So many random generation cards maybe? Priest hand gets unusable alot (in standard) and could use the discounts. Not sure how strong this will be in the new meta tho.
Best use of this card is by having a board on the same turn you Twisting Nether. Seeing as how they are pushing a control style Corrupt Warlock, I can see this card being in the deck. However, I'm not too sure whether or not Corrupt Warlock will rise above Tier 3, considering how bad warlock is atm.
Linkblade91, I don't really like Morgle since it seems really easy to just freeze your opponents board every turn, locking them out of the game. Liadrin is pretty cool, but I think it would be better if it was a bit cheaper and gave a smaller buff. *edit* I think it is good at 6 mana, but I still feel like the hero power provides too many stats in addition to the divine shield. Especially with Librams going around providing even more stats.
Demonxz95, Unlimited attacks seems pretty good, even if you can't hit heroes. Warglaives of Azzinoth had to be nerfed. I think it would be better if you could attack twice, but only attack heroes once.
Wailor, I like the hero damage synergy, but I am afraid that it will be too easy to trigger the hero power 2-4 times in a turn. A full +1/+1 buff to all of your minions can stack up a lot and become game ending. I really like the self damage trigger, but you should change the payoff to something a bit less powerful.
TheHoax91, The transform ability is pretty cool, but with only 5 armor you probably won't last more than a turn or two. You should change the hero power to something that gives you armor in some way. That way the hero power and battlecry would synergize a bit more. Right they new feel pretty disconnected.
AnAngryBadger, First off, I would change the "4" to the word "four" since it looks better next to the "1/1". Generally, I think this hero is very weal. 7 mana for four 1/1s is terrible. And the hero power seems really hard to get value out of except through cards like Command the Illidari. In general I think this hero is rather underwhelming.
Hordaki, I really like it. Menagerie stuff is always fun to play around with, and I think this is a very good hero card to support that archetype. You should change the wording on your hero power, since right now it isn't terribly clear and also kind of wordy. Do you pick one minion, and it gets +1 attack for each tribe? Or does it pick a new random minion to get the extra attack for each minion type you have? If it just pick one then it should just say "Give a friendly minion +1 attack for each minion type among minions you control". If it picks a random minion each time then it should say random. Also, I think you could have a +1/+1 buff instead of just +1 attack.
MenacingBagel, First off, I don't think you should make a neutral hero card. We don't have any of those in game, so people voting may not be supportive of it. Second, the hero power needs to say "Hero Power" at the top. Third, you need a period between the words "rat" and "when" in the hero power. Third, this card is pretty OP. The hero power basically lets you gain another 10 health. And a 1/10 minion for 2 mana every turn is a lot of stats. You will become virtually unkillable, especially when put into a deck that has a lot of heals and other defensive tools. And on top of all of that you get to refill 2 mana crystals which to be honest seems kind of random to me.
BloodMefist, Personally, I like the swapping hero powers better. I think it is a really cool and flavorful way to represent Rafaam as the leader of the League of E.V.I.L. I also really like that you included the Powerful Artifacts from the original Rafaam. Your card is very flavorful and I love everything about it. Good job! *edit* It is sad you aren't able to fit all of the tokens, I really liked that last design. Out of the two Hero Powers, I think Gauntlet of Origination is better from a flavor perspective.
anchrom4n, I prefer the battlecry that summons minions and the hero power that buffs them. This feels like a more natural order to take things in. I would also vouch to reduce the cost to 5 mana since at 6 it feels a bit slow for a token deck.
FungusABao, For Cenarius, you should change the armor to 5 to match all of the other hero cards. I would also reduce the armor from the Hero Power to 2 since it is really easy to cast multiple spells in a turn, especially in wild with Jade Idol and all of the draw. For Anub'Arak, you should also reduce the armor to 5. I would also adjust the wording in the Battlecry to say "they attack random enemies" instead of "that attacks random enemies". I am not sure if it matters, but I feel like this wording is better to imply that the battlecry is making them attack random enemies, and that the tokens themselves don't have any ability that makes them attack random enemies. I like the swapping hero powers, but I do feel like 10 armor is a bit much. I think you could change it to 5-6 armor and be okay. Especially since there are a lot of cases where the taunt option can be used as a plus.
shaveyou, I really like the idea of a pirate based hero card, and I think Dreadsail Deckhand is a pretty cool token. But I do think you should reduce the durability of the weapon to either 2 or 3 since right now it has a lot of potential to deal a massive amount of damage over 4 punches.
DavnanKillder, I think the card is mostly good, but you should adjust the Hero Power some. Balance wise I think it is fine, you could make it cost 3, but it is okay at 2 mana. You should change the wording though. You don't need to say Playable Secret since you can't play a secret you already have in play. So if you are discovering a secret and putting it directly into play, I imagine it simply wouldn't offer you secrets you already have. And in the second half, I think you should have the condition and then the payoff instead of the other way around. So instead of saying "draw a card if you have 5 secrets" say "if you have 5 secrets, draw a card".
Dreams, First off, you shouldn't use the classic watermark. Some people don't care, but myself and others will give your card a penalty when rating if you use an inappropriate watermark. Also, "Passive Hero Power" needs to be on it's own line. About balance, the hero power is crazy OP. It costs the same as a pyroblast, but instead of hitting one target you are hitting every enemy. And on top of that you give yourself 15 life and refresh your whole board. I think you should have it deal 5 and heal 5, or have it deal even less damage and you can reduce the cost. The hero power seems a bit weird. If it said "After a friendly minion loses divine shield, it attacks the enemy hero" then it would feel a bit more natural and also be shorter. If you want the hero power to be a bit less aggressive then I think it is a good idea to have it deal a set damage. Though I wouldn't say "it explodes" because that implies the minion dies, which makes it a downside. Just have it say "After a friendly minion loses divine shield, deal 2 damage to the enemy hero.
I didn't give feedback to everyone. I will edit this post later when I have time and get to everyone I missed. *edit* Here is the rest of the feedback.
Very solid card. Kind of like Soulshard Lapidary but with a bit less burst and stats, but the upside of flexibility of windfury and the huge upside of getting the effect every turn it sticks, not just a battlecry.
Scales with a weapon but also good on its own. You really wouldn't enjoy tanking a 4/4, but you could if you have to. picking off two 2/2s with this will feel good. With a good weapon you could even punch through a taunt and hit face the same turn, so very good pressure card.
I see this card as a 4/5 deal 4. Its fine, I guess. Any synergies that show up with it are pretty insane though. However, dealing 5 damage to a minion past turn 5 isn't insanely hard for most classes (and very easy for some of them).
This is *fine* but I don't think it's quite good enough. Maybe i'm totally off but I was feeling like Shaman needed a bonkers weapon to push this "enhancement weapon shaman" deck and I don't think this is quite there. The 2/2 tutor and the legendary are both really good though.
Great card. This is the kind of card shaman needs to be good. Decent body, tutors one of you build around cards. great early and still fine to draw later on.
Probably some applications for this little bugger in wild. even shaman, quest shaman with jades.
So we got a reprint (kinda) of Shadow Essence. Seems strong when cheated out with [Hearthstone Card (High Abbes Alura) Not Found]. But where i'm the MOST terrified of this card, is wild. Sure it's more expansive then Shadow Essence, and the only reason Shadow Essence made Big priest a reliable thing, was because it came out early. However i'm sure Ress priests and Big priests will still run this card, because it gives double the stats compared to normal. And Palm Reading can make Idol of Y'Shaarj and Shadow Essence come out earlier... oh no....
Standard: If there is going to be some kind of ress priest again (PLEASE NO), then it will see play. Otherwise i'm not sure if it will honestly. For standard Idol of Y'Shaarj isn't the greatest of cards...
Wild: I'm fairly sure that Big Priest is going to experiment with Idol of Y'Shaarj and Palm Reading. Time will certainly tell if this will be good, because if it is a good combo. We will see LOTS of Big priest popping back up...
Also i'm 100% sure they decided to make Idol of Y'Shaarj a priest card, because of Big priest.
Always loved Valeera the Hollow battlecry because it wasn't only that it protected you, but stealthing your hero was really good flavor for the rogue class. I hope to see more of this mechanic.
So, if you highroll on the board early game murlocs into Bloodlust doesn't work out, you can still have a fighting chance late game. A pretty mediocre fighting chance, but it's there.
Midrange Shaman sucks pretty bad right now, but this is a nice tool to accelerate it. Don't see this card shaping the meta, but I can see being used a fair amount (plus great card to regenerate with Hoard Pillager).
I can see this seeing play. While Shaman weapons overall aren't amazing, they do accelerate whatever gameplan the deck has. I for one do like the possibility to tutor out Boggspine Knuckles and make Evolve Shaman more consistent.
Incredible card. The effect is kinda similar to Steward of Darkshire and Hobgoblin, but Carnival Barker gives stats instead of divine shield. It also has great synergy with Salhet's Pride. they are REALLY pushing Dude paladin this expansion!
Standard: I had a little bit of doubt about DUDE paladin, but with Carnival Barker and Lothraxion the Redeemed i think it will be a strong deck. Seems like a good card.
Wild: Now here is where it get's interesting. Carnival Barker and Steward of Darkshire are both strong options for ODD Paladin. Honestly i'm not sure if Carnival Barker gets included, or if ODD Paladin will drop Steward of Darkshire and include Carnival Barker instead... Both are good in different situations.... Steward of Darkshires divine shields protect the minions from clears, while Carnival Barker is a bit more aggressive, but is more susceptible to board clears... (Divine shield > +2 health) But hey, maybe ODD Paladin might include BOTH and replace a different card instead. (Dunno if ODD Paladin still runs Never Surrender!, but if it does, i'm guessing that's the card that gets shafted if ODD Paladin want's to run both Steward of Darkshire and Carnival Barker.)
Nazmani Bloodweaver is a New Priest Card Revealed for Hearthstone's Darkmoon Faire Expansion
So many random generation cards maybe? Priest hand gets unusable alot (in standard) and could use the discounts. Not sure how strong this will be in the new meta tho.
Reminder: Final Day to Clear Out Your Quest Log Before Hearthstone's New Progression System Hits
If you are on EU i can help you with that, add me at eSp#2261
New Shaman Minion - Inara Stormcrash
I had heard they were going to be pushing Enhancement Shaman, and now I really believe it!
I guess this makes up for that silly legendary totem.
New Neutral Minion - Strongman
Best use of this card is by having a board on the same turn you Twisting Nether. Seeing as how they are pushing a control style Corrupt Warlock, I can see this card being in the deck. However, I'm not too sure whether or not Corrupt Warlock will rise above Tier 3, considering how bad warlock is atm.
Holding Out For A Hero - Card Design Competition Discussion Thread
Feedback:
Demonxz95, Unlimited attacks seems pretty good, even if you can't hit heroes. Warglaives of Azzinoth had to be nerfed. I think it would be better if you could attack twice, but only attack heroes once.
Wailor, I like the hero damage synergy, but I am afraid that it will be too easy to trigger the hero power 2-4 times in a turn. A full +1/+1 buff to all of your minions can stack up a lot and become game ending. I really like the self damage trigger, but you should change the payoff to something a bit less powerful.
TheHoax91, The transform ability is pretty cool, but with only 5 armor you probably won't last more than a turn or two. You should change the hero power to something that gives you armor in some way. That way the hero power and battlecry would synergize a bit more. Right they new feel pretty disconnected.
AnAngryBadger, First off, I would change the "4" to the word "four" since it looks better next to the "1/1". Generally, I think this hero is very weal. 7 mana for four 1/1s is terrible. And the hero power seems really hard to get value out of except through cards like Command the Illidari. In general I think this hero is rather underwhelming.
Hordaki, I really like it. Menagerie stuff is always fun to play around with, and I think this is a very good hero card to support that archetype. You should change the wording on your hero power, since right now it isn't terribly clear and also kind of wordy. Do you pick one minion, and it gets +1 attack for each tribe? Or does it pick a new random minion to get the extra attack for each minion type you have? If it just pick one then it should just say "Give a friendly minion +1 attack for each minion type among minions you control". If it picks a random minion each time then it should say random. Also, I think you could have a +1/+1 buff instead of just +1 attack.
MenacingBagel, First off, I don't think you should make a neutral hero card. We don't have any of those in game, so people voting may not be supportive of it. Second, the hero power needs to say "Hero Power" at the top. Third, you need a period between the words "rat" and "when" in the hero power. Third, this card is pretty OP. The hero power basically lets you gain another 10 health. And a 1/10 minion for 2 mana every turn is a lot of stats. You will become virtually unkillable, especially when put into a deck that has a lot of heals and other defensive tools. And on top of all of that you get to refill 2 mana crystals which to be honest seems kind of random to me.
BloodMefist, Personally, I like the swapping hero powers better. I think it is a really cool and flavorful way to represent Rafaam as the leader of the League of E.V.I.L. I also really like that you included the Powerful Artifacts from the original Rafaam. Your card is very flavorful and I love everything about it. Good job! *edit* It is sad you aren't able to fit all of the tokens, I really liked that last design. Out of the two Hero Powers, I think Gauntlet of Origination is better from a flavor perspective.
anchrom4n, I prefer the battlecry that summons minions and the hero power that buffs them. This feels like a more natural order to take things in. I would also vouch to reduce the cost to 5 mana since at 6 it feels a bit slow for a token deck.
FungusABao, For Cenarius, you should change the armor to 5 to match all of the other hero cards. I would also reduce the armor from the Hero Power to 2 since it is really easy to cast multiple spells in a turn, especially in wild with Jade Idol and all of the draw. For Anub'Arak, you should also reduce the armor to 5. I would also adjust the wording in the Battlecry to say "they attack random enemies" instead of "that attacks random enemies". I am not sure if it matters, but I feel like this wording is better to imply that the battlecry is making them attack random enemies, and that the tokens themselves don't have any ability that makes them attack random enemies. I like the swapping hero powers, but I do feel like 10 armor is a bit much. I think you could change it to 5-6 armor and be okay. Especially since there are a lot of cases where the taunt option can be used as a plus.
shaveyou, I really like the idea of a pirate based hero card, and I think Dreadsail Deckhand is a pretty cool token. But I do think you should reduce the durability of the weapon to either 2 or 3 since right now it has a lot of potential to deal a massive amount of damage over 4 punches.
DavnanKillder, I think the card is mostly good, but you should adjust the Hero Power some. Balance wise I think it is fine, you could make it cost 3, but it is okay at 2 mana. You should change the wording though. You don't need to say Playable Secret since you can't play a secret you already have in play. So if you are discovering a secret and putting it directly into play, I imagine it simply wouldn't offer you secrets you already have. And in the second half, I think you should have the condition and then the payoff instead of the other way around. So instead of saying "draw a card if you have 5 secrets" say "if you have 5 secrets, draw a card".
Dreams, First off, you shouldn't use the classic watermark. Some people don't care, but myself and others will give your card a penalty when rating if you use an inappropriate watermark. Also, "Passive Hero Power" needs to be on it's own line. About balance, the hero power is crazy OP. It costs the same as a pyroblast, but instead of hitting one target you are hitting every enemy. And on top of that you give yourself 15 life and refresh your whole board. I think you should have it deal 5 and heal 5, or have it deal even less damage and you can reduce the cost. The hero power seems a bit weird. If it said "After a friendly minion loses divine shield, it attacks the enemy hero" then it would feel a bit more natural and also be shorter. If you want the hero power to be a bit less aggressive then I think it is a good idea to have it deal a set damage. Though I wouldn't say "it explodes" because that implies the minion dies, which makes it a downside. Just have it say "After a friendly minion loses divine shield, deal 2 damage to the enemy hero.
I didn't give feedback to everyone. I will edit this post later when I have time and get to everyone I missed. *edit* Here is the rest of the feedback.
New Shaman Minion - Inara Stormcrash
Very solid card. Kind of like Soulshard Lapidary but with a bit less burst and stats, but the upside of flexibility of windfury and the huge upside of getting the effect every turn it sticks, not just a battlecry.
Scales with a weapon but also good on its own. You really wouldn't enjoy tanking a 4/4, but you could if you have to. picking off two 2/2s with this will feel good. With a good weapon you could even punch through a taunt and hit face the same turn, so very good pressure card.
New Shaman Minion - Inara Stormcrash
Physical Doom Hammer? Okay, why not?
New Rogue Spell - Cloak of Shadows
It's easy to see Team 5 is actually putting some thought into this collection. This is going to be a very important card moving forward.
New Neutral Minion - Optimistic Ogre
Madness at the Darkmoon Faire - Reveal Season Community Bingo
Fill in that Rogue Secret
New Shaman Minion - Inara Stormcrash
I see this card as a 4/5 deal 4. Its fine, I guess. Any synergies that show up with it are pretty insane though. However, dealing 5 damage to a minion past turn 5 isn't insanely hard for most classes (and very easy for some of them).
New Shaman Weapon - Whack-A-Gnoll Hammer
This is *fine* but I don't think it's quite good enough. Maybe i'm totally off but I was feeling like Shaman needed a bonkers weapon to push this "enhancement weapon shaman" deck and I don't think this is quite there. The 2/2 tutor and the legendary are both really good though.
New Shaman Minion - Cagematch Custodian
Great card. This is the kind of card shaman needs to be good. Decent body, tutors one of you build around cards. great early and still fine to draw later on.
Probably some applications for this little bugger in wild. even shaman, quest shaman with jades.
New Priest Spell - Idol of Y'Shaarj
So we got a reprint (kinda) of Shadow Essence. Seems strong when cheated out with [Hearthstone Card (High Abbes Alura) Not Found]. But where i'm the MOST terrified of this card, is wild. Sure it's more expansive then Shadow Essence, and the only reason Shadow Essence made Big priest a reliable thing, was because it came out early. However i'm sure Ress priests and Big priests will still run this card, because it gives double the stats compared to normal. And Palm Reading can make Idol of Y'Shaarj and Shadow Essence come out earlier... oh no....
Standard: If there is going to be some kind of ress priest again (PLEASE NO), then it will see play. Otherwise i'm not sure if it will honestly. For standard Idol of Y'Shaarj isn't the greatest of cards...
Wild: I'm fairly sure that Big Priest is going to experiment with Idol of Y'Shaarj and Palm Reading. Time will certainly tell if this will be good, because if it is a good combo. We will see LOTS of Big priest popping back up...
Also i'm 100% sure they decided to make Idol of Y'Shaarj a priest card, because of Big priest.
New Rogue Spell - Cloak of Shadows
Always loved Valeera the Hollow battlecry because it wasn't only that it protected you, but stealthing your hero was really good flavor for the rogue class.
I hope to see more of this mechanic.
New Shaman Minion - Magicfin
So, if you highroll on the board early game murlocs into Bloodlust doesn't work out, you can still have a fighting chance late game. A pretty mediocre fighting chance, but it's there.
New Neutral Minion - Claw Machine
Actually amazing for a neutral card. Very solid in both midrange and control.
New Priest Spell - Palm Reading
Priest-haters gonna hate any Priest card that comes out if it actually fits the class identity.
This card is fine, and the fortune-telling flavor is perfect for the set.
New Neutral Minion - Optimistic Ogre
Lol love the art and the concept of this card
New Shaman Weapon - Whack-A-Gnoll Hammer
Midrange Shaman sucks pretty bad right now, but this is a nice tool to accelerate it. Don't see this card shaping the meta, but I can see being used a fair amount (plus great card to regenerate with Hoard Pillager).
New Neutral Minion - Claw Machine
Very good option for deathrattle hunter and N'zoth decks
New Shaman Minion - Cagematch Custodian
I can see this seeing play. While Shaman weapons overall aren't amazing, they do accelerate whatever gameplan the deck has. I for one do like the possibility to tutor out Boggspine Knuckles and make Evolve Shaman more consistent.
New Paladin Minion - Carnival Barker
Turn 5 Lothraxion the Redeemed, turn 6 Carnival Barker into corrupted Day at the Faire. Now there's a midgame highroll.
Hearthstone's Progression System - Everything You Need to Know
I'm not sure what I did to provoke such hostility. I was only pointing out things I figured you must not have noticed.
But if you are dead set on being pessimistic about it, don't let me stop you.
New Paladin Minion - Carnival Barker
Incredible card. The effect is kinda similar to Steward of Darkshire and Hobgoblin, but Carnival Barker gives stats instead of divine shield. It also has great synergy with Salhet's Pride. they are REALLY pushing Dude paladin this expansion!
Standard: I had a little bit of doubt about DUDE paladin, but with Carnival Barker and Lothraxion the Redeemed i think it will be a strong deck. Seems like a good card.
Wild: Now here is where it get's interesting. Carnival Barker and Steward of Darkshire are both strong options for ODD Paladin. Honestly i'm not sure if Carnival Barker gets included, or if ODD Paladin will drop Steward of Darkshire and include Carnival Barker instead... Both are good in different situations.... Steward of Darkshires divine shields protect the minions from clears, while Carnival Barker is a bit more aggressive, but is more susceptible to board clears... (Divine shield > +2 health) But hey, maybe ODD Paladin might include BOTH and replace a different card instead. (Dunno if ODD Paladin still runs Never Surrender!, but if it does, i'm guessing that's the card that gets shafted if ODD Paladin want's to run both Steward of Darkshire and Carnival Barker.)