For context, in my Consume Magic review where I describe something as "kinda eerily similar to Quick-Time", Quick-Time is a custom keyword in my Time Traveler class. It's a bonus that activates if you play the card on the same turn you get it. Think Keli'dan the Breaker, although this is in a class with the tools able to use it a lot easier.
I actually was thinking of doing a similar thing for all the classes, so I guess I can leave out Warlock.
A few things I don't agree with:
Drain Soul doesn't need to replace Drain Life. I think it would be better to just rework Drain Life into "Deal 3 damage and heal fo 3". No lifesteal, because that was never really a focus of Warlock and only came later, which also means no scaling healing with spell damage so it won't ever become a staple.
Searing Pain seems like a straight up nerf for no reason. There's absolutely no scenario in which I'd want to play this over [Hearthstone Card (Shadowbolt) Not Found]. having to wait for a turn to remove a minion is just not really something that has ever been played and in comparison to Corruption it just looks terrible.
Malchezaar's Imp is too good to be a Basic card. It's a 1-mana 1/3 that would forever push Zoo into a discard niche.
Healthstone similarly (while not a bad idea by itself) doesn't fit Classic, because Discard itself isn't really a coherent theme in the set and giving Warlock that much unconditional healing is kind of silly and doesn'T fit the class. If anything it would have to cost 4-5 mana to be balanced (and still wouldn't really fit the overall idea of how Discard decks play)
Just in general I feel like you're putting too many cards from other expansions in there, instead of trying to actually rework existing cards into something more fitting. Remember, the idea of the core set is to introduce players to the theme of a class and what they usually are expected to do, not just use vanilla cards.
Blood Imp could easily be reworked into something like a 1/1 with Battlecry: give a friendly demon +1/+1 (which emphasizes the Zoo and demon theme)
Siphon Soul is still a staple when removal is needed so removing it makes very little sense. Warlock has always been about minion destruction and this embodies the concept.
Removing Jaraxxus I could technically agree with although I would rather see them rework it into something not completely garbage, seeing how Classic Legendaries are actually supposed to see play (and Fizzlebang would never, because he is just too damn slow and was also printed within the context of Inspire)
Bane of Doom and Call of the Void could similarly be reworked into something basic but more useful. Make Bane target minions only and buff its damage to 3 (still useless, but still works with the class identity) and Call into a 2-mana "Add two random Demons to your hand" which makes it comparable to Thoughtsteal and also supports the Hand theme of Warlock without being entirely pointless.
I also think Pit Lord shouldn't rotate because the idea of Self damage in exchange for bigger stats is central to Warlock and it's fine if the card itself is bad (part of the core set should be to teach new players which cards aren't worth running)
Things I like:
Felguard needs to go, Self mana burn will never be a thing, at least not in a tempo sense. They could add lifesteal, but the card would still be bad and it would be a bit too complex for a core card. Better to replace it with something else, although I don't think your idea of Impeccable Doomguard really does the trick. I a better idea would be a taunt demon with self-damage (maybe even the same card but with 3 damage selfharm instead of mana burn?)
I really like your idea for Summoning Portal. The current version is not only pointless but also somewhat of a ticking timebomb for potential abuse. However, I would HoF the current one for Wild shenanigans and come up with a new replacement with your effect.
At Top 100, most games usually ends around T6-T8 as most pure EZ decks can finish you off on T9 very consistently. Karma and Ez are somewhat useless champions if played early until T8-T10, in reality your opponent is wasting 8 mana, and its your job to find a strategy that punishes him for doing so.
Post your deck then we can try to give you better advice.
Only one of the reasons I decided to support on Patreon. News, analytics and memes, all in an eye-pleasing package. My homepage for a couple of months now and likely for a few more. Thanks!
Comapring to HS feels kinda meh, you BUY packs there. Here they given to you for xp, and you can buy any wildcard you want with money for a reasonable price.
Greetings there! I'm here to present you my version of how I would change Warlock's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
I've decided to try out Warlock, because Gul'dan also seems to have too many bad cards in his Core sets, and while it has core staples like Flame Imp, other cards haven't got much time to shine... maybe Sacrificial Pact, which only sees play now with Galakrond Warlock. Some cards do need changes or replacements as I said despite some cards being already HoF'd before (hello Power Overwhelming and Doomguard).
Strengths and Weaknesses
Show Spoiler
Strengths
Demons - this is pretty obvious. Warlock should have acces to tons of Demons and their synergies.
Sacrifices - Warlocks are shaped by the high risk and high reward nature of most of their cards.
Minion Swarms - Zoo will never be forgotten.
Removal - Warlocks can deal with whatever you bring and can annoy you.
Limitations
Card Draw - Warlocks have access to their Hero Power, which while damaging your hero, stands of top of other Hero Powers in earlier stages of the game because it gives access to constant draw.
Healing - Self-damage can be painful, and so healing is needed or dare I say vital to balance out the suicide. But it should not be big enough to force you to play on the knife's edge.
Weaknesses
Burst - Warlocks want to play the war of attricion. They want you to die a slow and painful death.
Card Generation - Yes, they can use Summoning Portal in WoW, but they don't always trust other ways of solving problems than what they've learnt themselves. Their power is strong enough they don't need more. TL;DR they can generate Demons, but not other cards.
New Sets
Show Spoiler
Basic Set
Classic Set
Explanations
Show Spoiler
Drain Soul - Drain Life was long powercrept, so I thought I would replace it with a card that is similar, but much stronger. Also, now that Lifesteal can appear in Basic cards now, this can be slot in.
Fiendish Circle - a simple card that showcases Gul'dan's ability to summon a lot of minions.
Impeccable Doomguard - a strong defensive body at the cost of your Health.
Hooked Reaver - speaking of life total, Reaver is a very strong card, probably the strongest among all cards of my Classic Set due to it being meta back in days of Even Warlock. It suits the thematic of high risk - high reward, and is also a strong Demon.
Summoning Portal - changed into a token generator. Summoning Demons at a constant rate is always welcome if it means removing the toxic interaction with the cost reduction and all of the historic cards that could break the game in pair with the Portal (I'm looking at you, SN1P-SN4P Warlock).
Ectomancy - strong value generation for any Demon deck. A bit slow, but when it works, it can provide nice upswings.
Kil'Jaeden - the ultimate high risk, high reward card for Warlock. You discrad a lot of cards in attempts to summon a large board. If your opponent doesn't wipe your army, you have to deal with all of your precious cards discarded. If you survive, you can comfortably push tons of damage or just outright win. Kinda like Chef Nomi, except more expensive, but can be played much earlier on average.
Hall of Fame
Show Spoiler
Some cards that were considered, but didn't make the cut
Show Spoiler
Anima Golem - I actually really liked this card to be in the Classic set, teaching the importance of minions and rewarding you with a huge body. Ultimately pulled it off because of the Mech tag, which isn't really Warlock's thing.
Lord Godfrey - was more of a panic slam button because of my decision to HoF Siphon Soul. But he would be a bit too much of a staple moving forward.
Lord Jaraxxus - he's so iconic it's a shame I didn't include him. But he felt so obsolete as the new hero cards came. Wilfred also tried to summon him, so lorewise he's still there - jsut not as a main card.
Mal'Ganis - also a characteristic Demon, helps blostering your swarms and protects your hero. But I wanted to give Handlock some support.
Cho'gall - pretty recognisable character, but cheating out spells for Health is just too risky in terms of design spcae. The same could be said about Wilfred, but I'm optimistic he wouldn't break the game that much.
Treachery - trash, but these cards often land into Classic sets. Could show the pesky side of Warlock.
Yes, since the last update 50g quests are way more common than they used to be.
You were not guaranteed that 60g quest will reroll into 50g. It was a most common result, but I rerolled it quite a few times into different 60g quest and sometimes into 80g/100g/pack quest.
50g quest did reroll into 60g ones most of the time, but not always. They would sometimes reroll into different 50g quest or into 80g/100g/pack quest.
Also, where are those "win 3 games in dungeon run" type quests that rewarded pack from latest expansion? Haven't seen one in a long time.
I don't know why are ppl still whine so much about fearsome and elusive. Only op fearsome card for now is Frenzied Skitterer in my opinion, but I think it's much more useful in a more defensive antiaggro style plays. Hell, I don't even think that there's actually good aggro fearsome deck, they're middle of t2 at best. Elusives are actually quite closer to midrange now, it's a spectrum boys, so more midrange oriented control can actually lose easier, a lot of popular control decks are closer to midrange to deal with all this aggro. What really surprise me, that noone mentioned how really oppresive and op bannermen is. And the main reason Elusives is strong is Wayfinder rn. So overall, allegiance keyword seems pretty strong, or at least the effect on 2 cards above. Hate elusvies? Shut them down with bannermens, elusives aren't fast enough to close out games on turn 6-7, where bannermen at this point will own the board, and wasting will on garen or fiora feels bad, cause you're slowing yourself even further, when they won't mind that. Same thing with deny. Elusives and aggro overall are just cheap to build and easy to play, that's why there's lot of them. Or you can play Endure Spiders, at least it was succesful for me so far, just mulligan for more early aggresion and spiderswarm, look for whithering veil and vile feast. It really hurts them when they have to block the spiders with their lowhp elusives, if they started with hawk they slowdown quite a bit, and it's you who control the pace. They can't run you down without threating themself, and in the end, They Who Endure close out game quite easily. Playing around deny and will of Ionia is obvious. Sry for my English if there were any mistakes, pls feel free to correct me, I want to Improve it.
Through the Initiate and Outland sets, DH seems to have the ability to go swarm, midrange, and maybe even control. It seems very flexible based on the meta with use of more class cards for aggro/midrange and a larger mix of big neutral taunts, etc to play a control style.
Can’t wait to see what comes out of the community after time to experiment and react to the new meta.
As a side note, this expansion both improves and hurts Warlock Galakrond as they can summon some of the new, big demons. They also have the potential to summon 4 random dormant demons. Imagine taking the time to invoke to full and getting four tokens that can’t do anything and take up space in your zoo deck for two turns!
We’ve cut some of the less popular daily quests (such as quests requiring you to play Divine Shield Minions, Overload Cards, Secrets, 50 Murlocs, etc) and tuned down some quest requirements to make quests generally easier to complete.
Daily quests have also been split into two buckets: Easy (50g) and Slightly More Difficult (60g). Rerolling a Slightly More Difficult (60g) quest (like Play 10 Beasts) will always give you an Easy (50g) quest, so you can get Easy quest every day if you’d like.
We’ve also added some new daily quests that we’re excited for you to discover!
What if you included Togwaggle's Scheme just to make sure you can shuffle Akama's in case you're playing against decks with non-targeting removal?
Also, if you're going for the stealthed OTK why even use Akama Prime? If you aren't going to attack with him before you have lethal then you could just run any sticky Stealth minion
If you completed your champions just don't. It gives 600 cards instead but there is still chances that it can be upgraded to champion wildcard tho. I've played mine, got 1200 shards + 1 champion wildcard + shards from my wins which i really don't remember. Since I also finished all of my regional rewards and those experiences only gives me vault level (There is not another reward tree; you can see this thread of me), expeditions gives me nothing but shards now.
So, if you completed regions and champions like me, just save your tokens for future.
Well, I really don't know after new changes, They will activate those season road level or not because it now gives unlimited vault levels so it might be possible to be activated it right now.
Right, good point, only worth doing for those without a full champcollection ;-)
I wouldnt mind if dhunters starts out being an aggro-midrange class for the entire 3 months, to be expanded upon in later expansions. Its not like every class gets to play all four archetypes of control, midrange, aggro, and combo at any specific point in the last 6 years anyway.
Again, I would argue its not the quantity of the cards that matters in standard, its quality. It only takes a couple of cards to change how a deck plays or performs. If the quantity of cards really do matter, I dont see why team5 dont just print 10 more cards in the initiate set. They already said the classic for dhunters would probably be a mishmash anyway.
Also, lets point out now that there are certain cards that can be toned down and probably still see play. To take a few examples, Battlefiend is straight up the best 1 drop in the game at its current iteration. It would still see play even if it had 1 less attack. Eye Beam would still be playable even at 1 mana after outcast. I would still consider Coilfang Warlord in my midrange list even if it costed 9. Priestess of Fury will still be a dangerous card even at 8.
And as a bonus, I will point out that the supposed weakness of the class can only be exploited by a few classes by nature of their design. Big minions? the only card dhunters have to legitimately watch out for is Edwin VanCleef. And even then with Eye Beam being so handy at 0 mana, I'm not even sure of that. Board clear? I saw Kibler desperately mulliganing for Consecration and a 2 drop when he saw dhunters, he lost every game as paladin.
So I've been thinking about it and this might actually be pretty good In Plot twist Warlock.
YOu run Broodmother, Betrug and the new Enhanced Dreadlord as your demons, then sruvive until the Betrug turnand use it with Plot Twist to get out a bunch of stuff to stabilize as well as Kanrethad (the base form) so you get to shuffle at least two Primes in the deck, which will act as your lategame powerplays and will usually res something good (Betrug, taunts or lifesteal demons).
Unfortunately there isn't any way to shuffle more Primes
Why shuffle more primes when you can get it off Expired Merchant instead? if you keep the coin or generated it, you can easily just coin Mortal Coil and play the prime with another prime in hand.
This can actually help control warlock get some value instead of using Dragonqueen Alexstrasza.
Now I really like the idea of using Ra-den to get a specific legendaryy, but what exactly is the point of getting Reliquary of Souls?
You don't run any buffs (because there aren't any useful ones) and you also run a bunch of AoE that makes the idea using Reliquary worse.
If nothing else I would at least try to use Ancestral Spirit to maybe get more copies as late game fuel, otherwise you're really just running a bunch of subpar 1-cost spells for a mediocre taunt.
New Demon Hunter Spell - Twin Slice
'' Let's make up keywords, and not use them when we see an opportunity .. ''
Our Thoughts on Hearthstone's Upcoming Demon Hunter Initiate Set (Part 1)
For context, in my Consume Magic review where I describe something as "kinda eerily similar to Quick-Time", Quick-Time is a custom keyword in my Time Traveler class. It's a bonus that activates if you play the card on the same turn you get it. Think Keli'dan the Breaker, although this is in a class with the tools able to use it a lot easier.
Metamorphosis
Swap back means swap back to the one you had before swap, it seems clear.
Neoguli's Custom Warlock Core Set Changes
I actually was thinking of doing a similar thing for all the classes, so I guess I can leave out Warlock.
A few things I don't agree with:
Drain Soul doesn't need to replace Drain Life. I think it would be better to just rework Drain Life into "Deal 3 damage and heal fo 3". No lifesteal, because that was never really a focus of Warlock and only came later, which also means no scaling healing with spell damage so it won't ever become a staple.
Searing Pain seems like a straight up nerf for no reason. There's absolutely no scenario in which I'd want to play this over [Hearthstone Card (Shadowbolt) Not Found]. having to wait for a turn to remove a minion is just not really something that has ever been played and in comparison to Corruption it just looks terrible.
Malchezaar's Imp is too good to be a Basic card. It's a 1-mana 1/3 that would forever push Zoo into a discard niche.
Healthstone similarly (while not a bad idea by itself) doesn't fit Classic, because Discard itself isn't really a coherent theme in the set and giving Warlock that much unconditional healing is kind of silly and doesn'T fit the class. If anything it would have to cost 4-5 mana to be balanced (and still wouldn't really fit the overall idea of how Discard decks play)
Just in general I feel like you're putting too many cards from other expansions in there, instead of trying to actually rework existing cards into something more fitting. Remember, the idea of the core set is to introduce players to the theme of a class and what they usually are expected to do, not just use vanilla cards.
Blood Imp could easily be reworked into something like a 1/1 with Battlecry: give a friendly demon +1/+1 (which emphasizes the Zoo and demon theme)
Siphon Soul is still a staple when removal is needed so removing it makes very little sense. Warlock has always been about minion destruction and this embodies the concept.
Removing Jaraxxus I could technically agree with although I would rather see them rework it into something not completely garbage, seeing how Classic Legendaries are actually supposed to see play (and Fizzlebang would never, because he is just too damn slow and was also printed within the context of Inspire)
Bane of Doom and Call of the Void could similarly be reworked into something basic but more useful. Make Bane target minions only and buff its damage to 3 (still useless, but still works with the class identity) and Call into a 2-mana "Add two random Demons to your hand" which makes it comparable to Thoughtsteal and also supports the Hand theme of Warlock without being entirely pointless.
I also think Pit Lord shouldn't rotate because the idea of Self damage in exchange for bigger stats is central to Warlock and it's fine if the card itself is bad (part of the core set should be to teach new players which cards aren't worth running)
Things I like:
Felguard needs to go, Self mana burn will never be a thing, at least not in a tempo sense. They could add lifesteal, but the card would still be bad and it would be a bit too complex for a core card. Better to replace it with something else, although I don't think your idea of Impeccable Doomguard really does the trick. I a better idea would be a taunt demon with self-damage (maybe even the same card but with 3 damage selfharm instead of mana burn?)
I really like your idea for Summoning Portal. The current version is not only pointless but also somewhat of a ticking timebomb for potential abuse. However, I would HoF the current one for Wild shenanigans and come up with a new replacement with your effect.
Ezreal in master 300+
At Top 100, most games usually ends around T6-T8 as most pure EZ decks can finish you off on T9 very consistently.
Karma and Ez are somewhat useless champions if played early until T8-T10, in reality your opponent is wasting 8 mana, and its your job to find a strategy that punishes him for doing so.
Post your deck then we can try to give you better advice.
Our Thoughts on Today's Hall of Fame Rotation - Year of the Phoenix
Only one of the reasons I decided to support on Patreon. News, analytics and memes, all in an eye-pleasing package. My homepage for a couple of months now and likely for a few more. Thanks!
Why does Runeterra have Duplicates?
Comapring to HS feels kinda meh, you BUY packs there. Here they given to you for xp, and you can buy any wildcard you want with money for a reasonable price.
Bug- gettign 50 gold quests
Yesterday and today, I rerolled my 50g quest into a 60g one
Neoguli's Custom Warlock Core Set Changes
Greetings there! I'm here to present you my version of how I would change Warlock's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
I've decided to try out Warlock, because Gul'dan also seems to have too many bad cards in his Core sets, and while it has core staples like Flame Imp, other cards haven't got much time to shine... maybe Sacrificial Pact, which only sees play now with Galakrond Warlock. Some cards do need changes or replacements as I said despite some cards being already HoF'd before (hello Power Overwhelming and Doomguard).
Strengths and Weaknesses
New Sets
Basic Set
Classic Set
Explanations
Drain Soul - Drain Life was long powercrept, so I thought I would replace it with a card that is similar, but much stronger. Also, now that Lifesteal can appear in Basic cards now, this can be slot in.
Fiendish Circle - a simple card that showcases Gul'dan's ability to summon a lot of minions.
Impeccable Doomguard - a strong defensive body at the cost of your Health.
Hooked Reaver - speaking of life total, Reaver is a very strong card, probably the strongest among all cards of my Classic Set due to it being meta back in days of Even Warlock. It suits the thematic of high risk - high reward, and is also a strong Demon.
Summoning Portal - changed into a token generator. Summoning Demons at a constant rate is always welcome if it means removing the toxic interaction with the cost reduction and all of the historic cards that could break the game in pair with the Portal (I'm looking at you, SN1P-SN4P Warlock).
Ectomancy - strong value generation for any Demon deck. A bit slow, but when it works, it can provide nice upswings.
Kil'Jaeden - the ultimate high risk, high reward card for Warlock. You discrad a lot of cards in attempts to summon a large board. If your opponent doesn't wipe your army, you have to deal with all of your precious cards discarded. If you survive, you can comfortably push tons of damage or just outright win. Kinda like Chef Nomi, except more expensive, but can be played much earlier on average.
Hall of Fame
Some cards that were considered, but didn't make the cut
Anima Golem - I actually really liked this card to be in the Classic set, teaching the importance of minions and rewarding you with a huge body. Ultimately pulled it off because of the Mech tag, which isn't really Warlock's thing.
Lord Godfrey - was more of a panic slam button because of my decision to HoF Siphon Soul. But he would be a bit too much of a staple moving forward.
Lord Jaraxxus - he's so iconic it's a shame I didn't include him. But he felt so obsolete as the new hero cards came. Wilfred also tried to summon him, so lorewise he's still there - jsut not as a main card.
Mal'Ganis - also a characteristic Demon, helps blostering your swarms and protects your hero. But I wanted to give Handlock some support.
Cho'gall - pretty recognisable character, but cheating out spells for Health is just too risky in terms of design spcae. The same could be said about Wilfred, but I'm optimistic he wouldn't break the game that much.
Treachery - trash, but these cards often land into Classic sets. Could show the pesky side of Warlock.
Kobold Librarian - was too good to be in any set.
Dark Pact - was thinking of this to replace Sacrificial Pact, but ultimately the latter teaches how to use Demons correctly.
Fearsome Doomguard - a decent body, but was maybe too meaningless to include.
Dark Bargain, Fist of Jaraxxus, Tiny Knight of Evil - discard synergies. Felt either weak, weird or maybe a little too concerning with Malchezaar's Imp.
Bug- gettign 50 gold quests
Yes, since the last update 50g quests are way more common than they used to be.
You were not guaranteed that 60g quest will reroll into 50g. It was a most common result, but I rerolled it quite a few times into different 60g quest and sometimes into 80g/100g/pack quest.
50g quest did reroll into 60g ones most of the time, but not always. They would sometimes reroll into different 50g quest or into 80g/100g/pack quest.
Also, where are those "win 3 games in dungeon run" type quests that rewarded pack from latest expansion? Haven't seen one in a long time.
This patch makes me want to quit this game.
I don't know why are ppl still whine so much about fearsome and elusive. Only op fearsome card for now is Frenzied Skitterer in my opinion, but I think it's much more useful in a more defensive antiaggro style plays. Hell, I don't even think that there's actually good aggro fearsome deck, they're middle of t2 at best. Elusives are actually quite closer to midrange now, it's a spectrum boys, so more midrange oriented control can actually lose easier, a lot of popular control decks are closer to midrange to deal with all this aggro. What really surprise me, that noone mentioned how really oppresive and op bannermen is. And the main reason Elusives is strong is Wayfinder rn. So overall, allegiance keyword seems pretty strong, or at least the effect on 2 cards above. Hate elusvies? Shut them down with bannermens, elusives aren't fast enough to close out games on turn 6-7, where bannermen at this point will own the board, and wasting will on garen or fiora feels bad, cause you're slowing yourself even further, when they won't mind that. Same thing with deny. Elusives and aggro overall are just cheap to build and easy to play, that's why there's lot of them. Or you can play Endure Spiders, at least it was succesful for me so far, just mulligan for more early aggresion and spiderswarm, look for whithering veil and vile feast. It really hurts them when they have to block the spiders with their lowhp elusives, if they started with hawk they slowdown quite a bit, and it's you who control the pace. They can't run you down without threating themself, and in the end, They Who Endure close out game quite easily. Playing around deny and will of Ionia is obvious. Sry for my English if there were any mistakes, pls feel free to correct me, I want to Improve it.
Reliquary of Souls Shaman
Actually very creative, I love that!
Our Thoughts on Hearthstone's Upcoming Demon Hunter Basic Set
Through the Initiate and Outland sets, DH seems to have the ability to go swarm, midrange, and maybe even control. It seems very flexible based on the meta with use of more class cards for aggro/midrange and a larger mix of big neutral taunts, etc to play a control style.
Can’t wait to see what comes out of the community after time to experiment and react to the new meta.
As a side note, this expansion both improves and hurts Warlock Galakrond as they can summon some of the new, big demons. They also have the potential to summon 4 random dormant demons. Imagine taking the time to invoke to full and getting four tokens that can’t do anything and take up space in your zoo deck for two turns!
Bug- gettign 50 gold quests
Here's the article: https://outof.cards/hearthstone/452-give-me-a-quest-hearthstone-dailies-have-gotten-easier
Akama v1.0
What if you included Togwaggle's Scheme just to make sure you can shuffle Akama's in case you're playing against decks with non-targeting removal?
Also, if you're going for the stealthed OTK why even use Akama Prime? If you aren't going to attack with him before you have lethal then you could just run any sticky Stealth minion
use your expedition tokens!
Right, good point, only worth doing for those without a full champcollection ;-)
Reliquary of Souls Shaman
I was less memey about that deck but for a meme deck:
Deck ID Not Found
Our Thoughts on Hearthstone's Upcoming Demon Hunter Basic Set
I wouldnt mind if dhunters starts out being an aggro-midrange class for the entire 3 months, to be expanded upon in later expansions. Its not like every class gets to play all four archetypes of control, midrange, aggro, and combo at any specific point in the last 6 years anyway.
Again, I would argue its not the quantity of the cards that matters in standard, its quality. It only takes a couple of cards to change how a deck plays or performs. If the quantity of cards really do matter, I dont see why team5 dont just print 10 more cards in the initiate set. They already said the classic for dhunters would probably be a mishmash anyway.
Also, lets point out now that there are certain cards that can be toned down and probably still see play. To take a few examples, Battlefiend is straight up the best 1 drop in the game at its current iteration. It would still see play even if it had 1 less attack. Eye Beam would still be playable even at 1 mana after outcast. I would still consider Coilfang Warlord in my midrange list even if it costed 9. Priestess of Fury will still be a dangerous card even at 8.
And as a bonus, I will point out that the supposed weakness of the class can only be exploited by a few classes by nature of their design. Big minions? the only card dhunters have to legitimately watch out for is Edwin VanCleef. And even then with Eye Beam being so handy at 0 mana, I'm not even sure of that. Board clear? I saw Kibler desperately mulliganing for Consecration and a 2 drop when he saw dhunters, he lost every game as paladin.
Reliquary of Souls Shaman
oh right, i need to find a replacement, I always thought that card is from Rise of Shadows.
Edit: I've added Nithogg + The Lurker Below for 2x Rain of Toads. It won't give same value with King Phaoris and won't give same protection that Rain of Toads will give but well, I couldn't find better replacements for that slot.
Reliquary of Souls Shaman
I like the Cobalt Spellkin and Rain of Toads rotated out.
Reliquary of Souls Shaman
Use Hoard Pillager if you want to summon more Reliquary of Souls and Cobalt Spellkin for more value.
I was using Hoard Pillagers for my King Phaoris + The Fist of Ra-den and i can say that it generates great value.
It is a meme deck so use all of the memes that you can use.
also don't use Galakrond, drop all of Invoke cards for the cards that i suggested above + you would want to use some spells that you can target Reliquary Prime so Ancestral Spirit is better than Vivid Spores in this deck and if you would add Ancestral Spirit you can also use Walking Fountain.
So the deck i'm suggesting is shaping like this;
Deck ID Not Found
I would use this deck instead. Fun meme tho. :)
New Warlock Minion - Kanrethad Ebonlocke
I like Expired Merchant, but she makes running stuff like Alexstrasza or Enhanced Dreadlord much less reliable.
Maybe she's useful as a 1-of for that purpose, but I don't really think that's worth it.
Reliquary of Souls Shaman
Now I really like the idea of using Ra-den to get a specific legendaryy, but what exactly is the point of getting Reliquary of Souls?
You don't run any buffs (because there aren't any useful ones) and you also run a bunch of AoE that makes the idea using Reliquary worse.
If nothing else I would at least try to use Ancestral Spirit to maybe get more copies as late game fuel, otherwise you're really just running a bunch of subpar 1-cost spells for a mediocre taunt.
Bug- gettign 50 gold quests
And I thought, I'm just very unlucky atm.
Friday: Got 50g, rerolled into 50g
Saturday: the same
Sunday: Got a 60g, rerolled an old 50g into a new 50g
Before the latest patch I rarely got a 50g quest in general, and if so, I always rerolled it into 60g.
Reliquary of Souls Shaman
If you see any changes that could be made you can tell me or show me how you would make the deck it doesn't matter.