Grim Incantations - A payoff for multi-school / hand warlock, that usually has a decent spread of fel, fire and shadow spells. Might give a boost to the agony-warlock deck that has some middling success, discovering extra curses and rewarding you for using control tools.
Gift of N'Zoth - I think this is more of a crowd-pleaser with the N'Zoth theme/mechanic, giving some support to the aggro-shadow priest but requiring it to turn into a menagerie deck. Could be a powerful way to close out games.
Feedback:
Show Spoiler
Demonxz95 - I like the concept of caretaker best. Rewarding paladins for going wide with minion types is something we havent seen much of. Some room i think to make it less restrictive - eg. give your minions +1/+1 for each of your minion types. might need number tweaking though.
Wailor - I like Erudite of Duality the most. Though I'm not sure I like an only +Attack buff in priest, even for shadow themes, thats a personal preference though.
linkblade91 - A nice clean design with interesting decisionmaking. I think its good to go.
BasilAnguis - The biggest issue I see here is Quest hunter. Otherwise, its probably too cheap for the effect as a neutral, and a bit weird to have a legendary without a proper name - making it an epic at a higher cost/statline should be fine as the 2nd copy would either do nothing or refresh your hero power.
AeroJulwin - This is a hard one to judge as it would likely be a tech card, but it is rather flexible. Useable in control decks like warrior that currently run 3-5 different types, or in tempo decks that might want to do the same - but sometimes a dead card based on matchup. I think overall the balance is probably ok.
As a Wild DH player, I hope they don't touch Dreadprison or Multi-Strike. It may not sound too bad if they do nerf them(2 mana Multi or 1/2 Dreadprison or whatever). But it just makes DH even weaker. I feel like DH is forever doomed to no longer have a good foothold in Wild.
(NOTE: This expansion is not based on any existing WoW location. However, the fantasy theme is consistent)
The Dawning Cataclysms - An Overview
It's as it was written, the stars have spoken back to us and have confirmed our suspicions. The Cataclysm approaches and we are not strong enough to combat it, not with our decaying power, our champion has to come, not only for the safety of the town, but of the townspeople too. O constellations of the sky, guide our champion one to the path they belong.
The Dawning Cataclysms covers three different places, the (Unnamed) town, Tomorrow's Rise, a cult awaiting for the cataclysm to come for their invasion to begin, and The Crystal Circle, an association of astrologists and magicians that protect their most sacred treasure, the Violet Rune, away from the cult.
Demon Hunter, Hunter, Warrior, Warlock and Rogue will be part of Tomorrow's Rise. While Druid, Mage, Paladin, Priest and Shaman will join forces with the town and The Crystal Circle.
Every prophecy starts with someone, and the road that lies ahead of them will be defined by those circumstances that suround them. It's what we read of what will come, so be prepared.
This expansion features one new keyword, Prophecy. When you play a card with Prophecy, it will play like normal, and then a shattered circle will form above your Hero (taking a Secret slot, just like Quests), the card with Prophecy will fill one of the three gaps in it. Cards with Prophecy will replay themselves when you cast your Prophecy, and cards with "Prophecy: X" will add their effects to your current Prophecy, but both fill the circle that will become the road ahead.
For example, you play Carrion Invader, your Prophecy is now 1/3rd complete. If you play another one, 2/3rds, playing another card with Prophecy will finish it and create a Forseen Prophecy in your hand. Their art varies depending on which class used it, based on the flavor of this expansion.
If you've played two Carrion Invaders, and another card with Prophecy, once you play your Forseen Prophecy, it will play all of that in order, if a targettable spell is in there, you can choose targets, as each is cast individually (exception is while it's your opponent's turns). Battlecries and Outcast effects will not trigger with this however, nor will any spells in it count as cast for synergy purposes, however a Prophecy is a spell by itself. Isn't it odd?
All classes will get around 2-3 cards with Prophecy, with a few one or two exceptions that will get one more.
Death Knight (13/13)
Show Spoiler
Demon Hunter (10/10)
Show Spoiler
Tokens
Druid (10/10)
Show Spoiler
Hunter (10/10)
Show Spoiler
Tokens
Mage (10/10)
Show Spoiler
Tokens:
Paladin (10/10)
Show Spoiler
Tokens:
Priest (10/10)
Show Spoiler
Rogue (10/10)
Show Spoiler
Tokens:
Shaman (10/10)
Show Spoiler
Tokens
Warlock (10/10)
Show Spoiler
Tokens:
Warrior (10/10)
Show Spoiler
Neutral (35/35)
Show Spoiler
Tokens:
Conspiracy Under the Cracks
Do you really know what's in this hollow earth? All of its secrets are deep beneath the underground? Those who move up and cause activities? Have you heard about the society living below? All of those are questions they'll ask.
Did you know that the food you eat is alive?
Was that mountain always there?
Is there a bunch of rats stealing your stuff that you can't find it?
How did that bush move like it had life?
You won't know yet, only I know, hehe...
Conspiracy Under the Cracks is the mini-set for this expansion, featuring 35 brand new cards without favoring any side of battle, legends and rumors are supposed to maintain themselves neutral over the conflict. As mentioned, this tackles conspiracies and urban legends/rumors, putting my own spin on them. You may see a lot of threes in this- I mean trees.
Card List (38/38)
Show Spoiler
Death Knight Demon Hunter
Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Tokens: Explanation: Forgetful Sapper will give you the 14 positions in the board as possible positions to place a landmine in, its visible to both players and doesn't take space, you can't put two mines in the same spot, unless it goes off.
Warrior Neutrals
I am simply hoping that the formatting isnt messed up after getting this up and running, hope you guys like it! EDIT (04/06): Wohooo we finally done. EDIT (29/06): Added the finished mini-set. EDIT: (3/11): Fixed some cards as they were dissapearing, also preparing for Death Knight.
Might be too OP, but who knows. Realistically this would be a mage staple but it's a worse [Hearthstone Card (Wild Fire) Not Found] for them. It could give reason for other classes to use strange spells like Whirlpool in priest.
linkblade91 - Seems a bit scary at how good it is for tutoring honestly. But it's a decent idea.
Wailor - Yeah, i think it's too simple and weak to get any love, but i honestly like the idea. Maybe if it did something other than just gain stats.
Demonxz95 - I don't like the caretaker because it feels too similar/derivative of Menagerie Magician. And Tisha... Divine Spirit. That's just the top of my head but i'm sure most buffs would be too good.
The Zealous Zoologist can be an early play to simply draw a minion, but in a deck with a few focused tribal minions, like Queen Azshara or Snowfall Guardian, she can be relied upon to tutor for them. The power of a 2/2/3 with a tutored-draw is balanced IMO by the fact that, later on in the game, the Battlecry might whiff completely.
I've opened up a feedback thread for you all to talk about how you believe the competitions can be improved. Historically, we haven't had enough time to implement changes and a large part of that is because our down-time tends to be taken up with expansion reveal seasons, so asking during the season as opposed to after it should give us a lot more time to discuss the finer details and for us to be more actively involved with you guys in how these competitions are run.
This is the place where you can leave your thoughts about how the competitions are proceeding and how you suggest things should be changed if necessary.
Historically, when we've tried to do this before, it has resulted in asking for how things can be changed which gets us some nice feedback, and then we end up not having any time to discuss implementation because the down-time is often occupied by an expansion reveal season which eats up a LOT of time and focus. It has therefore come to me that it would be better to ask how satisfied you are with the system during the season as opposed to after it.
If you have ideas, then please let us know. We'll have more time to actively be able to discuss it.
Nerfs should be obvious. Just hit Drek'Thar and maybe Multi-Strike. Or reduce Dreadprison Glaive's durabilty from 3 to 2. Those should be more than enough. As for control warrior nerfs Im not a fan. I just dont think any deck that's not aggro will struggle against control warrior.
Buffs are more interesting because its nearly unpredictable. Nearly.
- Blackwater Behemoth to 7 mana. I mean, its far and away the worst colossal out there. Giving it a mana nerf to 7 makes it more playable while also fitting to quest priest's plans.
- Whatever the case, never buff the curse cards. I play this in wild for fun where warlock has no problem drawing cards and the curse cards there are absolutely insane, especially after a discount from rod. This is one mechanic Im sure will get better as warlock have more options available.
Im curious to see what team5 does with drekthar, having sold cosmetic for the card. Let's see if they actually give something back to those who purchased it, or buckle down and ignore the pitchforks.
This week I have two common cards, which is quite unusual for me. Let me know if you like them or if you prefer more complex effects.
Edit: just realized Marine Biologist might not be qualified because it doesn't need you to run the specific minion types. I might rework it tomorrow because I really like the flavor.
Meanwhile, I added Mur'gul Servants, which references the fact that Mur'guls (a sort of twisted Murlocs) were the worker units for Nagas in Warcraft 3.
Needs either a huge attack or overwhelm, so your opponent dont just ignore it, also its a Freljord card not Shadow Isles so no self destruction i believe.
Roasting Naga Demon Hunter cards because I can't think of any other way to make myself feel better about losing to DHs who don't need to play well to win:
Dreadprison Glaive: I appreciate that Blizzard feels it's necessary to teach Demon Hunter players that they should be hitting minions instead of just brainlessly jamming into the face.
Multi-Strike: If I worked on Hearthstone, I would send daily memos to my coworkers, "Don't Give Demon Hunter Windfury." I would have no other responsibility in the company. I would work in HR, and any designer caught attempting to give Demon Hunter Windfury would have to attend a weekend seminar where all they would do is try to climb Standard Ladder against Demon Hunters with Multi-Strike. I would not have a salary, but would show up early every morning with a fresh batch of memos.
Predation: So apparently what Blizzard learned from Eye Beam is, "Make it hit face, too." And here I was thinking the lesson was "Don't make 'Deal 3 damage' Cost 0, you morons."
Kurtrus, Demon-Render: Blizzard decided that Bakuing the Hero Power wasn't good enough, so they made it refresh like Shadowreaper Anduin or Questline Hunter. I see nothing wrong with emulating some of the most broken strategies in the history of the game, this should all work out fine. I really enjoy fending off Demon Hunter's aggression, including an on-curve Drek'Thar, only to lose because my opponent has Lady S'theno and a couple of spells in hand. How nice for them. On top of that, they get to summon two X/4s with Rush, where X is the number most likely to frustrate their opponent.
Lady S'theno: Infinite Attacks to clear the board while also triggering Kurtrus' Hero Power? No, this is perfectly fine. This stupid garbage is so overtuned that Naga DH players are unironically running Archdruid Naralex for the 36% chance they hit Nightmare because Blizzard made this deck so easy to auto-pilot to wins that the players had to step in to make things a little bit more challenging for themselves.
Drek'Thar: HSReplay says that Drek'Thar has a 68% mulligan winrate, but "only" a 61% played winrate, so I'm going to spend the rest of the month trying to tell my Demon Hunter opponents that they're costing themselves 7% of a win every time they play Drek'Thar. Maybe it'll work.
The tentacles are not ephemeral so theoretically they should get bigger as long as you play more spawn cards. They are also 1 cost and Bilgwater have some cards centered around buffing 1 cost unit like Jagged Taskmaster and Reaver's Row.
Giving how most of the community thought that Blade Dance and Recall were underwhelming on reveal, you are right to wait for the whole package before making up your mind.
Amass was SO BAD in MTG that the only amass card that ever saw play was a blue removal spell with amass 1 for 2 (which was used as sacrifze fodder/chumb blocker).
Given that experience I think that watchful idol could become a huge player in the meta as a sac fodder/chumb blocker outlet and together with monkey idol I can see a si/bilge token aggro deck becoming a thing
Ensemble Cast - Card Design Competition Discussion Thread
Hi everyone,
Grim Incantations - A payoff for multi-school / hand warlock, that usually has a decent spread of fel, fire and shadow spells. Might give a boost to the agony-warlock deck that has some middling success, discovering extra curses and rewarding you for using control tools.
Gift of N'Zoth - I think this is more of a crowd-pleaser with the N'Zoth theme/mechanic, giving some support to the aggro-shadow priest but requiring it to turn into a menagerie deck. Could be a powerful way to close out games.
Feedback:
Demonxz95 - I like the concept of caretaker best. Rewarding paladins for going wide with minion types is something we havent seen much of. Some room i think to make it less restrictive - eg. give your minions +1/+1 for each of your minion types. might need number tweaking though.
Wailor - I like Erudite of Duality the most. Though I'm not sure I like an only +Attack buff in priest, even for shadow themes, thats a personal preference though.
linkblade91 - A nice clean design with interesting decisionmaking. I think its good to go.
BasilAnguis - The biggest issue I see here is Quest hunter. Otherwise, its probably too cheap for the effect as a neutral, and a bit weird to have a legendary without a proper name - making it an epic at a higher cost/statline should be fine as the 2nd copy would either do nothing or refresh your hero power.
AeroJulwin - This is a hard one to judge as it would likely be a tech card, but it is rather flexible. Useable in control decks like warrior that currently run 3-5 different types, or in tempo decks that might want to do the same - but sometimes a dead card based on matchup. I think overall the balance is probably ok.
Balance Changes for Standard and Battlegrounds Coming on May 19 - Nerfs and Buffs on the Way!
As a Wild DH player, I hope they don't touch Dreadprison or Multi-Strike. It may not sound too bad if they do nerf them(2 mana Multi or 1/2 Dreadprison or whatever). But it just makes DH even weaker. I feel like DH is forever doomed to no longer have a good foothold in Wild.
The Dawning Cataclysms - A Custom Hearthstone Expansion (FINISHED)
(NOTE: This expansion is not based on any existing WoW location. However, the fantasy theme is consistent)




The Dawning Cataclysms - An Overview
It's as it was written, the stars have spoken back to us and have confirmed our suspicions. The Cataclysm approaches and we are not strong enough to combat it, not with our decaying power, our champion has to come, not only for the safety of the town, but of the townspeople too. O constellations of the sky, guide our champion one to the path they belong.
The Dawning Cataclysms covers three different places, the (Unnamed) town, Tomorrow's Rise, a cult awaiting for the cataclysm to come for their invasion to begin, and The Crystal Circle, an association of astrologists and magicians that protect their most sacred treasure, the Violet Rune, away from the cult.
Demon Hunter, Hunter, Warrior, Warlock and Rogue will be part of Tomorrow's Rise. While Druid, Mage, Paladin, Priest and Shaman will join forces with the town and The Crystal Circle.
Every prophecy starts with someone, and the road that lies ahead of them will be defined by those circumstances that suround them. It's what we read of what will come, so be prepared.
This expansion features one new keyword, Prophecy.
When you play a card with Prophecy, it will play like normal, and then a shattered circle will form above your Hero (taking a Secret slot, just like Quests), the card with Prophecy will fill one of the three gaps in it. Cards with Prophecy will replay themselves when you cast your Prophecy, and cards with "Prophecy: X" will add their effects to your current Prophecy, but both fill the circle that will become the road ahead.
For example, you play Carrion Invader, your Prophecy is now 1/3rd complete. If you play another one, 2/3rds, playing another card with Prophecy will finish it and create a Forseen Prophecy in your hand. Their art varies depending on which class used it, based on the flavor of this expansion.
If you've played two Carrion Invaders, and another card with Prophecy, once you play your Forseen Prophecy, it will play all of that in order, if a targettable spell is in there, you can choose targets, as each is cast individually (exception is while it's your opponent's turns). Battlecries and Outcast effects will not trigger with this however, nor will any spells in it count as cast for synergy purposes, however a Prophecy is a spell by itself. Isn't it odd?
All classes will get around 2-3 cards with Prophecy, with a few one or two exceptions that will get one more.
Death Knight (13/13)
Demon Hunter (10/10)
Tokens
Druid (10/10)
Hunter (10/10)
Tokens
Mage (10/10)
Tokens:
Paladin (10/10)
Tokens:
Priest (10/10)
Rogue (10/10)
Tokens:
Shaman (10/10)
Tokens
Warlock (10/10)
Tokens:
Warrior (10/10)
Neutral (35/35)
Tokens:
Conspiracy Under the Cracks
Do you really know what's in this hollow earth? All of its secrets are deep beneath the underground? Those who move up and cause activities? Have you heard about the society living below? All of those are questions they'll ask.
Did you know that the food you eat is alive?
Was that mountain always there?
Is there a bunch of rats stealing your stuff that you can't find it?
How did that bush move like it had life?
You won't know yet, only I know, hehe...
Conspiracy Under the Cracks is the mini-set for this expansion, featuring 35 brand new cards without favoring any side of battle, legends and rumors are supposed to maintain themselves neutral over the conflict. As mentioned, this tackles conspiracies and urban legends/rumors, putting my own spin on them. You may see a lot of threes in this- I mean trees.
Card List (38/38)
Demon Hunter
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Tokens:
Explanation: Forgetful Sapper will give you the 14 positions in the board as possible positions to place a landmine in, its visible to both players and doesn't take space, you can't put two mines in the same spot, unless it goes off.
Warrior
Neutrals
I am simply hoping that the formatting isnt messed up after getting this up and running, hope you guys like it!
EDIT (04/06): Wohooo we finally done.
EDIT (29/06): Added the finished mini-set.
EDIT: (3/11): Fixed some cards as they were dissapearing, also preparing for Death Knight.
Ensemble Cast - Card Design Competition Discussion Thread
Ensemble Cast - Card Design Competition Discussion Thread
Might be too OP, but who knows. Realistically this would be a mage staple but it's a worse [Hearthstone Card (Wild Fire) Not Found] for them. It could give reason for other classes to use strange spells like Whirlpool in priest.
Ensemble Cast - Card Design Competition Discussion Thread
The Zealous Zoologist can be an early play to simply draw a minion, but in a deck with a few focused tribal minions, like Queen Azshara or Snowfall Guardian, she can be relied upon to tutor for them. The power of a 2/2/3 with a tutored-draw is balanced IMO by the fact that, later on in the game, the Battlecry might whiff completely.
Double Identity - Card Design Competition Discussion Thread
Hey, a brand new face joins our list of winners!
I've opened up a feedback thread for you all to talk about how you believe the competitions can be improved. Historically, we haven't had enough time to implement changes and a large part of that is because our down-time tends to be taken up with expansion reveal seasons, so asking during the season as opposed to after it should give us a lot more time to discuss the finer details and for us to be more actively involved with you guys in how these competitions are run.
https://outof.cards/forums/fan-creations/custom-hearthstone/20921-wcdc-season-5-feedback-thread
WCDC Season 5 Feedback Thread
This is the place where you can leave your thoughts about how the competitions are proceeding and how you suggest things should be changed if necessary.
Historically, when we've tried to do this before, it has resulted in asking for how things can be changed which gets us some nice feedback, and then we end up not having any time to discuss implementation because the down-time is often occupied by an expansion reveal season which eats up a LOT of time and focus. It has therefore come to me that it would be better to ask how satisfied you are with the system during the season as opposed to after it.
If you have ideas, then please let us know. We'll have more time to actively be able to discuss it.
Balance Changes for Standard and Battlegrounds Coming on May 19 - Nerfs and Buffs on the Way!
Nerfs should be obvious. Just hit Drek'Thar and maybe Multi-Strike. Or reduce Dreadprison Glaive's durabilty from 3 to 2. Those should be more than enough. As for control warrior nerfs Im not a fan. I just dont think any deck that's not aggro will struggle against control warrior.
Buffs are more interesting because its nearly unpredictable. Nearly.
- Blackwater Behemoth to 7 mana. I mean, its far and away the worst colossal out there. Giving it a mana nerf to 7 makes it more playable while also fitting to quest priest's plans.
- Buff some murlocs. Bloodscent Vilefin as a 4/5 perhaps. Voidgill to a 1 mana 2/1.
- Whatever the case, never buff the curse cards. I play this in wild for fun where warlock has no problem drawing cards and the curse cards there are absolutely insane, especially after a discount from rod. This is one mechanic Im sure will get better as warlock have more options available.
Im curious to see what team5 does with drekthar, having sold cosmetic for the card. Let's see if they actually give something back to those who purchased it, or buckle down and ignore the pitchforks.
Ensemble Cast - Card Design Competition Discussion Thread
This week I have two common cards, which is quite unusual for me. Let me know if you like them or if you prefer more complex effects.
Edit: just realized Marine Biologist might not be qualified because it doesn't need you to run the specific minion types. I might rework it tomorrow because I really like the flavor.
Meanwhile, I added Mur'gul Servants, which references the fact that Mur'guls (a sort of twisted Murlocs) were the worker units for Nagas in Warcraft 3.
Balance Changes for Standard and Battlegrounds Coming on May 19 - Nerfs and Buffs on the Way!
Why touch Drek, when you can just increase cost of all good 3 drops to 4 mana?
(just joking)
Ensemble Cast - Card Design Competition Discussion Thread
Multiple type synergies, here we go!
I do realize Animal Caretaker doesn't have the perfect "3" theming with the +2/+2 bonus instead of a +3/+3 one, but balance comes first I say.
Double Identity - Card Design Competition Discussion Thread
Congratulations to Loknax!
How to Complete N'Zoth Mercenaries Event Task 2 "Ice Sculpting" - Tips & Parties Inside
In Old Guardian's guide, Icehowl's very first attack is to the left. https://youtu.be/-sgJlr1-p5Y
Is that tangible enough?
Ensemble Cast - Card Design Competition Discussion Thread
Competition Theme: Ensemble Cast
I'm sick of Pirate Warrior and Mech Mage - let's see a little more diversity in our decklists!
Demonxz95 wants us to get as many spell schools and minion types in our decks as we can - one for all, not all for one!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
Balance Changes for Standard and Battlegrounds Coming on May 19 - Nerfs and Buffs on the Way!
Drek'Thar to 1 summon... But how will they treat my diamond copy then?
Balance Changes for Standard and Battlegrounds Coming on May 19 - Nerfs and Buffs on the Way!
I want to say that we are getting some buffs to both the Priest Colossal and Abysall Curses. (Do not know wich of this I would buff for the archetyp)
Balance Changes for Standard and Battlegrounds Coming on May 19 - Nerfs and Buffs on the Way!
Force of habit.
Speaking of nerfs/buffs, any predictions?
Balance Changes for Standard and Battlegrounds Coming on May 19 - Nerfs and Buffs on the Way!
It never said Wild, it said Standard and BGs, but not wild
The Stagehand
May allow you to disrupt an entire enemy turn, stunning a strong unit while making they skip attack with weaker ones, i like it.
Hunting Boar
Needs either a huge attack or overwhelm, so your opponent dont just ignore it, also its a Freljord card not Shadow Isles so no self destruction i believe.
Even Priest - Wild Hearthstone Full Deck & Guide on the Wildest of Mondays
Meant to write Luminous Geode, it's fixed now thanks!
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Roasting Naga Demon Hunter cards because I can't think of any other way to make myself feel better about losing to DHs who don't need to play well to win:
Dreadprison Glaive: I appreciate that Blizzard feels it's necessary to teach Demon Hunter players that they should be hitting minions instead of just brainlessly jamming into the face.
Multi-Strike: If I worked on Hearthstone, I would send daily memos to my coworkers, "Don't Give Demon Hunter Windfury." I would have no other responsibility in the company. I would work in HR, and any designer caught attempting to give Demon Hunter Windfury would have to attend a weekend seminar where all they would do is try to climb Standard Ladder against Demon Hunters with Multi-Strike. I would not have a salary, but would show up early every morning with a fresh batch of memos.
Predation: So apparently what Blizzard learned from Eye Beam is, "Make it hit face, too." And here I was thinking the lesson was "Don't make 'Deal 3 damage' Cost 0, you morons."
Kurtrus, Demon-Render: Blizzard decided that Bakuing the Hero Power wasn't good enough, so they made it refresh like Shadowreaper Anduin or Questline Hunter. I see nothing wrong with emulating some of the most broken strategies in the history of the game, this should all work out fine. I really enjoy fending off Demon Hunter's aggression, including an on-curve Drek'Thar, only to lose because my opponent has Lady S'theno and a couple of spells in hand. How nice for them. On top of that, they get to summon two X/4s with Rush, where X is the number most likely to frustrate their opponent.
Lady S'theno: Infinite Attacks to clear the board while also triggering Kurtrus' Hero Power? No, this is perfectly fine. This stupid garbage is so overtuned that Naga DH players are unironically running Archdruid Naralex for the 36% chance they hit Nightmare because Blizzard made this deck so easy to auto-pilot to wins that the players had to step in to make things a little bit more challenging for themselves.
Drek'Thar: HSReplay says that Drek'Thar has a 68% mulligan winrate, but "only" a 61% played winrate, so I'm going to spend the rest of the month trying to tell my Demon Hunter opponents that they're costing themselves 7% of a win every time they play Drek'Thar. Maybe it'll work.
Legends of Runeterra Reveals Spawn Keyword and 5 New Bilgewater Cards
The tentacles are not ephemeral so theoretically they should get bigger as long as you play more spawn cards. They are also 1 cost and Bilgwater have some cards centered around buffing 1 cost unit like Jagged Taskmaster and Reaver's Row.
Giving how most of the community thought that Blade Dance and Recall were underwhelming on reveal, you are right to wait for the whole package before making up your mind.
Legends of Runeterra Reveals Spawn Keyword and 5 New Bilgewater Cards
Amass was SO BAD in MTG that the only amass card that ever saw play was a blue removal spell with amass 1 for 2 (which was used as sacrifze fodder/chumb blocker).
Given that experience I think that watchful idol could become a huge player in the meta as a sac fodder/chumb blocker outlet and together with monkey idol I can see a si/bilge token aggro deck becoming a thing