No inspiration for me so far so I'll probably take the week off. Gotta say your cards look amazing though! So many 5 stars contributions already. Hats off to Demon for suggesting the prompt as well!
This could be nice. It could potentially remove three threats and give you time to setup lethal. Though it might just get killed next turn, then your opponent finds another way to kill you.
People say that a lot of stats on turn 7 is bad but you likely won't even get stats. Infuse is a keyword that incentivizes lots of small minions dying, so you are likely looking at a 7 mana 6/6 if you were holding this in your opening hand.
Just play Boulderfist Ogre - that's at least good stats for the cost.
I'm getting this feeling where a lot of minions in this expansion really have bad stats from their cost, which can be a bad RNG pool from evolve shenanigans.
I mean, like getting a 2/2 stats from a 7 cost minion.
Can get big. That's about it. Unfortunately for it, the per-requisite to even be remotely viable in constructed requires at very least having either taunt or rush, or a reason to believe that by playing it the game is over. And this card dodges just about every requirement.
Perhaps there's a card that rez infused minions, so maybe there's where this card might shine. Or more likely its trash either way
At very least arena still exist, so there's that I guess.
This can obviously get really big. 7 mana 10/10 easily. But on turn 7+, just raw stats, with no ability like Rush or Taunt... probably not gonna be good enough.
Fun fact! There are assets in the client for Alliance card frames. Hearthstone originally had Alliance and Horde cards, a part that carried over from WoW TCG. They ultimately abandoned it but left the assets in.
Would be great to get sub-tribes for stuff like this, or even an expanded list of tribes like "Orc" or "Human" and stuff like that. I'm surprised we didn't get some Horde and Alliance symbols added to some cards to create some sort of faction specific interactions. But maybe in the future.
There are also Dread Imps from Dreadlich Tamsin, Seeds of Destruction, and Impfestation, imps off of Fiendish Circle, Imp Gang Boss, Piggyback Imp and its token, Bloodbound Imp, [Hearthstone Card (Imp Swarm) Not Found], and Wicked Shipment in Standard to put imps on the board. These of course are not super strong cards but could be great for Imp shenanigans, and the amount of imps you can generate also help to Infuse the new Rafaam. Bloodbound Imp could help the Warlock Questline make a comeback with additional impish strategies (maybe...)
One more that comes to mind for Wild is Imp-losion. Also Jumbo Imp could finally get the respect he deserves in an Imp deck. Invoking Galakrond, the Wretched is another way to generate Imps, or using the Gala HP. And who could forget the amazing Mad Summoner?! SOOOO MANY IMPS!!! Or you could summon a never ending Imp portal with Neeru Fireblade who I forgot is still Standard, or the original warlock quest Lakkari Sacrifice. There are a few others I'm sure, but after being reminded that Impbalming is a card I am not listing anymore. Any others are just bad and not going into an Imp deck anyway.
EDIT: Actually Doubling Imp could be good. But is it going to make the cut over the new 4 mana 3/3 that can summon two copies instead of one? No, but it might make the cut over other garbage imp cards I've already listed off. :) Probably better than Imp Master too. And Rafaam's Scheme... Imprisoned Scrap Imp though! Especially with the copying imps could be nice.
Rustsworn Initiate also makes an imp token. Blood Imp. And how could Malchezaar's Imp ever be forgotten? Witchwood Imp and Desk Imp round out the list. I said I was stopping and not naming every imp card... but I did it anyway. Well, at least it's here if anyone is looking for an extensive imp listing.
If Broomstick was still around, this card would look a bit better, but that is about it. At least this card makes the evolve pool for evolve shaman a little weaker.
If it works like what they did on the gameplay stream, a match will basically consist of any number of games until one of the players has 10 Cubes. So the snap doubling mechanic actually works really well here, since winning a big pot could be huge in determining the winner of the match, and a player's use of the snap in one game could be the difference between winning and losing the entire match.
Of course, that's only assuming they do in fact use the "10 Cubes to Win" format, and not something else.
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I get where you're getting at. Just a simple +2 attack on a legendary does seem bland.
But once you take into account that it's in shaman, the class that has access to cards like Bolner Hammerbeak and Brilliant Macaw, it suddenly gets more interesting. If they print a good totem swarming card, it will be fun to imagine just constantly swarming the board with 8 attack totems every turn. If it was an epic +1 attack it will take much longer to get there.
The biggest problem with the card isn't Rustrot Viper, because if your opponent is spending 3 mana to deal with your weapon, they're not progressing their own turn and chances are you've just spent a billion mana on your turn making a massive weapon with a board to boot. The problem here is reload, of which rogue has struggled with ever since the last rotation.
There's simply no reason to go all the way and make a massive weapon only to run out of cards and get ruined by a simple AoE. And besides, how big are we expecting this to get? Perhaps 5/3 would be considered normal, and that's hardly worth wasting your entire hand for it.
Can certainly get better with more support. Right now, what miracle rogue needs is more stuff to throw out, and better draw. Something close to evil miscreants would do, even if the tokens are simple 1/1s with no other effect.
There needs to be more support before this sees any play at all. The main problem here is that there's barely any totems worth running and even with a buffed up hp, that's still no reason to play a hypothetical aggro-totem shaman deck over the much faster and stronger murloc shaman
That said, this card isn't bad at all. Played at any time and suddenly those useless totems can threaten lethal, maybe even worse with Brilliant Macaw. The main problem here is redundancy; shaman can already do better with other decks, and have more than enough options than to click hp every turn.
But with enough good totems and support, there's some aggro totem deck here somewhere, and this card would be a key member of it.
Stay On Target - Card Design Competition Discussion Thread
No inspiration for me so far so I'll probably take the week off. Gotta say your cards look amazing though! So many 5 stars contributions already. Hats off to Demon for suggesting the prompt as well!
New Neutral Minion - Insatiable Devourer
This could be nice. It could potentially remove three threats and give you time to setup lethal. Though it might just get killed next turn, then your opponent finds another way to kill you.
Sinfueled Golem is a New Epic Card Revealed for Castle Nathria by Trollstone
People say that a lot of stats on turn 7 is bad but you likely won't even get stats. Infuse is a keyword that incentivizes lots of small minions dying, so you are likely looking at a 7 mana 6/6 if you were holding this in your opening hand.
Just play Boulderfist Ogre - that's at least good stats for the cost.
Sinfueled Golem is a New Epic Card Revealed for Castle Nathria by Trollstone
I'm getting this feeling where a lot of minions in this expansion really have bad stats from their cost, which can be a bad RNG pool from evolve shenanigans.
I mean, like getting a 2/2 stats from a 7 cost minion.
New Demon Hunter Location - Relic Vault
This is probably good, since the relics look like they are probably good.
Pelagos is a New Legendary Priest Hearthstone Card Revealed by Inven Global for Castle Nathria
Kobold Taskmaster
New Neutral Minion - Sinfueled Golem
Tyrant in arena? But certainly trash in constructed.
Its only hope perhaps lie in wild, where Charge is a card. But in standard even Murloc Tinyfin would go over this card.
Sinfueled Golem is a New Epic Card Revealed for Castle Nathria by Trollstone
Can get big. That's about it. Unfortunately for it, the per-requisite to even be remotely viable in constructed requires at very least having either taunt or rush, or a reason to believe that by playing it the game is over. And this card dodges just about every requirement.
Perhaps there's a card that rez infused minions, so maybe there's where this card might shine. Or more likely its trash either way
At very least arena still exist, so there's that I guess.
Sinfueled Golem is a New Epic Card Revealed for Castle Nathria by Trollstone
This can obviously get really big. 7 mana 10/10 easily. But on turn 7+, just raw stats, with no ability like Rush or Taunt... probably not gonna be good enough.
Leo Robles Gives Us An Imp-ortant Clarification On Imp King Rafaam and Other Imp Synergies
Fun fact! There are assets in the client for Alliance card frames. Hearthstone originally had Alliance and Horde cards, a part that carried over from WoW TCG. They ultimately abandoned it but left the assets in.
Leo Robles Gives Us An Imp-ortant Clarification On Imp King Rafaam and Other Imp Synergies
Would be great to get sub-tribes for stuff like this, or even an expanded list of tribes like "Orc" or "Human" and stuff like that. I'm surprised we didn't get some Horde and Alliance symbols added to some cards to create some sort of faction specific interactions. But maybe in the future.
Third Fire Festival Constructed Skin Bundle Is Now Available in Hearthstone's In-Game Shop
Thank you for the chuckle, Priv. You're goddamn right.
Leo Robles Gives Us An Imp-ortant Clarification On Imp King Rafaam and Other Imp Synergies
There are also Dread Imps from Dreadlich Tamsin, Seeds of Destruction, and Impfestation, imps off of Fiendish Circle, Imp Gang Boss, Piggyback Imp and its token, Bloodbound Imp, [Hearthstone Card (Imp Swarm) Not Found], and Wicked Shipment in Standard to put imps on the board. These of course are not super strong cards but could be great for Imp shenanigans, and the amount of imps you can generate also help to Infuse the new Rafaam. Bloodbound Imp could help the Warlock Questline make a comeback with additional impish strategies (maybe...)
One more that comes to mind for Wild is Imp-losion. Also Jumbo Imp could finally get the respect he deserves in an Imp deck. Invoking Galakrond, the Wretched is another way to generate Imps, or using the Gala HP. And who could forget the amazing Mad Summoner?! SOOOO MANY IMPS!!! Or you could summon a never ending Imp portal with Neeru Fireblade who I forgot is still Standard, or the original warlock quest Lakkari Sacrifice. There are a few others I'm sure, but after being reminded that Impbalming is a card I am not listing anymore. Any others are just bad and not going into an Imp deck anyway.
EDIT: Actually Doubling Imp could be good. But is it going to make the cut over the new 4 mana 3/3 that can summon two copies instead of one? No, but it might make the cut over other garbage imp cards I've already listed off. :) Probably better than Imp Master too. And Rafaam's Scheme... Imprisoned Scrap Imp though! Especially with the copying imps could be nice.
Rustsworn Initiate also makes an imp token. Blood Imp. And how could Malchezaar's Imp ever be forgotten? Witchwood Imp and Desk Imp round out the list. I said I was stopping and not naming every imp card... but I did it anyway. Well, at least it's here if anyone is looking for an extensive imp listing.
Sinfueled Golem is a New Epic Card Revealed for Castle Nathria by Trollstone
If Broomstick was still around, this card would look a bit better, but that is about it. At least this card makes the evolve pool for evolve shaman a little weaker.
Marvel Snap Streamer Tobimaro Finds Tournament Mode Hints in Game Files
If it works like what they did on the gameplay stream, a match will basically consist of any number of games until one of the players has 10 Cubes. So the snap doubling mechanic actually works really well here, since winning a big pot could be huge in determining the winner of the match, and a player's use of the snap in one game could be the difference between winning and losing the entire match.
Of course, that's only assuming they do in fact use the "10 Cubes to Win" format, and not something else.
Can't Wait For C'thun
Yeah, Mechathun is awsome :)
Sinfueled Golem is a New Epic Card Revealed for Castle Nathria by Trollstone
Without even Taunt, this is too slow
New Neutral Minion - Sinfueled Golem
A new Epic Neutral Minion, Sinfueled Golem, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Murder at Castle Nathria
Head on over to our dedicated guide for Murder at Castle Nathria!
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New Rogue Minion - Necrolord Draka
Again, a good miracle payoff. Just need the actual miracle cards first.
The Stonewright is a New Legendary Shaman Card Revealed by PCGamer for Castle Nathria
I get where you're getting at. Just a simple +2 attack on a legendary does seem bland.
But once you take into account that it's in shaman, the class that has access to cards like Bolner Hammerbeak and Brilliant Macaw, it suddenly gets more interesting. If they print a good totem swarming card, it will be fun to imagine just constantly swarming the board with 8 attack totems every turn. If it was an epic +1 attack it will take much longer to get there.
Leo Robles Gives Us An Imp-ortant Clarification On Imp King Rafaam and Other Imp Synergies
It's a bit weird, but most of these are in wild anyways so its fine.
New Rogue Minion - Necrolord Draka
The biggest problem with the card isn't Rustrot Viper, because if your opponent is spending 3 mana to deal with your weapon, they're not progressing their own turn and chances are you've just spent a billion mana on your turn making a massive weapon with a board to boot. The problem here is reload, of which rogue has struggled with ever since the last rotation.
There's simply no reason to go all the way and make a massive weapon only to run out of cards and get ruined by a simple AoE. And besides, how big are we expecting this to get? Perhaps 5/3 would be considered normal, and that's hardly worth wasting your entire hand for it.
Can certainly get better with more support. Right now, what miracle rogue needs is more stuff to throw out, and better draw. Something close to evil miscreants would do, even if the tokens are simple 1/1s with no other effect.
New Shaman Minion - The Stonewright
There needs to be more support before this sees any play at all. The main problem here is that there's barely any totems worth running and even with a buffed up hp, that's still no reason to play a hypothetical aggro-totem shaman deck over the much faster and stronger murloc shaman
That said, this card isn't bad at all. Played at any time and suddenly those useless totems can threaten lethal, maybe even worse with Brilliant Macaw. The main problem here is redundancy; shaman can already do better with other decks, and have more than enough options than to click hp every turn.
But with enough good totems and support, there's some aggro totem deck here somewhere, and this card would be a key member of it.
Card Design Conversation - Old Habits
Westfall Bounty Hunter was a really well designed card. Love the art choice too. GL!
The Stonewright is a New Legendary Shaman Card Revealed by PCGamer for Castle Nathria
Totally agree. +2 attack? Animal Companions? Summon Imps? Meh..
While the other sets all had bad legendaries, at least they had interesting, if niche, effects.
I dunno, this feels like a step down in terms of excitement.