It is a tricky balance. There are a subset of players who will come back to the game during the reveal period because they are exited. They play more and keep up with new card reveals. They will then burn themselves out and leave the game again within 2 weeks of a new expansion or sometimes before an expansion even releases. I have experienced this myself. The month long past reveals are way too much and as you said exhausting. Marketing is probably looking at the month after release as well as the reveal period in making the financial determination. I think FrostyFeet has it right. 2-2.5 weeks looks like the sweet spot. S. Academy reveal seems a bit short.
I think it's a solid control card. Can clear borad and refills your's (and for that doesn't matter if kill some minion that you contoll). If we compared this card with Flamestrike seem weaker, but Flamestrike can't generate 3/3 and DH have Skull of Gul'dan! At 4 mana the most similar card is Hellfire...
This seems like a good card for Token DH. Normally, it's just too variable to justify putting in your deck - against most decks, 3 damage is not enough, and spending seven damage to not clear the entire board is also not enough. It's great when it works, but that's not too often, and unlike Keli'dan or other similar cards, the average scenario isn't good enough to justify the great scenario.
If you're playing Token DH, though - you can use your pingy bois to lower enemy minions' health down to 3! And then refill your resources by summoning 3-3s. Instead of choosing between the old duo of 'keep up the pressure OR trade?' you can do both.
Damn! They beat me to it! I had an idea for a Deathrattle discard effect too! Oh well, was really hoping to keep that in my sleeve for a Discard themed design competition.
I'm genuinely curious. If Priest had more options to damage itself (which it might be getting; still lots of cards to be revealed, and Shadow magic isn't very good for your health/sanity...), would you like the design more? That way, both classes could both damage and heal to some extent.
I can understand what you mean by "gaining and losing life are very different things", but I'd actually feel like the design would be lazier if it was only one or the other. To me, one of the signs of good design is something that has flexibility and facilitates creativity/player choice, yet is specific/limited enough to not be used in every deck ever (though this card might be used in every deck ever, I think it's quite good).
My point was that since the effect was tied to the character, it would not have appeared on a rare or epic simply because it was tailor made for a legendary character. I expect the card design process was:
Pick Lilian Voss as the rogue legendary.
Design a card that fits her story.
I.e. the rarity came before the effect. Or said the another way: by the time the effect was chosen, no other rarity was an option.
I'll stop going around in circles now...
I agree stealth and rush can function similarly, but stealth is in practice closer to charge than it is to rush, and it is often right to attack the opponent's face. When you are playing the aggressor like that, your opponent will have to kill the unstealthed 4/2 sooner or later, so I think it will attack fairly often on your opponent's turn.
Really powerful late game AoE that helps Illidan with regaining tempo, while not having to sacrifice health. This is a necessary card is control DH is ever going to be a thing.
Really powerful late game AoE that helps Illidan with regaining tempo, while not having to sacrifice health. This is a necessary card is control DH is ever going to be a thing.
The ability is pretty nice. Clear the board, and fill your board at the same time. The cost of the card and timing may be slightly awkward, but it's really good if it goes off. It triggers off of your own minions too, effectively replacing what you killed (which could even negate the downside of hitting your own stuff). Having a bunch of 3-Health minions to kill on turn 7 is definitely not impossible, but it won't happen every game.
I'm interested to see the direction Demon Hunter goes in this set though. They could definitely expand their horizon.
What do y’all think of the short reveal schedule?
It is a tricky balance. There are a subset of players who will come back to the game during the reveal period because they are exited. They play more and keep up with new card reveals. They will then burn themselves out and leave the game again within 2 weeks of a new expansion or sometimes before an expansion even releases. I have experienced this myself. The month long past reveals are way too much and as you said exhausting. Marketing is probably looking at the month after release as well as the reveal period in making the financial determination. I think FrostyFeet has it right. 2-2.5 weeks looks like the sweet spot. S. Academy reveal seems a bit short.
New Druid Spell - Nature Studies
Broken card in a class that have already a deck with Kael'thas Sunstrider. We will see this in all druid deck because is soo strong and so adaptable
Headmaster Kel'Thuzad
I love that his flavor text reveals that he has treats for his cat in his robes.
New Druid Spell - Survival of the Fittest
I'm so scared of this card. Druid can cheat mana (ramp and innervate like card) plus Kael'thas Sunstrider...
Big Druid can raise again, but the card is undeniably "slow"...maybe too slow to be used as finisher in some token deck
New Demon Hunter Spell - Cycle of Hatred
I think it's a solid control card. Can clear borad and refills your's (and for that doesn't matter if kill some minion that you contoll).
If we compared this card with Flamestrike seem weaker, but Flamestrike can't generate 3/3 and DH have Skull of Gul'dan! At 4 mana the most similar card is Hellfire...
New Demon Hunter Spell - Cycle of Hatred
This seems like a good card for Token DH. Normally, it's just too variable to justify putting in your deck - against most decks, 3 damage is not enough, and spending seven damage to not clear the entire board is also not enough. It's great when it works, but that's not too often, and unlike Keli'dan or other similar cards, the average scenario isn't good enough to justify the great scenario.
If you're playing Token DH, though - you can use your pingy bois to lower enemy minions' health down to 3! And then refill your resources by summoning 3-3s. Instead of choosing between the old duo of 'keep up the pressure OR trade?' you can do both.
New Warlock Minion - Boneweb Egg
I love this Design having been playing a shit load of Discolock in Wild.
Not sure if this will find a home in Wild, and doubt Discard will be good in Standard, but I love the design!
Boneweb Egg is a New Warlock Card Revealed for Hearthstone's Scholomance Academy Expansion
Damn! They beat me to it! I had an idea for a Deathrattle discard effect too! Oh well, was really hoping to keep that in my sleeve for a Discard themed design competition.
New Priest & Warlock Minion - Brittlebone Destroyer
Damn good card, like all bi-class cards. I really worry most of the nerfs are going to be to biclass cards. They all seem really high on power level.
Brittlebone Destroyer is a New Priest & Warlock Card Revealed for Hearthstone's Scholomance Academy Expansion
Damn good card, like all bi-class cards. I really worry most of the nerfs are going to be to biclass cards. They all seem really high on power level.
Infiltrator Lilian is a New Rogue Legendary Revealed for Hearthstone's Scholomance Academy Expansion
Interesting design, but yeah doesn't seem worth of a Legendary like Lillian. She deserved better. I get where they are going with the flavor.
I'm fine with Rogue getting a "meh" Legendary anyway! haha!
Brittlebone Destroyer is a New Priest & Warlock Card Revealed for Hearthstone's Scholomance Academy Expansion
I'm genuinely curious. If Priest had more options to damage itself (which it might be getting; still lots of cards to be revealed, and Shadow magic isn't very good for your health/sanity...), would you like the design more? That way, both classes could both damage and heal to some extent.
I can understand what you mean by "gaining and losing life are very different things", but I'd actually feel like the design would be lazier if it was only one or the other. To me, one of the signs of good design is something that has flexibility and facilitates creativity/player choice, yet is specific/limited enough to not be used in every deck ever (though this card might be used in every deck ever, I think it's quite good).
New Rogue & Warrior Minion - Steeldancer
Cool card with great flavor! Great for warrior with all those heavyweight weapons.If this was a pirate we would never see the end of it...
Infiltrator Lilian is a New Rogue Legendary Revealed for Hearthstone's Scholomance Academy Expansion
My point was that since the effect was tied to the character, it would not have appeared on a rare or epic simply because it was tailor made for a legendary character. I expect the card design process was:
I.e. the rarity came before the effect. Or said the another way: by the time the effect was chosen, no other rarity was an option.
I'll stop going around in circles now...
I agree stealth and rush can function similarly, but stealth is in practice closer to charge than it is to rush, and it is often right to attack the opponent's face. When you are playing the aggressor like that, your opponent will have to kill the unstealthed 4/2 sooner or later, so I think it will attack fairly often on your opponent's turn.
New Demon Hunter Spell - Cycle of Hatred
Really powerful late game AoE that helps Illidan with regaining tempo, while not having to sacrifice health. This is a necessary card is control DH is ever going to be a thing.
New Mage Spell - Combustion
I like that they keep using the excess damage mechanic! Pretty good card that benefits greatly from extra spell damage.
Cycle of Hatred is a Demon Hunter Card Revealed for Hearthstone's Scholomance Academy Expansion
Really powerful late game AoE that helps Illidan with regaining tempo, while not having to sacrifice health. This is a necessary card is control DH is ever going to be a thing.
New Rogue & Warrior Minion - Steeldancer
This can be some insane Tempo. Thank god Corsair Cache no longer gives +Attack.
Headmaster Kel'Thuzad is a new Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
Kel'Thuzad into ASSASSINATE to summon your enemy's best minion! Woo!!!
(I'm glad they made it 5 Mana).
Steeldancer is a New Rogue & Warrior Card Revealed for Hearthstone's Scholomance Academy Expansion
I see why the +Attack was nerfed on Corsair Cache now.
New Mage Spell - Combustion
This card is a crazy good early removal/early mini AoE for Mage.
New Neutral Minion - Headmaster Kel'Thuzad
Going to get nerfed, must craft for anyone who wants to play any deck with removal spells.
Brittlebone Destroyer is a New Priest & Warlock Card Revealed for Hearthstone's Scholomance Academy Expansion
I doubt it. I would think that health is purely the player's health points. Armor is a bonus on top of that.
Brittlebone Destroyer is a New Priest & Warlock Card Revealed for Hearthstone's Scholomance Academy Expansion
Glad to see Inspire back in the fold.
New Demon Hunter Spell - Cycle of Hatred
The ability is pretty nice. Clear the board, and fill your board at the same time. The cost of the card and timing may be slightly awkward, but it's really good if it goes off. It triggers off of your own minions too, effectively replacing what you killed (which could even negate the downside of hitting your own stuff). Having a bunch of 3-Health minions to kill on turn 7 is definitely not impossible, but it won't happen every game.
I'm interested to see the direction Demon Hunter goes in this set though. They could definitely expand their horizon.