Stealer was banned because of its ability to enable Darkest Hour. They're definitely not reverting the cost nerf because that would allow Darkest Hour to be giga broken again.
In Wild, where there are many more efficient self-damaging cards, The Demon Seed can be completed at an unintentionally fast rate. We are banning the card to protect the format from the problematic gameplay it created. When The Demon Seed rotates to Wild, we will unban it and reposition the card to be more appropriate for the format.
Huge change for The Demon Seed because it means cards such as Bloodbloom and Stealer of Souls are now active deadweight and do not contribute to quest progression. Between this and its +2 mana nerf, Stealer of Souls should be fine in Wild, though The Demon Seed should still need more nerfs because of cards like Crystallizer and other really good self-damage cards Wild has.
Renathal of the Ember Court is ridiculously busted. Not being able to Discover is nothing compared to the consistency upside of being able to run 3 copies of your most powerful cards. Especially in Wild, out-of-game Discover is really bad because there's so much garbage in the pool, and that's reflected in the top decks, which only run in-game Discovers like Shadow Visions, and there aren't enough of those seeing play in decks to say it's THAT much of a disruption.
I think you successfully made Icehowl and Prince Taldaram worse. Taldaram especially - it completely misses why you ran Taldaram in the first place. You want to copy your own high value stuff with Taldaram, not your opponent's.
Blood Knight is not in Standard, but even if it was, it was often ran by Divine Shield heavy decks to convert their shields into one really big guy. So it's likely to be making this deck better if it was included.
At minimum, this minion requires 8 hits to kill. That is a LOT of stalling power in 1 card. And Voidlord showed that a sufficiently sticky Taunt is playable even at 9 mana.
The only thing is if Paladin can properly leverage that stalling power to something more than just delaying your defeat.
Ehhhh I'd say the bigger reason Disco is good in Wild is the critical mass of discard and discard synergy. There aren't enough Discard lovers in Standard to justify running a full discard package, while there are lots of cards in Wild which work with this perfectly. It's feasible to run 30 cards which either discard cards, like it when you discard cards, or like being discarded in Wild, while Standard requires lots of filler cards to hit the 30 card deck requirement.
You're also missing Imp Swarm (Rank 1), Dreadlich Tamsin, Shady Bartender, and Tamsin Roame in that assessment of Implock, which are pretty big losses as well, especially with how they impact Implock's ability to close out games.
There's a lot that needs to go right for this card to be not horrible. Namely, it needs ways to play lots of them for cheap. Mana cheat, ways to generate more reliably, tutoring, and redundancies to ensure it's able to win if the Freebird plan either fails, or is too slow.
This is probably one of the worst cards of the set, and as-is, is a much weaker Shockspitter 99% of the time.
8
The one card which would've made Armorsmith amazing... when Armorsmith is rotating.
0
https://www.twitch.tv/playhearthstone
2
Stealer was banned because of its ability to enable Darkest Hour. They're definitely not reverting the cost nerf because that would allow Darkest Hour to be giga broken again.
8
When it rotates to Wild, it will be unbanned. Per the patch notes announcing the ban:
In Wild, where there are many more efficient self-damaging cards, The Demon Seed can be completed at an unintentionally fast rate. We are banning the card to protect the format from the problematic gameplay it created. When The Demon Seed rotates to Wild, we will unban it and reposition the card to be more appropriate for the format.
7
Huge change for The Demon Seed because it means cards such as Bloodbloom and Stealer of Souls are now active deadweight and do not contribute to quest progression. Between this and its +2 mana nerf, Stealer of Souls should be fine in Wild, though The Demon Seed should still need more nerfs because of cards like Crystallizer and other really good self-damage cards Wild has.
0
Renathal of the Ember Court is ridiculously busted. Not being able to Discover is nothing compared to the consistency upside of being able to run 3 copies of your most powerful cards. Especially in Wild, out-of-game Discover is really bad because there's so much garbage in the pool, and that's reflected in the top decks, which only run in-game Discovers like Shadow Visions, and there aren't enough of those seeing play in decks to say it's THAT much of a disruption.
0
It appears to be a Wildkin/Moonkin, I think. But it's odd that it's considered a Beast, because no collectable Wildkin are Beasts.
0
I think you successfully made Icehowl and Prince Taldaram worse. Taldaram especially - it completely misses why you ran Taldaram in the first place. You want to copy your own high value stuff with Taldaram, not your opponent's.
3
You need to actually claim the first drop for progress on the next drop to start. I don't know why Twitch does that, but it's really annoying.
2
Blood Knight is not in Standard, but even if it was, it was often ran by Divine Shield heavy decks to convert their shields into one really big guy. So it's likely to be making this deck better if it was included.
2
There's Cage Head as the obvious high value Deathrattle, but one synergy a deck does not make, so what else do we have? Infectious Ghoul, Pozzik, Audio Engineer, Selfish Shellfish might be funny, Foul Egg? Bit of a shame Burning Blade Acolyte is rotating. But there are some very good Deathrattles right now. I like this package.
0
With a rotation just around the corner (2-3 weeks), now is not a good time to be crafting decks.
I recommend waiting out this expansion and then crafting something at the launch of next expansion.
0
At minimum, this minion requires 8 hits to kill. That is a LOT of stalling power in 1 card. And Voidlord showed that a sufficiently sticky Taunt is playable even at 9 mana.
The only thing is if Paladin can properly leverage that stalling power to something more than just delaying your defeat.
0
Ehhhh I'd say the bigger reason Disco is good in Wild is the critical mass of discard and discard synergy. There aren't enough Discard lovers in Standard to justify running a full discard package, while there are lots of cards in Wild which work with this perfectly. It's feasible to run 30 cards which either discard cards, like it when you discard cards, or like being discarded in Wild, while Standard requires lots of filler cards to hit the 30 card deck requirement.
You're also missing Imp Swarm (Rank 1), Dreadlich Tamsin, Shady Bartender, and Tamsin Roame in that assessment of Implock, which are pretty big losses as well, especially with how they impact Implock's ability to close out games.
1
There's a lot that needs to go right for this card to be not horrible. Namely, it needs ways to play lots of them for cheap. Mana cheat, ways to generate more reliably, tutoring, and redundancies to ensure it's able to win if the Freebird plan either fails, or is too slow.
This is probably one of the worst cards of the set, and as-is, is a much weaker Shockspitter 99% of the time.