In standard the pool of spells is already kind of limited, so the pool of spells you don't use can be very small. That said, they do tend to be spells you don't even want to run, so I'm looking forward to seeing this find a proper use case.
Blizzard tends to not look ahead enough with these changes. Most players already dread the upcoming Warlock meta if the targeted classes get a serious nerf. I know I do!
Pen Flinger at 2 Mana would see zero play, not even in Wild. Won't happen. Most likely will only target minions.
Deck Of Lunacy would likewise see zero play if it upgraded to spells costing (1) more. Won't happen. Costing (2) more could happen, but we'll see. A Mana cost increase is more likely.
Your ideas seem entirely possible, though I expect Refreshing Spring Water will become 5 Mana rather than changing the cool mechanic of refunding 2 Mana per Spell. The latter is a major part of the card's flavor.
At 6 Mana, the card would be beyond unplayable, but I suppose that's what you're after. At 6 Mana, you cannot possibly ever afford to play it. It'd be a completely dead turn 6, so almost any deck would just outright kill you if you played it.
I think it would be completely unplayable then. I think it's more likely to just go up in cost. Probably 3 Mana. Or 4 Mana if they want to kill it completely.
Or you could watch the video and see that you're wrong. It steals Attack until it has more attack. It steals Health until it has more Health.
When you use this against a 4/8 it will steal 2 Attack (now has 3, more than other minion's 2) and it will steal 4 Health (now has 5, more than opponent's 4). End result, this is a 3/5 and enemy minion is a 2/4.
For those complaining about the mace in the art. It's a Barrens expansion. In classic WoW rogues used to stunlock players in PvP using one-handed maces. That's where the flavor comes from.
I don't think you understand how Frenzy works. It triggers after the first time a minion takes damage. So in your case, you'd have two 3/2 minions after your Whirlwind. Maybe a bit more if your opponent's minion(s) got damaged. Nothing to write home about.
I stand corrected. With the new Charge (3 Mana - "Give a friendly minion +2 Attack and Charge") this can definitely become a super powerful threat. Flood your board with minions, self-damage, Inner Rage on this, copy with Bloodsworn Mercenary and you have some strong OTK potential.
Don't you realise that for this card to gain the bonus damage you have to attack with it and survive (Frenzy)? What OTK are you talking about? Seriously
It doesn't need to attack. It needs to survive damage. Inner Rage works fine.
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In standard the pool of spells is already kind of limited, so the pool of spells you don't use can be very small. That said, they do tend to be spells you don't even want to run, so I'm looking forward to seeing this find a proper use case.
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Blizzard tends to not look ahead enough with these changes. Most players already dread the upcoming Warlock meta if the targeted classes get a serious nerf. I know I do!
NO MORE TICKETS!
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Pen Flinger at 2 Mana would see zero play, not even in Wild. Won't happen. Most likely will only target minions.
Deck Of Lunacy would likewise see zero play if it upgraded to spells costing (1) more. Won't happen. Costing (2) more could happen, but we'll see. A Mana cost increase is more likely.
Your ideas seem entirely possible, though I expect Refreshing Spring Water will become 5 Mana rather than changing the cool mechanic of refunding 2 Mana per Spell. The latter is a major part of the card's flavor.
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At 6 Mana, the card would be beyond unplayable, but I suppose that's what you're after. At 6 Mana, you cannot possibly ever afford to play it. It'd be a completely dead turn 6, so almost any deck would just outright kill you if you played it.
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I think it would be completely unplayable then. I think it's more likely to just go up in cost. Probably 3 Mana. Or 4 Mana if they want to kill it completely.
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That means your opponent had them in their deck.
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Handbuffs are rarely strong. This card will need a lot of support to see play...
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Or you could watch the video and see that you're wrong. It steals Attack until it has more attack. It steals Health until it has more Health.
When you use this against a 4/8 it will steal 2 Attack (now has 3, more than other minion's 2) and it will steal 4 Health (now has 5, more than opponent's 4). End result, this is a 3/5 and enemy minion is a 2/4.
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Throw minions on the board and deny your opponent a defense in the form of taunt minions with this. Great face card!
Of course, your opponent likely saves an AoE clear if you run this, so meh. Not sure if it works.
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Many similar cards don't say random. This card buffs a random minion as well.
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For those complaining about the mace in the art. It's a Barrens expansion. In classic WoW rogues used to stunlock players in PvP using one-handed maces. That's where the flavor comes from.
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Poisons traditionally deal Nature damage in Warcraft. Probably won't matter much.
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I don't think you understand how Frenzy works. It triggers after the first time a minion takes damage. So in your case, you'd have two 3/2 minions after your Whirlwind. Maybe a bit more if your opponent's minion(s) got damaged. Nothing to write home about.
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I stand corrected. With the new Charge (3 Mana - "Give a friendly minion +2 Attack and Charge") this can definitely become a super powerful threat. Flood your board with minions, self-damage, Inner Rage on this, copy with Bloodsworn Mercenary and you have some strong OTK potential.
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It doesn't need to attack. It needs to survive damage. Inner Rage works fine.