And nobody in Team 5 ever stopped and said "What if we made Razorpetals 0/0 minions with "Battlecry: Deal 1 damage.", huh, guys ?", that way
1. They help complete the rogue quest, especially if more Razorpetal cards are added in the future.
2. Once the quest is achieved, each Razorpetal is a 5/5 with its previous battlecry, wombo combo.
3. No spell shenanigans ( Auctioneer, Spell power ) because they are not spells, despite acting like ones ( Because a 0/0 dies instantly when it hits the board after its battlecry has resolved ).
4. Because of that you can make them 0 mana as they should have been without any fear of abuse.
5. BONUS : If you're really that f*cking scared of spell damage, just cap the spell damage Razorpetals can receive. Jesus, their text is litterally "Deal 1 damage", get the f*ck outta here with pretending you can't add a little "Cannot deal more than 3 damage." or "Cannot benefit from spell damage" ( I mean there are almost no spell damage cards left in the game for rogue to use anyway with Azure Drake gone. Thalnos, and that's f*cking it ). As to Auctioneer, delete this f*cking card or rework it, all rogue players are fed with it because it makes all new rogue cards trash and pigeon-holes the class into the same archetype since 2 freaking years, while the game's designers are afraid their own design might bite them in the ass. You DESIGN this game, there is nothing you can't do about it, so when you encounter a problem, don't go around it, fix it. I'll even give my own suggestion : 4/5 for 6 mana ; "The first time you play a spell each turn, draw a card.". And you know what, that's underpowered, and I know it too, but if that card never ever sees play afterward, I really don't f*cking care, because I want it gone more than I want that goddamn card to be balanced.
5
"For others, conserving nature is altruistic. She's only conserving the jungle to hunt in it."
There are a few ideas behind this card!
Firstly, I wanted to make a card that had Human and Worgen effects trigger at different times, allowing the player to use the effects strategically and giving their opponent room for counterplay. Most of the cards I've seen offer versatility but both trigger at the same point, which made the mechanic feel a bit more like a complicated choose-one on active effects. I think this route is neat because interactive gameplay is always cool.
Secondly, rather than directly build a card around the quest, I wanted to create a card that would be usable in all worgen decks, but tune it so that it could be used in the quest deck too. In this case, the card specifically benefits Human quest decks, as it can eek out extra value against aggro early on by giving you more board presence, and it synergies well with the minion-focused Human effects. It also threatens decks and forces them to at least trade with or remove your Jungle Conservator, or risk losing any big minions (Such as Flamewreathed Faceless or a buffed up Scavenging Hyena) to Poisonous plants next turn.
No idea if she'd give Poisonous to plants summoned by adapt or not. A solid maybe?
Edit: Fixed the ungoro watermark being missing, my bad.
Edit: Also to clarify, the plant tokens would be class minions. This means they also benefit from the class minion effects.
Edit: Separated the card text into two lines, to better distinguish the play effect from the aura.
5
"Cassia is known as the Oprah of Broodmothers. Why? If you look under your seat, you'll find a baby raptor! That's right! Everyone gets a raptor!"
Raptor token duh:
2
TBH i'm really mad at this. It sets up an OTK (in wild) but they literally removed rogue's method of using the otk in standard so this card is atrocious here. And even in wild, I don't think having to draw, set up and then hold onto 6 1 damage cards before playing thausian or concealing maly is an 'easy' otk to pull off, compared to normal maly otks its about the same honestly, these really could have been 0 mana, or deal 2 damage.
1
3
Remember in Naxx where having a self-sap effect gave the card +1 in stats?
Every other class gets power creep, rogue gets power sleep .-.
5
You know injured blademaster can be played on turn 3 followed by circle lol.
1
I don't get it, usually people shit on good cards on this forum, but now nobody has pointed out that this one is pretty mediocre.
It has lower than average 5 mana stats and on turn 5 gaining the coin isn't really going to be a big deal, especially since your opponent needs to play a spell, and they can easily play around it. It isn't gonna be a loatheb or anything. At best, its a slightly worse neutral tomb pillager if your opponent plays a spell to remove it (it's stats aren't on curve or aggressive), at worst it'll just be a bad vanilla 5 drop, which is generally more likely with all of the big midrange minions that are going to be played next meta. And there aren't particularly many combo decks anymore, less that would need this card and could afford to play it.
3
The effect is dynamic, so when you play/draw cards, the minion's stats change.
5
Armor is broken after an attack hits that removes the last of the character's Armor. It could be an epic, I guess, but 2x 5ish mana twisting nether seemed too strong.