Demonxz95 - I can't stand Vanish, so you might lose a point from me there, but I also don't play many low-cost minions so it wouldn't bother me as much in practice.
anchorm4n - I care about board presence…a lot :( All of my decks seek to hit the board, so this could be pretty painful in my own experience. What about something like "Fire Combo: The next one you play this turn costs (1)." That way the other spell goes back to full cost; that would allow you to readjust the base spell more favorably, and mitigate a crazy Hot Streak turn.
Nirast - I'll be honest: I don't like either one. Healing Hail is an okay play on Healing Rain, but the flavor is very weird (you're being pelted with ice-rocks; why is it healing you?). Hail Storm is just Blizzard with extra steps. I'm not sure if either of them would find a home somewhere.
R - A reverse-Meteor that can also go face if you want it to? That sounds super good. I personally don't feel like Fire Mage needs more face-damage spells: it needs to be encouraged to actually use its board for once.
Wailor - Swift Assassin being connected to Poisons and thus gaining Poisonous is perfect flavor, so I would choose that one. The Scribe is wonky and redundant when we already have the simple-and-clean Lab Partner.
BasilAnguis - I like the version you posted in Discord, with the "Frost Combo: Gain 5 Armor." A nice connection to Ice Barrier, the bold text flows nicely, and you probably don't need the Prodigy to Freeze someone because you just played a Frost spell (and thus did it already).
AeroJulwin - It's okay. It's a little better than Blessing of Kings, but I don't know if it is worth running in one's deck.
Me0203 - The Soulmancer is naturally comboed with Soul Shear, but that's kind of it. The DH doesn't have many worthwhile Shadow spells; not like the Warlock does. While I like Soul Fragments more, the Voidmancer might be more viable overall.
I'll drop Shadow Druid for now, although I do like the Arcane Owl idea. How about one of these?
The first one is information + disruption, while the second one keeps the multiplying-Deathrattle synergy to influence decision-making. I wanted it to be only your opponent who suffers, but try fitting the word "opponent" in there and keep it within four lines of text lol D:
I will drop some feedback tomorrow: going to bed now.
Heh, it's been awhile, apparently. Edited! Thanks for the catch.
Regards to your card, while I'm in love with the idea of a future-expansion Shadow Druid, it's difficult to reconcile pure hero damage with Druid. Effects closer to Webweave seem more fitting - maybe effects like poisonous, copying, resurrection, entangling/corrupting friendly/enemy units, cost increases for benefits, etc. Big ole board-fillin' nature-gone-bad stuff.
Yeah...it mostly came down to "what aura can I fit in the limited space I have?" The Shadow Combo is using two lines on its own, so that didn't leave much. I'll keep tinkerin'; my first concern is whether or not people would accept the Nightmare Shadow-Druid setup.
Thanks for givin' it a look :)
Edit: How's this? Still messing around with the card:
It gives you "infinite value", assuming you continuously spend the Mana to play it. If you can Shadow Combo, you actually gain copies of Nightmare Servant. The flavor is that the Nightmare cannot be truly killed, only contained. Might be garbage without Rush *shrugs*
I'm wondering if I can get away with making a card reliant on an unusual class+spell school combination:
The implication being that, in an Emerald Nightmare-based expansion, the Druid would receive more Shadow spells. They have Webweave, so it's not completely unprecedented.
That effect could be crazy for generating value, if your hand is full of spells, so I'm wondering if the cost-increase needs to be higher, like a 2. Not sure without being able to test it; maybe it's okay. Being Neutral means everyone has a chance to abuse it, though, so in the interest of hedging one's chances nerfing it in advance might be the right call *shrugs*
Also, I personally would not name them "(X) Roame", just because we already have an established Roame family and there's no need to add to it IMO.
You don't need the first "by", Cost should be capitalized in this instance, and I think you mean for it to say "every Fire spell you cast this game". Beyond those minor errors, you should be good to go :)
The card is strong, but:
A. It's a Legendary so it's harder to access;
B. It has no spell school so it's harder to tutor or directly synergize with it; and
C. Work has to go into building it up, like Mordresh Fire Eye but minus the pass/fail aspect (since you can use the Potion early if you want to). I think most people would end up using it early, to deal with Aggro boards and the like.
Played the (filthy, disgusting) Facedormu Hunter deck. Never procced Noz in any game, won once, and did not have fun :/ I feel dirty just touching an Aggro deck; yuck.
I will say that using Aimed Shot on my own face to bypass Cloak of Shadows for lethal was the high moment, but the rest was dumb.
If the opinion of the theme-suggester matters, I’d be inclined to say it doesn’t count unfortunately. I pictured the card as actually raising the cost of cards and turning them red, not having the option to spend additional mana. By the way, I also didn’t mean for cards that raise costs in both sides to count, a lá Mana Wraith
Well...damn. I kinda figured, as Demon had already told me No on Discord. I will come up with something else.
Feedback:
Show Spoiler
DestroyerR - As Sinti noted, I don't think anyone would ever play it as a Mage minion. The stats aren't worth it at all, and the Mage cares about the cost of cards in its hand; your opponent would simply kill and rekill this over and over until your hand is worthless.
BloodMefist - I like that it switches around; that's a neat feature. I'm concerned that someone would find a way to abuse the fact that it starts as Shadow, like with Mind Blast and Void Shard: play this during an OTK turn (after reducing its cost with Insight?) and just utilize the Shadow cost reduction without any care for the switching part.
Wailor - I would very much not have it increase the cost of all cards in-hand, like the Epic version: that's just awful. The Rare version seems good-to-go.
anchorm4n - I honestly don't think you'll be able to fit the "up to 10" part without sacrificing something else to make room, so I say screw it. You're good-to-go otherwise :)
R - With the existence of Tour Guide I just don't think this should be a Start of Game effect. Battlecry, sure, but Tour Guide just blows the requirement out of the water and defeats the point.
BasilAnguis - I like that it promotes decision-making: the more productive your turn, the more expensive it becomes (and thus harder to refill). That being said I don't think others will appreciate that as much, and it just kind of feels wrong to have a Rogue card that becomes harder to use.
Wailor (again) - The flavor of Mythmaker is awesome…it's just that the actual effect is suspect. Most 1-Cost minions are not impactful enough with their effects to warrant being 10/10/10s. I think maybe you could win off the idea alone, if people don't think about it too much, but it's hard to say. Desperate Shot annoys me because it would go right into a "dump my hand and win the game" Hunter deck to remove a Taunt.
Shadows has been busy so I haven't gotten a totally-official ruling, meaning I'm gonna go ahead and post this anyway:
Would you say this counts; yay or nay? I think it's a cool card because you can play it straight-up with Wildheart Guff, or "combo" with Pathmaker and/or Pride Seeker. And, of course, you can simply pay the base amount for a slightly-cheaper The Forest's Aid, meaning it's not totally useless if you generate the card outside the ideal use-case.
I saw one of those my first game: I froze out the Kobold when it appeared, forcing her to kill it herself. You can also Freeze the Rogue to make the Necrium Blade's Deathrattle suboptimal. Do what you can to make her objective spell a low-value play: she barely could do anything while it was up, making it much easier.
Ultimately the game went kind of slowly because I couldn't find my board generators, but I won handily.
Kind of like Headmaster Kel'Thuzad, but for Honorable Kill. "Nothing will inspire you more to switch sides than a Fireball to the face." IIRC the Spirit of Redemption is the caretaker of Alterac Valley's dead PvP players, watching over them while they wait to respawn.
Feedback:
Show Spoiler
R - Should be "Slingshot Goblin", just the one O. The text seems okay, being essentially Cobra Shot with a condition (and a body), although it does buck up against Knight-Captain in terms of general function.
Demonxz95 - I think a reduction of 4 is fine. A sizable payoff for what can be an uncommon condition to activate.
BasilAnguis - I agree with AeroJulwin in-that The Flag should have some kind of aura effect to really encourage your opponent to target it. Otherwise, they might just leave it alone and deny you the "game within a game" fun.
DestroyerR - Ignoring the Keyword-soup, I think it's okay, but quite boring. It's "just stats", and people don't care for that unless something good is coming along with it (or you're Saidan the Scarlet, compensating with sheer numbers).
grumpymonk - Ignoring the name problem, I think the Rogue spell is more interesting than Karl. Karl has some math involved that'll turn some people away, having to line everything up just right for the HK. He's also a terrible drop onto an empty board, which is unfortunate. The spell has the cool "should I Combo or not" factor that adds to the decision-making.
AeroJulwin - I assume the Cub returns to your hand even if it dies? It wouldn't be good otherwise, but that's also not entirely intuitive: dead things are dead, you shouldn't get them back (unless you're a filthy Priest). I like Charon because "Fire Control Mage" sounds cool to me. Or maybe "Fire Fighter Mage"? :P
Wailor - I've been told that the Druid is supposed to have a problem clearing minions with spells, so Sunfire is presumably an issue. The Blademaster is a fine card, though, so I'd go with that one. Could even chain-kill a bunch of 4-Health minions.
I should take a picture of my shelf: there's a stack of Firefly books just sitting there collecting dust. Somebody ought to read them lel
Feedback:
Demonxz95 - I can't stand Vanish, so you might lose a point from me there, but I also don't play many low-cost minions so it wouldn't bother me as much in practice.
anchorm4n - I care about board presence…a lot :( All of my decks seek to hit the board, so this could be pretty painful in my own experience. What about something like "Fire Combo: The next one you play this turn costs (1)." That way the other spell goes back to full cost; that would allow you to readjust the base spell more favorably, and mitigate a crazy Hot Streak turn.
Nirast - I'll be honest: I don't like either one. Healing Hail is an okay play on Healing Rain, but the flavor is very weird (you're being pelted with ice-rocks; why is it healing you?). Hail Storm is just Blizzard with extra steps. I'm not sure if either of them would find a home somewhere.
R - A reverse-Meteor that can also go face if you want it to? That sounds super good. I personally don't feel like Fire Mage needs more face-damage spells: it needs to be encouraged to actually use its board for once.
Wailor - Swift Assassin being connected to Poisons and thus gaining Poisonous is perfect flavor, so I would choose that one. The Scribe is wonky and redundant when we already have the simple-and-clean Lab Partner.
BasilAnguis - I like the version you posted in Discord, with the "Frost Combo: Gain 5 Armor." A nice connection to Ice Barrier, the bold text flows nicely, and you probably don't need the Prodigy to Freeze someone because you just played a Frost spell (and thus did it already).
AeroJulwin - It's okay. It's a little better than Blessing of Kings, but I don't know if it is worth running in one's deck.
Me0203 - The Soulmancer is naturally comboed with Soul Shear, but that's kind of it. The DH doesn't have many worthwhile Shadow spells; not like the Warlock does. While I like Soul Fragments more, the Voidmancer might be more viable overall.
I'll drop Shadow Druid for now, although I do like the Arcane Owl idea. How about one of these?
The first one is information + disruption, while the second one keeps the multiplying-Deathrattle synergy to influence decision-making. I wanted it to be only your opponent who suffers, but try fitting the word "opponent" in there and keep it within four lines of text lol D:
I will drop some feedback tomorrow: going to bed now.
Yeah...it mostly came down to "what aura can I fit in the limited space I have?" The Shadow Combo is using two lines on its own, so that didn't leave much. I'll keep tinkerin'; my first concern is whether or not people would accept the Nightmare Shadow-Druid setup.
Thanks for givin' it a look :)
Edit: How's this? Still messing around with the card:
It gives you "infinite value", assuming you continuously spend the Mana to play it. If you can Shadow Combo, you actually gain copies of Nightmare Servant. The flavor is that the Nightmare cannot be truly killed, only contained. Might be garbage without Rush *shrugs*
I'm wondering if I can get away with making a card reliant on an unusual class+spell school combination:
The implication being that, in an Emerald Nightmare-based expansion, the Druid would receive more Shadow spells. They have Webweave, so it's not completely unprecedented.
Horde can suck it lol :P Vanndar is way cooler than Drek'thar, at least in terms of gameplay.
You forgot to make them Battlecries :P
Hey alright, I finally got off the schneid lol
Good luck to all the finalists :)
That effect could be crazy for generating value, if your hand is full of spells, so I'm wondering if the cost-increase needs to be higher, like a 2. Not sure without being able to test it; maybe it's okay. Being Neutral means everyone has a chance to abuse it, though, so in the interest of hedging one's chances nerfing it in advance might be the right call *shrugs*
Also, I personally would not name them "(X) Roame", just because we already have an established Roame family and there's no need to add to it IMO.
You don't need the first "by", Cost should be capitalized in this instance, and I think you mean for it to say "every Fire spell you cast this game". Beyond those minor errors, you should be good to go :)
The card is strong, but:
All-in-all, I like it.
Played the (filthy, disgusting) Facedormu Hunter deck. Never procced Noz in any game, won once, and did not have fun :/ I feel dirty just touching an Aggro deck; yuck.
I will say that using Aimed Shot on my own face to bypass Cloak of Shadows for lethal was the high moment, but the rest was dumb.
Well...damn. I kinda figured, as Demon had already told me No on Discord. I will come up with something else.
Feedback:
DestroyerR - As Sinti noted, I don't think anyone would ever play it as a Mage minion. The stats aren't worth it at all, and the Mage cares about the cost of cards in its hand; your opponent would simply kill and rekill this over and over until your hand is worthless.
BloodMefist - I like that it switches around; that's a neat feature. I'm concerned that someone would find a way to abuse the fact that it starts as Shadow, like with Mind Blast and Void Shard: play this during an OTK turn (after reducing its cost with Insight?) and just utilize the Shadow cost reduction without any care for the switching part.
Wailor - I would very much not have it increase the cost of all cards in-hand, like the Epic version: that's just awful. The Rare version seems good-to-go.
anchorm4n - I honestly don't think you'll be able to fit the "up to 10" part without sacrificing something else to make room, so I say screw it. You're good-to-go otherwise :)
R - With the existence of Tour Guide I just don't think this should be a Start of Game effect. Battlecry, sure, but Tour Guide just blows the requirement out of the water and defeats the point.
BasilAnguis - I like that it promotes decision-making: the more productive your turn, the more expensive it becomes (and thus harder to refill). That being said I don't think others will appreciate that as much, and it just kind of feels wrong to have a Rogue card that becomes harder to use.
Wailor (again) - The flavor of Mythmaker is awesome…it's just that the actual effect is suspect. Most 1-Cost minions are not impactful enough with their effects to warrant being 10/10/10s. I think maybe you could win off the idea alone, if people don't think about it too much, but it's hard to say. Desperate Shot annoys me because it would go right into a "dump my hand and win the game" Hunter deck to remove a Taunt.
Shadows has been busy so I haven't gotten a totally-official ruling, meaning I'm gonna go ahead and post this anyway:
Would you say this counts; yay or nay? I think it's a cool card because you can play it straight-up with Wildheart Guff, or "combo" with Pathmaker and/or Pride Seeker. And, of course, you can simply pay the base amount for a slightly-cheaper The Forest's Aid, meaning it's not totally useless if you generate the card outside the ideal use-case.
Good luck to the other finalists :)
I saw one of those my first game: I froze out the Kobold when it appeared, forcing her to kill it herself. You can also Freeze the Rogue to make the Necrium Blade's Deathrattle suboptimal. Do what you can to make her objective spell a low-value play: she barely could do anything while it was up, making it much easier.
Ultimately the game went kind of slowly because I couldn't find my board generators, but I won handily.
"FREEZE?! WHY NOT BURN?!" ...always be yourself, unless you can be Ragnaros :)
Great deck as always; glad we were of like minds on this one <3
Went 3-0 with this deck whilst completing a Daily Quest; just needed two Argent Horseriders lol
Changing tactics:
Kind of like Headmaster Kel'Thuzad, but for Honorable Kill. "Nothing will inspire you more to switch sides than a Fireball to the face." IIRC the Spirit of Redemption is the caretaker of Alterac Valley's dead PvP players, watching over them while they wait to respawn.
Feedback:
R - Should be "Slingshot Goblin", just the one O. The text seems okay, being essentially Cobra Shot with a condition (and a body), although it does buck up against Knight-Captain in terms of general function.
Demonxz95 - I think a reduction of 4 is fine. A sizable payoff for what can be an uncommon condition to activate.
BasilAnguis - I agree with AeroJulwin in-that The Flag should have some kind of aura effect to really encourage your opponent to target it. Otherwise, they might just leave it alone and deny you the "game within a game" fun.
DestroyerR - Ignoring the Keyword-soup, I think it's okay, but quite boring. It's "just stats", and people don't care for that unless something good is coming along with it (or you're Saidan the Scarlet, compensating with sheer numbers).
grumpymonk - Ignoring the name problem, I think the Rogue spell is more interesting than Karl. Karl has some math involved that'll turn some people away, having to line everything up just right for the HK. He's also a terrible drop onto an empty board, which is unfortunate. The spell has the cool "should I Combo or not" factor that adds to the decision-making.
AeroJulwin - I assume the Cub returns to your hand even if it dies? It wouldn't be good otherwise, but that's also not entirely intuitive: dead things are dead, you shouldn't get them back (unless you're a filthy Priest). I like Charon because "Fire Control Mage" sounds cool to me. Or maybe "Fire Fighter Mage"? :P
Wailor - I've been told that the Druid is supposed to have a problem clearing minions with spells, so Sunfire is presumably an issue. The Blademaster is a fine card, though, so I'd go with that one. Could even chain-kill a bunch of 4-Health minions.
From my 5 golden packs, I got Magister Dawngrasp :D
From my 81 normal packs, Kurtrus, Demon-Render, Saidan the Scarlet, Cera'thine Fleetrunner, and Rokara, the Valorous. Interesting mix of stuff. Will probably buy more packs tomorrow with gold, but I have to get up early so I can't even play tonight :(