Yeah, one of the worst themes in a while. Just the wrong kind of restrictiveness.
That said, I'm a huge fan of Chain Lightning. Very creative way of using the theme, very flavorful too and somewhat balanced. Greed is good is also decent. Have my votes.
Imma back guys!! Seems that there were a few problems out there, but no problem for me to come back!
And wow, the theme seems to be TOO hard, even just a few entries are just good for this theme. Honours for Selective Harvest and Load, Aim, Fire! Those were some of the best executed ones.
My vote goes for those two, Witch Hunt and Greed is Good!
Ugh. Meme cards like Desperate for Attention made it triggered me so much.
My card Blazing Soul seems really final-vote worthy and I happily lose to Greed Is Good (which got my vote this week) but I'm really irritated that the voters love Merciless Killing.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Voted for Greed is Good and Misha, Where Are You? The former provides Rogue a good interaction with coin that don't rely on Auctioneer, while the latter...is just adorable...even through it can be real swingy and RNG fiesta (Potentially multiple Huffers!)
This week was extremely restrictive. If "cast it again" were allowed, it might have been better.
I don't think restrictive themes are always bad. I guess I could be needlessly broadening the subject with this example, but I still think it's an effective one: I love Final Fantasy Tactics in large part because the character building is restrictive; it's very difficult to make your characters do that many things without severely hindering their other abilities, whereas I found its sequel (FF Tactics Advance) very boring because every class just does so many things so you can't, say, severely hinder your characters ability to support each other by giving them a second class's actions (instead of the Item action) like in the first game since most classes have some good utility skills anyway; the unrestrictive character building takes away any real gravity from your leveling and loadout decisions.
The point being sometimes restrictions make you think. Is a theme with a huge possible design space, where a ton of very different designs are possible, necessarily better?
I'd argue restricting it so much forced everyone to really think about trigger conditions more than they might have if they could have easily just written a bunch of minions that double-cast spells or similar effects, and really trigger conditions were the spirit of KFT's "cast this again" cards anyway. I don't think saying that this contest is mostly spells automatically means it isn't a super diverse collection of entries.
[Insert Pretentious Speech Here]; therefore, I'm going to vote for Imperator Mar'gok, Selective Harvest, Load, Aim, Fire!, Guitar Solo, Greed is Good!, Witch Hunt, Misha, Where Are You?, and Recruit Training!
Lots of great entries on this one in my book! Congrats guys, and good luck to ya. Pretty content with my own performance; got second-most votes on a page for the first time. ^_^
My favorites are probably Rogues Draw Faster! and Recruit Training, but I voted for like 8 different cards so hey.
@Cogito: Not gonna lie, the MtG card was the one that made me laugh. But I'm also fond of the Fandral joke.
This week was extremely restrictive. If "cast it again" were allowed, it might have been better.
I don't think restrictive themes are always bad. I guess I could be needlessly broadening the subject with this example, but I still think it's an effective one: I love Final Fantasy Tactics in large part because the character building is restrictive; it's very difficult to make your characters do that many things without severely hindering their other abilities, whereas I found its sequel (FF Tactics Advance) very boring because every class just does so many things so you can't, say, severely hinder your characters ability to support each other by giving them a second class's actions (instead of the Item action) like in the first game since most classes have some good utility skills anyway; the unrestrictive character building takes away any real gravity from your leveling and loadout decisions.
The point being sometimes restrictions make you think. Is a theme with a huge possible design space, where a ton of very different designs are possible, necessarily better?
I'd argue restricting it so much forced everyone to really think about trigger conditions more than they might have if they could have easily just written a bunch of minions that double-cast spells or similar effects, and really trigger conditions were the spirit of KFT's "cast this again" cards anyway. I don't think saying that this contest is mostly spells automatically means it isn't a super diverse collection of entries.
I don't know Final Fantasy Tactics but there's a middle ground between themes too large and too restrictive. Most of the cards submitted this week were either RNG fiestas, overly complicated or non-functional. Even the cards I voted for are not that exceptional, I proably wouldn't have noticed them during any other week.
This is my first time doing one of these 'review' posts so here goes, Rating System Here.
Each card can receive a total of 15 points max here is how they happen
Balance. 3 Points.
1- Extremely under or over powered.
2- Slightly under or over powered.
3- Great balance of power.
Flavor. 3 Points.
1- Name, Effect and Art have no correlation.
2- Name, Effect and Art; one doesn't fit the others.
3- Name, Effect and Art are flawlessly matching.
Originality. 3 Points.
1- Very similar to an actually card in the game of Hearthstone.
2- Very similar to many other fan cards made in the past.
3- Original Idea.
Fun and Interactive. 3 Points.
1- Not fun to play for you or your opponent.
2- Fun to play for either you or your opponent.
3- Fun card for both players.
Bonus Points.
1- Does it relate to World of Warcraft. (A spell, group or ability in game)
1- Does it use art I've very seen before. (I've seen a lot so good luck) (Minus if the art is already in game)
1- Wording is correct to the Hearthstone system.
I Will simply list what each card scored in each category (In the order they are listed in the spoiler) with a little breakdown underneath.
Imperator Mar'gok- 1, 3, 3, 1, 1, 0, 1. 10/15.
Really cool and original use of the theme and great adaption of the Orge effect in Hearthstone. Loses points in the Fun and Interactive and balance since it can be annoying for you when it doesn't work and you wasted turn 9 on a 6/6 and it can be really bad for your opponent when they get 3 Pyroblasts to the face.
Selective Harvest- 3, 2, 2, 3, 0, 0, 1. 11/15.
My personal favourite. Loses points for flavor since I think the art could be better and I have seen both options for the choose one in order fan cards before. Really good use of the theme and really good balance.
Reinforce- 2, 3, 3, 2, 0, 0, 1. 11/15
Another amazing use of the prompt. I am worried about balance in aggro decks as they could use it to discover 3 or 4 (1) or (2) mana minion and fill the board as a late game power card. This effect would not be fun for your opponent and it could be really annoying to get all bad unplayable cards so you lose one point in Fun and Interactive.
Load, Aim, Fire!-1, 3, 3, 1, 0, 1, 1. 10/15
Love the flavour a lot but I think it could be too powerful, simply because you can always play it on turn 1 and is way to consistent. Rogues have no trouble getting pirates as is and this card would by far push them over the line into stupid powerful. Even more since there is no Quest counter-play.
Guitar Solo- 1, 3, 3, 1, 0, 1, 1. 10/15
Nice to see chords back. Bit to much wide Delta of Randomness (The gap between a good and bad result) simply because the chord cards themselves. Apart from that, pretty cool.
Good Meme. Original but apart from that, don't see how the effect matches the name or art.
Greed is Good- 2, 3, 2, 2, 0, 0, 1. 10/15
Seen the "Spend your coins" effect a lot recently so I kinda saw this coming. Good execution and art though.
Witch Hunt- 1, 3, 3, 1, 0, 1, 1. 10/15
Great flavor. Falls short on the fact that neither you or your opponent can apply strategy to the playing of the card and could just fall flat most of the time.
Rogues Draw Faster- 1, 2, 1, 2, 0, -1, 1. 6/15
Least favourite. Way to weak since in an average mill rogue game you are only 4 or 5 cards ahead and it's just Beneath the Grounds with the theme slapped on.
Chain Lighting- 1, 3, 2, 3, 1, 0, 1. 11/15
Great flavor and original effect but really over powered from what I am looking at. Amazing on turn two as it shuts down any turn two play making it a must in control Shaman. It can also become a easy board clear see spoiler.
Your opponent has three minion with less then 4 Health. You play a minion will less then 4 health. Target the middle enemy. 12 damage for 2 mana plus one friendly minion. Really good with Tainted Zealot.
Frost Armor- 1, 1, 3, 2, 1, 1, 0. 9/15
Should read "After an enemy character attacks your hero Freeze it. If you control an Elemental, cast this again."
Useless against control and gives your Elemental's taunt against aggro so really doesn't do much, very under powered. Also not sure what elemental's has to do with Armor and the art didn't really fit either.
Soul Harvest- 1, 1, 3, 2, 1, 0, 1. 9/15
Like the idea but the execution is off. The art shows an attack not a harvest and it's meant to take health from your minions not yourself if it's trying to fit the spell in wow. Control decks these days just otk and aggro decks would be to fast to give you a chance to heal up.
Misha, Where Are You?- 1, 3, 1, 1, 1, 0, 1. 8/15
Good Meme. Has way to big Delta of Randomness and could be really annoying to play or play against.
Recruit Training- 1, 3, 3, 2, 0, 1, 0. 10/15
Should be "Increase the cost of all minions in your hand by (1) and give them +1/+1."
Crazy in Control Paladin since it's turns unless late game cards into really good cards for 1 mana. Great idea though and unique art (doesn't really fit the Hearthstone style but I like it).
Mass Frog-ification- 1, 3, 3, 1, 0, 1, 1. 10/15
Good us of control rng but sadly really powerful in Control Shaman. Not really sun to play against and can just go completely wrong for no reason sometimes.
Merciless Casting- 1, 2, 3, 1, 0, 0, 1. 8/15
Just play the card you want to play instead of this. Gets +1 for supporting Egg decks.
Hero Power should have 'If you cast the same spell twice this turn".
Really really overpowered since it gives you a better Jaraxus Hero Power that you can use in the same turn of playing it. Unoriginal character and doesn't really corrupt or change the character. Sorry not a fan.
Votes to Selective Harvest and Reinforce.
Any question or statements to clarify stuff just say.
Should be "Increase the cost of all minions in your hand by (1) and give them +1/+1."
Crazy in Control Paladin since it's turns unless late game cards into really good cards for 1 mana. Great idea though and unique art (doesn't really fit the Hearthstone style but I like it).
Thanks for the review! I am aware that my wording is not consistent with Hearthstone convention, but I felt it was more important to be concise in this instance since my card text was already quite wordy.
Sorry you didn't like the theme. I think it's good to have restrictive themes from time to time, and that was the idea behind this one. I don't think a difficult theme equals a bad theme. I liked that you had to have thought behind your card in order not to make it loop infinitely.
Obviously, I liked the theme, and I think they're some really cool cards around. Especially Selective Harvest and Load, Aim, Fire! are great (and Reinforce, duh)!
Sorry you didn't like the theme. I think it's good to have restrictive themes from time to time, and that was the idea behind this one. I don't think a difficult theme equals a bad theme. I liked that you had to have thought behind your card in order not to make it loop infinitely.
Obviously, I liked the theme, and I think they're some really cool cards around. Especially Selective Harvest and Load, Aim, Fire! are great (and Reinforce, duh)!
I dont mind restrictive themes at all, but that being said, this one was probably the most restrictive theme ever. Which is also a good experience to have, we have seen and learned something new :)
Sorry you didn't like the theme. I think it's good to have restrictive themes from time to time, and that was the idea behind this one. I don't think a difficult theme equals a bad theme. I liked that you had to have thought behind your card in order not to make it loop infinitely.
Obviously, I liked the theme, and I think they're some really cool cards around. Especially Selective Harvest and Load, Aim, Fire! are great (and Reinforce, duh)!
I liked the theme. Personally, I think a good theme is like a good essay prompt for an examination paper - it must be restrictive enough that the student cannot just write whatever they like, and must require some level of skill and discernment to answer, so as to distinguish the weaker candidates from the stronger ones. This means the best themes will have some "tricky" element that will serve to trip up participants who didn't bother to research the mechanic or think hard enough about it.
This week was extremely restrictive. If "cast it again" were allowed, it might have been better.
I don't think restrictive themes are always bad. I guess I could be needlessly broadening the subject with this example, but I still think it's an effective one: I love Final Fantasy Tactics in large part because the character building is restrictive; it's very difficult to make your characters do that many things without severely hindering their other abilities, whereas I found its sequel (FF Tactics Advance) very boring because every class just does so many things so you can't, say, severely hinder your characters ability to support each other by giving them a second class's actions (instead of the Item action) like in the first game since most classes have some good utility skills anyway; the unrestrictive character building takes away any real gravity from your leveling and loadout decisions.
The point being sometimes restrictions make you think. Is a theme with a huge possible design space, where a ton of very different designs are possible, necessarily better?
I'd argue restricting it so much forced everyone to really think about trigger conditions more than they might have if they could have easily just written a bunch of minions that double-cast spells or similar effects, and really trigger conditions were the spirit of KFT's "cast this again" cards anyway. I don't think saying that this contest is mostly spells automatically means it isn't a super diverse collection of entries.
I don't know Final Fantasy Tactics but there's a middle ground between themes too large and too restrictive. Most of the cards submitted this week were either RNG fiestas, overly complicated or non-functional. Even the cards I voted for are not that exceptional, I proably wouldn't have noticed them during any other week.
True and while I like many of the entries I can't convince you that this isn't the case here; your opinion is your opinion.
That said I object to you using "RNG" as if it's a criticism, because it's not. =P You're playing a game with a lot of RNG in it; cards that also have that are very much in the spirit of the game. Well-designed RNG elements promote adaptive, reactionary strategy and can make games more dynamic. Good players know how to tilt the odds in their favor and most of the cards this week are very manipulable in that way.
If this thread is anything to go by, I don't like my chances D: I guess I'll take my first Finals-appearance and run.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
You are correct. It lets you hunt for a specific card at the cost of your deck. Burning through your deck for one specific card would be a huge risk/reward proposition. Its basically super tracking. I dont feel its any more abusable than shadow visions or the priest card that summons a 5/5 copy of a card out of your deck. All variations on cards that pull out the specific card you want. This one just guarantees it at a potentially high cost. Even in Jade Druid I am not sure you would ever WANT to deck yourself, especially since you cant control the order of the cards in your deck.
As for the question about Fandral, you would draw and discard your deck. In other words, its something no one would do. (No different then choosing not to cast greater healing potion on yourself when auchenai soul priest is on the board).
I think Selective Harvest would be too easily abused. If I'm not misunderstanding how the mechanic works, I see the following problem: You can just continously draw and discard cards until You stop at a card of your choice, which is then discounted by 1 mana. So you effectively only pay 2 for the Selective Harvest (with the minor benefit of being able to bank 1 mana for a future turn). This means You have a Shadow Visions that always gives You the card You want, which may also be a minion (or hero). It also gives you the ability to deck yourself out at a chosen point of the game, which is a positive in the right kind of deck (hint: Jade Idol + Gadgetzan Auctioneer). Incidentally, this card also makes it very easy to assemble 2 card combos like the aforementioned.
While it is true, that it will basically let u get to your desired card, u very well could discard many other cards that u would like to keep as well in order to get there. So i dont think it would be a consistently reliable way to fish for a combo card, mby in a very late game deck, where there would be only few cards left, but at that point, i doubt it would be that valuable anyway.
I think the general idea of this card is to give u an out for a very bad situation ur in right now. U will have to sacrifice some cards, but u will be able to get to your perfect answer.
Hi, time for another round of my maybe decent reviews:
Cards that dont make sense:
Selective Harvest, while i love the concept , the existence of Fandral Staghelm in the same class, makes this a card never to be seen sadly.
Soul Harvest, i understand the ideia of recovering the health lost by tapping, but that would go against the concept of the hero, and quest reward should be significant, this can actually take 2hp to cast again.
Recruit Training, this can push minions above the 10 mana cost because 1 minion not having the correct attack to stop it. Also this would be better worded with Repeat until all minions are above 4 attack
Now Imperator Mar'gok is a special case and i dont wanna be calling stuff but as this came to final i need to point out this.
is a special case, doesnt have random targets part but tha's not the only thing, if you take the drawback and turned into a battlecry its same as this one and other related cards made by me on discussion post. This card in particular existed 1 day earlier then the submission of Imperator Mar'gok. And this one was near final card.
Chain Lightning, damage to high for cost, your basically giving a chance for a board wipe.
(gotta cut it sort bc of time)
Misha,where are you has my vote even if its widelly broken in terms of value ;o can't resist the art and name
I just want to point out that i made the Imperator back during the Expansion competition, at the very start, which was in May. So i can fairly surely tell you that i didn't copy your card. I didn't point it out during the discussion thread, since i didn't want to disencourage people from using this kind of wording.
Secoundly. This was intended to work like Brann. If a damage dealing spell casts again on a dead target, then it just fizzles.
Yeah, one of the worst themes in a while. Just the wrong kind of restrictiveness.
That said, I'm a huge fan of Chain Lightning. Very creative way of using the theme, very flavorful too and somewhat balanced. Greed is good is also decent. Have my votes.
Imma back guys!! Seems that there were a few problems out there, but no problem for me to come back!
And wow, the theme seems to be TOO hard, even just a few entries are just good for this theme. Honours for Selective Harvest and Load, Aim, Fire! Those were some of the best executed ones.
My vote goes for those two, Witch Hunt and Greed is Good!
The joke is you.
We're getting lots of different votes so far! Always a good thing in my book! Really shows everyone's talent. :D
Ugh. Meme cards like Desperate for Attention made it triggered me so much.
My card Blazing Soul seems really final-vote worthy and I happily lose to Greed Is Good (which got my vote this week) but I'm really irritated that the voters love Merciless Killing.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Voted for Greed is Good and Misha, Where Are You? The former provides Rogue a good interaction with coin that don't rely on Auctioneer, while the latter...is just adorable...even through it can be real swingy and RNG fiesta (Potentially multiple Huffers!)
Cogito's Completely Professional Review V: Alive
[Insert Pretentious Speech Here]; therefore, I'm going to vote for Imperator Mar'gok, Selective Harvest, Load, Aim, Fire!, Guitar Solo, Greed is Good!, Witch Hunt, Misha, Where Are You?, and Recruit Training!
Bonus round!
Lots of great entries on this one in my book! Congrats guys, and good luck to ya. Pretty content with my own performance; got second-most votes on a page for the first time. ^_^
My favorites are probably Rogues Draw Faster! and Recruit Training, but I voted for like 8 different cards so hey.
@Cogito: Not gonna lie, the MtG card was the one that made me laugh. But I'm also fond of the Fandral joke.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
This is my first time doing one of these 'review' posts so here goes, Rating System Here.
Each card can receive a total of 15 points max here is how they happen
Balance. 3 Points.
1- Extremely under or over powered.
2- Slightly under or over powered.
3- Great balance of power.
Flavor. 3 Points.
1- Name, Effect and Art have no correlation.
2- Name, Effect and Art; one doesn't fit the others.
3- Name, Effect and Art are flawlessly matching.
Originality. 3 Points.
1- Very similar to an actually card in the game of Hearthstone.
2- Very similar to many other fan cards made in the past.
3- Original Idea.
Fun and Interactive. 3 Points.
1- Not fun to play for you or your opponent.
2- Fun to play for either you or your opponent.
3- Fun card for both players.
Bonus Points.
1- Does it relate to World of Warcraft. (A spell, group or ability in game)
1- Does it use art I've very seen before. (I've seen a lot so good luck) (Minus if the art is already in game)
1- Wording is correct to the Hearthstone system.
I Will simply list what each card scored in each category (In the order they are listed in the spoiler) with a little breakdown underneath.
Imperator Mar'gok- 1, 3, 3, 1, 1, 0, 1. 10/15.
Really cool and original use of the theme and great adaption of the Orge effect in Hearthstone. Loses points in the Fun and Interactive and balance since it can be annoying for you when it doesn't work and you wasted turn 9 on a 6/6 and it can be really bad for your opponent when they get 3 Pyroblasts to the face.
Selective Harvest- 3, 2, 2, 3, 0, 0, 1. 11/15.
My personal favourite. Loses points for flavor since I think the art could be better and I have seen both options for the choose one in order fan cards before. Really good use of the theme and really good balance.
Reinforce- 2, 3, 3, 2, 0, 0, 1. 11/15
Another amazing use of the prompt. I am worried about balance in aggro decks as they could use it to discover 3 or 4 (1) or (2) mana minion and fill the board as a late game power card. This effect would not be fun for your opponent and it could be really annoying to get all bad unplayable cards so you lose one point in Fun and Interactive.
Load, Aim, Fire!- 1, 3, 3, 1, 0, 1, 1. 10/15
Love the flavour a lot but I think it could be too powerful, simply because you can always play it on turn 1 and is way to consistent. Rogues have no trouble getting pirates as is and this card would by far push them over the line into stupid powerful. Even more since there is no Quest counter-play.
Guitar Solo- 1, 3, 3, 1, 0, 1, 1. 10/15
Nice to see chords back. Bit to much wide Delta of Randomness (The gap between a good and bad result) simply because the chord cards themselves. Apart from that, pretty cool.
Desperate for Attention- 1, 1, 3, 1, 0, 0, 1. 7/15
Good Meme. Original but apart from that, don't see how the effect matches the name or art.
Greed is Good- 2, 3, 2, 2, 0, 0, 1. 10/15
Seen the "Spend your coins" effect a lot recently so I kinda saw this coming. Good execution and art though.
Witch Hunt- 1, 3, 3, 1, 0, 1, 1. 10/15
Great flavor. Falls short on the fact that neither you or your opponent can apply strategy to the playing of the card and could just fall flat most of the time.
Rogues Draw Faster- 1, 2, 1, 2, 0, -1, 1. 6/15
Least favourite. Way to weak since in an average mill rogue game you are only 4 or 5 cards ahead and it's just Beneath the Grounds with the theme slapped on.
Chain Lighting- 1, 3, 2, 3, 1, 0, 1. 11/15
Great flavor and original effect but really over powered from what I am looking at. Amazing on turn two as it shuts down any turn two play making it a must in control Shaman. It can also become a easy board clear see spoiler.
Your opponent has three minion with less then 4 Health. You play a minion will less then 4 health. Target the middle enemy. 12 damage for 2 mana plus one friendly minion. Really good with Tainted Zealot.
Frost Armor- 1, 1, 3, 2, 1, 1, 0. 9/15
Should read "After an enemy character attacks your hero Freeze it. If you control an Elemental, cast this again."
Useless against control and gives your Elemental's taunt against aggro so really doesn't do much, very under powered. Also not sure what elemental's has to do with Armor and the art didn't really fit either.
Soul Harvest- 1, 1, 3, 2, 1, 0, 1. 9/15
Like the idea but the execution is off. The art shows an attack not a harvest and it's meant to take health from your minions not yourself if it's trying to fit the spell in wow. Control decks these days just otk and aggro decks would be to fast to give you a chance to heal up.
Misha, Where Are You?- 1, 3, 1, 1, 1, 0, 1. 8/15
Good Meme. Has way to big Delta of Randomness and could be really annoying to play or play against.
Recruit Training- 1, 3, 3, 2, 0, 1, 0. 10/15
Should be "Increase the cost of all minions in your hand by (1) and give them +1/+1."
Crazy in Control Paladin since it's turns unless late game cards into really good cards for 1 mana. Great idea though and unique art (doesn't really fit the Hearthstone style but I like it).
Mass Frog-ification- 1, 3, 3, 1, 0, 1, 1. 10/15
Good us of control rng but sadly really powerful in Control Shaman. Not really sun to play against and can just go completely wrong for no reason sometimes.
Merciless Casting- 1, 2, 3, 1, 0, 0, 1. 8/15
Just play the card you want to play instead of this. Gets +1 for supporting Egg decks.
Malchezaar the Uninvited- 1, 2, 1, 1, 1, 0, 0. 6/15
Hero Power should have 'If you cast the same spell twice this turn".
Really really overpowered since it gives you a better Jaraxus Hero Power that you can use in the same turn of playing it. Unoriginal character and doesn't really corrupt or change the character. Sorry not a fan.
Votes to Selective Harvest and Reinforce.
Any question or statements to clarify stuff just say.
I really like the flavor of Greed is Good! One of my votes for it.
PS: Also those cards are 10/10 memeish @Cogito_Ergo_Sum.
PPS: And I'm going to miss that awesome Anduin, but that scientints seems nice too ;D
Sorry you didn't like the theme. I think it's good to have restrictive themes from time to time, and that was the idea behind this one. I don't think a difficult theme equals a bad theme. I liked that you had to have thought behind your card in order not to make it loop infinitely.
Obviously, I liked the theme, and I think they're some really cool cards around. Especially Selective Harvest and Load, Aim, Fire! are great (and Reinforce, duh)!
- Click Here To Join Us On Discord! -
If this thread is anything to go by, I don't like my chances D: I guess I'll take my first Finals-appearance and run.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
You are correct. It lets you hunt for a specific card at the cost of your deck. Burning through your deck for one specific card would be a huge risk/reward proposition. Its basically super tracking. I dont feel its any more abusable than shadow visions or the priest card that summons a 5/5 copy of a card out of your deck. All variations on cards that pull out the specific card you want. This one just guarantees it at a potentially high cost. Even in Jade Druid I am not sure you would ever WANT to deck yourself, especially since you cant control the order of the cards in your deck.
As for the question about Fandral, you would draw and discard your deck. In other words, its something no one would do. (No different then choosing not to cast greater healing potion on yourself when auchenai soul priest is on the board).
- Click Here To Join Us On Discord! -
I want a new title, but Flux won't let me have one,