A Witch Doctor, love it already. The hero power can have pretty interesting effects. However, I don't see how it's a curse since you will always use it to your advantage... :)
Voodoo Figurine : Wow, the first time I see a card that gains... mana cost! Nice synergy with your hero power, but I find it too strong. The minion costs (0) mana, so it can be played along with another minion... Your opponent take care of your other minion, wait for your turn to come again, and now your hero power gives you a free 2-mana minion. Well, it doesn't do anything on its own... It's just that you can always play it along with another hight priority target. Or a Taunt minion, wait and have automatic value. Or be greedy and wait too much... :)
Witchcraft : A card for spell-heavy decks. Combines draw and mana gain to actually play your draws, so it's nice. In a spell-heavy deck (20 spells, 10 minions) it will, most of the time, draw 4/3 (1.33) spells. So you gain on average 8/3 (2.66) Mana Crystals. 2 cards draw is worth 3 mana, and you obtain a little more than 2 mana on average... So, ok, it has some value included. If you play a spell-heavy deck. Good work.
Explosive Toads : Pretty strong board clear. I actually want to play Murloc Tidehunter to boost the effect. :)
Locust Swarm : It is similar to corruption : it aims to kill a minion, it costs nothing and it's slow. In fact, it IS slower than Corruption and Corruption isn't even played. So the card looks too weak in my opinion. But the concept is nice.
Serpent Ward : Simple and effective.
Mass Confusion : Chaos ensues. Hard to tell if it's good or not, but it's definitely fun to play.
Jar of Spiders : Forget what I said, I don't want to make murlocs explode anymore... On a small target, the card is bad. On a big target, let's say an 8/8, it does 2 damage (which is worth 1 mana) and it summons 6 spiders (which is worth... 5 mana?)... So it's good. But... you didn't kill your target, and you need space to receive the spiders... And the spiders aren't that good.
Hungry Piranhas : Spiders aren't enough? Time to call the... piranhas! Against a single target, it's weaker than Execute, and you don't seem to have a lot of cards to activate it, like the Warrior class. If your opponent has the tempo and the board, it's mostly useless and can be countered by good card placement. Overall, the sole case where it shines is if your opponent has three BIG targets next to each other, and you are able to activate the card effect... So, yeah, maybe it's weak?
Voodoo doll : Hmm, I would never play that card. I don't want to spend 6-mana, which is a lot, to do a random effect... Maybe you have thought of a particular way to use this card and I haven't seen it?
Big Bad Voodoo : Really impressive effet, looks more like a card for the classic set than the base set. Highly versatile : if you have a lot of minions and your opponent also have a lot of minions, it acts like a pseudo-clear. You can even protect your board to set up for lethal damage next turn. And you can discourage your opponent from attacking you, which may be useful. So it's really a 10-mana spell. Hard to tell if it's too strong, there's nothing similar in the game.
My final thoughts : Love your hero power. Pretty interesting cards. Excellent thematic. Maybe some cards are too complex for your base set, I see that many cards have 4 lines of text.
A Witch Doctor, love it already. The hero power can have pretty interesting effects. However, I don't see how it's a curse since you will always use it to your advantage... :)
Voodoo Figurine : Wow, the first time I see a card that gains... mana cost! Nice synergy with your hero power, but I find it too strong. The minion costs (0) mana, so it can be played along with another minion... Your opponent take care of your other minion, wait for your turn to come again, and now your hero power gives you a free 2-mana minion. Well, it doesn't do anything on its own... It's just that you can always play it along with another hight priority target. Or a Taunt minion, wait and have automatic value. Or be greedy and wait too much... :)
Witchcraft : A card for spell-heavy decks. Combines draw and mana gain to actually play your draws, so it's nice. In a spell-heavy deck (20 spells, 10 minions) it will, most of the time, draw 4/3 (1.33) spells. So you gain on average 8/3 (2.66) Mana Crystals. 2 cards draw is worth 3 mana, and you obtain a little more than 2 mana on average... So, ok, it has some value included. If you play a spell-heavy deck. Good work.
Explosive Toads : Pretty strong board clear. I actually want to play Murloc Tidehunter to boost the effect. :)
Locust Swarm : It is similar to corruption : it aims to kill a minion, it costs nothing and it's slow. In fact, it IS slower than Corruption and Corruption isn't even played. So the card looks too weak in my opinion. But the concept is nice.
Serpent Ward : Simple and effective.
Mass Confusion : Chaos ensues. Hard to tell if it's good or not, but it's definitely fun to play.
Jar of Spiders : Forget what I said, I don't want to make murlocs explode anymore... On a small target, the card is bad. On a big target, let's say an 8/8, it does 2 damage (which is worth 1 mana) and it summons 6 spiders (which is worth... 5 mana?)... So it's good. But... you didn't kill your target, and you need space to receive the spiders... And the spiders aren't that good.
Hungry Piranhas : Spiders aren't enough? Time to call the... piranhas! Against a single target, it's weaker than Execute, and you don't seem to have a lot of cards to activate it, like the Warrior class. If your opponent has the tempo and the board, it's mostly useless and can be countered by good card placement. Overall, the sole case where it shines is if your opponent has three BIG targets next to each other, and you are able to activate the card effect... So, yeah, maybe it's weak?
Voodoo doll : Hmm, I would never play that card. I don't want to spend 6-mana, which is a lot, to do a random effect... Maybe you have thought of a particular way to use this card and I haven't seen it?
Big Bad Voodoo : Really impressive effet, looks more like a card for the classic set than the base set. Highly versatile : if you have a lot of minions and your opponent also have a lot of minions, it acts like a pseudo-clear. You can even protect your board to set up for lethal damage next turn. And you can discourage your opponent from attacking you, which may be useful. So it's really a 10-mana spell. Hard to tell if it's too strong, there's nothing similar in the game.
My final thoughts : Love your hero power. Pretty interesting cards. Excellent thematic. Maybe some cards are too complex for your base set, I see that many cards have 4 lines of text.
Keep up the good work!
EDIT : This is a repost. There was a bug on ther server.
No Escape seems awful as your class doesn't have anything like Equality. In Paladin that card would be good but in your class it feels awful, barely worth 0 mana. The other card I like, it like the Warden's Blessing of Wisdom :) I think it's balanced at 2 mana.
The point of no escape is to bad on paper and sometimes very useful. Anyway, does this mean I can change my 2 cards in the spoiler bracket in the submission topic?
The problem with Bling Bling is that it can have ridiculous outcome. It's true that on average it's not too much of a great deal, but you can design a deck around it easily. Coin turn 3, Play that, discard any high level card (like the giants) and summon Deathwing, Dr. Boom, Ragnaros or something. I don't think your opponent has an answer to that on turn 4, unless he has a lucky BGH.
I think part of the point people are missing is that not every card has to be a constructed allstar. Some cards are going to be fun fringe combo cards or simply bad versions of already existing cards. Just because a card looks below average, especially in the base set, doesn't mean it doesn't have a place. This card in particular does seem to be drawing 1 of 2 reactions, that its either way too good or way too bad, but I think its a fine fringe/fun card. It may not be the card you put in every class deck but that is ok. This isn't supposed to be who designed the most OP class contest.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
A Witch Doctor, love it already. The hero power can have pretty interesting effects. However, I don't see how it's a curse since you will always use it to your advantage... :)
Voodoo Figurine : Wow, the first time I see a card that gains... mana cost! Nice synergy with your hero power, but I find it too strong. The minion costs (0) mana, so it can be played along with another minion... Your opponent take care of your other minion, wait for your turn to come again, and now your hero power gives you a free 2-mana minion. Well, it doesn't do anything on its own... It's just that you can always play it along with another hight priority target. Or a Taunt minion, wait and have automatic value. Or be greedy and wait too much... :)
Witchcraft : A card for spell-heavy decks. Combines draw and mana gain to actually play your draws, so it's nice. In a spell-heavy deck (20 spells, 10 minions) it will, most of the time, draw 4/3 (1.33) spells. So you gain on average 8/3 (2.66) Mana Crystals. 2 cards draw is worth 3 mana, and you obtain a little more than 2 mana on average... So, ok, it has some value included. If you play a spell-heavy deck. Good work.
Explosive Toads : Pretty strong board clear. I actually want to play Murloc Tidehunter to boost the effect. :)
Locust Swarm : It is similar to corruption : it aims to kill a minion, it costs nothing and it's slow. In fact, it IS slower than Corruption and Corruption isn't even played. So the card looks too weak in my opinion. But the concept is nice.
Serpent Ward : Simple and effective.
Mass Confusion : Chaos ensues. Hard to tell if it's good or not, but it's definitely fun to play.
Jar of Spiders : Forget what I said, I don't want to make murlocs explode anymore... On a small target, the card is bad. On a big target, let's say an 8/8, it does 2 damage (which is worth 1 mana) and it summons 6 spiders (which is worth... 5 mana?)... So it's good. But... you didn't kill your target, and you need space to receive the spiders... And the spiders aren't that good.
Hungry Piranhas : Spiders aren't enough? Time to call the... piranhas! Against a single target, it's weaker than Execute, and you don't seem to have a lot of cards to activate it, like the Warrior class. If your opponent has the tempo and the board, it's mostly useless and can be countered by good card placement. Overall, the sole case where it shines is if your opponent has three BIG targets next to each other, and you are able to activate the card effect... So, yeah, maybe it's weak?
Voodoo doll : Hmm, I would never play that card. I don't want to spend 6-mana, which is a lot, to do a random effect... Maybe you have thought of a particular way to use this card and I haven't seen it?
Big Bad Voodoo : Really impressive effet, looks more like a card for the classic set than the base set. Highly versatile : if you have a lot of minions and your opponent also have a lot of minions, it acts like a pseudo-clear. You can even protect your board to set up for lethal damage next turn. And you can discourage your opponent from attacking you, which may be useful. So it's really a 10-mana spell. Hard to tell if it's too strong, there's nothing similar in the game.
My final thoughts : Love your hero power. Pretty interesting cards. Excellent thematic. Maybe some cards are too complex for your base set, I see that many cards have 4 lines of text.
Keep up the good work!
Thanks for the review ! I couldn't find any better name for the hero power, do you have any idea ?
Again, you brought up Ancestor's Call previously. That is a card a large number of people thought was at least decent, they tried it, it worked kind of but not really can they let it go, and that card was an Epic from and expansion. This card doesn't a similar thing to that. You put some big nasties in your deck, you hope to draw a couple of them and this, and you get a turn 4 Rag, Ysera, Maly, Ony (because you actually get the Battlecry unlike Ancestors), Nefarian, Alex, Dr. Boom. Some of these cards are already playable and you may not need two of them to win the game especially if you're getting one of them on turn 4. Each of these also has advantages and weaknesses. Yes in the base set you're probably not ramping to much, but that's ok, if you're playing base set you can probably ramp to a Boulderfist or War Golem and steal a quick win.
No Escape seems awful as your class doesn't have anything like Equality. In Paladin that card would be good but in your class it feels awful, barely worth 0 mana. The other card I like, it like the Warden's Blessing of Wisdom :) I think it's balanced at 2 mana.
The point of no escape is to bad on paper and sometimes very useful. Anyway, does this mean I can change my 2 cards in the spoiler bracket in the submission topic?
When will it ever be useful? :P Why not just use Wild Pyro + Spell? It would be more versatile.
The other mods seem to be fine with the idea so go ahead. But I really do think you should skip No Escape. Maybe change it to destroy and silence all damaged enemy minions? For a higher cost ofc. I think that would be flavorful. The injured minions can't escape the Warden's wrath and are never found again...
You did a great job with Frigid Desolation. The randomness, and prerequisite of 5 minions balances very nicely with the power of your class's freeze synergy.
At first glance I thought Frost Maiden is broken with this class but when you compared it to cobra I see that it's a much more balanced card.
Lich Slap. If you come up with a better name for any of your cards then Lich Slap than congratulations, I laughed hard when I saw that name. The card its self looks a bit underwhelming on its own but at least it cycles, and has other synergies that you're eluding to. Looks good for a basic.
With Amnennar and the permafrost mechanic in general I'm unsure what to say. What does it for the class. You know synergies I don't but Amnennar is rather uninteresting to me personally. Since he doesn't have impact on his own and costs 8 mana he looks fine balance wise.
I didn't come up with Lich Slap, I just did some digging and apparently it's an actual spell from WoW that a lot of the Liches have :P
I can easily change the legendary, it was mostly just a basic proof of concept because I wanted to see how people felt about the Kel Thuzad picture.
Also, a question to the mods, have you decided on weather you'll allow people to drastically change their submissions for this phase?
Yes, a verdict has been reached:
Given that: 1) Up-votes do not matter from here on out because advancement will be determined solely by polls at the end of each Phase, and B) You're submitting a double-digit number of cards, so even entirely changing two or three cards only really constitutes a minor tweak to the entry as a whole...
It has been agreed that you ARE allowed to entirely scrap and replace a small number of cards in your submission.
I knew I would get a response like this. The thing is, instead of comparing this to shadow bolt, compare it to hard removal like Assassinate. So instead of thinking "It's 1 mana for 3 damage over shadow bolt", think of it as "1 mana less than assassinate, but it doesn't go through divine shield and doesn't kill things with more than 7 health". This is something I realized, when you start to hit the 4 or 5 mana curve, damage to minions is less comparable to actual damage and more like a weaker form of hard removal.
I knew I would get a response like this. The thing is, instead of comparing this to shadow bolt, compare it to hard removal like Assassinate. So instead of thinking "It's 1 mana for 3 damage over shadow bolt", think of it as "1 mana less than assassinate, but it doesn't go through divine shield and doesn't kill things with more than 7 health". This is something I realized, when you start to hit the 4 or 5 mana curve, damage to minions is less comparable to actual damage and more like a weaker form of hard removal.
No Escape seems awful as your class doesn't have anything like Equality. In Paladin that card would be good but in your class it feels awful, barely worth 0 mana. The other card I like, it like the Warden's Blessing of Wisdom :) I think it's balanced at 2 mana.
The point of no escape is to bad on paper and sometimes very useful. Anyway, does this mean I can change my 2 cards in the spoiler bracket in the submission topic?
When will it ever be useful? :P Why not just use Wild Pyro + Spell? It would be more versatile.
The other mods seem to be fine with the idea so go ahead. But I really do think you should skip No Escape. Maybe change it to destroy and silence all damaged enemy minions? For a higher cost ofc. I think that would be flavorful. The injured minions can't escape the Warden's wrath and are never found again...
Pre expansions: You can deny armor from armorsmith, draw from acolyte, bypass divine shields. After expansions: Kill off imps from a gang boss without spawning new ones, kill low hp patrons, without making new ones, theres probably some other cases.
Your suggestion wouldn't work as I can't use silence as well. In any case, aoe is somewhat of a deliberate weakness in the class for now.
This is getting too clogged. I'm just gonna say - I was kindof guised into that - drop the very apparent weapon synergy in all the basic cards and slap in some other cards as filler.
On that note, I'll share the small story on finishing blow. I wanted to make it 'Deal 3 damage to a charachter that your hero attacked this turn'. Terrible wording, and not easy to track, so I changed it to what it is. Then I had quite the nice idea of making it 'Lose 1 durability on your weapon, Deal 3 damage to an enemy charachter.' which simulates what I intentionally had in mind very well. But there we go with the weapon synergy again, so I'm afraid, I'm just gonna leave it as is.
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Unbound Elemental, Frothing Berserker
Say what? :3
@Shanksyo
A Witch Doctor, love it already. The hero power can have pretty interesting effects. However, I don't see how it's a curse since you will always use it to your advantage... :)
Voodoo Figurine : Wow, the first time I see a card that gains... mana cost! Nice synergy with your hero power, but I find it too strong. The minion costs (0) mana, so it can be played along with another minion... Your opponent take care of your other minion, wait for your turn to come again, and now your hero power gives you a free 2-mana minion. Well, it doesn't do anything on its own... It's just that you can always play it along with another hight priority target. Or a Taunt minion, wait and have automatic value. Or be greedy and wait too much... :)
Witchcraft : A card for spell-heavy decks. Combines draw and mana gain to actually play your draws, so it's nice. In a spell-heavy deck (20 spells, 10 minions) it will, most of the time, draw 4/3 (1.33) spells. So you gain on average 8/3 (2.66) Mana Crystals. 2 cards draw is worth 3 mana, and you obtain a little more than 2 mana on average... So, ok, it has some value included. If you play a spell-heavy deck. Good work.
Explosive Toads : Pretty strong board clear. I actually want to play Murloc Tidehunter to boost the effect. :)
Locust Swarm : It is similar to corruption : it aims to kill a minion, it costs nothing and it's slow. In fact, it IS slower than Corruption and Corruption isn't even played. So the card looks too weak in my opinion. But the concept is nice.
Serpent Ward : Simple and effective.
Mass Confusion : Chaos ensues. Hard to tell if it's good or not, but it's definitely fun to play.
Jar of Spiders : Forget what I said, I don't want to make murlocs explode anymore... On a small target, the card is bad. On a big target, let's say an 8/8, it does 2 damage (which is worth 1 mana) and it summons 6 spiders (which is worth... 5 mana?)... So it's good. But... you didn't kill your target, and you need space to receive the spiders... And the spiders aren't that good.
Hungry Piranhas : Spiders aren't enough? Time to call the... piranhas! Against a single target, it's weaker than Execute, and you don't seem to have a lot of cards to activate it, like the Warrior class. If your opponent has the tempo and the board, it's mostly useless and can be countered by good card placement. Overall, the sole case where it shines is if your opponent has three BIG targets next to each other, and you are able to activate the card effect... So, yeah, maybe it's weak?
Voodoo doll : Hmm, I would never play that card. I don't want to spend 6-mana, which is a lot, to do a random effect... Maybe you have thought of a particular way to use this card and I haven't seen it?
Big Bad Voodoo : Really impressive effet, looks more like a card for the classic set than the base set. Highly versatile : if you have a lot of minions and your opponent also have a lot of minions, it acts like a pseudo-clear. You can even protect your board to set up for lethal damage next turn. And you can discourage your opponent from attacking you, which may be useful. So it's really a 10-mana spell. Hard to tell if it's too strong, there's nothing similar in the game.
My final thoughts : Love your hero power. Pretty interesting cards. Excellent thematic. Maybe some cards are too complex for your base set, I see that many cards have 4 lines of text.
Keep up the good work!
@Shanksyo
A Witch Doctor, love it already. The hero power can have pretty interesting effects. However, I don't see how it's a curse since you will always use it to your advantage... :)
Voodoo Figurine : Wow, the first time I see a card that gains... mana cost! Nice synergy with your hero power, but I find it too strong. The minion costs (0) mana, so it can be played along with another minion... Your opponent take care of your other minion, wait for your turn to come again, and now your hero power gives you a free 2-mana minion. Well, it doesn't do anything on its own... It's just that you can always play it along with another hight priority target. Or a Taunt minion, wait and have automatic value. Or be greedy and wait too much... :)
Witchcraft : A card for spell-heavy decks. Combines draw and mana gain to actually play your draws, so it's nice. In a spell-heavy deck (20 spells, 10 minions) it will, most of the time, draw 4/3 (1.33) spells. So you gain on average 8/3 (2.66) Mana Crystals. 2 cards draw is worth 3 mana, and you obtain a little more than 2 mana on average... So, ok, it has some value included. If you play a spell-heavy deck. Good work.
Explosive Toads : Pretty strong board clear. I actually want to play Murloc Tidehunter to boost the effect. :)
Locust Swarm : It is similar to corruption : it aims to kill a minion, it costs nothing and it's slow. In fact, it IS slower than Corruption and Corruption isn't even played. So the card looks too weak in my opinion. But the concept is nice.
Serpent Ward : Simple and effective.
Mass Confusion : Chaos ensues. Hard to tell if it's good or not, but it's definitely fun to play.
Jar of Spiders : Forget what I said, I don't want to make murlocs explode anymore... On a small target, the card is bad. On a big target, let's say an 8/8, it does 2 damage (which is worth 1 mana) and it summons 6 spiders (which is worth... 5 mana?)... So it's good. But... you didn't kill your target, and you need space to receive the spiders... And the spiders aren't that good.
Hungry Piranhas : Spiders aren't enough? Time to call the... piranhas! Against a single target, it's weaker than Execute, and you don't seem to have a lot of cards to activate it, like the Warrior class. If your opponent has the tempo and the board, it's mostly useless and can be countered by good card placement. Overall, the sole case where it shines is if your opponent has three BIG targets next to each other, and you are able to activate the card effect... So, yeah, maybe it's weak?
Voodoo doll : Hmm, I would never play that card. I don't want to spend 6-mana, which is a lot, to do a random effect... Maybe you have thought of a particular way to use this card and I haven't seen it?
Big Bad Voodoo : Really impressive effet, looks more like a card for the classic set than the base set. Highly versatile : if you have a lot of minions and your opponent also have a lot of minions, it acts like a pseudo-clear. You can even protect your board to set up for lethal damage next turn. And you can discourage your opponent from attacking you, which may be useful. So it's really a 10-mana spell. Hard to tell if it's too strong, there's nothing similar in the game.
My final thoughts : Love your hero power. Pretty interesting cards. Excellent thematic. Maybe some cards are too complex for your base set, I see that many cards have 4 lines of text.
Keep up the good work!
EDIT : This is a repost. There was a bug on ther server.
I said damn everything.
The point of no escape is to bad on paper and sometimes very useful. Anyway, does this mean I can change my 2 cards in the spoiler bracket in the submission topic?
The problem with Bling Bling is that it can have ridiculous outcome. It's true that on average it's not too much of a great deal, but you can design a deck around it easily. Coin turn 3, Play that, discard any high level card (like the giants) and summon Deathwing, Dr. Boom, Ragnaros or something. I don't think your opponent has an answer to that on turn 4, unless he has a lucky BGH.
I think part of the point people are missing is that not every card has to be a constructed allstar. Some cards are going to be fun fringe combo cards or simply bad versions of already existing cards. Just because a card looks below average, especially in the base set, doesn't mean it doesn't have a place. This card in particular does seem to be drawing 1 of 2 reactions, that its either way too good or way too bad, but I think its a fine fringe/fun card. It may not be the card you put in every class deck but that is ok. This isn't supposed to be who designed the most OP class contest.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Thanks for the review ! I couldn't find any better name for the hero power, do you have any idea ?
"Vodoo"
Thanks, it fits perfectly.
Again, you brought up Ancestor's Call previously. That is a card a large number of people thought was at least decent, they tried it, it worked kind of but not really can they let it go, and that card was an Epic from and expansion. This card doesn't a similar thing to that. You put some big nasties in your deck, you hope to draw a couple of them and this, and you get a turn 4 Rag, Ysera, Maly, Ony (because you actually get the Battlecry unlike Ancestors), Nefarian, Alex, Dr. Boom. Some of these cards are already playable and you may not need two of them to win the game especially if you're getting one of them on turn 4. Each of these also has advantages and weaknesses. Yes in the base set you're probably not ramping to much, but that's ok, if you're playing base set you can probably ramp to a Boulderfist or War Golem and steal a quick win.
And lets take a look at some some pretty bad/fringe base cards. Light's Justice, Divine Spirit (since you don't even have Inner Fire until common), Moonfire, Starving Buzzard (though this used to be awesome, nerfbats hurt.), Mind Vision, Vanish, Totemic Might, Sacrificial Pact, Corruption, Succubus, Heroic Strike. Now you can't maybe justify a few of these, but I'd love to see you prove that there aren't some pretty much worthless cards.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
When will it ever be useful? :P Why not just use Wild Pyro + Spell? It would be more versatile.
The other mods seem to be fine with the idea so go ahead. But I really do think you should skip No Escape. Maybe change it to destroy and silence all damaged enemy minions? For a higher cost ofc. I think that would be flavorful. The injured minions can't escape the Warden's wrath and are never found again...
I didn't come up with Lich Slap, I just did some digging and apparently it's an actual spell from WoW that a lot of the Liches have :P
I can easily change the legendary, it was mostly just a basic proof of concept because I wanted to see how people felt about the Kel Thuzad picture.
Also, new card:
Representative shadow card for the basic set.
Yes, a verdict has been reached:
Given that:
1) Up-votes do not matter from here on out because advancement will be determined solely by polls at the end of each Phase, and
B) You're submitting a double-digit number of cards, so even entirely changing two or three cards only really constitutes a minor tweak to the entry as a whole...
It has been agreed that you ARE allowed to entirely scrap and replace a small number of cards in your submission.
Shadow Bolt am cry.
I knew I would get a response like this. The thing is, instead of comparing this to shadow bolt, compare it to hard removal like Assassinate. So instead of thinking "It's 1 mana for 3 damage over shadow bolt", think of it as "1 mana less than assassinate, but it doesn't go through divine shield and doesn't kill things with more than 7 health". This is something I realized, when you start to hit the 4 or 5 mana curve, damage to minions is less comparable to actual damage and more like a weaker form of hard removal.
It was a joke. :) Shadow Bolt sucks major ass.
Pre expansions: You can deny armor from armorsmith, draw from acolyte, bypass divine shields.
After expansions: Kill off imps from a gang boss without spawning new ones, kill low hp patrons, without making new ones, theres probably some other cases.
Your suggestion wouldn't work as I can't use silence as well. In any case, aoe is somewhat of a deliberate weakness in the class for now.
when you use an aoe and there are full hp ones, new ones will spawn.
This is getting too clogged. I'm just gonna say - I was kindof guised into that - drop the very apparent weapon synergy in all the basic cards and slap in some other cards as filler.
On that note, I'll share the small story on finishing blow. I wanted to make it 'Deal 3 damage to a charachter that your hero attacked this turn'. Terrible wording, and not easy to track, so I changed it to what it is. Then I had quite the nice idea of making it 'Lose 1 durability on your weapon, Deal 3 damage to an enemy charachter.' which simulates what I intentionally had in mind very well. But there we go with the weapon synergy again, so I'm afraid, I'm just gonna leave it as is.