KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 3 months ago
I added an extra comma and changed the set to Uldum. I feel pretty confident in my card but I want to be sure it is as good as it can get before I submit it.
Someone asked how this would work with double Battlecry on a 1-health minion. I think it would kill it and get the +2 health twice since both Battlecries would happen before the minion dying is resolved. Maybe I am wrong, but I am pretty sure that is how it would work.
Some quick feedback:
Nirast:
Show Spoiler
I like it, though I think it is too efficient by itself. Usually, tribal cards should be slightly sub-par without synergy, but then slightly above average with synergy. Right now your card is just too good by itself. I would make it a 1/1 but have it not summon a Silver Hand Recruit.
Ardin:
Show Spoiler
I love it. I think Animal Companions are super cool and this is a very interesting way to make use of them. I do think making it either a 2/1 or a 1/2 is a good idea.
Willow is not not buffed, because her stats are complete garbage now.
If you played back then, think of it like 8 mana Call of the Wild, compared to 9 mana after the nerf (sorry for not linking the card, don't know how).
To get a card to appear you have to click on the button that says "Card" up on the toolbar. Then this will appear: [card.]CardID or Name[/card.]. Write the name of the card inside of that so it looks like this: [card.]Call of the Wild[/card.]. And that should work.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 3 months ago
This is quite disappointing. Half of the stuff is just bundles and other than that we are just getting a Battlegrounds update and a Brawl. The only "special" thing is the card back (which I don't think a lot of people care about) and a Mage Card Pack.
When was the last time we had a good event like the double gold quests or the gold+dust quests. Those were good events.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 3 months ago
I have a golden Acolyte so I am very excited for this nerf! I didn't expect the card to be nerfed since I have never even seen it played once. I always disenchant golden cards and I always disenchant my priest cards, but I kept this one in case it got nerfed, and it payed off.
Also, super stoked for the Totem Goliath buff. I love that card but always felt that the Overload 2 was a bit harsh.
I missed these now I can give no feedback and make overloaded cards again! Nah I'll give feedback it just won't be very good.
Interesting, it's like Weasel Tunneler + Leper Gnome. I like the concept, though I feel like in reality it wouldn't bounce around too much. If you want to lean further on the Weasel Tunneler side of the card then I would keep it as it is, but if you want to have a lot of back-and-forth damage then I would make it go into your opponent's hand, or directly onto their side of the field.
Feedback? Not used to making common cards and not sure what their power level should be.
I really like the design, but I am afraid of giving druids the extra Moonfires. If you have 2 of these, 2 moonfires, and a malygos you could deal 24 damage with zero mana cheating and virtually no setup. Maybe if it dealt 2 damage instead of adding a Moonfire to your hand?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 3 months ago
Responding to feedback:
Show Spoiler
Quote From grumpymonk
Card and design are solid. Admittedly, the art feels more Uldum than Un'goro to me. Also, there's a comma is missing between 'dies' and 'gain'.
I wasn't really too sure about the set symbol, and I also wasn't sure if there was supposed to be a comma there or not. Thanks for the feedback, I will change both of those things.
Quote From Hordaki
I don't know, it seems too powerful and doesn't feel very Shaman-y.
This has +2 Health from Elven Archer but it is also conditional and a class card, so I think it is fine. As for flavor, it is a murloc and a battlecry card. Granted it doesn't have much Shaman flavor beyond that, but I don't really know what to do about that.
Quote From Conduit
I do like this one, but a part of me feels it could be better as a rare? It should be fine though.
My initial impulse was to make it a rare, but alas that is impossible. I do think it is fine though since Mortal Coil is a basic card.
Quote From Elfensilver
While I guess that the card is mostly fair, it is a bit bland and doesn’t fit Scholamance. I really can’t say what to change to make it fit- maybe name and picture? It does fit shaman, since murloc+battlecry, maybe it’s even a bit too strong with the quest.
(I was afraid this might happen) We don't have to make Scholomance themed cards. We just have to make common, class 1-cost cards.
Feedback:
Show Spoiler
Bloodmefist: I really like it. The resurrect mechanic is cool, albeit super annoying, but when it is attached to a small minion then now you have a dud minion in your resurrect pool, making it less frustrating. 5-stars.
Linkblade91: I love it! I am a big fan of small cards that add more cards to your hand. I might reduce the Health to 2 though since it is providing so much value.
R: It feels a bit weird having this in the same set as Wand Thief (Though I am willing to ignore that). I really like the flavor of the student being corrupted and using dark magic. I do think it should be a 1/1. Look at the aforementioned Wand Thief, it is a 1 mana card available to Mage that discovers a spell and it is a 1/2. However, this is a Battlecry and that is a Combo, so 1/1 makes sense to me.
grumpymonk: I really like it. However making your Hero Power a Shooting Star may be a bit much. I would change it to a 1/2 just to be safe.
Cg8889: I really like the ability, but I would change the name since "Dark Arts Sacrifice" feels like the name of a spell. You could change it to something like "Sacrifice Victim". Also the art is slightly fuzzy. I looked a bit and couldn't find any Scholomance art that fit your card. You don't have to make your card Scholomance themed, so if you are worried about the art then you could just re-flavor it to be Old Gods or Frozen Throne or something like that. I do really really like the ability though, so definitely stick with that.
frosthearth: The card is interesting, but it feels a bit too much like Diligent Notetaker. I would make it a deathrattle so that way you have to plan ahead of time to play the right spell, and your opponent can choose to leave it alive so that you might cast a different spell. Also, I am afraid of Miracle/Quest Mage in wild getting an easy way to copy their spells. I would hate for my opponent to play Sorcerer's Apprentice, Flamewaker, an then 8 copies of Ray of Frost.
Hordaki: I love it. Paladins deserve more draw, and tutors are always fun to play. I don't think it is too powerful of a tutor since you have to have a spell initially to draw another one so you can't reliably draw one single spell every game. I would give it 5-stars.
Conduit: Demon Hunters don't have beast synergy. It would be weird for them to get this one card that cares about Beasts and nothing else. Nobody would make a Beast Demon Hunter just to get this one card. You could give it to hunter and it would be fine, but I don't know what Demon Hunters would do with this.
anchorm4n: I love tutors, but as a 1/3 I think it provides too much tempo in addition to value. You could make it a 1/1 and it would be fair.
Elfensilver: I think you could make it say random enemy and it wouldn't be too OP. 1 mana 2/2 is fair, so 1 mana 3/2 is only slightly above average. Having your own 1-drop kill your 2-drop would feel just awful. I do really like to see the return of the "Ogre" mechanic though.
MrRhapsody: This is really weird. How many effects in mage target random characters? There are things like Magic Missiles and Magic Missiles++, but those things already target enemies. You could change it to target a single character and the next random effect has to target that one character, but that feels like it could be an epic. I really like the theme of a black cat giving you bad luck, but this card feels like a bit too much.
thepowerofcheese: I really like it. The flavor is strong, the card is strong, I really like the use of overload. All around great card.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 3 months ago
Hooray! New season!
Do you think the ability is too much? Is the flavor good enough?
@Demonxz95, I really like it. Usually that ability is only on Legendaries, so it feels a bit weird. But Murmuring Elemental exists, so that argument isn't really valid.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 3 months ago
Today we are going to start the second season of the WCDC (weekly card design competition), and I wanted to share some of the lessons I learned about designing cards from the first season. Hopefully this list is useful to you, and I don't end up wasting my time writing this.
Keep it Simple, Stupid! K.I.S.S. or M.A.Y.A. (Most advanced, yet acceptable) are good acronyms to keep in mind when designing cards. You don't want your card to be super bland and boring, but if it is too different and unique then people won't be able to connect with it. You want your card to be as interesting and different as possible while still being within the realm of possibility. Don't try to think of something brand new, try to think of a new spin you can put on an existing thing.
Don't make too many cards. Sometimes people in the discussion thread create multiple cards and ask which one is best, and while this may seem like a good idea it usually isn't. All of your feedback will be split up and it will be hard to decide on which card is better. Just submit one card and if people don't like it then you whip out your second card. Don't bring out both cards at the same time and ask people to choose.
Presentation matters. This is both concerning art, and the text on your card. Make sure the art fits Hearthstone's theme and flavor. I know finding art sucks, but it is worth the trouble. Also make sure you have proper punctuation, capitalization, and wording on your card. You could come up with the most creative and innovative card in the world, but if you don't present it in a proper way then it won't get very many stars.
The Customer is always right. If you want your card to do well, you should cater it to your audience. You may think your card is super cool and creative, but if nobody else agrees then your card will do poorly. You shouldn't make every change that people suggest, but you also shouldn't try too hard to defend your card when nobody agrees with you.
Check the submissions before submitting. I can recall a handful of times when multiple people made cards with the same art/ability/concept/or whatever, and they never did very well. Your idea has to be unique if you want people to vote high, so check to make sure nobody else has made the same card as you before you submit.
PUT YOUR CARD IN THE DISCUSSION THREAD BEFORE SUBMITTING! This is the most important thing you could do. Other people are smarter than you and might catch mistakes in your card that you didn't notice. I don't think a card submitted within the first 24 hours has ever made it to the finalists, let alone won. You have roughly 4 days to get feedback and make adjustments, use that time well. You don't get anything for being the first person to submit your card.
That is my list of lessons I learned from season 1, hopefully this stuff wasn't too obvious. If you have any advice you would like to share I would love to hear it. One thing in particular that I am interested in knowing is your opinion on the description box, and what kind of thing you write in it. Sometimes I would write about the practical uses of my card and how it might be played. Other times I would talk about the design process of my card and how it got to where it is. And sometimes I would just write flavor text. What do you think the best thing to put in the description box is? And does it even matter, or am I over-thinking it?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I think stuff like this is fine as long as it is a one-in-a-million type scenario. Though I think in general Blizzard should tone down the mana cheating stuff as that is usually a big source of frustration for a lot of players. Kael'thas Druid, Big Priest, Quest Mage, all of that stuff is super frustrating because it lets you do way more in a turn than should be possible.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I have a question about Galakrond's Hero Power: If I refresh the board when only one minion is frozen, will the frozen minion stay? I am pretty sure it won't, but I just want to be sure.
I stopped playing Hearthstone for two months so I could try LoR. I had fun, but I find some of the nerfs frustrating. They are pushing Midrange so bad they nerfed fun archetypes like Deep and Nab. They also nerfed the the only fun Control deck(Heimerdinger) and the only fast Aggro deck. Before I came back to HS, LoR meta was basically all Midrange(Freeze Ashe, Hecarim Ephemerals, Yasuo, Demacia Rally). It was about the time Mogwai took a break too. Every game just felt braindead to me.
I think you bring up a very interesting point here.
There is a Youtube Channel called Tolarian Community College, where a guy talks about MtG. He has a video about each different archetype, Aggro, Control, Combo, Midrange, and Tempo. When he was talking about Midrange, he said that many players feel like it is the most "pure" way to play. People get frustrated when their opponent clears the board every other turn, people also get frustrated when their opponent barfs out their hand and kills them on turn 4, and people also get frustrated when their opponent does nothing but stall and then deal 100 damage in a single turn. Midrange encourages smart trading, which is interactive but not as annoying as a board clear. And it also closes out the game late enough that your opponent feels like they did something, but not so late that it gets boring.
I am not saying Midrange is the best archetype and that the only viable deck should be Midrange, but I think this is the manner of thinking that a lot of players have. Midrange 'feels' fair to play against because it doesn't lean too far into any kind of extreme like Aggro or Control. I think the result of constant balance changes is sooner or later going to result in a lot of Midrange decks.
I am not trying to make a specific point, I just think this is an interesting thing to think about.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I find that hard to believe for a number of reasons.
I have gotten to 7 wins multiple times. So if it is rigged it isn't rigged against me.
If something is rigged to make you lose, it also means that it is rigged to make the other person win.
What would Riot gain from rigging the game against certain players? Do they think it would make them more money? It certainly wouldn't do anything to make people like the game more. I just don't see a reason for them to want to do it.
Confirmation bias is a real thing, and everyone is innocent until proven guilty. Unless you can show proof that the game is rigged then it isn't rigged.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
All around pretty good changes. Kind of funny how over time Mama Bear and Goldrinn just kind of switched places. I wonder if in the next patch or so Goldrinn will get his stats changed to 5/5.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I disagree with Removal being a strength in the class. Single-target removal is fine, but something like Storm Arrows feels out of place. Hunter's don't throw a barrage of arrows at people, they hunt one specific target and destroy it. Hunters hunt alone, they have one target in mind and go after that. They aren't soldiers trying to kill an army, they are hunters trying to make a good score.
I do really really really like the Starving Buzzard change. I think it is good enough to see play, and difficult enough to trigger that it won't see play everywhere. I applaud you on that one.
Predatory Hunter is a well designed, simple card. It is half-way between Ironforge Rifleman and Razorfen Hunter, but it is better than both. I don't think it is OP, or underpowered. It isn't particularly flashy, but good.
I am not sure how I feel about Wandering Monster in the Classic set. It is a good example of what Hunter secrets do, but also the randomness of it makes it feel out of place in the Classic set. As you mentioned, it is a better protective secret than Misdirection, but also the card fits so well in Kobolds and Catacombs that I feel like it should stay there. I think Bear Trap would be a better candidate. It is a defensive secret, it references another card in the Classic set (Ironfur Grizzly), and it is simple and consistent.
I am not entirely sure how I feel about Monstrous Mark. It is a pretty cool effect, but also just feels a bit out of place with the rest of the Classic set. I like the idea of having burst damage that cares about the minions on the field, but I feel like there is a simpler way to do something like that. This effect as it is now has only been see on one card, Knuckles, and he is an expansion legendary. Being able to give this effect to any minion you want in the Classic set just feels weird. A simpler idea that kind of does the same thing might be something like "Target enemy minion attacks your opponent", or something like that.
Rat Pack is a very good card to add to the Classic set. I think Classic cards shouldn't be auto-includes in every deck, and they also shouldn't be able to make a specific deck work all of the time. Classic cards should support certain archetypes and decks, but not be enough by themselves to make those decks good. Rat Pack does this very well. It isn't great by itself, but it can be pretty good with some synergy. Whether or not it will see play depends on the support cards we get in expansions.
I don't like the inclusion of Princess Huhuran. King Krush is a very cool card that represents hunter's pretty well. If you felt he wasn't good enough then I would adjust his cost to 8 mana, or maybe make him a 9/9 or a 10/9 or something like that. But I feel like King Krush is too iconic to be replaced. Though maybe it is just me who feels like that.
All around I think you did a good job, and I really hope Blizzard does good on their Classic set changes later this year.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Exciting!
I started a new account and went through all of the new player ranks. During that process I came across a lot of Basic/Classic cards that are just unplayable even with such a limited amount of options.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
In Dungeons and Dragons, there are different "categories" of players, one of which is the "specialist". The specialist usually only plays one character. And if they have to make a new character it will probably be almost exactly the same as their old one. Maybe they always play a Elf Fighter, or a Halfling Wizard, but they always play their favorite type of character and nothing else, and there is nothing wrong with this type of player.
In Hearthstone, some people only play one class, or one archetype, or one theme of deck. There is nothing wrong with this, it is just one of many styles of play.
I added an extra comma and changed the set to Uldum. I feel pretty confident in my card but I want to be sure it is as good as it can get before I submit it.
Someone asked how this would work with double Battlecry on a 1-health minion. I think it would kill it and get the +2 health twice since both Battlecries would happen before the minion dying is resolved. Maybe I am wrong, but I am pretty sure that is how it would work.
Some quick feedback:
Nirast:
Ardin:
To get a card to appear you have to click on the button that says "Card" up on the toolbar. Then this will appear: [card.]CardID or Name[/card.]. Write the name of the card inside of that so it looks like this: [card.]Call of the Wild[/card.]. And that should work.
This is quite disappointing. Half of the stuff is just bundles and other than that we are just getting a Battlegrounds update and a Brawl. The only "special" thing is the card back (which I don't think a lot of people care about) and a Mage Card Pack.
When was the last time we had a good event like the double gold quests or the gold+dust quests. Those were good events.
I have a golden Acolyte so I am very excited for this nerf! I didn't expect the card to be nerfed since I have never even seen it played once. I always disenchant golden cards and I always disenchant my priest cards, but I kept this one in case it got nerfed, and it payed off.
Also, super stoked for the Totem Goliath buff. I love that card but always felt that the Overload 2 was a bit harsh.
Interesting, it's like Weasel Tunneler + Leper Gnome. I like the concept, though I feel like in reality it wouldn't bounce around too much. If you want to lean further on the Weasel Tunneler side of the card then I would keep it as it is, but if you want to have a lot of back-and-forth damage then I would make it go into your opponent's hand, or directly onto their side of the field.
I really like the design, but I am afraid of giving druids the extra Moonfires. If you have 2 of these, 2 moonfires, and a malygos you could deal 24 damage with zero mana cheating and virtually no setup. Maybe if it dealt 2 damage instead of adding a Moonfire to your hand?
Responding to feedback:
I wasn't really too sure about the set symbol, and I also wasn't sure if there was supposed to be a comma there or not. Thanks for the feedback, I will change both of those things.
This has +2 Health from Elven Archer but it is also conditional and a class card, so I think it is fine. As for flavor, it is a murloc and a battlecry card. Granted it doesn't have much Shaman flavor beyond that, but I don't really know what to do about that.
My initial impulse was to make it a rare, but alas that is impossible. I do think it is fine though since Mortal Coil is a basic card.
(I was afraid this might happen) We don't have to make Scholomance themed cards. We just have to make common, class 1-cost cards.
Feedback:
Bloodmefist: I really like it. The resurrect mechanic is cool, albeit super annoying, but when it is attached to a small minion then now you have a dud minion in your resurrect pool, making it less frustrating. 5-stars.
Linkblade91: I love it! I am a big fan of small cards that add more cards to your hand. I might reduce the Health to 2 though since it is providing so much value.
R: It feels a bit weird having this in the same set as Wand Thief (Though I am willing to ignore that). I really like the flavor of the student being corrupted and using dark magic. I do think it should be a 1/1. Look at the aforementioned Wand Thief, it is a 1 mana card available to Mage that discovers a spell and it is a 1/2. However, this is a Battlecry and that is a Combo, so 1/1 makes sense to me.
grumpymonk: I really like it. However making your Hero Power a Shooting Star may be a bit much. I would change it to a 1/2 just to be safe.
Cg8889: I really like the ability, but I would change the name since "Dark Arts Sacrifice" feels like the name of a spell. You could change it to something like "Sacrifice Victim". Also the art is slightly fuzzy. I looked a bit and couldn't find any Scholomance art that fit your card. You don't have to make your card Scholomance themed, so if you are worried about the art then you could just re-flavor it to be Old Gods or Frozen Throne or something like that. I do really really like the ability though, so definitely stick with that.
frosthearth: The card is interesting, but it feels a bit too much like Diligent Notetaker. I would make it a deathrattle so that way you have to plan ahead of time to play the right spell, and your opponent can choose to leave it alive so that you might cast a different spell. Also, I am afraid of Miracle/Quest Mage in wild getting an easy way to copy their spells. I would hate for my opponent to play Sorcerer's Apprentice, Flamewaker, an then 8 copies of Ray of Frost.
Hordaki: I love it. Paladins deserve more draw, and tutors are always fun to play. I don't think it is too powerful of a tutor since you have to have a spell initially to draw another one so you can't reliably draw one single spell every game. I would give it 5-stars.
Conduit: Demon Hunters don't have beast synergy. It would be weird for them to get this one card that cares about Beasts and nothing else. Nobody would make a Beast Demon Hunter just to get this one card. You could give it to hunter and it would be fine, but I don't know what Demon Hunters would do with this.
anchorm4n: I love tutors, but as a 1/3 I think it provides too much tempo in addition to value. You could make it a 1/1 and it would be fair.
Elfensilver: I think you could make it say random enemy and it wouldn't be too OP. 1 mana 2/2 is fair, so 1 mana 3/2 is only slightly above average. Having your own 1-drop kill your 2-drop would feel just awful. I do really like to see the return of the "Ogre" mechanic though.
MrRhapsody: This is really weird. How many effects in mage target random characters? There are things like Magic Missiles and Magic Missiles++, but those things already target enemies. You could change it to target a single character and the next random effect has to target that one character, but that feels like it could be an epic. I really like the theme of a black cat giving you bad luck, but this card feels like a bit too much.
thepowerofcheese: I really like it. The flavor is strong, the card is strong, I really like the use of overload. All around great card.
Hooray! New season!
Do you think the ability is too much? Is the flavor good enough?
@Demonxz95, I really like it. Usually that ability is only on Legendaries, so it feels a bit weird. But Murmuring Elemental exists, so that argument isn't really valid.
Today we are going to start the second season of the WCDC (weekly card design competition), and I wanted to share some of the lessons I learned about designing cards from the first season. Hopefully this list is useful to you, and I don't end up wasting my time writing this.
That is my list of lessons I learned from season 1, hopefully this stuff wasn't too obvious. If you have any advice you would like to share I would love to hear it. One thing in particular that I am interested in knowing is your opinion on the description box, and what kind of thing you write in it. Sometimes I would write about the practical uses of my card and how it might be played. Other times I would talk about the design process of my card and how it got to where it is. And sometimes I would just write flavor text. What do you think the best thing to put in the description box is? And does it even matter, or am I over-thinking it?
I think stuff like this is fine as long as it is a one-in-a-million type scenario. Though I think in general Blizzard should tone down the mana cheating stuff as that is usually a big source of frustration for a lot of players. Kael'thas Druid, Big Priest, Quest Mage, all of that stuff is super frustrating because it lets you do way more in a turn than should be possible.
Ironforge Portal is already included, I think you are thinking of another card.
I have a question about Galakrond's Hero Power: If I refresh the board when only one minion is frozen, will the frozen minion stay? I am pretty sure it won't, but I just want to be sure.
I think you bring up a very interesting point here.
There is a Youtube Channel called Tolarian Community College, where a guy talks about MtG. He has a video about each different archetype, Aggro, Control, Combo, Midrange, and Tempo. When he was talking about Midrange, he said that many players feel like it is the most "pure" way to play. People get frustrated when their opponent clears the board every other turn, people also get frustrated when their opponent barfs out their hand and kills them on turn 4, and people also get frustrated when their opponent does nothing but stall and then deal 100 damage in a single turn. Midrange encourages smart trading, which is interactive but not as annoying as a board clear. And it also closes out the game late enough that your opponent feels like they did something, but not so late that it gets boring.
I am not saying Midrange is the best archetype and that the only viable deck should be Midrange, but I think this is the manner of thinking that a lot of players have. Midrange 'feels' fair to play against because it doesn't lean too far into any kind of extreme like Aggro or Control. I think the result of constant balance changes is sooner or later going to result in a lot of Midrange decks.
I am not trying to make a specific point, I just think this is an interesting thing to think about.
I find that hard to believe for a number of reasons.
Confirmation bias is a real thing, and everyone is innocent until proven guilty. Unless you can show proof that the game is rigged then it isn't rigged.
All around pretty good changes. Kind of funny how over time Mama Bear and Goldrinn just kind of switched places. I wonder if in the next patch or so Goldrinn will get his stats changed to 5/5.
I disagree with Removal being a strength in the class. Single-target removal is fine, but something like Storm Arrows feels out of place. Hunter's don't throw a barrage of arrows at people, they hunt one specific target and destroy it. Hunters hunt alone, they have one target in mind and go after that. They aren't soldiers trying to kill an army, they are hunters trying to make a good score.
I do really really really like the Starving Buzzard change. I think it is good enough to see play, and difficult enough to trigger that it won't see play everywhere. I applaud you on that one.
Predatory Hunter is a well designed, simple card. It is half-way between Ironforge Rifleman and Razorfen Hunter, but it is better than both. I don't think it is OP, or underpowered. It isn't particularly flashy, but good.
I am not sure how I feel about Wandering Monster in the Classic set. It is a good example of what Hunter secrets do, but also the randomness of it makes it feel out of place in the Classic set. As you mentioned, it is a better protective secret than Misdirection, but also the card fits so well in Kobolds and Catacombs that I feel like it should stay there. I think Bear Trap would be a better candidate. It is a defensive secret, it references another card in the Classic set (Ironfur Grizzly), and it is simple and consistent.
I am not entirely sure how I feel about Monstrous Mark. It is a pretty cool effect, but also just feels a bit out of place with the rest of the Classic set. I like the idea of having burst damage that cares about the minions on the field, but I feel like there is a simpler way to do something like that. This effect as it is now has only been see on one card, Knuckles, and he is an expansion legendary. Being able to give this effect to any minion you want in the Classic set just feels weird. A simpler idea that kind of does the same thing might be something like "Target enemy minion attacks your opponent", or something like that.
Rat Pack is a very good card to add to the Classic set. I think Classic cards shouldn't be auto-includes in every deck, and they also shouldn't be able to make a specific deck work all of the time. Classic cards should support certain archetypes and decks, but not be enough by themselves to make those decks good. Rat Pack does this very well. It isn't great by itself, but it can be pretty good with some synergy. Whether or not it will see play depends on the support cards we get in expansions.
I don't like the inclusion of Princess Huhuran. King Krush is a very cool card that represents hunter's pretty well. If you felt he wasn't good enough then I would adjust his cost to 8 mana, or maybe make him a 9/9 or a 10/9 or something like that. But I feel like King Krush is too iconic to be replaced. Though maybe it is just me who feels like that.
All around I think you did a good job, and I really hope Blizzard does good on their Classic set changes later this year.
Exciting!
I started a new account and went through all of the new player ranks. During that process I came across a lot of Basic/Classic cards that are just unplayable even with such a limited amount of options.
In Dungeons and Dragons, there are different "categories" of players, one of which is the "specialist". The specialist usually only plays one character. And if they have to make a new character it will probably be almost exactly the same as their old one. Maybe they always play a Elf Fighter, or a Halfling Wizard, but they always play their favorite type of character and nothing else, and there is nothing wrong with this type of player.
In Hearthstone, some people only play one class, or one archetype, or one theme of deck. There is nothing wrong with this, it is just one of many styles of play.
Battletag: Jarvis#12448
Region: NA
Trade Only? Yes, you go first
Done!
Battletag: Jarvis#12448
Region: NA
Trade Only? Yes, you go first