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.)
It seems generally that warrior gets taunt synergy(insert warrior having too many mechanics here), but druid gets the best stand alone taunt cards, it's really the legendary that stands out as something so far away from how warriors use taunt. Especially since it itself is so punishing to warriors(it dodges execute, triggers immunity from ping, etc.) while being possibly terrifying when you yourself ping it for free 4 damage attacks.
While I see the points on Magtheridon as valid, I don't believe that Wolfcult should be adjusted heavily. Look at Medivh's Valet. It doesn't get any value until turn 4 at the earliest. Similarly, playing this turn 2 does nothing half the time, and in the case of aggro it can be extremely useful. I feel it won't really get good value until turn 4 to deal full damage, and I feel that's as balanced as Valet, if a bit more variable.
Neutrals are coming up in a bit, life is getting in the way.
While I see the points on Magtheridon as valid, I don't believe that Wolfcult should be adjusted heavily. Look at Medivh's Valet. It doesn't get any value until turn 4 at the earliest. Similarly, playing this turn 2 does nothing half the time, and in the case of aggro it can be extremely useful. I feel it won't really get good value until turn 4 to deal full damage, and I feel that's as balanced as Valet, if a bit more variable.
Neutrals are coming up in a bit, life is getting in the way.
The thing is, you don't have to spend any Mana or cards before playing Wolfcult for it to work. Medivh's Valet demands that you sacrifice tempo to play a Secret (and you also have to draw it before, at least in current Standard) and comes out later, which reduces its impact on the board state simply because your opponent can have stronger, tougher minions by that time. Playing both Wolfcult and FWA would almost always guarantee the Warrior being able to control the early game.
So Zany and I are still discussing over the Wolfcult. I gave him a few options in which I think would be more fairly balanced:
2 mana 1/3, same effect.
2 mana 2/3, deal 3 damage to a *damaged* enemy minion.
Zany's reasoning is that this card can only be played for full value starting at turn 3, when a 1 mana 1/3, say, Mana Wyrm, attacks. Other than that, it can be played at any other situation.
Medivh's Valet forces you to spend 3 mana first. And Mage doesn't have Fiery War Axe.
So Zany and I are still discussing over the Wolfcult. I gave him a few options in which I think would be more fairly balanced:
2 mana 1/3, same effect.
2 mana 2/3, deal 3 damage to a *damaged* enemy minion.
Zany's reasoning is that this card can only be played for full value starting at turn 3, when a 1 mana 1/3, say, Mana Wyrm, attacks. Other than that, it can be played at any other situation.
Medivh's Valet forces you to spend 3 mana first. And Mage doesn't have Fiery War Axe.
I think while the original effect is interesting and promotes counterplay and thinking ahead of your opponent, the execution was poor, so I'd stick to the second option, which is still really powerful by the way, but requires some effort to set up. I also hate 2-mana 1/3s, they're just so weak, it's like always a free trade.
Honestly though, I don't think Warrior needs any more options to control the early game effectively, and definitely not one that gives them tempo.
Ok, we'll keep that one on the list. Admittedly I'm still stuck in my way and don't really see the issue, but I recognize that you all and mcF4rtson have talked me through the fiery war axe issue. That given, would it...
Be worth putting this at a much higher mana point, such as a 6 mana 5/7 or the like?
Put in a provision for it to not work with weapons on the board?
Scrap the concept entirely, work with the damaged minion issue to buff the now nerfed Execute?
In any case, I do appreciate the feedback, that one's going on my list.
Ok, we'll keep that one on the list. Admittedly I'm still stuck in my way and don't really see the issue, but I recognize that you all and mcF4rtson have talked me through the fiery war axe issue. That given, would it...
Be worth putting this at a much higher mana point, such as a 6 mana 5/7 or the like?
Put in a provision for it to not work with weapons on the board?
Scrap the concept entirely, work with the damaged minion issue to buff the now nerfed Execute?
In any case, I do appreciate the feedback, that one's going on my list.
I know how it feels when you really like a design and don't want to change it, it's understandable. As a 6-mana 5/7 it seems almost on par with Fire Elemental, maybe a bit worse.
At later stages of the game, people are probably not going to play around it (unless it's turn 6), but if you keep removing all the minions they play (which is, a lot of the times, the case when playing CW against a deck that is not really fast, or Shaman, but Totems can't attack), this decreases in value a lot.
Btw, that "weapon clause" you mentioned seems too clunky and unusual, I don't think it's a good solution.
Neutral Commons Amani Footrunner- Not worth giving my opponent a free hero power. Cinder Trickster, Twisted Imp- Regardless of anything else...these are 1/2s for 1 1/2s would have to be majorly pushed to be worthwhile and neither of these are pushed in that way. Common Imp- hehe Dreadspawn- I really like this design, simple and clean. Noblegarden Hare- I don't think this should be neutral, and if it is 2 mana feels risky. (It's a good tool for stalling early game offense and late game can just hit a control decks one minion always.) Conspirator- Good. Brashtide Felsworn- Feels rare. Ember Ascendent- Good. Fel Rager- Power Creep! Anyways i like this card trades highly up front but forces your opponent to slam SOMETHING into it, theirs a lot of depth to it's play in arena for such a simple design. Shivara Bloodrager- More powercreep! whatever good. Restless Ghost- K.... Felstalker- 4/3 for 3 with an upside and neutral hmmm, maybe. Dreadguard- And now we get the ATK on opponent's turn on a larger taunt a natural progression. Fel Sentiniel- Oh hi balanced shredder, so nice to see you. Fickle Mistress- Should be rare, but amazing card. Suramar Wailor- Nice neutral arena removal. Dark Ranger- This is a 3/3 body on a 5 mana hunter spell, while the spell is crap this at 5 is incredibly strong and should be at least 6. Deepholm Rumbler- Ok, good. Pit crusher- Vanilla. Rampaging Abyssal- Needs to be rare as it's mass removal. Scourge Champion- Ok this effect is just NOT common. Corrupted Naga- Intresting a demon synergy silence for arena, it's too expensive to play in constructed but should see some real arena play.
Rares Fresh Stalker- Up to 2 maybe even 3 damage. Usurper- Oh that's a deathrattle, huh, this card just makes me say huh a lot. Banished Elf- Make 4/5 or 5/4 Gazer- Love this design, perfect for a rare. Infinite Oppressor- Ok some new dragon support and a taunt, # of dragons is different. Sin'dorei Exemplar- Nice to see divine shield+hexproof, fine card. Void Imperator- So much power creep over harpy, lol harpy. Terrorguard- could be 8 mana, up to you if you want him a constructed playable or just arena tool. Titanic Watcher- Poor Poor bolf, should be epic.
Epics Cobalt Meglomaniac- Intresting. Darkfallen Prince- Giant meh, also could be rare. Mo'arg Forgelord- Making it cost 3 less is crazy since he costs 3. Unending Neth'erzim- Trying to get around battlecry rules? :P Doom Patroller- Love this guy Void Herald- Innntresting. Mo'arg Mechanist- Could be rare. Crushridge Warlord- Lower to 4 mana. Scarlet Highlord- DAYMN.
Does Kil'jaeden's effect have a graphic? Also I assume by fuse as in all one no effect minion (so something akin to a silence)? Unless it's some monstrosity that has all the abilities!
Zany once thought getting all the effects was a good idea.
I talked him out of it. And now that you mention it, Kil'Jaedan does need a token.
Does Kil'jaeden's effect have a graphic? Also I assume by fuse as in all one no effect minion (so something akin to a silence)? Unless it's some monstrosity that has all the abilities!
Zany once thought getting all the effects was a good idea.
I talked him out of it. And now that you mention it, Kil'Jaedan does need a token.
Anyone got a massive blood ooze? Can never use too many blood oozes!
Ner'Zhul- On par stats and a spell damage that isn't +1 or +5, and his discard three cards cost is perfect as being when you cast a spell. A good card. Maiv Shadowsong- I was going to scream and rant how broken this is...then I looked at stealth's rules text again, she'll always get her effect once and after that you can kill target her. I still think she's possibly too oppressive against face decks for her cost(ie they have literally no answers to a 6 health minion other than slamming theirs which doesn't work.), against midrange it plays interestingly, against control...well honestly control wants a card to get on the board and stick so that's inherently an improvement. Kael'Thas Sunstrider- Well I'll never play him, i think fun cards like this work better when they do stuff for you rather than as a drawback. Queen Azshara- 5 random cards cost by 1, so a better emperor with better stats but less control and less snowball possibility. Don't know what to think. Archimonde the Defiler- I don't know what to think of this guy, but he isn't making demon tribal work. Just paying 2 mana for +2/+2 isn't worth once you get out of the fair range of 1-5 and you won't get past that point when your 2 drops cost 4. Also he needs to say "Other" demons for clarity(whether this adjusts his statline is up to you but clarify other.) Doom Lord Kazzak- O_O, if this cost 6 you would have made every zoolock very very happy. Mannoroth the Destroyer- HELL YES, this is the coolest card in the set. It knocks it out of the park with flavor and effect. Sylvanas Warchief- The only inspire card in the standard i have to hold that against it, also Confessor is better and that was unplayable. A good inspire card is worth dropping on curve no one plays a 5/5 for 7. Doomwalker- So a cooler, more intresting&balanced, but in every way worse maiv shadowsong? Kil'jaedon the deciever- That's a pretty decent 9 drop, yep. "I'm just gonna silence your board and roll their stats into a ball, also taunt divine shield." Tichondrious the Darkener- I'm a 9 mana do nothing card with bad stats! Man I'd be so much better as a 4/12.
@Woomod, thanks a TON for your comments, by the way, Zany and I found them extremely helpful. Sylvanas was originally meant to *permanently* take a minion from your opponent's deck, but Zany argued that it was against Blizz' design philosophy.
@Woomod, thanks a TON for your comments, by the way, Zany and I found them extremely helpful. Sylvanas was originally meant to *permanently* take a minion from your opponent's deck, but Zany argued that it was against Blizz' design philosophy.
Well it's the first expansion i've seen that wasn't "A bunch of cards I want for my decks." but actually considered things like Arena, Random silly fun decks, and competitive, you even straight up knew where you wanted to be IN STANDARD. You took designing the set seriously.
Also yes, i think we can all agree entomb is unfun as crap while thoughtsteal effects are awesome.
(So this was Zany and my hidden, central theme) Behold! The final part of this custom expansion, Sargeras himself! Like C'Thun, all players will get a free copy of him upon updating and playing the Legion expansion. You might notice that Sargeras doesn't do anything. Oh, and he can't even be played with that ungodly 14-Mana cost. XD Unlike C'Thun, Sargeras is a whole lot more demanding. You think he's happy you're taking his demons and shoving them into your deck like they're your minions? Well, the Destroyer of Worlds would like to have a quick word with you.
Now, the only way to appease him is to give him all sorts of abilities, lower his mana cost, and play him as a gigantic game-finisher. See? He gets to beat up things, and you don't have to be beaten up. It's a win-win.
The schedule for the release of the Sargeras portion of the Legion expansion will be as follows:
Druid, Hunter, Mage
Paladin, Priest, Rogue
Shaman, Warlock, Warrior
Neutral
Druid
Explanations:
Felwing Courser: So this is just a basic card that will give your Sargeras some special powers. As you might have noticed, every class's Sargeras will be different, and may not play the *exact* same Sargeras each time, leading to some crazy stuff happening late-game.
It is important to note: Sargeras' Will always gives a Battlecry, Sargeras' Might is always a direct buff to Sargeras, Sargeras' Wrath is always a Deathrattle, and Sargeras' Fall is a trigger or continuous effect.
Nightmare Infusion: And here is Druid's Sargeras stat-buffing card. It basically encourages risky trades with your Hero Power, so you can get a huge payoff with your Sargeras later on.
Nightmare Dragon: And, finally, Druid's cost-reducer. The most interesting part is the Choose One. If you have already managed to get your Sargeras below 10-Cost, you can still play this card and pray for an Emerald Drake or Dream.
Another note: This is essentially the basic scheme for each class from here on out: One cost reducer, one Discover-er, and one synergy card. Not all classes follow this exactly, however, which spices things up a bit.
Hunter
Explanations:
Feltotem Marauder: As you can see, this very low cost Sargeras-cost-reducer promotes an entirely different playstyle compared to other cards, such as the above Nightmare Dragon. This further highlights how each class' Sargeras deck will be very unique.
Thinning the Pack: This is a situational card, but is by far the strongest buff to Sargeras out of all the other cards. You could feasibly summon Highmane, attack/trade next turn, then get the Highmane's Deathrattle. In addition, it will seriously check the Hunter Mirror and Beast Druids. It's definitely an interesting addition to the Legion expansion.
Friendly Fire: A new AOE for Hunter! A highly over-costed Hellfire, but you will get to select a new power for your Sargeras. This card costs quite a bit, so it's less likely you'll get 2 Hunter powers for your Sargeras, so choose wisely.
Mage
Explanations:
Ethereal Wanderer: A simple Discover-er card for Mage, but can very easily be played on turn 5 as a tempo/on-curve play. It competes with Azure Drake, so Mage deckbuilders will have to make a decision about the 5-mana slot.
Cremation: Another wordy, but very straightforward card. With spell damage, this could be a very strong card and being 1 mana, could be helped to fuel a Yogg-Saron/Sargeras deck... who knows...
Dark Portal: Mage's Sargeras buffer works quite a bit differently. It's a fairly unique, potentially on-curve or slow. I'm not too sure what to make of this card myself, but I feel that it really fits into the Mage hero as Medivh was the one who opened the Dark Portal after being corrupted by Sargeras. In addition, the Void Hounds are nothing to scoff at. Initially, they were 7/8. I may revert them back, even though 6/8 is already an excellent statline.
Eh, I'm not impressed. C'thun tried to give a reward for playing vanilla minions and still didn't work, These cards are at a lower power level for what is ultimately a much weaker pay off. None of the abilities revealed simply end the game regardless of the previous state, let's look at the abilities mage can give sargaras.
Sargeras' Will- Frost Nova Sargeras' Might- Weaker than Malygos Sargeras' Wrath- Pray your opponent has 10 or less life. Sargeras' Fall- Wow a strong pay off....oh only one spell per turn. And the creature that does this doesn't even have vanilla stats it's a 5/5 for 5. My other two support cards are a whirlwind that i need to pray kills at least 2 creatures TWICE to even play my finisher, and a strictly worse gang up(Since it just gives me 6/8s for 6.)
Also it'll be in the same standard as C'thun, who you know, actually kills your opponent.
Eh, I'm not impressed. C'thun tried to give a reward for playing vanilla minions and still didn't work, These cards are at a lower power level for what is ultimately a much weaker pay off. None of the abilities revealed simply end the game regardless of the previous state, let's look at the abilities mage can give sargaras.
Sargeras' Will- Frost Nova Sargeras' Might- Weaker than Malygos Sargeras' Wrath- Pray your opponent has 10 or less life. Sargeras' Fall- Wow a strong pay off....oh only one spell per turn. And the creature that does this doesn't even have vanilla stats it's a 5/5 for 5. My other two support cards are a whirlwind that i need to pray kills at least 2 creatures TWICE to even play my finisher, and a strictly worse gang up(Since it just gives me 6/8s for 6.)
Also it'll be in the same standard as C'thun, who you know, actually kills your opponent.
I'll admit, balancing was extremely difficult. Would it be worth playing a Sargeras deck if the minions were under-statted, but the abilities given to Sargeras were extremely strong?
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While I see the points on Magtheridon as valid, I don't believe that Wolfcult should be adjusted heavily. Look at Medivh's Valet. It doesn't get any value until turn 4 at the earliest. Similarly, playing this turn 2 does nothing half the time, and in the case of aggro it can be extremely useful. I feel it won't really get good value until turn 4 to deal full damage, and I feel that's as balanced as Valet, if a bit more variable.
Neutrals are coming up in a bit, life is getting in the way.
So Zany and I are still discussing over the Wolfcult. I gave him a few options in which I think would be more fairly balanced:
Zany's reasoning is that this card can only be played for full value starting at turn 3, when a 1 mana 1/3, say, Mana Wyrm, attacks. Other than that, it can be played at any other situation.
Medivh's Valet forces you to spend 3 mana first. And Mage doesn't have Fiery War Axe.
Neutrals, neutrals everywhere! We've added Demons to start off the neutral madness!
The Execution was poor? Eh? Eh? Ok sorry.
Ok, we'll keep that one on the list. Admittedly I'm still stuck in my way and don't really see the issue, but I recognize that you all and mcF4rtson have talked me through the fiery war axe issue. That given, would it...
In any case, I do appreciate the feedback, that one's going on my list.
Ok, so ALL Common, Rare, and epic neutrals are up now. We're dropping legendaries tomorrow.... and then.... Well.
Neutral
Commons
Amani Footrunner- Not worth giving my opponent a free hero power.
Cinder Trickster, Twisted Imp- Regardless of anything else...these are 1/2s for 1 1/2s would have to be majorly pushed to be worthwhile and neither of these are pushed in that way.
Common Imp- hehe
Dreadspawn- I really like this design, simple and clean.
Noblegarden Hare- I don't think this should be neutral, and if it is 2 mana feels risky. (It's a good tool for stalling early game offense and late game can just hit a control decks one minion always.)
Conspirator- Good.
Brashtide Felsworn- Feels rare.
Ember Ascendent- Good.
Fel Rager- Power Creep! Anyways i like this card trades highly up front but forces your opponent to slam SOMETHING into it, theirs a lot of depth to it's play in arena for such a simple design.
Shivara Bloodrager- More powercreep! whatever good.
Restless Ghost- K....
Felstalker- 4/3 for 3 with an upside and neutral hmmm, maybe.
Dreadguard- And now we get the ATK on opponent's turn on a larger taunt a natural progression.
Fel Sentiniel- Oh hi balanced shredder, so nice to see you.
Fickle Mistress- Should be rare, but amazing card.
Suramar Wailor- Nice neutral arena removal.
Dark Ranger- This is a 3/3 body on a 5 mana hunter spell, while the spell is crap this at 5 is incredibly strong and should be at least 6.
Deepholm Rumbler- Ok, good.
Pit crusher- Vanilla.
Rampaging Abyssal- Needs to be rare as it's mass removal.
Scourge Champion- Ok this effect is just NOT common.
Corrupted Naga- Intresting a demon synergy silence for arena, it's too expensive to play in constructed but should see some real arena play.
Rares
Fresh Stalker- Up to 2 maybe even 3 damage.
Usurper- Oh that's a deathrattle, huh, this card just makes me say huh a lot.
Banished Elf- Make 4/5 or 5/4
Gazer- Love this design, perfect for a rare.
Infinite Oppressor- Ok some new dragon support and a taunt, # of dragons is different.
Sin'dorei Exemplar- Nice to see divine shield+hexproof, fine card.
Void Imperator- So much power creep over harpy, lol harpy.
Terrorguard- could be 8 mana, up to you if you want him a constructed playable or just arena tool.
Titanic Watcher- Poor Poor bolf, should be epic.
Epics
Cobalt Meglomaniac- Intresting.
Darkfallen Prince- Giant meh, also could be rare.
Mo'arg Forgelord- Making it cost 3 less is crazy since he costs 3.
Unending Neth'erzim- Trying to get around battlecry rules? :P
Doom Patroller- Love this guy
Void Herald- Innntresting.
Mo'arg Mechanist- Could be rare.
Crushridge Warlord- Lower to 4 mana.
Scarlet Highlord- DAYMN.
It's time. Legends have arrived. Have at it. But don't change that dial! We've still got a certain power player to announce...
You missed one of the commons.
WHOAH LEGANDARIES
Ner'Zhul- On par stats and a spell damage that isn't +1 or +5, and his discard three cards cost is perfect as being when you cast a spell. A good card.
Maiv Shadowsong- I was going to scream and rant how broken this is...then I looked at stealth's rules text again, she'll always get her effect once and after that you can kill target her. I still think she's possibly too oppressive against face decks for her cost(ie they have literally no answers to a 6 health minion other than slamming theirs which doesn't work.), against midrange it plays interestingly, against control...well honestly control wants a card to get on the board and stick so that's inherently an improvement.
Kael'Thas Sunstrider- Well I'll never play him, i think fun cards like this work better when they do stuff for you rather than as a drawback.
Queen Azshara- 5 random cards cost by 1, so a better emperor with better stats but less control and less snowball possibility. Don't know what to think.
Archimonde the Defiler- I don't know what to think of this guy, but he isn't making demon tribal work. Just paying 2 mana for +2/+2 isn't worth once you get out of the fair range of 1-5 and you won't get past that point when your 2 drops cost 4. Also he needs to say "Other" demons for clarity(whether this adjusts his statline is up to you but clarify other.)
Doom Lord Kazzak- O_O, if this cost 6 you would have made every zoolock very very happy.
Mannoroth the Destroyer- HELL YES, this is the coolest card in the set. It knocks it out of the park with flavor and effect.
Sylvanas Warchief- The only inspire card in the standard i have to hold that against it, also Confessor is better and that was unplayable. A good inspire card is worth dropping on curve no one plays a 5/5 for 7.
Doomwalker- So a cooler, more intresting&balanced, but in every way worse maiv shadowsong?
Kil'jaedon the deciever- That's a pretty decent 9 drop, yep. "I'm just gonna silence your board and roll their stats into a ball, also taunt divine shield."
Tichondrious the Darkener- I'm a 9 mana do nothing card with bad stats! Man I'd be so much better as a 4/12.
So. We're done? Noooooppppppeee. Time for the main theme of the expansion:
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/173685?comment=13
@Woomod, thanks a TON for your comments, by the way, Zany and I found them extremely helpful. Sylvanas was originally meant to *permanently* take a minion from your opponent's deck, but Zany argued that it was against Blizz' design philosophy.
Also yes, i think we can all agree entomb is unfun as crap while thoughtsteal effects are awesome.
The schedule for the release of the Sargeras portion of the Legion expansion will be as follows:
Druid
Explanations:
Felwing Courser: So this is just a basic card that will give your Sargeras some special powers. As you might have noticed, every class's Sargeras will be different, and may not play the *exact* same Sargeras each time, leading to some crazy stuff happening late-game.
It is important to note: Sargeras' Will always gives a Battlecry, Sargeras' Might is always a direct buff to Sargeras, Sargeras' Wrath is always a Deathrattle, and Sargeras' Fall is a trigger or continuous effect.
Nightmare Infusion: And here is Druid's Sargeras stat-buffing card. It basically encourages risky trades with your Hero Power, so you can get a huge payoff with your Sargeras later on.
Nightmare Dragon: And, finally, Druid's cost-reducer. The most interesting part is the Choose One. If you have already managed to get your Sargeras below 10-Cost, you can still play this card and pray for an Emerald Drake or Dream.
Another note: This is essentially the basic scheme for each class from here on out: One cost reducer, one Discover-er, and one synergy card. Not all classes follow this exactly, however, which spices things up a bit.
Hunter
Explanations:
Feltotem Marauder: As you can see, this very low cost Sargeras-cost-reducer promotes an entirely different playstyle compared to other cards, such as the above Nightmare Dragon. This further highlights how each class' Sargeras deck will be very unique.
Thinning the Pack: This is a situational card, but is by far the strongest buff to Sargeras out of all the other cards. You could feasibly summon Highmane, attack/trade next turn, then get the Highmane's Deathrattle. In addition, it will seriously check the Hunter Mirror and Beast Druids. It's definitely an interesting addition to the Legion expansion.
Friendly Fire: A new AOE for Hunter! A highly over-costed Hellfire, but you will get to select a new power for your Sargeras. This card costs quite a bit, so it's less likely you'll get 2 Hunter powers for your Sargeras, so choose wisely.
Mage
Explanations:
Ethereal Wanderer: A simple Discover-er card for Mage, but can very easily be played on turn 5 as a tempo/on-curve play. It competes with Azure Drake, so Mage deckbuilders will have to make a decision about the 5-mana slot.
Cremation: Another wordy, but very straightforward card. With spell damage, this could be a very strong card and being 1 mana, could be helped to fuel a Yogg-Saron/Sargeras deck... who knows...
Dark Portal: Mage's Sargeras buffer works quite a bit differently. It's a fairly unique, potentially on-curve or slow. I'm not too sure what to make of this card myself, but I feel that it really fits into the Mage hero as Medivh was the one who opened the Dark Portal after being corrupted by Sargeras. In addition, the Void Hounds are nothing to scoff at. Initially, they were 7/8. I may revert them back, even though 6/8 is already an excellent statline.
Eh, I'm not impressed. C'thun tried to give a reward for playing vanilla minions and still didn't work, These cards are at a lower power level for what is ultimately a much weaker pay off. None of the abilities revealed simply end the game regardless of the previous state, let's look at the abilities mage can give sargaras.
Sargeras' Will- Frost Nova
Sargeras' Might- Weaker than Malygos
Sargeras' Wrath- Pray your opponent has 10 or less life.
Sargeras' Fall- Wow a strong pay off....oh only one spell per turn.
And the creature that does this doesn't even have vanilla stats it's a 5/5 for 5.
My other two support cards are a whirlwind that i need to pray kills at least 2 creatures TWICE to even play my finisher, and a strictly worse gang up(Since it just gives me 6/8s for 6.)
Also it'll be in the same standard as C'thun, who you know, actually kills your opponent.