Alright so I guess it's now my turn to give constructive feedback.
The Hoax91
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I'm not sure it's a healthy design to permanently disable the opponent's hero power and force them to dump their hand each turn to not give you a massive advantage. Seems like it should be more expensive
Demonxz95
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I know what you're going for, but Pain Split as a Hearthstone card in Warlock of all things just is a recipe for disaster. I mean just imagine Warlock in Wild popping out two Molten Giants and then playing this to equalize the health total and take over the board. At best you'd have to make this a 9-mana minion (or 8-mana at the very least) to avoid crazy tempo shenanigans that take advantage of self damage.
sinti
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Pepe or we riot. Also, that would be an extremely fun Arena card. No more losing to topdecks (or at least you'd see it coming now)
grumpymonk
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Conjurer looks like the kind of Priest card that gets all the hype at reveal and then only shows up through random generation. Seems like the kind of card that hopes for the dream scenario that never happens. BUt it would be fun with Doomsayer.
I love Cincaria though, mainly because through grinding Soul Demon Hunter to Legend twice last expansion I have grown fond of Stellina showing up from Illidari Studies and teabagging my opponent's outs back into their deck. Would definitely play this, even if it was garbage 9/10 times.
h0lysatan
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Spelling error aside, I don't see what the point of this is. It's either a way too cheap OTK piece or just pointless because why heal your opponent for no reason? If this was a Warlock card I could see it being used in Suicide Zoo to deal face damage or sap your opponents healing, but in Priest it just seems pointless, at least based on how that class currently works.
Chicky Chick
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Terokk looks kind of fun, although I'd be hesitant to give Bloodlust to Zoolock. At least the cost is appropriate.
Personality Thief should be called Identitiy Thief (come on, it'S the perfect pun, how could you have missed that). It also doesn't seem that useful seeing how there's only like 2 or 3 classes that actively want to use their hero powers a lot and would suffer from losing them for two turns.
Balance Keeper is really cool although I would make it at best a 1/2 because in most cases it just allows you to Wild Growth for 2 early on and for that it shouldn't have prime stats, seeing how tempo is Druid's weakness.
anchorm4n
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My Discardlock brain loves it, but everything else just screams "depression in card form". Against Control decks this is a guaranteed -1 in their hand that needs to be dealt with immediately. Milling cards is already pretty gross as seen by the widespread hatred for Tickatus. At the very least cards in hand should be safe (unless it's against Demon Hunter I guess). You could change it to "lowest cost card" and it would be a lot less unfair and random (randommly discarding your opponent's win condition on turn 3 just seems silly).
Wailor
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Love Booby Trap for the memes and potential synergy with stuff that requires secrets to be up, but goddamn would that backfire most of the time. Just seems counter intuitive to give your opponent really strong defensive/tempo secrets in a class that really suffers against those very secrets. Would be cool with Flare though.
Dynamo looks kind of like a worse Mana Burn but it's at least a very interesting tech choice for Shaman. Much like the first one it's better in Wild because of the Overload unlockers. Definitely my favourite of the 3.
Agent just seems like too much of a gamble. If you get a Paladin Secret and your opponent gets a MAge secret that's a huge disparity in value.
linkblade91
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I like Project because Priest has more control over what they get and Raise Dead is already great in Control Priest.
ULtimate Redemption just seems like kind of a meme card. I'm not sure even Rez Priest would run this because they not only have better options, but also against decks with big minions you generally risk straight up losing the game.
Man, this is a lot of fun, why didn't I join in on this earlier?
I wanted to make something that would drastically affect how the game plays and how you build your deck.
For instance, you wouldn't want him in a Secret deck for obvious reasons and you would want to avoid randomly generated cards if possible.
The idea was to buff Midrange Hunter by giving them a way to play around control decks that randomly generate value that might end up screwing you over with no backup plan.
I also figured Hunter would be the best class since Flare already covers the whole "reveal things" theme.
The problem I have is that despite being linear they still have plenty of comeback mechanics (mainly involving Libram of Justice and Pen Flinger shenanigans).
Basically it plays like Midrange Hunter except without any of their actual weaknesses and that's the problem.
The main problem is that it's just so hard to establish any kind of foothold against them.
I'll bet my left nut that Paladin will still outperform the other classes by a considerable margin. There's just no other deck that can keep up with that 1-2-3-4-5 curve. Not even buffs will fix that.
Ah, so the main big idea is to deplete the deck and shuffle copies of big minions. There goes my stupid thinking of using Galakrond immediately.
Nope, don't have Unstable Element, I don't play Wild, and I still hold my last Dragon Year card (possibly the biggest help ever in completing like 50% of the rest). And yes, rogue has plenty draw tech to exhaust the deck. I'm going for it then. This is a big help. So much appreciated.
Sadly, the only achievements left are those with legendary card restriction.
btw, if you lack Brann you can always use Spirit of the Shark (1 turn of set up or you just discount it with Octo-bot)
Mor'shan nerf was necessary because of how solid the Watch Post package as a whole is which leads to it, almost accidentally, completely kick Zoo decks (and just generally minion based midrange decks) out of the meta.
If I play Zoo and my opponent drops Watch post on curve and I can't kill it on board I'm just locked out of the game. At least now I could at the very least run Shadowbolt and kill it off clean.
as you said, Watch Posts shouldn't be playable in just any deck but rather in decks that can actually keep them alive
It's like saying the tradeoff for Pen Flinger is that you need to run a lot of cheap spells. It's not exactly a downside if the power level is already this high.
Anything that can help me complete Final Frontier?
I hate to craft Celestial Alignment just to complete it. I feel it's one of the card that won't be used in the future. And thankfully, I didn't open one in packs. Plus I don't have Brann to execute double Galakrond Rogue. So, it's kinda hard to just pull a 4 discounted cards when you need 5, and what's harder is you need to fill your deck with cards below 8 mana like Invoke cards. I'm thinking of combining it with Heistbaron Toggwaggle, but it will considerably worse because you need lackeys.
*confused screaming*
If you have Heistbaron that could easily work as well, but you'll probably need more set up.
Essentially you still just need to upgrade Galakrond, get the Wand of Heistbaron, empty your deck (Unstable Element probably helps a lot) then use scheme to shuffle a big drop of your choice.
If you run Galakrond you're already generating lackeys anyways, and they work well with Field Contact
Also, apparently there was some sort of bug with the achievement that made it not work with certain discounts like Aviana but they are fixing it today.
Watch Posts are broken and deserved to be nerfed. They have vanilla stats +1 meaning they usually cannot be removed with equal mana and often need more than one card to be dealt with meaning that regardless of whether you ignore them or deal with them you will always end up behind in tempo or ressources while the watch post player sacrifices absolutely nothing unless they absolutely require minion pressure (in which case they probably wouldn't be running watch posts anyways).
But they literally nerfed him without making him unplayable. Flinger will still be a core card in Libram Paladin because it has amazing synergy with Libram of Justice, Lord Barov and just generally helping to maintain the board.
It might also still see play in Rogue if there's ever some sort of value deck that works on card generation and needs to keep the board clear.
All they did was remove the incredibly unbalanced ability to create up to 10 extra burn damage out of nowherefor decks that should not have that kind of reach.
So you'd rather nerf every single cheap Rogue and Paladin spell, the entire Libram mechanic, and Rogue's burn spells just so Pen Flinger is allowed to be used as face damage?
because it's a 2-mana 1/4 that can't be removed on curve by most classes (at least not 1 for 1) that has Windfury and scales extremely hard with buffs, meaning if that thing gets coined out on turn 1 and buffed with, say, Hand of A'dal by turn 2 you effectively lost the board and won't get it back for a while.
Not to mention it's still releveant in the lategame because it also happens to have Rush.
Crabrider is basically Speaker Gidra for one less mana and also a neutral with the only downside being that you actually need to run buffs to make it work....and guess which class has a lot of efficient buffs.
2-mana minions should not have 4 health unless they are legendary or at least don't infinitely scale in threat level the longer they remain alive.
it's not really a good sign if the only thing that was keep them in check were two very obviously overpowered decks.
For pretty much every deck other than the two top dogs these things represent must-kill targets, meaning they effectively have taunt, while at the same time having vanilla stats +1, meaning there are almost no removal spells that trade on an even mana cost, meaning you most often have to play two cards to get rid of them, which is already a huge loss in ressources and tempo.
They had the blowout potential of an uncontested Questing Adventurer with nearly double the statline.
the problem I see is that the current meta is very limited overall. You have the two best classes and then everyone else hoping to queue into something else.
This essentially will still happen, the only thing that changes is that Paladin and MAge are weaker to their intended counters (Control and Aggro respectively), which doesn't account for the fact that those counters are diametrically opposed and there is no deck that can take on both of them.
Essentially you either pick a deck to beat Mage or to beat Paladin and then you hope that the 50/50 is in your favour,
I'm fearing that the best way to play ladder will still be to just pick Mage or Paladin because it's better odds than gambling on the matchup (or playing some tier 3 deck that gets steamrolled by both of them).
In order for the meta to be acceptable we'd need a third deck that beats both Mage and Paladin consistently but has other bad matchups.
well, it's not really a "buff" as much as it's a "won't really matter" nerf for Libram Paladin.
It basically only targets Secret Paladin and their ability to snowball whereas Libram only used it for draw anyways and usually wouldn't get full value out of both Swords.
Alright so I guess it's now my turn to give constructive feedback.
The Hoax91
Demonxz95
sinti
grumpymonk
Conjurer looks like the kind of Priest card that gets all the hype at reveal and then only shows up through random generation. Seems like the kind of card that hopes for the dream scenario that never happens. BUt it would be fun with Doomsayer.
I love Cincaria though, mainly because through grinding Soul Demon Hunter to Legend twice last expansion I have grown fond of Stellina showing up from Illidari Studies and teabagging my opponent's outs back into their deck. Would definitely play this, even if it was garbage 9/10 times.
h0lysatan
Chicky Chick
Terokk looks kind of fun, although I'd be hesitant to give Bloodlust to Zoolock. At least the cost is appropriate.
Personality Thief should be called Identitiy Thief (come on, it'S the perfect pun, how could you have missed that). It also doesn't seem that useful seeing how there's only like 2 or 3 classes that actively want to use their hero powers a lot and would suffer from losing them for two turns.
Balance Keeper is really cool although I would make it at best a 1/2 because in most cases it just allows you to Wild Growth for 2 early on and for that it shouldn't have prime stats, seeing how tempo is Druid's weakness.
anchorm4n
Wailor
Dynamo looks kind of like a worse Mana Burn but it's at least a very interesting tech choice for Shaman. Much like the first one it's better in Wild because of the Overload unlockers. Definitely my favourite of the 3.
Agent just seems like too much of a gamble. If you get a Paladin Secret and your opponent gets a MAge secret that's a huge disparity in value.
linkblade91
I like Project because Priest has more control over what they get and Raise Dead is already great in Control Priest.
ULtimate Redemption just seems like kind of a meme card. I'm not sure even Rez Priest would run this because they not only have better options, but also against decks with big minions you generally risk straight up losing the game.
Man, this is a lot of fun, why didn't I join in on this earlier?
I wanted to make something that would drastically affect how the game plays and how you build your deck.
For instance, you wouldn't want him in a Secret deck for obvious reasons and you would want to avoid randomly generated cards if possible.
The idea was to buff Midrange Hunter by giving them a way to play around control decks that randomly generate value that might end up screwing you over with no backup plan.
I also figured Hunter would be the best class since Flare already covers the whole "reveal things" theme.
my guess would be that's because it previously came with a card pack bundle meaning the original value is higher.
Just in case you didn't hate Paladin enough already
The problem I have is that despite being linear they still have plenty of comeback mechanics (mainly involving Libram of Justice and Pen Flinger shenanigans).
Basically it plays like Midrange Hunter except without any of their actual weaknesses and that's the problem.
The main problem is that it's just so hard to establish any kind of foothold against them.
There's a lot of fucky stuff going on with Sparkjoy Cheat and I'M not entirely sure why.
It used to activate Counterspell (with Counterspell doing nothing because no actual spell was cast) and a bunch of other stuff they already fixed.
I'll bet my left nut that Paladin will still outperform the other classes by a considerable margin. There's just no other deck that can keep up with that 1-2-3-4-5 curve. Not even buffs will fix that.
btw, if you lack Brann you can always use Spirit of the Shark (1 turn of set up or you just discount it with Octo-bot)
Now you can play around it.
Mor'shan nerf was necessary because of how solid the Watch Post package as a whole is which leads to it, almost accidentally, completely kick Zoo decks (and just generally minion based midrange decks) out of the meta.
If I play Zoo and my opponent drops Watch post on curve and I can't kill it on board I'm just locked out of the game. At least now I could at the very least run Shadowbolt and kill it off clean.
as you said, Watch Posts shouldn't be playable in just any deck but rather in decks that can actually keep them alive
but it's not a tradeoff, that'S the point.
It's like saying the tradeoff for Pen Flinger is that you need to run a lot of cheap spells. It's not exactly a downside if the power level is already this high.
If you have Heistbaron that could easily work as well, but you'll probably need more set up.
Essentially you still just need to upgrade Galakrond, get the Wand of Heistbaron, empty your deck (Unstable Element probably helps a lot) then use scheme to shuffle a big drop of your choice.
If you run Galakrond you're already generating lackeys anyways, and they work well with Field Contact
Also, apparently there was some sort of bug with the achievement that made it not work with certain discounts like Aviana but they are fixing it today.
Watch Posts are broken and deserved to be nerfed. They have vanilla stats +1 meaning they usually cannot be removed with equal mana and often need more than one card to be dealt with meaning that regardless of whether you ignore them or deal with them you will always end up behind in tempo or ressources while the watch post player sacrifices absolutely nothing unless they absolutely require minion pressure (in which case they probably wouldn't be running watch posts anyways).
But they literally nerfed him without making him unplayable. Flinger will still be a core card in Libram Paladin because it has amazing synergy with Libram of Justice, Lord Barov and just generally helping to maintain the board.
It might also still see play in Rogue if there's ever some sort of value deck that works on card generation and needs to keep the board clear.
All they did was remove the incredibly unbalanced ability to create up to 10 extra burn damage out of nowherefor decks that should not have that kind of reach.
So you'd rather nerf every single cheap Rogue and Paladin spell, the entire Libram mechanic, and Rogue's burn spells just so Pen Flinger is allowed to be used as face damage?
because it's a 2-mana 1/4 that can't be removed on curve by most classes (at least not 1 for 1) that has Windfury and scales extremely hard with buffs, meaning if that thing gets coined out on turn 1 and buffed with, say, Hand of A'dal by turn 2 you effectively lost the board and won't get it back for a while.
Not to mention it's still releveant in the lategame because it also happens to have Rush.
Crabrider is basically Speaker Gidra for one less mana and also a neutral with the only downside being that you actually need to run buffs to make it work....and guess which class has a lot of efficient buffs.
2-mana minions should not have 4 health unless they are legendary or at least don't infinitely scale in threat level the longer they remain alive.
it's not really a good sign if the only thing that was keep them in check were two very obviously overpowered decks.
For pretty much every deck other than the two top dogs these things represent must-kill targets, meaning they effectively have taunt, while at the same time having vanilla stats +1, meaning there are almost no removal spells that trade on an even mana cost, meaning you most often have to play two cards to get rid of them, which is already a huge loss in ressources and tempo.
They had the blowout potential of an uncontested Questing Adventurer with nearly double the statline.
the problem I see is that the current meta is very limited overall. You have the two best classes and then everyone else hoping to queue into something else.
This essentially will still happen, the only thing that changes is that Paladin and MAge are weaker to their intended counters (Control and Aggro respectively), which doesn't account for the fact that those counters are diametrically opposed and there is no deck that can take on both of them.
Essentially you either pick a deck to beat Mage or to beat Paladin and then you hope that the 50/50 is in your favour,
I'm fearing that the best way to play ladder will still be to just pick Mage or Paladin because it's better odds than gambling on the matchup (or playing some tier 3 deck that gets steamrolled by both of them).
In order for the meta to be acceptable we'd need a third deck that beats both Mage and Paladin consistently but has other bad matchups.
well, it's not really a "buff" as much as it's a "won't really matter" nerf for Libram Paladin.
It basically only targets Secret Paladin and their ability to snowball whereas Libram only used it for draw anyways and usually wouldn't get full value out of both Swords.
Well, we'll see in about two weeks whether they agree with you.