Like this article, very insightful, and I happen to agree with most of his reasoning except for current card release schedule, I would prefer if they go back to releasing everything in one expansion or two at max.
Yep, it's so big that it had to start as a two-parter before we switched them over to the guide format. Old Gods have their tentacles in a bit of everything storywise.
A very powerful silence effect to be sure, but I think Priest would rather just remove the minion rather than silencing it. I imagine The Nameless One being dependent on the meta and how many valuable silence minions exist in competitive play.
Warrior menagerie seems to be a solid archetype. Mixing the best of dragon warrior, mech warrior and pirate warrior sounds pretty interesting on paper.
Good, but the Outcast makes it awkward to pull off the AoE consistently, which can be a problem against other aggro decks. But Aggro DH probably cares more about having a weapon, so it's fine.
Final card to comment on, and I think it's pretty strong. I think this weapon is what is needed for weapon shaman to be good. The extra buffs to minions are really appriciated.
Cool concept for corrupt, but I don't think its worth the payoff, especially because you have to play a 6 cost card. Maybe menagerie decks run this for their beast though.
Maybe could be played in heavy aggro lists, but I still think that it gives to little stats (plus it can't be played on turn two very effectively, except with coin)
I had a pretty nice Corrupt idea, but the tribal part screwed it. So, here's my second idea:
EDIT: Found a new artwork. Its flavor might look kinda out of place in Paladin, but I dunno... Snack Run exists. Might still want to find a less stupid flavor, however.
Just in case you are interested, here's my previous iteration of the card:
Old Gods, New Tricks - Card Design Competition Discussion Thread
Some ideas.
Riot's RubinZoo Discusses Recent Runeterra Card Changes, Card Balance, Design Process, and More
Like this article, very insightful, and I happen to agree with most of his reasoning except for current card release schedule, I would prefer if they go back to releasing everything in one expansion or two at max.
A Tour of the Darkmoon Faire: Traversing Azeroth
Yep, it's so big that it had to start as a two-parter before we switched them over to the guide format. Old Gods have their tentacles in a bit of everything storywise.
New Neutral Minion - Rock Rager
We are closer to have an entire deck composed by Rage minions.
New Priest Minion - The Nameless One
A very powerful silence effect to be sure, but I think Priest would rather just remove the minion rather than silencing it. I imagine The Nameless One being dependent on the meta and how many valuable silence minions exist in competitive play.
New Warlock Minion - Midway Maniac
Zoo demon is back in town, baby.
New Priest Spell - Auspicious Spirits
Printed to work as corrupted, uncorrupted is too bad.
New Warrior Minion - Tent Trasher
Warrior menagerie seems to be a solid archetype. Mixing the best of dragon warrior, mech warrior and pirate warrior sounds pretty interesting on paper.
New Priest Minion - Fortune Teller
Can work fine in wild with mechanic stuff but for standard seems to be born out of time. It didn't predict pretty well when it should hit meta.
New Neutral Minion - Safety Inspector
Cycling cards is always good. Can work pretty fine with Lorekeeper Polkelt, Secret Passage and Sphere of Sapience
Our Thoughts on Hearthstone's Madness at the Darkmoon Faire Warrior Cards
Yup, i somehow forgot that card exist because nobody seems to play it nowadays.
New Druid Minion - Umbral Owl
Druid having mana cheating cards is a must in mostly every expansion. Will see play for sure.
New Neutral Minion - Costumed Entertainer
Can see lot of play in wild with all those "summon a copy of this minion" we have
New Warrior Spell - Minefield
Dyn-o-matic without the body is okay but not great, but probably sees play as a Tech against Stealth Rogues.
New Demon Hunter Weapon - Dreadlord's Bite
Good, but the Outcast makes it awkward to pull off the AoE consistently, which can be a problem against other aggro decks. But Aggro DH probably cares more about having a weapon, so it's fine.
New Priest Minion - G'huun the Blood God
A powerfull healing class having two cards from your deck at 0 mana? Finally Cho'gall has meet his final form.
New Shaman Weapon - Whack-A-Gnoll Hammer
Final card to comment on, and I think it's pretty strong. I think this weapon is what is needed for weapon shaman to be good. The extra buffs to minions are really appriciated.
New Paladin Minion - Carousel Gryphon
Seems to susceptible to hard removal, or just being overrun before it is played. Love the art though.
New Rogue Spell - Swindle
This card is not terrible, sometimes you need a minion AND a spell.
New Neutral Minion - Fleethoof Pearltusk
Cool concept for corrupt, but I don't think its worth the payoff, especially because you have to play a 6 cost card. Maybe menagerie decks run this for their beast though.
New Warlock Minion - Fire Breather
A board clear for zoo that doesn't damage your own stuff. I think this will be really strong in demon zoo.
New Neutral Minion - Optimistic Ogre
Good stats for cost!
New Neutral Minion - Wriggling Horror
Maybe could be played in heavy aggro lists, but I still think that it gives to little stats (plus it can't be played on turn two very effectively, except with coin)
Old Gods, New Tricks - Card Design Competition Discussion Thread
I had a pretty nice Corrupt idea, but the tribal part screwed it. So, here's my second idea:
EDIT: Found a new artwork. Its flavor might look kinda out of place in Paladin, but I dunno... Snack Run exists. Might still want to find a less stupid flavor, however.
Just in case you are interested, here's my previous iteration of the card:
New Hunter Spell - Don't Feed the Animals
It's just kinda bad. Don't play handbuffs.