The thing about Northshire is that control decks usually want to limit their draws. For sure though, you could draw 3 or 4 with cleric and boundless light.
Lightwarden is unplayable, so if boundless light makes it playable, then that's just a bonus.
Rogue's finally out, time to see what you guys got for my dear Valeera.
I think the commons are all pretty solid. I don't really like those 1/3 1-drops that grow and I think this is a design trend we should stay away from, but given the slowness in this one, I think it's much less likely to snowball like Mana Wyrm or Tunnel Trog. Could definitely see play in Constructed, maybe even in less aggressive lists, and it's obviously a beast in Arena. Darkshore Outlaw is cool, I quite like promoting this kind of weapon-centric strategy; I think Blizzard is neglecting this aspect of Rogue in favor of that dumb "thief" theme. Hit and Run is alright I guess; honestly, it's probably just a worse Arcane Intellect, since the probabilities of you shuffling crap into your deck are so high, but I think that's fine, after all, we shouldn't be giving cheap draw for this class.
Unending Arsenal is pretty cool, I like these delayed effects, and it comboes really well with Backstab and SI:7 if you can prep it. Probably would be better if you got the 3/2 weapon first, but I don't think that's a good idea. Utmost Subtlety is nice, pretty darn powerful but Rogues desperately need a board clear and it both fills the spot and fits the flavor of the class. Master Infiltrator is one of the two most interesting cards you made for the class; I like being able to disrupt your opponent's gameplan (more like delay it, in this case), and I think it doesn't go against Blizz design's philosophy, since it can't completely break their strategy.
I won't lie, the epics this time kinda let me down. I don't like this kind of stall cards (I'm looking at you, Ice Block); they're usually very uninteractive and frustrating to play against. Don't get me wrong, I love uninteractive Combo decks, but a way to improve them would be to give them different means to drag out the game, maybe some which don't make your opponent feel powerless as you buy that one extra turn you needed to kill them, even though they would have killed you otherwise. Killing Spree seems garbage; I understand how powerful giving Windfury to a weapon can be, but this is probably at least 3 Mana overcosted. By the time you can actually play it, you've probably spent most, if not all, of your weapon's Durability anyway.
The Rogue analysis wraps up with the best Legendary you guys have made so far. Garona seems really powerful, versatile and has a pretty cool effect. Despite that, I can't help but think it's a overstated; 3/4 or even 3/3 would be perfectly fine for such a potentially crazy ability.
On the neutral ones: Forgelord is nice, maybe a bit overpowered, but I definitely like it. It's kinda sad how this completely overshadows Deadly Fork, but that's Blizzard's fault. Doom Lord Kazzak seems too slow for almost every deck but Token Druid, it kinda reminds me of The Boogeymonster. Ner'Zhul is a quite cool card, I'd really like to see more of those self-mill effects.
I made Killing Spree, and I found it extremely hard to balance, mainly because of Preparation. Any ideas on how to make it better, other than a straight mana reduction? I had a 6-mana idea in my head: "Give your weapon +2 Attack and Windfury. Combo: And 2 Durability."
Rogue Common- Fine, Hit&run could be 3 but development. Rare- Unending Arsenonal has a massive problem in that it's weapons effects aren't listed on the card that gives them. Master infiltrator has below par stats and a "Blank" effect(remember you only payed one toughness for loatheb, this is much weaker.) Epic- Tactical retreat feels disconnected, killing spree is interesting but a 7 mana combo card is meh. Legendary- This is definitely an interesting Legendary.
Shaman Lemme just start with the biggest problem here. Shaman's don't do murlocs anymore, their tribe is totems and a class can't meaningfully support two tribes.
Lemme just start with the biggest problem here. Shaman's don't do murlocs anymore, their tribe is totems and a class can't meaningfully support two tribes.
I do not agree with Hit and Run being three mana, as Rogue doesn't really need any powerful cycling cards.
Didn't everyone say that Beast Druid would never become a thing? Then Blizzard kept giving them cards over like three expansions and now they're playable. As for meaningful support, giving Shaman a Murloc hero out of literally nowhere is almost like Blizzard giving me a green light to give Shaman some Murloc cards. In addition, some of the best Totems and Totem-supporting cards are phasing out when the Legion expansion would theoretically arrive.
I do not agree with Hit and Run being three mana, as Rogue doesn't really need any powerful cycling cards.
Didn't everyone say that Beast Druid would never become a thing? Then Blizzard kept giving them cards over like three expansions and now they're playable. As for meaningful support, giving Shaman a Murloc hero out of literally nowhere is almost like Blizzard giving me a green light to give Shaman some Murloc cards. In addition, some of the best Totems and Totem-supporting cards are phasing out when the Legion expansion would theoretically arrive.
Hit and Run leaves the deck with a net effect of 0, no cycling done.
It's not that you can't make shaman murloc a thing, it's that you don't have card slots to support murloc shaman, totem shaman, overload shaman, and {Current Theme} shaman all at once(and because again blizzard is clearly going for each class having one tribal tag associated with it slowly.). If some of the best totems and totem support is phasing out then you need to double down on supporting totems, as totems are a [b]classic[/b] theme something new players are told shamans do in standard.
Val'Sharah Trainee: A pretty good card may see play.
Imperious Warden: I like this card i think its a little under powered though, id like to see it as a 4/6
Unending alms: Its perfected cost but not that good for the current druid deck as Moonglade portal is a lot better.
Commons are good, nice job.
Bountiful Bloom: I love this card, but its way to good it needs to be 4 mana. Its way better then raven idol.
Dark Spear Sabamasta': i like this card for beast druid, but its not good enough to see play do to some amazing druid cards. Fun card though with time it'll become good once card rotate out.
Bearskin Mauler: This is the most broken druid card overall its a feral rage and a yeti plus beast tag.
Empowered Moonkin: A power creep over Snowbold. Really fun card.
Primal Force: A "Board clear" kinda bad.
Broll Bearmantle: Great Card for beast druid, its a great designed card. Nicely done
This time I'm gonna try to be more straightforward 'cus I'm tired as hell. lol
First, on Killing Spree again: changing it like that would make it much more powerful, almost like an upgraded Assassin's Blade, and I like it that way. I like how you want to keep its cost high, it keeps it from being able to go crazy with Prep.
Proceeding with Shaman commons: Murloc Shock is alright, a bit weird but fine. Greymist Ascendant is probably not good enough in either one of the decks you'd think of running it. Bloodhoof Stalwart is cool, I really like that effect, but it seems too slow for Midrange and almost all of the minions Crusher Shaman plays already have Taunt. Maybe it's worth it just for the heal tho, I hope so.
Ancestral Some-fin seems underwhelming. Air Elemental would probably be good, reminds me of Alex's Champion. I normally don't like cards like Exodar Stormcaller 'cus they're usually for Druid and give them multiple copies of Moonfire, which is absurd considering Malygos is a card, but this is probably fine in a Standard without Emperor.
Way of the Mist is hard to evaluate; it comes out earlier than the Mistcaller, but leaves no body for your opponent to deal with and is basically 3-mana "do nothing". Enhance-o Shamano requires really specific synergy to actually work and doesn't buff your already existing totems, so I think it would probably not see play. Zuluhed has an interesting effect, I can't think of much else to say of it.
Now, to Warlock: the artwork for Life Poke is cool, but I don't like the effect, I don't think it's needed at all. Vile Enchantress, on the other hand, is a pretty nice addition to Zoo; it's like killing two birds with one stone. Encroaching Dark is also pretty interesting; it reminds me of a card I made for Paladin that was almost the same effect-wise, but a minion instead of a spell.
Unending Evil is cool, as were most of the other Unending spells. It pushes discard synergy in slower decks, which is interesting but probably not the most functional idea. Alluring Succubus is whatever, doesn't feel very inspired, but I like how the drawback is not permanent. You Face! is nice and seems really strong.
Like Life Poke, I don't think Dark Soul is needed. I don't really know what to think of it. I think the potential it has resides on its ability to activate discard effects more than drawing, but we already have Malchezaar's Imp and Darkshire Librarian, and I think it's already enough. Fel Shredder is pretty cool, I really like it, as with most cards that try to bring Handlock back.
I was going to mention that same Malygos thing I spoke of when analysing Exodar Stormcaller, but I think Xavius could never fit in the same deck as it, so it's probably tame, but still cool. I also like that you changed the artwork for Fist of Archimonde Jaraxxus.
Warlock Commons- Lifepoke is a card i never want in arena and isn't worth one mana when i could tap for one more to get +1 card and +2 health also a life poke should clearly do less damage to me than a life tap not more! Vile Enchantress is fine i guess? Enroaching dark so that's two three drops, i really like it provides a neutral value body if you don't have a demon. Uncommons- Unending evil more discard support for discard lock yay! and it doesn't break the mana system just gives me cards yay! Alluring Succubus is a disadvantage minion who doesn't blow yay! You face should clearly be epic just for giving warlocks a weapon. Rare- Dark soul should discard your hand and draw that many +1, right now it's strictly worse than arcane intellect without synergy cards and only equals it with them rather than being obviously better. Warlock specific giant but has to be in your hand to cost down so it doesn't feel like a giant, also synergizes with lifetap i like. Legendary- MWAHAHAHAAHAHAHAAHA. On a more serious note 7/5 do nothing for 6.
Warrior Common- Voidwalker for warrior, ok. I like Juggernaut Rush it's interesting. War Artist might be too strong be requires heavy commitment to board to work so it's probably just a rarity issue(ie takes over arena games too easily). Rare- Evisorator is waaayyy too good and i'd prefer the effect in paladin or priest, Desperate Defense is fine, all hands on deck is great....except there's no warrior pirates and unlikely to be a lot of neutral pirates in set. Epic- Hellreaver is interesting, Ragetotem brawler is a taunt golem with taunt itself.... hmmmmm. Legendary- This card is basically a better Sogoth, and probably the best taunt in the game. My biggest complaint is that druid is supposed to have the premier taunts not warrior. Also Magtharadon doesn't have a pitlord effect?
Ok, last class before neutrals. Let's get started.
So, Flagbearer... well, to quote Woomod, "Voidwalker for Warrior". Not very interesting, not very useful either, probably. Juggernaut Rush is different and cool, most of the times it's a better Claw the same way Blood to Ichor is a better On the Hunt. War Artist doesn't really fit the flavor of the class, it could definitely be a neutral, but seems powerful if you have a board to benefit from it.
Wolfcult Eviscerator is way too powerful a card, especially when you give it to a class which already has access to Fiery Win Axe. Desperate Defense is nice, I like this "12 Health or less" clause, but I don't think it would see play at all. Bolster Warrior doesn't work right now, and I don't think swapping 2-mana Bolster for 3-mana Bolster is going to make it viable. All Hands on Deck is cool, but definitely doesn't fit the Pirate Warrior archetype and I don't see a slower, midrange-y version coming up just because of this.
Hellreaver is just strange. It doesn't feel like a Warrior card and I think the Battlecry would end up being a hindrance more often than you can imagine. Bulwark is another one of those cards I don't like; is this really what it takes to make an archetype viable?
Let's wrap it up with Magtheridon: I think Woomod took the words out of my mouth when he compared this to a better Soggoth. There's a small chance it ends up being too slow, but I think a slow Warrior (which is absolutely not a rare sight) could benefit greatly from this. It has absurd synergy with Warrior cards; you could just, for example, Whirlwind your board on your own turn and trade this into a minion without even damaging it for more than 1. It seems crazy powerful and is pretty hard to evaluate.
Quick word: Zany and I tried to push Taunt Warrior forwards, as that was what Blizz is trying to do, which is why we had things like the Voidwalker clone and Magtheridon. (Druid do have quite a few big Taunt, but Warrior has the most Taunt *synergy*, like in Bolster, Sparring Partner, and Obsidian Destroyer.)
To wrap up the class cards, here is a complete list of what is on our "hit list". We will be reviewing and adjusting these cards in the near future:
Val'sharah Trainee
Barkskin Mauler
Broll Bearmantle
Highmountain Trapper
Devilish Devilsaur
Hakkar the Houndmaster
Dalaran Hunk
Bastion of Argus
Unending Aegis
Calia Menethil
Tactical Retreat
Killing Spree
Greymist Ascendant
Ancestral Some-fin
Life Poke
Wolfcult Eviscerator
Magtheridon
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The thing about Northshire is that control decks usually want to limit their draws. For sure though, you could draw 3 or 4 with cleric and boundless light.
Lightwarden is unplayable, so if boundless light makes it playable, then that's just a bonus.
-Ya I'm not very knowledgable when it comes to hearthstone balancing so I wasn't making my comments concrete.
-Definitely sure I don't wanna see another Flamewaker and the kobold Flamestrike or Blizzard combo is pretty crazy
-I'm pretty sure most people forgot about Renounce Darkness I did until yesterday and I hope it is expanded upon (much like silence priest)
-Speaking of which there should be a card that destroys silenced minions in some way which could make Mass Dispel more viable
Garona should discover a spell from YOUR deck because if you don't have any of the 3 spells in your deck its combo is useless
Rogue's finally out, time to see what you guys got for my dear Valeera.
I think the commons are all pretty solid. I don't really like those 1/3 1-drops that grow and I think this is a design trend we should stay away from, but given the slowness in this one, I think it's much less likely to snowball like Mana Wyrm or Tunnel Trog. Could definitely see play in Constructed, maybe even in less aggressive lists, and it's obviously a beast in Arena. Darkshore Outlaw is cool, I quite like promoting this kind of weapon-centric strategy; I think Blizzard is neglecting this aspect of Rogue in favor of that dumb "thief" theme. Hit and Run is alright I guess; honestly, it's probably just a worse Arcane Intellect, since the probabilities of you shuffling crap into your deck are so high, but I think that's fine, after all, we shouldn't be giving cheap draw for this class.
Unending Arsenal is pretty cool, I like these delayed effects, and it comboes really well with Backstab and SI:7 if you can prep it. Probably would be better if you got the 3/2 weapon first, but I don't think that's a good idea. Utmost Subtlety is nice, pretty darn powerful but Rogues desperately need a board clear and it both fills the spot and fits the flavor of the class. Master Infiltrator is one of the two most interesting cards you made for the class; I like being able to disrupt your opponent's gameplan (more like delay it, in this case), and I think it doesn't go against Blizz design's philosophy, since it can't completely break their strategy.
I won't lie, the epics this time kinda let me down. I don't like this kind of stall cards (I'm looking at you, Ice Block); they're usually very uninteractive and frustrating to play against. Don't get me wrong, I love
uninteractiveCombo decks, but a way to improve them would be to give them different means to drag out the game, maybe some which don't make your opponent feel powerless as you buy that one extra turn you needed to kill them, even though they would have killed you otherwise. Killing Spree seems garbage; I understand how powerful giving Windfury to a weapon can be, but this is probably at least 3 Mana overcosted. By the time you can actually play it, you've probably spent most, if not all, of your weapon's Durability anyway.The Rogue analysis wraps up with the best Legendary you guys have made so far. Garona seems really powerful, versatile and has a pretty cool effect. Despite that, I can't help but think it's a overstated; 3/4 or even 3/3 would be perfectly fine for such a potentially crazy ability.
On the neutral ones: Forgelord is nice, maybe a bit overpowered, but I definitely like it. It's kinda sad how this completely overshadows Deadly Fork, but that's Blizzard's fault. Doom Lord Kazzak seems too slow for almost every deck but Token Druid, it kinda reminds me of The Boogeymonster. Ner'Zhul is a quite cool card, I'd really like to see more of those self-mill effects.
I made Killing Spree, and I found it extremely hard to balance, mainly because of Preparation. Any ideas on how to make it better, other than a straight mana reduction? I had a 6-mana idea in my head: "Give your weapon +2 Attack and Windfury. Combo: And 2 Durability."
Shaman's up. Have mercy.
Rogue
Common- Fine, Hit&run could be 3 but development.
Rare- Unending Arsenonal has a massive problem in that it's weapons effects aren't listed on the card that gives them. Master infiltrator has below par stats and a "Blank" effect(remember you only payed one toughness for loatheb, this is much weaker.)
Epic- Tactical retreat feels disconnected, killing spree is interesting but a 7 mana combo card is meh.
Legendary- This is definitely an interesting Legendary.
Shaman
Lemme just start with the biggest problem here.
Shaman's don't do murlocs anymore, their tribe is totems and a class can't meaningfully support two tribes.
Cool stuff, nice work
wouldnt life be great if card design was your actual job, reality sucks
Nightblade Argent Lance Flame Imp
Argent Watchman Argent Squire Frost Giant
Aviana Hogger Snipe Sea Giant
Druid:
Val'Sharah Trainee: A pretty good card may see play.
Imperious Warden: I like this card i think its a little under powered though, id like to see it as a 4/6
Unending alms: Its perfected cost but not that good for the current druid deck as Moonglade portal is a lot better.
Commons are good, nice job.
Bountiful Bloom: I love this card, but its way to good it needs to be 4 mana. Its way better then raven idol.
Dark Spear Sabamasta': i like this card for beast druid, but its not good enough to see play do to some amazing druid cards. Fun card though with time it'll become good once card rotate out.
Bearskin Mauler: This is the most broken druid card overall its a feral rage and a yeti plus beast tag.
Empowered Moonkin: A power creep over Snowbold. Really fun card.
Primal Force: A "Board clear" kinda bad.
Broll Bearmantle: Great Card for beast druid, its a great designed card. Nicely done
I love every card here good job guys
Warlock is done!
This time I'm gonna try to be more straightforward 'cus I'm tired as hell. lol
First, on Killing Spree again: changing it like that would make it much more powerful, almost like an upgraded Assassin's Blade, and I like it that way. I like how you want to keep its cost high, it keeps it from being able to go crazy with Prep.
Proceeding with Shaman commons: Murloc Shock is alright, a bit weird but fine. Greymist Ascendant is probably not good enough in either one of the decks you'd think of running it. Bloodhoof Stalwart is cool, I really like that effect, but it seems too slow for Midrange and almost all of the minions Crusher Shaman plays already have Taunt. Maybe it's worth it just for the heal tho, I hope so.
Ancestral Some-fin seems underwhelming. Air Elemental would probably be good, reminds me of Alex's Champion. I normally don't like cards like Exodar Stormcaller 'cus they're usually for Druid and give them multiple copies of Moonfire, which is absurd considering Malygos is a card, but this is probably fine in a Standard without Emperor.
Way of the Mist is hard to evaluate; it comes out earlier than the Mistcaller, but leaves no body for your opponent to deal with and is basically 3-mana "do nothing". Enhance-o Shamano requires really specific synergy to actually work and doesn't buff your already existing totems, so I think it would probably not see play. Zuluhed has an interesting effect, I can't think of much else to say of it.
Now, to Warlock: the artwork for Life Poke is cool, but I don't like the effect, I don't think it's needed at all. Vile Enchantress, on the other hand, is a pretty nice addition to Zoo; it's like killing two birds with one stone. Encroaching Dark is also pretty interesting; it reminds me of a card I made for Paladin that was almost the same effect-wise, but a minion instead of a spell.
Unending Evil is cool, as were most of the other Unending spells. It pushes discard synergy in slower decks, which is interesting but probably not the most functional idea. Alluring Succubus is whatever, doesn't feel very inspired, but I like how the drawback is not permanent. You Face! is nice and seems really strong.
Like Life Poke, I don't think Dark Soul is needed. I don't really know what to think of it. I think the potential it has resides on its ability to activate discard effects more than drawing, but we already have Malchezaar's Imp and Darkshire Librarian, and I think it's already enough. Fel Shredder is pretty cool, I really like it, as with most cards that try to bring Handlock back.
I was going to mention that same Malygos thing I spoke of when analysing Exodar Stormcaller, but I think Xavius could never fit in the same deck as it, so it's probably tame, but still cool. I also like that you changed the artwork for Fist of
ArchimondeJaraxxus.That's it for now.
Warlock
Commons- Lifepoke is a card i never want in arena and isn't worth one mana when i could tap for one more to get +1 card and +2 health also a life poke should clearly do less damage to me than a life tap not more! Vile Enchantress is fine i guess? Enroaching dark so that's two three drops, i really like it provides a neutral value body if you don't have a demon.
Uncommons- Unending evil more discard support for discard lock yay! and it doesn't break the mana system just gives me cards yay! Alluring Succubus is a disadvantage minion who doesn't blow yay! You face should clearly be epic just for giving warlocks a weapon.
Rare- Dark soul should discard your hand and draw that many +1, right now it's strictly worse than arcane intellect without synergy cards and only equals it with them rather than being obviously better. Warlock specific giant but has to be in your hand to cost down so it doesn't feel like a giant, also synergizes with lifetap i like.
Legendary- MWAHAHAHAAHAHAHAAHA. On a more serious note 7/5 do nothing for 6.
Warrior is up, and neutrals are next! Get hyped!
Reserved
Warrior
Common- Voidwalker for warrior, ok. I like Juggernaut Rush it's interesting. War Artist might be too strong be requires heavy commitment to board to work so it's probably just a rarity issue(ie takes over arena games too easily).
Rare- Evisorator is waaayyy too good and i'd prefer the effect in paladin or priest, Desperate Defense is fine, all hands on deck is great....except there's no warrior pirates and unlikely to be a lot of neutral pirates in set.
Epic- Hellreaver is interesting, Ragetotem brawler is a taunt golem with taunt itself.... hmmmmm.
Legendary- This card is basically a better Sogoth, and probably the best taunt in the game. My biggest complaint is that druid is supposed to have the premier taunts not warrior. Also Magtharadon doesn't have a pitlord effect?
Ok, last class before neutrals. Let's get started.
So, Flagbearer... well, to quote Woomod, "Voidwalker for Warrior". Not very interesting, not very useful either, probably. Juggernaut Rush is different and cool, most of the times it's a better Claw the same way Blood to Ichor is a better On the Hunt. War Artist doesn't really fit the flavor of the class, it could definitely be a neutral, but seems powerful if you have a board to benefit from it.
Wolfcult Eviscerator is way too powerful a card, especially when you give it to a class which already has access to Fiery Win Axe. Desperate Defense is nice, I like this "12 Health or less" clause, but I don't think it would see play at all. Bolster Warrior doesn't work right now, and I don't think swapping 2-mana Bolster for 3-mana Bolster is going to make it viable. All Hands on Deck is cool, but definitely doesn't fit the Pirate Warrior archetype and I don't see a slower, midrange-y version coming up just because of this.
Hellreaver is just strange. It doesn't feel like a Warrior card and I think the Battlecry would end up being a hindrance more often than you can imagine. Bulwark is another one of those cards I don't like; is this really what it takes to make an archetype viable?
Let's wrap it up with Magtheridon: I think Woomod took the words out of my mouth when he compared this to a better Soggoth. There's a small chance it ends up being too slow, but I think a slow Warrior (which is absolutely not a rare sight) could benefit greatly from this. It has absurd synergy with Warrior cards; you could just, for example, Whirlwind your board on your own turn and trade this into a minion without even damaging it for more than 1. It seems crazy powerful and is pretty hard to evaluate.
Quick word: Zany and I tried to push Taunt Warrior forwards, as that was what Blizz is trying to do, which is why we had things like the Voidwalker clone and Magtheridon. (Druid do have quite a few big Taunt, but Warrior has the most Taunt *synergy*, like in Bolster, Sparring Partner, and Obsidian Destroyer.)
To wrap up the class cards, here is a complete list of what is on our "hit list". We will be reviewing and adjusting these cards in the near future: