I honestly am having trouble seeing how this will work or be useful unless you have your hand and deck filled with junk that they can't use against you.
Tech card that will make Mecha'thun decks much easier. Draw Mecha'thun because of it, then Hemet, Jungle Hunter and clear the rest of your deck out. I hate it with a passion already.
Sure, this could work well with warrior damage synergy, but I'm just thinking about how it can give a minion at 1 health a quick breather and last stand before it goes down.
Now this is a card who's flavor I can really relate to. I'm thinking it will be best played when there's a minion or two with at least +2 spell damage, rather than trying to get a bunch of smaller +1 spell damage on the board.
This is an amazing spell! Wonderful cost for the stats, and the "can't attack heroes" doesn't even sound like it will be much of a problem if you are mainly using it to do things like buff up taunts.
Genuinely can't decide if I love or hate this design. I think I've come around to loving it again. It's so weird and out there and I'm not sure still about how strong a lot of the effects are... but god I love that they're still innovating like this.
If we ignore the requirement, it's a pretty good card. Rogue didn't have any good 4 drops back then, so it could be played with minimal changes to the deck.
Cards like this are very different in Standard than they are in Wild, because there's a more predictable pool of 7-drops. This could be either very useful or barely usable.
A 3 mana Hero Power is definitely something you're happy to try, although it will be difficult to make because unlike 1 mana Hero Powers, we have nothing to compare them to for balancing. The purpose of Hero Powers are also something that you can easily fit into a turn, and a Hero Power being 3 does limit this more than the standard 2-Cost ones.
The only card I'm not psyched about was Archwitch Willow. Everything else seems to really blow things out of the water and this legendary just seems meh.
I know right? It gives you 2 spells played with "no" mana, and when you draw up the next 5, you could very well get Edwin early game for something scary or the miscreants as well. Miracle Rogue, here we go.
I've been working on a project for a few months now and I'm a little stuck on creating a Death Knight class. I want it's Hero Power to be seldomly used, powerful, but at the same time not game breaking or too uninteractive.
I've made another class that utilizes a fluid Hero Power so I would like to avoid another passive Hero Power.
So what I'm asking is if it's even possible? Resurrection effects keep coming to mind but depending on existing neutral cards it could be heavily favored toward a DK that capitalizes on rez effects. I haven't played WoW in a hot minute so I've also kind of forgotten what DK's are supposed to be all about.
Given that I just read about how [Hearthstone Card (Trogzor) Not Found] was overhyped, I'm not going to get my hopes up for a card with a similar effect.
The most important aspect of this card isn't the discover but the discount. The fact that you can carry it over several turns is huge and can open many possibilities. One interesting thing you can do is play this on turn 1 then play Corsair Cache. Then you equip the 3-cost weapon (like Livewire Lance) and curve it into Doctor Krastinov as the discount applies to any rush minions and not just the one you discovered. Or you can play Kargath Bladefist as a 3 mana 4/4 for good tempo. The mana discount also gives more flexibility on your turns and allows you to answer threats earlier without having to spend your coin (in case you have it). I think this card is great and it could find its way into many Warrior decks (both fast and slow).
New Priest Minion - Mindrender Illucia
I honestly am having trouble seeing how this will work or be useful unless you have your hand and deck filled with junk that they can't use against you.
New Neutral Minion - Lorekeeper Polkelt
Tech card that will make Mecha'thun decks much easier. Draw Mecha'thun because of it, then Hemet, Jungle Hunter and clear the rest of your deck out. I hate it with a passion already.
New Warrior Weapon - Reaper Scythe
Just cast this with Heroic Strike and aim for a low-attack minion in between two high-attack ones. WHAMO!
New Shaman/Mage Spell - Devolving Missiles
A devolve that could miss the target you want to hit or best case hit it multiple times.. A bit too much RNG, but it should be fun.
New Paladin & Warrior Spell - Shield of Honor
Sure, this could work well with warrior damage synergy, but I'm just thinking about how it can give a minion at 1 health a quick breather and last stand before it goes down.
New Neutral Minion - Desk Imp
You can never ignore 0 mana cards. Probably decent in some sort of Felosophy deck
The Scholomance Academy Word Search
Waskinda hard to find Turalyon as i kept thinking it was Tyralyon
Our Thoughts on Hearthstone's Scholomance Academy Shaman Cards
I don't believe that works - spellburst triggers after the spell.
New Mage Spell - Cram Session
Now this is a card who's flavor I can really relate to. I'm thinking it will be best played when there's a minion or two with at least +2 spell damage, rather than trying to get a bunch of smaller +1 spell damage on the board.
New Neutral Minion - Enchanted Cauldron
Summoning Stone, but only once.
New Paladin Spell - Blessing of Authority
This is an amazing spell! Wonderful cost for the stats, and the "can't attack heroes" doesn't even sound like it will be much of a problem if you are mainly using it to do things like buff up taunts.
New Demon Hunter Minion - Magehunter
It says "When" not "After", so it will silence before attacking the minion. :)
New Neutral Minion - Transfer Student
Is it good? No, but it's not terrible.. It's just both fun & interesting.
I put it in my Highlander Hunter deck where it's actually been useful in a few games.
New Neutral Minion - Transfer Student
Genuinely can't decide if I love or hate this design. I think I've come around to loving it again. It's so weird and out there and I'm not sure still about how strong a lot of the effects are... but god I love that they're still innovating like this.
A Look Back At Historically Underhyped Hearthstone Cards
If we ignore the requirement, it's a pretty good card. Rogue didn't have any good 4 drops back then, so it could be played with minimal changes to the deck.
New Neutral Minion - Divine Rager
This is actually not bad in Arena - Cursed Disciple found play there and this is very similar. Always love to see a new Rager.
New Neutral Minion - Plagued Protodrake
Cards like this are very different in Standard than they are in Wild, because there's a more predictable pool of 7-drops. This could be either very useful or barely usable.
With Demon Hunter's Hero Power costing 1 mana and the class being very effective, is it possible for a class to have a 2+ mana Hero Power and be viable?
I'll give a 3 mana HP a shot, I may have to play with it a little to see what feels best.
With Demon Hunter's Hero Power costing 1 mana and the class being very effective, is it possible for a class to have a 2+ mana Hero Power and be viable?
A 3 mana Hero Power is definitely something you're happy to try, although it will be difficult to make because unlike 1 mana Hero Powers, we have nothing to compare them to for balancing. The purpose of Hero Powers are also something that you can easily fit into a turn, and a Hero Power being 3 does limit this more than the standard 2-Cost ones.
Our Thoughts on Hearthstone's Scholomance Academy Warlock Cards
The only card I'm not psyched about was Archwitch Willow. Everything else seems to really blow things out of the water and this legendary just seems meh.
Our Thoughts on Hearthstone's Scholomance Academy Rogue Cards
I know right? It gives you 2 spells played with "no" mana, and when you draw up the next 5, you could very well get Edwin early game for something scary or the miscreants as well. Miracle Rogue, here we go.
With Demon Hunter's Hero Power costing 1 mana and the class being very effective, is it possible for a class to have a 2+ mana Hero Power and be viable?
I've been working on a project for a few months now and I'm a little stuck on creating a Death Knight class. I want it's Hero Power to be seldomly used, powerful, but at the same time not game breaking or too uninteractive.
I've made another class that utilizes a fluid Hero Power so I would like to avoid another passive Hero Power.
So what I'm asking is if it's even possible? Resurrection effects keep coming to mind but depending on existing neutral cards it could be heavily favored toward a DK that capitalizes on rez effects. I haven't played WoW in a hot minute so I've also kind of forgotten what DK's are supposed to be all about.
Any help would be greatly appreciated.
Our Thoughts on Hearthstone's Scholomance Academy Warlock Cards
I want Willow to be cool but yeah she just has NO targets
New Neutral Minion - Ogremancer
Given that I just read about how [Hearthstone Card (Trogzor) Not Found] was overhyped, I'm not going to get my hopes up for a card with a similar effect.
New Warrior Spell - Athletic Studies
The most important aspect of this card isn't the discover but the discount. The fact that you can carry it over several turns is huge and can open many possibilities. One interesting thing you can do is play this on turn 1 then play Corsair Cache. Then you equip the 3-cost weapon (like Livewire Lance) and curve it into Doctor Krastinov as the discount applies to any rush minions and not just the one you discovered. Or you can play Kargath Bladefist as a 3 mana 4/4 for good tempo. The mana discount also gives more flexibility on your turns and allows you to answer threats earlier without having to spend your coin (in case you have it). I think this card is great and it could find its way into many Warrior decks (both fast and slow).