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Demonxz95

Senior Writer
Joined 03/19/2019 Achieve Points 2255 Posts 2767

Demonxz95's Comments

  • Quote From grumpymonk

    Hearthcards is down for me, so I can't share any cards, but I'll give feedback right now.

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    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.

  • I definitely figured that Magic Bloom wouldn't be that interesting, but flavor comps by nature are quite tricky to manage especially with added restrictions.

    Nonetheless, I do have two more cards I made.

    Rosa is a woman who lives in a rose able to control the entire plant system of her forest, hiding in her giant rose until ready to strike.

    When you do something that nature doesn't like however, sometimes it'll strike you back and entangle you in its roots, leaving you weak and helpless until someone can get you out.

    EDIT: Noticed a mistake with Entanglement after Grumpymonk pointed it out. Corrected.

    Feedback

    Nirast
    Aside from a typo (should be "Mandragora", and not Madragora), this card seems fine. My only concern is that I don't know how many people that Dormant minions will retain damage when they go Dormant (I didn't at first). The DH part also seems a bit tacked on as this doesn't really look like much of a DH card, although I suppose it has synergy with Ace Hunter Kreen.

    Linkblade91

    Clearly this is an Alraune card in disguise. *wink, wink* (When are you going to keep going with that class by the way?)

    This seems like a pretty fair card, though I feel like it could probably have one additional stat-point.

    Cydonianknight
    I think using Sklibb here is a pretty clever use of the prompt. The card does seem a little bit weak, although as Nirast pointed out, you can basically go infinite if you somehow control 2 copies of this. I don't know if that's a problem or not.

    Wailor
    I think this card is really flavorful, but I don't feel like Razorpetal synergy is really something to be pushed since there are only two cards that give them.

    Pokeniner
    I really like the artwork of this card, and I also really like the effect. I don't really see any flavor though.

    Anchorm4n
    This card feels really weird to me. I'm not sure if I like it. Name specific synergy for a random throw-away unplayable class Common doesn't exactly seem like my cup of tea, especially limited to one single card.

  • Congrats DestroyerR.

    I realize this is a bit awkward after I criticized the card for being anachronistic, but I can see why people who wouldn't care would think highly of it. It's a really good card otherwise.

  • This is a pretty good Deathrattle DH card.

    Although of course, Deathrattle DH is very unlikely to be good. DH in general didn't get that many great cards in this set, and although I love DH, it's probably about time they got bad cards.

  • A Sen'jin that gives you 5 Armor is pretty good. But maybe it's not even needed?

  • Hypothetically, it's better than Landscaping which was pretty decent. But Druid could use those minions a lot better than DH can use these ones. It's probably not that good.

  • Simple and good.

  • This can be kinda insane if it lives one turn. But that is quite an if.

  • Having Secrets be revealed for it to be buffed does make it a bit strange to buff. The best use for this card is probably in Paladin.

  • In Druid and Shaman, this is basically a 2 mana 2/4 Taunt. Poison Rogue could also get use out of this too.

  • Really good early game Elemental card.

  • [Hearthstone Card (Celestial Emmisary) Not Found], you are back. With more stats and Neutral. How weird that this card exists.

  • This is actually a pretty decent handbuff card. But one decent card doesn't make an archetype viable.

  • Buff that Hero Power. Seems like it could be really good.

    I can't help but feel the name doesn't really match up with the effect that well though. "Wildfire" sounds more like the name of an AoE spell.

  • Give Hunter a Fireball why don't you. This seems really good.

  • Seems like it'll probably be pretty good.

  • Handbuff is already usually not too great. A delayed handbuff is even worse.

  • Really good for Secret Paladin, but that's very unlikely to be a thing in Standard. Just not enough Secrets or support for them.

  • Out of all the Caravans, this one probably has the highest chance of seeing play, but it's still not that good.

  • Has decent stats for a Discover minion and it gives it a good buff.