My vote went to Goblin Sceintist. It's a pretty nice effect that could probably make Secret Hunter viable. Stats maybe would make it a bit op, but it could've been fine as a 1/1.
And to those who have doubts about my cards - I don't think my card is that op. Maybe a little bit over the top, but not much, because it looks to be strong on paper, but then what decks could utilize this card? I'm not sure about any maybe besides Quest Hunter and as a weird tech card vs Token Shaman for control decks.
Silverclaw Beast is nice, I could see Rogue using this deck to compliment their hero power and to trade early with other 1/3's. Warrior wouldn't mind having an extra 1 attack-especially with their AoE damage effects. Druid could buff that minion and not have to hero power to deal extra damage. In my opinion, it's a very powerful card, not in its stats entirely, but one that adds a lot of early game power if it's damaged and not removed. Which is why I voted for it.
As for my card, I made it intentionally strong, because hunter doesn't have a 1/3 class minion that can snowball games, but not one that gains attack through easily activatable effects. This one trades your counterplay ability into straight up tempo, which means that if your secrets are deal with early, you're probably going to run out of steam.
And Bladefist would be run in every aggro warrior ever, since the downside isn't really a factor that affects them. Voted for that one too.
Cool, a Keleseth buffadin list! I made a similar deck a day ago, but I can appreciate that having two copies of Mindbreaker can lend a great consistency to it that I hadn't considered. I'll try out a modified version of your list as soon as I can. Cheers!
Here's a deck I wihpped up for an oncoming tournament. I've been testing it on ladder and it helped me climb from rank 14-11 almost unimpeded. Any comments/ideas? The purpose for this deck is to be a tournament opener that can perform well against any other deck (the only deck this doesn't have an answer for is OTK mage), and by my tests on the ladder, it performed effectively.
A weapon which allows for a distinct style of hunter play. Instead of dropping minions on curve, you can use your Hero Power to draw cards and stack this weapon for as long as you wish (or, until your opponent destroys it). Thoughts?
Very powerful effect, maybe it should start with 1 attack or cost at least 2 mana
I considered it, but a weapon where you have to sacrifice on curve plays for tempo needs to be usable as a weapon. Ideally, you would use it to hero power, draw a card, and then you would decide whether to smack it on the Mana Wyrm/Northshire Cleric/any other strong 1-drop. I made it intentionally strong because it's a Hunter playstyle that is, as of yet, unsustainable.
A weapon which allows for a distinct style of hunter play. Instead of dropping minions on curve, you can use your Hero Power to draw cards and stack this weapon for as long as you wish (or, until your opponent destroys it). Thoughts?
Not too sold on the card art/name, but I believe the effect would make quest warlock more viable, as well as offering another true counterplay option, not unlike Dirty Rat or Deathlord.
A card intended for Renolock, when you need to drop some spells without hurting your minions/yourself. Cards like Hellfire and Felfire Potion would deal 3 and 5 damage respectively, and cost 1. Twisting Nether and DOOM! would be 1-mana removal, with draw a card on the latter case.
Kazakus' Potions would only have the discount if you have the "Deal 1/4/8 damage to ALL minions" text, with the other effect tacked onto it. Cards such as the aforementioned Kazakus Potion and Demonwrath would only be able to target minions.
Additionally, it would be an alternate option for a deck that runs these high cost Area of Effect spells, such as a deck with Medivh, the Guardian.
I'm not so sure, I actually think it might be a little underpowered. You get heavily discounted removal, but not until turn 8 or so, where mana costs aren't as critical because you're usually just playing the best one or two cards anyway. Compare a discounted doom to an Assassinate, sure it's 4 mana cheaper (and you draw 1 card), but it cant come out until turn 8. It might let you play Doom into an Abyssal Enforcer or something, but that's a specific combo and build you have to go for. Plus by playing him you're forced to go single-target with cards like Felfire Potion, which might not be what you want. You don't get to choose to turn his effect on or off. The value of a single card, and card draw, is pretty high when you're topdecking and forcing a Felfire into Single Target is a serious tradeoff for the mana reduction. You lose out on the splash of 5 damage onto all your opponent's characters for the 5 mana reduction which doesn't even matter unless you've got a specific combo going. Plus if you just play cards without thinking, you'll probably end up with so much spare mana from the effect that it wasn't actually worth it. (E.g. 2x Felfire Potion and ending the turn with 8 mana).
I like it, it makes me think of interesting combos but I'm worried it's ultimately too volatile to see any play,
The key thing here is flexibility. The body itself is a decent 7/7, and you would optimally play it to remove enormous threats without threatening your own board/health, as well as gaining tempo from those plays. Warlock is a very strong class when it comes to indiscriminately destroying stuff, but IF you do need to be more specific with your targets, then that's where you would optimally play this Medivh.
Also, turn 10 Medivh>Felfires>Hellfire>14 damage Kazakus potion (8+6) to the enemy face is also something you could do.
A card intended for Renolock, when you need to drop some spells without hurting your minions/yourself. Cards like Hellfire and Felfire Potion would deal 3 and 5 damage respectively, and cost 1. Twisting Nether and DOOM! would be 1-mana removal, with draw a card on the latter case.
Kazakus' Potions would only have the discount if you have the "Deal 1/4/8 damage to ALL minions" text, with the other effect tacked onto it. Cards such as the aforementioned Kazakus Potion and Demonwrath would only be able to target minions.
Additionally, it would be an alternate option for a deck that runs these high cost Area of Effect spells, such as a deck with Medivh, the Guardian.
Which one, Replica? That one is the last card played, which means that it can transform into an enemy card.
It's very similar and doesn't change the fact that the idea has already been done by other people. That said, you posted here AFTER submitting your card, making any kind of feedback pointless anyway.
Yeah, sorry about that. I'm sort of new to these competitions. It's a pretty simple effect, so I don't doubt it being done before, but I haven't seen an instance of it from this competition. I'll keep it in mind for next week, though!
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"When this minion survives damage, give it -1/-1 and summon a 1/1 Ruby Shard."
or, "When this minion survives damage, give it -1/-1 and add a Red Shard that deals 1 damage to your hand."
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This is my concept for a Warlock Hero, feedback is appreciated. Hero power and portrait under the spoiler to not tale up too much space.
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Whoops, this wasn't a PM.
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Cool, a Keleseth buffadin list! I made a similar deck a day ago, but I can appreciate that having two copies of Mindbreaker can lend a great consistency to it that I hadn't considered. I'll try out a modified version of your list as soon as I can. Cheers!
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Here's a deck I wihpped up for an oncoming tournament. I've been testing it on ladder and it helped me climb from rank 14-11 almost unimpeded. Any comments/ideas? The purpose for this deck is to be a tournament opener that can perform well against any other deck (the only deck this doesn't have an answer for is OTK mage), and by my tests on the ladder, it performed effectively.
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"Someone will be injured."
A weapon which allows for a distinct style of hunter play. Instead of dropping minions on curve, you can use your Hero Power to draw cards and stack this weapon for as long as you wish (or, until your opponent destroys it). Thoughts?
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Not too sold on the card art/name, but I believe the effect would make quest warlock more viable, as well as offering another true counterplay option, not unlike Dirty Rat or Deathlord.
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A card intended for Renolock, when you need to drop some spells without hurting your minions/yourself. Cards like Hellfire and Felfire Potion would deal 3 and 5 damage respectively, and cost 1. Twisting Nether and DOOM! would be 1-mana removal, with draw a card on the latter case.
Kazakus' Potions would only have the discount if you have the "Deal 1/4/8 damage to ALL minions" text, with the other effect tacked onto it. Cards such as the aforementioned Kazakus Potion and Demonwrath would only be able to target minions.
Additionally, it would be an alternate option for a deck that runs these high cost Area of Effect spells, such as a deck with Medivh, the Guardian.
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Next: A 7-drop you wouldn't mind getting out of Atiesh/Summoning Stone.
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Also, turn 10 Medivh>Felfires>Hellfire>14 damage Kazakus potion (8+6) to the enemy face is also something you could do.
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A card intended for Renolock, when you need to drop some spells without hurting your minions/yourself. Cards like Hellfire and Felfire Potion would deal 3 and 5 damage respectively, and cost 1. Twisting Nether and DOOM! would be 1-mana removal, with draw a card on the latter case.
Kazakus' Potions would only have the discount if you have the "Deal 1/4/8 damage to ALL minions" text, with the other effect tacked onto it. Cards such as the aforementioned Kazakus Potion and Demonwrath would only be able to target minions.
Additionally, it would be an alternate option for a deck that runs these high cost Area of Effect spells, such as a deck with Medivh, the Guardian.
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