I know I'm late to the party here but as someone still relatively new but spending a lot of time playing I feel like I can weigh in now...
Elusive (as a Runeterra keyword) and "Evasive" (as the Hearthstone unofficial keyword that they refuse to actually make a keyword...lol) they actually have fundamentally opposite designs which I find very odd but fundamentally I find them trying to fill the same niche.
In hearthstone "Evasive" is associated with units that are "untargetable" by spells, but can be targeted by "play"/"battlecry" effects.
In LoR it seems that the devs created Elusive as a form of anti taunt. Since "Taunt" doesn't exist and every unit can block damage at will, I think they figured on creating an "anti blocker" card. except it's warped the meta. Instead I honestly feel like it's Runeterra's version of Hearthstone's charge keyword. (easily abused, overused, etc).
Honestly it feels almost overtly obvious that they change Runeterras Elusive to be similar to Hearthstone's. Make units untargetable from spells. However, the way the game is coded I get the feeling that would also indicate "spell like effects" (aka play effects). So I'm unsure how well this would work out, but I get the feeling it would work out better. Obviously changing the way a mechanic works is a hefty chore, but something does need to be done.
They are really pushing the hand buff archetype for Hunter this expansion. I prefer Flanking Strike over this card, since Scrap Shot doesn't create any immediate tempo.
Another cheap spell for Kael'thas Sunstrider, but Druid doesn't have enough expensive spells in standard to make much use of it. Paying 3 mana to deal 3 damage is terrible though.
Ramp Druid was dead after the nerfs to Wild Growth and Nourish. Maybe this archetype will return with the next expansion. The currently strongest Druid decks, i.e., Quest Druid and Embiggen Druid, won't use this card though.
This card is interesting, but still a lot worse than Frightened Flunky imho due to the lack of taunt. It is probably still good enough to see play in big DH. Also a solid arena card.
Funny thing is when Nagrad slam was revealed I was going to comment pretty much that exact flavor text, but decided not to and now I regret not doing that.
This is basicalla 2 mana Consecration with the downside that it also damages own minions. Dealing 1 damage twice is also better than 2 damage once, because this makes this spell more effective versus Divine Shield or minions that spawn tokens via Deathrattle.
The powercreep on Sen'jin Shieldmasta is OK, since this is a class card. And DH will need way to restore health if he uses his hero power to clear minions.
Good turn 2 card, and works really well with demon hunter. Kinda like demon hunters Frightened Flunky. Looks like this might see quite some play. Also this says any demon, so probably other class demons as well.
Unless they specify 'from any class' it will only be neutral or Demon Hunter.
I think the average player is more likely to enjoy random effects than a pro is.
Sure, maybe when they start playing, but how long does that last? Eventually, you've seen RNG swing in favor of you and against you more times than you can count and it starts to feel hollow.
Also, I disagree that playing a bunch of random cards is fun. How many times has the weekly tavern brawl been RNG multiplied by RNG? 'You get a deck of random cards. When you play them, something random happens.'
The huge Advantage this has over Nourish is that it can come out way earlier, in a State of the Game where Ramp has a much bigger Impact.
T2 Coin/[Hearthstone Card (Inervate) Not Found] Wild Growth into this would be a perfect Start. Imagine planting down a Winged Guardian on t4. Or, even better, a Marsh Hydra that'll keep on destroying tiny enemy Minions and giving you one big Guy after another.
Might be a Dream Scenario, but it's more than possible.
New Hunter Minion - Helboar
A solid card for Beast Hunter, but that archetype will suffer a lot from losing Springpaw.
Elusive Keyword Rework Idea
I know I'm late to the party here but as someone still relatively new but spending a lot of time playing I feel like I can weigh in now...
Elusive (as a Runeterra keyword) and "Evasive" (as the Hearthstone unofficial keyword that they refuse to actually make a keyword...lol) they actually have fundamentally opposite designs which I find very odd but fundamentally I find them trying to fill the same niche.
In hearthstone "Evasive" is associated with units that are "untargetable" by spells, but can be targeted by "play"/"battlecry" effects.
In LoR it seems that the devs created Elusive as a form of anti taunt. Since "Taunt" doesn't exist and every unit can block damage at will, I think they figured on creating an "anti blocker" card. except it's warped the meta. Instead I honestly feel like it's Runeterra's version of Hearthstone's charge keyword. (easily abused, overused, etc).
Honestly it feels almost overtly obvious that they change Runeterras Elusive to be similar to Hearthstone's. Make units untargetable from spells. However, the way the game is coded I get the feeling that would also indicate "spell like effects" (aka play effects). So I'm unsure how well this would work out, but I get the feeling it would work out better. Obviously changing the way a mechanic works is a hefty chore, but something does need to be done.
New Hunter Spell - Pack Tactics
Great card! 2 mana for a 3/3 are nice value, and this secret has also nice synnergies with minions that have Deathrattles.
New Hunter Spell - Scrap Shot
They are really pushing the hand buff archetype for Hunter this expansion. I prefer Flanking Strike over this card, since Scrap Shot doesn't create any immediate tempo.
New Druid Spell - Bogbeam
Another cheap spell for Kael'thas Sunstrider, but Druid doesn't have enough expensive spells in standard to make much use of it. Paying 3 mana to deal 3 damage is terrible though.
Augmented Porcupine
Best flavor text.
New Druid Spell - Overgrowth
Ramp Druid was dead after the nerfs to Wild Growth and Nourish. Maybe this archetype will return with the next expansion. The currently strongest Druid decks, i.e., Quest Druid and Embiggen Druid, won't use this card though.
New Demon Hunter Minion - Crimson Sigil Runner
This card is incredibly strong. 2/1 for 1 mana is already nice for aggressive decks, and drawing a card for free is fantastic.
New Demon Hunter Minion - Netherwalker
This card is interesting, but still a lot worse than Frightened Flunky imho due to the lack of taunt. It is probably still good enough to see play in big DH. Also a solid arena card.
All Card Flavor Text for the Ashes of Outland Hearthstone Expansions
Funny thing is when Nagrad slam was revealed I was going to comment pretty much that exact flavor text, but decided not to and now I regret not doing that.
New Demon Hunter Spell - Immolation Aura
This is basicalla 2 mana Consecration with the downside that it also damages own minions. Dealing 1 damage twice is also better than 2 damage once, because this makes this spell more effective versus Divine Shield or minions that spawn tokens via Deathrattle.
New Demon Hunter Minion - Ashtongue Battlelord
The powercreep on Sen'jin Shieldmasta is OK, since this is a class card. And DH will need way to restore health if he uses his hero power to clear minions.
This Week's Tavern Brawl is "Return of Mechazod!" and Rewards a Classic Pack
... or it feels like you would have been better off on your own!
New Warlock Minion - Darkglare
Aye aye - free hero power - .. in charg
New Demon Hunter Minion - Netherwalker
Unless they specify 'from any class' it will only be neutral or Demon Hunter.
This Week's Tavern Brawl is "Return of Mechazod!" and Rewards a Classic Pack
"My opponent has 7 mana and a lot of cards in his hand, surely he'll play a big minion after I play Mirror Image..."
(opponent plays Lorewalker Cho, immediately killed by Mechazod)
One game later...
"My opponent has 7 mana and a lot of cards in his hand, surely he'll play a big minion and spells after I play Millhouse and Mirror Image..."
(opponent plays Burly Rockjaw Trogg, then more spells)
(I briefly get excited to do a bunch of damage)
(Mechazod kills all of my Troggs)
New Hunter Spell - Scrap Shot
Weak Removal for t4. Flanking Strike gives you a Minion to contest the Board and Marked Shot at least has enough Power to kill a mid-sized Minion.
On the other Hand however: That Stonetusk Boar OTK with Scavenger's Ingenuity, Ramkahen Wildtamer and Hunting Party looks more and more promising.
Hearthstone Ashes Of Outland Final Reveal Stream Live Recap
Sure, maybe when they start playing, but how long does that last? Eventually, you've seen RNG swing in favor of you and against you more times than you can count and it starts to feel hollow.
Also, I disagree that playing a bunch of random cards is fun. How many times has the weekly tavern brawl been RNG multiplied by RNG? 'You get a deck of random cards. When you play them, something random happens.'
Starscryer
ok
Hearthstone Ashes Of Outland Final Reveal Stream Live Recap
Why can't token support be neutral? It's not like tokens are a Druid-exclusive mechanic
Hearthstone Ashes Of Outland Final Reveal Stream Live Recap
It was a really fast reveal season this time around, so we'll just be waiting for a week and a half until they drop the expansion.
New Druid Spell - Overgrowth
The huge Advantage this has over Nourish is that it can come out way earlier, in a State of the Game where Ramp has a much bigger Impact.
T2 Coin/[Hearthstone Card (Inervate) Not Found] Wild Growth into this would be a perfect Start. Imagine planting down a Winged Guardian on t4. Or, even better, a Marsh Hydra that'll keep on destroying tiny enemy Minions and giving you one big Guy after another.
Might be a Dream Scenario, but it's more than possible.
New Druid Spell - Overgrowth
This might see play as a one of in some decks.
Reliquary of Souls
Really Nice this buffs fist of raden a lot now your earth shock has sense
Return of Mechazod!
Have tried is a few times and am literally unable to produce 100 damage before he's dealt 60. They have been impossible to win.
Anyone have any strategies for this?