If I'm reading this correctly, wouldn't Circle of Healing become a 0 mana +2 Health to the board? Wouldn't be the horrible but this could be a card that may not see play but there could be cool synergies down the line.
Claw Machine isn’t a horrible Mech for N’Zoth. It’s if you took Fireball and Scavenger’s Ingenuity and mashed them together. You don’t get targeted draw but it’s still not a horrible play. Plus bringing it back with N’Zoth would give you a nice defensive answer with a draw
Taunt + Immune has the same interaction as Taunt + Stealth. A minion with Taunt that gains Immune loses Taunt while it has Immune, meaning that Benediction granting Taunt is meaningless since it's also granting Immune, which turns the Taunt off.
Strike the Weak is kinda cool, but Paladins are typically not supposed to get cards which deal damage, and the few that do exist are mostly from very early sets in the game. Flavorfully, "striking the weak" is also the opposite of what Paladins are supposed to do. They're supposed to be honorable warriors and help those who can't defend themselves.
Couldn't remember if it worked that way or not for Immune + Taunt so that idea is out unless I write it out that the minion can't die.
If I changed up the second card to the below, would it work better with Paladins not getting face damage but still working with the theme of the card:
Two different ideas came to mind, both for Paladin.
Benediction - Wanted to try something that worked for Buff Paladin archetype but also tied in a theme from the past with a pseudo-Time Out!. The minion would act as a stall for a turn unless your opponent can go over the top. The drawback for the player is that a minion on board is required due to the mana cost as well as the minion will only last one turn. However, it would allow the player to maybe draw into that board clear that is needed to regain the board or the healing from something like Libram of Hope.
Strike the Weak - Also tying into the Buff Paladin archetype but this is more of a finisher-esque card. The idea was taking two iconic Paladin cards (Blessing of Kings and Consecration) and mashing them together into one strong board clear. Went with the Shadowflame wording but also hitting face. After creating it thought maybe it would fit more with Paladins if it was the buff and then that minion had ultra-cleave when it attacked.
Thought the idea fit the idea of a siren luring its victim to its death. One thing I'm worried about is its a neutral [Hearthstone Card (Vilespine Slayer[/b] but with a 3/2 body after the trade instead of needing the combo activator. Is it too strong for a neutral or is it balanced out?
Simple design that helps progress Weapon Rogue archetype. May be too simple but seems simple does well in these competitions.
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Demonxz95: Love the idea. Don't think it's too strong since Priest lost their burn cards like Mind Blast.
Linkblade91: I like the epic version and think it's fine with the Taunt. In my mind, it's a pseudo Frost Nova attached to a body but they can decide how to use that one attack. I don't think it needs much tweaking mana wise or stats wise.
Valor1204: Like previously stated, doesn't feel like a Mage card. Also, since this is a bank for latter design, can play this on 3 to have a a sticky 4 drop like Escaped Manasaber stick
My other idea wasn't going over well so decided to go back to the drawing board. Came up with the below:
You can think of it like a precursor to Zephrys the Great but this comes from your deck instead of a resource generation. Need that Brawl really bad? Play this with 5 remaining mana crystals to try and grab it (obviously still can whiff if you have multiple cards in your deck of that certain amount but that is to be expected).
First idea that came to my mind. Druids don't have single target removal but felt like having a delayed removal that your opponent could determine what would be sacrificed is a fair trade off. Is the stats gain too much considering single removal is supposed to be a Druid weakness? Can I increase the base stats to a 3/3 and it would still be ok?
Works like Lightning Breath in Shaman, this would help give a board buff for Priest.
Couldn't decide if I needed to increase the mana cost but wanted to keep it in line with power of something like Apotheosis when requirement wasn't met. I guess with deck building, you wouldn't run this with neutral cards so I guess I would increase the mana to 4. Does that seem more in line with the power of the card?
Not like Druids lack card draw. Seems like this could be a 5 star card for combo Druid.
Not sure if you run this in other versions of Druid. Big Druid doesn't want to play a 6 mana 5/4 (would be great to get off Strength in Numbers to reset your mana but that seems to be niche use). Spell Druid could use it to reset mana with Exotic Mountseller but that deck already has enough mana due to the 0 cost spells to fill your board.
Very nice support for Spell Shaman as well as a great card for Quest/Highlander Shaman.
On a side note, is anyone else kinda sad that all the summon animations this expansion all seem to be a swirly cloud of color and nothing exuberant like we have had the last couple of expansions?
I think some people are overlooking this lowers in cost anytime you target a friendly character. So this will also get lowered for Priest with stuff like Renew on your hero.
Seems like either people see this as God tier or trash. Yes, this could be nuts if you were to get a copy of some high cost card, massively discounted, in a control deck. Yes, this could also be utter garbage if you grab an aggro-midrange card that doesn't have synergism with your class and is already low cost.
The one thing that makes this in my mind a card that may be run is the fact it has pseudo-taunt as you don't want this thing staying around to allow your opponent insight to what is in your hand but also giving them cheap resources. That said, i think it's at best 3 stars as it reminds me a lot of a value generator card that never found any footing when cards were a lot weaker than they are now (Chromaggus). Positive is you guarantee the resource unlike Chromaggus but instead of a card in your deck you would actually like a copy of, this is a random card.
Hooktusk getting a much needed change with the random minion instead of discovering one. With that said, Tess seems like she could be really good in the late game (or in the mid game with some opponent with a high roll off Zerus) and Brann has some crazy synergy for Dragon builds that have Kalecgos.
I like the Dead Man's Pistol effect for this new iteration because it implies the bullet is bouncing from one target to the next. The Hunter currently lacks a way to improve the weapon's Attack - so it could say "Deal 4 damage to a random enemy" instead - but maybe they would get one to go with the Captain.
I like the Tuskarr: he's straight-forward and effective. I would not put him in Ashes of Outland, though: I would give him a custom watermark, because there's no reason for a tuskarr pirate to be in Outland.
The Dragon Corsair is my least favorite of the three, mostly because I don't like it being a conglomerate of so many archetypes. I know the Paladin has been given a raw deal lately in that regard, but still.
For Dead Man's pistol, the only current Standard card that could work would be Captain Greenskin. Wild has Toxicologist and Naga Corsair also available in neutral but that might not be enough. I do think the wording could change to what you said and wouldn't lose anything since it's in Hunter. If it were Warrior or Rogue, I would definitely keep the wording I had in place.
Went with a more Hunter-esque design with the class card. Works like a combination of Knuckles and Dragonbane but limits the ability to only be a face-centric card since you must attack a minion for the first 4 damage before you get the 4 damage ping to an enemy.
Also came up with two other designs as well:
Tuskarr is a simple 2 mana Rush minion that ironically helps against mirror matches of getting rid of early 2 Health Demon Hunter staples. In the late game, you can make a cheap big body Rush minion if you have Warglaives of Azzinoth or Flamereaper equipped.
Corsair is ticking a ton of Paladin archetype boxes with one minion. Handbuff, dragons and in play buffing synergy wrapped in a nice little package.
If I'm reading this correctly, wouldn't Circle of Healing become a 0 mana +2 Health to the board? Wouldn't be the horrible but this could be a card that may not see play but there could be cool synergies down the line.
Claw Machine isn’t a horrible Mech for N’Zoth. It’s if you took Fireball and Scavenger’s Ingenuity and mashed them together. You don’t get targeted draw but it’s still not a horrible play. Plus bringing it back with N’Zoth would give you a nice defensive answer with a draw
Couldn't remember if it worked that way or not for Immune + Taunt so that idea is out unless I write it out that the minion can't die.
If I changed up the second card to the below, would it work better with Paladins not getting face damage but still working with the theme of the card:
Two different ideas came to mind, both for Paladin.
Benediction - Wanted to try something that worked for Buff Paladin archetype but also tied in a theme from the past with a pseudo-Time Out!. The minion would act as a stall for a turn unless your opponent can go over the top. The drawback for the player is that a minion on board is required due to the mana cost as well as the minion will only last one turn. However, it would allow the player to maybe draw into that board clear that is needed to regain the board or the healing from something like Libram of Hope.
Strike the Weak - Also tying into the Buff Paladin archetype but this is more of a finisher-esque card. The idea was taking two iconic Paladin cards (Blessing of Kings and Consecration) and mashing them together into one strong board clear. Went with the Shadowflame wording but also hitting face. After creating it thought maybe it would fit more with Paladins if it was the buff and then that minion had ultra-cleave when it attacked.
Thought the idea fit the idea of a siren luring its victim to its death. One thing I'm worried about is its a neutral [Hearthstone Card (Vilespine Slayer[/b] but with a 3/2 body after the trade instead of needing the combo activator. Is it too strong for a neutral or is it balanced out?
) Not Found]Simple design that helps progress Weapon Rogue archetype. May be too simple but seems simple does well in these competitions.
Feedback
Demonxz95: Love the idea. Don't think it's too strong since Priest lost their burn cards like Mind Blast.
Linkblade91: I like the epic version and think it's fine with the Taunt. In my mind, it's a pseudo Frost Nova attached to a body but they can decide how to use that one attack. I don't think it needs much tweaking mana wise or stats wise.
Valor1204: Like previously stated, doesn't feel like a Mage card. Also, since this is a bank for latter design, can play this on 3 to have a a sticky 4 drop like Escaped Manasaber stick
My other idea wasn't going over well so decided to go back to the drawing board. Came up with the below:
You can think of it like a precursor to Zephrys the Great but this comes from your deck instead of a resource generation. Need that Brawl really bad? Play this with 5 remaining mana crystals to try and grab it (obviously still can whiff if you have multiple cards in your deck of that certain amount but that is to be expected).
First idea that came to my mind. Druids don't have single target removal but felt like having a delayed removal that your opponent could determine what would be sacrificed is a fair trade off. Is the stats gain too much considering single removal is supposed to be a Druid weakness? Can I increase the base stats to a 3/3 and it would still be ok?
First idea that came to my mind:
Works like Lightning Breath in Shaman, this would help give a board buff for Priest.
Couldn't decide if I needed to increase the mana cost but wanted to keep it in line with power of something like Apotheosis when requirement wasn't met. I guess with deck building, you wouldn't run this with neutral cards so I guess I would increase the mana to 4. Does that seem more in line with the power of the card?
Obvious synergy with Flesh Giant but can also work in Quest Warlock to fetch the Malygos or other top end of your deck.
Totem Shaman
Libram Paladin
Beast Spell Druid
Tempo Priest
Spell Damage Mage
I mean...that's a card. Seems really easy to have a combo deck with this discounted with Imprisoned Satyr.
Discount Forest Warden Omu to 1 mana or Malygos to 4 mana.
Turn 10, play Omu + Malygos + Moonfire x2 + Swipe x2 + for 30 damage.
Not like Druids lack card draw. Seems like this could be a 5 star card for combo Druid.
Not sure if you run this in other versions of Druid. Big Druid doesn't want to play a 6 mana 5/4 (would be great to get off Strength in Numbers to reset your mana but that seems to be niche use). Spell Druid could use it to reset mana with Exotic Mountseller but that deck already has enough mana due to the 0 cost spells to fill your board.
Very nice support for Spell Shaman as well as a great card for Quest/Highlander Shaman.
On a side note, is anyone else kinda sad that all the summon animations this expansion all seem to be a swirly cloud of color and nothing exuberant like we have had the last couple of expansions?
I think some people are overlooking this lowers in cost anytime you target a friendly character. So this will also get lowered for Priest with stuff like Renew on your hero.
Was hoping to see more support for Libram Paladin and here is the first big one. Easily becomes a 0-mana Sunwalker for Paladin.
Seems like either people see this as God tier or trash. Yes, this could be nuts if you were to get a copy of some high cost card, massively discounted, in a control deck. Yes, this could also be utter garbage if you grab an aggro-midrange card that doesn't have synergism with your class and is already low cost.
The one thing that makes this in my mind a card that may be run is the fact it has pseudo-taunt as you don't want this thing staying around to allow your opponent insight to what is in your hand but also giving them cheap resources. That said, i think it's at best 3 stars as it reminds me a lot of a value generator card that never found any footing when cards were a lot weaker than they are now (Chromaggus). Positive is you guarantee the resource unlike Chromaggus but instead of a card in your deck you would actually like a copy of, this is a random card.
Hooktusk getting a much needed change with the random minion instead of discovering one. With that said, Tess seems like she could be really good in the late game (or in the mid game with some opponent with a high roll off Zerus) and Brann has some crazy synergy for Dragon builds that have Kalecgos.
Next: Make a class minion that will work with completing the quest for that class (either Uldum or Un'goro quest)
For Dead Man's pistol, the only current Standard card that could work would be Captain Greenskin. Wild has Toxicologist and Naga Corsair also available in neutral but that might not be enough. I do think the wording could change to what you said and wouldn't lose anything since it's in Hunter. If it were Warrior or Rogue, I would definitely keep the wording I had in place.
Alright, let's try this again shall we:
Went with a more Hunter-esque design with the class card. Works like a combination of Knuckles and Dragonbane but limits the ability to only be a face-centric card since you must attack a minion for the first 4 damage before you get the 4 damage ping to an enemy.
Also came up with two other designs as well:
Tuskarr is a simple 2 mana Rush minion that ironically helps against mirror matches of getting rid of early 2 Health Demon Hunter staples. In the late game, you can make a cheap big body Rush minion if you have Warglaives of Azzinoth or Flamereaper equipped.
Corsair is ticking a ton of Paladin archetype boxes with one minion. Handbuff, dragons and in play buffing synergy wrapped in a nice little package.