On paper, it seems like you're playing a 1-cost card to activate the combo, play this for 4 then cheat hopefully 5-6 Mana. In the end, it's just a free 3/3 which honestly isn't that much. BUT it's nuts if you coin it out, or if you Shadowstep it.
@Demonxz95 I thought people didn’t mind anachronism if made with a custom watermark? It doesn’t purport to belong to any specific expansion after all, so it should be above time-flux issues
If it doesn't belong to a specific expansion, then it shouldn't use a keyword that's exclusive to one expansion because then that is a time-flux issue.
That's the way I look at it at least. I realize that I care more about this than anyone else, but it takes way from the card for me.
So you’re saying that this should’ve been a Scholomance/Barrens watermark? Or are you saying that these types of effects shouldn’t be made?
Scholomance or Barrens watermarks would've still caused the same issues. Print it in Scholomance and it doesn't make sense since spell schools didn't exist yet. Print it in Barrens and it doesn't make sense because Spellburst is not supposed to be used here.
These types of effects are allowed to be made, but shouldn't be presented in an environment that is intended to be used for realistic cards (such as these competitions), nor should it be implied that the card itself is intended to be realistic.
Note however that "unrealistic" does not necessarily mean "unprofessional". If you wanted to include your card in a set that is entirely themed around bringing old set-exclusive keywords back into one environment, then you could put that card there. Alternatively, such cards are still good as a means of a thought-provoking exercise. They however shouldn't be made or posted with the thought that they could be cards that actually have a chance of appearing in the game though. Your card is well designed, but it has several continuity-related issues if you want to look at it like a realistic card.
And here's the point: How much is it important in this environment for a card to be realistic? Of course, this question has to be answered by everyone on their own, but that's where conflict begins. Some, like @Demonxz95 may say it's mandatory, while some, like in this case @DestroyerR may come from assumption that it is not so important. But, honestly, I have no idea who in this case is right. I mean, I have my own view on this, but, again, nowhere is said that i'm not wrong, as well as I like to remain neutral as long as possible.
Great with both hunter legendaries, but idk if it will be so good in practice. Hunter we're talking about, after all, so this really depends on how midrange it can afford to be.
I think you’re misunderstanding the issue people have with this idea. I think it’s fair to say that this change would lead to better game balance and deck variety, but it comes at a tremendous cost. A mechanic like this is literally the most unintuitive thing I’ve heard, on par with maybe manipulating matchmaking to reduce winrate. Imagine that you really like playing one specific deck, and you learn how probable each card is to be drawn. Then the next week you play the deck again, but you have to look up the new probabilities to play the deck well. Rather than being able to play HS as a casual game whenever you have time, you instead have to either constantly look up stats or end up frustrated because certain cards don’t show up when they should. A lot of people play HS casually and enjoy coming back to the same deck again and again without having to put in tons of effort to relearn the deck every time. For that kind of player, a perfectly balanced meta and deck diversity don’t really matter because they only play a few games a week. By making this change you’d help the 1% of heavily invested players while alienating the 99% who just want to play a decently balanced game. From a player satisfaction standpoint this change has huge downsides with an upside that isn’t actually that impactful for most players.
I have two issues with this. First, silence is best as a reactive tool. The proactive nature of Sigil of Silence makes it so that your opponent doesn't have to play into the silence, the minions on board you want to silence continue to have their effects, and switch their game plan into something more effective for the situation. Second, this feels awful getting it off of Skull of Gul'dan, which is the single DH card that has warped how DH plays since its introduction. If the card doesn't work well with skull, it doesn't see play.
Combined with Bru'kan, this can provide efficient removal for a slower Shaman. Chain Lightning (Rank 1) is also pretty decent as a standalone card acting as a Cleave with late game upside, as well as how Shaman has other sources of spell damage. Hopefully Control Shaman has enough of a win condition after rotation to make the archetype viable!
Now that we've seen more cards, I think this is a fine activator for the "If you've Healed this turn" effects, especially Xyrella. Also works as a Nazmani Bloodweaver activator.
Bru'kan has some nifty spells to take advantage of, from Lightning Storm, to Tidal Surge, to the new Chain Lightning (Rank 1). It helps that the cards that support Bru'kan are already playable standalone, and this nature spell damage just helps scale up their effectiveness. The only question I have here is how effective Shaman will be, with its slower archetypes, at winning games with win conditions, as Bru'kan doesn't contribute to a win condition on its own.
That's a great way of looking at it. I'm happy we can gain experience just by playing now rather than only winning, so you can set your own goals and "win conditions" such as these.
Colourful Casting - Card Design Competition Discussion Thread
RIP Natural Evolution art
New Warrior Minion - Overlord Saurfang
Cya Lore.
New Warrior Minion - Rokara
Shame they didn't give it Devine shield. However, build your board, drop this, go face, buff your cards..
New Neutral Minion - Barrens Blacksmith
The thing I love about cards like this is working out ways to play them.
New Rogue Minion - Scabbs Cutterbutter
On paper, it seems like you're playing a 1-cost card to activate the combo, play this for 4 then cheat hopefully 5-6 Mana. In the end, it's just a free 3/3 which honestly isn't that much. BUT it's nuts if you coin it out, or if you Shadowstep it.
The Pepper Thread - Share Some Good Vibes!
This expansion is actually brilliant.
New Priest Minion - Xyrella
There are so many amazing synergies with this, insanely good card in every game mode no doubt.
LvGe Reveals a New Forged in the Barrens Legendary Warrior Card - Overlord Saurfang
All lore went out the window with this card. Wait let me bandage you...
Colourful Casting - Card Design Competition Discussion Thread
And here's the point: How much is it important in this environment for a card to be realistic? Of course, this question has to be answered by everyone on their own, but that's where conflict begins. Some, like @Demonxz95 may say it's mandatory, while some, like in this case @DestroyerR may come from assumption that it is not so important. But, honestly, I have no idea who in this case is right. I mean, I have my own view on this, but, again, nowhere is said that i'm not wrong, as well as I like to remain neutral as long as possible.
New Hunter Spell - Tame Beast (Rank 1)
Great with both hunter legendaries, but idk if it will be so good in practice. Hunter we're talking about, after all, so this really depends on how midrange it can afford to be.
New Rogue Spell - Paralytic Poison
Outside of SSS, there's also buffed Assassin's Blade to work with and Swinetusk Shank for a pseudo-Spectral Cutlass. Very interesting.
New Neutral Minion - Mankrik
And we get it for FREE! Although I doubt it will be meta, the highroll can be real with this one.
New Rogue Weapon - Swinetusk Shank
seems like a good weapon
New Rogue Minion - Scabbs Cutterbutter
no matter what every rogue uses this prefect
Should Blizzard Adjust Draw Rates of Over-performing Cards?
I think you’re misunderstanding the issue people have with this idea. I think it’s fair to say that this change would lead to better game balance and deck variety, but it comes at a tremendous cost. A mechanic like this is literally the most unintuitive thing I’ve heard, on par with maybe manipulating matchmaking to reduce winrate. Imagine that you really like playing one specific deck, and you learn how probable each card is to be drawn. Then the next week you play the deck again, but you have to look up the new probabilities to play the deck well. Rather than being able to play HS as a casual game whenever you have time, you instead have to either constantly look up stats or end up frustrated because certain cards don’t show up when they should. A lot of people play HS casually and enjoy coming back to the same deck again and again without having to put in tons of effort to relearn the deck every time. For that kind of player, a perfectly balanced meta and deck diversity don’t really matter because they only play a few games a week. By making this change you’d help the 1% of heavily invested players while alienating the 99% who just want to play a decently balanced game. From a player satisfaction standpoint this change has huge downsides with an upside that isn’t actually that impactful for most players.
New Rogue Minion - Scabbs Cutterbutter
It's a sort of mini skull of guldan. So, I think it will see a lot of play.
New Rogue Weapon - Swinetusk Shank
I guess for 5 mana you can add two nitroboosts for a 6/4 weapon - 3 card 4 round 24 dmg
New Demon Hunter Spell - Sigil of Silence
I have two issues with this. First, silence is best as a reactive tool. The proactive nature of Sigil of Silence makes it so that your opponent doesn't have to play into the silence, the minions on board you want to silence continue to have their effects, and switch their game plan into something more effective for the situation. Second, this feels awful getting it off of Skull of Gul'dan, which is the single DH card that has warped how DH plays since its introduction. If the card doesn't work well with skull, it doesn't see play.
New Shaman Spell - Chain Lightning (Rank 1)
Combined with Bru'kan, this can provide efficient removal for a slower Shaman. Chain Lightning (Rank 1) is also pretty decent as a standalone card acting as a Cleave with late game upside, as well as how Shaman has other sources of spell damage. Hopefully Control Shaman has enough of a win condition after rotation to make the archetype viable!
New Priest Spell - Desperate Prayer
Now that we've seen more cards, I think this is a fine activator for the "If you've Healed this turn" effects, especially Xyrella. Also works as a Nazmani Bloodweaver activator.
New Shaman Minion - Bru'kan
Bru'kan has some nifty spells to take advantage of, from Lightning Storm, to Tidal Surge, to the new Chain Lightning (Rank 1). It helps that the cards that support Bru'kan are already playable standalone, and this nature spell damage just helps scale up their effectiveness. The only question I have here is how effective Shaman will be, with its slower archetypes, at winning games with win conditions, as Bru'kan doesn't contribute to a win condition on its own.
New Rogue Minion - Scabbs Cutterbutter
Very strong and good card, pretty sure we will see it a lot
New Rogue Weapon - Swinetusk Shank
Curious what the offers of poison is going to be.
[Game] Card Treasure Hunt (The Resurrection Attempt)
On the right track. The last line is the key.
Get That XP! Finish Your Druid, Hunter, and Mage Darkmoon Faire Achievements With These Decks
That's a great way of looking at it. I'm happy we can gain experience just by playing now rather than only winning, so you can set your own goals and "win conditions" such as these.