KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Zilliax, except it reduces the cost of cards in your hand instead of taunt. This will be played. In fact, I wouldn't be surprised if this was played in decks without holy spells just for the stats.
*edit* I just realized this doesn't have lifesteal. Still not a terrible card, just not as crazy as I first thought.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I really don't know with this one. If you are playing a slow control deck that would really want a board clear like this, you probably also have a specific win condition that you really don't want to burn. Maybe in a Mechathun deck after you have drawn the combo.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
This seems pretty good. A 2/2 with Rush for 2 mana is a fair card. With beast synergy, spell synergy, and the potential to get bigger, I am sure this will find a home somewhere.
The new idea looks more fitting the comp, because it in fact synergise with Nature spells, not just generate them. Other than that, I'm not sure if it isn't a bit weak.
Do you think it would be better if I increased the health to 4 or 5, or if I increased the cost reduction to 2 mana or made it hit two targets. I could also change the condition of the cost reduction so that it happens in response to a trigger, like drawing cards or casting other Nature spells
It tutors 3 cards in a class that usually struggles for card draw. Why wouldn't this be played?
because playing a 3/5 that does nothing in a class that is terrible at recovery is a death sentence.
Like, imagine having to play this into Jandice Barov, or an Aldor Thruthseeker + Libram.
This thing just loses you so much tempo while the cards it draws will barely help you stabilize unless you also have Professor Slate in hand.
This is way too slow for Hunter. The Curator days are over, card draw needs to be cheap or tempo oriented or else it just doesn't work for non-control decks.
Fair enough. I am just excite to see a hunter card that just draws you cards without any conditions or setup.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Finally, a taunt minion for priest that I can kill without one of my minions dying.
In all seriousness though this is a very strong card. Compare it to Khartut Defender, this may be slightly easier to kill without the reborn, and it also only dies once which matters for resurrection purposes. But it also heals more and hits twice as hard. This will be a staple in control priest decks for a long time. It literally does everything you want from a priest minion. It taunts, it heals, it makes life difficult for aggro players, and you can resurrect it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
This begs the question, is it better to copy your opponent's secrets, or destroy them?
In general, if you want to survive into the late game, you should worry more about removing enemy minions rather than playing your own. However, in a more aggressive strategy this will probably work better as it does more to advance your board.
I also find it interesting how now both sides will know what secret their opponent has, meaning they can both play around them optimally.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I think this will see play. This is curves perfectly with Sword Eater or [Hearthstone Card (wrenchcalliber) Not Found], and side from those warrior has plenty of good weapons. In the right deck I think this should be fairly easy to trigger.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
This is very good. Consecration can't be played until turn 4, this deals the same damage for half the cost only 1 turn later. At 10 mana you will have other board clears available as a priest (at least in wild, not sure about standard), so this isn't spectacular in the late game. But it is a very strong card in the early to mid game. I would be surprised if this doesn't become a staple.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I wasn't too happy with my previous design, so I adjusted it (and gave it new art). Hopefully now it is more interesting and unique. I can't think of a name though.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I like it because it provides an extra win condition should I end up in a grindy control vs control matchup, and against aggressive decks it provides 3 extra removal tools and an extra taunt. The spells also cost 5 mana which means they can activate Anubisath Defender in my druid deck, and can be tutored by Storm Chaser in my Shaman decks. Shuffling 4 extra cards into my deck lets me delay fatigue by a few turns, which can be the deciding factor in longer games. Also, I just really like C'thun.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
It is a much more consistent Multi-Shot with a body attached. This will definitely see play in a lot of different demon hunter decks. It is very efficient for it's cost and does a lot to get you ahead on the board.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I don't know what to think of this card. It doesn't feel like a demon hunter card at all. It has deathrattle synergy and it also wants you to hold cards in your hand when usually demon hunters have been about playing lots of cards as fast as possible. It does feel a little slow as it has sub-par vanilla stats, doesn't do anything until it dies, and also requires another card in your hand to even work.
Deathrattle Demon Hunter will obviously be getting more support, so it is hard to tell how good this card is as of yet. But so far it looks pretty average.
I also agree with BloodMefist, this looks like a hunter card and should be in hunter.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
It is hard to tell whether or not a good deck can be built around this, but I know people will try.
I could see this working with the other new card that hits everything with your hero power since you only have to play two of those guys before this activates. I also think a Hero Power Mage can be a thing in wild with some of the cards from rastakahn's rumble.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Given the new legendary wants you to deal 10 damage with your hero power, I think this will see play. And who knows, maybe it can be used alongside some of the other hero power synergy cards mage has in wild.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
This seems pretty powerful. Getting just 2 minions off of this already gives you a very threatening board. I imagine this will be a staple in just about every secret paladin moving forward.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
It's similar to Spiteful Summoner, only slower and more reliable. It is 8 mana but it puts two bodies on the board and adds a card to your hand. The main problem is that it won't always have an immediate impact on the board. The spell will be too expensive to play, and the minion summoned may not be any good.
I may be underestimating this card, but outside of ramp druid I don't see this being broken.
Zilliax, except it reduces the cost of cards in your hand instead of taunt. This will be played. In fact, I wouldn't be surprised if this was played in decks without holy spells just for the stats.
*edit* I just realized this doesn't have lifesteal. Still not a terrible card, just not as crazy as I first thought.
I really don't know with this one. If you are playing a slow control deck that would really want a board clear like this, you probably also have a specific win condition that you really don't want to burn. Maybe in a Mechathun deck after you have drawn the combo.
This looks very strong. There are lots of times you want to kill your own minions, and they payoff is just huge.
This seems pretty good. A 2/2 with Rush for 2 mana is a fair card. With beast synergy, spell synergy, and the potential to get bigger, I am sure this will find a home somewhere.
Do you think it would be better if I increased the health to 4 or 5, or if I increased the cost reduction to 2 mana or made it hit two targets. I could also change the condition of the cost reduction so that it happens in response to a trigger, like drawing cards or casting other Nature spells
Fair enough. I am just excite to see a hunter card that just draws you cards without any conditions or setup.
Finally, a taunt minion for priest that I can kill without one of my minions dying.
In all seriousness though this is a very strong card. Compare it to Khartut Defender, this may be slightly easier to kill without the reborn, and it also only dies once which matters for resurrection purposes. But it also heals more and hits twice as hard. This will be a staple in control priest decks for a long time. It literally does everything you want from a priest minion. It taunts, it heals, it makes life difficult for aggro players, and you can resurrect it.
This begs the question, is it better to copy your opponent's secrets, or destroy them?
In general, if you want to survive into the late game, you should worry more about removing enemy minions rather than playing your own. However, in a more aggressive strategy this will probably work better as it does more to advance your board.
I also find it interesting how now both sides will know what secret their opponent has, meaning they can both play around them optimally.
It's basically a Doomsayer that can't be disrupted. I imagine this will be a strong tool for any control based demon hunter moving forward.
It tutors 3 cards in a class that usually struggles for card draw. Why wouldn't this be played?
I think this will see play. This is curves perfectly with Sword Eater or [Hearthstone Card (wrenchcalliber) Not Found], and side from those warrior has plenty of good weapons. In the right deck I think this should be fairly easy to trigger.
This is very good. Consecration can't be played until turn 4, this deals the same damage for half the cost only 1 turn later. At 10 mana you will have other board clears available as a priest (at least in wild, not sure about standard), so this isn't spectacular in the late game. But it is a very strong card in the early to mid game. I would be surprised if this doesn't become a staple.
I wasn't too happy with my previous design, so I adjusted it (and gave it new art). Hopefully now it is more interesting and unique. I can't think of a name though.
I like it because it provides an extra win condition should I end up in a grindy control vs control matchup, and against aggressive decks it provides 3 extra removal tools and an extra taunt. The spells also cost 5 mana which means they can activate Anubisath Defender in my druid deck, and can be tutored by Storm Chaser in my Shaman decks. Shuffling 4 extra cards into my deck lets me delay fatigue by a few turns, which can be the deciding factor in longer games. Also, I just really like C'thun.
It is a much more consistent Multi-Shot with a body attached. This will definitely see play in a lot of different demon hunter decks. It is very efficient for it's cost and does a lot to get you ahead on the board.
I don't know what to think of this card. It doesn't feel like a demon hunter card at all. It has deathrattle synergy and it also wants you to hold cards in your hand when usually demon hunters have been about playing lots of cards as fast as possible. It does feel a little slow as it has sub-par vanilla stats, doesn't do anything until it dies, and also requires another card in your hand to even work.
Deathrattle Demon Hunter will obviously be getting more support, so it is hard to tell how good this card is as of yet. But so far it looks pretty average.
I also agree with BloodMefist, this looks like a hunter card and should be in hunter.
It is hard to tell whether or not a good deck can be built around this, but I know people will try.
I could see this working with the other new card that hits everything with your hero power since you only have to play two of those guys before this activates. I also think a Hero Power Mage can be a thing in wild with some of the cards from rastakahn's rumble.
Given the new legendary wants you to deal 10 damage with your hero power, I think this will see play. And who knows, maybe it can be used alongside some of the other hero power synergy cards mage has in wild.
This seems pretty powerful. Getting just 2 minions off of this already gives you a very threatening board. I imagine this will be a staple in just about every secret paladin moving forward.
It's similar to Spiteful Summoner, only slower and more reliable. It is 8 mana but it puts two bodies on the board and adds a card to your hand. The main problem is that it won't always have an immediate impact on the board. The spell will be too expensive to play, and the minion summoned may not be any good.
I may be underestimating this card, but outside of ramp druid I don't see this being broken.