Em, so bad nerfs for DH. Almost all of these nerfs are nothing, i think, only Battlefiend has a good nerf. Other nerfs are just, meh, or doesn t care.
Kael'Thas nerf too is bad, only 1 turn later is nothing for classes like Druid or DH with their survive ability and draw and ramp for druid. Yes, you have less free mana, but card still broke this game.
Mecha'thun is dead coz of cancer demons, thank you very much.
Even 10 spells would be nothing for quest mage 8 is so underwhelming.
I think, need to wait another week for another DHs nerfs. Coz of Sacrificial Pact nerf is really strong and it's fair, but now DH has all his demons open and his tempo kit weaken too low.
It could be just me but the Open the Waygate nerf changes almost nothing about how broken the deck is. If anything it only screws over slow Reno builds, since they don't generate that many spells.
With all the token generation warlock received last set it's still viable for self sustain but I think more folks'll now swap it out for unstable fellbolt for early removal
@linkblade91: Ah, formatting fail! Still a little new at this. It does present some potentially unsavory finishes, but I liked the way it might change playing against Taunt warrior. You would have to think twice about leaving up multiple taunts, and doing chip damage now has a little nuance.
@Sinti: It probably is pretty weak compared to Void Ripper the only difference being that you can build your deck around it more easily since it only affects your minions (and only Taunts at that). In that way, maybe it moves away from the goal of the competition; was just trying to think of a way of changing up the play experience of taunt warrior (waiting for Sulfuras) but I didn't/haven't played a ton of it, so that might just be my perception.
Open the Waygate nerf does literally nothing, every quest-mage plays more than 8 spells already, they play 8 spells to discount their mana giant to 0, this is useless. What is this extremely cautious nerf to a completely broken deck? What are they afraid of? That wild will finally become playable for classes other than mages? That is frustrating.
Battlefiend: Probably changed to a 1/2. I never had any problems with this card because 2 health is easy to deal with but i can see it being highly frustrating if you have no answers. Btw, if this change happens and it works than it proves that the Mana Wyrm nerf was totally wrong. At 2 mana that card is completely unplayable.
Altruis the Outcast: No longer deals damage to face. That's enough for this one.
Glaivebound Adept: Reduced stats. Probably 5/4. It should still be playable but not a big deal anymore.
Kael'thas Sunstrider: To be honest, i have no idea how they will change this without killing it. Bumping its cost to 8 mana surely slows it down but it doesn't stop its 0 cost spell nonsense so it doesn't help a lot. Changing the discount will certainly kill it as a combo tool though. Maybe, instead of 0, the spells should cost 1?
Bad Luck Albatross: Stats are good for its cost which allows it to be played in any type of deck without any drawbacks. It will either be changed to a 2/3 or have its cost increased to 4. That makes it bad outside of its purpose as a tech card.
Frenzied Felwing: Cost will be increased. Lowering its stats are going to kill it for sure. At 5 or 6 mana, it shouldn't be a big deal anymore and still be playable. Maybe...
Sacrificial Pact: Affects friendly demons only. This one is certain.
Open the Waygate: I don't play wild but i know how mages have a very easy time generating tons of spells (and many of them are really cheap) which makes completing this quest a no brainer. The requirement should be increased to 10 (minimum) or 12 (safest option).
Bloodbloom: A mana cheat card that enables another mana cheat card (Darkest Hour) that is borderline unplayable without a proper enabler. Both of these cards are relatively fine on their own but Bloodbloom could become an issue with other cards in the future so i believe they are targeting the right card. Probably changed to 4 mana. Btw, DHour also needs other enablers (like Rafaam's Scheme) because it's useless without targets to sacrifice. It's fine as long as there are no ways to use it too early.
Libram of Justice: The effect is perfectly fine so i believe they are reducing its cost to 5. Probably not enough to help Paladin though.
I agree with everything you said. I think the change to Kael'thas Sunstrider will probably make it so that only the first third spell you cast this turn costs 0, otherwise they would have to completely change its design and kill its combo potential. The ideas that you wrote are also viable changes, maybe even a combination of those, since 6 mana is pretty cheap for a card like that.
Kael'thas Sunstrider is a difficult one. It's obviously a huge problem, but the question is whether they want to hamper his combo potential or just tone down his overall usefulness. They can up his mana cost, which will axe Combo Demon Hunter (and presumably a bunch of other combo decks in the future) or they can nerf the mana cheating to (1) mana, which stops infinite cycles....or they just hardcap his effect to a once per turn, in which case they'd probably have to lower his mana cost though, because otherwise it wouldn't be worth it. Honetly I just want him to stop outclassing Ysiel Windsinger in every aspect.
This is what I'm hoping for/somewhat expecting - I heard they originally designed the card this way (not sure about the mana cost) so reverting it seems like the solution of least resistance/the one with the most prior test data.
That's the problem. If it was just about choice and not about chances to win, it'd be fine. But with how massively the heroes are imbalanced against one another, you're more likely than not gonna end up on the losing side unless you fork out 2.5k gold. So essentially, pay or don't bother playing. And if you're a player who pays for their packs but did not feel like paying for the big preorder bundle, you now have to pay extra just to enjoy your Battlegrounds, where previously you'd have full access just from buying the packs. The tavern pass was a bad decision on their part. They should have kept the option to get it through packs for constructed players or the pass for pure battlegrounds players.
Battlefiend: Probably changed to a 1/2. I never had any problems with this card because 2 health is easy to deal with but i can see it being highly frustrating if you have no answers. Btw, if this change happens and it works than it proves that the Mana Wyrm nerf was totally wrong. At 2 mana that card is completely unplayable.
Altruis the Outcast: No longer deals damage to face. That's enough for this one.
Glaivebound Adept: Reduced stats. Probably 5/4. It should still be playable but not a big deal anymore.
Kael'thas Sunstrider: To be honest, i have no idea how they will change this without killing it. Bumping its cost to 8 mana surely slows it down but it doesn't stop its 0 cost spell nonsense so it doesn't help a lot. Changing the discount will certainly kill it as a combo tool though. Maybe, instead of 0, the spells should cost 1?
Bad Luck Albatross: Stats are good for its cost which allows it to be played in any type of deck without any drawbacks. It will either be changed to a 2/3 or have its cost increased to 4. That makes it bad outside of its purpose as a tech card.
Frenzied Felwing: Cost will be increased. Lowering its stats are going to kill it for sure. At 5 or 6 mana, it shouldn't be a big deal anymore and still be playable. Maybe...
Sacrificial Pact: Affects friendly demons only. This one is certain.
Open the Waygate: I don't play wild but i know how mages have a very easy time generating tons of spells (and many of them are really cheap) which makes completing this quest a no brainer. The requirement should be increased to 10 (minimum) or 12 (safest option).
Bloodbloom: A mana cheat card that enables another mana cheat card (Darkest Hour) that is borderline unplayable without a proper enabler. Both of these cards are relatively fine on their own but Bloodbloom could become an issue with other cards in the future so i believe they are targeting the right card. Probably changed to 4 mana. Btw, DHour also needs other enablers (like Rafaam's Scheme) because it's useless without targets to sacrifice. It's fine as long as there are no ways to use it too early.
Libram of Justice: The effect is perfectly fine so i believe they are reducing its cost to 5. Probably not enough to help Paladin though.
@shaveyou: Crystal Giant - kinda awkward wording, there isnt much to go on, but maybe similar to Bulwark of Azzinoth? ... "If your Hero took 8 damage last turn, ...", that being said, dont really like the card, kinda boring, sorry :/ Drakkari Savage - i personally dont like Health buffs on damage, it makes it very awkward, minion could go to -1 Health, and survive with 1 Health for example. I think there is a reason you dont see such effect in the game.
@anchorm4n: Warchief Blackhand - i guess balance wise, the card is ok, tho on the strong side. What i dont like is the flavor, Taunt is fine, but Reborn seems weird on this character and splitting into 3 copies even more so. It does not work for a named character imho. Not this one anyway.
@MenacingBagel: Shield Swapper - The card is kinda awkward, i would probably expect it to have a more Attack, something like an iteration of Vol'jin probably. That being said, this card does not look like it would help Quest Warrior, which is the rule for this comp.
@thepowerofcheese: Protection Racket - hm, interesting card, while there arent any really oppresive ones, such a big "mana cheating" is still probably too strong. Wouldnt be always strong, but it would create some pretty polarizing games. I see this kinda as if you played a Dormant minion for example, you spend your turn playing it and then you get a swing turn in the future. While "just" getting a big board is less of a problem nowadays, this could essentially play out as Naga Sea Witch .. does your opponent have an AOE? then you (maybe) lose, does he not have it? Insta-win. I really like the idea of the card, i just dont know if it would be very fun if it existed.
@devizz: Varok Saurfang - minions that would get a Taunt this way would not count as "taunt minions" for the purpose of the quest, so your card does not fit the prompt.
@grayghost39: Chief Sapper Kablamm - "...swap the Attack and Health..." I almost want to say that the card is kinda weak, but i dont know. I guess it would play differently than Void Ripper even tho you would basically want to do the same thing - turn your taunts into finishers.
@Nirast: Replicating Challenger - not a fan of this "infinite" design. You are guaranteed to get at least one copy back whenever this dies. I guess instead of making it into a deathrattle, you actually gave it a (potential) weakness, if that was your intention or not, it can clog your hand, if you would get multiple copies and those would create even more. Still, not a fan. Also not sure i like that this card could literally complete the quest on its own. Tauren Dealer - this one seems ok, tho LOR player in me does not like the (re)use of that art, i know that is kinda stupid, since we reuse art from League, MTG and other games, dunno, just doesnt seem right in this case lol! Maybe because i actually play the card :D
So far Yetis hasn’t been that great, mostly because the earliest one can be played without Yeti Yearling is turn 4. In the late game, drawing a yeti can be awful, because if you have 10 Mana and no cards in hand, you would prefer a card like Anivia to a 5/5. Since Runeterra doesn’t have a lot of draw, Yetis also can’t be consistently drawn in the early game where their stats would matter, so the deck ends up not being that viable.
Yeah, that is fair. Maybe I was just to concerned about the early aggro and board domination. But yes, in late they are awfull to draw.
Menacing Bagel - I'm not a fan of this card; although the idea is interesting, I don't think it would be playable in practice. A super high-Health Taunt is still susceptible to things like Shadow Word: Pain or Siphon Soul, and in the process of losing the minion you just lost out on a ton of extra Armor. That being said, I think such a combo might also shut down certain classes too hard (Demon Hunter, Mage), the ones who have to blast their way through minions because they lack automatic removal.
Going the other-way around, by reducing the minion's Health to 2 you are basically throwing it away to bump up your Armor a little bit, which is not a worthwhile trade. The deck survives by having Taunt minions on the board and a respectable life total, but you're ultimately making me choose between them.
thepowrofcheese - Cost reduction/mana cheating is always scary, and two copies of it is even more so. But, that being said, I don't believe it would be too much of a concern. They have to be in-hand, thankfully, and you're asking players to pay 5-mana for a "do nothing" which is a hard sell, especially in a class that can't cheat out the spell itself. All-in-all, I think this is fairly balanced.
grayghost39 - This is interesting. With the Health totals some Taunts have, this could be an Inner Fire-esque surprise finisher, turning your sturdy wall into a set of glass cannons. I personally am not a fan of such combos, but I think this would see play anyway. You should capitalize Health and Attack, though.
Nirast - I would stick with Replicating Challenger (needs an E after the "Chall" part, not an A). I think Tauren Dealer feels a little "forced" and awkward. Replicating Challenger is a fun card, although as KANSAS noted the ability to replicate so readily can be concerning. I too wonder if it should be changed to "survives damage", and its Health increased accordingly.
My personal opinion is that yetis are trash. Sure the 5/5 for 1 mana looks great, but you have to remember that you are also depriving yourself of drawing a card from your deck. So how often is drawing a vanilla 5/5 better than drawing a card from your deck? Early in the matchup, sure, but soon after you'd much rather draw either a spell or unit with abilities. Watch the game that DoubleSummon linked: even there in a "Yeti" deck, you can see that Whirling Death is putting in much more work than the Enraged Yeti.
Out of the 2 I like Replicating Challenger better. It is both more playable, and realistic looking than Tauren Dealer. However, with the way it is worded now, it wouldn't have to survive the damage to get another copy, so you would just get infinite copies until it dies without taking damage. It should say "Whenever this minion survives damage, add a copy of it to your hand", I think this is how it was meant to function when you designed it.
I also can't really decide whether or not I like the 2/2 stats. It makes it harder to get multiple copies, which may be a good thing balance wise, but it also makes it a bit less attractive. A 1/3 at 2 mana would be a bit too good because it would be way too easy to get a bunch of him, but at 2 health it just seems too hard. I would increase the cost to 3 mana and also make it either a 1/3 or a 1/4.
Statwise he's clearly the best hero out there. He is very strong especially in the early game, for example if you bought a token-creating minion as your first choice, you could sell the token and buy another minion. At 6 gold other heroes were able to buy 2 minions, Millhouse was able to buy 3 (or 2 with a refresh for better options). That helps a lot when trying to reach top 4.
Libram of Justice for sure didn't cost 4 mana because of Equality. And Libram can be discounted to 0. Personally I think this card is fine, but they will probably completely rework it.
Jaraxxus is dead anyway. In wild you have DK Gul'dan and Jaraxxus is too slow in standard.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
Em, so bad nerfs for DH. Almost all of these nerfs are nothing, i think, only Battlefiend has a good nerf. Other nerfs are just, meh, or doesn t care.
Kael'Thas nerf too is bad, only 1 turn later is nothing for classes like Druid or DH with their survive ability and draw and ramp for druid. Yes, you have less free mana, but card still broke this game.
Mecha'thun is dead coz of cancer demons, thank you very much.
Even 10 spells would be nothing for quest mage 8 is so underwhelming.
I think, need to wait another week for another DHs nerfs. Coz of Sacrificial Pact nerf is really strong and it's fair, but now DH has all his demons open and his tempo kit weaken too low.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
True even 10 would be a small nerf
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
It could be just me but the Open the Waygate nerf changes almost nothing about how broken the deck is. If anything it only screws over slow Reno builds, since they don't generate that many spells.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
With all the token generation warlock received last set it's still viable for self sustain but I think more folks'll now swap it out for unstable fellbolt for early removal
TAUNT, INSECT! - Card Design Competition Discussion Thread
@linkblade91: Ah, formatting fail! Still a little new at this. It does present some potentially unsavory finishes, but I liked the way it might change playing against Taunt warrior. You would have to think twice about leaving up multiple taunts, and doing chip damage now has a little nuance.
@Sinti: It probably is pretty weak compared to Void Ripper the only difference being that you can build your deck around it more easily since it only affects your minions (and only Taunts at that). In that way, maybe it moves away from the goal of the competition; was just trying to think of a way of changing up the play experience of taunt warrior (waiting for Sulfuras) but I didn't/haven't played a ton of it, so that might just be my perception.
Thanks for the feedback guys! This is fun.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
I think Warsong Commander finally found her match.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
Libram of J still not that much better. Would have been awesome if they gave it 2 attack.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
Open the Waygate nerf does literally nothing, every quest-mage plays more than 8 spells already, they play 8 spells to discount their mana giant to 0, this is useless. What is this extremely cautious nerf to a completely broken deck? What are they afraid of? That wild will finally become playable for classes other than mages? That is frustrating.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
Woo I was exactly right about Millhouse nerf over here:
https://outof.cards/hearthstone/1189-millhouse-is-getting-nerfed-in-hearthstones-battlegrounds-next-week-larger-update-scheduled-for-mid-expansion
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
HA! I called most of these in the previous post.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I agree with everything you said. I think the change to Kael'thas Sunstrider will probably make it so that only the first third spell you cast this turn costs 0, otherwise they would have to completely change its design and kill its combo potential. The ideas that you wrote are also viable changes, maybe even a combination of those, since 6 mana is pretty cheap for a card like that.
Bonechewer Brawler
Tauren Warrior
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
This is what I'm hoping for/somewhat expecting - I heard they originally designed the card this way (not sure about the mana cost) so reverting it seems like the solution of least resistance/the one with the most prior test data.
Millhouse is Getting Nerfed in Hearthstone's Battlegrounds Next Week, Larger Update Scheduled for Mid-Expansion
That's the problem. If it was just about choice and not about chances to win, it'd be fine. But with how massively the heroes are imbalanced against one another, you're more likely than not gonna end up on the losing side unless you fork out 2.5k gold. So essentially, pay or don't bother playing. And if you're a player who pays for their packs but did not feel like paying for the big preorder bundle, you now have to pay extra just to enjoy your Battlegrounds, where previously you'd have full access just from buying the packs. The tavern pass was a bad decision on their part. They should have kept the option to get it through packs for constructed players or the pass for pure battlegrounds players.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Battlefiend: Probably changed to a 1/2. I never had any problems with this card because 2 health is easy to deal with but i can see it being highly frustrating if you have no answers. Btw, if this change happens and it works than it proves that the Mana Wyrm nerf was totally wrong. At 2 mana that card is completely unplayable.
Altruis the Outcast: No longer deals damage to face. That's enough for this one.
Glaivebound Adept: Reduced stats. Probably 5/4. It should still be playable but not a big deal anymore.
Kael'thas Sunstrider: To be honest, i have no idea how they will change this without killing it. Bumping its cost to 8 mana surely slows it down but it doesn't stop its 0 cost spell nonsense so it doesn't help a lot. Changing the discount will certainly kill it as a combo tool though. Maybe, instead of 0, the spells should cost 1?
Bad Luck Albatross: Stats are good for its cost which allows it to be played in any type of deck without any drawbacks. It will either be changed to a 2/3 or have its cost increased to 4. That makes it bad outside of its purpose as a tech card.
Frenzied Felwing: Cost will be increased. Lowering its stats are going to kill it for sure. At 5 or 6 mana, it shouldn't be a big deal anymore and still be playable. Maybe...
Sacrificial Pact: Affects friendly demons only. This one is certain.
Open the Waygate: I don't play wild but i know how mages have a very easy time generating tons of spells (and many of them are really cheap) which makes completing this quest a no brainer. The requirement should be increased to 10 (minimum) or 12 (safest option).
Bloodbloom: A mana cheat card that enables another mana cheat card (Darkest Hour) that is borderline unplayable without a proper enabler. Both of these cards are relatively fine on their own but Bloodbloom could become an issue with other cards in the future so i believe they are targeting the right card. Probably changed to 4 mana. Btw, DHour also needs other enablers (like Rafaam's Scheme) because it's useless without targets to sacrifice. It's fine as long as there are no ways to use it too early.
Libram of Justice: The effect is perfectly fine so i believe they are reducing its cost to 5. Probably not enough to help Paladin though.
Legends of Runeterra - New Video for the Piltover & Zaun Champion Showcase Featuring Jinx
I am excited (heh) for a jinx video now :D she didn't really had any lore for a while..
TAUNT, INSECT! - Card Design Competition Discussion Thread
@shaveyou: Crystal Giant - kinda awkward wording, there isnt much to go on, but maybe similar to Bulwark of Azzinoth? ... "If your Hero took 8 damage last turn, ...", that being said, dont really like the card, kinda boring, sorry :/ Drakkari Savage - i personally dont like Health buffs on damage, it makes it very awkward, minion could go to -1 Health, and survive with 1 Health for example. I think there is a reason you dont see such effect in the game.
@anchorm4n: Warchief Blackhand - i guess balance wise, the card is ok, tho on the strong side. What i dont like is the flavor, Taunt is fine, but Reborn seems weird on this character and splitting into 3 copies even more so. It does not work for a named character imho. Not this one anyway.
@MenacingBagel: Shield Swapper - The card is kinda awkward, i would probably expect it to have a more Attack, something like an iteration of Vol'jin probably. That being said, this card does not look like it would help Quest Warrior, which is the rule for this comp.
@thepowerofcheese: Protection Racket - hm, interesting card, while there arent any really oppresive ones, such a big "mana cheating" is still probably too strong. Wouldnt be always strong, but it would create some pretty polarizing games. I see this kinda as if you played a Dormant minion for example, you spend your turn playing it and then you get a swing turn in the future. While "just" getting a big board is less of a problem nowadays, this could essentially play out as Naga Sea Witch .. does your opponent have an AOE? then you (maybe) lose, does he not have it? Insta-win. I really like the idea of the card, i just dont know if it would be very fun if it existed.
@devizz: Varok Saurfang - minions that would get a Taunt this way would not count as "taunt minions" for the purpose of the quest, so your card does not fit the prompt.
@grayghost39: Chief Sapper Kablamm - "...swap the Attack and Health..." I almost want to say that the card is kinda weak, but i dont know. I guess it would play differently than Void Ripper even tho you would basically want to do the same thing - turn your taunts into finishers.
@Nirast: Replicating Challenger - not a fan of this "infinite" design. You are guaranteed to get at least one copy back whenever this dies. I guess instead of making it into a deathrattle, you actually gave it a (potential) weakness, if that was your intention or not, it can clog your hand, if you would get multiple copies and those would create even more. Still, not a fan. Also not sure i like that this card could literally complete the quest on its own. Tauren Dealer - this one seems ok, tho LOR player in me does not like the (re)use of that art, i know that is kinda stupid, since we reuse art from League, MTG and other games, dunno, just doesnt seem right in this case lol! Maybe because i actually play the card :D
Enraged Yeti
Yeah, that is fair. Maybe I was just to concerned about the early aggro and board domination. But yes, in late they are awfull to draw.
TAUNT, INSECT! - Card Design Competition Discussion Thread
Some additional feedback:
Menacing Bagel - I'm not a fan of this card; although the idea is interesting, I don't think it would be playable in practice. A super high-Health Taunt is still susceptible to things like Shadow Word: Pain or Siphon Soul, and in the process of losing the minion you just lost out on a ton of extra Armor. That being said, I think such a combo might also shut down certain classes too hard (Demon Hunter, Mage), the ones who have to blast their way through minions because they lack automatic removal.
Going the other-way around, by reducing the minion's Health to 2 you are basically throwing it away to bump up your Armor a little bit, which is not a worthwhile trade. The deck survives by having Taunt minions on the board and a respectable life total, but you're ultimately making me choose between them.
thepowrofcheese - Cost reduction/mana cheating is always scary, and two copies of it is even more so. But, that being said, I don't believe it would be too much of a concern. They have to be in-hand, thankfully, and you're asking players to pay 5-mana for a "do nothing" which is a hard sell, especially in a class that can't cheat out the spell itself. All-in-all, I think this is fairly balanced.
grayghost39 - This is interesting. With the Health totals some Taunts have, this could be an Inner Fire-esque surprise finisher, turning your sturdy wall into a set of glass cannons. I personally am not a fan of such combos, but I think this would see play anyway. You should capitalize Health and Attack, though.
Nirast - I would stick with Replicating Challenger (needs an E after the "Chall" part, not an A). I think Tauren Dealer feels a little "forced" and awkward. Replicating Challenger is a fun card, although as KANSAS noted the ability to replicate so readily can be concerning. I too wonder if it should be changed to "survives damage", and its Health increased accordingly.
Enraged Yeti
My personal opinion is that yetis are trash. Sure the 5/5 for 1 mana looks great, but you have to remember that you are also depriving yourself of drawing a card from your deck. So how often is drawing a vanilla 5/5 better than drawing a card from your deck? Early in the matchup, sure, but soon after you'd much rather draw either a spell or unit with abilities. Watch the game that DoubleSummon linked: even there in a "Yeti" deck, you can see that Whirling Death is putting in much more work than the Enraged Yeti.
Quest Trading - Play A Friend!
Battletag: Razorwind#2588
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Trade only?: Yes, you first. I can show you my quest.
TAUNT, INSECT! - Card Design Competition Discussion Thread
Out of the 2 I like Replicating Challenger better. It is both more playable, and realistic looking than Tauren Dealer. However, with the way it is worded now, it wouldn't have to survive the damage to get another copy, so you would just get infinite copies until it dies without taking damage. It should say "Whenever this minion survives damage, add a copy of it to your hand", I think this is how it was meant to function when you designed it.
I also can't really decide whether or not I like the 2/2 stats. It makes it harder to get multiple copies, which may be a good thing balance wise, but it also makes it a bit less attractive. A 1/3 at 2 mana would be a bit too good because it would be way too easy to get a bunch of him, but at 2 health it just seems too hard. I would increase the cost to 3 mana and also make it either a 1/3 or a 1/4.
TAUNT, INSECT! - Card Design Competition Discussion Thread
Revised my original idea, and added a new one:
Millhouse is Getting Nerfed in Hearthstone's Battlegrounds Next Week, Larger Update Scheduled for Mid-Expansion
Statwise he's clearly the best hero out there. He is very strong especially in the early game, for example if you bought a token-creating minion as your first choice, you could sell the token and buy another minion. At 6 gold other heroes were able to buy 2 minions, Millhouse was able to buy 3 (or 2 with a refresh for better options). That helps a lot when trying to reach top 4.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Libram of Justice for sure didn't cost 4 mana because of Equality. And Libram can be discounted to 0. Personally I think this card is fine, but they will probably completely rework it.
Jaraxxus is dead anyway. In wild you have DK Gul'dan and Jaraxxus is too slow in standard.
Battlefiend obviously should cost 2 mana (or even 3). It's 2/2 + snowballing ability, like Questing Adventurer.