for instance nexus purifier, paladins will hardly have minions out before 3 mana, maybe a silver hand recruit that gets traded easily
the spirit beast seems 'viable' at best, it could be what hunters were looking for in a card, interesting to say the least
bloodthirsty raider is way overpowered, can be combo'ed in many ways easily & get pumped up for 7-8 ish mana without ending up losing board control, loyal companion will almost ALWAYS proc, or u can hold onto it 1 turn MAX to proc it and get a 2/4 with taunt for 2 mana which is ridiculous
nexus spellbinder is .. actually perfect & very interesting
adrenaline rush 1 mana potential 3 cards is a bit unbalanced, though it's a gamble so i'll just go along with it
combat physician is a bit op too, lot of potential healing with an already decent minion for board presence
scout's pretty alright
totem carrier is ridiculous, way too much value for a 1 drop
overclock has waaay to much potential value, easily 3-4 cards for only 1 mana + 1 overload, if you rescale mana cost it could have a lot of potential though, another interesting card
ogrim doomhammer seems a little crazy too, the deathrattle is a bit insane, doomhammer is a fantastic weapon on it's own but to get it (if they don't silence it) is crazy, even without it it's a very solid minion 3/8 with windfury AND taunt
mana aegwynn COULD work, not sure if it's balanced but.. could be a nice add (sort of a brawl twist to it)
auchenai apprentice is way too overpowered, lot of low mana combos, specially with the low cost healing card added recently and low cost healing minions overall this seems a bit too insane
etc, don't bother what i'm saying, i like the fact you're trying to come up with new material and some of these ideas are fantastic though they would need a bit of reworked mana cost/value to make it in hearthstone if you ask me
Nexus Purifier- I'm aware it's pretty crazy but the biggest problem with Paladin is it's lack of early removal. One of the easiest ways to lose against druid with Pally is for them to play a turn 2 Darnassus Aspirant since Pallys have no way to deal with it. Plus, past turn 3 it gets below average since divine shield and Piloted Shredder basically guarantee something on your board will stick.
Bloodthirsty Raider- I don't know what you mean. Giving a minion charge doesn't mean it can attack more than once a turn.
Loyal Companion- Having played about 30 games of Dragon Priest I can safely say that Wyrmrest Agent will ALSO almost always proc. Control Hunters need an independently good early drop to stop aggro.
Spirit Beast- From experience Hunters need good life gain to play control. Even if it's just something they can get Lock and Load rather than actually putting it in their decks.
Adrenaline Rush- only draws 2 if you win the joust. Sorry if it wasn't clear. You also have to play it in control Rogue,
Combat Physician- just an Illuminator for Rogues. Control Rogue needs ways to gain life if it's going to exist. I also don't think this card would see play in Oil.
Scout- one of my favorite cards here. Control Hunter needs a bit more card draw to be consistant.
Totem Carrier- I didn't want to make it cost 2 because then it would just be bad. 0 attack minions aren't usually that great but I see how a token like that would be crazy in Shaman. Shamans have faded out a bit though so I don't think their TGT cards ended up being enough to bring them back. They need a bit more love. Plus it's only Hero Power totems so only Searing Totem, Wrath of Air Totem, Stoneclaw Totem and Healing Totem. I guess It should only have 1 attack though.
Overclock- It's supposed to cost 3. I meant to fix it. Sorry.
Orgrim Doomhammer- Everything you said also applies to Tirion Fordring. If you know this card exists you're going to play around it and keep your silence. And maybe this could bring The Black Knight back!
Magna Aegwynn- pretty fair since most of the time Archmage Antonidas will just be better and is also usually better when it survives. Plus with Aegwynn, at best you'll get a 3 mana minion and a 3/7 on its first turn while with Archmage Antonidas you can get 3 Fireballs.
Auchenai Apprentice- Currently the only good priest is dragon priest and that's because all other priests lack good 2-drops like Wyrmrest Agent and have to rely on their two Auchenai Soulpriests for EVERYTHING. This card solves both of those problems, giving priests a good independent 2 drop and giving them two more cards in their decks to combo things with, making them more consistent.
Hope this helped explain my reasoning on some of these cards.
I absolutely love all your rogue cards, but here's a few thoughts:
Marked for Death - I actually thought of this as being 1M "Choose a minion. When it attacks, deal 3 dmg to it." Similar to Power Word: Glory or Blessing of Wisdom (triggers BEFORE attacks, so it basically kills small minions and triggers spells and combo for 1M but let's soft taunts generate value continuously i.e. Mechwarper, Darnassus Aspirant)
The Hatchery - simply the card rogue deserved (as a non beast synergy class to mitigate the value) though maybe 4 is still a little too low simply because prep exists, I mean, I don't know how you could lose with Prep -> Hatchery T1 vs aggro
Adrenaline Rush - I like the reinvention of this beta card, though IMO it would've been completely fine as it was just for 2M instead of 1; another lost Control Rogue potential
I think your version of Marked for Death wouldn't actually be comparable to this one since it would only really be effective against small minions while the current version can be used to single target Lightbomb or Betrayl something in combination with your weapon, letting it take out huge minions. You would also have the flexability of just putting it on a big minion to restore some health. More than anything, most of those cards are meant for control archetypes.
As for the Hatchery, somehow I completley forgot Prep even existed so you're right. It should probably cost 5.
The reason Adrenaline Rush was insane in beta was because you could put it in a hyper aggressive deck. Similar to Divine Favor. The Joust thing was intended to give rogues card draw but ensure it couldn't be used aggresivelly.
Also, I loved your cards. Really did. The only exception is the Whyrmwood Naturalist, that is extremally underpowered compared to Argent Horserider and Ironfur Grizzly. I loved all the other cards, congratulations for your creativity.
BTW, I've noticed that the mage's legendary has a different watermark on the description, instead of the TGT shield, there's a gate.. any reason for that?
Also, I loved your cards. Really did. The only exception is the Whyrmwood Naturalist, that is extremally underpowered compared to Argent Horserider and Ironfur Grizzly. I loved all the other cards, congratulations for your creativity.
The difference is that it's extremley flexible. When you make a card that flexable, it ups its value. Thats why Druid of the Saber is WAY better than both Bluegill Warrior and Gilblin Stalker. You're right though, It probably shouldn't have to require a dragon.
BTW, I've noticed that the mage's legendary has a different watermark on the description, instead of the TGT shield, there's a gate.. any reason for that?
Also, I loved your cards. Really did. The only exception is the Whyrmwood Naturalist, that is extremally underpowered compared to Argent Horserider and Ironfur Grizzly. I loved all the other cards, congratulations for your creativity.
I changed Wyrmwood Naturalist to not require a Dragon. I'm not sure why you think it's underpowered compared to Argent Horserider since sometimes the treant survives and then you have a 2/1 and a 2/2 and even if it dies, with Argent Horserider you would have a 2/1 but here you get a 2/2 left over. In case it wasn't clear, it doesnt transform into a Treant itself. It summons a secondary Treant next to it like Tuskarr Totemic and Razorfen Hunter. Sorry if that wasn't clear.
Also, I loved your cards. Really did. The only exception is the Whyrmwood Naturalist, that is extremally underpowered compared to Argent Horserider and Ironfur Grizzly. I loved all the other cards, congratulations for your creativity.
I changed Wyrmwood Naturalist to not require a Dragon. I'm not sure why you think it's underpowered compared to Argent Horserider since sometimes the treant survives and then you have a 2/1 and a 2/2 and even if it dies, with Argent Horserider you would have a 2/1 but here you get a 2/2 left over. In case it wasn't clear, it doesnt transform into a Treant itself. It summons a secondary Treant next to it like Tuskarr Totemic and Razorfen Hunter. Sorry if that wasn't clear.
Yes, I indeed missread the effect, because Druid is always about transforming etc. "MISTAKE!", sorry.
Nexus Purifier- I'm aware it's pretty crazy but the biggest problem with Paladin is it's lack of early removal. One of the easiest ways to lose against druid with Pally is for them to play a turn 2 Darnassus Aspirant since Pallys have no way to deal with it. Plus, past turn 3 it gets below average since divine shield and Piloted Shredder basically guarantee something on your board will stick.
Bloodthirsty Raider- I don't know what you mean. Giving a minion charge doesn't mean it can attack more than once a turn.
Loyal Companion- Having played about 30 games of Dragon Priest I can safely say that Wyrmrest Agent will ALSO almost always proc. Control Hunters need an independently good early drop to stop aggro.
Spirit Beast- From experience Hunters need good life gain to play control. Even if it's just something they can get Lock and Load rather than actually putting it in their decks.
Adrenaline Rush- only draws 2 if you win the joust. Sorry if it wasn't clear. You also have to play it in control Rogue,
Combat Physician- just an Illuminator for Rogues. Control Rogue needs ways to gain life if it's going to exist. I also don't think this card would see play in Oil.
Scout- one of my favorite cards here. Control Hunter needs a bit more card draw to be consistant.
Totem Carrier- I didn't want to make it cost 2 because then it would just be bad. 0 attack minions aren't usually that great but I see how a token like that would be crazy in Shaman. Shamans have faded out a bit though so I don't think their TGT cards ended up being enough to bring them back. They need a bit more love. Plus it's only Hero Power totems so only Searing Totem, Wrath of Air Totem, Stoneclaw Totem and Healing Totem. I guess It should only have 1 attack though.
Overclock- It's supposed to cost 3. I meant to fix it. Sorry.
Orgrim Doomhammer- Everything you said also applies to Tirion Fordring. If you know this card exists you're going to play around it and keep your silence. And maybe this could bring The Black Knight back!
Magna Aegwynn- pretty fair since most of the time Archmage Antonidas will just be better and is also usually better when it survives. Plus with Aegwynn, at best you'll get a 3 mana minion and a 3/7 on its first turn while with Archmage Antonidas you can get 3 Fireballs.
Auchenai Apprentice- Currently the only good priest is dragon priest and that's because all other priests lack good 2-drops like Wyrmrest Agent and have to rely on their two Auchenai Soulpriests for EVERYTHING. This card solves both of those problems, giving priests a good independent 2 drop and giving them two more cards in their decks to combo things with, making them more consistent.
Hope this helped explain my reasoning on some of these cards.
Added Spirit Bond. Almost certain that this card is disgustingly OP but I DON'T CARE. BLIZZARD, MAKE CONTROL HUNTER WORK! PLEASE!
Added Feral Dominance.
The 3 mana warrior card! Excuse me, thought reply would auto-quote, but it didn't. 3 mana inspire gain charge and immune
I like webspinners not a new card or anything Kappa
Warriors already have a lot of ways to do that and people haven't used Argent Commander since before Naxx.
Added Wyrmwood Naturalist.
I'm pretty sure this card is incredibly strong.
I absolutely love all your rogue cards, but here's a few thoughts:
Marked for Death - I actually thought of this as being 1M "Choose a minion. When it attacks, deal 3 dmg to it." Similar to Power Word: Glory or Blessing of Wisdom (triggers BEFORE attacks, so it basically kills small minions and triggers spells and combo for 1M but let's soft taunts generate value continuously i.e. Mechwarper, Darnassus Aspirant)
The Hatchery - simply the card rogue deserved (as a non beast synergy class to mitigate the value) though maybe 4 is still a little too low simply because prep exists, I mean, I don't know how you could lose with Prep -> Hatchery T1 vs aggro
Adrenaline Rush - I like the reinvention of this beta card, though IMO it would've been completely fine as it was just for 2M instead of 1; another lost Control Rogue potential
Thanks!
I think your version of Marked for Death wouldn't actually be comparable to this one since it would only really be effective against small minions while the current version can be used to single target Lightbomb or Betrayl something in combination with your weapon, letting it take out huge minions. You would also have the flexability of just putting it on a big minion to restore some health. More than anything, most of those cards are meant for control archetypes.
As for the Hatchery, somehow I completley forgot Prep even existed so you're right. It should probably cost 5.
The reason Adrenaline Rush was insane in beta was because you could put it in a hyper aggressive deck. Similar to Divine Favor. The Joust thing was intended to give rogues card draw but ensure it couldn't be used aggresivelly.
Laughed so hard at this card...
Also, I loved your cards. Really did. The only exception is the Whyrmwood Naturalist, that is extremally underpowered compared to Argent Horserider and Ironfur Grizzly. I loved all the other cards, congratulations for your creativity.
In Rexxar we trust
BTW, I've noticed that the mage's legendary has a different watermark on the description, instead of the TGT shield, there's a gate.. any reason for that?
In Rexxar we trust
The difference is that it's extremley flexible. When you make a card that flexable, it ups its value. Thats why Druid of the Saber is WAY better than both Bluegill Warrior and Gilblin Stalker. You're right though, It probably shouldn't have to require a dragon.
Made the art for Muster for Totem myself!
No
I changed Wyrmwood Naturalist to not require a Dragon. I'm not sure why you think it's underpowered compared to Argent Horserider since sometimes the treant survives and then you have a 2/1 and a 2/2 and even if it dies, with Argent Horserider you would have a 2/1 but here you get a 2/2 left over. In case it wasn't clear, it doesnt transform into a Treant itself. It summons a secondary Treant next to it like Tuskarr Totemic and Razorfen Hunter. Sorry if that wasn't clear.
Yes, I indeed missread the effect, because Druid is always about transforming etc. "MISTAKE!", sorry.
In Rexxar we trust
Added Kael'thas Sunstrider. It's a Varian Wrynn for Mages.
Added Holy Vindicator, Corrupted Hellraiser and General Turalyon.
Added the Pit Lord Mannoroth.
The Triple Pyroblast in Arena...
In Rexxar we trust