I'm just talking potential. The perfect storm lies in every deck. And let's face it, Hunter has plenty of options for this in the current meta. I don't like the class even remotely, but I have to admit that the potential targets that Hunter can utilize with this makes it an auto-include in pretty much every Hunter build I have seen.
This is a card I made that I think fits the theme of the Cult of the Damned as well as the shadow magic that Warlocks and Priests use. It's basically a 7 Mana kill spell and I think that it is already strong. You can steal Charge or Rush minions and get immediate value or deny Deathrattles from your opponent, or Silence the minion you steal so it becomes a 3 Mana cheaper Mind Control. Might be tweaked to 8 Mana because Warlock getting a kill spell with no downsides feels really scary.
KANSAS: I like the card but I think it's weak even at 1 Mana. You might need to make it to 0 Mana because it would be in line with Lazul's Scheme.
Paragon: I like that it doesn't do face damage at all, but I think it might still be too strong? Idk, my suggestion if you decide to nerf it is to make it 4 Mana or Overload (3). Though I think it's fine as it is.
anchorm4n: Great card and theme. I think that it's a good support for Big Demon Hunter and yeah I agree with it being probably too strong in Wild because of Skull of the Man'ari, but the card would be unplayable at 6.
CursedParrot: I'm all for a Priest weapon but I think that because of it being able to attack (especially so early), it doesn't feel as Priest because usually, they pair two classes that have similar things going for them. Also might be too strong for Priest because of the 3 Durability and 3+ Attack and Priest would be able to efficiently board clear without using many tools except Hero Power to heal.
I honestly believe that this will end up breaking the game somehow. A lot of cards have been released since INnervate was nerfed that would have been pretty crazy before...now we get it back...with a minor downside (as in, if whatever you're pulling off with this puts you far enough ahead then the Overload won't matter)
It's...really good....I think? Although I believe it might only really fit into tempo decks. You wanna use this to enable a better trade for instance (or occasionally take out a buffed minion). If you just throw this into a control deck its value will decrease the further you get into the game. Downgrading something like an 8-drop into a 6-drop might not be enough in terms of defense.
This is an idea I had for a Paladin/Priest weapon. I think it's okay for Priest to get a weapon, since Dual-class cards already added Combo and Overload to classes that didn't have them. This weapon would be used in Libram Paladin to synergize with Libram of Wisdom, Lady Liadrin, and Lightforged Crusader (assuming that dual-class cards count as Paladin when playing Paladin). In Priest it synergizes with Lackeys and the Galakrond Hero Power. It also allows priests to take damage on their turn, which synergizes with their Hero Power and Quest.
problem being that you have to find and hold both cards until turn 10 (at which point your opponent might not even be in kill range).
I honestly believe that Brann is just too good to be held on to for a potential lethal rather than just using him as the massive tempo/pressure play on turn 7.
If you're talking regular King Krush than you need to build a janky OTK deck with Webweaver.
I think this will be in a lot of different decks, both now and in the future.
IT's clear which option supports which class but that can always change. Druid, right now, doesn't really run a lot of beast heavy decks, so they don't get much out of the buff, but they do have a select few choice beasts worth copying in a big deck (such as Winged Guardian).
Hunter is the one that really benefits from this at the moment. It could finally make a beast focussed midrange deck viable (seeing how Keleseth literally willed similar archetypes into exisstence because of how good he was) where it can always act as a double threat. Either you get it early and play the game with an unfair advantage or you get it later and use it for value (double Highmane anyone?)
There's also the Dinotamer Brann combo, but I honestly don't see that being worth it. Highlander Hunter doesn't run enough beasts to make this useful in any other scenarior so you're basically holding on to it until you find Brann, which might not happen when you need it to...also it would force you to not play Brann at 7, which is a huge downside.
At the end of the day I think this is more than good enough to build a deck around rather than try to min-max existing decks to somehow make room for it.
I feel like this might be genuinely become a common tech card for decks that lose to sudden wide boards (such as Rogue and maybe even Paladin).
Any class with a 0-cost spell that isn't extremely conditional can make use of this.
I wonder how Spellburst interacts with Shadowstep though. I'm assuming it would cancel the Spellburst effect by removing the minion from play, but with the spaghetti code you never really know, do you?
This card seems low key powerful. For just 2 mana and a not understatted minion you scramble your opponents ability to respond to your board, etc. Just one mana can make a huge difference. Doomed Apprentice never saw play because it cost 3 mana. This is very playable.
it also saw no play because it needed to stick on the board to matter. If your opponent just trades into it then it did nothing.
This will always apply and guarantee to mess up your opponent's next turn unless they didn't plan to play any spells (which can be played around)
On one hand, giving rush to your board can be incredibly powerful in a number of scenarios (such as summoning minions via spells or just having a minion that gets effect through attacking)...on the other hand as a standalone minion the broom is incredibly week and relies on you playing something alongside it (or having something on the board that summons other stuff) meaning it can end up being a dead card (and if I've learned anything in this game it's that "sometimes dead cards" usually don't end up seeing a lot of play...at least not in tempo decks which this clearly goes into)
I feel likie this will be more of a tech card or niche filler, as in: if your class or deck doesn't have good spell based removal, this essentially turns your minions into that. To be completely honest, I can only see this being played in Druid and maybe Paladin.
It’s a holdover from LoL’s early days. LoL was initially just a collection of various stereotypes, which is why a lot of the old champions seem kind of boring in design. When Ashe was created she was just meant to be “sexy frost archer”, and her lore was created afterwards to fit her design. She hasn’t had a major redesign since then, so she still looks like the basic “sexy frost archer”.
A lore justification would be that Ashe is a descendant of the Iceborn, and so doesn’t feel cold.
The Unstable Lands Are Now Available on MTG Arena in a Bundle for Gems or Gold
I love John Avon's art, i don't think i can resist buying this, despite the big cost for visual pleasure only!
Shan'do Wildclaw
I'm just talking potential. The perfect storm lies in every deck. And let's face it, Hunter has plenty of options for this in the current meta. I don't like the class even remotely, but I have to admit that the potential targets that Hunter can utilize with this makes it an auto-include in pretty much every Hunter build I have seen.
140 hours till the next reveal-ample time for a card design competition?
Scholomance Academy Arena Rotation - Remains Standard Format
Trying to figure out if that is real, or if sinti is trolling us...
140 hours till the next reveal-ample time for a card design competition?
This is a card I made that I think fits the theme of the Cult of the Damned as well as the shadow magic that Warlocks and Priests use. It's basically a 7 Mana kill spell and I think that it is already strong. You can steal Charge or Rush minions and get immediate value or deny Deathrattles from your opponent, or Silence the minion you steal so it becomes a 3 Mana cheaper Mind Control. Might be tweaked to 8 Mana because Warlock getting a kill spell with no downsides feels really scary.
KANSAS: I like the card but I think it's weak even at 1 Mana. You might need to make it to 0 Mana because it would be in line with Lazul's Scheme.
Paragon: I like that it doesn't do face damage at all, but I think it might still be too strong? Idk, my suggestion if you decide to nerf it is to make it 4 Mana or Overload (3). Though I think it's fine as it is.
anchorm4n: Great card and theme. I think that it's a good support for Big Demon Hunter and yeah I agree with it being probably too strong in Wild because of Skull of the Man'ari, but the card would be unplayable at 6.
CursedParrot: I'm all for a Priest weapon but I think that because of it being able to attack (especially so early), it doesn't feel as Priest because usually, they pair two classes that have similar things going for them. Also might be too strong for Priest because of the 3 Durability and 3+ Attack and Priest would be able to efficiently board clear without using many tools except Hero Power to heal.
Scholomance Academy - Reveal Season Community Bingo
Ah — “school“ as in places people go to learn things? Not as in “schools of magic“ (arcane vs el vs ...) or something? That’s what was confusing me.
more broadly, a lot of those definitions could use more explanation. As it is, a lot of them are very obscure if you don’t know the in-joke.
Scholomance Academy
pretty sure TGT tanked because 90% of the cards were basically unplayable in the meta at the time.
Karazhan was just as goofy and didn't flop at all
Lightning Bloom
I honestly believe that this will end up breaking the game somehow. A lot of cards have been released since INnervate was nerfed that would have been pretty crazy before...now we get it back...with a minor downside (as in, if whatever you're pulling off with this puts you far enough ahead then the Overload won't matter)
Wand Thief
call me overly optimistic, but this might just make Bazaar Burglary playable. Mage has a metric shitton of rmeoval spells that rogues would love.
Devolving Missiles
It's...really good....I think? Although I believe it might only really fit into tempo decks. You wanna use this to enable a better trade for instance (or occasionally take out a buffed minion). If you just throw this into a control deck its value will decrease the further you get into the game. Downgrading something like an 8-drop into a 6-drop might not be enough in terms of defense.
140 hours till the next reveal-ample time for a card design competition?
This is an idea I had for a Paladin/Priest weapon. I think it's okay for Priest to get a weapon, since Dual-class cards already added Combo and Overload to classes that didn't have them. This weapon would be used in Libram Paladin to synergize with Libram of Wisdom, Lady Liadrin, and Lightforged Crusader (assuming that dual-class cards count as Paladin when playing Paladin). In Priest it synergizes with Lackeys and the Galakrond Hero Power. It also allows priests to take damage on their turn, which synergizes with their Hero Power and Quest.
Shan'do Wildclaw
problem being that you have to find and hold both cards until turn 10 (at which point your opponent might not even be in kill range).
I honestly believe that Brann is just too good to be held on to for a potential lethal rather than just using him as the massive tempo/pressure play on turn 7.
If you're talking regular King Krush than you need to build a janky OTK deck with Webweaver.
Shan'do Wildclaw
I think this will be in a lot of different decks, both now and in the future.
IT's clear which option supports which class but that can always change. Druid, right now, doesn't really run a lot of beast heavy decks, so they don't get much out of the buff, but they do have a select few choice beasts worth copying in a big deck (such as Winged Guardian).
Hunter is the one that really benefits from this at the moment. It could finally make a beast focussed midrange deck viable (seeing how Keleseth literally willed similar archetypes into exisstence because of how good he was) where it can always act as a double threat. Either you get it early and play the game with an unfair advantage or you get it later and use it for value (double Highmane anyone?)
There's also the Dinotamer Brann combo, but I honestly don't see that being worth it. Highlander Hunter doesn't run enough beasts to make this useful in any other scenarior so you're basically holding on to it until you find Brann, which might not happen when you need it to...also it would force you to not play Brann at 7, which is a huge downside.
At the end of the day I think this is more than good enough to build a deck around rather than try to min-max existing decks to somehow make room for it.
Shan'do Wildclaw
It totally is... but the potential of having 16 charge damage in your face in 1 turn is pretty scary
The MTG Arena Adventurer Bundle Features Discounted Gems, A Sleeve, and The Adventurer Avatar for $15
The dark wanderer continuous his journey to Lut Gholein.
(sry i couldn't help myself the art of the card sleeve and the avatar reminded me of it)
Scholomance Academy - Reveal Season Community Bingo
It means it makes a real world reference to real, existing school tropes.
Shan'do Wildclaw
Winged Guardian isn't stupid as well?
Wretched Tutor
I feel like this might be genuinely become a common tech card for decks that lose to sudden wide boards (such as Rogue and maybe even Paladin).
Any class with a 0-cost spell that isn't extremely conditional can make use of this.
I wonder how Spellburst interacts with Shadowstep though. I'm assuming it would cancel the Spellburst effect by removing the minion from play, but with the spaghetti code you never really know, do you?
New Neutral Minion - Cult Neophyte
it also saw no play because it needed to stick on the board to matter. If your opponent just trades into it then it did nothing.
This will always apply and guarantee to mess up your opponent's next turn unless they didn't plan to play any spells (which can be played around)
Animated Broomstick
I find this incredibly difficult to evaluate.
On one hand, giving rush to your board can be incredibly powerful in a number of scenarios (such as summoning minions via spells or just having a minion that gets effect through attacking)...on the other hand as a standalone minion the broom is incredibly week and relies on you playing something alongside it (or having something on the board that summons other stuff) meaning it can end up being a dead card (and if I've learned anything in this game it's that "sometimes dead cards" usually don't end up seeing a lot of play...at least not in tempo decks which this clearly goes into)
I feel likie this will be more of a tech card or niche filler, as in: if your class or deck doesn't have good spell based removal, this essentially turns your minions into that. To be completely honest, I can only see this being played in Druid and maybe Paladin.
Brawl Deck
You cannot use Demon Hunter in this brawl. (facepalm)
Scholomance Academy - Reveal Season Community Bingo
Dumb question, what does the definition of "All too relatable" mean? ("real word reference to schools")
This Week's Tavern Brawl is "Decks Assemble" - Build Decks Via Discover
Then you should probably downvote Marega, stranger.
Question about Ashe.
It’s a holdover from LoL’s early days. LoL was initially just a collection of various stereotypes, which is why a lot of the old champions seem kind of boring in design. When Ashe was created she was just meant to be “sexy frost archer”, and her lore was created afterwards to fit her design. She hasn’t had a major redesign since then, so she still looks like the basic “sexy frost archer”.
A lore justification would be that Ashe is a descendant of the Iceborn, and so doesn’t feel cold.
Question about Ashe.
Why do you have an issue with Ashe when Tryndamere and Braum wear even fewer clothes?