Yeah, this is working as it should be. Your Hero Power isn't actually targeting anything when it's being fired by Reckless Apprentice, and thus won't trigger Ice Walker since Walker specifically mentions a target.
I realize I'm doing it a lot faster for this comp than normal, but I think it's just because of the general prompt. Here's yet another round of feedback.
H0lysatan
Infinite effects are usually somewhat dangerous, but I think this one is probably okay. It captures the Legendary feeling pretty well, and I'd say it's pretty good overall.
Wailor
The effect looks a little bit dangerous (which is just a common occurrence in this comp), although it certainly looks and feels Legendary. I'm trying to compare this to Sigil of Flame and it looks quite powerful. Maybe a little bit too much so, but we haven't really had time to test out the Sigils yet and it won't help you if your opponent has a giant board because then you'll take a lot of damage anyway. Super difficult to judge properly.
Pokeniner
I'm going to say no. I do feel it's a bit too much like Dirty Tricks, and the additional upside is both very random and potentially quite big.
Don't put it in The Witchwood either, as this will result in a period of time where it is the only Rogue Secret in Standard (the Raven/Dragon year).
I still have mostly the same opinion as I did before. Looks pretty good.
Bananenparty
Super flavorful, but the effect is unclear. Does "cast it yourself" mean that you cast the spell instead of the opponent or that you cast a copy of the spell? It does also fall into the trap of the target being random and therefore the Secret in general as a whole being fairly unreliable.
Don't put it in The Boomsday Project though. This will result in a period of time where it is the only Rogue Secret available in Standard, that being the Raven/Dragon year, effectively rendering the card non-functional. You're much better off using a custom watermark instead.
Wailor
The idea is there, but the Secret seems very weak. It's pretty easy to play around by either just not dealing much damage to them, or just outright killing them.
Nirast
It is technically a strictly better Repentance, but as Repentance is both a fairly underwhelming Secret and this one is also a Legendary, I can easily get behind this. I feel like in practice, this will be very easy to play around and the recurring effect won't really matter. You play around this the same way you play around Repentance, which is by just playing your smallest minion first. And since they will now know that this is in play when it's cast again, they can play around it even easier.
Shatterstar1998
Both of these look pretty good.
Fedrion
I think I can rescind my statement of this being weak since it can potentially scale a lot of Spell Damage quickly. I know you can't change this because you already submitted it, but one problem I have with the card is the Classic watermark since both Legendary spells and spell schools did not exist yet. If it's intended to be an FitB card, then it should just use the FitB watermark.
This is absolutely broken. At is absolute worst, it just ends the turn after your opponent plays a big card (no one is going to end their turn on turn 10 mana and not do anything). More often than that, it will basically be a 3-mana Time Warp with a small interruption and the player doesn't need to do anything to achieve this other than just putting it in their deck.
Taking an extra turn is one of the most powerful effects in any card game, so it needs some type of limitation for it to be balanced. For comparison, Time Warp requires the player to complete Open the Waygate first, and Temporus gives your opponent an extra turn first and then you get your extra turn.
That aside, "action" is not a standardized part of Hearthstone language, so it may not be clear to all voters what counts as an "action". You also should use "their turn" instead of "his turn" since you may be playing against a female character or a character with no discernable gender.
Shatterstar1998
Shattered Image is pretty flavorful, and I like it. While I understand the connection to Mirror Image and the card definitely isn't overpowered, I am slightly concerned about the fact that Mage isn't supposed to be good at Taunting (Mage and Rogue are the only classes in the game without any Taunt minions, and Mirror Image is the only source of Taunt minions that Mage has), which may effect your scores negatively.
Wormhole seems a bit dangerous to me since you can get a lot of value out of it for 3 mana.
Shroud of Concealment seems pretty alright to me. It does feel almost like a strictly better Evasion, but I admittedly don't remember how good Evasion actually was, and as a Legendary, it does reserve some right to be more powerful.
Andrenaline Rush (typo, should be "Adrenaline) is my least favorite of the Secrets you have since it doesn't really follow traditional Secret design since it's based on something that you do and not something your opponent does.
My favorite of your Secrets would be Shattered Image.
Grumpymonk
This card is super flavorful, but it will feel pretty bad to get a Golden Kobold. I feel like the name doesn't really make that much sense either.
Anchorm4n
This is probably one of the better cards posted here so far, although I do agree that there is a little bit of a Hunter disconnect. My main concern with the card is that the flavor seems a bit too obscure for most people to get without being explicitly told, but you've otherwise got good marks from me.
Dermostatic
I really like the idea of this card, but I feel it's probably too powerful spawning 4/4 tokens. I would suggest lowering them personally. If you can find the right statline for the tokens though, then you've got yourself a really nice card.
BasilAnguis
I'm not a big fan of the amount of variance on this card. You can get either 5 mana worth of Secrets or 15 mana. In general, I think random Secrets are also seen as not being very fun to play against.
One last note is that it shouldn't use the Classic watermark due to being a Legendary spell. I personally like Cydonianknight's suggestion of putting it in Scholomance Academy.
Fedrion
I personally prefer the second version. Just remember to change the watermark and I think you've got a decent card.
The first version seems too awkward to get working properly and the third version seems way too overpowered to me.
Cydonianknight
Looks pretty good. We don't seem to have many Paladin Secrets in this comp, so it does provide a breath of fresh air that I personally like.
Since I don't anticipate this comp will go by particularly quickly, here's some relatively early feedback.
Cydonianknight
I think this is a pretty neat card, although cards that interact with Legendary cards outside of generating them tend to be looked down upon by a lot of people in communities I'm in (despite the fact that Rend Blackhand exists), so I guess consider that. This is a different place, so maybe they think differently. I still enjoy the card though.
As far as watermarks go, I would go with your Rise of Shadows suggestion. Not only because it's super flavorful there, but also because Legendary spells did not exist until Journey to Un'Goro, and ones that weren't Quests didn't exist until The Boomsday Project, so seeing them in TGT or WotOG is a bit weird.
Wailor
I did already make a post about why making Secrets for non-Secret classes should be avoided in this comp. Ignoring this aspect though, I don't find the card particularly fun or interesting. As KANSAS pointed out, I think you should scrap it in favor of something for one of the traditional Secret classes.
Fedrion
This is an interesting design for the most part, but I'm worried it might be too similar to (and possibly weaker than) Flame Ward.
Linkblade91
Overall, I think this looks pretty good.
Lundy
I think you should've posted your card here first before you submitted it. I don't really like the card too much. I feel like it takes away from the unique-ness of Yogg-Saron, Master of Fate by making a card with the same exact effect (in the same set no less).
One other problem with the version you submitted is that it uses the Classic watermark when the card does not make any sense in Classic (being a Legendary spell and using a unique mechanic from an expansion).
KANSAS
I really like the idea of this card (both flavorfully and mechanically). The thought of being able to get Grave Vengeance early in the game seems a bit spooky to me, although it can be played around by killing less than 3 minions in a turn and can be countered with weapon removal, so it's probably not as scary as it looks on first glance.
I understand the desire to put this in Knights of the Frozen Throne for flavor and to fit with Uther of the Ebon Blade, although it does feel slightly weird given that non-Quest Legendary spells did not exist until The Boomsday Project, though the Quests themselves can be considered a precedent to idea of Legendary spells.
but it's not like Hearthcards has access to watermarks for any future years
This is where the custom watermark option is your best friend!
If you make a card doesn't fit any existing set or isn't made with any set in mind, then using a custom watermark (or none at all) is absolutely perfect.
Obviously legendary cards have higher power levels than non-legendary cards, but what are people thinking about adding Secrets to non-secret classes? The prompt seems to allow it, but because it would be your only possible secret (i.e not secret at all, leaving you pretty vulnerable to being played around...), the power level would probably have to be even higher than for legendary secrets in a secret class (or the trigger would have to be nearly unavoidable - probably the safer route to go so the card isn't totally game breaking).
I feel like the rules probably don't explicitly state it because it's probably just common sense that you shouldn't submit a Secret for a non-Secret class. You certainly can try if you want to, but I feel like they tend to be looked down on as they don't really make any sense unless you put them in a set with other Secrets for that class. You can't exactly do that here, so you run into the problem of it being the only Secret we know for the class. If one uses a custom watermark for their Secret, then we can be sure that it would hypothetically exist in an environment that would include other Secrets for that class, but we don't know exactly what those Secrets are, which provides an obstacle for the card in the judging process. If I see a Secret for a non-Secret class without context as to what other Secrets exist for that class in the same set, then it's difficult to judge it on its own merit.
Speaking of watermarks, this actually transitions into my next point. All Rogue Secrets that use improper watermarks (years whey they don't exist) I automatically rate 1 star regardless of how well designed the card is otherwise since they would run into the problem of being the only Secret for the class that exists within a certain time frame of Standard, rendering the card non-functional. If I had it my way, those cards would just be outright disqualified because of this, but this would likely result in having to disqualify several cards. Secrets for non-Secret classes also run into this same exact situation.
Basically, I would recommend that you stick to the Secret classes when you make a Secret (for any prompt that is). But if you do for some reason make a Secret for a non-Secret class, be prepared to take some hit in score and use a custom watermark. I know I'm a stickler for this more so than other people, but it's actually pretty important in this instance.
Yeah, I don't agree with every card Cheese put into this set, but the effort he put into it is unmatched by a lot of people. This was a very long term project.
I think the art of Kill Command is just infamous for not matching up with any other card in the game, so the attempt to change the art seems to be to try to make it fit in with the rest of the game.
I realize it was a very weird choice, though I don't really have much of a connection with most of the SoU cards since I didn't play a whole lot during this time. Khartut Defender is a card that I have a love/hate relationship with and I feel that a lot of people do as well, so I picked it.
Interaction of Warsong Wrangler by people seem to be overlooking: Judging by the wording, it will also buff enemy copies of whatever Beast you choose. In most cases, this won't be a big deal, but it might be something to think about in Hunter mirror matches.
I seem to have missed this card when I last gave feedback. My mistake, even though you seem to have already submitted. Your card seems fine. It is effectively a Frost Nova in Priest. Not really your fault though since Freeze as a keyword has the problem of being very narrow with the flavor it allows.
Cg8889
Moss looks pretty decent, although I am slightly concerned about the amount of healing you can get by holding a lot of board clears.
Anchorm4n
I guess because I just play Midrange Hunter a lot that it helps me naturally think of Secrets. Thank you.
Burn it! feels like a pretty fine card, but it feels more like a Warlock card than a Hunter one as two of the three mechanics on the card are very distinctly Warlock. I question the Shadow spell type too since the card seems more like it would be a Fire spell to me. What the card does by itself though is good and I like it.
ChickyChick
Black Lotus is extremely problematic and opens up a lot of dangerous combo potential. If you just play win the game on the turn you play it, then there is no downside. The other two cards seem fine though, although I struggle to think of a practical application for Fungal Guard other than just being slightly larger than vanilla stats.
There are actually several mistakes in the letter.
"Weather" instead of "whether"
"whathering" instead of "weathering" (as far as I can tell, "whathering" is not a real word)
"Four" instead of "for"
Likely at least one other I didn't see.
I actually tossed around the idea that rather than simple writing mistakes that they actually might be intentional and putting them together might form a secret code or something. They seem almost too intentional to be just mistakes. As Flux mentioned, us on the Content Squad and Staff team have tried to put the pieces into place, but haven't quite figured anything out. Maybe someone else can?
There seems to be multiple problems with the card. The artwork looks like a real-life picture which does not fit the feeling of the game at all, the word "has" should not be in italics, and the card seems absurdly broken. You're also not allowed to use Golden cards. You absolutely need to start over.
DestroyerR
This card seems really sweet. My only concern is that there may be too few Razorpetal generators, although [Hearthstone Card (Heistbaron Toggwaggle) Not Found] was able to work with even fewer Lackey generators, so you are probably okay. The 100% less anachronism is also very appreciated. ;)
Cydonianknight
The first design is alright, but every time I've seen the design, it does always have the same problem of being fairly easy to nullify. I'd go with the second version, which I really like.
Ilphelkiir
The card seems fine, but it has the issue of using the K&C watermark which was at a time when spell schools did not exist yet (rendering the card completely non-function at the time it would've hypothetically been released). I would say this is a problem, but evidently it shouldn't affect your score that much since DestroyerR won last comp. Regradless, I still think this is something that you should change and I think it's bad to actively get in the habit of making this mistake.
Shatterstar1998
Rokkar, Forest Ambassador is quite the card you got there. I want to say it's fine, but unconditional Start of Game effects that provide an upside are dangerous (*cough cough* Genn *cough* Baku *cough cough*).
Fungal Giant seems extremely easy to discount to 0. Possibly too much so.
Scavenging Lasher however is quite nice. I like it.
Arkasaur
I too prefer the first one. It seems easier to use and I agree with Wailor in that it has better Ancient flavor. The second version seems like it relies on too much on everything happening your way.
Wailor
Definitely makes more sense as a Legendary. Probably safer too since even with as few Razorpetal generators as there are, being able to destroy multiple minions for so little mana is nothing to scoff at.
Hearthcards is down for me, so I can't share any cards, but I'll give feedback right now.
Show Spoiler
Demonxz95 - I don't think Rosa the Thorn works well because minions lose stealth when they attack before they deal damage, making the second ability useless.
Entanglement is interesting, but the effect should last longer. As soon as your opponent activates the secret, they could just pass the turn and their minion returns to normal. As far I can see, it only stops rush minions and certain combos. That being, said, I like the card otherwise.
Wait, really? Well shit.
Entanglement is supposed to be until their next turn. I made a mistake with the card text, and I didn't even notice it until you pointed it out, so thank you for that.
Do also note that it triggers "when" the minion attacks and not "after" it attacks. If a minion tries to trade, it'll become a 0/2 before the damage connects resulting in your minion not taking any damage, and their minion most likely dying.
Yeah, this is working as it should be. Your Hero Power isn't actually targeting anything when it's being fired by Reckless Apprentice, and thus won't trigger Ice Walker since Walker specifically mentions a target.
I realize I'm doing it a lot faster for this comp than normal, but I think it's just because of the general prompt. Here's yet another round of feedback.
I'm going to say no. I do feel it's a bit too much like Dirty Tricks, and the additional upside is both very random and potentially quite big.
Don't put it in The Witchwood either, as this will result in a period of time where it is the only Rogue Secret in Standard (the Raven/Dragon year).
Yeah, this brawl is glitched out hard.
Although I did have a lot of fun when I transformed my dyes with Deck of Lunacy (that I generated from a Wand Thief, haha).
Feedback round 3.
Super flavorful, but the effect is unclear. Does "cast it yourself" mean that you cast the spell instead of the opponent or that you cast a copy of the spell? It does also fall into the trap of the target being random and therefore the Secret in general as a whole being fairly unreliable.
Don't put it in The Boomsday Project though. This will result in a period of time where it is the only Rogue Secret available in Standard, that being the Raven/Dragon year, effectively rendering the card non-functional. You're much better off using a custom watermark instead.
Round 2 of feedback.
This is absolutely broken. At is absolute worst, it just ends the turn after your opponent plays a big card (no one is going to end their turn on turn 10 mana and not do anything). More often than that, it will basically be a 3-mana Time Warp with a small interruption and the player doesn't need to do anything to achieve this other than just putting it in their deck.
Taking an extra turn is one of the most powerful effects in any card game, so it needs some type of limitation for it to be balanced. For comparison, Time Warp requires the player to complete Open the Waygate first, and Temporus gives your opponent an extra turn first and then you get your extra turn.
That aside, "action" is not a standardized part of Hearthstone language, so it may not be clear to all voters what counts as an "action". You also should use "their turn" instead of "his turn" since you may be playing against a female character or a character with no discernable gender.
Shattered Image is pretty flavorful, and I like it. While I understand the connection to Mirror Image and the card definitely isn't overpowered, I am slightly concerned about the fact that Mage isn't supposed to be good at Taunting (Mage and Rogue are the only classes in the game without any Taunt minions, and Mirror Image is the only source of Taunt minions that Mage has), which may effect your scores negatively.
Wormhole seems a bit dangerous to me since you can get a lot of value out of it for 3 mana.
Shroud of Concealment seems pretty alright to me. It does feel almost like a strictly better Evasion, but I admittedly don't remember how good Evasion actually was, and as a Legendary, it does reserve some right to be more powerful.
Andrenaline Rush (typo, should be "Adrenaline) is my least favorite of the Secrets you have since it doesn't really follow traditional Secret design since it's based on something that you do and not something your opponent does.
My favorite of your Secrets would be Shattered Image.
I'm not a big fan of the amount of variance on this card. You can get either 5 mana worth of Secrets or 15 mana. In general, I think random Secrets are also seen as not being very fun to play against.
One last note is that it shouldn't use the Classic watermark due to being a Legendary spell. I personally like Cydonianknight's suggestion of putting it in Scholomance Academy.
I personally prefer the second version. Just remember to change the watermark and I think you've got a decent card.
The first version seems too awkward to get working properly and the third version seems way too overpowered to me.
Since I don't anticipate this comp will go by particularly quickly, here's some relatively early feedback.
I think this is a pretty neat card, although cards that interact with Legendary cards outside of generating them tend to be looked down upon by a lot of people in communities I'm in (despite the fact that Rend Blackhand exists), so I guess consider that. This is a different place, so maybe they think differently. I still enjoy the card though.
As far as watermarks go, I would go with your Rise of Shadows suggestion. Not only because it's super flavorful there, but also because Legendary spells did not exist until Journey to Un'Goro, and ones that weren't Quests didn't exist until The Boomsday Project, so seeing them in TGT or WotOG is a bit weird.
I think you should've posted your card here first before you submitted it. I don't really like the card too much. I feel like it takes away from the unique-ness of Yogg-Saron, Master of Fate by making a card with the same exact effect (in the same set no less).
One other problem with the version you submitted is that it uses the Classic watermark when the card does not make any sense in Classic (being a Legendary spell and using a unique mechanic from an expansion).
I really like the idea of this card (both flavorfully and mechanically). The thought of being able to get Grave Vengeance early in the game seems a bit spooky to me, although it can be played around by killing less than 3 minions in a turn and can be countered with weapon removal, so it's probably not as scary as it looks on first glance.
I understand the desire to put this in Knights of the Frozen Throne for flavor and to fit with Uther of the Ebon Blade, although it does feel slightly weird given that non-Quest Legendary spells did not exist until The Boomsday Project, though the Quests themselves can be considered a precedent to idea of Legendary spells.
This is where the custom watermark option is your best friend!
If you make a card doesn't fit any existing set or isn't made with any set in mind, then using a custom watermark (or none at all) is absolutely perfect.
I feel like the rules probably don't explicitly state it because it's probably just common sense that you shouldn't submit a Secret for a non-Secret class. You certainly can try if you want to, but I feel like they tend to be looked down on as they don't really make any sense unless you put them in a set with other Secrets for that class. You can't exactly do that here, so you run into the problem of it being the only Secret we know for the class. If one uses a custom watermark for their Secret, then we can be sure that it would hypothetically exist in an environment that would include other Secrets for that class, but we don't know exactly what those Secrets are, which provides an obstacle for the card in the judging process. If I see a Secret for a non-Secret class without context as to what other Secrets exist for that class in the same set, then it's difficult to judge it on its own merit.
Speaking of watermarks, this actually transitions into my next point. All Rogue Secrets that use improper watermarks (years whey they don't exist) I automatically rate 1 star regardless of how well designed the card is otherwise since they would run into the problem of being the only Secret for the class that exists within a certain time frame of Standard, rendering the card non-functional. If I had it my way, those cards would just be outright disqualified because of this, but this would likely result in having to disqualify several cards. Secrets for non-Secret classes also run into this same exact situation.
Basically, I would recommend that you stick to the Secret classes when you make a Secret (for any prompt that is). But if you do for some reason make a Secret for a non-Secret class, be prepared to take some hit in score and use a custom watermark. I know I'm a stickler for this more so than other people, but it's actually pretty important in this instance.
Wow, I did not do good apparently. I feel like Vine Snare being submitted really hurt my score since the two cards ended up being really similar.
Nice job Arkasaur. You've got the next theme!
I'm really interested in seeing what you guys come up with.
"Drunhei" is actually a reference to Heidrun, a goat in Norse mythology.
Yeah, I don't agree with every card Cheese put into this set, but the effort he put into it is unmatched by a lot of people. This was a very long term project.
I think the art of Kill Command is just infamous for not matching up with any other card in the game, so the attempt to change the art seems to be to try to make it fit in with the rest of the game.
I realize it was a very weird choice, though I don't really have much of a connection with most of the SoU cards since I didn't play a whole lot during this time. Khartut Defender is a card that I have a love/hate relationship with and I feel that a lot of people do as well, so I picked it.
My second choice would probably have been Bazaar Burglary.
Interaction of Warsong Wrangler by people seem to be overlooking: Judging by the wording, it will also buff enemy copies of whatever Beast you choose. In most cases, this won't be a big deal, but it might be something to think about in Hunter mirror matches.
"Mysterious Challenger got separated from his horse (Galloping Savior), the horse didn't find him"
Ah, I see a problem with your theory. Which is that Mysterious Challenger's horse is brown, whereas the horse in Galloping Savior is white.
You have a little over 23 hours left so submit.
Whoa, Golden Silence! Nice pull! (jk, jk, very good pack)
Quick feedback before sleep.
I guess because I just play Midrange Hunter a lot that it helps me naturally think of Secrets. Thank you.
Burn it! feels like a pretty fine card, but it feels more like a Warlock card than a Hunter one as two of the three mechanics on the card are very distinctly Warlock. I question the Shadow spell type too since the card seems more like it would be a Fire spell to me. What the card does by itself though is good and I like it.
There are actually several mistakes in the letter.
I actually tossed around the idea that rather than simple writing mistakes that they actually might be intentional and putting them together might form a secret code or something. They seem almost too intentional to be just mistakes. As Flux mentioned, us on the Content Squad and Staff team have tried to put the pieces into place, but haven't quite figured anything out. Maybe someone else can?
Feedback round 2, here we go!
Rokkar, Forest Ambassador is quite the card you got there. I want to say it's fine, but unconditional Start of Game effects that provide an upside are dangerous (*cough cough* Genn *cough* Baku *cough cough*).
Fungal Giant seems extremely easy to discount to 0. Possibly too much so.
Scavenging Lasher however is quite nice. I like it.
Wait, really? Well shit.
Entanglement is supposed to be until their next turn. I made a mistake with the card text, and I didn't even notice it until you pointed it out, so thank you for that.
Do also note that it triggers "when" the minion attacks and not "after" it attacks. If a minion tries to trade, it'll become a 0/2 before the damage connects resulting in your minion not taking any damage, and their minion most likely dying.