Menacing Bagel - I'm not a fan of this card; although the idea is interesting, I don't think it would be playable in practice. A super high-Health Taunt is still susceptible to things like Shadow Word: Pain or Siphon Soul, and in the process of losing the minion you just lost out on a ton of extra Armor. That being said, I think such a combo might also shut down certain classes too hard (Demon Hunter, Mage), the ones who have to blast their way through minions because they lack automatic removal.
Going the other-way around, by reducing the minion's Health to 2 you are basically throwing it away to bump up your Armor a little bit, which is not a worthwhile trade. The deck survives by having Taunt minions on the board and a respectable life total, but you're ultimately making me choose between them.
thepowrofcheese - Cost reduction/mana cheating is always scary, and two copies of it is even more so. But, that being said, I don't believe it would be too much of a concern. They have to be in-hand, thankfully, and you're asking players to pay 5-mana for a "do nothing" which is a hard sell, especially in a class that can't cheat out the spell itself. All-in-all, I think this is fairly balanced.
grayghost39 - This is interesting. With the Health totals some Taunts have, this could be an Inner Fire-esque surprise finisher, turning your sturdy wall into a set of glass cannons. I personally am not a fan of such combos, but I think this would see play anyway. You should capitalize Health and Attack, though.
Nirast - I would stick with Replicating Challenger (needs an E after the "Chall" part, not an A). I think Tauren Dealer feels a little "forced" and awkward. Replicating Challenger is a fun card, although as KANSAS noted the ability to replicate so readily can be concerning. I too wonder if it should be changed to "survives damage", and its Health increased accordingly.
I doubt they'd release Vereesa now. Would be kinda boring if all Hunter ever gets is Windrunner sisters
I believe this is especially true because Vereesa has nothing special about her, in terms of a unique selling point. If Alleria's Hearthstone portrayal had her Void Elf appearance, all three would look different and thus be worth including. However, because Alleria is in her regular form, having both her and Vereesa would be redundant. Vereesa is basically "just" an elf ranger with two more famous/relevant sisters, and nothing more.
Having read into the story some more, and with no other clues to go on, I'm standing by Calia Menethil as my final guess/answer. Her younger brother slew their father the king and turned into The Lich King; that's pretty significant. She's also gained in WoW relevance recently as a potential leader of the Forsaken now that Sylvanas has abandoned them.
Calia would be a Priest alt hero, and could have remarks for both the Arthas skin and the Sylvanas skin; she's also friends with Jaina.
Changing Sac Pac to only target friendly Demons would maintain the original intention of the card while eliminating the stupid "herp derp I instakilled Lord Jaraxxus" interaction. Want people to play J-rax? That's how you do it. Otherwise he'll never see the light of day, especially with Zephrys the Great still around in Standard.
That that damn Totemic Reflection is doing better than Libram Paladin hurts me on a spiritual level. It's such a random card to include in Ashes of Outland.
I had a couple of ideas based around Taunt and hero powers, to synergise with both the Quest and Reward of Fire Plume's Heart. The first is also useful for other Warrior archetypes, the other not so much, but could lead to some fun DIE INSECT! combos.
Show Spoiler
At the moment I am leaning towards the latter. Which do you guys prefer?
I prefer Sulfuron Firesmith. Couple of things though. First, it should say "Your Hero Power triggers twice." Power shouldn't be plural as you can only have 1 hero power active at a time. Second, I think this effect is way too powerful at 3 mana. You can achieve this same effect with Waterboy and Garrison Commander for 4 mana. Not to mention if you combo this with Garrison Commander, that's 32 damage for 9 mana. (and it's Ragnaros' attack, so you know they will all go face!). I think it might be better to try for 5 mana. Maybe 5/2/7?
I agree with all of the above. I prefer Sulfuron Firesmith, and I think it should cost more
hey Linkblade, you play quest taunt warrior in wild right? Where does the deck usually fall apart? What does the deck need?
As for what the deck needs....I legitimately have no idea. More armor-gain would always be appreciated, but that doesn't necessarily save you from Wild's heavy hitters. I'll have to think about it some more and come back to you.
Warrior could use some big armor cards. The new Prime card is actually one of the best armor gain cards they've released for warrior. It'd be nice to see some stuff comparable to druid armor gain like Ferocious Howl, Branching Paths, Oaken Summons. As it stands, druid's can withstand quest mage because of the armor gain, and they can (sometimes) withstand Darkest Hour because of Poison Seeds being a very cheap board clear.
My other thought was some boardfill/ressurection mechanic. Some way to refill a board quickly by spending 9 or 10 mana. Its a shame that Warrior just doesn't get the tools for competitive control decks in wild.
Yeah, a Hadronox for the Warrior would be very much appreciated. I can't think of a better answer to your question; sorry :( I wish I knew the secret, because presumably that would be this week's winning card haha
I've been trying to work on that for years now, striking a balance between what I like and what other people will vote for. It's certainly a struggle D:
Some more feedback for those who have not submitted yet; apologies if I missed someone:
Show Spoiler
h0lysatan - Weapon cards are allowed, yes. I like that it costs 2, because you can set up for later a la Woodcutter's Axe, and because the deck usually lacks a number of great turn-2 plays. Putting it in Kobolds & Catacombs is an odd choice, however.
BasilAnguis - I like it, but I wonder how strong it is. You've basically shut down the Mage, who can really only blast through it via damage spells. Priest as well, who did not have access to things like Forbidden Words at the time.
Nirast - It's kind of like Phantom Militia, albeit slower…and yet more reliable for the Quest, because you can keep churning them out without having to do so in a single turn. It's weird for the two of them to come in back-to-back expansions, but I might be the only one who cares about such things lol
Wailor - Ironmelt Guardian is different; I like it. "Deathrattle: Gain 2 Armor" isn't great, but the alternative is powerful indeed. At three mana you can even slot it into Odd Quest Warrior for a better Deathrattle outcome.
KANSAS - I like Recurring Nightmare the most. It's simple, effective, and plays right into the Quest.
Okay, I must admit that I didn't know Bolster was a thing. My furst try was way too similar to this, so I tried to come up with something new. I'm actually pretty happy with this one. It's flexible, it does something on play, it helps finishing the quest and isn't useless once we did so. What do you think about this:
I like the card, but the watermark is an unusual choice for two reasons:
The flavor is off with the rest of the expansion.
I Know a Guy existed at the time, in the expansion literally right before Un'Goro.
If you moved it to Saviors of Ulduum, I don't think anyone would begrudge the power creep. Although you are basically doing what you did with Bolster originally...
Also: you totally skipped right over me on the first page lol :P
hey Linkblade, you play quest taunt warrior in wild right? Where does the deck usually fall apart? What does the deck need?
I've always seen it as a "grinder" deck, like some kind of Fatigue Warrior but not literally. Run them out of resources and laugh as the wall of Taunts becomes too much for them, with the Hero Power as an inevitability. An "ideal" game would be one against another minion-focused deck, but your defense proves to be better than their offense.
Unfortunately, the realm of Wild frankly just doesn't give it a shit for Sulfuras and its plans. Things either move too fast or too powerfully for me to lay a proper defense, or they just ignore my minions altogether. It's hard to slow the game down enough to where I can win, and even then sometimes I lose anyway (N'Zoth Taunt Rogue comes to mind). I love the deck, but I would never call it a meta one :(
As for what the deck needs....I legitimately have no idea. More armor-gain would always be appreciated, but that doesn't necessarily save you from Wild's heavy hitters. I'll have to think about it some more and come back to you.
Ok, got a couple ideas going. Apparently I'm feeling like a spell for this one...
I'll go through and give feedback when I have some time later today.
I like Tunnel Explosives; especially in a deck like this, where it basically becomes a 4-mana Flamestrike lol. Because of that it might be too good; maybe it should be 5-mana? Stand Your Ground!, however, is problematic because Immune turns off Taunt. You're saving your minions but opening up your face at the same time.
Some feedback for those who have posted; I was waiting for the group to expand a bit.
Show Spoiler
Conduit - An interesting thought, but as Wailor noted it's overpowered. Losing Taunt is not a big enough downside to warrant being a 3/4/4; it might even be a good thing, depending on the circumstances.
Hordaki - I like it, but I wonder if people would care about the bonus Taunt effect and instead just run it because it's guaranteed removal with a body. Being a Mech also means you can Magnetize Zilliax onto it. I love that artwork, though; it makes for great flavor.
TheHoax91 - As Sinti noted, I don't believe it fulfills the prompt as currently written. It's hard to say whether or not a handbuff-ed "Taunt" minion would count as an actual Taunt minion for the Quest; if it doesn't work, then the Shield "Bearer" fails to satisfy the competition's rules.
Mr Rhapsody - Unfortunately, while it is amusing, I don't believe you can capitalize the letters of EVIL and get away with it. You can't have two cards with the same name, even with that slight distinction :P
Wailor - Fire Plume's Heart forces you to play the Taunt minions; it does not let you summon them like Awaken the Makers. With that in mind, I would say Fel Horde does not follow the prompt in its current form. There's a reason players don't use Protect the King! (other than it being a bad card, but that's not my point lol). I understand what you're trying to do with Runic Armorsmith, but it took me a minute to get it and that could be a bad sign :(
:(
No need to call me out; you know I love you too :P
Just so we're all clear: I regularly skip Demon because we're both staff on our Discord, and it's easier to talk there. If you're not already a member, you should consider joining our server! We have a Fan Creations channel and can talk shop there <3
Some feedback for those who have posted; I was waiting for the group to expand a bit.
Show Spoiler
Conduit - An interesting thought, but as Wailor noted it's overpowered. Losing Taunt is not a big enough downside to warrant being a 3/4/4; it might even be a good thing, depending on the circumstances.
Hordaki - I like it, but I wonder if people would care about the bonus Taunt effect and instead just run it because it's guaranteed removal with a body. Being a Mech also means you can Magnetize Zilliax onto it. I love that artwork, though; it makes for great flavor.
TheHoax91 - As Sinti noted, I don't believe it fulfills the prompt as currently written. It's hard to say whether or not a handbuff-ed "Taunt" minion would count as an actual Taunt minion for the Quest; if it doesn't work, then the Shield "Bearer" fails to satisfy the competition's rules.
Mr Rhapsody - Unfortunately, while it is amusing, I don't believe you can capitalize the letters of EVIL and get away with it. You can't have two cards with the same name, even with that slight distinction :P The game probably wouldn't be able to tell the difference.
Wailor - Fire Plume's Heart forces you to play the Taunt minions; it does not let you summon them like Awaken the Makers. With that in mind, I would say Fel Horde does not follow the prompt in its current form. There's a reason players don't use Protect the King! (other than it being a bad card, but that's not my point lol). I understand what you're trying to do with Runic Armorsmith, but it took me a minute to get it and that could be a bad sign :(
Eventually you want to start using the Ragnaros Hero Power, so why not create an Inspire minion? Undying Tauren is that minion.
These two are the same thing, more or less; just a different way of phrasing the Battlecry. I couldn't decide which was the better way to say it, so I made two dramatically-different cards so you could tell them apart and help me out there.
I'm really excited to see what people come up with to support the deck :D
Well, glad I checked the thread before starting to make a card, I had ideas that are pretty identical to 2 of yours...
Against the Wall is a cool card, but maybe too gruesome a card name? The phrase typically refers to police or soldiers lining people up against a wall, for inspection or possibly execution.
Does it? My first thought when I read that is "your back is against the wall", as in a fight. You're cornered, you're running out of options, you've got no choice, etc.
I can think of something else for it, if people disapprove.
Eventually you want to start using the Ragnaros Hero Power, so why not create an Inspire minion? Undying Tauren is that minion.
These two are the same thing, more or less; just a different way of phrasing the Battlecry. I couldn't decide which was the better way to say it, so I made two dramatically-different cards so you could tell them apart and help me out there.
I'm really excited to see what people come up with to support the deck :D
Some additional feedback:
Menacing Bagel - I'm not a fan of this card; although the idea is interesting, I don't think it would be playable in practice. A super high-Health Taunt is still susceptible to things like Shadow Word: Pain or Siphon Soul, and in the process of losing the minion you just lost out on a ton of extra Armor. That being said, I think such a combo might also shut down certain classes too hard (Demon Hunter, Mage), the ones who have to blast their way through minions because they lack automatic removal.
Going the other-way around, by reducing the minion's Health to 2 you are basically throwing it away to bump up your Armor a little bit, which is not a worthwhile trade. The deck survives by having Taunt minions on the board and a respectable life total, but you're ultimately making me choose between them.
thepowrofcheese - Cost reduction/mana cheating is always scary, and two copies of it is even more so. But, that being said, I don't believe it would be too much of a concern. They have to be in-hand, thankfully, and you're asking players to pay 5-mana for a "do nothing" which is a hard sell, especially in a class that can't cheat out the spell itself. All-in-all, I think this is fairly balanced.
grayghost39 - This is interesting. With the Health totals some Taunts have, this could be an Inner Fire-esque surprise finisher, turning your sturdy wall into a set of glass cannons. I personally am not a fan of such combos, but I think this would see play anyway. You should capitalize Health and Attack, though.
Nirast - I would stick with Replicating Challenger (needs an E after the "Chall" part, not an A). I think Tauren Dealer feels a little "forced" and awkward. Replicating Challenger is a fun card, although as KANSAS noted the ability to replicate so readily can be concerning. I too wonder if it should be changed to "survives damage", and its Health increased accordingly.
I believe this is especially true because Vereesa has nothing special about her, in terms of a unique selling point. If Alleria's Hearthstone portrayal had her Void Elf appearance, all three would look different and thus be worth including. However, because Alleria is in her regular form, having both her and Vereesa would be redundant. Vereesa is basically "just" an elf ranger with two more famous/relevant sisters, and nothing more.
She's lucky she landed on a card at all, frankly.
Having read into the story some more, and with no other clues to go on, I'm standing by Calia Menethil as my final guess/answer. Her younger brother slew their father the king and turned into The Lich King; that's pretty significant. She's also gained in WoW relevance recently as a potential leader of the Forsaken now that Sylvanas has abandoned them.
Calia would be a Priest alt hero, and could have remarks for both the Arthas skin and the Sylvanas skin; she's also friends with Jaina.
Changing Sac Pac to only target friendly Demons would maintain the original intention of the card while eliminating the stupid "herp derp I instakilled Lord Jaraxxus" interaction. Want people to play J-rax? That's how you do it. Otherwise he'll never see the light of day, especially with Zephrys the Great still around in Standard.
That that damn Totemic Reflection is doing better than Libram Paladin hurts me on a spiritual level. It's such a random card to include in Ashes of Outland.
I agree with all of the above. I prefer Sulfuron Firesmith, and I think it should cost more
Yeah, a Hadronox for the Warrior would be very much appreciated. I can't think of a better answer to your question; sorry :( I wish I knew the secret, because presumably that would be this week's winning card haha
I'm just gonna go with Against the Wall.
I've been trying to work on that for years now, striking a balance between what I like and what other people will vote for. It's certainly a struggle D:
Some more feedback for those who have not submitted yet; apologies if I missed someone:
h0lysatan - Weapon cards are allowed, yes. I like that it costs 2, because you can set up for later a la Woodcutter's Axe, and because the deck usually lacks a number of great turn-2 plays. Putting it in Kobolds & Catacombs is an odd choice, however.
BasilAnguis - I like it, but I wonder how strong it is. You've basically shut down the Mage, who can really only blast through it via damage spells. Priest as well, who did not have access to things like Forbidden Words at the time.
Nirast - It's kind of like Phantom Militia, albeit slower…and yet more reliable for the Quest, because you can keep churning them out without having to do so in a single turn. It's weird for the two of them to come in back-to-back expansions, but I might be the only one who cares about such things lol
Wailor - Ironmelt Guardian is different; I like it. "Deathrattle: Gain 2 Armor" isn't great, but the alternative is powerful indeed. At three mana you can even slot it into Odd Quest Warrior for a better Deathrattle outcome.
KANSAS - I like Recurring Nightmare the most. It's simple, effective, and plays right into the Quest.
I like the card, but the watermark is an unusual choice for two reasons:
If you moved it to Saviors of Ulduum, I don't think anyone would begrudge the power creep. Although you are basically doing what you did with Bolster originally...
Also: you totally skipped right over me on the first page lol :P
I've always seen it as a "grinder" deck, like some kind of Fatigue Warrior but not literally. Run them out of resources and laugh as the wall of Taunts becomes too much for them, with the Hero Power as an inevitability. An "ideal" game would be one against another minion-focused deck, but your defense proves to be better than their offense.
Unfortunately, the realm of Wild frankly just doesn't give it a shit for Sulfuras and its plans. Things either move too fast or too powerfully for me to lay a proper defense, or they just ignore my minions altogether. It's hard to slow the game down enough to where I can win, and even then sometimes I lose anyway (N'Zoth Taunt Rogue comes to mind). I love the deck, but I would never call it a meta one :(
As for what the deck needs....I legitimately have no idea. More armor-gain would always be appreciated, but that doesn't necessarily save you from Wild's heavy hitters. I'll have to think about it some more and come back to you.
I like Tunnel Explosives; especially in a deck like this, where it basically becomes a 4-mana Flamestrike lol. Because of that it might be too good; maybe it should be 5-mana? Stand Your Ground!, however, is problematic because Immune turns off Taunt. You're saving your minions but opening up your face at the same time.
No need to call me out; you know I love you too :P
Just so we're all clear: I regularly skip Demon because we're both staff on our Discord, and it's easier to talk there. If you're not already a member, you should consider joining our server! We have a Fan Creations channel and can talk shop there <3
Some feedback for those who have posted; I was waiting for the group to expand a bit.
Conduit - An interesting thought, but as Wailor noted it's overpowered. Losing Taunt is not a big enough downside to warrant being a 3/4/4; it might even be a good thing, depending on the circumstances.
Hordaki - I like it, but I wonder if people would care about the bonus Taunt effect and instead just run it because it's guaranteed removal with a body. Being a Mech also means you can Magnetize Zilliax onto it. I love that artwork, though; it makes for great flavor.
TheHoax91 - As Sinti noted, I don't believe it fulfills the prompt as currently written. It's hard to say whether or not a handbuff-ed "Taunt" minion would count as an actual Taunt minion for the Quest; if it doesn't work, then the Shield "Bearer" fails to satisfy the competition's rules.
Mr Rhapsody - Unfortunately, while it is amusing, I don't believe you can capitalize the letters of EVIL and get away with it. You can't have two cards with the same name, even with that slight distinction :P The game probably wouldn't be able to tell the difference.
Wailor - Fire Plume's Heart forces you to play the Taunt minions; it does not let you summon them like Awaken the Makers. With that in mind, I would say Fel Horde does not follow the prompt in its current form. There's a reason players don't use Protect the King! (other than it being a bad card, but that's not my point lol). I understand what you're trying to do with Runic Armorsmith, but it took me a minute to get it and that could be a bad sign :(
...sorry :(
Does it? My first thought when I read that is "your back is against the wall", as in a fight. You're cornered, you're running out of options, you've got no choice, etc.
I can think of something else for it, if people disapprove.
Given it's my prompt, I have a boatload of ideas. They're under the spoiler:
These two are the same thing, more or less; just a different way of phrasing the Battlecry. I couldn't decide which was the better way to say it, so I made two dramatically-different cards so you could tell them apart and help me out there.
I'm really excited to see what people come up with to support the deck :D
Congrats Shaveyou!
You were the chosen one, Librams! The one(s) that would bring balance to the Paladin, not destroy it!
That's a pretty amusing coincidence :D