OK "removal", but I think we're all mostly thinking this'll be used in tandem with the new Mag'theridon for extra turns of AoE damage. Maybe that makes it good enough; I'm not convinced. Shutting down an opposing minion for a couple turns has to be worth 1 Mana though, right?
That's good stuff. Early removal combined with a pair of small Taunts to protect face/other minions for a turn; I'm a fan. I won't be surprised if this turns into an underground all-star.
This new Mag'theridon guy, I don't mind telling you that he's quite the customer. Comes in here every turn and wrecks my place up, well I don't know how I feel about that. Lot of stats for a 8-Drop, but he might be a bit too slow if you're not using some cost reduction or some other way of cheating him out.
Tempo-positive card draw and cost reduction. You don't even necessarily need to be in Big Demons to want this, you can just run anything you wouldn't mind paying two less Mana for. That's basically everything.
There aren't a ton of Mech Deathrattles... right now. I'm definitely going to keep this in the back of my mind every time a new expansion rolls around, but right now I don't think it has the juice.
VERY good in Spell Damage Druid, with the archetype having a number of different ways to take advantage of even a single tick of Spell Damage. If this is on board when Owlonius comes down, the player on the receiving end will be in for a world of hurt.
Solid card selection for Spell Damage Druid, getting extra copies of key cards. With the location cheaply providing a tick of Spell Damage whenever the situation requires it, I can imagine this will be online more often than not.
An abundance of (HELLO! HELLO!) Divine Shield minions to stick a buff onto with this card. Not liking the inflexibility, since there will be times when this is a dead card, but I think it's worth the risk in aggressive decks with large numbers of Divine Shield minions.
There aren't a lot of clean targets for this currently, so I don't think we'll be seeing a lot of this is the near future. But I'm more than ready for this to prove me wrong.
A good idea for a DK spellstone. I like the idea of Undead buff, and I'm certainly willing to give the deck a go. It's mainly going to be about finding the right balance of Corpse generators and minions I want to buff.
The card is mediocre; I don't think anyone who had it was playing it after the first day or two. However, that's not the point: Hearthstone players aren't used to cards being paywalled at any point, and most of us don't want to play a game where paying customers have exclusive access to cards for any period of time (if that was the case, we'd be over in Marvel Snap). If they keep this up, it's only a matter of time before the whale card is completely meta-warping.
I like the flavor of winding up, but I can't imagine you're getting this to more than 2 or 3 damage without getting so late in the game that the AoE almost isn't worth it.
This is probably the closest most of us are going to get to designing a Hearthstone card. The options are all really good, and I always like to pretend that I know what the meta is like and the best way to adapt to it, so this is especially good for self-delusion specialists like myself.
A very strong card for a variety of decks, not the least of which are Reno decks. So many different ways to use it, so I imagine we'll be seeing this minion quite a bit.
A little like Altrius, except it's a random effect rather than an AoE. If I'm playing a deck that's full of cheap cards, maybe I'm willing to save a spot for this card but my guess is that's not good enough for Constructed.
I mean, the card name doesn't lie. (Just kidding - it's a 100% fabrication, considering you have invest 7 Mana to get a 7/7, so you're getting a War Golem with extra steps). You can play the 4-Drop on turn 4, but only if you took turn 3 to play this card. That being said, we're hoping for the new 4-Drop Rattlegore with this.
This should have been the rewards track Legendary. Putting aside how I feel about Li'na (not great, Bob) - this is the card that everyone should have for free and be playing on day 1. Day 1 is for experimenting, and there's nothing more experimental than not knowing what deck you're even playing until the game starts.
In short, I love this card, and I hate the Rewards track.
The Miniaturize is where this really shines, otherwise it's only OK. Kinda wish it had Taunt like the original, but maybe that would have been way too good. Also, put Corrupt on this card, you cowards.
Sure. There's a variety of locations worth playing, and drawing two cards is always something I like doing, personally. The new Shaman location can draw this and make it cost 1 less, so you can draw cards and then draw more cards (and maybe this draws the second Janitor, so that's even more cards to draw).
OK "removal", but I think we're all mostly thinking this'll be used in tandem with the new Mag'theridon for extra turns of AoE damage. Maybe that makes it good enough; I'm not convinced. Shutting down an opposing minion for a couple turns has to be worth 1 Mana though, right?
That's good stuff. Early removal combined with a pair of small Taunts to protect face/other minions for a turn; I'm a fan. I won't be surprised if this turns into an underground all-star.
This new Mag'theridon guy, I don't mind telling you that he's quite the customer. Comes in here every turn and wrecks my place up, well I don't know how I feel about that. Lot of stats for a 8-Drop, but he might be a bit too slow if you're not using some cost reduction or some other way of cheating him out.
Tempo-positive card draw and cost reduction. You don't even necessarily need to be in Big Demons to want this, you can just run anything you wouldn't mind paying two less Mana for. That's basically everything.
There aren't a ton of Mech Deathrattles... right now. I'm definitely going to keep this in the back of my mind every time a new expansion rolls around, but right now I don't think it has the juice.
A perfectly morculent card. Why would you need Ramp when you have Cost reduction?
VERY good in Spell Damage Druid, with the archetype having a number of different ways to take advantage of even a single tick of Spell Damage. If this is on board when Owlonius comes down, the player on the receiving end will be in for a world of hurt.
Solid card selection for Spell Damage Druid, getting extra copies of key cards. With the location cheaply providing a tick of Spell Damage whenever the situation requires it, I can imagine this will be online more often than not.
An abundance of (HELLO! HELLO!) Divine Shield minions to stick a buff onto with this card. Not liking the inflexibility, since there will be times when this is a dead card, but I think it's worth the risk in aggressive decks with large numbers of Divine Shield minions.
There aren't a lot of clean targets for this currently, so I don't think we'll be seeing a lot of this is the near future. But I'm more than ready for this to prove me wrong.
A good idea for a DK spellstone. I like the idea of Undead buff, and I'm certainly willing to give the deck a go. It's mainly going to be about finding the right balance of Corpse generators and minions I want to buff.
The card is mediocre; I don't think anyone who had it was playing it after the first day or two. However, that's not the point: Hearthstone players aren't used to cards being paywalled at any point, and most of us don't want to play a game where paying customers have exclusive access to cards for any period of time (if that was the case, we'd be over in Marvel Snap). If they keep this up, it's only a matter of time before the whale card is completely meta-warping.
I like the flavor of winding up, but I can't imagine you're getting this to more than 2 or 3 damage without getting so late in the game that the AoE almost isn't worth it.
This is probably the closest most of us are going to get to designing a Hearthstone card. The options are all really good, and I always like to pretend that I know what the meta is like and the best way to adapt to it, so this is especially good for self-delusion specialists like myself.
A very strong card for a variety of decks, not the least of which are Reno decks. So many different ways to use it, so I imagine we'll be seeing this minion quite a bit.
A little like Altrius, except it's a random effect rather than an AoE. If I'm playing a deck that's full of cheap cards, maybe I'm willing to save a spot for this card but my guess is that's not good enough for Constructed.
I mean, the card name doesn't lie. (Just kidding - it's a 100% fabrication, considering you have invest 7 Mana to get a 7/7, so you're getting a War Golem with extra steps). You can play the 4-Drop on turn 4, but only if you took turn 3 to play this card. That being said, we're hoping for the new 4-Drop Rattlegore with this.
This should have been the rewards track Legendary. Putting aside how I feel about Li'na (not great, Bob) - this is the card that everyone should have for free and be playing on day 1. Day 1 is for experimenting, and there's nothing more experimental than not knowing what deck you're even playing until the game starts.
In short, I love this card, and I hate the Rewards track.
The Miniaturize is where this really shines, otherwise it's only OK. Kinda wish it had Taunt like the original, but maybe that would have been way too good. Also, put Corrupt on this card, you cowards.
Sure. There's a variety of locations worth playing, and drawing two cards is always something I like doing, personally. The new Shaman location can draw this and make it cost 1 less, so you can draw cards and then draw more cards (and maybe this draws the second Janitor, so that's even more cards to draw).