For the Howler, I kept it at its current stat/mana cost because a 4 Mana 5/5 just felt stronger overall than a 5 Mana 6/6. So, you have like 2 turns to get a good outcome before it turns bad.
For the Yeti, I think the can only kill 5/5 restriction should be removed. That would make it simpler to understand and at worst it would be a 7 Mana Assassinate and not a 7 Mana Shadow Strike.
For Malfurion, I purposely added Dark Clap a bit stronger than the rest, and Overload to be a little more niche than the rest to add a fun RNG aspect to it, and to make it look like Ysera a bit. :P So that was fully intentional. For the wording I kept I was initially keeping it to be the 'hand and deck' thing, but decided to make it exactly as Blizzard writes it (Renounce Darkness).
Wintermoon Howler - Meh effect. Only good if you play it on Turn 3 - 4 and if you topdeck it. Otherwise pretty useless. Not worth to waste a card slot in a deck.
Aspiring Yeti Hunter - Terrible. Spells like Assassinate, Polymorph, Hex are better. 7 mana is too much.
Malfurion - Great idea but Trickster is pretty useless in Satyr form since there is no spell with damage. Also Satyr Overlord seems useless.
How does Citadel Guardian work exactly? You said it's like the chess boss, but that effect triggers at the end of the turn. The wording on it feels like I could freeze the entire opposing board if I had just a Citadel Guardian on my side, then played a bunch of minions to cause it to move around in front of various enemy minions.
Icebound Deathweaver is pretty busted. For 5 mana and that effect, it's superior to Sludge Belcher in most circumstances. I think it'd be more fair as a 1/4, or remain as a 2/6 for 7 mana.
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Icebound Deathweaver is impressively broken. Compare to 5 mana "Summon 6 2/1 minions with Taunt." Differences are that it takes up only 1 space on the board, immune to most board clears. Vulnerable to hard removal, but that often means your opponent will be forced to spend a tempo-swing card on a 5-drop.
In normal minion combat, which is the focus of Hearthstone, this 5-drop is almost guaranteed to deal 12 damage. Compare to Sludge Belcher.
Will shut down Jade Druid. Will shut down warriors without Execute, will soak an Execute. You definitely play two of these. Will shut down Dragon Priest. Will shut down Aggro Warriors harder than Reno by far. Would shut down Zoolocks if they still existed. Would shut down druids in general. Would shut down all hunters. Would shut down Secret Paladin. This is amazing.
How does Citadel Guardian work exactly? You said it's like the chess boss, but that effect triggers at the end of the turn.
It reads as an ongoing effect. As a minion moves away from the space across, it becomes unfrozen. What it has in common with the chess game is likely the definition of 'across'. Also too strong. In arena, throwing it down on an empty board would have it resemble Frost Elemental, but with some trickier elements to it. It would often be too hard to unfreeze the minions you need to make the right trades, and freezing two at once accentuates the problem. Would force unfavorable or useless trades for only 1 mana-over-stats.
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Thanks for the solid feedback again!
For the Howler, I kept it at its current stat/mana cost because a 4 Mana 5/5 just felt stronger overall than a 5 Mana 6/6. So, you have like 2 turns to get a good outcome before it turns bad.
For the Yeti, I think the can only kill 5/5 restriction should be removed. That would make it simpler to understand and at worst it would be a 7 Mana Assassinate and not a 7 Mana Shadow Strike.
For Malfurion, I purposely added Dark Clap a bit stronger than the rest, and Overload to be a little more niche than the rest to add a fun RNG aspect to it, and to make it look like Ysera a bit. :P So that was fully intentional. For the wording I kept I was initially keeping it to be the 'hand and deck' thing, but decided to make it exactly as Blizzard writes it (Renounce Darkness).
Scarlet Cryomancer - Seems weak in stats.
Saronite Claymore - Too bad stats for the effect. The stats must worth it for the effect.
Nomadic Tribesman - Meh. Maybe higher stats.
Whispers of Elune - Too bad. Worse Power Word: Shield.
Twilight Ritualist - Nice.
Solstice Observer - A worse version of Kun.
Witch of Annoyance - Beyond broken.
Heist - Nice.
Divine Doorman - Nice.
Yeti - Nice.
Wintermoon Howler - Meh effect. Only good if you play it on Turn 3 - 4 and if you topdeck it. Otherwise pretty useless. Not worth to waste a card slot in a deck.
Aspiring Yeti Hunter - Terrible. Spells like Assassinate, Polymorph, Hex are better. 7 mana is too much.
Malfurion - Great idea but Trickster is pretty useless in Satyr form since there is no spell with damage. Also Satyr Overlord seems useless.
Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
Added two new 5 Mana Taunt minions.
Which one do you guys like more? :)
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Icebound Deathweaver is impressively broken. Compare to 5 mana "Summon 6 2/1 minions with Taunt." Differences are that it takes up only 1 space on the board, immune to most board clears. Vulnerable to hard removal, but that often means your opponent will be forced to spend a tempo-swing card on a 5-drop.
In normal minion combat, which is the focus of Hearthstone, this 5-drop is almost guaranteed to deal 12 damage. Compare to Sludge Belcher.
Will shut down Jade Druid. Will shut down warriors without Execute, will soak an Execute. You definitely play two of these. Will shut down Dragon Priest. Will shut down Aggro Warriors harder than Reno by far. Would shut down Zoolocks if they still existed. Would shut down druids in general. Would shut down all hunters. Would shut down Secret Paladin. This is amazing.
Nerf to 3 health, please.