The other person to reply to you is correct, but the Toxfin/Sefin disparity can't be overstated. I've had Sefins sniped 12 times in a row. You can literally get nothing out of them, wasting the whole investment. In addition, they force you to create really terrible boards where units are deliberately killed, risking your Health and giving dangerous enemies less Health damage, all to get poison up.
And finally, they played really badly with timing with divine shield, taunt, and King Bagurgle-or-whatever. If you wanted any of the latter to get poison, you usually had to make sure that they didn't have those attributes before poison-obtaination, because other things beside them need to die first to get them poison -- but taunt makes the would-be survivor die first, divine shield can make something fail to die fast enough, and so on. Sometimes this was so complicated it just didn't work.
Alternative: Toxfin just gives some mofo poison. Done and dusted.
This also makes your board way, way stronger. Ever had a good murloc that you couldn't keep because you needed to keep a Sefin around? Toxfin is disposable. Toss 'em. In fact, you must toss him to optimize because he has to re-enter the pool so that Primalfin or Bob can find him again. So Toxfin is way, way cheaper.
And that, in turn, synergizes with the Darkmoon Faire treasure that pulls a minion back into your hand. Extra poison right when you need it.
Since you no longer need a permanent Sefin slot, that gives you an effective +1 Murloc for your whole board. That's huge.
We're all still trying to come to grips with the new Quest system, but I can guarantee you that they'll synergize better with new-old Murloc than recent-Murloc.
• Tiny Henchmen help low-tier Murlocs scale and you have more of those because you have no Seifins.
• Snicker-Snacks trigger Battlecries, so you can keep a Toxfin for an extra turn or two to spread the poison to everyone.
• Victim's Spectre similarly can get you extra Toxfins if you keep one in the back and it doesn't get sniped (and you're no longer penalized for Taunting your Kings, so that's easier).
The only things the new quests help Seifin with is make them golden if they're the rightmost or leftmost (it'll be the former), but keep in mind that even then, your Sefin could get sniped and you get no procs from it. That's way, way less synergy.
Also: remember how everyone's talking about Amalgams. Here's the thing: you don't even need to go full Murloc to make Amalgams work. You can legit go one or two other tribes, murloc-boost an Amalgam, and have the best of both worlds. You can go Amalgam, try to force Murlocs, and if you don't get them, poisonous the former and just go some other tribe, relying on Amalgams as you transition. You can't reliably do any of that with Seifins.
The Stealth on my card was kind of an oversight. I already had the Deathrattle figured out, but decided it wasn't reliable enough and found Stealth to be just what it needed to give the player some control, so I added it without a second thought.
I've tried coming up with an alternative for the Stealth, but couldn't find anything. I don't think it's too big of a deal and outright removing it could ruin the card, so I'll just submit it as-is.
FooBars
These have a lot of text, making the text very small and a bit difficult to comprehend right away.
Although I'd prefer an initiate Legendary to support an archetype/synergy, I think the first effect van be quite fun. I do think you might be able to phrase this effect with less words. Here's my attempt, although it does remove the Rush and makes it a single-use effect:
"Battlecry: Attack a random enemy minion. If it survives, it repeats this effect."
The second effect feels more Legendary to me and does have some synergy potential with copying enemy minions, but it still has the text issue and I agree with Demon that most of the time it will die before the effect can be activated.
Not when you're Branning Primalfins. Si:Sefin was an investment in time. After the nerf to avenge 4 it became so insanely unreliable without slotting in tokens that after 4 fights you might still not have a poison. Toxfin does it guaranteed on your chosen target and allows you to poison divine shielded, taunted Amalgams after they're already magnetised. So in essence, divine shield poisonous murlocs are back on the menu.
Is Toxfin so bad that it will make murlocs busted? I found SI:Sefin annoying because it could make the whole board poisonous for little gold. Toxfin can only do one murloc at a time, so you need to find 6 Toxfins to make your board poisonous. That's quite an investment.
I'm assuming Toxfin will be available at Tier 4 again? I don't recall murlocs being weak in the current patch but now ofc they will be busted again... yay...
• Make the best (early) Demon harder to get but don't give it stats to compensate.
• Add lackluster Demons.
• Make Murlocs WAY FREAKN' BETTER.
Sounds about right.
By the way, because the changes are going to mean way more afk players, having a poison generation mechanic that doesn't require interaction with others is even stronger than it appears on first blush.
Also:
One of the things that Wonderous Wisdomball can do is replace your board with plain copies of your current board.
So it contradicts its explicit text in order to make you lose the game such that new players and players who don't check social media and fan pages are completely screwed over. Wellokaythen. They took a single-player bad troll concept and made it worse, because that's what the players somebody? wanted.
I expect, and hope, I'm misinformed of some or of all of that.
I appreciate the help and my god: the lengths the devs have gone to to not use typical game language and templating (including that already found in HS) is astounding.
Normally, the excuse for poor formatting is space, but that doesn't seem to be the case here.
Consider "your." In alternate-turn games you have to distinguish on whose turn a thing happens (which is why very odd cards like Cornelius Roame have to be explicitly and carefully worded). In BGs, everyone shares turns, so the term "your" is redundant at best or mildly confusing at worse. Saying "each" would actually have saved space. So --
At the start of your turn, give a minion in your hand +12/+12.
would be better rendered --
At each turn's start, give a minion in your hand +12/+12.
Or the ever-so-slightly longer but more naturally-worded:
At the start of each turn, give a minion in your hand +12/+12.
Linking timing (start/end of turn) with reoccurability (every turn) isn't remotely obvious -- and they know that because they had to explain things on social media.
In any event, appreciate the clarification. I think that, as usual, players will just learn it the hard way and memorize the play outcomes.
If improvise means that these units create a random weapon from this set and equip it then these Cards are INSANE for equipment decks.
Equipments in mtg suffer from the fact that they cause you deck to have fewer creatures (unless they are living weapons) that can be controlled out easier with removal than just having more creatures.
Equipments make one's deck less consistant because they are dead cards without units to carry them.
Having a equipment unit hybrid makes equipments A LOT more consistant and equip synergy a lot more viable.
Also it combines sooo well with the new ionian landmark because you still can fetch your equipment of choice while making sure you always have equipment even if you shouldn't draw the landmark
So if it is what I think it is improvise is going to be the key for equipment decks to be viable/strong and I am quite hyped for that.
MacanMPO situs mpo slot online gacor terpercaya melayani pendaftaran akun judi online terlengkap transaksi deposit dan withdraw yang cepat selama 24 jam nonstop dengan dukungan dari e-walelt via Dana, Ovo, Gopay dan Linkaja yang sangat menguntungkan bagi anda bermain judi online kapansaja, transaksi depo maupun wd profit kemenangan dipastikan tidak akan terganggu jadwal banking offline di Indonesia.
Sigh, here come the poisonous murlocs again... Like, on one hand they introduce some more power to demons, who are all just big slabs of stats, then they immediately nuke them again by reintroducing Toxfin. Demons just can't have good things I guess.
New design uses the idea of self-freezing as a way to preserve both minions and heroes in the ice, allowing them to be more resistant to enemy threats. Four mana 2/6 statline because I feel like people prefer slightly underpowered designs but I feel like it could be pushed to 2/7.
Don't feel super at ease with this week's competition so I'll forgo feedback on other designs. I enjoy most of them, though. Interested to see if anyone gets anywhere close to the real designs we'll see soon enough!
I have been busy today. I can finally give feedback.
Linkblade91
These cards are all quite solid. I don't think the effect of Lord Tamakeen being permanent is that bad since there's not (presumably) not too many ways to take advantage of it in a way that's too broken. Izelair is a pretty good replacement if you don't want to go with Tamakeen.
Wailor
I'm all for Instructor Razuvious (either version). They're both really cool cards, but unfortunately I don't think they'd be allowed for entry.
Arkasaur
Gothik the Harvester may be too powerful (or it may not since no one else seems to be batting an eye at it), but its place in DK's arsenal is quite solid and it fits the bill of being the "smaller, simpler Legendary" (in the same vein as Altruis for Demon Hunter) quite nicely.
Lady Deathwhisper is a really cool effect that hybrids other classes, but in a way that feels very unique to Death Knight. My only complaint is that 8/4 for 6 is a really weird statline.
AeroJulwin
Yallesh is a cool self-Freeze card. No problems here.
Moondreamer
While I appreciate the creativity here, I think you should avoid using Colossal at all costs here. There is about a 0% chance that it will appear in Death Knight's actual initiate set, so it doesn't make much sense to use it here. The card is also incredibly weak since it's Frozen first and the Bone Spike is not particularly threatening.
That said, self-Freeze of some type is a design space that you could build something cool with (like AeroJulwin has for Yallesh).
BloodMefist
Painsmith Raznal is a balanced effect and it's good with weapons. I'm not a WoW guy, so I don't know if self-damage is a think in Death Knight like it is in Warlock.
Lard Marrowgar can be quite cool. I think deck destruction can be a cool part of Death Knight looking at the cards that they have in KotFT and it seems that Blizzard would've intended to make it a part of the class. I can't speak much for balance, but the direction here is solid.
FooBars
Lady Deathwhisper is a fine, albeit slightly "wordy" effect. I prefer the first version because of its Rush and therefore can be able to use the effect right away, whereas the second version is just a vanilla 7 mana 6/8 unless it survives a turn, which is not reliable.
I like Sapphiron as a payoff card, however Lord Tamakeen is definitely my favourite of the 2. Being able to gain Armor instead of Health feels different and unique from the other classes.
Your update of Izelair is definitely simpler but doesn't feel as elegant to me.
Demonxz95
Agree with others about Frostheart only doubling damage, and that version would be my favourite of yours.
Alexandros is good, but might scale too quickly as your opponent can't remove stats effectively, giving it a soft taunt. Teribus probably comes down too late, when other classes cards are dealing similar damage earlier — I think the effect could also be a bit complex to understand without seeing it.
Wailor
As others have said, you can't submit the Runes with this card. That said I'd choose the second version to draw a weapon and then Discover. Feels neater and the effect is immediate allowing you to get some quick value based on the weapon.
Arkasaur
I like both of these — I'd probably make Lady Deathwhisper a 6/6, so that it has the potential to stick around a bit longer and get more use out of it's effect, since it's not inherently strong on it's own.
AeroJulwin
Stealth feels a bit strange to have here, I'd personally remove it, but the Deathrattle is great. Like the idea of freezing your own minions for a benefit.
Moondreamer
I wonder if Death Knight would be given a Colossal since that was an expansion specific keyword. It also seems like a 7 mana do nothing kind of card which I'm not too keen on.
BloodMefist
Painsmith seems great, perhaps it could be buffed to a 3/5?
Removing cards from your own deck feels like a major downside, so unless it received very strong support I think Lord Marrowgar would be a bad Legendary to play.
Obviously Jax's Origins gonna be something like Kayn's Cultists, but did u notice? They're both no-Bandle double region units! Now i want them to update Senna to be Shadow Isles/Demacia, please, i need her with her husband.
By the cards, both r cute, low cost things of a new mechanic, generally being the best in the archetype or the good fodder for the deck, the double-regions are weird but cool, Fireth has sense being epheremal who is a thing in both regions lets say, and the hookmaster is good lore, daughter of a noxian invader and a ionian fisherman? Love that (?
The first one is designed to act in a similar way to a Snowball Fight! or Mass Hysteria. The difference from those cards is that they could hit an enemy multiple times and this will always switch sides for each attack, e.g. enemy, friendly, enemy, friendly etc.
'Temporarily' means it loses the effect after attacking and 'opposing minion' was an attempt at removing the ambiguity from saying enemy/friendly minion — is it Lady Deathwhisper's enemy/friendly minion or the opponents?
For the second one, I wanted a similar feeling effect but with less complexity. As it needs to kill an enemy, the attack needed to be higher.
"[thing] has/have [effect]" is a permanent passive
"give [thing] [effect]" is a one time effect
"at the start/end of your turn, give [thing] [effect]" is a one time effect that triggers every turn
It was stated in an earlier reveal that these rewards effect the rest of the game. Therefore the effects stick around, and "start/end of turn" refers to start/end of every future turn. The only exception being if the text only says "give [something]". (I would be pretty surprised if that's now how that works) Hope that clears things up.
It isn't always clear which of these go off exactly once and which happen every turn, so one assumes that they are every turn. If they vary, then the writing is awful.
New Shadow Isles Spell - Blades of the Fallen
A new Rare Shadow Isles Spell, Blades of the Fallen, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Worldwalker
Head on over to our dedicated guide for Worldwalker!
New Bilgewater Spell - Parts Made Whole
A new Rare Bilgewater Spell, Parts Made Whole, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Worldwalker
Head on over to our dedicated guide for Worldwalker!
Final Battlegrounds Reveals From Educated Collins and Shadybunny, Plus a Chat with Hearthstone Developers
The other person to reply to you is correct, but the Toxfin/Sefin disparity can't be overstated. I've had Sefins sniped 12 times in a row. You can literally get nothing out of them, wasting the whole investment. In addition, they force you to create really terrible boards where units are deliberately killed, risking your Health and giving dangerous enemies less Health damage, all to get poison up.
And finally, they played really badly with timing with divine shield, taunt, and King Bagurgle-or-whatever. If you wanted any of the latter to get poison, you usually had to make sure that they didn't have those attributes before poison-obtaination, because other things beside them need to die first to get them poison -- but taunt makes the would-be survivor die first, divine shield can make something fail to die fast enough, and so on. Sometimes this was so complicated it just didn't work.
Alternative: Toxfin just gives some mofo poison. Done and dusted.
This also makes your board way, way stronger. Ever had a good murloc that you couldn't keep because you needed to keep a Sefin around? Toxfin is disposable. Toss 'em. In fact, you must toss him to optimize because he has to re-enter the pool so that Primalfin or Bob can find him again. So Toxfin is way, way cheaper.
And that, in turn, synergizes with the Darkmoon Faire treasure that pulls a minion back into your hand. Extra poison right when you need it.
Since you no longer need a permanent Sefin slot, that gives you an effective +1 Murloc for your whole board. That's huge.
We're all still trying to come to grips with the new Quest system, but I can guarantee you that they'll synergize better with new-old Murloc than recent-Murloc.
• Tiny Henchmen help low-tier Murlocs scale and you have more of those because you have no Seifins.
• Snicker-Snacks trigger Battlecries, so you can keep a Toxfin for an extra turn or two to spread the poison to everyone.
• Victim's Spectre similarly can get you extra Toxfins if you keep one in the back and it doesn't get sniped (and you're no longer penalized for Taunting your Kings, so that's easier).
The only things the new quests help Seifin with is make them golden if they're the rightmost or leftmost (it'll be the former), but keep in mind that even then, your Sefin could get sniped and you get no procs from it. That's way, way less synergy.
Also: remember how everyone's talking about Amalgams. Here's the thing: you don't even need to go full Murloc to make Amalgams work. You can legit go one or two other tribes, murloc-boost an Amalgam, and have the best of both worlds. You can go Amalgam, try to force Murlocs, and if you don't get them, poisonous the former and just go some other tribe, relying on Amalgams as you transition. You can't reliably do any of that with Seifins.
Norra, the First Legends of Runeterra Exclusive Champion, Joins the Fray in the Upcoming "Awakening" Expansion
Norra looks amazing. The end.
Dawn Of The Dead - Card Design Competition Discussion Thread
The Stealth on my card was kind of an oversight. I already had the Deathrattle figured out, but decided it wasn't reliable enough and found Stealth to be just what it needed to give the player some control, so I added it without a second thought.
I've tried coming up with an alternative for the Stealth, but couldn't find anything. I don't think it's too big of a deal and outright removing it could ruin the card, so I'll just submit it as-is.
Although I'd prefer an initiate Legendary to support an archetype/synergy, I think the first effect van be quite fun. I do think you might be able to phrase this effect with less words. Here's my attempt, although it does remove the Rush and makes it a single-use effect:
"Battlecry: Attack a random enemy minion. If it survives, it repeats this effect."
The second effect feels more Legendary to me and does have some synergy potential with copying enemy minions, but it still has the text issue and I agree with Demon that most of the time it will die before the effect can be activated.
Final Battlegrounds Reveals From Educated Collins and Shadybunny, Plus a Chat with Hearthstone Developers
Not when you're Branning Primalfins. Si:Sefin was an investment in time. After the nerf to avenge 4 it became so insanely unreliable without slotting in tokens that after 4 fights you might still not have a poison. Toxfin does it guaranteed on your chosen target and allows you to poison divine shielded, taunted Amalgams after they're already magnetised. So in essence, divine shield poisonous murlocs are back on the menu.
Final Battlegrounds Reveals From Educated Collins and Shadybunny, Plus a Chat with Hearthstone Developers
Is Toxfin so bad that it will make murlocs busted? I found SI:Sefin annoying because it could make the whole board poisonous for little gold. Toxfin can only do one murloc at a time, so you need to find 6 Toxfins to make your board poisonous. That's quite an investment.
Final Battlegrounds Reveals From Educated Collins and Shadybunny, Plus a Chat with Hearthstone Developers
I'm assuming Toxfin will be available at Tier 4 again? I don't recall murlocs being weak in the current patch but now ofc they will be busted again... yay...
New Hearthstone Battlegrounds Season and Special Content Coming Soon - Unique Rewards Track and Pass, Added Mechanics, Minions, Heroes, & More!
*pulls out credit card
Tell me more about these sparkly gems.
Final Battlegrounds Reveals From Educated Collins and Shadybunny, Plus a Chat with Hearthstone Developers
Get ready to see Amalgam in just about every build....
awww the good ol days, let the Amalgam wars begin
well at least he ain't tier 2
Final Battlegrounds Reveals From Educated Collins and Shadybunny, Plus a Chat with Hearthstone Developers
Hearthstone Devs:
• Make a pro-Demon pach.
• Make the best (early) Demon harder to get but don't give it stats to compensate.
• Add lackluster Demons.
• Make Murlocs WAY FREAKN' BETTER.
Sounds about right.
By the way, because the changes are going to mean way more afk players, having a poison generation mechanic that doesn't require interaction with others is even stronger than it appears on first blush.
Also:
So it contradicts its explicit text in order to make you lose the game such that new players and players who don't check social media and fan pages are completely screwed over. Wellokaythen. They took a single-player bad troll concept and made it worse, because that's what the players somebody? wanted.
I expect, and hope, I'm misinformed of some or of all of that.
4 New Quest Rewards for Hearthstone Battlegrounds Revealed by Blizzard
I appreciate the help and my god: the lengths the devs have gone to to not use typical game language and templating (including that already found in HS) is astounding.
Normally, the excuse for poor formatting is space, but that doesn't seem to be the case here.
Consider "your." In alternate-turn games you have to distinguish on whose turn a thing happens (which is why very odd cards like Cornelius Roame have to be explicitly and carefully worded). In BGs, everyone shares turns, so the term "your" is redundant at best or mildly confusing at worse. Saying "each" would actually have saved space. So --
would be better rendered --
Or the ever-so-slightly longer but more naturally-worded:
Linking timing (start/end of turn) with reoccurability (every turn) isn't remotely obvious -- and they know that because they had to explain things on social media.
In any event, appreciate the clarification. I think that, as usual, players will just learn it the hard way and memorize the play outcomes.
Riot Reveals New Improvise Mechanic Coming to Legends of Runeterra in the "Awakening" Expansion
If improvise means that these units create a random weapon from this set and equip it then these Cards are INSANE for equipment decks.
Equipments in mtg suffer from the fact that they cause you deck to have fewer creatures (unless they are living weapons) that can be controlled out easier with removal than just having more creatures.
Equipments make one's deck less consistant because they are dead cards without units to carry them.
Having a equipment unit hybrid makes equipments A LOT more consistant and equip synergy a lot more viable.
Also it combines sooo well with the new ionian landmark because you still can fetch your equipment of choice while making sure you always have equipment even if you shouldn't draw the landmark
So if it is what I think it is improvise is going to be the key for equipment decks to be viable/strong and I am quite hyped for that.
SandraDewi
MacanMPO situs mpo slot online gacor terpercaya melayani pendaftaran akun judi online terlengkap transaksi deposit dan withdraw yang cepat selama 24 jam nonstop dengan dukungan dari e-walelt via Dana, Ovo, Gopay dan Linkaja yang sangat menguntungkan bagi anda bermain judi online kapansaja, transaksi depo maupun wd profit kemenangan dipastikan tidak akan terganggu jadwal banking offline di Indonesia.
Final Battlegrounds Reveals From Educated Collins and Shadybunny, Plus a Chat with Hearthstone Developers
Sigh, here come the poisonous murlocs again... Like, on one hand they introduce some more power to demons, who are all just big slabs of stats, then they immediately nuke them again by reintroducing Toxfin. Demons just can't have good things I guess.
Dawn Of The Dead - Card Design Competition Discussion Thread
Alright, alright. No Colossal minions. :(
New design uses the idea of self-freezing as a way to preserve both minions and heroes in the ice, allowing them to be more resistant to enemy threats. Four mana 2/6 statline because I feel like people prefer slightly underpowered designs but I feel like it could be pushed to 2/7.
Don't feel super at ease with this week's competition so I'll forgo feedback on other designs. I enjoy most of them, though. Interested to see if anyone gets anywhere close to the real designs we'll see soon enough!
Dawn Of The Dead - Card Design Competition Discussion Thread
I have been busy today. I can finally give feedback.
Gothik the Harvester may be too powerful (or it may not since no one else seems to be batting an eye at it), but its place in DK's arsenal is quite solid and it fits the bill of being the "smaller, simpler Legendary" (in the same vein as Altruis for Demon Hunter) quite nicely.
Lady Deathwhisper is a really cool effect that hybrids other classes, but in a way that feels very unique to Death Knight. My only complaint is that 8/4 for 6 is a really weird statline.
While I appreciate the creativity here, I think you should avoid using Colossal at all costs here. There is about a 0% chance that it will appear in Death Knight's actual initiate set, so it doesn't make much sense to use it here. The card is also incredibly weak since it's Frozen first and the Bone Spike is not particularly threatening.
That said, self-Freeze of some type is a design space that you could build something cool with (like AeroJulwin has for Yallesh).
Painsmith Raznal is a balanced effect and it's good with weapons. I'm not a WoW guy, so I don't know if self-damage is a think in Death Knight like it is in Warlock.
Lard Marrowgar can be quite cool. I think deck destruction can be a cool part of Death Knight looking at the cards that they have in KotFT and it seems that Blizzard would've intended to make it a part of the class. I can't speak much for balance, but the direction here is solid.
Riot Reveals New Improvise Mechanic Coming to Legends of Runeterra in the "Awakening" Expansion
ah, ok
Dawn Of The Dead - Card Design Competition Discussion Thread
I like Sapphiron as a payoff card, however Lord Tamakeen is definitely my favourite of the 2. Being able to gain Armor instead of Health feels different and unique from the other classes.
Your update of Izelair is definitely simpler but doesn't feel as elegant to me.
Agree with others about Frostheart only doubling damage, and that version would be my favourite of yours.
Alexandros is good, but might scale too quickly as your opponent can't remove stats effectively, giving it a soft taunt. Teribus probably comes down too late, when other classes cards are dealing similar damage earlier — I think the effect could also be a bit complex to understand without seeing it.
As others have said, you can't submit the Runes with this card. That said I'd choose the second version to draw a weapon and then Discover. Feels neater and the effect is immediate allowing you to get some quick value based on the weapon.
I like both of these — I'd probably make Lady Deathwhisper a 6/6, so that it has the potential to stick around a bit longer and get more use out of it's effect, since it's not inherently strong on it's own.
Stealth feels a bit strange to have here, I'd personally remove it, but the Deathrattle is great. Like the idea of freezing your own minions for a benefit.
I wonder if Death Knight would be given a Colossal since that was an expansion specific keyword. It also seems like a 7 mana do nothing kind of card which I'm not too keen on.
Painsmith seems great, perhaps it could be buffed to a 3/5?
Removing cards from your own deck feels like a major downside, so unless it received very strong support I think Lord Marrowgar would be a bad Legendary to play.
Riot Reveals New Improvise Mechanic Coming to Legends of Runeterra in the "Awakening" Expansion
Obviously Jax's Origins gonna be something like Kayn's Cultists, but did u notice? They're both no-Bandle double region units! Now i want them to update Senna to be Shadow Isles/Demacia, please, i need her with her husband.
By the cards, both r cute, low cost things of a new mechanic, generally being the best in the archetype or the good fodder for the deck, the double-regions are weird but cool, Fireth has sense being epheremal who is a thing in both regions lets say, and the hookmaster is good lore, daughter of a noxian invader and a ionian fisherman? Love that (?
Dawn Of The Dead - Card Design Competition Discussion Thread
Two similar ideas:
The first one is designed to act in a similar way to a Snowball Fight! or Mass Hysteria. The difference from those cards is that they could hit an enemy multiple times and this will always switch sides for each attack, e.g. enemy, friendly, enemy, friendly etc.
'Temporarily' means it loses the effect after attacking and 'opposing minion' was an attempt at removing the ambiguity from saying enemy/friendly minion — is it Lady Deathwhisper's enemy/friendly minion or the opponents?
For the second one, I wanted a similar feeling effect but with less complexity. As it needs to kill an enemy, the attack needed to be higher.
Feedback coming up in a second post
4 New Quest Rewards for Hearthstone Battlegrounds Revealed by Blizzard
"[thing] has/have [effect]" is a permanent passive
"give [thing] [effect]" is a one time effect
"at the start/end of your turn, give [thing] [effect]" is a one time effect that triggers every turn
It was stated in an earlier reveal that these rewards effect the rest of the game. Therefore the effects stick around, and "start/end of turn" refers to start/end of every future turn. The only exception being if the text only says "give [something]". (I would be pretty surprised if that's now how that works) Hope that clears things up.
Riot Reveals New Improvise Mechanic Coming to Legends of Runeterra in the "Awakening" Expansion
Interesting!
4 New Quest Rewards for Hearthstone Battlegrounds Revealed by Blizzard
It isn't always clear which of these go off exactly once and which happen every turn, so one assumes that they are every turn. If they vary, then the writing is awful.
Riot Reveals New Improvise Mechanic Coming to Legends of Runeterra in the "Awakening" Expansion
You wanna know why I think Riot didn't reveal the keyword description?
They're improvising.