I really don't see this going into Wild Secret Mages, I can't think of anything to replace in the current lists. Getting the Secrets cheaper is rarely an issue for the deck, at least not one that would cost the game. Current 2-drops are very important for draw/deck thinning, and Kirin Tor Mage's far better body makes up for the one-time nature of the effect.
The only class that will use this card unironically is warrior, as a sort of last resort after a nzoth play, since that will likely revive your Armagedillo, which will in turn make this a 6/6 at least.
But if you play nzoth and still not grab the win, then there's really something seriously wrong with your built, or your opponent is playing absolutely nothing but removal.
Outside of that very small niche, I don't see it. On its own, its decent, but gets value traded by nearly everything, so you can't just play it on its own. And if the idea is to buff it then play it on 9. Well, you'd have to have godlike skills to not just die before turn 9 in my opinion.
One amusing thing you can do is to play this in a Deck of Chaos built. Then its a 4 mana load your board with 9/4s. But that's admitably a highroll where its even outshined by Malygos who can simply win the game outright.
Agree.
Handbuff is the only one archetype that can play that card, and warrior is the only one class that can handbuff that card.
Competitive statline, creates tokens for Elemental synergies while also making Mana Giant cheaper. For some reason I'm still not feeling it. Maybe I feel Elemental Mage is still missing that something to push them into an actual deck.
This card isn't half bad honestly. A decently sized taunt for 3, and the effect gives your opponent a minion to play but that's irrelevant except to hyper aggro. An example of a arena-looking card that is absolutely not fit for arena in any way.
Unfortunately, I also can't see why anyone play this in standard except to meme others.
It's a tad slow to my taste, and the body isn't amazing for its cost either.
Although now that I think of it, You'd likely play this on curve in tempo-based matchups, where 3 damage is usually enough to kill something, and for full corrupt value in control matchups where you probably have more time to corrupt it.
The only class that will use this card unironically is warrior, as a sort of last resort after a nzoth play, since that will likely revive your Armagedillo, which will in turn make this a 6/6 at least.
But if you play nzoth and still not grab the win, then there's really something seriously wrong with your built, or your opponent is playing absolutely nothing but removal.
Outside of that very small niche, I don't see it. On its own, its decent, but gets value traded by nearly everything, so you can't just play it on its own. And if the idea is to buff it then play it on 9. Well, you'd have to have godlike skills to not just die before turn 9 in my opinion.
One amusing thing you can do is to play this in a Deck of Chaos built. Then its a 4 mana load your board with 9/4s. But that's admitably a highroll where its even outshined by Malygos who can simply win the game outright.
The first two turns in one card, fantastic value. Secret Hunter got so much support this expansion that I fully expect it becoming a thing in Standard again.
Does it activate only when you have 2 minions or when you have 2+ minions (because the first option is insanely limiting to the viability of the card and technically, that's what the card reads).
Latter, I'm pretty sure, but I do agree that strictly speaking the first would be what the card says. It was played on the reveal stream so you can try checking if you want confirmation. I didn't pay that close attention to it triggering, but I do think there was a board of three minions on one occasion.
If its buffs you want, Costumed Entertainer does that job better. This may have vanilla stats, but so does many others and every one of them have to justify its inclusion. I think this falls slightly short of the ideal.
Just a solid removal option for control warrior. Outside of that, its not really that great, since it doesn't ignore mechs or any specific tribe. But as an early game removal option, there's little better in my opinion.
Well, it curves perfectly into Kargath Bladefist and even tutor the Prime version, neat! Although, the main problem here is that Warrior has virtually no 2 cost cards apart from Armorsmith and you don’t normally tempo drop that card, so..: this actually only becomes active on turns 4-5+? Oh well, it only costs 1 mana anyway, I’m sure you can hold on to it until then
Its cards like these that makes me wonder why shaman's cards are so dreadful while other classes get stuff that makes sense. For what reason can we think that this could not have been a shaman card and instead must belong to warrior? It even makes sense flavorwise, shaman was supposed to THE weapon class this time round.
Lightforged Zealot is one of the best cards in pally right now and there's little reason to believe this wouldn't equally be as good in warrior. One weapon for a tempo swing, with a decently sized minion that also has taunt.
Again, why the hell isn't this a shaman card. Like really team5?
grumpymonk: I think Cho'gall is the more interesting of the two (if you go with Alex definitely drop the Battlecry to 2), but just remember that you can only submit 4 cards in an entry so you'd have to ditch one of the afflictions. I'd say just link to Cursed! in the description since it's already in the game.
BloodMefist: I'd go with Arch-Villainy out of the two
Wailor: Rush makes more sense than Taunt, but you could always ditch the keyword and summon four vanilla 3/3s.
MenacingBagel: You might want to change it so you can only have 1 underbelly rat on board at a time, being able to build up a bunch of 1/10's that make you immortal seems pretty broken.
DavnanKillder: I like the idea, but you could probably simplify the Hero Power down to just "Discover and Cast a Secret". I doubt you'd go too long with 5 secrets.
Dreams: The battlecry is way too powerful, and seems like more of a Priest effect than Paladin. Maybe it could give your minions Divine Shield (which would synergize better with the Hero Power) and perhaps a buff like +2/+2.
Demonxz95: I'd give you feedback but it sounds like you're going back to the drawing board anyway.
shaveyou: Simple, but effective. Not much to say here.
fungusABao: For Cenarius, drop the Hero Power down to 2 Armor, I think you could get pretty out of control with 3 Armor per spell. Anub'Arak is pretty weird, but interesting. also switch Attacks to attack.
KANSAS: I like it, but I'm not sure if 2 Mana for swapping a card is really worth it, I think you could drop it down to 1 (or maybe even 0) Mana.
I'm a bit surprised at the positive reviews here: yes, it's likely to be really cheap but I don't see a 4/4 reliably removing the threats you're wishing it to remove around the turns this finally gets played.
There's always a good chance I'm horribly wrong but I just don't see the power of this yet.
Way too inconsistent for the cost to see constructed play. Solid chance that it ends up killing only one small minion and damaging a couple of bigger ones, Flamestrike is much better in pretty much every case. Unless you're dreaming of sending the full 10 to face.
Seems good on paper, but what combo cards do you even want to run? Eh, it only really helps Miscreant and the new Draw 2 card, but is it really enough to justify its inclusion into a deck? We’ll have to see.
Turn 2, play this + shadowstep + play this again + edwin = 10/10 + 3/2. And that's turn 2
And now your hand is empty, your opponent kills Van Cleef and then its game over. Anyway, this is a ludicrous highroll scenario, and while it could happen, I’m still quite skeptical about this card being included into a lot of decks overall because of how little good Combo cards there are
There's wand thief, swindle, eviscerate, edwin, miscreant. That's 9 cards, and I would play them all in secret rogue right now if I can. Hell, I'd play them in galakrond rogue too.
And if I can chance a highroll edwin simply by adding a sometimes 0 mana 2 drop, why not?
Day 1 Theorycrafts for all 10 classes
Just some ideas I came up with. Some are kind of memey. C'Thun Rogue and Quest Pally seem the most fun to me so much value.
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New Warlock Minion - Man'ari Mosher
Another push for Demonlock and a quite solid one, allowing a good trade and heal. Maybe this will be the new direction of Zoo.
New Warrior Minion - Sword Eater
Insane value, pretty much 5.5-6 mana worth of stuff in a 4-Mana card. Definitely the Pirate that Menageries will pick.
New Mage Minion - Game Master
I really don't see this going into Wild Secret Mages, I can't think of anything to replace in the current lists. Getting the Secrets cheaper is rarely an issue for the deck, at least not one that would cost the game. Current 2-drops are very important for draw/deck thinning, and Kirin Tor Mage's far better body makes up for the one-time nature of the effect.
New Neutral Minion - K'thir Ritualist
That set revealed many cards that give the oponent cards, maybe Standar can see a mill deck?
Mill decks usally are countered by aggro, and a 4/4 3 mana taunt helps.
New Neutral Minion - Carnival Clown
Agree.
Handbuff is the only one archetype that can play that card, and warrior is the only one class that can handbuff that card.
New Mage Minion - Confection Cyclone
Competitive statline, creates tokens for Elemental synergies while also making Mana Giant cheaper. For some reason I'm still not feeling it. Maybe I feel Elemental Mage is still missing that something to push them into an actual deck.
New Neutral Minion - K'thir Ritualist
This card isn't half bad honestly. A decently sized taunt for 3, and the effect gives your opponent a minion to play but that's irrelevant except to hyper aggro. An example of a arena-looking card that is absolutely not fit for arena in any way.
Unfortunately, I also can't see why anyone play this in standard except to meme others.
New Neutral Minion - Derailed Coaster
Its comparable with Command the Illidari, except it has a ludicrous condition that is very difficult if not impossible to fulfill its potential.
Maybe some combo with ETC God? More likely just arena fodder to me.
New Mage Minion - Firework Elemental
It's a tad slow to my taste, and the body isn't amazing for its cost either.
Although now that I think of it, You'd likely play this on curve in tempo-based matchups, where 3 damage is usually enough to kill something, and for full corrupt value in control matchups where you probably have more time to corrupt it.
Might end up seeing play.
New Neutral Minion - Carnival Clown
The only class that will use this card unironically is warrior, as a sort of last resort after a nzoth play, since that will likely revive your Armagedillo, which will in turn make this a 6/6 at least.
But if you play nzoth and still not grab the win, then there's really something seriously wrong with your built, or your opponent is playing absolutely nothing but removal.
Outside of that very small niche, I don't see it. On its own, its decent, but gets value traded by nearly everything, so you can't just play it on its own. And if the idea is to buff it then play it on 9. Well, you'd have to have godlike skills to not just die before turn 9 in my opinion.
One amusing thing you can do is to play this in a Deck of Chaos built. Then its a 4 mana load your board with 9/4s. But that's admitably a highroll where its even outshined by Malygos who can simply win the game outright.
New Hunter Minion - Mystery Winner
The first two turns in one card, fantastic value. Secret Hunter got so much support this expansion that I fully expect it becoming a thing in Standard again.
New Hunter Spell - Open the Cages
Latter, I'm pretty sure, but I do agree that strictly speaking the first would be what the card says. It was played on the reveal stream so you can try checking if you want confirmation. I didn't pay that close attention to it triggering, but I do think there was a board of three minions on one occasion.
New Warrior Minion - Stage Hand
If its buffs you want, Costumed Entertainer does that job better. This may have vanilla stats, but so does many others and every one of them have to justify its inclusion. I think this falls slightly short of the ideal.
New Warrior Spell - Minefield
Its Dyn-o-matic's ghost back in standard.
Just a solid removal option for control warrior. Outside of that, its not really that great, since it doesn't ignore mechs or any specific tribe. But as an early game removal option, there's little better in my opinion.
New Druid Spell - Moontouched Amulet
I'm not expecting this to fit in the existing Druid decks. Unless something new pops up, this will have to wait for the next year, at least.
New Warrior Spell - Stage Dive
Well, it curves perfectly into Kargath Bladefist and even tutor the Prime version, neat! Although, the main problem here is that Warrior has virtually no 2 cost cards apart from Armorsmith and you don’t normally tempo drop that card, so..: this actually only becomes active on turns 4-5+? Oh well, it only costs 1 mana anyway, I’m sure you can hold on to it until then
New Warrior Minion - Sword Eater
Its cards like these that makes me wonder why shaman's cards are so dreadful while other classes get stuff that makes sense. For what reason can we think that this could not have been a shaman card and instead must belong to warrior? It even makes sense flavorwise, shaman was supposed to THE weapon class this time round.
Lightforged Zealot is one of the best cards in pally right now and there's little reason to believe this wouldn't equally be as good in warrior. One weapon for a tempo swing, with a decently sized minion that also has taunt.
Again, why the hell isn't this a shaman card. Like really team5?
Holding Out For A Hero - Card Design Competition Discussion Thread
Feedback for page 2:
grumpymonk: I think Cho'gall is the more interesting of the two (if you go with Alex definitely drop the Battlecry to 2), but just remember that you can only submit 4 cards in an entry so you'd have to ditch one of the afflictions. I'd say just link to Cursed! in the description since it's already in the game.
BloodMefist: I'd go with Arch-Villainy out of the two
Wailor: Rush makes more sense than Taunt, but you could always ditch the keyword and summon four vanilla 3/3s.
MenacingBagel: You might want to change it so you can only have 1 underbelly rat on board at a time, being able to build up a bunch of 1/10's that make you immortal seems pretty broken.
DavnanKillder: I like the idea, but you could probably simplify the Hero Power down to just "Discover and Cast a Secret". I doubt you'd go too long with 5 secrets.
Dreams: The battlecry is way too powerful, and seems like more of a Priest effect than Paladin. Maybe it could give your minions Divine Shield (which would synergize better with the Hero Power) and perhaps a buff like +2/+2.
Demonxz95: I'd give you feedback but it sounds like you're going back to the drawing board anyway.
shaveyou: Simple, but effective. Not much to say here.
fungusABao: For Cenarius, drop the Hero Power down to 2 Armor, I think you could get pretty out of control with 3 Armor per spell. Anub'Arak is pretty weird, but interesting. also switch Attacks to attack.
KANSAS: I like it, but I'm not sure if 2 Mana for swapping a card is really worth it, I think you could drop it down to 1 (or maybe even 0) Mana.
New Druid Minion - Umbral Owl
I'm a bit surprised at the positive reviews here: yes, it's likely to be really cheap but I don't see a 4/4 reliably removing the threats you're wishing it to remove around the turns this finally gets played.
There's always a good chance I'm horribly wrong but I just don't see the power of this yet.
New Warrior Spell - Stage Dive
Its easy to corrupt, tutors a rush minion, and cost only 1 mana.
There's nothing else to discuss. Everytime you put a rush minion in your deck this card will simply pop out like an auto-spell check mechanism.
New Mage Spell - Mask of C'Thun
Way too inconsistent for the cost to see constructed play. Solid chance that it ends up killing only one small minion and damaging a couple of bigger ones, Flamestrike is much better in pretty much every case. Unless you're dreaming of sending the full 10 to face.
New Rogue Minion - Foxy Fraud
There's wand thief, swindle, eviscerate, edwin, miscreant. That's 9 cards, and I would play them all in secret rogue right now if I can. Hell, I'd play them in galakrond rogue too.
And if I can chance a highroll edwin simply by adding a sometimes 0 mana 2 drop, why not?
New Paladin Minion - Redscale Dragontamer
Good body and a tutoring effect, I can't see why menageries wouldn't run this. Whether the strategy will be viable is another question.
New Rogue Spell - Swindle
Will see a lot of play, I'd be surprised if it didn't. I'd imagine C'Thun Rogue will want all the good draw it can get, and this seems solid.