The max full combo is 30 dmg, 32 with Aldrachi Warblades euippqed previous turn, however since Chaos Strikes are likely to be used as early removal and cycle, and no hero powering before Metamorphosis, because mana will probably be tight. the standard full combo is 25 dmg, 27 with Aldralchi Warblades, this
This all depends what your Skull of Gul'dan hits, and if you get the outcast effect.
Kael'thus is just as critical as Mecha'thun, susceptible to disruption.
Extra dmg from Altruis, Zeph and Kayn is contingent and not part of the combo.
Pure paladin would like a word with you. With the Librams, it actually feels alright. It says a lot for Paladin in Year of the Raven that we're one set in and it feels like they have a more clear class identity.
Pure Paladin is just one deck, with minor variations, Pure DH is a series of archetypes from Aggro to Midrange.
And Pure Paladin is not necessarily the best option for Paladin, while it probably is for DH.
All that while DH has a smaller card pool, as well as no card with an apparent Pure synergy: it's Pure coincidence of power.
Not saying DH is broken (yet), possibly just slightly overtuned in some cards, but the above is a sign of its power.
For the hell of it, I tracked my pack opening the expansion (first time doing so). I got all the commons with my 30th pack and I got all rares with my 60th pack.
Amazing change.
Now I will only worry about crafting legendaries and epics.
Demon Hunter is insanely good as expected, it feels like the class has everything at its disposal already. Card draw (Skull of Gul'dan is amazing), healing, burst damage, spells that could finish off your opponent, etc. The midgame burst of Imprisoned Antaen on Turn 5 to Priestess of Fury on turn 7 is downright devastating.
I crafted Kayn Sunfury ASAP because I'm gonna spam this class until the inevitable nerfs hit. I'm expecting nerfs to Priestess of Fury (8 mana?) and Skull of Gul'dan (up to 6 or 7 mana).
I find it pretty silly to be upset about reaching legend "too easily." Why on Earth are you upset about it being easier and more relaxed? Some kind of elitist attitude? Or have you just been conditioned over years of playing to believe that only the very, very best, who grind for hours and hours, should be allowed to get to legend?
Under the old system, there were hundreds of thousands players (maybe millions) who stopped playing at rank 5 because the grind to legend was sooooooooooo absurd. They had the skill to do it; they just didn't want to invest the minimum of 10-hours needed to actually grind it out (assuming roughly 6 minutes per game and roughly 62% winrate). And of course, most people will not manage a 62% winrate from rank 5 to legend, so it will be (a lot) longer than 10 hours for most. I did it once, almost by accident, when a deck I was playing turned out to be way more successful than I expected it to be. Got to rank 2 with it, and decided to just keep going. But even that was a grind, and I had to switch decks, because the meta caught up with the deck that got me to rank 2.
I would NEVER, EVER have done legend again, EVER, under the old system, same as the vast majority of the playerbase, because the grind was beyond absurd. I welcome a system that is less absurdly grindy. I might even try to hit legend again.
I think I lost my first game when I hit this bug as well. Turn 1 I tried killing their 2 health minion with my hero power, and was very confused when the minion only took one damage.
we're missing the point that DH is easily the most played class, where everybody has pratically all the cards for it and they all synergize very well while other classes after getting the revamp hammer due to new year rotation they are on the adapting period so the decks aren't crystal clear while DH is basically already optimized
^ This. There are like two viable decks you can run on DH, and it’s crystal clear how they should be assembled. Meanwhile, Rogues are out there remembering how to use Secrets again.
I started running Big Demon DH after hitting a wall on my main, and ended up feasting on the sudden influx of other DHs running the Aggro stuff. It is admittedly a little unbalanced when you can not play a single card until Turn 6 and still wipe the floor with your opponent. Oh wait, Rez Priest..
That's what I initially thought based on the list as well, but I think the real OTK part required him to get Doomhammer from Zephrys the Great and then do the spell shenanigans. I'm not sure if it's one of his "default" 5-drops or if it's super hard to pull off.
we're missing the point that DH is easily the most played class, where everybody has pratically all the cards for it and they all synergize very well while other classes after getting the revamp hammer due to new year rotation they are on the adapting period so the decks aren't crystal clear while DH is basically already optimized
Just watched Kripp get bored on Twitch; he was reading off stats. He faced 90% demon hunters and the class was according to meta statistics, with a 70-ish percent win rate, pushing every other class below 50 percent (Hunter was No. 2 with 49%).
He did have a nice streak using rez priest.
Have to say this might be in the running with Descent of Dragons and Rastakhan's Rumble as the worst launch day I can remember.
I do feel that the 10 damage demon & the mini Rag demon are a bit overtuned. Played against the deck for the first time in wild and felt I was always playing catch-up even when playing a warrior deck of mine with tons of armor and removal. Can't fathom what standard is like going against DH. Could easily reduce the 10 damage effect to 7 or 8 and the shivara's damage down by 1 or 2 as well.
Wall of Text Incoming -- Hearthstone Opening Day Stats
Opened 90 Packs, all F2P. DID NOT BUY ANY SETS (1. Looked at the cards and just saw boring aggro, little support for control and no fun memes -- laughing as I see Kripp bored from endless demon hunter opponents and the class has pushed everything to less than 50% win rate at the time of this writing; 2. Playing more Wild than Standard, so need for new cards is less, esp. with the new pack rules, 3. My two cents back at the company for pandering to aggro. And for Blizz stiffing Blitzchung.)
90 packs, 5 legendaries (Pack No. 4, 18, 54 (x2), 82). Largest gap: 36. Added 3 Day 1 Crafts for 8 TOTAL. Not worst ever, but not good.
TOP 10 LEGENDARIES LANDED: 0 FOR 10 (worst for any expansion). TOP 10 WANTED EPICS: 7 for 10, with four pairs (1 pair crafted later).
Golden Cards: 10 common, 3 rare, 1 epic = 14. Dusted all but the epic for 800 dust. Dust from duplicates: 1,670. TOTAL DUST: 2,430.
40 & Dust Packs (one rare, four common, no golds): 49 out of 90.
No New Cards Packs: Had first at Pack No. 60 -- 23 of 90 packs.
Completed ALL COMMON: Pack 28. Completed ALL RARES: Pack 59. First Class to complete common: tie, Warrior and Hunter. First Class to complete rares: Demon Hunter First Class to complete epics: Priest via crafting. Classes with both legendaries: Priest (Crafting) and Hunter (from same pack!) Complete Set: Priest, Hunter (too bad I don't play the latter) Late for class: Took 10 packs till I got my first Warlock card. Missing school: No epics or legendaries for Mage, my second favorite class, but I'm not crafting anything until the nerfs.
This expansion underwhelmed me from its announcement, and I see it is one of the worst starting days (its challenging Rastakhan's Rumble as the worst). Plan to barely check in, just do daily and wait for the nerfs before I craft anything.
I feel the same. This should be a fun time playing with lots of different decks but you cant even get started against DH. I found myself playing Battlegrounds in the end last night and that's just sad, playing BGs on launch night because standard was that un-fun. Thanks Team 5...
I have no regrets crafting Kayn Sunfury because that card is 100% getting nerfed. My opponent had a weapon, no board, and did 15 to my face, bypassing three taunts. It just seems to violate the rule of interactivity, far worse than even something like the original Patches. He was aided by mana discounts from Skull of Guldan - another card that seems OP. It's not that difficult to be patient on Outcast in general let alone for a control card. Nerf Kayn to 6-mana and nerf Skull of Guldan's Outcast to a 2-mana discount per card (which is still great!).
The pinging cards also seem over-statted, but I haven't played with/against them enough yet to have a suggestion.
The main issue with Demon Hunters is their ability to maintain a healthy hand size and also a threatening board state all throughout the game until fatigue take them.
I think the correct term for this is 'lacking any serious weaknesses'.
You either race them, or have enough AoE and taunts to last all 10 turns, because that's all it takes for them to draw their entire deck.
I think it is still a bit too early to say anything definite, it could be that 90% of the playerbase is playing Demon Hunters to it has a high win rate, but I do think they may be a bit too efficient.
I was playing Warlock and I had answers all through the early turns with Sacrificial Pact, Nether Breath, Dark Skies etc. I was doing pretty well and thought that because my deck was geared towards the late game I should be able to win at this point, but he still had like 8 cards in his hand. He never ran out of steam and continued to throw out more stuff than I could handle and eventually won.
The main issue with Demon Hunters is their ability to maintain a healthy hand size and also a threatening board state all throughout the game until fatigue take them.
@Demonxz95, Blood Golem looks pretty cool. I like the idea of giving it taunt, it makes the card much more dynamic. But I would lower the attack a bit to compensate. Maybe a 4 mana 5/7 taunt?
@Conduit, It is very interesting. But also kind of weird. It is almost too unique if you know what I mean. I have a hard time liking this card because it just doesn't seem like it could ever be real. I would try something a bit more down-to-earth.
@thepowerofcheese, I don't really like this card because it just seems to pointless. Why would I ever want to craft/open and put a card in my deck if I am never actually going to play it? And what is the point of the card having a downside in compensation for lots of stats when the downside is basically "you can't play this card". And even if you get all the way through your deck, one extra 8/8 with rush may not be the deciding factor. If it had charge I could see it being used as a large finisher, but rush and taunt are both defensive keywords, not always the ideal thing when you are going to fatigue.
@Fedrion, This is actually a pretty neat card. Auchenai Soulpriest's effect isn't really considered a downside because you would want to use the damage to kill enemy minions or damage the opponent, but with the added Lifesteal it turns this into a downside, but it can still be used as an upside when combined with other cards. But I do think that the stats/cost makes this unplayable. This card might protect me from 10 damage, but it also smacks me for 4 damage whenever it makes contact with something which makes this a very very poor defensive tool. Maybe if instead of Taunt it had Rush or something and it was also cheaper and smaller then it could be a neat aggro card.
@Xarkkal, I don't really know what to think of this. For one, it is a 6 mana 8/8 that makes a 12/12, on the other hand if your opponent finds a way to deal with this then it is game over for you. I think high risk high reward cards are fine, but I think this may be a bit too powerful as it is now. If you are playing an aggro deck then it won't be hard to get 0-1 cards in your hand by the time you play this. I would make it cost more and maybe give it bigger stats. (a 8-9 mana 10/10 would be fine maybe)
@Nirast, This card actually looks like something Blizzard might print. I don't think it is very good just as a vanilla creature, but it does look pretty realistic. I am not sure this card will be interesting enough to make it to the finals, but I can't quite put my finger on what to change.
@Wailor, I don't like Unstable Nightmare because it is way too easy to not outcast it. Most of the time this will simply be a 4 mana 7/7 with no downside, and if not then you wait one turn and it becomes a 4 mana 7/7 with no downside. Out of the remaining two, I like Spark Elemental the best because of the simplicity of it, but I think Icecrown Lich may be more popular. Though, I would make it a Shaman card because right now it doesn't feel like a Mage card. Mages don't usually freeze their own stuff.
@TheHoax91, For some reason I thought that guy had Divine Shield, my bad. Anyway I like the new card a lot better. This card does a lot to keep control decks alive in the early turns, but the downside is still there. I think it is fine to submit now.
@anchorm4n, For one, it doesn't need to say "at random" because discard is already random. Also, I am not too sure about discard in hunter. I am fine with some shared mechanics between the classes, but other people may not be.
@GameTheory345, Out of the two, I like Garrul, the Sacrifice the best. Though I do feel like it should say "you lose the game" instead of "die". I was a bit confused as to what exactly the card did at first. Though I do think that this card may be a bit too powerful. In a super aggressive deck you probably won't make it to 10 mana crystals anyway, especially if all of you guys delt an extra damage.
@H0lySatan, Instead of saying "everytime you draw a card, it costs 1 more" it should say "whenever you draw a card, increase its cost by 1" to make it more consistent with Shadowfiend. Other than that I think the card looks fine.
@Dermostatic, Out of the two of these cards, Glade Giant looks the best. Mainly because it is less likely to break the game. Generally very large small creatures are more dangerous. I really like Glade Giant because it is an interesting deck building challenge, that could potentially give you a turn 4 Mountain Giant. 5 stars.
@MenacingBagel, I don't understand, won't this make your life total 0? And "can't be altered by spells" is very confusing. I really don't know what this card does or how to use it. It looks to me like you had a cool idea, but then had a hard time fitting it into a Hearthstone card, and then had to add that extra line to make it not horrible. I think it would be better if you came up with something else, this card is just too confusing.
@Elfensilver, This doesn't really look like a downside because you could just run no 0 cost spells and get an over-statted 3 drop. And even if you did transform your spells, who says that's a bad thing? In some cases, a random class card is better than a 0 mana spell.
@MrRhapsody, I like Scared Highmane the best. It is interesting, playable, has good flavor, and a reasonable downside. The others are either a bit too overdone or not enough of a downside to feel significant.
@CapnMunch, Really neat card, but 4 mana 7/7 may be a bit much. I think a 6/6 or 7/5 would be more fair.
New Demon Hunter Minion - Kayn Sunfury
It's not overpowered if the entire archetype live or die by it.
Awesome Ashes of Outland Launch Decks from Hearthstone's Top Players and Streamers
surprising absolutely noone
Zalae's OTK Demon Hunter - Outland Launch Deck
The max full combo is 30 dmg, 32 with Aldrachi Warblades euippqed previous turn, however since Chaos Strikes are likely to be used as early removal and cycle, and no hero powering before Metamorphosis, because mana will probably be tight. the standard full combo is 25 dmg, 27 with Aldralchi Warblades, this
This all depends what your Skull of Gul'dan hits, and if you get the outcast effect.
Kael'thus is just as critical as Mecha'thun, susceptible to disruption.
Extra dmg from Altruis, Zeph and Kayn is contingent and not part of the combo.
Zalae's OTK Demon Hunter - Outland Launch Deck
Example: Kael'thas Sunstrider + 2x Twin Slice (also for rotation) + 2x Second Slice (also for rotation) + 2x Outcast Eye Beam (for rotation) + 2x Chaos Strike + 2x Inner Demon + Demon Claws + Metamorphosis into Demonic Blast =
2 + 2 + 4 + 16 + 1 + 5 = 30 damage for 10 mana.
There are also many combinations with equipped Aldrachi Warblades, reduced mana price from Skull of Gul'dan, extra damage from Altruis the Outcast, Zephrys the Great and even The Coin.
Not to mention damage done before turn 10, you'd probably use a different OTK mix each game.
Hearthstone is not prepared for Demon Hunter
Pure Paladin is just one deck, with minor variations, Pure DH is a series of archetypes from Aggro to Midrange.
And Pure Paladin is not necessarily the best option for Paladin, while it probably is for DH.
All that while DH has a smaller card pool, as well as no card with an apparent Pure synergy: it's Pure coincidence of power.
Not saying DH is broken (yet), possibly just slightly overtuned in some cards, but the above is a sign of its power.
Ashes of Outland Launch Survival Guide - Everything You Need To Know & Day 1 Decks to Play
Love this change.
For the hell of it, I tracked my pack opening the expansion (first time doing so).
I got all the commons with my 30th pack and I got all rares with my 60th pack.
Amazing change.
Now I will only worry about crafting legendaries and epics.
Metamorphosis
/s
Hearthstone is not prepared for Demon Hunter
Demon Hunter is insanely good as expected, it feels like the class has everything at its disposal already. Card draw (Skull of Gul'dan is amazing), healing, burst damage, spells that could finish off your opponent, etc. The midgame burst of Imprisoned Antaen on Turn 5 to Priestess of Fury on turn 7 is downright devastating.
I crafted Kayn Sunfury ASAP because I'm gonna spam this class until the inevitable nerfs hit. I'm expecting nerfs to Priestess of Fury (8 mana?) and Skull of Gul'dan (up to 6 or 7 mana).
New Player's Guide to Hearthstone
Done
Yeah I noticed that too. It's probably a bug that will be fixed soon
The new ladder system
I find it pretty silly to be upset about reaching legend "too easily." Why on Earth are you upset about it being easier and more relaxed? Some kind of elitist attitude? Or have you just been conditioned over years of playing to believe that only the very, very best, who grind for hours and hours, should be allowed to get to legend?
Under the old system, there were hundreds of thousands players (maybe millions) who stopped playing at rank 5 because the grind to legend was sooooooooooo absurd. They had the skill to do it; they just didn't want to invest the minimum of 10-hours needed to actually grind it out (assuming roughly 6 minutes per game and roughly 62% winrate). And of course, most people will not manage a 62% winrate from rank 5 to legend, so it will be (a lot) longer than 10 hours for most. I did it once, almost by accident, when a deck I was playing turned out to be way more successful than I expected it to be. Got to rank 2 with it, and decided to just keep going. But even that was a grind, and I had to switch decks, because the meta caught up with the deck that got me to rank 2.
I would NEVER, EVER have done legend again, EVER, under the old system, same as the vast majority of the playerbase, because the grind was beyond absurd. I welcome a system that is less absurdly grindy. I might even try to hit legend again.
Bug or not?
I think I lost my first game when I hit this bug as well. Turn 1 I tried killing their 2 health minion with my hero power, and was very confused when the minion only took one damage.
Best pack opening ever.
Haven't opened any of my packs yet but the golden legendary I received from the bundle was Maiev Shadowsong.
So this is either going to be a great pack opening. Or I've used up all my luck already.
Hearthstone is not prepared for Demon Hunter
^ This. There are like two viable decks you can run on DH, and it’s crystal clear how they should be assembled. Meanwhile, Rogues are out there remembering how to use Secrets again.
I started running Big Demon DH after hitting a wall on my main, and ended up feasting on the sudden influx of other DHs running the Aggro stuff. It is admittedly a little unbalanced when you can not play a single card until Turn 6 and still wipe the floor with your opponent. Oh wait, Rez Priest..
Zalae's OTK Demon Hunter - Outland Launch Deck
That's what I initially thought based on the list as well, but I think the real OTK part required him to get Doomhammer from Zephrys the Great and then do the spell shenanigans. I'm not sure if it's one of his "default" 5-drops or if it's super hard to pull off.
Hearthstone is not prepared for Demon Hunter
we're missing the point that DH is easily the most played class, where everybody has pratically all the cards for it and they all synergize very well while other classes after getting the revamp hammer due to new year rotation they are on the adapting period so the decks aren't crystal clear while DH is basically already optimized
Hearthstone is not prepared for Demon Hunter
Hang on to those duplicates, boys. Time to cash in when Demon Hunter gets nuked.
I’ve got a Golden Skull of Gul'dan that’s going to get hit for sure.
Hearthstone is not prepared for Demon Hunter
Just watched Kripp get bored on Twitch; he was reading off stats. He faced 90% demon hunters and the class was according to meta statistics, with a 70-ish percent win rate, pushing every other class below 50 percent (Hunter was No. 2 with 49%).
He did have a nice streak using rez priest.
Have to say this might be in the running with Descent of Dragons and Rastakhan's Rumble as the worst launch day I can remember.
Hearthstone is not prepared for Demon Hunter
I do feel that the 10 damage demon & the mini Rag demon are a bit overtuned. Played against the deck for the first time in wild and felt I was always playing catch-up even when playing a warrior deck of mine with tons of armor and removal. Can't fathom what standard is like going against DH. Could easily reduce the 10 damage effect to 7 or 8 and the shivara's damage down by 1 or 2 as well.
Best pack opening ever.
Wall of Text Incoming -- Hearthstone Opening Day Stats
Opened 90 Packs, all F2P. DID NOT BUY ANY SETS (1. Looked at the cards and just saw boring aggro, little support for control and no fun memes -- laughing as I see Kripp bored from endless demon hunter opponents and the class has pushed everything to less than 50% win rate at the time of this writing; 2. Playing more Wild than Standard, so need for new cards is less, esp. with the new pack rules, 3. My two cents back at the company for pandering to aggro. And for Blizz stiffing Blitzchung.)
90 packs, 5 legendaries (Pack No. 4, 18, 54 (x2), 82). Largest gap: 36. Added 3 Day 1 Crafts for 8 TOTAL. Not worst ever, but not good.
Legendaries landed: [Hearthstone Card (Archspore Msshifn) Not Found], Metamorphosis, Beastmaster Leoroxx and Zixor, Apex Predator in the same pack, The Lurker Below.
Day 1 Crafts: Reliquary of Souls, [Hearthstone Card (Soul Mirror,) Not Found] Maiev Shadowsong. Also crafted Sethekk Veilweaver x2.
TOP 10 LEGENDARIES LANDED: 0 FOR 10 (worst for any expansion). TOP 10 WANTED EPICS: 7 for 10, with four pairs (1 pair crafted later).
Golden Cards: 10 common, 3 rare, 1 epic = 14. Dusted all but the epic for 800 dust. Dust from duplicates: 1,670. TOTAL DUST: 2,430.
40 & Dust Packs (one rare, four common, no golds): 49 out of 90.
No New Cards Packs: Had first at Pack No. 60 -- 23 of 90 packs.
Completed ALL COMMON: Pack 28.
Completed ALL RARES: Pack 59.
First Class to complete common: tie, Warrior and Hunter.
First Class to complete rares: Demon Hunter
First Class to complete epics: Priest via crafting.
Classes with both legendaries: Priest (Crafting) and Hunter (from same pack!)
Complete Set: Priest, Hunter (too bad I don't play the latter)
Late for class: Took 10 packs till I got my first Warlock card.
Missing school: No epics or legendaries for Mage, my second favorite class, but I'm not crafting anything until the nerfs.
This expansion underwhelmed me from its announcement, and I see it is one of the worst starting days (its challenging Rastakhan's Rumble as the worst). Plan to barely check in, just do daily and wait for the nerfs before I craft anything.
Hearthstone is not prepared for Demon Hunter
I feel the same. This should be a fun time playing with lots of different decks but you cant even get started against DH. I found myself playing Battlegrounds in the end last night and that's just sad, playing BGs on launch night because standard was that un-fun. Thanks Team 5...
Hearthstone is not prepared for Demon Hunter
I have no regrets crafting Kayn Sunfury because that card is 100% getting nerfed. My opponent had a weapon, no board, and did 15 to my face, bypassing three taunts. It just seems to violate the rule of interactivity, far worse than even something like the original Patches. He was aided by mana discounts from Skull of Guldan - another card that seems OP. It's not that difficult to be patient on Outcast in general let alone for a control card. Nerf Kayn to 6-mana and nerf Skull of Guldan's Outcast to a 2-mana discount per card (which is still great!).
The pinging cards also seem over-statted, but I haven't played with/against them enough yet to have a suggestion.
Hearthstone is not prepared for Demon Hunter
I think the correct term for this is 'lacking any serious weaknesses'.
You either race them, or have enough AoE and taunts to last all 10 turns, because that's all it takes for them to draw their entire deck.
Hearthstone is not prepared for Demon Hunter
I think it is still a bit too early to say anything definite, it could be that 90% of the playerbase is playing Demon Hunters to it has a high win rate, but I do think they may be a bit too efficient.
I was playing Warlock and I had answers all through the early turns with Sacrificial Pact, Nether Breath, Dark Skies etc. I was doing pretty well and thought that because my deck was geared towards the late game I should be able to win at this point, but he still had like 8 cards in his hand. He never ran out of steam and continued to throw out more stuff than I could handle and eventually won.
The main issue with Demon Hunters is their ability to maintain a healthy hand size and also a threatening board state all throughout the game until fatigue take them.
The Price Of Power - Card Design Competition Discussion Thread
Some more feedback:
@Conduit, It is very interesting. But also kind of weird. It is almost too unique if you know what I mean. I have a hard time liking this card because it just doesn't seem like it could ever be real. I would try something a bit more down-to-earth.
@thepowerofcheese, I don't really like this card because it just seems to pointless. Why would I ever want to craft/open and put a card in my deck if I am never actually going to play it? And what is the point of the card having a downside in compensation for lots of stats when the downside is basically "you can't play this card". And even if you get all the way through your deck, one extra 8/8 with rush may not be the deciding factor. If it had charge I could see it being used as a large finisher, but rush and taunt are both defensive keywords, not always the ideal thing when you are going to fatigue.
@Fedrion, This is actually a pretty neat card. Auchenai Soulpriest's effect isn't really considered a downside because you would want to use the damage to kill enemy minions or damage the opponent, but with the added Lifesteal it turns this into a downside, but it can still be used as an upside when combined with other cards. But I do think that the stats/cost makes this unplayable. This card might protect me from 10 damage, but it also smacks me for 4 damage whenever it makes contact with something which makes this a very very poor defensive tool. Maybe if instead of Taunt it had Rush or something and it was also cheaper and smaller then it could be a neat aggro card.
@Xarkkal, I don't really know what to think of this. For one, it is a 6 mana 8/8 that makes a 12/12, on the other hand if your opponent finds a way to deal with this then it is game over for you. I think high risk high reward cards are fine, but I think this may be a bit too powerful as it is now. If you are playing an aggro deck then it won't be hard to get 0-1 cards in your hand by the time you play this. I would make it cost more and maybe give it bigger stats. (a 8-9 mana 10/10 would be fine maybe)
@Nirast, This card actually looks like something Blizzard might print. I don't think it is very good just as a vanilla creature, but it does look pretty realistic. I am not sure this card will be interesting enough to make it to the finals, but I can't quite put my finger on what to change.
@Wailor, I don't like Unstable Nightmare because it is way too easy to not outcast it. Most of the time this will simply be a 4 mana 7/7 with no downside, and if not then you wait one turn and it becomes a 4 mana 7/7 with no downside. Out of the remaining two, I like Spark Elemental the best because of the simplicity of it, but I think Icecrown Lich may be more popular. Though, I would make it a Shaman card because right now it doesn't feel like a Mage card. Mages don't usually freeze their own stuff.
@TheHoax91, For some reason I thought that guy had Divine Shield, my bad. Anyway I like the new card a lot better. This card does a lot to keep control decks alive in the early turns, but the downside is still there. I think it is fine to submit now.
@anchorm4n, For one, it doesn't need to say "at random" because discard is already random. Also, I am not too sure about discard in hunter. I am fine with some shared mechanics between the classes, but other people may not be.
@GameTheory345, Out of the two, I like Garrul, the Sacrifice the best. Though I do feel like it should say "you lose the game" instead of "die". I was a bit confused as to what exactly the card did at first. Though I do think that this card may be a bit too powerful. In a super aggressive deck you probably won't make it to 10 mana crystals anyway, especially if all of you guys delt an extra damage.
@H0lySatan, Instead of saying "everytime you draw a card, it costs 1 more" it should say "whenever you draw a card, increase its cost by 1" to make it more consistent with Shadowfiend. Other than that I think the card looks fine.
@Dermostatic, Out of the two of these cards, Glade Giant looks the best. Mainly because it is less likely to break the game. Generally very large small creatures are more dangerous. I really like Glade Giant because it is an interesting deck building challenge, that could potentially give you a turn 4 Mountain Giant. 5 stars.
@MenacingBagel, I don't understand, won't this make your life total 0? And "can't be altered by spells" is very confusing. I really don't know what this card does or how to use it. It looks to me like you had a cool idea, but then had a hard time fitting it into a Hearthstone card, and then had to add that extra line to make it not horrible. I think it would be better if you came up with something else, this card is just too confusing.
@Elfensilver, This doesn't really look like a downside because you could just run no 0 cost spells and get an over-statted 3 drop. And even if you did transform your spells, who says that's a bad thing? In some cases, a random class card is better than a 0 mana spell.
@MrRhapsody, I like Scared Highmane the best. It is interesting, playable, has good flavor, and a reasonable downside. The others are either a bit too overdone or not enough of a downside to feel significant.
@CapnMunch, Really neat card, but 4 mana 7/7 may be a bit much. I think a 6/6 or 7/5 would be more fair.