It just occurred to me that if the spellburst effect still triggers after death, then kel'thuzad himself will be resummoned and therefore the spellburst will be resetted. So obviously spellburst should not be triggering if the spell kills him.
In certain decks this is just better than Sylvanas Windrunner. Its basically Mind Control, with the caveat that you need to use a spell to kill the minion you want, which isn't really that hard to imagine.
Aside from that its also a 4/6 for 5, which is already good enough to see inclusion.
Its just going to be in nearly every deck bar the most aggro of aggro.
So its somewhat like a reverse Betrayal where its more useful for the middle minion to be the weakest, or at least have the lowest health.
The cost is a little too high for a card your opponent can play around for days, but since mage has few early game AoE spells, this might just make the inclusion.
Headmaster Kel'Thuzad is just crazy. Nearly a must inclusion into any control deck and possible into some midrange decks like rogue or shaman. On its own as a 4/6 for 5 is already pretty good.
Interestingly, the video from LP raises some questions. If you Brawl with this card, and he dies, do you still get the effect? Chances are its no. But imagine the possibilities if its a yes.
At some point this card would be deemed just too good. I wouldn't be surprised if it gets nerfed to 6 within the next 3 months after expansion.
if we put on our tin foil hats it would seem like its a ploy to keep the hype up and score more preorders.
It is a little too fast, but then again, we used to have like 5 cards per day for 2 weeks with a small break on Sunday, and the agony of waiting hours before the next card reveal does get on my nerves at times.
I appreciate the effort made with this custom set. Cards like [Hearthstone Card (outback imp) Not Found] seemed like stuff team5 should have thought about and had this been in Battlefiend's place it would have been a worthy if not a better card, both for balancing and identity reasons.
But there are more than a few cards that are obviously overpowered, even when compared with dhunters prior to nerfs.
- Dual stabbers is perhaps the worst offender here. Essentially speaking, its 6 mana do 8 damage to the face. This by itself is already overpowered and the fact that its a windfury weapon means that any addition to attack like say, Twin Slice, and the game is just over then and there. Of all the cards, this one can't be balanced without removing the essence of the card, so I would say just bin it. Warglaives of Azzinoth is like a butter knife compared to this.
- Felguard sargent is very good, in fact, its the best 4 drop in the game if printed. You can pretend the additional effect doesn't exist and its still too good not to include in anything but hyper aggro. I like that its a demon, so its instinctively balancing the equally good card Back from the nether. I would suggest that its initial attack be 2, and that the additional effect gives it 3 attack instead.
- Illidari sneak. Its kinda balanced and yet at the same time not. Im a little on the fence with this one. 4 attack is kinda alot, and being able to run 2 of these, and that they dont just die to a hero power means this card is just going to kill control decks like priest. Maybe make its health 1? That way its basically a better Wolfrider that does what its supposed to do; finish games, preferably not on turn 4 itself.
- Demonic stomper is just too powerful. Basically, against certain decks and some classes, its just impossible to kill this without also destroying the board. And left on board, it does 8 damage every turn. What other 9 drop can do better? Also if its cheated out, its basically game over for aggro and some midrange decks. If this must exist on 9, then its stats must be 4/10, no higher.
- The rest are okay. Not too bad, not exceedingly good. Not even giant doomguard, whose greatest problem design-wise would be its name. I like Mother shahraz's design, but I think its 1 health really impedes it. Since dhunters dont generate cards, this is just too weak for inclusion. Maybe as a 5/2 it would make the cut.
Special mention goes to soulstealer. That its a 4/2 weapon that costs 6 is just insulting honestly, considering that its brother dual stabbers is just infinitely a better card. Also, having classic weapons that cost the same doesn't really gel with the variety thing. I think this card does better as a 2/3 or even a 2/4 for 5 mana.
Also...mini metamorphosis. Great job. This and outback imp are perhaps the best of the lot. Wish these were in the initiate set instead of stuff like Eye Beam and Battlefiend (prior to nerfs)
All in all, again, its a great amount of effort that any decent card designer should be looking at and taking notes.
I just want to see a priest-rogue card, that revolves around thieving. Both classes share this theme, so it's not far fetched imho.
Even if this is possible, its just a massive no from me.
I don't know about you guys, but I've enough of galakrond priest and would not care to suffer more priest cards taking away my win condition any further.
- Pretty sure they aren't exactly that opposed to print aggro cards for dhunter/hunter. Its just too obvious, and with the recent nerfs so close to a new expansion, I think they understand what is about to happen and dropped the nerf hammer early on dhunters. Other than that, there's not much room between the two classes to be anything but aggro. It can't be card draw, and the next best thing is healing/AoE. The more I think about it, giving stuff like that to hunter...well, I'm not thrilled to say the least.
- Paladin/warrior will likely be handbuff or weapon. Its basically the only thing in common that wouldn't also break how these two classes traditionally play in general. At very least we know its not pirates or murlocs, and thank god for that.
- Warrior/Rogue will be pirates. What else is there? Giving value cards or card draw to warrior is a little risky. Maybe card draw to help out the big warrior archetype?
- shaman/druid. Its not going to be AoE, or single target removal. It takes a while before one understands why Naturalize have been HoF. Imagine spell druid with single target removal. Just plain cancer. Mulch was a flawed card, but because it was at that time the only guarantee removal spell (in those days Naturalize was a bad card) it was basically played throughout its life in standard for a good reason. With Lightning Bloom almost certainly broken, I don't think team5 will risk it.
- Warlock/priest = AoE. Easy healing is a little too much to give to warlock, in my opinion.
Libram paladin not really that good after nerfs. Played a few games, met some priests and had my mind blown out.
Ironically, against rogue, mage, warrior and dhunters (prior to nerfs), I had a better time climbing. Now all I'm seeing are highlander hunters (you can still win this, but its tough) and priests (yeah, highroll or bust. For those interested, teching in Sir Finley of the Sands just for this matchup might brighten your day)
Here's hoping the new expansion gives some tools to paladin to fight back priests. Goody Two-Shields is a good start.
Sure. That's assuming you got minions to play and then play this at the same time. Not many aggro decks can maintain a big enough hand to make use of this, one of the few reasons why Serrated Tooth never got anywhere. I'd rate Magic Carpet higher
One of the things that made Magic Carpet powerful is that you can just play it on 3 no problem. Can't do the same with broom. At late game carpet can help with removing tempo on board so your face worthy minions can do what they do upwards. The Broom does the same thing, but better, but with the caveat that it'll just be another 1/1 at the end. Carpet maintains its value and can effectively snowball. Broom can't.
Maybe its just me. But to me, the broom's only great utility here is in midrange decks, and will largely be just another goblin lackey 90% of the time. I doubt this can get anywhere while carpet is still in standard.
Rogues can really do with mage spells, and is the main beneficiary of this card in my opinion. Might just replace Pharaoh Cat as the main 1 drop, since its essentially the same body but with a much more reliable effect.
Not sure, but does this card itself count as part of Bazaar Burglary? If the answer is yes, then yes, this is busted.
Its not as broken as it looks like. You still need to play and put this into your deck, and in some cases, its effect may not even swing boards. Its still a 1/1 at the end of the day. Reminds me of Serrated Tooth and that didn't see any play neither.
I'd play it in zoo, maybe as a 1 off in some midrange deck like dragon hunter.
maybe they think people get confused over the word adjacent.
Primordial Glyph gives a 2 mana discount, Magic Trick discovers a spell less than 3 but no discounts.
You're very likely right.
It just occurred to me that if the spellburst effect still triggers after death, then kel'thuzad himself will be resummoned and therefore the spellburst will be resetted. So obviously spellburst should not be triggering if the spell kills him.
Its a good card, but since its easy to play around it, its not going to blow anyone's mind out.
Synergize well with Mo'arg Artificer for some truly ridiculous removal turns. But at that point you might as well just play Rolling Fireball
In certain decks this is just better than Sylvanas Windrunner. Its basically Mind Control, with the caveat that you need to use a spell to kill the minion you want, which isn't really that hard to imagine.
Aside from that its also a 4/6 for 5, which is already good enough to see inclusion.
Its just going to be in nearly every deck bar the most aggro of aggro.
If that's the level of effort and value, seems a little too much not to just pay them to do a reveal video.
So its somewhat like a reverse Betrayal where its more useful for the middle minion to be the weakest, or at least have the lowest health.
The cost is a little too high for a card your opponent can play around for days, but since mage has few early game AoE spells, this might just make the inclusion.
Amazing stuff as usual from Amazing LP.
Headmaster Kel'Thuzad is just crazy. Nearly a must inclusion into any control deck and possible into some midrange decks like rogue or shaman. On its own as a 4/6 for 5 is already pretty good.
Interestingly, the video from LP raises some questions. If you Brawl with this card, and he dies, do you still get the effect? Chances are its no. But imagine the possibilities if its a yes.
At some point this card would be deemed just too good. I wouldn't be surprised if it gets nerfed to 6 within the next 3 months after expansion.
if we put on our tin foil hats it would seem like its a ploy to keep the hype up and score more preorders.
It is a little too fast, but then again, we used to have like 5 cards per day for 2 weeks with a small break on Sunday, and the agony of waiting hours before the next card reveal does get on my nerves at times.
Maybe its time to just have a small party of 2 or 3 instead of the usual 1 on 1.
If anything it makes it harder for salt communities to start pouring after stream.
I appreciate the effort made with this custom set. Cards like [Hearthstone Card (outback imp) Not Found] seemed like stuff team5 should have thought about and had this been in Battlefiend's place it would have been a worthy if not a better card, both for balancing and identity reasons.
But there are more than a few cards that are obviously overpowered, even when compared with dhunters prior to nerfs.
- Dual stabbers is perhaps the worst offender here. Essentially speaking, its 6 mana do 8 damage to the face. This by itself is already overpowered and the fact that its a windfury weapon means that any addition to attack like say, Twin Slice, and the game is just over then and there. Of all the cards, this one can't be balanced without removing the essence of the card, so I would say just bin it. Warglaives of Azzinoth is like a butter knife compared to this.
- Felguard sargent is very good, in fact, its the best 4 drop in the game if printed. You can pretend the additional effect doesn't exist and its still too good not to include in anything but hyper aggro. I like that its a demon, so its instinctively balancing the equally good card Back from the nether. I would suggest that its initial attack be 2, and that the additional effect gives it 3 attack instead.
- Illidari sneak. Its kinda balanced and yet at the same time not. Im a little on the fence with this one. 4 attack is kinda alot, and being able to run 2 of these, and that they dont just die to a hero power means this card is just going to kill control decks like priest. Maybe make its health 1? That way its basically a better Wolfrider that does what its supposed to do; finish games, preferably not on turn 4 itself.
- Demonic stomper is just too powerful. Basically, against certain decks and some classes, its just impossible to kill this without also destroying the board. And left on board, it does 8 damage every turn. What other 9 drop can do better? Also if its cheated out, its basically game over for aggro and some midrange decks. If this must exist on 9, then its stats must be 4/10, no higher.
- The rest are okay. Not too bad, not exceedingly good. Not even giant doomguard, whose greatest problem design-wise would be its name. I like Mother shahraz's design, but I think its 1 health really impedes it. Since dhunters dont generate cards, this is just too weak for inclusion. Maybe as a 5/2 it would make the cut.
Special mention goes to soulstealer. That its a 4/2 weapon that costs 6 is just insulting honestly, considering that its brother dual stabbers is just infinitely a better card. Also, having classic weapons that cost the same doesn't really gel with the variety thing. I think this card does better as a 2/3 or even a 2/4 for 5 mana.
Also...mini metamorphosis. Great job. This and outback imp are perhaps the best of the lot. Wish these were in the initiate set instead of stuff like Eye Beam and Battlefiend (prior to nerfs)
All in all, again, its a great amount of effort that any decent card designer should be looking at and taking notes.
Confusing statements. I thought the point of variety is that each turn in hearthstone wouldn't be the same exact predictable lineup.
Even if this is possible, its just a massive no from me.
I don't know about you guys, but I've enough of galakrond priest and would not care to suffer more priest cards taking away my win condition any further.
I'll just pick a few to comment on.
- Pretty sure they aren't exactly that opposed to print aggro cards for dhunter/hunter. Its just too obvious, and with the recent nerfs so close to a new expansion, I think they understand what is about to happen and dropped the nerf hammer early on dhunters. Other than that, there's not much room between the two classes to be anything but aggro. It can't be card draw, and the next best thing is healing/AoE. The more I think about it, giving stuff like that to hunter...well, I'm not thrilled to say the least.
- Paladin/warrior will likely be handbuff or weapon. Its basically the only thing in common that wouldn't also break how these two classes traditionally play in general. At very least we know its not pirates or murlocs, and thank god for that.
- Warrior/Rogue will be pirates. What else is there? Giving value cards or card draw to warrior is a little risky. Maybe card draw to help out the big warrior archetype?
- shaman/druid. Its not going to be AoE, or single target removal. It takes a while before one understands why Naturalize have been HoF. Imagine spell druid with single target removal. Just plain cancer. Mulch was a flawed card, but because it was at that time the only guarantee removal spell (in those days Naturalize was a bad card) it was basically played throughout its life in standard for a good reason. With Lightning Bloom almost certainly broken, I don't think team5 will risk it.
- Warlock/priest = AoE. Easy healing is a little too much to give to warlock, in my opinion.
Libram paladin not really that good after nerfs. Played a few games, met some priests and had my mind blown out.
Ironically, against rogue, mage, warrior and dhunters (prior to nerfs), I had a better time climbing. Now all I'm seeing are highlander hunters (you can still win this, but its tough) and priests (yeah, highroll or bust. For those interested, teching in Sir Finley of the Sands just for this matchup might brighten your day)
Here's hoping the new expansion gives some tools to paladin to fight back priests. Goody Two-Shields is a good start.
Yeah, that was why it sucked.
Sure. That's assuming you got minions to play and then play this at the same time. Not many aggro decks can maintain a big enough hand to make use of this, one of the few reasons why Serrated Tooth never got anywhere. I'd rate Magic Carpet higher
One of the things that made Magic Carpet powerful is that you can just play it on 3 no problem. Can't do the same with broom. At late game carpet can help with removing tempo on board so your face worthy minions can do what they do upwards. The Broom does the same thing, but better, but with the caveat that it'll just be another 1/1 at the end. Carpet maintains its value and can effectively snowball. Broom can't.
Maybe its just me. But to me, the broom's only great utility here is in midrange decks, and will largely be just another goblin lackey 90% of the time. I doubt this can get anywhere while carpet is still in standard.
All we need now is a reliable draw engine for hunter like Master's Call and this will certainly single handedly bring back beast hunter.
Outside of that, its basically a second King Krush, and that's the real kicker.
Rogues can really do with mage spells, and is the main beneficiary of this card in my opinion. Might just replace Pharaoh Cat as the main 1 drop, since its essentially the same body but with a much more reliable effect.
Not sure, but does this card itself count as part of Bazaar Burglary? If the answer is yes, then yes, this is busted.
Its not as broken as it looks like. You still need to play and put this into your deck, and in some cases, its effect may not even swing boards. Its still a 1/1 at the end of the day. Reminds me of Serrated Tooth and that didn't see any play neither.
I'd play it in zoo, maybe as a 1 off in some midrange deck like dragon hunter.