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  • There's No Heal Like Overheal - Card Design Competition Discussion Thread

    Year of the Wolf so let's make this appropriate.

    All are made to be sort of in the same set and theme.

    • Twilight's balance either restores 2 health, restores 1 and gives 1 attack, or gives 2 attack to all minions.
    • Apostle of the Night will become a 4/4 then swap, keeping the thematics of worgens from Witchwood. Then she becomes a 4/6, 6/6 and so on.
    • Fergus is my favorite by far. It's a bit like the dragon related treasure from duels where minions die and leave a dormant grave behind. You won't get your board stuck with them cause they vanish with him when he leaves. You can revive the same rush minion several times in a row or a big taunt if Fergus manages to live a few turns.

    Art credit:

    Show Spoiler

    Fergus: http://chrisrahnart.blogspot.com/2011/02/this-is-piece-i-did-for-world-of.html

    Apostle: https://www.artstation.com/artwork/lLqae

    Twilight's Balance: https://www.deviantart.com/gwhitehall/art/Inner-Will-278086787

  • There's No Heal Like Overheal - Card Design Competition Discussion Thread

    Feedback time! Will try to continue to update as they come in.

    linkblade91

    Void Tear - I agree with cursedparrot, this needs to have a hard(er) cap. I think it would be much better at 6 or 7 mana the way that he suggests wording it, with a maximum of a 4 damage. 8 mana to practically guarantee a fully healed hero and a board clear is insane, and I can run two copies of it in my deck.

    Ayla, Overeager Healer - This is interesting, but I don't know how good it would be. As it stands, it's a very situational removal tool that gets held back by being able to hit your minions. I feel that it would whiff 99% of the time, and the times where it hits often come with you losing minions/tempo on the board at the same time. I think the idea is interesting, but the execution is not perfect.

    Wailor

    Northshire Steward - So Sen'jin Shieldmasta truly is dead, huh?

    I think this would be a really solid option, but honestly I think it might be TOO good, as in TOO frustrating to get rid of. I might be wrong about that though, I'm not overly confident that it's just absurdly broken.

    Undercity Acolyte - This really ins a cool card, I think you did well riding the line with the cost and effect since like you said, it could kill itself with the hero power. Not too consistent, but in the right situation it's perfect. Well done.


    Demonxz95

    Scarlet Bishop - This is more of a question with the way that this effect is worded - is the "you" referenced in the Overheal clause meaning the Overheal that has been applied to only your hero this turn? Or is it for anything that has been Overhealed by your CARDS this turn? It's hard to make a distinction given that none of these cards have been printed yet, but regardless;

    I like it, it does it's job nicely, pretty efficient at 2 mana so it doesn't feel impossible to cast; good.

    Embodiment of Light - This feels perfect for a card like this; if Overheal had been a keyword from the beginning, I'm certain a card like this would already have existed. The only thing that gives me a little bit of hesitation is both Divine Shield and Lifesteal, because that seems like it's almost pushed too hard. 

    Observer of Ancients - This feels really powerful. If Overheal were a "Spellburst" type effect that triggered one time, I feel like this card would be balanced; but as is, a repeatable "board clear" (because most of the time, this is going to clear the board if done repeatedly) is insane for such a "low*" requirement. If you play the new priest location on an earlier turn, you can activate it's Overheal immediately on turn 5, which isn't necessarily broken in and of itself, but it's really good if you can do it over multiple turns. I may be overreacting to this, but I think the numbers definitely need some tweaking to have a shot at being balanced.

    CursedParrot

    Redeem in the Light - This feels nice, not too strong, not too weak; I could definitely see this being printed in the inevitable return of sidequests.

    Lightborn Surveyor - This card brings back up the issue I had with Demon's card, where it boils down to how Overheal works. Does the "amount YOU overheal" include JUST the Overhealing done to Face? If so, this card is not great. If it's Overhealing ALL targets included, then this seems possibly TOO good. I'd nerf the health a little bit, as having a decent board survive to turn three with the new priest location still up would be insanely good, a super big body to come down on just turn 3.

    anchorm4n

    First off, welcome back. 

    Zealous Pacifist - This card feels like it just missed out on something. It has Undead synergy, yes; The can't attack line makes me think of Silence Priest, but then you lose the Overheal ability from it. Overall, it might just be enough to have a taunt-y undead that keeps growing, and for that it's good.

    BasilAnguis

    Twilight's Balance - I think that this one is my favorite of your cards. Priest isn't necessarily tied to buffing attack but they are known for buffing minion health and a lot of the time that ends up being in some way tied to buffing attack too, like inner fire. This card also uses buffing the minions' health to buffing their attack, and on the right board, it can be very effective. A cheap way to apply a board-wide buff to your minions, this is solid.

    Apostle of the Night - I like that this goes along with the worgen theme of swapping attack and health each turn, and how that also plays into some turns making it easier to buff your next turn's attack by overhealing it, etc. I don't know if a 2/4 for 3 mana that gets more attack sometimes is really that good by itself, but it's very flavorful and does have some scaling. Nice.

    Fergus the Redeemer - This seems a little convoluted, but it's probably a little better than just straight up saying "Overheal: Resurrect a random friendly minion". I think it's probably fine at the end of the day, but I admit that I'm saying this only because I failed to think of a way to break it off the top of my head.

    Neoguli

    This wording is extremely confusing. Is the "Health they were Overhealed for." supposed to count all Health that you have been Overhealed for the entire game? Is it only the health that they have been Overhealed for since the weapon has been out? Either way, I don't think this is broken by any means; unlike something like Ice Block for mage, for instance, you don't become immune after; I just think it's really wonky, and probably wouldn't be printed just to avoid the headache.

    Edit: As BasilAnguis pointed out, there's no counterplay since it's a battlecry effect. My previous comments about it not being broken might still stand if it was a passive effect on the weapon that would remove 1 durability when activated; but I still don't think it's a "Better Ice Block;" Most of the reason people play that card is for the immunity.

  • All Day 9 Card Reveals for Hearthstone's Festival of Legends Expansion

    The only good card among what's been revealed for Warrior seems to be the 1/3 armor booster. With Armorsmith (in Wild since it drops out of Standard) and any Whirlwind-like effect (like Risky Skipper) you can gain a ridiculous amount of armor. Not sure how that's going to help Warrior win, but it's a start. Voone joins Hogger as one of those legendary minions that has multiple versions and all of them suck.

  • New Paladin Minion - Funkfin

    Quote From GoddammitDontShootMe

    They definitely seem to be pushing a divine shield heavy archetype. We'll see if it goes anywhere.

    Feel like they are trying to compensate for removing Paladin's secrets ; a metric-ton of Divine shields is the substitute!

    Shake your groove fin!

  • New Paladin Minion - Jitterbug

    Think this is just great for Paladin, reinforcing the divine shield identity and providing a must-kill draw engine!

    The only bug that was intentional.

  • Why Ramp Will Always Be My Favorite Mechanic In LOR

    At least you guys are showing your true meta slave colors now.

    Let me google harder for the next game lol.

    Wait I never do that nevermind and still got to masters anyways

  • New Paladin Spell - Spotlight

    Thankfully, this remove a friendly divine shield and not just any - as having Paladin stealing a divine shield from you and getting a 5/5 elemental for doing so would have been beyond unfair..!

  • New Hunter Spell - Stranglethorn Heart

    This could be a great board-reload for Hunter, if it didn't already meant that you have wasted 4-5 big minions already ... Just can't see this being a game-winning ingredient

    The Stranglethorn mentality is to be happy with the bare necessities.

  • New Hunter Spell - Big Dreams

    On paper, it has lots of potential, but in practice, you'd be sacrificing your Turn 5 to do nothing of importance - losing tempo - just so your Turn7 could really swing hard? Kinda of a hard pill to swallow for Hunter, whom usually excels at midrange tactics...

    Just a small town Taunka Livin' in a lonely... waunka

  • New Priest Spell - Love Everlasting

    Control Priest can definitely make use of that, consistently - but I thought Team5 wanted to stray away from mana cheating gimmicks?

    Poison Bloom was accused of plagiarizing the "Ooh, how long can this go on (ooh yeah)" hook from an old-school musical group called The Saronite Chain Gang.

  • New Priest Spell - Fight Over Me

    Priest already has sticky minions, now they may also play yours ^^
    And you thought the battles between the Alliance and Horde got ugly…

  • New Mage Spell - Volume Up

    Quote From YourPrivateNightmare

    (...) Will probably see play in every Mage deck just because it requires no deck-building to make it good.

    That was exactly my train of thoughts as well; why would any mage not auto-include this in their deck? Drawing 3 spells and picking one to double up on is simply great

  • New Warrior Spell - Roaring Applause

    Potentially strong if it counts Dual-tribe minions twice. If not then it's basically unplayable. You're never drawing more than 3 cards with this and that's optimal circumstances.

    If you're not gonna give us Impending Catastrophe you could at least make it cost 1-mana.

  • New Warrior Minion - Razorfen Rockstar

    There is no words to describe this embarassment.

    Just so you understand what went down here:

    They REMOVED [Hearthstone Card (Armor Smith) Not Found] from  Core just so they can print this when Armor Smith is a strictly better card in almost every situation. Hell, Eternium Rover is better than this.

    There's no way to gain multiple instances of Armor right now and since they printed this there will never be so what is the fucking point? Could have made it at least give 3 extra armor so the 3-mana Hero Power combo isn't just Odd Warrior for peasants.

  • New Warrior Minion - Drum Soloist

    There is no reason in hell why this couldn't gain +3/+3. Actually none. It's a soloist, so it's not a tempo card meaning it only goes into Control and Control does not care for a fucking 5-mana 7/7 with Rush. What are we clearing with this, Boulderfist Ogre?

  • New Warrior Minion - Power Slider

    This COULD be good IF it counts dual-tribe minions twice.

    If you play Murmy on one and this upgrades by two, it is actually not bad at all and couuld be a good foundation for Amalgam Warrior.

    If not, then this is just a spit in the face of Warriors considering Rhyme Spinner was printed with way more support and better baseline stats.

  • New Warrior Minion - Rock Master Voone

    There are some scenarios where this is really good. Getting One Amalgam Band duplicated could be very relevant for taking back control of the board and there might be other archetypes where you can just stockpile tribal threats, but I REALLY don't think doing a faithful callback to one of Rastakhan's many underwhelming legendaries was a good idea.

  • New Mage Minion - Keyboard Soloist

    Give her a hand, everybody! Or maybe 4!

  • Zelda: Tears of the Kingdom's Gameplay Demonstration Confirms New Zelda-themed Switch & Accessories

    Quote From linkblade91

    I think I want to go in fresh this time, so I won't be watching the video. Hopefully it alleviated some of the (dumb) concerns people have had about this being "BotW DLC".

    It showed more than enough to warrant excitement. Not spoiling though as I respect that "going fresh" way of doing things :)

  • Rewind

    S tier flavor text.

  • New Mage Minion - Audio Splitter

    One of the best pun thus far: "I tried to give him some constructive criticism but gosh, he really hates feedback!"

  • New Warrior Minion - Power Slider

    Its 3 mana - so not too expansive - but to really benefit from this, you'd want to play a couple tribes first, countering the tempo you could have benefited from ... not impressed. 

  • New Warrior Spell - Roaring Applause

    Really not feeling like the new warrior menagerie package is that competitive. 
    I want nothing but to be wrong, as Warrior been dead for already too long - but ... 
    Please clap.

  • New Warrior Spell - Roaring Applause

    Staff

    A new Epic Warrior Spell, Roaring Applause, has been revealed!

    Roaring Applause Card Image

    Discuss this card below or head on over to the card page to give it a rating!


    Learn more about Festival of Legends

    Head on over to our dedicated guide for Festival of Legends!


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  • New Warrior Minion - Drum Soloist

    (5) mana conditional 7/7 isn't bad, but doesn't seem nearly enough for Warriors to secure their spots back in Standard.
    "Was I rushin' or was I dragon?"