Any permanent Attack upgrade to your hero active during your opponent's turn is an automatically irredeemably unacceptable no matter how you design it. It's pretty much an unwritten rule of custom Hearthstone. If for some reason, you really want Attack added to your hero active on your opponent's turn, it needs to temporary in some form.
The basic Hero Power seems way too complicated anyway, and I'd highly suggest a complete overhaul of it.
Alright, I brewed up a new card, I am not 100% sure on the name or powerlevel of the card. But I saw the art and thought this might be funny.
The power level is, unfortunately, really bad. Hemet Nesingwary already exists, with a higher Attack and a targeted Battlecry, and he's a terrible card. I would come up with something else.
Alright, this is a (mechanically) very similar card, but a lot more powerful when it doesn't go off. And also a lot more flavorful.
What do you think?
I think you forgot to put the Elemental tribe on the card.
It seems okay, although it shouldn't use the Classic watermark when it has Rush (yeah, I realize some of the basic DH cards use post-launch keywords, but I don't think having the barriers bent a bit means we should just break them altogether wherever possible).
I thought about that too. I decided to leave it off for now because I wanted it to be more relegated to conventional resurrection effects, but I can me bring this back up.
Literally Explorer's Hat.
Granted, it's better in Paladin than it is in Hunter, but it's still literally just Explorer's Hat.
I always thought that was from Trump (the Hearthstone player) buying the wrong packs.
Unholy Presence must be changed.
Any permanent Attack upgrade to your hero active during your opponent's turn is an automatically irredeemably unacceptable no matter how you design it. It's pretty much an unwritten rule of custom Hearthstone. If for some reason, you really want Attack added to your hero active on your opponent's turn, it needs to temporary in some form.
The basic Hero Power seems way too complicated anyway, and I'd highly suggest a complete overhaul of it.
*wink, wink*
Already talking to the staff about it now, lol.
4 mana 3/5 Charge by itself is already pretty good. The ability is just insane.
If the face plays TAUNT...
ME STILL GO FACE!!!
I think you forgot to put the Elemental tribe on the card.
It seems okay, although it shouldn't use the Classic watermark when it has Rush (yeah, I realize some of the basic DH cards use post-launch keywords, but I don't think having the barriers bent a bit means we should just break them altogether wherever possible).
Alright, I concede. I'll bring this up to staff.
I thought about that too. I decided to leave it off for now because I wanted it to be more relegated to conventional resurrection effects, but I can me bring this back up.
"Technically the fact that we have a new class could cross this off, but I opted not to and only relegate this to card effects."
Just thought I'd leave this here:
Same exact name, and even Cost.
True. I think we missed that over the initial look.
I regret to inform you that the artwork is already used.
Spellweaver
2/3/2 with Spell Damage +1 by itself is actually not bad at all. Cult Sorcerer used to see quite a bit of play.
The Prime for this card also just kinda sells it.
Blizzard, I'm disappointed.
You missed a chance to call it "Imp-risoned Scrap Imp".
IT'S SO FLUFFY!!!
AND SLOW!!!
I wonder if this has any relation to the Celeste hero we still don't know about.
"celeste" is a word that has some relation to space, and this card being an Astromancer, the pieces just fall into place (unintentional rhyme).
Does this mean that Secrets will become a more permanent part of Rogue's arsenal instead of just being a one-trick pony as they were in K&C?
If so, then I'm fine with this. You can potentially chain a lot with this effect.
I also wanna cry