It is! I was massively into the game - 1000+ hours in it - and one of my very early projects was trying to design a hero using the mechanics of the game.
Looking over what little I made, I seem to have been going in a strange Warlock/Priest direction with it - the upgraded Hero Power (then called the 'Justicar Hero Power', that's how old it is) is literally just Resurrect.
Really strong new Secret for Hunter, and the perfect combination with Petting Zoo since you can make sure it sticks around by keeping a narrow board and then go wide with the Striders, triggering the Secret on your next turn.
Great to combine with weapons to clear pretty much any minion at no cost to your health, and maybe you even get a big heal if you're wielding Aldrachi Warblades. Really strong.
Ugh... I love the effect, but do I really want to run a Paladin Secret in the main deck? Would it be enough to just occasionally get this from Snack Run or Wandmaker or something?
I mean... it's a free 2/3 on Turn 3 if you were planning on playing a Secret anyway? I feel like you don't really need this compared to all the other fantastic Secret stuff that Mage has.
I love him. He's bad, but I love him. I've come to learn that if you make any card random enough (and slap the word Legendary on it somewhere) then I'm going to want to play it.
Nice little protection for Rogues while keeping in flavour for them - it's a pseudo-heal that doesn't feel bad to see them run, unlike their previous straight healing options from Neutral cards.
I will be trying to refine the OTK list for this card, it's just far too interesting not to. I hope it's good but not busted, because I want this effect to be playable - it's a cool one - and I don't want it nerfed into oblivion.
Kinda weird, but in a deck with a low curve it wouldn't be hard to get the extra attack - at which point it basically has a "Deal 4 damage" tacked on, which is nuts.
Reminds me of a lot of other Druid cards, all of which have been fairly good in the right deck. It's versatile, it can do both effects quite easily, and even if its just another variation on an effect, it's a reliably good effect, so I'm down.
It tricked me at first, but up to 14 damage spread where you like - perhaps more with Parade Leader - is actually really good. I wouldn't be surprised to see this help make a Token DH actually viable.
I can't get over how sick this art is. Card itself seems like an auto-include in any Elemental deck and useless elsewhere, but damn if it doesn't look cool.
Honestly not a good enough pay-off to take up a slot I think. Still, you don't have to cast the Outcast cards from the left or right, just in general, which might make it worth a 1-of.
Competition Theme: All The Rage
It's time to get down to the nitty gritty and check out some stats!
This week grumpymonk has tasked us with creating minions whose stats are a little unbalanced - they're all the rage!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
It is! I was massively into the game - 1000+ hours in it - and one of my very early projects was trying to design a hero using the mechanics of the game.
Looking over what little I made, I seem to have been going in a strange Warlock/Priest direction with it - the upgraded Hero Power (then called the 'Justicar Hero Power', that's how old it is) is literally just Resurrect.
Competition Theme: Grim Tutor
We've appeased two of the Old Gods, but there's still two left! We need another card for them...
BloodMefist realised that we only catered to two of the four Old Gods last week, so they've tasked us with pleasing Yogg and C'Thun this week.
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
Really strong new Secret for Hunter, and the perfect combination with Petting Zoo since you can make sure it sticks around by keeping a narrow board and then go wide with the Striders, triggering the Secret on your next turn.
Great to combine with weapons to clear pretty much any minion at no cost to your health, and maybe you even get a big heal if you're wielding Aldrachi Warblades. Really strong.
Ugh... I love the effect, but do I really want to run a Paladin Secret in the main deck? Would it be enough to just occasionally get this from Snack Run or Wandmaker or something?
I'm into more tutors, and this one even gives it a bonus if you wait on it - which is very easy, since the better Rush targets are higher mana anyway.
Favourite card, favourite card, TURTLE TURTLE TURTLE!
Obviously I'll be running this in every Mage deck until it rotates. Good if it Corrupts... but is it worth losing that art?
I mean... it's a free 2/3 on Turn 3 if you were planning on playing a Secret anyway? I feel like you don't really need this compared to all the other fantastic Secret stuff that Mage has.
I love him. He's bad, but I love him. I've come to learn that if you make any card random enough (and slap the word Legendary on it somewhere) then I'm going to want to play it.
Nice little protection for Rogues while keeping in flavour for them - it's a pseudo-heal that doesn't feel bad to see them run, unlike their previous straight healing options from Neutral cards.
I will be trying to refine the OTK list for this card, it's just far too interesting not to. I hope it's good but not busted, because I want this effect to be playable - it's a cool one - and I don't want it nerfed into oblivion.
I like it for my Il'gynoth deck, as another incidental source of Lifesteal if you can't quite get there with the combo.
Strong enough card that won't see play because Demon Hunters already have good card draw and don't need it.
(Please don't be wrong again like I was about like, every DH card ever).
Kinda weird, but in a deck with a low curve it wouldn't be hard to get the extra attack - at which point it basically has a "Deal 4 damage" tacked on, which is nuts.
Reminds me of a lot of other Druid cards, all of which have been fairly good in the right deck. It's versatile, it can do both effects quite easily, and even if its just another variation on an effect, it's a reliably good effect, so I'm down.
Great card for Secret Hunters, pretty good for other Hunters too. You're essentially getting two free weapon hits with your two Secrets.
It tricked me at first, but up to 14 damage spread where you like - perhaps more with Parade Leader - is actually really good. I wouldn't be surprised to see this help make a Token DH actually viable.
I can't get over how sick this art is. Card itself seems like an auto-include in any Elemental deck and useless elsewhere, but damn if it doesn't look cool.
Honestly not a good enough pay-off to take up a slot I think. Still, you don't have to cast the Outcast cards from the left or right, just in general, which might make it worth a 1-of.