Probably one 9/9 with both Taunt and Rush. But they could possibly be two different minions, so summoning 2 is a possibility. Will have to wait until we see the tokens at least.
There's always a lot of decks to choose from and I usually just save those that didn't quite make it for next week. But since you asked, I'll give you the Highlander Menagerie madness from stewartpid which was on my shortlist:
I was just robbed from a first place in Battleground due to ... disconnection - as every other internet function kept going ... I could still chat with my brother within B.net app, but couldn't play my turn 12 and 13 ... as we were only 3 players left ... Fuck me, right
Demon Hunter! It is very exciting to see a new class introduced. I can't wait to give it a try, and start working towards that golden hero portrait.
I'm really curious how the shallow card pool for Demon Hunter (45 class cards) compared to the other classes (~68 each) will impact drafts. Will we see heavy reliance on neutral cards, which will put Demon Hunter at a disadvantage, or will we see "class heavy" drafts that lead to very powerful decks due to the smaller card pool?
Based on the hero power and card sets, I expect this class to play an aggressive game and will draft with that in mind. The class has draw, attack interactions, demon synergy, board control, and some very good early game minions. In general, the biggest impact on the arena environment generally comes from the common and basic cards, as they have higher offering rates in drafts. For this reason, it's important to take a look at common and rare cards in the Basic, Initiate, and Ashes sets. These sets offer many strong, cheap minions for the early game so I expect fast starts from Demon Hunter decks. Then there are some great options for a big finish to close out games, though taunt can impeded those options.
Inner Demon - 4 - Big finisher with the same scale as Pyroblast but can only go face when no taunt is on board. Chaos Nova - 5 - Same scale as Hellfire and a smidge better since that 4 health number kills the very prevalent 3/4 for 3 crowd. Glaivebound Adept - 4 - Fragile but very potent minion. I like it but, realistically, you need to play this on T6 to ensure you get the trigger and if it dies easy then you've paid 6 mana to do 6 points and probably wipe out a minion/spell in trade. Seems good, even in that worst case scenario. Aldrachi Warblades - 4 - Solid weapon with an offset to face damage if you clear with it. Coordinated Strike - 3 - Rush makes it a decent removal piece. Satyr Overseer - 4 - IDK… need to see this in action. I think it's too costly (5 mana card, really) but at 5 mana a 4/2, 2/2, and ping seems pretty good. Soul Cleave - 3 - Lifesteal for an attack class is much better than lifesteal for a class like priest. I think this is a good removal piece for the cost and class. Chaos Strike - 5 - Pretty easy math here. If Arcane Shot cost 1 more and had a cantrip, you'd choose it over most cards in hunter's set. Sightless Watcher - 5 - Top stats for an aggressive class and give you the chance to set up your next draw. Awesome card! Shadowhoof Slayer - 4 - Class-based powercreep on Elven Archer. Solid 1 drop.
Initiate Set
Nethrandamus - 5 - Very strong card. It should be easy enough to get a few minions to die and the payoff is huge even at a pair of 3 drops. Altruis the Outcast - 4 - Awesome card. A bit tricky to get value but the damage going to all enemies is great. Flamereaper - 5 - Pricey but incredible. Yes, please! Wrathspike Brute - 5 - Another "all enemies" damaged card, tied to a taunt. Love it. Wrathscale Naga - 3 - Maybe I'm underestimating this, but your opponent has the ability to clear it and direct/mitigate the damage. Eye Beam - 5 - Great spell to control the board and you could get it at a zero cost. Awesome. Hulking Overfiend - 5 - A great board clear option. Beefed up Batterhead which always seemed to low an attack for the job and cost. Illidari Felblade - 5 - Another "wow" card. Great versatility, and mean as hell if you can trigger and get immune the turn you play it. Raging Felscreamer - 3 - Decent vanilla with an upside that is draft dependent. Soul Split - 2 - Too draft defendant to bother. Feast of Souls - 3 - Very interesting card that is likely to be OP in constructed but a little tougher to draft in arena. How bad will it feel to have your minions die on your opponent's turn and never get to use this? Blade Dance - 4 - This looks like a good card though it does have some reliance on your ability to boost attack and/or weapon up. Command the Illidari - 5 - Great card. Looks pretty OP but I guess we'll see for sure next week! Umberwing - 4 - Nice spread of assets for 2 mana. Mana Burn - 3 - Tough to rate. I think it has some value as a disruptive card but it still feels like tempo lost for no real gain. Battlefiend - 5 - WTF… maybe I'm overestimating things but the class looks to have some serious power cards. Consume Magic - 4 - Seems solid. Silence is strong, cantrip is great. Dependent since you have to get the Outcast trigger for it to be good value. Ur'zul Horror - 4 - Solid one cost option that has a kickback. Blur - 2 - Constructed card that will be mostly bad for arena where you can't build for it reliably. Twin Slice - 4 - Good value that can help maintain board control.
Ashes of Outland
Kayn Sunfury - 5 - Megastud. Solid stats for the cost and a game-winning ability. Metamorphosis - 5 - Very powerful and avoids taunt. Spread out over two turns but I assume this works like all other HP manipulation and you could, if played later in the game, use the original HP then flip it to this and use again. Would you be able to double dip when it swaps back? Great late game / finisher. Pit Commander - 3 - Taunt makes it decent but triggering the ability will be highly dependent on draft and current hand. Warglaives of Azzinoth - 4 - Clear the board then go face! Very good weapon that can absolutely flip the board and change the game in your favor. Coilfang Warlord - 5 - True game changing ability. Take down just about anything and get a 5/9 taunt… seems pretty OP. Furious Felfin - 4 - Low cost removal piece that fits really well with the HP and could have Mrgl Synergy. Good card. Imprisoned Antaen - 4 - Incredible ability but the tempo loss is really high. Priestess of Fury - 5 - Another great ability with little downside based on stats/cost. Skull of Gul'dan - 4 - Card draw is always important and the Outcast trigger doesn't seem like it will be tremendously limiting. Ashtongue Battlelord - 4 - The very obvious comp is Sen'jin Shieldmasta with a class-card boost. Stud. Crimson Sigil Runner - 4 - Solid card, similar to Kobold Librarian but a slight downgrade since Outcast is most difficult to control at mulligan. Fel Summoner - 1 - Trash stats for arena and a dependent deathrattle. Pass. Immolation Aura - 5 - Wait, what? 2 mana Consecration and it has some potential as a damage trigger… really strong card. Netherwalker - 4 - Discover is always strong and this is a decent body with the stats and ability. The demon pool has some duds but it's a safe bet you will be able to get something good. Spectral Sight - 5 - Again, Outcast seems like it will be easy to trigger and this is 2 cards for 2 mana.
I think what people aren’t realizing is that if this tagest enemy minions this is a better elven archer. Sure, elven archer is awful, but as a 2/1 it might be okay
This card is just bad. It cost a lot of mana and has poor stats and the battlecry isn't even good. 6 damage randomly split amongst all other minions is just too little for 6 mana. If it dealt it all to a single target minion then this would be good, or the least this could do is only hit enemy minions.
I've yet to generate one today after 10 games and i was pulling them left and right yesterday. I know they said they were going to remove it from galakrond decks temporarily yesterday. Just weird they didn't mention the temporary part today.
Oh, that odd beast Druid is amazing! Played a couple of games with it and must say; it feels great to finally play Gloom Stag and Gonk, the Raptor in a deck that doesn't feel like a big meme. Chapeau!
If a mod can edit my entries description to display the actual frostmourne card, I'd greatly appreciate it.
I'll look into it.
Edit: It should be fixed, although I was not capable of doing so myself. Just...don't make it a habit of this :P In the future, you can use a card's specific ID to get the desired version of it; in this case, 5746 should give the correct Frostmourne.
Ugh, okay, this is really frustrating. In the description text, I used the card tag on Frostmourne, but as you see, it defaults to the adventure version, not the token generated by the Lich King or Arfus. Now my entry is wrong. Frustrating!
Hopefully the Hero Card text makes it clear which version I actually meant. If a mod can edit my entries description to display the actual frostmourne card, I'd greatly appreciate it.
Well, one of the tokens is just the Frostmourne weapon, that's typically generated by the Lich King and Arfus. I'll just include the Hero Power token then and put a hover over for Frostmourne in the description.
You should probably reconsider the token allowances. Lots of flashy legendaries involve more than 1 token, like quests, hero cards, even some spells and minions.
Hey, I'm trying to submit a hero card with a weapon and a hero power. I can't seem to add more than 1 extra card? Should I combine the Hero Power and Weapon tokens into the same image or something?
Yeah we have it set up where you can only include one additional token for this prompt, as a "trial run" for allowing tokens. We'd prefer you not combine the Hero Power and Weapon into the same image, even though that really sucks for your idea :(
Hey, I'm trying to submit a hero card with a weapon and a hero power. I can't seem to add more than 1 extra card? Should I combine the Hero Power and Weapon tokens into the same image or something?
Deep Freeze
Did you mean mage?:)
Pure Wild Paladin
I like your take on pure pal - or Simply Pally, but that sounds like a perfume ^^
A Weekend of Wild Decks - Resisting the Outland Temptation
Wow - this DJ is amazing with special demands - smooth & swift <3
Msshi'fn Prime
Probably one 9/9 with both Taunt and Rush. But they could possibly be two different minions, so summoning 2 is a possibility. Will have to wait until we see the tokens at least.
A Weekend of Wild Decks - Resisting the Outland Temptation
There's always a lot of decks to choose from and I usually just save those that didn't quite make it for next week. But since you asked, I'll give you the Highlander Menagerie madness from stewartpid which was on my shortlist:
Wild · Unknown Paladin · by stewartpid · 6 years, 6 months ago
Dragon Hunter with King Krush Finisher
If it works out, consistently, this is going to be brutal and beyond.
I mean, Leeroy had to go ... yet King K says Hello !
A Weekend of Wild Decks - Resisting the Outland Temptation
A Weekend of Wild Decks - Resisting the Outland Temptation
You’ve got this. You’re way ahead! Your minions really pulled their weight!
... I’ve been freelancing since they trashed my place in Dalaran.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
I was just robbed from a first place in Battleground due to ... disconnection - as every other internet function kept going ... I could still chat with my brother within B.net app, but couldn't play my turn 12 and 13 ... as we were only 3 players left ...
Fuck me, right
Are You Prepared? - Card Design Competition Discussion Thread
thanks, I will check the id numbers in the future, thanks for the tip!
Ashes of Outland: Arena Impact
Demon Hunter! It is very exciting to see a new class introduced. I can't wait to give it a try, and start working towards that golden hero portrait.
I'm really curious how the shallow card pool for Demon Hunter (45 class cards) compared to the other classes (~68 each) will impact drafts. Will we see heavy reliance on neutral cards, which will put Demon Hunter at a disadvantage, or will we see "class heavy" drafts that lead to very powerful decks due to the smaller card pool?
Based on the hero power and card sets, I expect this class to play an aggressive game and will draft with that in mind. The class has draw, attack interactions, demon synergy, board control, and some very good early game minions. In general, the biggest impact on the arena environment generally comes from the common and basic cards, as they have higher offering rates in drafts. For this reason, it's important to take a look at common and rare cards in the Basic, Initiate, and Ashes sets. These sets offer many strong, cheap minions for the early game so I expect fast starts from Demon Hunter decks. Then there are some great options for a big finish to close out games, though taunt can impeded those options.
Basic Set
Inner Demon - 4 - Big finisher with the same scale as Pyroblast but can only go face when no taunt is on board.
Chaos Nova - 5 - Same scale as Hellfire and a smidge better since that 4 health number kills the very prevalent 3/4 for 3 crowd.
Glaivebound Adept - 4 - Fragile but very potent minion. I like it but, realistically, you need to play this on T6 to ensure you get the trigger and if it dies easy then you've paid 6 mana to do 6 points and probably wipe out a minion/spell in trade. Seems good, even in that worst case scenario.
Aldrachi Warblades - 4 - Solid weapon with an offset to face damage if you clear with it.
Coordinated Strike - 3 - Rush makes it a decent removal piece.
Satyr Overseer - 4 - IDK… need to see this in action. I think it's too costly (5 mana card, really) but at 5 mana a 4/2, 2/2, and ping seems pretty good.
Soul Cleave - 3 - Lifesteal for an attack class is much better than lifesteal for a class like priest. I think this is a good removal piece for the cost and class.
Chaos Strike - 5 - Pretty easy math here. If Arcane Shot cost 1 more and had a cantrip, you'd choose it over most cards in hunter's set.
Sightless Watcher - 5 - Top stats for an aggressive class and give you the chance to set up your next draw. Awesome card!
Shadowhoof Slayer - 4 - Class-based powercreep on Elven Archer. Solid 1 drop.
Initiate Set
Nethrandamus - 5 - Very strong card. It should be easy enough to get a few minions to die and the payoff is huge even at a pair of 3 drops.
Altruis the Outcast - 4 - Awesome card. A bit tricky to get value but the damage going to all enemies is great.
Flamereaper - 5 - Pricey but incredible. Yes, please!
Wrathspike Brute - 5 - Another "all enemies" damaged card, tied to a taunt. Love it.
Wrathscale Naga - 3 - Maybe I'm underestimating this, but your opponent has the ability to clear it and direct/mitigate the damage.
Eye Beam - 5 - Great spell to control the board and you could get it at a zero cost. Awesome.
Hulking Overfiend - 5 - A great board clear option. Beefed up Batterhead which always seemed to low an attack for the job and cost.
Illidari Felblade - 5 - Another "wow" card. Great versatility, and mean as hell if you can trigger and get immune the turn you play it.
Raging Felscreamer - 3 - Decent vanilla with an upside that is draft dependent.
Soul Split - 2 - Too draft defendant to bother.
Feast of Souls - 3 - Very interesting card that is likely to be OP in constructed but a little tougher to draft in arena. How bad will it feel to have your minions die on your opponent's turn and never get to use this?
Blade Dance - 4 - This looks like a good card though it does have some reliance on your ability to boost attack and/or weapon up.
Command the Illidari - 5 - Great card. Looks pretty OP but I guess we'll see for sure next week!
Umberwing - 4 - Nice spread of assets for 2 mana.
Mana Burn - 3 - Tough to rate. I think it has some value as a disruptive card but it still feels like tempo lost for no real gain.
Battlefiend - 5 - WTF… maybe I'm overestimating things but the class looks to have some serious power cards.
Consume Magic - 4 - Seems solid. Silence is strong, cantrip is great. Dependent since you have to get the Outcast trigger for it to be good value.
Ur'zul Horror - 4 - Solid one cost option that has a kickback.
Blur - 2 - Constructed card that will be mostly bad for arena where you can't build for it reliably.
Twin Slice - 4 - Good value that can help maintain board control.
Ashes of Outland
Kayn Sunfury - 5 - Megastud. Solid stats for the cost and a game-winning ability.
Metamorphosis - 5 - Very powerful and avoids taunt. Spread out over two turns but I assume this works like all other HP manipulation and you could, if played later in the game, use the original HP then flip it to this and use again. Would you be able to double dip when it swaps back? Great late game / finisher.
Pit Commander - 3 - Taunt makes it decent but triggering the ability will be highly dependent on draft and current hand.
Warglaives of Azzinoth - 4 - Clear the board then go face! Very good weapon that can absolutely flip the board and change the game in your favor.
Coilfang Warlord - 5 - True game changing ability. Take down just about anything and get a 5/9 taunt… seems pretty OP.
Furious Felfin - 4 - Low cost removal piece that fits really well with the HP and could have Mrgl Synergy. Good card.
Imprisoned Antaen - 4 - Incredible ability but the tempo loss is really high.
Priestess of Fury - 5 - Another great ability with little downside based on stats/cost.
Skull of Gul'dan - 4 - Card draw is always important and the Outcast trigger doesn't seem like it will be tremendously limiting.
Ashtongue Battlelord - 4 - The very obvious comp is Sen'jin Shieldmasta with a class-card boost. Stud.
Crimson Sigil Runner - 4 - Solid card, similar to Kobold Librarian but a slight downgrade since Outcast is most difficult to control at mulligan.
Fel Summoner - 1 - Trash stats for arena and a dependent deathrattle. Pass.
Immolation Aura - 5 - Wait, what? 2 mana Consecration and it has some potential as a damage trigger… really strong card.
Netherwalker - 4 - Discover is always strong and this is a decent body with the stats and ability. The demon pool has some duds but it's a safe bet you will be able to get something good.
Spectral Sight - 5 - Again, Outcast seems like it will be easy to trigger and this is 2 cards for 2 mana.
New Neutral Minion - Rocket Augmerchant
I think what people aren’t realizing is that if this tagest enemy minions this is a better elven archer. Sure, elven archer is awful, but as a 2/1 it might be okay
Fan Community Spotlight - Hordaki's Tactician Class
They would just call it the Monk class though.
New Neutral Minion - Scavenging Shivarra
This card is just bad. It cost a lot of mana and has poor stats and the battlecry isn't even good. 6 damage randomly split amongst all other minions is just too little for 6 mana. If it dealt it all to a single target minion then this would be good, or the least this could do is only hit enemy minions.
Hearthstone Issues Update - Hotfix Incoming, Data Patch on Monday, Further Issues Resolving on Outland Launch
I've yet to generate one today after 10 games and i was pulling them left and right yesterday. I know they said they were going to remove it from galakrond decks temporarily yesterday. Just weird they didn't mention the temporary part today.
A Weekend of Wild Decks - Resisting the Outland Temptation
Oh, that odd beast Druid is amazing! Played a couple of games with it and must say; it feels great to finally play Gloom Stag and Gonk, the Raptor in a deck that doesn't feel like a big meme. Chapeau!
Dragon Hunter with King Krush Finisher
I must have missed those. I was just looking for other beasts in the list, I didn't notice the Wildtamers.
And I feel especially stupid because you explained this in the guide and I didn't bother to check.
A Weekend of Wild Decks - Resisting the Outland Temptation
Came looking for either a fun highlander deck or a yogg deck : (
The Ozruk priest and Odd druid decks look really interesting though.
Are You Prepared? - Card Design Competition Discussion Thread
I'll look into it.
Edit: It should be fixed, although I was not capable of doing so myself. Just...don't make it a habit of this :P In the future, you can use a card's specific ID to get the desired version of it; in this case, 5746 should give the correct Frostmourne.
Are You Prepared? - Card Design Competition Discussion Thread
Ugh, okay, this is really frustrating. In the description text, I used the card tag on Frostmourne, but as you see, it defaults to the adventure version, not the token generated by the Lich King or Arfus. Now my entry is wrong. Frustrating!
Hopefully the Hero Card text makes it clear which version I actually meant. If a mod can edit my entries description to display the actual frostmourne card, I'd greatly appreciate it.
Dragon Hunter with King Krush Finisher
Ramkahen Wildtamer makes copy of King Krush, so I will have 3 King Krushes in hand
New Neutral Minion - Scavenging Shivarra
It can be nice vs the stealth minions, but nothing more than that :(
Are You Prepared? - Card Design Competition Discussion Thread
Well, one of the tokens is just the Frostmourne weapon, that's typically generated by the Lich King and Arfus. I'll just include the Hero Power token then and put a hover over for Frostmourne in the description.
You should probably reconsider the token allowances. Lots of flashy legendaries involve more than 1 token, like quests, hero cards, even some spells and minions.
Are You Prepared? - Card Design Competition Discussion Thread
Yeah we have it set up where you can only include one additional token for this prompt, as a "trial run" for allowing tokens. We'd prefer you not combine the Hero Power and Weapon into the same image, even though that really sucks for your idea :(
Are You Prepared? - Card Design Competition Discussion Thread
Hey, I'm trying to submit a hero card with a weapon and a hero power. I can't seem to add more than 1 extra card? Should I combine the Hero Power and Weapon tokens into the same image or something?