• 4

    posted a message on Shadow of Nothing

    Surprisingly good art for a fail effect card.

    Posted in: Shadow of Nothing
  • 5

    posted a message on Psychic Scream

    Cards like this just shouldn't exist - you shouldn't be able to wipe a full board of large minions with one card.

    That goes for Shadowreaper Anduin and Lightbomb as well.

    Posted in: Psychic Scream
  • 2

    posted a message on Thing from Below

    This might be balanced if it didn't have Taunt.

    As-is it's absurd as a 0-mana 5/5 taunt with a pretty easy condition.

    Posted in: Thing from Below
  • 2

    posted a message on Carnivorous Cube

    Deathrattle effects.

    Posted in: Carnivorous Cube
  • 0

    posted a message on Carnivorous Cube

    Seconded.

    This would be fair as-is if Silence was common in the meta or if there weren't a lot of powerful Deathrattle minions around.

    Posted in: Carnivorous Cube
  • 0

    posted a message on Defile

    It should probably also damage all characters instead of just minions, to match Hellfire more and make it a tiny bit better for aggression and worse for control.

    Posted in: Defile
  • 0

    posted a message on Magma Rager

    A card so bad that Ice Rager, an immensely improved direct upgrade of it, also never saw play.

    This obviously needs some sort of buff, though it's equally obvious that Blizzard doesn't care about balancing useless standard cards.

    Would it be too much to give this guy Rush if you played an Elemental last turn?

    Random damage to an enemy battlecry? I don't know what but he needs something.

    Posted in: Magma Rager
  • 2

    posted a message on Golakka Crawler

    River Crocolisk would need a significant buff to see play anyway, and this doesn't really see play.

    Posted in: Golakka Crawler
  • 3

    posted a message on Force of Nature

    That or a cost reduction to 4 mana.

    It'd seem in line with Saronite Chain Gang's power level, especially since this is a class card.

    Posted in: Force of Nature
  • 1

    posted a message on Shadow Essence

    This was just a bad design idea, it enables cancerous Priest revive decks too much.

    At very least the summon should be 1/1 to gear it towards silence decks more.

    Posted in: Shadow Essence
  • -1

    posted a message on Flametongue Totem

    This should probably have Overload (1) for the insane value it gets, or be a 0/2.

    It's the reason you can't ignore random totem spam.

    Posted in: Flametongue Totem
  • 5

    posted a message on Coldlight Oracle

    I strongly dislike the mill Rogue decks this enables, since Vanish/ Sap into a loaded hand is the outright pinnacle of uninteractive nonsense where nothing you do matters.

    I your deck can't throw out cards quickly to aggro it's a long and painful auto-lose, though at least for a time Jade Idol countered it.

    I'd tweak this card to be "Each player draws 2 cards and burns any spells drawn."

    That way it'd still have the mill function without guaranteeing that Mill decks practically always get the cards they need while also opening the card up for use in minion-heavy decks, like Murlocs.

    Posted in: Coldlight Oracle
  • 0

    posted a message on Aya Blackpaw

    I love this card, and I actually unpacked it twice if memory serves.

    It felt like a sign.

    Posted in: Aya Blackpaw
  • 5

    posted a message on Lilian Voss

    I feel like this should have either had a discount on the new spells, or turned them into Death Knight spells.

    Posted in: Lilian Voss
  • 2

    posted a message on Val'anyr

    This really feels like it should just go to hand, I don't see how you win against it if it gets played unless they just run out of minions.

    Posted in: Val'anyr
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