I mean it's a neat idea but the game is only using real champions from LoL (for now), and no champion at the moment ties into slimes or oozes really as the head of said theme. Perhaps in the future some Zaun character that doesn't yet exist could be involved but for now it doesn't entirely make sense thematically.
Blizzard hasn't published the official rules for next year yet but I'd expect them to reset it yearly. I also expected the earnings to reset upon promotion but that might not be the case.
I have three cards this week, but two are varients of the same idea.
Freezemeister gives support to freeze decks, and I would like to see more Freeze shaman support. There's a bit of a deck building puzzle to make full use of the effect. Also considering making this a 1/4.
I have also wanted to see a Gang Up for spells for a while, but it was difficult to make it work in the past. As a spell or a battlecry effect, you would have to play the spell you wanted to shuffle on the same turn, which made it clunky. Not to mention that there would be too much text to fit. Attentive Student uses spellburst as an elegant solution to this, allowing you to activate the spellburst effect next turn earlier in the game. The second version goes further in letting you casting copies for free. The Enchanted Book is worded like that to match other cards that cast a specific card that isn't known until it is generated, such as Shadow and Drustvar Horror.
Show Spoiler
Wailor - The first version technically works, but it reads a little weirdly. I'm not sure the second version works - its gaining spell damage instead of what - the negative spell damage? I think the third version is best because it is the most intutive. It is easy to tell that the spell damage gain cancels out the negative spell damage. Also, you would want to have the -1 bolded in all three versions. As for the balance, it might be to easy to circumnavigate around the drawback by playing a spell that doesn't deal damage. I really like the artwork.
Demonxz95 - Masked Prowler - You might want to shrink the text slightly - the first s in the third line is very close to the attack circle. I like the card a good amount - it does make Shifty Sophomore look quite bad, but I don't know what to think of the fact that it can generate rogue spells. Doesn't rogue usually generate spells from other classes and not theirs?
Stitcher's Arm - This one I really like. Bringing back Zombeasts into standard is very cool, and this is a very flavorful and well designed execution.
linkblade91 - I find it difficult to evalutate the power level of this. As Arkasaur, mentioned this much more powerful than Stampeding Roar, but that card was really bad, so there's a lot of room for it to be better and still be fair.
TheHoax91 - I really like the ambitious design on this one. I could see the spellburst indicator on your hero just fine, so I don't have a problem with the implementation. That being said, I don't like the play pattern with this one. It reminds of Frost Lich Jiana, except that it goes infinite. I can imagine it being miserable to play against.
shaveyou - I kinda want the Enchanced Raptor itself to have charge or rush, especially since its a spellburst minion with higher attack than health. It seems to be standing back when the other raptors attack, which doesn't fit flavorfully to me. That way, it could also have some use if the spellburst doesn't activate so your opponent doesn't just kill it.
Arkasaur - Ancestral Crescent is an awesome design. It doesn't just unlock already overloaded mana crystals, it also "cancels" your next spell's overload. I would definitely go with that one. Golden Justicar is good too, but it is not as exciting to me as the weapon.
That’s actually a really good idea, with Malygos and Ancestor’s Call instead of 2 mana tide totems you can have a higher chance of dealing enough damage to your opponent in the combo turn to kill them.
I tested this deck more and against a solo bot I easily drew through the deck, got the combo, played it, and then played about 20 Fireheart spells in order (each time at least one spell was cost 4 or less, in wild at least there are a lot of cheap shaman spells) with the result of removing the enemy board and killing them from full health with armor. It could have continued with even more face damage spells if needed, with just playing cheap non face damage spells in between. So, the deck concept and the OTK totally worked.
However, in ranked the timer usually runs out before you have a chance to kill them. The animation time for the archaeologists is just too long, and the animation triggers once for each archaeologist.
In standard, this combo would not work because after testing it seems that it is unreliable to get 2 or less cost spells for each discover so the Fireheart spells would end if you had only 2 archaeologists and you cannot get 4 without Emperor Thaurissan.
If animation times for the archaeologists are ever reduced this deck will become much more consistent at actually killing the opponent in ranked. Right now it is still fun to play but you will not win with it very often.
One change that can be made to the deck to make it more consistent at finishing off the opponent even with a timer is adding in one Malygos and one [Hearthstone Card (Ancestor’s Call) Not Found]. That way you would have to clear your hand of non combo minions, then discount your combo pieces, play the original combo, and then use [Hearthstone Card (Ancestor’s Call) Not Found] to get Malygos on the board. This way your spells have more damage and you would need less face damage spells to kill the opponent. However, the combo becomes harder to pull off and you might as well play a Malygos Shaman deck at that point for competitiveness. Still, it might be fun to try the infinite Fireheart spells with Malygos, I would just remove the Mana Tide Totems for it and [Hearthstone Card (Ancestor’s Call) Not Found].
(*except that he's very unlikely to get relegated unless he chooses to leave the competition: he's the current frontrunner among Americas' promotion candidates.)
Just curious, when does the prize earning reset? Is it yearly?
Ancestral Crescent: Designed to help with the Overload shaman decks, just offers some early board control and a once off cleanse of overload, ideally on something like a Squallhunter + Lightning Bolt turn. Edit: I'm most likely going with this option.
Golden Justicar: A bit of support for secrets in an agressive paladin deck. I'm a little concerned with giving this to Pure paladin with Hand of A'dal existing, but otherwise its Argent Squire with a once off Secret Tutor. Considering a 2/1 statline without Divine Shield.
Feedback:
Show Spoiler
Wailor - Definitely an interesting idea. I think if you want it to keep the +2 spell damage after the trigger, you might need to drop 1 health point or put it in a class. Otherwise, it could be just as interesting with only +1 spell damage after the trigger.
Demonxz95 - I agree with Linkblade91, Stitching Arm is a really fun design.
linkblade91 - This is a neat idea. Its comparable to Stampeding Roar, which i think might be a bit too much attached to a 4/2 weapon - perhaps as a minion instead, like a lion tamer? Otherwise, I think its original enough and a good use of dual-class between druid and hunter.
TheHoax91 - I really like the idea of spellburst on a hero card, very intriguing. I'm not sold on this iteration however - it feels like the spellburst is a bit unneccessary, rather than being the focus of the design. I'm also not sure about Mage having a nearly infinite 5 Armor gain loop, even an inefficient one. Gaining +1 spell damage for the game would likely be worth the 4 mana, so that feels fine.
Welp, I somehow missed 2 weeks. Or maybe 3? I lost count. Work sucks.
Anyway, Hunter made it into the Hall of Winners, but only as a dual class card. So....hunter card....
They're clever girls Brent.
Hunters spellburst card was.....lacklustre to say the least. Deadly shot on a stick isn't great, as deadly shot itself is a somewhat niche card, and that niche doesn't exist while Lackeys, tokens, and dudes clutter the meta. Instead, I suggest this. Inspired somewhat by Troublemaker, this gives Hunter a powerful board swing, and would incentivise running cheaper spells.
Feedback!
Show Spoiler
Wailor - Spell Damage +2 is huge, but mitigated by the fact you need to cast a spell first, before you can use it. People underestimate just how good Spell Damage +2 is. As for wording…. I'm not sure honestly. Negative Spell Damage is something that I believe Blizz have said explicitly they have no intention of introducing, but ignoring that, I feel cleanest way would be option 2. As for balance, I do feel a 3/2 would be more balanced, or even looking at a slight stat boost and a move to 3 mana. Art is fine though, it's very Scholomance Academy.
DemonXZ95 - Masked Prowler - I love it. Maybe a little on the powerful side, but the Quest, and the Archetype probably need a shot in the arm to return to viability.
DemonXZ95 - Stitching Arm - I'm less sold on this one. It feels really out of place in SA. The balance and idea are fine, I just think Masked Prowler is a lot better.
Linkblade91 - If Hunter could play a solid control strategy, I'd put this down as a potent finisher. Anyway, it would support a GA deck, but also aid a big beast deck, which I always like. It reminds me a bit of the balanced mana cheats, such as Gather Your Party. It's solid, but maybe lacking a wow factor.
TheHoax91 - Spellburst on a Hero card is weird. I mean, it's innovative, but it's also really weird. Where would the Icon go? Anyway, that aside, I would say this needs nerfing. Seriously, this could be 6 mana and still be viable. You're talking about introducing a permanent spell damage effect, which is repeatable, and in a class with access to some really strong stall tools, which get better with spell damage. This could easily be 6 mana, and would still have a possibility of being the most hated card in the game.
@OldManSanns I agree that Terror of the Tides is not very greatly designed, but I think the problem stems from that it forces a particular region synergy that limits your possibilities.
Terror of the Tides being SI means you are effectively forced to run Bilgewater/SI Decks. Contrary to that, Kadregrin is part of Demacia which already has decent dragons and doesn't force it to pair with another region allowing it more flexibility in your supporting region archetypes.
I agree that Terror of the Tides is a win more card, but the difference between the two is that terror of the tides is meant to close out a game (by giving enemies -2, and making sea monsters have fearsome it's intended effect is to nullify any blockers by weakening so the opponent just can't block as much or as effectively). The other main difference is that TOTT once removed, nullifies the fearsome effect. Kadregin's "everywhere" effect, won't be nullified.
Lastly, TOTT in order to be a decent statline requires you to be deep (6/5 for 8 mana is bad, even with it's effect, 9/8 is much better). If you consider the fact that Kadregin is a 9/6, with no similar "deep condition". It's a much more viable late game solo play than TOTT is.
In short when evaluating this in multiple scenarios: TOTT fails when you have no other sea monsters on board as it's statline is sub-par when not deep, and even when deep requires other sea monsters to be on the board to really leverage it's effect. Kadregrin's statline is base value, doesn't require other minions to be effective on it's own, and it's special effect is ongoing even if it's removed from the board.
So while both cards may be "win more" cards. Kadregrin is much more likely to see play given all the reasons I stated above.
Just as an Idea: how about telling from time to time why you dislike certain comments instead of just downvoting them?
Because that's not how the forum works? If someone disagrees they are allowed to just downvote your opinion.
It is not productive at all if you just say "I don't like that oppinion " because that is not what get us anwhere on this forum.
We are here to discuss aren't we?
Depends, many people find certain types of comments abrasive or offputting. If you make a statement that is very polarizing and doesn't leave any room for people to actually discuss most people will just downvote and move on as opposed to discuss it.
And it should also be legit to give negative feedback about new content right?
If you bring up points, one can discuss them. If you just go like: thats a bad oppinion or I don't like this guy so i dislike his comments well... then this forum is pointless
People will disagree with you in life. It's best to not get upset when someone disagrees with you, either overtly or discreetly.
Now, let me respond to your other comment quote below. Responses for this will also in Orange.
To me, the entire dragon archetype looks like an attempt to lure hearthstone players into Legends of Runeterra,
And this is a bad thing…why? Your opening statement makes it seem like if someone plays hearthstone they are simple minded and can't grasp the superior complexity of LoR. (sarcasm) And therefore luring people from hearthstone is making the game worse. In short your opening statement is a passive form of gatekeeping.
It reeks of Hearthstone card design and represents a Statstick tribal playstyle that is easy to grasp but ultimately very vanilla and unappealing to players like me to want to build stronger and more versatile decks.
Again, "reeks of Hearthstone card design" is not a way to foster any open communication. You do realize there are plenty of people who play BOTH games for different reasons, yes? I enjoy both LoR and HS for different reasons. They have similarities obviously being in the same type of game, but have pretty big differences too. Each makes them enjoyable for different people in different ways. Also, something not being appealing to you does not mean that it doesn't deserve to be in the game.
With shyvana you are going to have the bigger units for sure but will you win the game like that? I doubt it.
Conjecture. Moving on.
The archetype will for sure have a high average winrate because it is so simple to play.
Also conjecture in multiple assumptions. And yet somehow contradicts the very last sentence you made. In the previous sentence you said "but will you win the game? I doubt it." And then in the very next one you say it will have an average high winrate because it's so simple to play. You can make conjecture, but it helps if you actually stick with the same story instead of flip flopping your opinion every other sentence.
Will it shape top tier? Well that would really surprise me. But I don't mind getting surprised.
Maybe it is enough to have raw stats in order to win games…
You asked for someone to respond why they were downvoting you, so I obliged.
Now if you think the card is bad, just say so and explain why. Now back to the card text...
Alright: I think it's a bad card for the same reason that Terror of the Tides doesn't get any play -- it's too much "win more". Successful deep decks have cut their sea monsters to little more than Devourer of the DeepBADCARDNAME, Abyssal Eye, and Nautilus because really those are the cards that will change a near loss into win; if you ever reach a point where you can play Terror and have enough sea monsters out to make a difference you most likely would have won eventually even without it.
Similarly: Kadregrin I'm sure will make some hilarious YouTube videos (I'm already hearing Saucy Mailman's uncontrollable giggles in my head), but he costs even more to cast and his effect -- while great on paper -- is even less likely to instantly close out a game the same way Terror / Fearsome does.
Shyvana is the Newest Legends of Runeterra Champion Coming in Monuments of Power (6 New Cards)
I mean it's a neat idea but the game is only using real champions from LoL (for now), and no champion at the moment ties into slimes or oozes really as the head of said theme. Perhaps in the future some Zaun character that doesn't yet exist could be involved but for now it doesn't entirely make sense thematically.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Wow, I have never seen anyone run this card with Spellstone like, ever. The more you know I guess.
Hearthstone Grandmasters 2020 Season 2 - Final Week Results, Decklists, and More!
Blizzard hasn't published the official rules for next year yet but I'd expect them to reset it yearly. I also expected the earnings to reset upon promotion but that might not be the case.
Prime Day 2020 Hub - Top Deals for Gaming, PC Hardware, and More
The article is a bit bare right now, we're working on it!
B-U-R-S-T - Card Design Competition Discussion Thread
I have three cards this week, but two are varients of the same idea.
Freezemeister gives support to freeze decks, and I would like to see more Freeze shaman support. There's a bit of a deck building puzzle to make full use of the effect. Also considering making this a 1/4.
I have also wanted to see a Gang Up for spells for a while, but it was difficult to make it work in the past. As a spell or a battlecry effect, you would have to play the spell you wanted to shuffle on the same turn, which made it clunky. Not to mention that there would be too much text to fit. Attentive Student uses spellburst as an elegant solution to this, allowing you to activate the spellburst effect next turn earlier in the game. The second version goes further in letting you casting copies for free. The Enchanted Book is worded like that to match other cards that cast a specific card that isn't known until it is generated, such as Shadow and Drustvar Horror.
Wailor - The first version technically works, but it reads a little weirdly. I'm not sure the second version works - its gaining spell damage instead of what - the negative spell damage? I think the third version is best because it is the most intutive. It is easy to tell that the spell damage gain cancels out the negative spell damage. Also, you would want to have the -1 bolded in all three versions. As for the balance, it might be to easy to circumnavigate around the drawback by playing a spell that doesn't deal damage. I really like the artwork.
Demonxz95 - Masked Prowler - You might want to shrink the text slightly - the first s in the third line is very close to the attack circle. I like the card a good amount - it does make Shifty Sophomore look quite bad, but I don't know what to think of the fact that it can generate rogue spells. Doesn't rogue usually generate spells from other classes and not theirs?
Stitcher's Arm - This one I really like. Bringing back Zombeasts into standard is very cool, and this is a very flavorful and well designed execution.
linkblade91 - I find it difficult to evalutate the power level of this. As Arkasaur, mentioned this much more powerful than Stampeding Roar, but that card was really bad, so there's a lot of room for it to be better and still be fair.
TheHoax91 - I really like the ambitious design on this one. I could see the spellburst indicator on your hero just fine, so I don't have a problem with the implementation. That being said, I don't like the play pattern with this one. It reminds of Frost Lich Jiana, except that it goes infinite. I can imagine it being miserable to play against.
shaveyou - I kinda want the Enchanced Raptor itself to have charge or rush, especially since its a spellburst minion with higher attack than health. It seems to be standing back when the other raptors attack, which doesn't fit flavorfully to me. That way, it could also have some use if the spellburst doesn't activate so your opponent doesn't just kill it.
Arkasaur - Ancestral Crescent is an awesome design. It doesn't just unlock already overloaded mana crystals, it also "cancels" your next spell's overload. I would definitely go with that one. Golden Justicar is good too, but it is not as exciting to me as the weapon.
Deep Sea Designing - Card Design Competition Discussion Thread
Congrats, Arkasaur!
Infinite Fireheart Spells
That’s actually a really good idea, with Malygos and Ancestor’s Call instead of 2 mana tide totems you can have a higher chance of dealing enough damage to your opponent in the combo turn to kill them.
Infinite Fireheart Spells
I tested this deck more and against a solo bot I easily drew through the deck, got the combo, played it, and then played about 20 Fireheart spells in order (each time at least one spell was cost 4 or less, in wild at least there are a lot of cheap shaman spells) with the result of removing the enemy board and killing them from full health with armor. It could have continued with even more face damage spells if needed, with just playing cheap non face damage spells in between. So, the deck concept and the OTK totally worked.
However, in ranked the timer usually runs out before you have a chance to kill them. The animation time for the archaeologists is just too long, and the animation triggers once for each archaeologist.
In standard, this combo would not work because after testing it seems that it is unreliable to get 2 or less cost spells for each discover so the Fireheart spells would end if you had only 2 archaeologists and you cannot get 4 without Emperor Thaurissan.
If animation times for the archaeologists are ever reduced this deck will become much more consistent at actually killing the opponent in ranked. Right now it is still fun to play but you will not win with it very often.
One change that can be made to the deck to make it more consistent at finishing off the opponent even with a timer is adding in one Malygos and one [Hearthstone Card (Ancestor’s Call) Not Found]. That way you would have to clear your hand of non combo minions, then discount your combo pieces, play the original combo, and then use [Hearthstone Card (Ancestor’s Call) Not Found] to get Malygos on the board. This way your spells have more damage and you would need less face damage spells to kill the opponent. However, the combo becomes harder to pull off and you might as well play a Malygos Shaman deck at that point for competitiveness. Still, it might be fun to try the infinite Fireheart spells with Malygos, I would just remove the Mana Tide Totems for it and [Hearthstone Card (Ancestor’s Call) Not Found].
[Game] Card Treasure Hunt (The Resurrection Attempt)
R with the W.
thank god, i fhought this site was going to self destruct if this thread came to a stand still o.0
B-U-R-S-T - Card Design Competition Discussion Thread
That name pun for the competition never gets old
Easter Egg Combo!
Funny deck.
Hallow's End Masquerade Ball
Thanks for the strats!!
Fan Community Spotlight - KingKuba's "Escape from Elwynn"
Wow!! We've got people doing whole expansions now? That's a far cry from card design competitions, lol.
World of Warcraft's Upcoming Shadowlands Level Squish Won't Change Lady Liadrin's Unlock Criteria
Meh, I'd rather spend money on packs or skin than a game subscription.
Interested in Warcraft Lore or Art? Humble Bundle Has a Great Deal on Digital Warcraft Books!
Thanks for the chronology.
A Wild Hearthstone Weekend Featuring Battlecry Shaman, Libram Paladin, Totem Shaman, and More!
I'm really digging the Porcupine OTK deck that was posted prior. Might be my next craft.
Hearthstone Grandmasters 2020 Season 2 - Final Week Results, Decklists, and More!
This season seems "off" to me.
Hearthstone Grandmaster BoarControl Joins the Final Design Team
I hope he does well.
Hearthstone Grandmasters 2020 Season 2 - Final Week Results, Decklists, and More!
Just curious, when does the prize earning reset? Is it yearly?
Sorakench
Honestly, the biggest missing piece of this deck is Citrus Courier, who is probably the single best source of healing in all of Bilgewater.
B-U-R-S-T - Card Design Competition Discussion Thread
I've got two ideas out of the gate this week:
Ancestral Crescent: Designed to help with the Overload shaman decks, just offers some early board control and a once off cleanse of overload, ideally on something like a Squallhunter + Lightning Bolt turn. Edit: I'm most likely going with this option.
Golden Justicar: A bit of support for secrets in an agressive paladin deck. I'm a little concerned with giving this to Pure paladin with Hand of A'dal existing, but otherwise its Argent Squire with a once off Secret Tutor. Considering a 2/1 statline without Divine Shield.
Feedback:
Wailor - Definitely an interesting idea. I think if you want it to keep the +2 spell damage after the trigger, you might need to drop 1 health point or put it in a class. Otherwise, it could be just as interesting with only +1 spell damage after the trigger.
Demonxz95 - I agree with Linkblade91, Stitching Arm is a really fun design.
linkblade91 - This is a neat idea. Its comparable to Stampeding Roar, which i think might be a bit too much attached to a 4/2 weapon - perhaps as a minion instead, like a lion tamer? Otherwise, I think its original enough and a good use of dual-class between druid and hunter.
TheHoax91 - I really like the idea of spellburst on a hero card, very intriguing. I'm not sold on this iteration however - it feels like the spellburst is a bit unneccessary, rather than being the focus of the design. I'm also not sure about Mage having a nearly infinite 5 Armor gain loop, even an inefficient one. Gaining +1 spell damage for the game would likely be worth the 4 mana, so that feels fine.
B-U-R-S-T - Card Design Competition Discussion Thread
Welp, I somehow missed 2 weeks. Or maybe 3? I lost count. Work sucks.
Anyway, Hunter made it into the Hall of Winners, but only as a dual class card. So....hunter card....
They're clever girls Brent.
Hunters spellburst card was.....lacklustre to say the least. Deadly shot on a stick isn't great, as deadly shot itself is a somewhat niche card, and that niche doesn't exist while Lackeys, tokens, and dudes clutter the meta. Instead, I suggest this. Inspired somewhat by Troublemaker, this gives Hunter a powerful board swing, and would incentivise running cheaper spells.
Feedback!
DemonXZ95 - Masked Prowler - I love it. Maybe a little on the powerful side, but the Quest, and the Archetype probably need a shot in the arm to return to viability.
DemonXZ95 - Stitching Arm - I'm less sold on this one. It feels really out of place in SA. The balance and idea are fine, I just think Masked Prowler is a lot better.
Linkblade91 - If Hunter could play a solid control strategy, I'd put this down as a potent finisher. Anyway, it would support a GA deck, but also aid a big beast deck, which I always like. It reminds me a bit of the balanced mana cheats, such as Gather Your Party. It's solid, but maybe lacking a wow factor.
TheHoax91 - Spellburst on a Hero card is weird. I mean, it's innovative, but it's also really weird. Where would the Icon go? Anyway, that aside, I would say this needs nerfing. Seriously, this could be 6 mana and still be viable. You're talking about introducing a permanent spell damage effect, which is repeatable, and in a class with access to some really strong stall tools, which get better with spell damage. This could easily be 6 mana, and would still have a possibility of being the most hated card in the game.
New Demacia Card - Kadregrin the Infernal
@OldManSanns I agree that Terror of the Tides is not very greatly designed, but I think the problem stems from that it forces a particular region synergy that limits your possibilities.
Terror of the Tides being SI means you are effectively forced to run Bilgewater/SI Decks. Contrary to that, Kadregrin is part of Demacia which already has decent dragons and doesn't force it to pair with another region allowing it more flexibility in your supporting region archetypes.
I agree that Terror of the Tides is a win more card, but the difference between the two is that terror of the tides is meant to close out a game (by giving enemies -2, and making sea monsters have fearsome it's intended effect is to nullify any blockers by weakening so the opponent just can't block as much or as effectively). The other main difference is that TOTT once removed, nullifies the fearsome effect. Kadregin's "everywhere" effect, won't be nullified.
Lastly, TOTT in order to be a decent statline requires you to be deep (6/5 for 8 mana is bad, even with it's effect, 9/8 is much better). If you consider the fact that Kadregin is a 9/6, with no similar "deep condition". It's a much more viable late game solo play than TOTT is.
In short when evaluating this in multiple scenarios: TOTT fails when you have no other sea monsters on board as it's statline is sub-par when not deep, and even when deep requires other sea monsters to be on the board to really leverage it's effect. Kadregrin's statline is base value, doesn't require other minions to be effective on it's own, and it's special effect is ongoing even if it's removed from the board.
So while both cards may be "win more" cards. Kadregrin is much more likely to see play given all the reasons I stated above.
New Demacia Champion - Shyvana
Now, let me respond to your other comment quote below. Responses for this will also in Orange.
You asked for someone to respond why they were downvoting you, so I obliged.
New Demacia Card - Kadregrin the Infernal
Alright: I think it's a bad card for the same reason that Terror of the Tides doesn't get any play -- it's too much "win more". Successful deep decks have cut their sea monsters to little more than Devourer of the DeepBADCARDNAME, Abyssal Eye, and Nautilus because really those are the cards that will change a near loss into win; if you ever reach a point where you can play Terror and have enough sea monsters out to make a difference you most likely would have won eventually even without it.
Similarly: Kadregrin I'm sure will make some hilarious YouTube videos (I'm already hearing Saucy Mailman's uncontrollable giggles in my head), but he costs even more to cast and his effect -- while great on paper -- is even less likely to instantly close out a game the same way Terror / Fearsome does.