Page 2!
@Teknician: Interesting one, I like it
@Varolie: Dangerous effect, high risk, but I guess it's worth using it as a slight removal, ex. using it on Sylvanas, either way, the result will be better (unless it becomes Sylvanas again!)
@MightyGorgon: This one's pretty good, I like to see cards supporting the beast druid idea, this one + the 1-mana card (Druid Of The Flow) would make a nice zoo druid deck! We have a good control card (that 2/3), the support one (this one), now we need a tech one for something hehe
@RoofTopOctopus: This one's pretty interesting too, I'd love to see a 5/3 Ashbringer being a minion, same goes forPowermace, it'd be so nice to steal such a weapon, but if you steal.. let's say.. an Eaglehorn Bow, will it get +1 health whenever one of your secrets triggers? Same for Gorehowl? Will the minion die if it hits the enemy hero?
@HalfHalf: CHICKEN META!! Seriously though, this card would be so fun to play, it's creative, it also follows the shaman transform effects, I like it!
@vragal: This one might be OP, having both AoE, card draw and a minion in play, considering that you already have a 1/1 weapon (+ the effect of refreshing the weapon) is a little too much, but that's just me
@MorbidoSix: BOOM! Nuff said.
@Zkaletus: The side effect actually earns more than Assassinate, you gain a 1/1 instead of triggering their minions' deathrattles.. It might be too good at 5 mana and too slow at 6..
@rdeegan: This one is really nice, you basically refresh all those druid cards and then also gain armor out of the new 4/6s, good job!
@Cyg2112: Wrong name, "Dwarven Scavenger" is the right one, but still, this card would be nice in a weapon-heavy meta, though it might always discard something important..
@ThePokeMann: MiniRag generator, me liek dis
@pomonkeypo: This one's interesting, I like it's idea, though I don't know how will the effect remain on the card if it keeps transforming every turn, it's basically being transformed, and when a minion is transformed, it's losing all the enchantments/effects, including this one.. I guess it doesn't work that way, but it normally would, other than that, this card's theme/name/art is really nicely put in a single art piece :>
@Zerkercroc: +1d this just for the lorewise effect of the card, really nice sync!
@Melioro: RNG at it's finest, if you already have Rag on board, it's gonna be some fireworks party out there, cool one
@Jadeg: Interesting concept, no comment
@mengdez: Really good, if you need a taunt guy urgently, HP + this thing! +1
@krissIII: Neat one, now we have the support beast druid card hehe!
@Qormusata: I like this card's idea, + getting spiders out of the taunt, you could possibly even release Haunted Creepers out of the egg, but that might be insane
@gaeshin: Murlocs! This one can be either bad (in a druid deck, if he loses a Wrath, then he gains this + Innervate into something huge some turns later) or amazing (if the opp. loses a vital spell), nice idea!
@Zadikiel: As long as this thing lives a turn, it's max. profit, it might work as a pseudo-taunt, distracting your opponent's minions/spells for something more important, or let it there and grow into a 5/5 and wreck havoc with it
Page 3 coming soon!
PS: @BerserkMidget08: I have a weakness for the naga, it can be useful in a Bloodlust burst deck, as long as the board is filled with totems (like it nearly always is, in the late stage of the game) it will deal a lot of damage and clear the board in an emergency situation, the other one might work if you get a Savannah Highmane on turn 2 or in the first hand and you get the spell or vice-versa, then spam cheap beasts, then turn 4 this = an army of lions, both are good, but I'll pick the naga
1
Either that or you should perhaps redesign the card to not be an undead. In general these sort of draw engines are only nececary in the mid-lategame. Compare to battle rage, which might not even cycle, whereas yours does guaranteed. Works well in a rushy deck aswell. Definetaly a minor nerf necessary in my opinion.
1
I'm astonished you can fit that much text in one card. Probably can shorten it quite a bit by instead of putting 'if it's 4 or less' - 'otherwise'. Nevermind, it's not that much.
Too flashy are my initial thoughts. If there's something you want to get rid of really badly I suppose it's worth it? It has this naturalise feeling to it though, where it can screw you over horribly. So I suppose you can make it cost 2? Otherwise with your design there's not alot of tweaks possible.
Going with a rewording I might suggest something like this in line with your class. Cost: 3 Transform a minion with infection into a 1/2 slime with infected.
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Not very inspiring, but hey, here's some tool for warlock for more precise damaging options. Can be used in emergencies as well as a single use removal.
1
This is borderline advertisement, which I'm not sure is quite tolerated in this thread. Nice work, anyway.
Here's some of the stuff I want advice about though, sorry if the images are messed up a bit, but I'm making every card idividually, thus there is alot of small issues I have to adress with my poor skillset. I'm in dialogue with mokthol, who can hopefully give me some means to make this process a bit more standartised.
An extra bit to the hard to bring down part which I touched upon in the class introduction. Image by me, quite proud of that one actually *huff*.
The card draw engine or atleast cycle.
A combo piece for the later stages of the game, when weapon swapping will become a thing. Or just a small tempo card.
The wardens version of a board clear. Ouch, can be used as a finisher.
These are all basic cards(if you couldn't tell) I was particulary curious if I've covered the sort of baseline that makes the class self sufficient and can be a bit more wild in my approach of the rest of the basic set. Or is it even that these same cards are non-essential. I'd like to hear your thoughts.
1
Hmm, I think I like the change. Alas, I don't think we have alot of wiggle room when designing hero powers. Here is an excellent(in my opinion) design by Shanksyo in the 15th wdc:
Just perfectly captures the flavour of detonate, you might have to tweak some stuff based on your accesibility to wisps, but I think it could work.
1
This. I think neutral cards from the existing set are not given enough consideration when these classes are designed and thus bar creativity in terms of how the class works in the currently existing format. I'm not sure, how well I myself am doing on that front, since that sort of balancing off the top of your head is ridiculously hard and the reason blizz devs are doing hundreds of testing matches when designing new cards.
I really, really like the flavour you have going in here. Hero power seems a bit too strong. Maybe it's worth making it - a minion with lower cost. I'm curious on your other ideas, because this is about as much as I know from the shadow hunter and polishing the class further might be difficult.
First off, your class introductory mechanics seem a bit too complex. Starting from the trinkets which don't really seem too relevant as well as the 1 per turn restriction to their neccesity in being held for the preparation effects. You essentially gave preparation cards (pay 2 more) for their enhanced effects and I don't really like that in your concept, it feels very locked down to the class and when you can't think of stuff from the existing set that works well with your ideas, I feel there needs to be a simpler baseline, but that is my personal evaluation of it. What I do like, however, is that your design is very consistent in those cards, and I can picture very well as to how the class would play out. Finish up a few more cards if you are lucky in the 1st phase, and I would be very excited how much more you can piece it together.
I don't like the flavour. Demon Hunters should be a class oriented around more fighting, but these cards are very controlly. Their individual design is satisfactory, but I think you need to give the class itself a little bit more personality.
A concept very well put together, but as I commented on @hinti11's idea, there isn't much room for neutral card input. I can see 'draw' cards working somewhat but that makes the concept somewhat non-interactive from the opponent's perspective. You are essentially 'playing with yourself' alot of the time in managing your hand composition but aside from that, there is alot of appeal in the design.
19
7 letters, 7 in the text and 7 words in text.
A bit of tech against a slower meta. An alternative to Sap for more control oriented rogues.
1
the only reason for the rise of bgh is dr. 7, which came with the gvg expansion. Bgh is just an indirect response to the meta which had a 7 attack minion in almost every single deck. So if you are going to complain - there's alot of dr. boom salt threads out there.
To the OP. I also think Thaurissan is a little bit broken, but not in a game hurting kind of way. Even enabling otk's is done over 2 turns so you do have some time to prepare in some cases, but doing other cute stuff like enabling how you called them 'soft combos' which hit the board way too late to be impactful otherwise. In general the card has alot of application but people just tend to play the strongest stuff out there but I really don't think Thaurissan is to blame.
2
The 2 most recent priests I've played ran something along the lines of this list, so I figured it has to be some kindof new trend I'm not aware of. Can't find the actual list so I'll rant here a bit, if you don't mind.
Haven't played it in first person, but the deck is incredibly frustrating to play AGAINST. I will try to iterate the changes I noticed.
My opponents played something along the lines of
-1 Shrinkmeister
-1 Shadow Madness
-1 Cabal Shadow Priest
-2 Loot Hoarder
-2 Acolyte of Pain
-1 Earthen Ring Farseer
-1 Sylvanas Windrunner
+1 Shadow Word: Pain
+1 Holy Nova
+2 Thoughtsteal
+2 Coldlight Oracle
+2 Deathlord
+1 Antique Healbot
+1 Doomsayer
That's roughly what I can recall, as again, I've only seen the deck on the receiving side. It's really similar to the 'outlast' druid from a while back, and I can't really tell which is stronger in what it does, druid certainly had more milling options, but priests removal and health preservation seems better. My question, did you encounter this sort of deck on ladder and made adjustments that fit your playstyle or is it like you said - something that was inspired by other class archetypes.
As for your deck, I guess I owe you some critique:
Honestly, I feel like if you stick a Velen in there you might want to go all the way and make it a straight up cheese combo deck - what I'm saying, more cycles - power word shield, novice engineer, maybe a random drake even or thalnos. Add mechanical sheep for some additional clears, something along those lines. But that's all suggestions, if the deck is working for you as is, I'm glad and wish you best of luck all the way still. Cheers!
1
Both Xavalis and One with the Pack don't really fit this contests theme, you are helping/hindering yourself, not the race. As for Felguard Lieutenant you should probably go with a 'when another friendly demon is attacked, this minion becomes the new attack target.' Sounds like taunt, but really isn't, and the whole reducing damage thing is too much, some cards just become useless in that respect.
The effect is kindof boring, but I wanna say, that's what makes me like it.