Also considering this STEALS health and attack, and doesn't SET it i wonder what happens when you play this against Rattlegore. Normally when you SET Rattlegores atk/hp it doesn't mean anything when it dies, (Still goes 9/9 into 8/8.) But because Serena Bloodfeather STEALS the atk/hp maybe it will actually steals the 8atk/8hp kill Rattlegore after trading into it? (Because it goes from a 1/1 into a 0/0.)
BUT, the BEST thing about her 100% is the fact that she can't be played in Ress priest, because she will only get ressed as a 1/1. I think everyone probably loves that as well.
Serena Bloodfeather seems really strong regardless of the Rattlegore interaction, and will probably be a must-include in a LOT of priest decks, which now have room for it because of Shadow Word: Pain rotating and because her effect really stands out amongst the other single target removal cards.
Oh and i'm 100% certain we will get a "Steal x stats with Serena Bloodfeather" achievement in the next expansion, it would be REALLY weird if that's not an achievement.
Serena Bloodfeather is... fine? Don't get me wrong, the effect of the card is very interesting and I'm glad that the HS team is toying around with these kinds of abilities, pushing the boat out and all that. However, a big minion on the board is something I'd want to remove, not weaken. Granted, I too am able to play a cheap, potentially high-stat minion, but it would be Vanilla, whereas the opponent's minion might have Taunt or a powerful ongoing effect or Deathrattle. Especially when you consider that you can only run one of this card, it just feels underwhelming.
I hope an effect like this comes back in the future in a slightly more playable iteration :)
Play this against a 5/8 and you get a 5/5 vs a 1/4. That's pretty crazy actually.
Just a point, you missunderstand how works on that scenario.
You can see on video reveal how works the card when is used on an asimetrical statted minion.
He used it on a 4/8 that becomes a 2/4 and Serena goes on 3/5 stats. She steal attack points until she have more and, then, does the same with health points.
As @theodrinus said:
-----------------------------------------
Quick formula of resulting stats for head calculations:
For target minion: halve Attack and Health, rounded down.
For Serena: halve target minion's Attack and Health, rounded up, then add +1/+1.
a win condition, but something I feel won't be enough to secure the deal before you die. To get this far the warlock needs to have tapped/taken a lot of damage, how long can they resist the fatigue damage?
Also, that damn broom. It shows how overtuned a 1-mana neutral is when people's first thoughts are "maybe it works well with broom?"
Honestly, now that you mention it, I do find myself coming back to this failsafe 'this would still be viable with broom' excuse quite often.
Maybe team5 should have a look at it either nerfing it or changing its effects. Because it seems like Animated Broomstick papers over nearly every card that should otherwise be too slow, or too weak.
An actual Tempo swing card for Priest, how about that.
Not entirely sure how useful this is in practice, but in theory it can turn any big minion into a weenie to run over with something on the board.
The obvious is problem is how dependant she is on actually having a target.
There are a couple different scenarios for this
Play this against an 8/8 and you get a 5/5 vs a 4/4. That's pretty alright.
Play this againt a 5/5 and you have a 4/4 vs a 2/2. That's a lot better.
Play this against a 5/8 and you get a 5/5 vs a 1/4. That's pretty crazy actually.
I haven't done all the math, but you want to prioritize minions with an odd number of stats (because that usually nets you an additional 1/1 stolen) and wildly differing attack and health values.
According to my calculations the best targets are those with 4 points between health and attack starting at 4/8 and 8/4 respectively (which allows you to get a 5/5 while reducing either attack or health of the target to 0). You can then scale those up by adding +1/+1 but in general it would make sense to manipulate your target's stats for the best results (which might unironically make you consider buffing opponents minions with stuff like Power Infusion to optimize your outcome)
For instance, if the opponent has a 5/5 that I want to or need to deal with I can give that thing +2/+6 and instead of turning it into a 4/4 vs 2/2 make it a 7/7 vs a 1/5.
Basically this is the only minion that allows you to buff your opponent's minions to significantly buff yourself. Will that actually be good? Probably not, unless we get some crazy support for tempo buff Priest I don't see this happening. Control Priest won't need this because they can usually just kill what they want to remove and can't do anything with these tempo swings anyways.
The biggest problem is probably that she prefers to drain minions with higher attack than their health...and those aren't exactly common. High health minions will always survive, even if they won't have much attack left meaning she is useless as removal against persistent effects.
One particular synergy worth mentioning would be Focused Will because you can use it to silence an enemy and then sap it which is great against minions with big stats and persistent effects (Used on Savannah Highmane this gives you a 5/5 into a 2/4) but even then you're very dependant on having a good stat distribution on your target to really make use of it.
Overall this seems like the kind of card that can be really useful if the right deck comes together, but other than that she'S pointless
New Priest Minion - Serena Bloodfeather
Amazing card, basicly 2 mana "Copy an minions stats, then destroy it". Super solid and priests actually don't have that much Single Target removal not that Shadow Word: Pain isn't in the core set. Serena Bloodfeather also synergizes VERY well with Animated Broomstick because you can steal stats from one of your opponents minions, trade your Animated Broomstick into it, and trade your BIG Serena Bloodfeather into one your opponents other minions. The only other "competition" Serena Bloodfeather has in terms of single target removal are: Natalie Seline, Brittlebone Destroyer and Shadow Word: Death. (Ignoring Shadow Word: Ruin because it's a board clear, that can be used for single target removal. It's not fair to compare Serena Bloodfeather to it.). Serena Bloodfeather has the edge over the other single target removal cards, because she is a LOT cheaper then most, AND when you compare it to Shadow Word: Death, Serena Bloodfeather is still better because you get stats on board.
Also considering this STEALS health and attack, and doesn't SET it i wonder what happens when you play this against Rattlegore. Normally when you SET Rattlegores atk/hp it doesn't mean anything when it dies, (Still goes 9/9 into 8/8.) But because Serena Bloodfeather STEALS the atk/hp maybe it will actually steals the 8atk/8hp kill Rattlegore after trading into it? (Because it goes from a 1/1 into a 0/0.)
BUT, the BEST thing about her 100% is the fact that she can't be played in Ress priest, because she will only get ressed as a 1/1. I think everyone probably loves that as well.
Serena Bloodfeather seems really strong regardless of the Rattlegore interaction, and will probably be a must-include in a LOT of priest decks, which now have room for it because of Shadow Word: Pain rotating and because her effect really stands out amongst the other single target removal cards.
Oh and i'm 100% certain we will get a "Steal x stats with Serena Bloodfeather" achievement in the next expansion, it would be REALLY weird if that's not an achievement.
New Priest Minion - Serena Bloodfeather
Interesting concept.... Not sure if it is good enought
Jinbae Reveals a New Forged in the Barrens Legendary Priest Card - Serena Bloodfeather
only if you have something to kill the target with afterwards. Otherwise you're just trading stats and achieving nothing.
New Priest Minion - Serena Bloodfeather
Serena Bloodfeather is... fine? Don't get me wrong, the effect of the card is very interesting and I'm glad that the HS team is toying around with these kinds of abilities, pushing the boat out and all that. However, a big minion on the board is something I'd want to remove, not weaken. Granted, I too am able to play a cheap, potentially high-stat minion, but it would be Vanilla, whereas the opponent's minion might have Taunt or a powerful ongoing effect or Deathrattle. Especially when you consider that you can only run one of this card, it just feels underwhelming.
I hope an effect like this comes back in the future in a slightly more playable iteration :)
New Priest Minion - Serena Bloodfeather
Just a point, you missunderstand how works on that scenario.
You can see on video reveal how works the card when is used on an asimetrical statted minion.
He used it on a 4/8 that becomes a 2/4 and Serena goes on 3/5 stats. She steal attack points until she have more and, then, does the same with health points.
As @theodrinus said:
-----------------------------------------
Quick formula of resulting stats for head calculations:
For target minion: halve Attack and Health, rounded down.
For Serena: halve target minion's Attack and Health, rounded up, then add +1/+1.
-------------------------------------------------
New Warlock Minion - Neeru Fireblade
Good card... But not good enough if you can't get a deck back
Jinbae Reveals a New Forged in the Barrens Legendary Priest Card - Serena Bloodfeather
EXACTLY.
This card would be great in Highlander but that Archetype died again in Standard so... why put this when you can literally play Shadow word death?
Jinbae Reveals a New Forged in the Barrens Legendary Priest Card - Serena Bloodfeather
So, this is just always good right?
the LAST of the Highlanders
Farewell Zephrys (and good riddance)
New Warlock Minion - Neeru Fireblade
a win condition, but something I feel won't be enough to secure the deal before you die. To get this far the warlock needs to have tapped/taken a lot of damage, how long can they resist the fatigue damage?
Jinbae Reveals a New Forged in the Barrens Legendary Priest Card - Serena Bloodfeather
Honestly, now that you mention it, I do find myself coming back to this failsafe 'this would still be viable with broom' excuse quite often.
Maybe team5 should have a look at it either nerfing it or changing its effects. Because it seems like Animated Broomstick papers over nearly every card that should otherwise be too slow, or too weak.
New Rogue Weapon - Swinetusk Shank
this just makes me think self-sharpening sword will see a nerf
New Rogue Minion - Scabbs Cutterbutter
wow great tempo
New Priest Minion - Serena Bloodfeather
not great in the early game, but has chances to work late game.
New Priest Minion - Serena Bloodfeather
The effect of the card doesn't feel legendary. Feels like a filler card.
I like the uniqueness of the flavor though.
New Priest Minion - Serena Bloodfeather
An actual Tempo swing card for Priest, how about that.
Not entirely sure how useful this is in practice, but in theory it can turn any big minion into a weenie to run over with something on the board.
The obvious is problem is how dependant she is on actually having a target.
There are a couple different scenarios for this
Play this against an 8/8 and you get a 5/5 vs a 4/4. That's pretty alright.
Play this againt a 5/5 and you have a 4/4 vs a 2/2. That's a lot better.
Play this against a 5/8 and you get a 5/5 vs a 1/4. That's pretty crazy actually.
I haven't done all the math, but you want to prioritize minions with an odd number of stats (because that usually nets you an additional 1/1 stolen) and wildly differing attack and health values.
According to my calculations the best targets are those with 4 points between health and attack starting at 4/8 and 8/4 respectively (which allows you to get a 5/5 while reducing either attack or health of the target to 0). You can then scale those up by adding +1/+1 but in general it would make sense to manipulate your target's stats for the best results (which might unironically make you consider buffing opponents minions with stuff like Power Infusion to optimize your outcome)
For instance, if the opponent has a 5/5 that I want to or need to deal with I can give that thing +2/+6 and instead of turning it into a 4/4 vs 2/2 make it a 7/7 vs a 1/5.
Basically this is the only minion that allows you to buff your opponent's minions to significantly buff yourself. Will that actually be good? Probably not, unless we get some crazy support for tempo buff Priest I don't see this happening. Control Priest won't need this because they can usually just kill what they want to remove and can't do anything with these tempo swings anyways.
The biggest problem is probably that she prefers to drain minions with higher attack than their health...and those aren't exactly common. High health minions will always survive, even if they won't have much attack left meaning she is useless as removal against persistent effects.
One particular synergy worth mentioning would be Focused Will because you can use it to silence an enemy and then sap it which is great against minions with big stats and persistent effects (Used on Savannah Highmane this gives you a 5/5 into a 2/4) but even then you're very dependant on having a good stat distribution on your target to really make use of it.
Overall this seems like the kind of card that can be really useful if the right deck comes together, but other than that she'S pointless
New Priest Minion - Serena Bloodfeather
Really weird tool for a control priest archetype, nonetheless it feels... right?
It's a step in the right direction (any direction is appreciated instead of ress priest.)
New Priest Minion - Serena Bloodfeather
That card only can kill a 1hp minion.
New Warlock Minion - Neeru Fireblade
Aggro? Control? Weird...
Discolock was an aggro oriented deck.
This sounds like a control tool but... wrong? Not sold at all right now.
New Priest Minion - Serena Bloodfeather
Looks really cool, annoying and weak.
Can sinergize with Shadow Word: Pain, but that card rotates next year.
New Priest Minion - Serena Bloodfeather
Quick formula of resulting stats for head calculations:
For target minion: halve Attack and Health, rounded down.
For Serena: halve target minion's Attack and Health, rounded up, then add +1/+1.
New Warlock Minion - Neeru Fireblade
A much much weaker Chef Nomi
New Priest Minion - Serena Bloodfeather
Not sure how this will work, but on paper does not look good. Most of the times it will probably not even kill the targeted minion?
New Priest Minion - Serena Bloodfeather
It's not such must craft. If you find it on the packs you will play it, it has a good effect, otherwise you can live without it
Cydonianknight's Custom Treant Tribe for Battlegrounds - Hearthstone Fan Community Spotlight
Really enjoyed the theme, and your implementation. Hope to see more custom tribes presented here.Great work, mate.