In fairness the Book of Heroes isn't meant as a dungeon run substitute. It's just there to give a bit of background to the main heroes and thus give players a bit more connection to the people they're playing as if they don't already know lots of Warcraft lore.
At absolute worst, it is a small 45 (ish) minute thing that no one is forcing you to do, but will earn you a pack if you do get around to it. I don't see what there is to complain about there.
Meanwhile, if you stop to look at the deck you are given you'll get some insight to what happened in the events being portrayed. You might even appreciate it a bit more (rest in peace Doomed Apprentice, a.k.a. Kinndy Sparkshine).
*puts on tinfoil hat* With all that being said and with the Battle Pass right around the corner, I honestly wouldn't doubt it if they announced that some of the stories are paid for. Someone correct me if I'm wrong but I haven't seen anywhere that it is stated that all of the Hero Stories are F2P(BTW).
It'll be monetised by the hero skin purchases. It is very unlikely the adventures themselves aren't free.
I dont think nerfing Demacia makes Targon any better. There are other aggro lists that were just as strong as scouts even if they had a slightly lower win rate.
I think there is one BIG issue with DR's, and The Book of Heroes WILL face the same problem if they go the route I'm thinking.
Dungeon Run got tiresome because it was being churned out for almost every expansion up until Descent of Dragons. Naturally people are going to get tired of the formula, I love DR's but god damn I was tired of them by the time Rastakhan's Rumble came out. I think everyone is in agreement that DR's are great and highly replayable, but having them back-to-back-to-back is not healthy and leads to burn out, hence everyone complaining about them.
The Book of Heroes very well can suffer the same fate. If Team 5 releases a hero story every expansion cycle from this point on, it will be August of 2023 before we have all of the stories unlocked. Is this likely? Probably not, hopefully this is just their way of adding other single player content into the game while simultaneously releasing DR's and other forms of single player content (more puzzle labs please) without burning players out on one kind of experience.
*puts on tinfoil hat* With all that being said and with the Battle Pass right around the corner, I honestly wouldn't doubt it if they announced that some of the stories are paid for. Someone correct me if I'm wrong but I haven't seen anywhere that it is stated that all of the Hero Stories are F2P(BTW).
While at the subject, does anyone else think Relentless Pursuit could use a small nerf? Maybe is just me, but i feel this card got really strong with all the scout and support support (lol) added to the game.
You know what's not fun? Having no control. For me there is no point in playing the game if it is just being fed to me. This is getting tiresome. People qq'ed by the amount of dungeon runs they were churning out but guess what? Thanks to your qq'ing we get even worse solo adventures. Granted, the following DR's never captured the magic of the first one in Kobolds, but at least they tried to keep them fresh like with the shrines in Rastakan.
I'm sure some people like this and I don't mean to be a prick and alienate you, but after two goes with Jaina and seeing that I am going to have no control over the deck I'm using, I have no motivation to play it. I'd rather netdeck and have the ability to at least change a card or two to fit my play style.
If you want a return to Dungeon Runs, please voice your opinion, otherwise keep getting these.
That combo would also require you to have a ton of life points while also running 4 terrible cards, specifically, the 2 Unlicensed Apothecary would pretty much kill you if you play them without the full combo in hand and even if you do have the full combo you also have to keep your total health above your opponents without being able to use any healing minions that are neutral, including Reno, Ziliax, Mistress of Mixtures etc. ,so no, I really don't think those are valid concerns. I do have to agree that Voodoo is considered mostly shaman tho, but at the same time we also did have Voodoo Doll as a neutral minion and Hex Lord Malacrass as a mage so I thought that would be ok .
I actually meant casual players too. Like, i'm playing from the beta and between wild cards and shards i have the whole collection, isn't that the problem.
What i can see like a possible problem is having 3 decks that i want and enjoy to play, i'd have a problem chosing 2 decks already; it's still awesome to have something very similar to a tournament setting, i just can see it not be very popular for this reason, i hope i'm wrong
Yordle Grifter is brought in line with bannerman but otherwise bilgewater is untouched.
How do we feel about this, out of anything that was going to get nerfed I wasn't thinking Demacia of all things
Kind of a strange patch overall but I will let you guys decide.
I think the patch did nothing for the meta. That mf scouts and Lulu got nerfed which are annoying but not too powerful decks makes not really sense to me.
That they buffed Lee Sin so massively is proably going to be a problem soon enough but we will see...
The big newcomer, demacia dragons weren't touched yet and we can expect that one to get popular.
Overall i find this patch very random and i doubt it will change a lot about the meta aside from making taric lee much more popular
Well i got 1 Legendary (Khadgar and 2 Epics ) so for me personaly buying the Skin with the Packs paid off :) - also i like the Skin even tough i would have preferred the second one.
Thanks guys for the feedback! I've given it some thought and I fully agree that "keep all 3" is the better option. More balanced, less obnoxious and probably more flavorful as well.
The change I liked the most was to change Lee sin's champion spell was surprised it's dragon rage since it had little synergy with Lee sin, sure he casts it on his level up but now his champion spell fits him so much more besides while ult plays are flashy, Lee sins are known by their q casts way more.
The first is an updated version of my original entry with better wording and proper format. I thought it was a tad boring, so I tried making something a bit more exciting. I think Medivh fits the spirit of this competition well, showing his fall under the influence of the Burning Legion, using his power to summon their forces. The card might be a bit strong, but I think it's alright considering a full Warlock deck would be difficult to achieve due to the relatively low quality of their cards. Archwitch Willow exists and has similar threat-creating abilities, but has a more immediate impact vs Medivh's longer and slower value generation.
I'll get feedback in before I go to sleep tonight! Surprised we're on day 2 and already on page 3!
Show Spoiler
Demonxz95: I'm always hesitant on game-long effects since it creates such a large winrate disparity between when you draw it early vs when you draw it late. I think I would like to see a more immediate effect instead of a long-term effect, something like your next hero power hits all targets or maybe something like [Hearthstone Card (Metamorphasis) Not Found]with limited uses.
Shaveyou: A bit spooky considering Hunters typically don't have reliable single-target removal, but most of these cards are supposed to be spooky. I think making it a random minion and increasing the health or attack by 1 could be a good change, but I don't think this needs major revisions.
TheHoax91: It feels weird since it will have anti-synergy with other no-Neutral cards and can be abused fairly easily in something like Mage with Neutrals that generate spells. I don't think requiring Neutrals is a good idea for an effect since it is so easy to bypass and doesn't lead to as much interesting deck-building.
Linkblade91: I like the idea of seeing Kil'jaeden in the game as a massive lategame drop, but this feels a bit anti-climactic compared to similar cards. I've never been a fan of big-burst win conditions like Shirvallah, I just feel like it doesn't do justice to the character. Other big 10-drops like the Old Gods have massive effects that drastically change the board-state, which is something I would also expect out of Kil'jaeden. I think he should have something to do with either building a large board or destroying the board, something that feels grand.
Arkasaur: Not a huge fan of the Valkyr, rez has never been a Warrior mechanic and feels really out of place. I do like the Riverwallow though, its a simple effect that fits Hunter's identity.
grumpymonk: I like the idea since these days self-damage Warlock is actually decent, meaning that the card could have two different applications in deckbuilding. I prefer the Taunt one to differentiate it a bit more from Pit Lord. I also think that the drawback could be a tad more severe to encourage building around its effect a bit more, something like 6 or 7 damage.
BasilAnguis: I definitely prefer the flavor of Scarlet Inquisitor since you're right, it nails the Scarlet Crusade well. I think having some attack restriction would be good to prevent cases where you steal a massive minion and swing for lethal, something like 3 or less attack to be in line with Shadow Madness.
R: Arazi loses points for being a rehash of Azari, but is also far too niche in its effect. Especially for legendaries, effects should not be super niche or situational without proper support. I like Beast Tamer, a simple effect that fits Hunter really well. I think the name could use a bit more flair since 'Beast Tamer' is a bit generic.
anchorm4n: I don't like this card since it too heavily promotes stalling games out. Priest can already annoying enough to deal with considering how much they stall games, but this could make it unbearable, especially with Galakrond existing right now. That said, I think this could be reflavored into a Warlock card since Warlocks have a harder time generating cards and rely more on draw. Normally I take issue with game-long effects, but this effect is niche enough and doesn't warp the game too heavily that I don't mind.
Neoguli: I prefer the second version to the first, but still am not a huge fan of the card. I love burgle Priest, but I draw the line at fully stealing cards from the enemy deck. Using something like Shadowstep or Rogues many methods of duplication could lead to infuriating mill gameplay. Maybe something like Discover a copy of a card with the no-neutral effect being keep all 3.
JackJimson: There is an unspoken 4-line limit in custom cards that will doc many points (I speak from personal experience). Too much is happening on the card, I think you should decide a direction from either the first or second half and go from there. I personally prefer the idea of hand-buffing and then going harder on the buffs if there are no Neutrals.
bigcums: Voodoo is something that is typically related to Shaman in flavor. It's a decent start for effect, but there is potentially problematic OTK stuff in Wild. Unlicensed Apothecary plus this and something like Rafaam's Scheme or some other swarm effect could feel really bad to play against.
FieselFitz: People are going to take issue with the art since its already used by Kazakus. I like the effect, but the flavor is also way off. Change it from a potion into something like a ritual, something more Shaman-y. The second version works, but I like keeping it as a spell. If you do go with the second version, I don't think that card itself should be a Totem if you stick with the name "Totemic Gatherer".
allthehype: As it stands I think this suffers from over-generation, something that many players are tired of in the modern meta. I think instead making it keep all 3 would solve this somewhat while keeping the card strong.
Shivershine: I like the general idea of the effect and think it fits Rogue's flavor well, but it seems weak atm. It seems too slow to me, so I would suggest lowering the cost and attack by 1. It gets on the board faster but can do as much damage, but that is fine since it has Poisonous anyways.
KANSAS: I really like this card. It feels very in-flavor for Warlock to extend their power and be rewarded for staying the path of evil. I think the HP upgrade could exist without the no-neutral requirement to potentially give the card some application in other decks. I feel like it would be weird to play the 'Embodiment of Evil' and, even if you're not fully dedicated to Warlock, only get a 4/3.
Ilphelkiir: I am not a fan of game-long effects, and this showcases why. Permanently having Arcane Artificer, even if it is turn 8 and on, would give Mage so much survivability with no way for the enemy to counter it. Mages already have an easy enough time clearing/freezing the board and stalling games, gaining all that armor would make them nigh-unkillable.
Cg8889: I like the idea of this card. It fits well in Priest's flavor and even supports tempo Priest. I think the health buff should be lowered to 2 or 3 though. The design for most of these cards is that they kind of suck when not put into the pure archetype, but a 3 mana +2/+4 is a pretty alright card.
grayghost39: I think this is on the weak side. For the same restriction, mana, and statline, Paladins equip a weapon that is worth 4 mana already while this gets a 3 drops stats. I think this could summon two Felstalkers and be balanced. If that seems like too many stats, I would suggest either lowering the cost to 3 or at least giving the Felstalker Rush.
Pokeniner: This unfortunately overlaps heavily with a card that has already been submitted :/
GoliaththeDwarf: If this isn't a battlecry it makes two of your minions have permanent stealth, which is way too strong. The fact that this is also stealthed and has a whopping 6 health means that it is very difficult to interact with in any meaningful way, to the point where some decks may just auto-lose once this hits the board.
Jhamel: I don't think this really fits the competition, even if the effect is similar.
Pure Of Heart - Card Design Competition Discussion Thread
One thing I do ask is why Battlecry is on its own separate line, and then the effect
Sigh! Another garbage solo adventure...
In fairness the Book of Heroes isn't meant as a dungeon run substitute. It's just there to give a bit of background to the main heroes and thus give players a bit more connection to the people they're playing as if they don't already know lots of Warcraft lore.
At absolute worst, it is a small 45 (ish) minute thing that no one is forcing you to do, but will earn you a pack if you do get around to it. I don't see what there is to complain about there.
Meanwhile, if you stop to look at the deck you are given you'll get some insight to what happened in the events being portrayed. You might even appreciate it a bit more (rest in peace Doomed Apprentice, a.k.a. Kinndy Sparkshine).
It'll be monetised by the hero skin purchases. It is very unlikely the adventures themselves aren't free.
Patch 1.1 call of the mountain
I dont think nerfing Demacia makes Targon any better. There are other aggro lists that were just as strong as scouts even if they had a slightly lower win rate.
Sigh! Another garbage solo adventure...
I think there is one BIG issue with DR's, and The Book of Heroes WILL face the same problem if they go the route I'm thinking.
Dungeon Run got tiresome because it was being churned out for almost every expansion up until Descent of Dragons. Naturally people are going to get tired of the formula, I love DR's but god damn I was tired of them by the time Rastakhan's Rumble came out. I think everyone is in agreement that DR's are great and highly replayable, but having them back-to-back-to-back is not healthy and leads to burn out, hence everyone complaining about them.
The Book of Heroes very well can suffer the same fate. If Team 5 releases a hero story every expansion cycle from this point on, it will be August of 2023 before we have all of the stories unlocked. Is this likely? Probably not, hopefully this is just their way of adding other single player content into the game while simultaneously releasing DR's and other forms of single player content (more puzzle labs please) without burning players out on one kind of experience.
*puts on tinfoil hat* With all that being said and with the Battle Pass right around the corner, I honestly wouldn't doubt it if they announced that some of the stories are paid for. Someone correct me if I'm wrong but I haven't seen anywhere that it is stated that all of the Hero Stories are F2P(BTW).
Patch 1.1 call of the mountain
While at the subject, does anyone else think Relentless Pursuit could use a small nerf?
Maybe is just me, but i feel this card got really strong with all the scout and support support (lol) added to the game.
Does everyone else here see Mogwai's decks showing up a lot?
Are you talking about ranked or normal play?
Because at normal play, i see so many different decks to the point is very hard to point out a particular trend.
Pure Of Heart - Card Design Competition Discussion Thread
Ok, I revised mine a bit, lowering both cost and attack by. New feedback?
We don't need power creep
Clap Clap Op, great post, 100% agree
Patch 1.1 call of the mountain
As a guy who played Ezreal a lot, i can safely say Ezreal is dead now.
No one plays WarchefBADCARDNAME for his attack value. Yes, i know this means less optimal trades but kind of strange nerf.
Yordle Grifter is VERY risky now and not an instant auto include.
They realized Flash of Brilliance is not a problem anymore after Heimerdinger Elusive turret switch from mana 3 -> 6
Pure Of Heart - Card Design Competition Discussion Thread
Thx for the Feedback BloodMefist , i changed the Name and think it now suits the Style a little bit better.
Sigh! Another garbage solo adventure...
You know what's not fun? Having no control. For me there is no point in playing the game if it is just being fed to me. This is getting tiresome. People qq'ed by the amount of dungeon runs they were churning out but guess what? Thanks to your qq'ing we get even worse solo adventures. Granted, the following DR's never captured the magic of the first one in Kobolds, but at least they tried to keep them fresh like with the shrines in Rastakan.
I'm sure some people like this and I don't mean to be a prick and alienate you, but after two goes with Jaina and seeing that I am going to have no control over the deck I'm using, I have no motivation to play it. I'd rather netdeck and have the ability to at least change a card or two to fit my play style.
If you want a return to Dungeon Runs, please voice your opinion, otherwise keep getting these.
Pure Of Heart - Card Design Competition Discussion Thread
That combo would also require you to have a ton of life points while also running 4 terrible cards, specifically, the 2 Unlicensed Apothecary would pretty much kill you if you play them without the full combo in hand and even if you do have the full combo you also have to keep your total health above your opponents without being able to use any healing minions that are neutral, including Reno, Ziliax, Mistress of Mixtures etc. ,so no, I really don't think those are valid concerns. I do have to agree that Voodoo is considered mostly shaman tho, but at the same time we also did have Voodoo Doll as a neutral minion and Hex Lord Malacrass as a mage so I thought that would be ok .
[Game] Card Treasure Hunt (The Resurrection Attempt)
Boom. Take it away, R...
Legendary Reno DK Mage
Thanks for the feedback. The deck is able to not only go to D5 but also Legend quite easily ^^
Runeterra Patch 1.10 - Balance Changes, New Lab, Standard Gauntlet Picks and Bans, and Cross-Shard Friend Challenges
I actually meant casual players too. Like, i'm playing from the beta and between wild cards and shards i have the whole collection, isn't that the problem.
What i can see like a possible problem is having 3 decks that i want and enjoy to play, i'd have a problem chosing 2 decks already; it's still awesome to have something very similar to a tournament setting, i just can see it not be very popular for this reason, i hope i'm wrong
Patch 1.1 call of the mountain
I think the patch did nothing for the meta. That mf scouts and Lulu got nerfed which are annoying but not too powerful decks makes not really sense to me.
That they buffed Lee Sin so massively is proably going to be a problem soon enough but we will see...
The big newcomer, demacia dragons weren't touched yet and we can expect that one to get popular.
Overall i find this patch very random and i doubt it will change a lot about the meta aside from making taric lee much more popular
Blizzard Has Provided a Leaderboard Update for Arena - July & August 2020
Ummm... Yeh! Amazing! Thank you (and bozoor for the hard work!)
Week 2 of the Forbidden Library - Book of Heroes Adventure Releases Today Alongside the Scholar Jaina Hero
Well i got 1 Legendary (Khadgar and 2 Epics ) so for me personaly buying the Skin with the Packs paid off :) - also i like the Skin even tough i would have preferred the second one.
Pure Of Heart - Card Design Competition Discussion Thread
I changed mine.
I choose to go with the Totem Minion because it fits more into Shaman. Also made it a 2/2 instead of 1/3.
This will be my card for the competition :)
Feedback is always welcome!
Pure Of Heart - Card Design Competition Discussion Thread
Thanks guys for the feedback! I've given it some thought and I fully agree that "keep all 3" is the better option. More balanced, less obnoxious and probably more flavorful as well.
Runeterra Patch 1.10 - Balance Changes, New Lab, Standard Gauntlet Picks and Bans, and Cross-Shard Friend Challenges
The change I liked the most was to change Lee sin's champion spell was surprised it's dragon rage since it had little synergy with Lee sin, sure he casts it on his level up but now his champion spell fits him so much more besides while ult plays are flashy, Lee sins are known by their q casts way more.
[Rings of Immortality Spoilers] Wake the Hel up, Mythgardians! We have a lotta cards to burn!
3 new cards revealed:
Parsa Divinity Cannon is not a new card, it's part of the core set.
Note: A minion is threatened by the ones in the opposite lanes.
Patch 1.11 Later This Month Contains Changes to Petty Officer and Buffs to Taric's Followers and Spells
Unless I'm mistaken the quote from Riot above says they are intending to buff Taric stuff.
Stupid Deck, no chance against anything. There is no fun!
Pure Of Heart - Card Design Competition Discussion Thread
The first is an updated version of my original entry with better wording and proper format. I thought it was a tad boring, so I tried making something a bit more exciting. I think Medivh fits the spirit of this competition well, showing his fall under the influence of the Burning Legion, using his power to summon their forces. The card might be a bit strong, but I think it's alright considering a full Warlock deck would be difficult to achieve due to the relatively low quality of their cards. Archwitch Willow exists and has similar threat-creating abilities, but has a more immediate impact vs Medivh's longer and slower value generation.
I'll get feedback in before I go to sleep tonight! Surprised we're on day 2 and already on page 3!
Demonxz95: I'm always hesitant on game-long effects since it creates such a large winrate disparity between when you draw it early vs when you draw it late. I think I would like to see a more immediate effect instead of a long-term effect, something like your next hero power hits all targets or maybe something like [Hearthstone Card (Metamorphasis) Not Found]with limited uses.
Shaveyou: A bit spooky considering Hunters typically don't have reliable single-target removal, but most of these cards are supposed to be spooky. I think making it a random minion and increasing the health or attack by 1 could be a good change, but I don't think this needs major revisions.
TheHoax91: It feels weird since it will have anti-synergy with other no-Neutral cards and can be abused fairly easily in something like Mage with Neutrals that generate spells. I don't think requiring Neutrals is a good idea for an effect since it is so easy to bypass and doesn't lead to as much interesting deck-building.
Linkblade91: I like the idea of seeing Kil'jaeden in the game as a massive lategame drop, but this feels a bit anti-climactic compared to similar cards. I've never been a fan of big-burst win conditions like Shirvallah, I just feel like it doesn't do justice to the character. Other big 10-drops like the Old Gods have massive effects that drastically change the board-state, which is something I would also expect out of Kil'jaeden. I think he should have something to do with either building a large board or destroying the board, something that feels grand.
Arkasaur: Not a huge fan of the Valkyr, rez has never been a Warrior mechanic and feels really out of place. I do like the Riverwallow though, its a simple effect that fits Hunter's identity.
grumpymonk: I like the idea since these days self-damage Warlock is actually decent, meaning that the card could have two different applications in deckbuilding. I prefer the Taunt one to differentiate it a bit more from Pit Lord. I also think that the drawback could be a tad more severe to encourage building around its effect a bit more, something like 6 or 7 damage.
BasilAnguis: I definitely prefer the flavor of Scarlet Inquisitor since you're right, it nails the Scarlet Crusade well. I think having some attack restriction would be good to prevent cases where you steal a massive minion and swing for lethal, something like 3 or less attack to be in line with Shadow Madness.
R: Arazi loses points for being a rehash of Azari, but is also far too niche in its effect. Especially for legendaries, effects should not be super niche or situational without proper support. I like Beast Tamer, a simple effect that fits Hunter really well. I think the name could use a bit more flair since 'Beast Tamer' is a bit generic.
anchorm4n: I don't like this card since it too heavily promotes stalling games out. Priest can already annoying enough to deal with considering how much they stall games, but this could make it unbearable, especially with Galakrond existing right now. That said, I think this could be reflavored into a Warlock card since Warlocks have a harder time generating cards and rely more on draw. Normally I take issue with game-long effects, but this effect is niche enough and doesn't warp the game too heavily that I don't mind.
Neoguli: I prefer the second version to the first, but still am not a huge fan of the card. I love burgle Priest, but I draw the line at fully stealing cards from the enemy deck. Using something like Shadowstep or Rogues many methods of duplication could lead to infuriating mill gameplay. Maybe something like Discover a copy of a card with the no-neutral effect being keep all 3.
JackJimson: There is an unspoken 4-line limit in custom cards that will doc many points (I speak from personal experience). Too much is happening on the card, I think you should decide a direction from either the first or second half and go from there. I personally prefer the idea of hand-buffing and then going harder on the buffs if there are no Neutrals.
bigcums: Voodoo is something that is typically related to Shaman in flavor. It's a decent start for effect, but there is potentially problematic OTK stuff in Wild. Unlicensed Apothecary plus this and something like Rafaam's Scheme or some other swarm effect could feel really bad to play against.
FieselFitz: People are going to take issue with the art since its already used by Kazakus. I like the effect, but the flavor is also way off. Change it from a potion into something like a ritual, something more Shaman-y. The second version works, but I like keeping it as a spell. If you do go with the second version, I don't think that card itself should be a Totem if you stick with the name "Totemic Gatherer".
allthehype: As it stands I think this suffers from over-generation, something that many players are tired of in the modern meta. I think instead making it keep all 3 would solve this somewhat while keeping the card strong.
Shivershine: I like the general idea of the effect and think it fits Rogue's flavor well, but it seems weak atm. It seems too slow to me, so I would suggest lowering the cost and attack by 1. It gets on the board faster but can do as much damage, but that is fine since it has Poisonous anyways.
KANSAS: I really like this card. It feels very in-flavor for Warlock to extend their power and be rewarded for staying the path of evil. I think the HP upgrade could exist without the no-neutral requirement to potentially give the card some application in other decks. I feel like it would be weird to play the 'Embodiment of Evil' and, even if you're not fully dedicated to Warlock, only get a 4/3.
Ilphelkiir: I am not a fan of game-long effects, and this showcases why. Permanently having Arcane Artificer, even if it is turn 8 and on, would give Mage so much survivability with no way for the enemy to counter it. Mages already have an easy enough time clearing/freezing the board and stalling games, gaining all that armor would make them nigh-unkillable.
Cg8889: I like the idea of this card. It fits well in Priest's flavor and even supports tempo Priest. I think the health buff should be lowered to 2 or 3 though. The design for most of these cards is that they kind of suck when not put into the pure archetype, but a 3 mana +2/+4 is a pretty alright card.
grayghost39: I think this is on the weak side. For the same restriction, mana, and statline, Paladins equip a weapon that is worth 4 mana already while this gets a 3 drops stats. I think this could summon two Felstalkers and be balanced. If that seems like too many stats, I would suggest either lowering the cost to 3 or at least giving the Felstalker Rush.
Pokeniner: This unfortunately overlaps heavily with a card that has already been submitted :/
GoliaththeDwarf: If this isn't a battlecry it makes two of your minions have permanent stealth, which is way too strong. The fact that this is also stealthed and has a whopping 6 health means that it is very difficult to interact with in any meaningful way, to the point where some decks may just auto-lose once this hits the board.
Jhamel: I don't think this really fits the competition, even if the effect is similar.