DH has received nothing for Odd DH aside from Sigil of Alacrity, and I frankly don't know if they need that card. Control DH seems better, but still lacks a win con, unless we want to pretend King Togwaggle DH will be a thing, which may just be seeing how much the draw archetype has been pushed this expansion. Now find me a way to play Azalina Soulthief wtihout running Emperor Thaurissan... oh wait, Skull of Gul'dan.
Defend the Dwarven District will be Hunter's biggest hope to be a better class in Wild. I do not think it will be strictly for full Spell deck despite the support Hunter got from Kobolds, as Hunter still likely needs sustain, so back to Vicious Scalehide and whatnot.
Sanctum Chandler with Ignite and Hot Streak gives me hope for a new Minion Mage deck, because you will be able to use all these cards with 2x Sorcerer's Apprentice for an OTK. Meanwhile, Clumsy Courier will free Reno Pocket Galaxy Mage from the dragon package, though will still be preferred because of being active on turn 6.
Rise to the Occasion could give a late game win condition for Odd Paladin, and that deck is already strong enough because of its ability to rush you down. However, playing the Quest itself is a slow play, so it could probably create a new Odd Paladin branch focused on more control.
Wouldn't be surprised to see Seek Guidance possibly overtake current Reno Priest's win condition. It's just much easier to complete, and it still benefits from Lorekeeper Polkelt.
Garrote maybe for Shuffle and Aggro Rogue, but nothing new for Odd and Kingsbane.
Shaman still enjoys its current place, but I could see Auctionhouse Gavel in Shudderwock decks to either reduce the cost of him or his pieces.
New tools for Even Warlock and a never ending debate whether or not to include the new Quest in Darkglare Warlock - it adds burst damage, but hurts your Molten Giant turns because of lifesteal.
Hayday for Pirate Warrior, and the new Quest could be included in Control Warrior variant, possibly Odd or DMH. Also Remote-Controlled Golem gains power with Dr. Boom, Mad Genius. And Heavy Plate seems to be a solid candidate to replace Bring It On! in Dead Man's Hand lists - 2 less armor and 1 mana more expensive, but no side effect to boost your opponent.
Ooh, nice for both Big Demon Hunter and Cube Warlock! While both decks are not exactly the strongest per se, this card feels right at home in them by giving a Taunt and Armor.
I can see this played in OTK Demon Hunter. While sadly a Demon itself, just the fact that you can tutor your combo piece or, at last, removal, can make it worth it, on top of making it really cheap. Also adds more draw if you want to use Felosophy on this card.
Soul Fragments still exist, so they can be used in conjunction with Quest to get your cards for cheap. While those fragments can deny some of cost reduction, I feel like they are necessary to make this possible to complete.
Not sure if this could be in OTK Demon Hunter, just for the fact you can reduce the Cost of your combo pieces by a large margin even without completing the Quest. Skull of Gul'dan is instant completion of one part, which may be all you need. Sigil of Alacrity on top of that can finish the second part if you really need to.
@Wailor - thanks for your kind words, but I do like to stand out, so I was ready to discard Magical Seed itself, but not give up on the similar mechanic, as it was already standing out. I'll see if it will pan out, it will be up on me.
@linkblade - Ah, that way. Though, the way I see it is it being as much of a highroll like pre-nerf Gibberling was. Probably not fun to face and easier to pull off, but thanks for noting it out.
@linkblade91 - the Durability loss part is not shared among copies of your cards. It was intended that you lose durability for the weapon you trade, not for all copies when you trade any of them.
I can see the world with more rewards for winning the competition. Finals does give people time to reevaluate certain cards, but I would not mind a lack of it.
@anchorm4n - That's how it works. Once the Durability goes to 0, you immediately trigger both the Battlecry and Deathrattle. While there isn't much else to do afterwards, I do not reckon Warlock wants to have Attack on weapons even if for thematic and "practical" reasons.
I do agree with Demonxz that my card might have tons of flavor, but could overlap with Sow the Soil, so I opted for this card. Keeps the similar mechanic of benefiting from Trading, but it's now in a different way by purposely destroying your weapon for a bonus effect, which I do think it's cool mechanically.
R
"reduce the Cost of both cards by (1)" should be fine, but if you insist on what you currently have, add ' before cards to form cards'. Otherwise the card is good overall, but would think of different flavor. It sounds more merchant-ish for me. And also a mistake - it's Foreteller, from "to foretell".
AeroJulwin
I like this one. I could suggest this wording for you. "Your spells with a School can be Traded for a spell from a different School. (once per turn)"
K, will be going with this card. Just asking about this version of formatting the text to avoid people being confused because of them thinking you can summon two 2/2 Treants at turn 1.
@Wailor - nothing wrong with the second art, as the game still has cards with art from WoW TCG. And the "Jack and the Beanstalk" reference was purely a coincidence, I forgot that tale even existed. :>
@R - No, you do not summon two 2/2 Treants when trading this card. Rather, you only summon one until you trade this card, and after that, you summon two.
I think this card's value comes from giving you an opportunity to potentially refill your board after using your mass removal. Just three procs of this minion's effect gives you up to six 2/1s to summons, and you will summon two on average.
Sadly, there is a lack of self-damaging cards as of right now in Standard, but still some, and some to be potentially revealed. Also note that is just has to take damage, so even if it instantly takes >=6 damage, it still shuffles two minions into your deck.
Very impressive, ngl.
For Wild, since that's my main mode
Ooh, nice for both Big Demon Hunter and Cube Warlock! While both decks are not exactly the strongest per se, this card feels right at home in them by giving a Taunt and Armor.
MAYBE in Shudderwock Shaman in Wild. Otherwise more likely in Standard to appear in Handlock, I agree on that. Else it's a filler.
I can see this played in OTK Demon Hunter. While sadly a Demon itself, just the fact that you can tutor your combo piece or, at last, removal, can make it worth it, on top of making it really cheap. Also adds more draw if you want to use Felosophy on this card.
Soul Fragments still exist, so they can be used in conjunction with Quest to get your cards for cheap. While those fragments can deny some of cost reduction, I feel like they are necessary to make this possible to complete.
Not sure if this could be in OTK Demon Hunter, just for the fact you can reduce the Cost of your combo pieces by a large margin even without completing the Quest. Skull of Gul'dan is instant completion of one part, which may be all you need. Sigil of Alacrity on top of that can finish the second part if you really need to.
@Wailor - thanks for your kind words, but I do like to stand out, so I was ready to discard Magical Seed itself, but not give up on the similar mechanic, as it was already standing out. I'll see if it will pan out, it will be up on me.
@linkblade - Ah, that way. Though, the way I see it is it being as much of a highroll like pre-nerf Gibberling was. Probably not fun to face and easier to pull off, but thanks for noting it out.
@linkblade91 - the Durability loss part is not shared among copies of your cards. It was intended that you lose durability for the weapon you trade, not for all copies when you trade any of them.
I can see the world with more rewards for winning the competition. Finals does give people time to reevaluate certain cards, but I would not mind a lack of it.
@anchorm4n - That's how it works. Once the Durability goes to 0, you immediately trigger both the Battlecry and Deathrattle. While there isn't much else to do afterwards, I do not reckon Warlock wants to have Attack on weapons even if for thematic and "practical" reasons.
I do agree with Demonxz that my card might have tons of flavor, but could overlap with Sow the Soil, so I opted for this card. Keeps the similar mechanic of benefiting from Trading, but it's now in a different way by purposely destroying your weapon for a bonus effect, which I do think it's cool mechanically.
K, will be going with this card. Just asking about this version of formatting the text to avoid people being confused because of them thinking you can summon two 2/2 Treants at turn 1.
@Wailor - nothing wrong with the second art, as the game still has cards with art from WoW TCG. And the "Jack and the Beanstalk" reference was purely a coincidence, I forgot that tale even existed. :>
@R - No, you do not summon two 2/2 Treants when trading this card. Rather, you only summon one until you trade this card, and after that, you summon two.
A few ideas to push the new keyword.
Oh, so this site's editor is based on HTML. Good to know, cause I thought it was Markdown.
Good luck to all finalists! I have finally earned the privilege to name myself one after so many years of absence.
Yeah, I won one r/customhearthstone weekly contest. So my trophy case isn't empty. :D
I think this card's value comes from giving you an opportunity to potentially refill your board after using your mass removal. Just three procs of this minion's effect gives you up to six 2/1s to summons, and you will summon two on average.
Sadly, there is a lack of self-damaging cards as of right now in Standard, but still some, and some to be potentially revealed. Also note that is just has to take damage, so even if it instantly takes >=6 damage, it still shuffles two minions into your deck.
Just a question. How do you add custom Spoiler names?
Curious about interactions with Deathspeaker.