeming with WoW token blizzbux so I'll probably go for it. It's the most affordable way to shore up the dust supplies, and in this case there's at least a remote chance of getting a playable Witchwood or Boomsday legendary or epic that I still could use into next year.
Posts
The wild disparatity in power level between the totems is what’s really shocking to me. Maybe you beat the whole thing, maybe the second boss kills you. Super swingy.
Are you talking about Magic or some other game? Magic has like a half dozen types of noncreature permanents.
Yeah, I meant to specify MTG.
Planeswalkers might as well be the Heroes here
Weapons here act like artifacts in a few ways
Non-buff Enchantments don't really have an analogue in Hearthstone, which would be fine to add to hearthstone and its what those totems feel like.
3
Fiery War Axe
Artifact Weapon
When Fiery War Axe enters the battlefield, put 3 attack counters and 2 durability counters on Fiery War Axe.
(Tap) Remove a durability counter from Fiery War Axe: Deal damage equal to the number of attack counters on Fiery War Axe to target creature, player, or planeswalker. If a creature is targeted this way, deal damage to yourself equal to its attack. Damage dealt this way bypasses hexproof. Activate this ability only when you would activate a sorcery.
If Fiery War Axe has no durability counters, sacrifice Fiery War Axe. If another artifact weapon comes under your control, sacrifice Fiery War Axe.
3 mana for two Lightning Bolts is would be broken as hell in Magic.
Man, I'm just trying to imagine that amount of card text on a Hearthstone card.
Seems like a standard MTG card to me.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
that's why we call it the struggle, you're supposed to sweat
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
It was Surrender priest vs. fuckin' Jade druid. Granted, I had Keleseth on 2, and ended up Surrendering + PWS on 4 (to get a head start on drawing beefy minions), but the druid got a pretty solid start as well. It got pretty hairy, but I was eventually able to stabilize and keep a solid board after he'd used both Poisoned Seeds and finally ended up in topdeck mode. Psychic Scream is quite an MVP when you get to stuff his deck with Annoy-o-Trons and vanilla statted minions, apparently keeping his second UI out of the picture.
Other game was treant druid vs. some form of Tempo or token(?) shaman. Getting a board of 2 5/5s and a 4/4 on turn 4 (via coin) is pretty good tempo! Even his Big Bad Voodoo'd Corridor Creeper that became a Tirion (ffs), sitting next to a Flametongue totem, wasn't enough to save him.
Whizbang IS wonderful!
While it's not quite the same thing, they did print a card that's a lot like Jaraxxus, weapon and all.
Could make it a little simpler by just having it deal 3 damage, instead of using attack counters. Also, Hexproof could just be the stealth equivalent, so wouldn't need to be part of the card text perhaps?
~*~*~*~fun~*~*~*~
Words are just blanking out in peoples' posts? What's going on there?????
Battle.net Tag: Dibby#1582
If the attack value isn't a counter then you can't Upgrade! it or similar effects, and Hexproof is closer to that one Unicorn card that got printed a few sets ago imo.
Erasing what?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I think he's saying the uninteractability of stealth is closer to hexproof than elusive is. Elusive is actually shroud anyway if we want to be pedantic.
That is true. All good points, I think I might have gone too simple with it.
Well yeah, regular elusive is shroud, but to be doubly pedantic the unicorn I mentioned is effectively hexproof because it's only Elusive on the enemy turn so that you can still buff it.
Edit: I'm also biased because Eternal uses weapons as one of the counters to their version of hexproof units, which would make me want this hypothetical War Axe to also fill that role. Get chopped, Geist of Saint Traft!
I got extra pissed. I was running the priest “heal enemy is damage” shrine, got the “heal all minions to full” companion. Playing against the pirate rogue he stole her from my deck, played her, and the mothrah feathering goose killed all my minions. Even though he didn’t have my shrine. Still deciding if it’s worth the effort to go to Blizz forums and submit a bug report.
My kids aren't fans of just getting a card back and that's it.
^_^
same with a golden cube
Witty signature comment goes here...
wra
fun fact: if you play golden whizzbang, you get a golden coin
This is true of any all-golden deck
Quest: Play 100 cards in Play mode
Reward: 6 Boomsday packs
Bundle: $20 for 6 Boomsday, Witchwoods, KNC, KFT, and Un'goro packs.
Ah, another $20 for 30 packs deal. Those are the only ones that feel remotely worth it from a price per pack standpoint, it's just a shame they're always heavy on sets that are rotating soon.
I'm teeming with WoW token blizzbux so I'll probably go for it. It's the most affordable way to shore up the dust supplies, and in this case there's at least a remote chance of getting a playable Witchwood or Boomsday legendary or epic that I still could use into next year.