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  • New Rogue Spell - Mic Drop

    I imagine this going along with MC Blingtron and Harmonic Hip Hop, though it would probably be better to just have a weapon equipped already and forget about Blingtron since it might be pretty hard to play a 2 mana card and a 3 mana card on turn 6 and trigger finale.

  • New Rogue Spell - Mic Drop

    At worse (read: without Finale) it's Arcane Intelligence, so not actually that bad. As Dapperdog pointed out, this actually curves very well after a T2 Dagger.

  • New Hunter Minion - Banjosaur

    This IS whenever, which is important for when it does attack, and that is getting the stats before connecting. So, assuming you're building your deck around Beasts (possibly throwing in Azsharan Saber too? Maybe?) You are making a pretty big dino.

    I'm not sure if the pieces line up though is the thing, could easily be too top heavy and just get run under by nearly everyone.

  • New Druid Spell - Spread the Word

    Well, this probably won't be that hard to get to 0 mana, and I can't imagine a world where drawing two cards for free is a bad deal. Unless your deck is shit and the cards you draw are bad.

  • New Druid Minion - Groovy Cat

    Your attack goes up to 5 if you've played both and they die without getting silenced. Yeah, this is Druid's version of Wildfire Mage, who cares about putting it in a bad version of token Druid (undead), you're aiming to beat your opponent to death yourself.

  • New Rogue Spell - Harmonic Hip Hop

    Obvious companion to MC Blingtron, though really works with any weapon. Seems decent at least.

  • New Hunter Spell - Big Dreams

    I'm not too optimistic. Sure, you're probably cheating out stuff like Amplified Elekk, but 2 turn Dormant is a long time to give your opponent to prepare a counter plan.

  • New Druid Minion - Groovy Cat

    Sweet, the attack version of [Hearthstone Card (Free Spirt) Not Found]. I'm going to say equally as good. Well, maybe, since this one costs 2.

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

    My first idea for this competition was to make an Overheal Sidequest, and my second idea was finding a way to make Priest's infamous full health Turn 2 Hero Power and emote strategy viable:

    The idea of "Redeem in the Light" is that you Overheal to redeem an Undead ally, drawing it and giving it Lifesteal and Rush. I think it would be balanced by the condition but still allow for some life gain, board control, and tutoring in a hypothetical Undead Control deck. I'm not totally married to the effect though if it feels too unthematic or weak so I'm open to suggestions for improvement.

    Lightborn Surveyor, meanwhile, lets you convert Overhealing into relevant stats on board. Given the state of removal in Hearthstone, it would likely just get removed by the opponent if it had any significant amount of Attack, but it should at the very least trade positively into removal as a 5-Health 3 drop. There are ways to buff its Attack up ridiculously high early in Wild, but given how inconsistent that would be and how many highroll combos already exist in Wild, it shouldn't be too much of an issue (plus there are already plenty of removal and silence cards on turn 3 or 4 that can deal with it). Sidenote: I wasn't sure from the art whether this would make sense as a WoW Elemental or Undead so I just decided to keep it as tribeless. Is it okay lore-wise if I keep the art despite it not totally fitting into the universe? I just think that the art is really cool and could be explained by new Hearthstone-specfic lore.

    Feedback:

    linkblade91: I like Void Tear but it seems a bit too good to me when it high rolls (Reno plus Boardclear), I think it would work better if it was a one time Overheal effect (such as, "Lifesteal. Deal 2 damage to all minions. If you didn't Overheal, deal 4 more to all minions)

    Wailor: I really like Northshire Stewart, though I think it might be Steward and not Stewart?

    Demonxz95: I love the Overheal Discount of "Embodiment of Light," though I do think the card itself is somewhat low-impact, might be cooler at a more interesting statline like 5/3 or if it did something beyond being a Lifesteal Divine Shield unit.

     

  • New Hunter Spell - Big Dreams

    So maybe you get a 10 mana beast by turn 7. Though that would mean essentially doing nothing turn 5, but you have it ready to go without spending any mana on turn 7. This might be a bit weak, but I guess we'll see.

  • New Hunter Minion - Banjosaur

    Clearly belongs in a big beast deck. Perhaps it becomes a 13/14 as soon as it attacks. That doesn't sound bad. Then later you resurrect both with Stranglethorn Heart. Or maybe not since it keeps attacking and growing and drawing your beasts.

  • New Rogue Spell - Mic Drop

    Im at loss for words at how many direct damage cards they've gifted rogue. Now we can't even draw cards without doing damage.

    Because if you trigger this finale even on a dagger, that's still 4 damage. Like seriously. Are we going to see weapon rogue back, except now its spread out and doesn't require a specific weapon.

    All I can say is, it wouldn't surprise me if rogue takes the top spot...yet again.

  • New Druid Spell - Spread the Word

    Yes, its a very good card because what it is is a 0 mana Arcane Intellect but its perhaps too clunky.

    Because its plain useless if you can't gain attack, for when your hp is too low or youre holding onto your Rakes.

    But the ultimate killer is the fact that this card is trying to plug a nonexistent hole. If there's one thing druids are known for (and good at) its drawing cards. So why opt for a clunky draw option for something more reliable, if more expensive.

  • New Rogue Spell - Harmonic Hip Hop

    You know, at some point someone in team5 would probably point out that the emperor's got no clothes...and that rogue might be a touch too far with all these direct damage cards.

    The only downside of this card is the lack of good weapons outside of Swordfish and consistency. But seriously, this card is threatening 7 damage for 2 mana. Let's draw the line somewhere shall we?

     

  • New Hunter Spell - Big Dreams

    Ahhh...if only Carnivorous Cube was in standard.

    Unfortunately, its not. And more to the point, I seriously dont know why it needs to go dormant for 2 turns and not 1. Let's be real, that means youre cheating out a minion that will only do something on turn 8 (if it has no rush or taunt). In other words, youve just skipped your turn, as a class with no stall or heal cards.

    Will it see play? Well, that depends very much on whether big beasts can triumph over spitter hunter, and this card doesn't help in the least.

  • New Hunter Minion - Banjosaur

    I like the card, the artwork, but I know deep down this card will never succeed the same way as the other big beasts.

    The first problem is that its a 10 mana card, so if its not cheated out its just trash. The second, and bigger problem, is that it draws the card out of your deck meaning it has anti-synergy with most big beast cards for hunter like Faithful Companions. And thirdly...if youre playing big beasts, chances are good theres only like 6 of them in your deck. What is this card going to do once you've drawn them all?

    Can't help but think team5 have set up this card to fail. Which is a shame, because I'd like to play a banjo-playing dinosaur.

  • New Druid Minion - Groovy Cat

    Same as Free Spirit, except its a weaker card on curve and it has no undead tag, meaning you cant just play it into aggro-undead druid (which is currently not a thing, but who knows)

    Cant say too much that I havent already said for free spirit. Its certainly going to see play in hp druid but not too sure how good that would turn out to be, because regardless of its late game potential Im not convinced its going to do all that well against aggro-midrange.

  • New Druid Minion - Groovy Cat

    I wonder if they ever intended for this to be Free Spirit, in regards to flavor/minion type. That would have provided Undead Druid additional aggressive tools; I doubt that deck wants to Hero Power for Armor, but more Attack? Maybe.

  • New Druid Minion - Free Spirit

    +1 armor each time you hero power just for playing this, +1 again after it dies, and you can have two of this. 5 armor just for clicking the little button to the right (and spending 2 mana). Damn.

  • New Druid Minion - Free Spirit

    This card is hard to judge because its main use is essentially buffing your hp, you know, that thing that druid has but never use.

    Im not all that convinced hp druid is a thing, but nevertheless this card is good. Just dont know how good, and whether you'd still play it in ramp druid regardless.

    At least its an undead/beast. That makes it better than its partner Groovy Cat

  • Free Spirit

    Warrior is inconsolable rn

  • New Rogue Minion - MC Blingtron

    This card can only avoid being nerfed due to redundancy, because rogue can already do so much damage the add damage might not even matter.

    But to be fair this card is just insane. Destroy your opponent's weapon, set up for kill the next turn, and the only counter is another weapon.

    If tempo rogue is up, this card would be in it, and then get subsequently nerfed to 6.

     

  • New Hunter Minion - Mister Mukla

    This card is just a killer for spell decks that can't create board or cheat the bananas out.

    Imagine filling your opponent's hand with useless tosh and then watch as they struggle to get rid of it so they can draw their actual cards. Worth a laugh.

    And then there are times where you play against a board based deck and this card becomes a struggle to play on 6. Because bad as the bananas might be, its no joke to allow your opponent to fill their mana curve and do favourable trades, especially given that hunters cant ping minions.

     

    Oh and its a 6 mana 10/10 with rush. Well. Lets just say its going to see play.

  • New Druid Minion - Zok Fogsnout

    It'll see play, but its not your win-con nor is it ever going to do more than block aggro decks.

    The thing about this card is that its entirely dependent on you upgrading your hp to respectable levels and then play a Tour Guide to set it up on 6.

    Yes you get two very big burly quillboars with taunt, but as we have seen time and again, most aggro decks would have long beaten your face to a pulp by then and midrange decks tend to be able to handle big dudes, if they havent already beaten your face to a pulp by the time you play this.

    Wont see it anywhere outside of hp druid, which is just as well because its completely trash otherwise.

  • New Rogue Minion - MC Blingtron

    This would also destroy whatever weapon the other play has equipped, which might mean triggering the deathrattle before it's powered up as much as they wanted. Then they need to swing twice in order to get rid of the increased damage taken, while you effectively have a 2/2 weapon assuming you only attack face. Yeah, not a super strong weapon for you, but the damage boost can hurt a lot.