KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
At it's base this is playable. Like a slightly smaller Blackwing Corruptor without a condition. But in the lategame this is basically a Vilespine Slayer. And with a card like this, you probably don't mind saving it for later to get the corrupted version.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
I think this will be pretty hard to use. There aren't a whole lot of elementals in standard right now, and aside from the new guy that adds two elementals to your hand there isn't really an easy way to make use of this.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
Any 1-drop that adds cards to your hand is worth considering. I like how it is a 1-drop that gives you a 2-drop, making this one card that fills two turns in a row which will seriously help your curve. I don't think this will see play in too many decks, but it provide some nice flexibility for a secret based hunter deck.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
Yay! New animal companions!
I do like this card a lot. Right now Hunter doesn't have any secrets that trigger from having your opponent leave your minions alive, and now whenever a hunter has to play a secret, this is just one more thing you have to consider before making any moves.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
2 mana 1/5 is now my favorite stat-line. Getting a 1/5 with poisonous is pretty cool, and it isn't that hard to corrupt a 2-cost card. I wouldn't be surprised if this was played in a lot of mid-range hunter decks moving forward.
5 mana 5/5 beast: rush overkill: deal excess damage to the enemy hero.
fixed for you blizzard.
They probably didn't want to bring back Overkill since this would literally be the only card in standard with that keyword, making it kind of pointless as a keyword.
I do agree though that it would be kind of cool if they brought back keywords from older expansions every now and then.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
3 mana summon two 2/2s is already a card, and it isn't played much outside of token druid. If you can corrupt it then it is pretty good for a token based deck that can utilize the wide board and also loves the cheap draw. But if you are playing a token based strategy, the corrupt may be a bit clunky to trigger.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
Most "Feral Druid" cards like Claw, Bite, and Gnash aren't very good because they either deal a fair amount of damage for the cost, or not enough damage for the cost, and you also have to use up your heroes health. They do give you armor, but usually not enough to compensate for the damage. This card looks better since 4 damage for 3 mana is pretty good, and the 6 armor should usually be enough to cover all of the damage you are taking with some extra armor left over.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
Casting 7 spells is super easy for Druid. And really, you only need to cast 4 spells to get value from this. This will definitely see play, it is just too easy to get this down to 3 or less mana.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
I am glad to see them utilizing Outcast more. This looks like a strong tempo play which will scale nicely over a few turns. It's like Tiny Knight of Evil but Outcast instead of Discard.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
3 mana 3/2 weapon isn't bad, but it isn't going to be played without some extra ability to make it better. I think the 1 damage outcast ability is strong enough for this to be played. However, if you end up with too many weapons in your deck, I imagine this will be one of the first ones to get cut.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
Shadow Bolt, but more flexable. With a lifesteal weapon this is extra heal, and with Warglaives of Azzinoth this is provides a ton of extra damage. And, it can go face. I think this will see play in a lot of Demon Hunter decks moving forward.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
A very flexible removal tool against a wide board. I don't think this will be played in every Demon Hunter deck, but if we see a lot of people playing a lot of small minions, this will be a staple.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
Feedback:
Show Spoiler
Linkblade91, I don't really like Morgle since it seems really easy to just freeze your opponents board every turn, locking them out of the game. Liadrin is pretty cool, but I think it would be better if it was a bit cheaper and gave a smaller buff. *edit* I think it is good at 6 mana, but I still feel like the hero power provides too many stats in addition to the divine shield. Especially with Librams going around providing even more stats.
Demonxz95, Unlimited attacks seems pretty good, even if you can't hit heroes. Warglaives of Azzinoth had to be nerfed. I think it would be better if you could attack twice, but only attack heroes once.
Wailor, I like the hero damage synergy, but I am afraid that it will be too easy to trigger the hero power 2-4 times in a turn. A full +1/+1 buff to all of your minions can stack up a lot and become game ending. I really like the self damage trigger, but you should change the payoff to something a bit less powerful.
TheHoax91, The transform ability is pretty cool, but with only 5 armor you probably won't last more than a turn or two. You should change the hero power to something that gives you armor in some way. That way the hero power and battlecry would synergize a bit more. Right they new feel pretty disconnected.
AnAngryBadger, First off, I would change the "4" to the word "four" since it looks better next to the "1/1". Generally, I think this hero is very weal. 7 mana for four 1/1s is terrible. And the hero power seems really hard to get value out of except through cards like Command the Illidari. In general I think this hero is rather underwhelming.
Hordaki, I really like it. Menagerie stuff is always fun to play around with, and I think this is a very good hero card to support that archetype. You should change the wording on your hero power, since right now it isn't terribly clear and also kind of wordy. Do you pick one minion, and it gets +1 attack for each tribe? Or does it pick a new random minion to get the extra attack for each minion type you have? If it just pick one then it should just say "Give a friendly minion +1 attack for each minion type among minions you control". If it picks a random minion each time then it should say random. Also, I think you could have a +1/+1 buff instead of just +1 attack.
MenacingBagel, First off, I don't think you should make a neutral hero card. We don't have any of those in game, so people voting may not be supportive of it. Second, the hero power needs to say "Hero Power" at the top. Third, you need a period between the words "rat" and "when" in the hero power. Third, this card is pretty OP. The hero power basically lets you gain another 10 health. And a 1/10 minion for 2 mana every turn is a lot of stats. You will become virtually unkillable, especially when put into a deck that has a lot of heals and other defensive tools. And on top of all of that you get to refill 2 mana crystals which to be honest seems kind of random to me.
BloodMefist, Personally, I like the swapping hero powers better. I think it is a really cool and flavorful way to represent Rafaam as the leader of the League of E.V.I.L. I also really like that you included the Powerful Artifacts from the original Rafaam. Your card is very flavorful and I love everything about it. Good job! *edit* It is sad you aren't able to fit all of the tokens, I really liked that last design. Out of the two Hero Powers, I think Gauntlet of Origination is better from a flavor perspective.
anchrom4n, I prefer the battlecry that summons minions and the hero power that buffs them. This feels like a more natural order to take things in. I would also vouch to reduce the cost to 5 mana since at 6 it feels a bit slow for a token deck.
FungusABao, For Cenarius, you should change the armor to 5 to match all of the other hero cards. I would also reduce the armor from the Hero Power to 2 since it is really easy to cast multiple spells in a turn, especially in wild with Jade Idol and all of the draw. For Anub'Arak, you should also reduce the armor to 5. I would also adjust the wording in the Battlecry to say "they attack random enemies" instead of "that attacks random enemies". I am not sure if it matters, but I feel like this wording is better to imply that the battlecry is making them attack random enemies, and that the tokens themselves don't have any ability that makes them attack random enemies. I like the swapping hero powers, but I do feel like 10 armor is a bit much. I think you could change it to 5-6 armor and be okay. Especially since there are a lot of cases where the taunt option can be used as a plus.
shaveyou, I really like the idea of a pirate based hero card, and I think Dreadsail Deckhand is a pretty cool token. But I do think you should reduce the durability of the weapon to either 2 or 3 since right now it has a lot of potential to deal a massive amount of damage over 4 punches.
DavnanKillder, I think the card is mostly good, but you should adjust the Hero Power some. Balance wise I think it is fine, you could make it cost 3, but it is okay at 2 mana. You should change the wording though. You don't need to say Playable Secret since you can't play a secret you already have in play. So if you are discovering a secret and putting it directly into play, I imagine it simply wouldn't offer you secrets you already have. And in the second half, I think you should have the condition and then the payoff instead of the other way around. So instead of saying "draw a card if you have 5 secrets" say "if you have 5 secrets, draw a card".
Dreams, First off, you shouldn't use the classic watermark. Some people don't care, but myself and others will give your card a penalty when rating if you use an inappropriate watermark. Also, "Passive Hero Power" needs to be on it's own line. About balance, the hero power is crazy OP. It costs the same as a pyroblast, but instead of hitting one target you are hitting every enemy. And on top of that you give yourself 15 life and refresh your whole board. I think you should have it deal 5 and heal 5, or have it deal even less damage and you can reduce the cost. The hero power seems a bit weird. If it said "After a friendly minion loses divine shield, it attacks the enemy hero" then it would feel a bit more natural and also be shorter. If you want the hero power to be a bit less aggressive then I think it is a good idea to have it deal a set damage. Though I wouldn't say "it explodes" because that implies the minion dies, which makes it a downside. Just have it say "After a friendly minion loses divine shield, deal 2 damage to the enemy hero.
I didn't give feedback to everyone. I will edit this post later when I have time and get to everyone I missed. *edit* Here is the rest of the feedback.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
I have the same problem with this card that I have with all of Big Warriors cheat cards, it costs too much. By the time you get to 8 mana, you could just play the minion that you are cheating out. So really, this isn't a "cheat" card, it is just a tutor for your big minions.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
It's not quite as efficient in chaining multiple spells as Radiant Elemental, but it is better at cheating out bigger cards. I imagine it will see play, but I don't think it will be anything terribly spectacular.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
Hobgoblin has been reincarnated, and I couldn't be happier. I don't imagine you will generally trigger his ability more than twice on average, but that is still a lot of stats.
At it's base this is playable. Like a slightly smaller Blackwing Corruptor without a condition. But in the lategame this is basically a Vilespine Slayer. And with a card like this, you probably don't mind saving it for later to get the corrupted version.
Wait, Timepiece of Horror is now a collectible card? But, but . . . that's Madness . . . at the Darkmoon Faire
I think this will be pretty hard to use. There aren't a whole lot of elementals in standard right now, and aside from the new guy that adds two elementals to your hand there isn't really an easy way to make use of this.
Any 1-drop that adds cards to your hand is worth considering. I like how it is a 1-drop that gives you a 2-drop, making this one card that fills two turns in a row which will seriously help your curve. I don't think this will see play in too many decks, but it provide some nice flexibility for a secret based hunter deck.
Yay! New animal companions!
I do like this card a lot. Right now Hunter doesn't have any secrets that trigger from having your opponent leave your minions alive, and now whenever a hunter has to play a secret, this is just one more thing you have to consider before making any moves.
2 mana 1/5 is now my favorite stat-line. Getting a 1/5 with poisonous is pretty cool, and it isn't that hard to corrupt a 2-cost card. I wouldn't be surprised if this was played in a lot of mid-range hunter decks moving forward.
They probably didn't want to bring back Overkill since this would literally be the only card in standard with that keyword, making it kind of pointless as a keyword.
I do agree though that it would be kind of cool if they brought back keywords from older expansions every now and then.
3 mana summon two 2/2s is already a card, and it isn't played much outside of token druid. If you can corrupt it then it is pretty good for a token based deck that can utilize the wide board and also loves the cheap draw. But if you are playing a token based strategy, the corrupt may be a bit clunky to trigger.
Most "Feral Druid" cards like Claw, Bite, and Gnash aren't very good because they either deal a fair amount of damage for the cost, or not enough damage for the cost, and you also have to use up your heroes health. They do give you armor, but usually not enough to compensate for the damage. This card looks better since 4 damage for 3 mana is pretty good, and the 6 armor should usually be enough to cover all of the damage you are taking with some extra armor left over.
Casting 7 spells is super easy for Druid. And really, you only need to cast 4 spells to get value from this. This will definitely see play, it is just too easy to get this down to 3 or less mana.
I am glad to see them utilizing Outcast more. This looks like a strong tempo play which will scale nicely over a few turns. It's like Tiny Knight of Evil but Outcast instead of Discard.
3 mana 3/2 weapon isn't bad, but it isn't going to be played without some extra ability to make it better. I think the 1 damage outcast ability is strong enough for this to be played. However, if you end up with too many weapons in your deck, I imagine this will be one of the first ones to get cut.
Shadow Bolt, but more flexable. With a lifesteal weapon this is extra heal, and with Warglaives of Azzinoth this is provides a ton of extra damage. And, it can go face. I think this will see play in a lot of Demon Hunter decks moving forward.
Premium stats with a very useful ability which can help an otherwise underused keyword become more popular. What's not to love?
This card will definitely be played. At it's base it's good, but if you are playing a relatively low curve, this is 3 mana draw 4, which is insane.
A very flexible removal tool against a wide board. I don't think this will be played in every Demon Hunter deck, but if we see a lot of people playing a lot of small minions, this will be a staple.
Feedback:
Demonxz95, Unlimited attacks seems pretty good, even if you can't hit heroes. Warglaives of Azzinoth had to be nerfed. I think it would be better if you could attack twice, but only attack heroes once.
Wailor, I like the hero damage synergy, but I am afraid that it will be too easy to trigger the hero power 2-4 times in a turn. A full +1/+1 buff to all of your minions can stack up a lot and become game ending. I really like the self damage trigger, but you should change the payoff to something a bit less powerful.
TheHoax91, The transform ability is pretty cool, but with only 5 armor you probably won't last more than a turn or two. You should change the hero power to something that gives you armor in some way. That way the hero power and battlecry would synergize a bit more. Right they new feel pretty disconnected.
AnAngryBadger, First off, I would change the "4" to the word "four" since it looks better next to the "1/1". Generally, I think this hero is very weal. 7 mana for four 1/1s is terrible. And the hero power seems really hard to get value out of except through cards like Command the Illidari. In general I think this hero is rather underwhelming.
Hordaki, I really like it. Menagerie stuff is always fun to play around with, and I think this is a very good hero card to support that archetype. You should change the wording on your hero power, since right now it isn't terribly clear and also kind of wordy. Do you pick one minion, and it gets +1 attack for each tribe? Or does it pick a new random minion to get the extra attack for each minion type you have? If it just pick one then it should just say "Give a friendly minion +1 attack for each minion type among minions you control". If it picks a random minion each time then it should say random. Also, I think you could have a +1/+1 buff instead of just +1 attack.
MenacingBagel, First off, I don't think you should make a neutral hero card. We don't have any of those in game, so people voting may not be supportive of it. Second, the hero power needs to say "Hero Power" at the top. Third, you need a period between the words "rat" and "when" in the hero power. Third, this card is pretty OP. The hero power basically lets you gain another 10 health. And a 1/10 minion for 2 mana every turn is a lot of stats. You will become virtually unkillable, especially when put into a deck that has a lot of heals and other defensive tools. And on top of all of that you get to refill 2 mana crystals which to be honest seems kind of random to me.
BloodMefist, Personally, I like the swapping hero powers better. I think it is a really cool and flavorful way to represent Rafaam as the leader of the League of E.V.I.L. I also really like that you included the Powerful Artifacts from the original Rafaam. Your card is very flavorful and I love everything about it. Good job! *edit* It is sad you aren't able to fit all of the tokens, I really liked that last design. Out of the two Hero Powers, I think Gauntlet of Origination is better from a flavor perspective.
anchrom4n, I prefer the battlecry that summons minions and the hero power that buffs them. This feels like a more natural order to take things in. I would also vouch to reduce the cost to 5 mana since at 6 it feels a bit slow for a token deck.
FungusABao, For Cenarius, you should change the armor to 5 to match all of the other hero cards. I would also reduce the armor from the Hero Power to 2 since it is really easy to cast multiple spells in a turn, especially in wild with Jade Idol and all of the draw. For Anub'Arak, you should also reduce the armor to 5. I would also adjust the wording in the Battlecry to say "they attack random enemies" instead of "that attacks random enemies". I am not sure if it matters, but I feel like this wording is better to imply that the battlecry is making them attack random enemies, and that the tokens themselves don't have any ability that makes them attack random enemies. I like the swapping hero powers, but I do feel like 10 armor is a bit much. I think you could change it to 5-6 armor and be okay. Especially since there are a lot of cases where the taunt option can be used as a plus.
shaveyou, I really like the idea of a pirate based hero card, and I think Dreadsail Deckhand is a pretty cool token. But I do think you should reduce the durability of the weapon to either 2 or 3 since right now it has a lot of potential to deal a massive amount of damage over 4 punches.
DavnanKillder, I think the card is mostly good, but you should adjust the Hero Power some. Balance wise I think it is fine, you could make it cost 3, but it is okay at 2 mana. You should change the wording though. You don't need to say Playable Secret since you can't play a secret you already have in play. So if you are discovering a secret and putting it directly into play, I imagine it simply wouldn't offer you secrets you already have. And in the second half, I think you should have the condition and then the payoff instead of the other way around. So instead of saying "draw a card if you have 5 secrets" say "if you have 5 secrets, draw a card".
Dreams, First off, you shouldn't use the classic watermark. Some people don't care, but myself and others will give your card a penalty when rating if you use an inappropriate watermark. Also, "Passive Hero Power" needs to be on it's own line. About balance, the hero power is crazy OP. It costs the same as a pyroblast, but instead of hitting one target you are hitting every enemy. And on top of that you give yourself 15 life and refresh your whole board. I think you should have it deal 5 and heal 5, or have it deal even less damage and you can reduce the cost. The hero power seems a bit weird. If it said "After a friendly minion loses divine shield, it attacks the enemy hero" then it would feel a bit more natural and also be shorter. If you want the hero power to be a bit less aggressive then I think it is a good idea to have it deal a set damage. Though I wouldn't say "it explodes" because that implies the minion dies, which makes it a downside. Just have it say "After a friendly minion loses divine shield, deal 2 damage to the enemy hero.
I didn't give feedback to everyone. I will edit this post later when I have time and get to everyone I missed. *edit* Here is the rest of the feedback.
I have the same problem with this card that I have with all of Big Warriors cheat cards, it costs too much. By the time you get to 8 mana, you could just play the minion that you are cheating out. So really, this isn't a "cheat" card, it is just a tutor for your big minions.
It's not quite as efficient in chaining multiple spells as Radiant Elemental, but it is better at cheating out bigger cards. I imagine it will see play, but I don't think it will be anything terribly spectacular.
Hobgoblin has been reincarnated, and I couldn't be happier. I don't imagine you will generally trigger his ability more than twice on average, but that is still a lot of stats.