I was just thinking of this too. I think Spellburst effects happen after a spell, so Trimutius's thoughts about the interaction with Brawl should be correct.
At first I thought this was really good, but the inconsistency isn't great. In Standard this should be fine because Devolve is in Wild. But not sure this would see play in Wild because Devolve is in Wild. Most effective when you are playing a Priest with a single Infiltrator on board that has had Grave Runes cast on it.
As for deck list I have no idea how to show that sorry. Other than what is listed above I use darkwater scourges on defence turns to soak up attacks and pair them with Kalista so when she levels up she summons another scourge that also heals me each attack round. I keep rekindlers to replace the 2 champs if they die as well as pull off silly Kalista duplicating combos. I keep one Ruination as an ohshit button, and then Atrocities to finish off anyone low on hp who is able to block my souped up attack sharks. I make changes constantly but thats the basics.
I want to try masochist mechanic on warlock with Soul Fragments. If you manage to steal one, it count's as 2 health changes. This is a very good card imho
The deathrattle reminds me of Imprisoned Felmaw, which is now a staple in aggressive Hunter strategies in standard. That's really where I see Infiltrator Lilian: in an aggressive Rogue with stealth synergies. Lilian is pretty tricky for the opponent to deal with, being a stealth minion that will usually stick around for stealth synergy cards and to push face. The immediate deathrattle pushes for more damage by either going face or helping you keep board control. Overall, I see Lilian along with Secret Passage and maybe Jandice Barov forming a competitively viable Stealth Tempo Rogue.
It would only be a 9/6 leveled which played on curve on 4 as you stated is literally impossible, and if youre playing it off curve the mana discount is useless so which one is it? So no I won't humor your 2 percent of games scenario.
Apparently you need to reread my posts. You assumed "on curve" and I said turn 5-6. Hecarim is still 4 cost, but mainly so I can cast more ephemerals on the same turn. Note that I use Fading Memories to increase my shark or islander pools to 6 as needed. Its zero cost so isnt counted for that.
Cast order varies depending on if first. This is assuming Opponents don't feed their chump blockers to your ephemerals, which most surprisingly don't (they assume they can out-damage you with a big board), and that you go second in the round though it matters only slightly. Since Nifty insists its impossible I will also list maximum possible values though it averages to less if Op blocks.
Situation 1: Hecarim "on curve"
T1 - O. Islander on Hecarim Op HP =20. Hecarim = 0.
T2 - A shark + Islander Op HP = 15. Hecarim = 1
T3: A shark and then an Islander on Hecarim. Op hp = 15. Hecarim = 1
T4: Hecarim who is 2 cost less. Add his 2 summons and 2 sharks from earlier. Hecarim is only 5/5 as he only hits 6/7 counting himself. This is not ideal but its still puts the Op at zero hp if he doesn't have blockers by then, or pings off your ephemerals, which you REALLY want them to do after attacking. Show me ANY other deck in that game that can KO by turn 4. cuz I don't think even allies that get pumped by stuns and barrier can go up that quick.
Situation 2: Add an extra turn and go first so you can attack with Hecarim on 5.
T1 - O. Islander on Hecarim Op HP =18. Hecarim = 0.
T2 - A shark Op HP = 18. Hecarim = 0
T3: A shark and then an Islander on Hecarim. Add shark from T2. Op hp = 10. Hecarim = 2
T4: A shark, then usually I hold the mana for Glimpse Beyond for hand refill or even better, play a Soul Shepherd so Hecarims army is 1 bigger. Op HP = 10. Hecarim = 2
T5: Hecarim is now a 4 cost 9/6 Onslaught (or 10/7 with Shephard) and creates 2 tokens to completely fill your board with sharks and tokens as well as causing Hecarim to level up. Be sure not to play anything before attacking unless you absolutely have to. You now have up to 35 damage on board from minions, or up to 25 damage on board if Hecarim is blocked, depending on how much of his damage is soaked. It is EXTREMELY hard to live through that attack and usually the OP is forced to dump all their champs and allies to block or die. This same strat works if you were first, just mans you have to push back Hecarim to turn 6.
Obviously this deck is weak vs ping/recall/stun that happens before the attack, but what deck isn't? The fact that you have multiple cheap spells to pump out tokens means you can usually get n attack in every time your round happens even if they cc your first set.
Flexible as a Sylvanas type of steal that also full heals what you steal, and you can target the steal instead of it being random. Or you can use it as a way to full heal your own minion that has been reduced to 4 health or less. Probably not a lot of situations where you use this for damage but don't kill the target.
That was my very first thought too! On turn 5 when combined with Wisp this is a 5 mana 9/9 with no downside because it couldn't attack that turn anyway.
Ceremonial Maul
I was just thinking of this too. I think Spellburst effects happen after a spell, so Trimutius's thoughts about the interaction with Brawl should be correct.
New Neutral Minion - Cult Neophyte
Mini Loatheb! Not bad, but increasing by 1 mana next turn isn't that great. Especially compared to Loatheb.
New Shaman/Mage Spell - Devolving Missiles
At first I thought this was really good, but the inconsistency isn't great. In Standard this should be fine because Devolve is in Wild. But not sure this would see play in Wild because Devolve is in Wild. Most effective when you are playing a Priest with a single Infiltrator on board that has had Grave Runes cast on it.
Our Thoughts on Hearthstone's Scholomance Academy Demon Hunter Cards
The salt would be real if Blizz gave Stelina to priest instead.
New Neutral Minion - Crimson Hothead
Not too bad! Not great, but not bad...
New Demon Hunter Minion - Shardshatter Mystic
Anything involving the Soul Fragments mechanic gets 5 stars from me! Fairly easy set up for a decent board clear effect if you fall behind.
New Demon Hunter Spell - Fel Guardians
Could be okay in a control/midrange style that uses the 1/1 Illidari with rush to make trades... maybe.
New Demon Hunter Minion - Soulshard Lapidary
Anything involving the Soul Fragments mechanic gets 5 stars from me! This is like a smaller Inner Demon with a body and a fairly easy set up.
New Warlock Minion - Boneweb Egg
I will try this on a wild discolock, it seems it have potential
So did the last patch kill Noxus aggro?
As for deck list I have no idea how to show that sorry. Other than what is listed above I use darkwater scourges on defence turns to soak up attacks and pair them with Kalista so when she levels up she summons another scourge that also heals me each attack round. I keep rekindlers to replace the 2 champs if they die as well as pull off silly Kalista duplicating combos. I keep one Ruination as an ohshit button, and then Atrocities to finish off anyone low on hp who is able to block my souped up attack sharks. I make changes constantly but thats the basics.
New Rogue Minion - Infiltrator Lilian
I wouldn't be surprised if this sees some play. Maybe not meta defining, but possibly good enough for a fun Stealth build.
New Priest & Warlock Minion - Flesh Giant
I want to try masochist mechanic on warlock with Soul Fragments. If you manage to steal one, it count's as 2 health changes. This is a very good card imho
New Rogue Minion - Infiltrator Lilian
The deathrattle reminds me of Imprisoned Felmaw, which is now a staple in aggressive Hunter strategies in standard. That's really where I see Infiltrator Lilian: in an aggressive Rogue with stealth synergies. Lilian is pretty tricky for the opponent to deal with, being a stealth minion that will usually stick around for stealth synergy cards and to push face. The immediate deathrattle pushes for more damage by either going face or helping you keep board control. Overall, I see Lilian along with Secret Passage and maybe Jandice Barov forming a competitively viable Stealth Tempo Rogue.
New Demon Hunter Minion - Soulshard Lapidary
5/5 make 5 damage. It's a very good card
New Demon Hunter Spell - Fel Guardians
Before they confirm that this must be in your hand in order enable it's effect, I think that is just a pack filler
New Demon Hunter Minion - Shardshatter Mystic
Maybe we can add the Soul Fragments to an Odd DH and see what will happen
So did the last patch kill Noxus aggro?
Apparently you need to reread my posts. You assumed "on curve" and I said turn 5-6. Hecarim is still 4 cost, but mainly so I can cast more ephemerals on the same turn. Note that I use Fading Memories to increase my shark or islander pools to 6 as needed. Its zero cost so isnt counted for that.
Cast order varies depending on if first. This is assuming Opponents don't feed their chump blockers to your ephemerals, which most surprisingly don't (they assume they can out-damage you with a big board), and that you go second in the round though it matters only slightly. Since Nifty insists its impossible I will also list maximum possible values though it averages to less if Op blocks.
Situation 1: Hecarim "on curve"
T1 - O. Islander on Hecarim Op HP =20. Hecarim = 0.
T2 - A shark + Islander Op HP = 15. Hecarim = 1
T3: A shark and then an Islander on Hecarim. Op hp = 15. Hecarim = 1
T4: Hecarim who is 2 cost less. Add his 2 summons and 2 sharks from earlier. Hecarim is only 5/5 as he only hits 6/7 counting himself. This is not ideal but its still puts the Op at zero hp if he doesn't have blockers by then, or pings off your ephemerals, which you REALLY want them to do after attacking. Show me ANY other deck in that game that can KO by turn 4. cuz I don't think even allies that get pumped by stuns and barrier can go up that quick.
Situation 2: Add an extra turn and go first so you can attack with Hecarim on 5.
T1 - O. Islander on Hecarim Op HP =18. Hecarim = 0.
T2 - A shark Op HP = 18. Hecarim = 0
T3: A shark and then an Islander on Hecarim. Add shark from T2. Op hp = 10. Hecarim = 2
T4: A shark, then usually I hold the mana for Glimpse Beyond for hand refill or even better, play a Soul Shepherd so Hecarims army is 1 bigger. Op HP = 10. Hecarim = 2
T5: Hecarim is now a 4 cost 9/6 Onslaught (or 10/7 with Shephard) and creates 2 tokens to completely fill your board with sharks and tokens as well as causing Hecarim to level up. Be sure not to play anything before attacking unless you absolutely have to. You now have up to 35 damage on board from minions, or up to 25 damage on board if Hecarim is blocked, depending on how much of his damage is soaked. It is EXTREMELY hard to live through that attack and usually the OP is forced to dump all their champs and allies to block or die. This same strat works if you were first, just mans you have to push back Hecarim to turn 6.
Obviously this deck is weak vs ping/recall/stun that happens before the attack, but what deck isn't? The fact that you have multiple cheap spells to pump out tokens means you can usually get n attack in every time your round happens even if they cc your first set.
New Neutral Minion - Crimson Hothead
It can be a strong card on a deck like libram/dragon paladin, with some of the year of the dragon synergies
New Shaman/Mage Spell - Devolving Missiles
Diligent Notetaker + Devolving Missiles x2
With some luck it can disrupt a powerful board
New Neutral Minion - Cult Neophyte
Good stats and effect for a 2 cost minion
New Priest Spell - Initiation
Flexible as a Sylvanas type of steal that also full heals what you steal, and you can target the steal instead of it being random. Or you can use it as a way to full heal your own minion that has been reduced to 4 health or less. Probably not a lot of situations where you use this for damage but don't kill the target.
New Paladin Spell - Blessing of Authority
That was my very first thought too! On turn 5 when combined with Wisp this is a 5 mana 9/9 with no downside because it couldn't attack that turn anyway.
New Paladin & Warrior Weapon - Ceremonial Maul
Great card as long as weapon removal doesn't come back into the meta.
New Shaman Minion - Diligent Notetaker
Shaman has been getting a LOT of "return this to hand" effects. Almost as much as Rogue (if not more)
New Neutral Minion - Sorcerous Substitute
Glad to see options for Spell Damage decks other than just Spell Damage minions.