Your legendary spell might cost 4 but not less, even with the setup, its constant value is quite good, although a bit unstable and denies your normal way to gain heritages. Btw, does it generate Dragon's Breath from mage?
Rival Sibling I assume spawns normal 2/3s instead of 2/3s with the same heritages?
Jealous Little Sister looks odd to me. You pay 3 mana for low vanilla, with the only advantage it can screw over other minions of yours to get their heritages, perhaps I can't remember your class well, but I have a hard time imagining a situation where I can put it to good use and justifies it being a 2/4 instead of 3/4 or gaining a copy of those heritages instead.
Forgot to say, but Terenas is intended to work this way. It gains last two friendly deathrattles you trigger, but when you play it, he keeps them and does not change them even if you have another deathrattle minion triggering its deathrattle.
Thanks for all the feedback. I feared that I might overdoe it by going heavily for Sky'ree in both parts of the set. And I personaly too did not like Taunts in the end but went along with it for the sake of what I have written in a submission post.
MvonTzeskagrad - I personaly like Sanctify way more, the first Spell was not bad, but I'd personaly prefer to see it in a later set. I understand that Terenas does not replace the Deathrattles later, it just sounded to me that he retained them only in hand and loose all Deathrattles when played. Might probably just be mine misunderstanding, though.
If I am to skip the whole Taunt thing, I am kinda lost with the Legendary, I'll put some brainstorming in the spoiler - if anyone has any ideas.
Both epic cards will probably already stay the same, as well as Mockin' Moonkin (I am just too proud of the name) and Call Reinforcements.
Gryphoneers Resolve will get a little text upgrade.
Stonetalon Brave does not retain much synergy and makes no more sense in the set, so I suggest replacing it with Roughneck Rider, a Rush minion with the same effect.
Skyhorn Windcaller will follow the same way and will probably be replaced with Flockmate, which keeps some essence of Lasan, which I quite liked.
Chain Thunder was a bad last time idea, probably replaced by Recurring Storm, which while still on the weaker side could be a potentional tech style control card and could work with Mylra, if that would be the Legendary way to go.
Acentric Blast could maybe stay the same, deal more damage, or be replaced by one of the following (the rarity is bad, pay no heed to it):
Store the Storm is probably to be saved for a later set as it uses the Nature Spell interaction to prevent infinite value, Dive In! is an atempt on a JeantheMedicRat's suggestion (Not sure how to incorporate it) and Channel Storm was an early iteration of Recurring Storm (So it is probably terrible).
As time works against me, I really do appretiate any feedback.
I'd say Mylra has more flavor, Recurring Storm should be a 2 mana spell to at least let it be a tool you can at least reliably use for a couple of turns, and Dive In! is your way to go, not sure about the cost, perhaps could cost less given the limitations of the spell, like "I guess Sky'ree has to survive", but the effect looks great.
A problem I have with your class (personally) is just how reliant on Sky’ree your cards are. A particularly egregious example is Dive In! which does nothing if you do not have Sky’ree.
The reason I mention this, since it is never a problem with the class because of the hero power, is because of Rogue and Priest. If they get their hands on a copy of this, they either a) can’t play it or b) waste 5 mana on it to do nothing (depending on how it works).
If the steal/copy/burgle mechanic did not exist, I would be fine with it, but since it does, very narrow cards like this one are a no-no for me. Other classes have Demons or Silver Hand recruits; but they have means of accruing them outside of the hero power, either through a variety of different class cards, as tokens or otherwise, or there are neutral alternatives that activate the synergies regardless.
Once again, with the legendaries you can guess that since they’re just vanilla minions if you don’t have Sky’ree, I’m not too enthusiastic about them. The tiny birb is a good concept though - is just hard to imagine a way around the limitation. Something more general about the hero power, perhaps?
Roughneck Rider is incredibly strong as a 3-drop. Your opponent wastes a lot of resources trading into it, if they can at all, and it gets 2 damage off without killing itself. It’s better than all cards that say “Immune until end of turn” or “Immune while attacking” basically.
Recurring Storm is like Headcrack except much more flexible. It’s a suboptimal cost, but it’s a ping every turn and could almost be seen as an extra hero power. If there were a condition as to whether it comes back or not, like Headcrack, I’d like it more.
I don’t think introducing spell school synergy in an initiate set is allowed? If it is, it seems very much “on the edge”.
Channel Storm is just cast when drawn, right? I don’t see why you can’t say this in the card text, it’s a pretty common keyword these days.
Alright, so I’ve restructured a lot of my set, I’d like some feedback on a few of these. I’m on mobile so I can’t really post pictures… Here’s the whole album - the second half of the set starts after the first legendary .
Hey gents, work is a nightmare at the moment, sorry for the absence! I reworked most of the card and while I was there I updated the with the new template.
Kevinis a good boy, loyal pet of the beloved Marileth (too busy to appear on this set) it's a slime, a very sticky one. It might become OP in the future but nerf are a thing so I decided to keep it at 1 mana cost for this entry. It's still a legendary :)
The Blight Stalker is a new epic card for the Plaguebringer, nothing special on its own but is one of those cards that's is better to keep on your hand :)
Grimy Hands is a factotum, it buff a minion, it slow down your opponent and why not it brings you more slime to keep the infection rates pretty high on the board.
Oozing Coagulum it's decent healing spell and a formidable offensive one if you spent you mana on enough healings on your precendent turns.
Necrotic Infuserfulfil the challenge and it's also linked to a deathrattle theme that i was thinking to use for later set
Contagiondrops some Blightbursts into your opponent's deck but also reduce the cost of your spells to unlock more synergies
I was thinking to showcase Kevin, Oozing Coagulum, and either Oozemancy or Unstable Oozeling.
I will post them tomorrow! Need to catchup on the deadlines for work now lol . Until then if you got any feedback more than welcome and sorry again if I didn't had the chance to return the favour !
Hey I'm running late and I'm a little confused witht the schedule. This thread has this week's phase ending on August 2nd while the submission thread says August 1st. I'm a little confused with the tomezone thing so how close are we to the deadline ?
I think Kevin is way too strong. Permament 1/1 is probably realy strong at 1 Mana, and your can even be buffed. I know that Dreadsteed is rather bad, but I'd say Kevin needs a huge nerf, it's basically 1/1 with Immune, but can't be destroyed with AoE destroy effects. Without changing mechanics it could cost 3 imo, it is probably cheap price for at least 1 extra damage per turn, basically better Wildfire.
I have not found any rules about no legendary Spells. Hero cards are allowed so, spells should be too. And with lack of any feedback from you, I'll submit my cards as they are.
From the first post:
Do I have to follow the rarity distribution of the Demon Hunter Initiate set?
You may not introduce a Legendary spell, weapon, or Hero in the Initiate set as there are none in the current Demon Hunter example we've been given.
Perhaps MC could make an exception?
I honestly looked at the rule list and missed this. Saw that hero cards are allowed, and to me at least hero cards are far more complex than legendary Spells and weapons. Anyway, I changed the spell into a minion that does the same thing