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  • New Death Knight Location - Mosh Pit

    Adding a secondary resource cost would be a good way to keep a location from being too powerful. Not sure giving a minion reborn is that strong unless it has a very powerful deathrattle.

  • New Death Knight Spell - Death Growl

    Cage Head. That is all. Okay, there's the whole surviving that long thing, but other than Priest with Shard of the Naaru, or Shaman with Primordial Wave, I don't know who would get out of it if the game reached this point.

  • New Hunter Spell - Barrel of Monkeys

    I assume this returns to your hand with n-1 monkeys. Not bad if so since it gives you extra resources.

  • New Hunter Weapon - Jungle Jammer

    I guess spell-heavy Hunter decks aren't going away any time soon.

  • New Death Knight Minion - Boneshredder

    Quote From GoddammitDontShootMe

    5 corpses seems like a lot to trigger a single deathrattle a second time

    It's potentially two additional times, because the Boneshredder triggers it immediately and then gains the Deathrattle for themselves to set off later. Is that enough to make the card great? I don't know, but just wanted to add some clarification.

  • New Death Knight Minion - Boneshredder

    5 corpses seems like a lot to trigger a single deathrattle a second time, considering cards like Marrow Manipulator, or Grave Strength if you have a board.

  • New Death Knight Minion - Cage Head

    I'm pretty sure a 9/9 with charge and taunt is pretty damn good, even at 8 mana. Hiding that behind a 5/1 gives your opponent a chance to respond or one more turn to kill you first, but this still looks pretty good.

  • New Hunter Spell - Bunch of Bananas

    Tiresome as it is, these bunch may actually be good.

    1 mana to spread a buff allows hunter to use their mana more evenly. If Wild Pyromancer is in standard you can even clear board with it.

    Too bad there's no radiant elemental in hunter, and quest has just rotated, otherwise it'd be a no brainer.

  • New Hunter Minion - Arrow Smith

    Here's the thing, Raj Naz'jan is still in standard.

    So why play this when you can just play that. We all know the real point of this card is face damage anyway.

    Can we play both? Hunter cant draw for shit, so chances are good you'd have to pick between the two because there's only so many bullets but only one gun may shoot.

  • New Death Knight Location - Mosh Pit

    I legitimately dont know what the hell could play this location.

    3 corpses just to give out one reborn? Its hard enough to gain corpses as it is, and with so much competition, this card will only ever see play in a dedicated deathrattle deck.

    Not that keen, but there might yet be a reason to play this at a later stage.

  • New Hunter Spell - Barrel of Monkeys

    Silverback Patriarch is big burly alpha gorilla.

    And this tiny ass monkey is sharing the same stats as it, and costs 1 less. How much disrespect that poor gorilla has got to take before team5 buffs him to a 2/4 taunt?

     

    Anyway, this is a good card for most hunters, especially given that hunter cant really draw all that well. Its possible to just play this in spitter hunter now and get results. Best thing is that the monkeys dont interfere with Selective Breeder at all.

  • New Hunter Weapon - Jungle Jammer

    The main problem is that this card is 4 mana.

    Imagine spending 4 mana to do 4 damage, risk a viper tech, and then holding on to your weapon swing just for this to gain in value. The best part is there's no guarantee hunter even has the draw or generation to actually do this successfully.

    Alternatively, we can play Harpoon Gun for 3 mana, no worries about just swinging, possibly cheat a big minion out (Hydralodon etc.) on turn 4 and have no need to either save any spells in hand for Jungle Jammer.

    I know what Id pick.

  • New Death Knight Minion - Boneshredder

    Dont know what this card realistically aim to do. Cage Head is too slow, egg is too much for 5 corpses especially if youre going either for marrogar or Grave Strength

    Perhaps there's going to be a 3 mana deathrattle that may make this better, but I doubt it. There's almost no chance an unholy deck manages to accumulate 5 corpses by turn 4 and expect to take any board.

  • New Death Knight Spell - Death Growl

    This card is just good.

    Unholy already swarms pretty easily, and this one mana card allows you to spread insurances against AoE, and in some cases, just burn damage directly.

    Its only downside is redundancy. We've seen this with Unholy Frenzy, but this card is technically better if nothing more than being a mere 1 mana as opposed to 2.

  • New Death Knight Minion - Cage Head

    Its actually a switch for unholy, because that deck is supposed to be swarm not burn. But that would explain why its a double rune card.

    I like this actually. Its double rune status means you can legit go for BUU without sacrificing a finisher and this card is more than able to hold its own. The only problem is of course, how'd you kill it yourself to actually charge the 9/9 to face, but that's fairly trivial since it only has 1 health.

    It does synergizes with Death Growl, but let's be real here, there's likely no chance you'll pull it off and its always going to be overkill anyway. You'd rather just play a curve game and finish with this card. Its 9 damage after all, a third of your opponent's health.

    Overall, this is the sort of card DK needs if its ever going to go away from the triple rune decks.

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  • New Neutral Minion - Paparazzi

    Most legendaries in Death Knight are pretty useful. I wouldn’t sleep too hard on cards like this when Discover is basically a DK mechanic atm lol.

  • New Neutral Minion - Mish-Mash Mosher

    Decent if you have Attorney-at-Maw but slightly useless anywhere outside of that two-card combo

  • New Death Knight Spell - Death Growl

    Thassarian meta engaged.

  • New Paladin Minion - Annoy-o-Troupe

    I’m gonna give this card probably a little more than it’s due only because of OG Giggling Inventor at 5-mana. This has decent potential to stop aggro right in its tracks with a cheat of some sort (unless they start teching silence cards, which seems likely for this expansion).

    I can’t say how consistent that will be yet, but I’m willing to keep an open mind that this card may be a lot more annoying to deal with than it looks

  • New Hunter Spell - Barrel of Monkeys

    Monke Returns

  • Dies To Removal - Card Design Competition Discussion Thread

    Quote From Dolphinslayer

    As a side note, the way I think this would work, obviously, is the minion would take damage equal to your total attack after hitting you, but I'm not 100% positive on that, so if it doesn't work, then I obviously would do something else. 

    I'm inclined to say it does not count in its current form, because the hero is the one doing the damage with the counterattack, and not the spell. Maybe nit-picky, but we want the spell to be the one that inflicts damage/destroys/disappears.

  • Dies To Removal - Card Design Competition Discussion Thread

    Transmute is super cool, yet i think 2 mana and just common quality is too low. 3 mana and at least rare or even epic should be better i think. Roar of Time's "bad effect" is barely noticeable as at 6 mana very rarely you can even do something else that turn.

    Thanks for your feedback, Basil! I'll probably submit Transmute, but still thinking on whether the card should be 2 or 3 Mana, which people seems to be divided on.

    However, I also wanted to comment on your feedback the rarity, because I'm not sure what it should represent. As I understand it, cards should have high rarity when they're complicated or when their effect is very synergistic/build-around. However, many people (like you) also think it's a matter of power, but I'm not really sure.

    I don't know if this is the best place to talk about this (maybe a dedicated thread would work better?), but it's a question that has been in my head for some time.


    Anyways, more feedback:

    BasilAnguis
    "Fresh" Ingredients seems to be the preferred option, so I'd recommend going with it. I'd probably slap a Nature tag on it, though, as it seems to imply the minion is attacked with poison.

    I also wanted to say that I really enjoy EXTINCTION, it's a very funny card :)

    linkblade91
    I like the new version of Fan the Hammer, it's more polished than the original, even if the crammed text isn't great. Still, one of my favorite cards of the thread.

    Living Flame is also cool, but I prefer the other card.

    Demonxz95
    I'll list your cards from most favorite to least (although I'm pretty divided between the first two options).
    • Spectacular Entrance: I've grown to appreaciate this card. At first, I didn't realised how well all three effects fit into Mage, and it has aged very well since DJ Manastorm was revealed, as it's a relatively big spell and leans a lot into the early-2010s DJ vibe Mage seems to be going for.
    • Volcanic Cataclysm: Very creative and flavorful card. Maybe the effect is a bit outlandish, but it's part of the appeal, IMO.
    • Fireblade Spin: Solid card, but I prefer the other two.
    • Crystal Blast: Not a bad card, but I find it a bit boring.

    Dolphinslayer
    I'd say it doesn't count, but a Gain Attack + Savagery effect would be more or less the same thing and would definetly count. The name should definetly change, though.

  • Ranking Every Series 3 Card in MARVEL SNAP - Choose Your Card Tier List

    A lot of wrong #s in here.  Off the top of my head, Ghost rider is 4-3, Black Bolt is 5-8, Leader is 6-7......

  • Blizzard Reveals Hearthstone's New Core Set for 2023 - Year of the Wolf

    I don't particularly appreciate how they changed Crimson Clergy and Holy Champion to be completely different cards than they used to be. They want some overheal cards in the Core set as well, and that's understandable, but why don't they just print some new cards? The latest version of Holy Champion seems even worse than way back when it was released in The Grand Tournament. Crimson Clergy might be slightly better, but still, whenever they see play in Arena or a new rotating format if that's ever going to be a thing, I want to feel that nostalgia which the new versions won't bring. More cards have had card text updates, but none as major as these two. All the other updates are fine and Catrina Muerte is even more flavourful now. So good changes overall, except for the aformentioned two. Probably sounds nitpicky to some, as these two cards have never seen any ranked play, but I remember them quite fondly thanks to many, many Arena runs.