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OpenHU posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]Posted in: Fan Creations -
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Shatterstar1998 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]Posted in: Fan CreationsThe Astromancer
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Any effect that says "Discard a random card": Soulfire, Succubus, Doomguard
Sylvanas Windrunner (before HoF)
Ragnaros the Firelord (before HoF)
Strength and Weakness:
Strength:
- High token spawning : As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
- High burst spell damage / finisher : Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
- Decent healing : Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
- Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
- Decent card draw : With so many random effects and the need to combine with their class keyword Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
- High disruption : The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and their class mechanic Gaze activates during your opponent's turn, a lot of their minions and spells also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
- Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
- Jack-of-all-trade, Master of None : Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
- Buffs focus on giving minions Health and utility, not offensive power : Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
- Healing tied to spawning minions : The class has very few healing outside of spawning the Astral Spirits . Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
- Weak board clear : The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Example Cards
- Solar Eclipse : Ancient time has the belief that Solar Eclipses will cause bad luck happens to people who looks at them. With the Basic set filled with random effect, new players of this class will be grateful for this card. An introduction for the class's main flavor of control random effects as well as foreshadowing the Gaze mechanic in the Classic set. This card can also serve in more advanced decks as a combo piece since it allows you to preserve the Gaze effects already on the character.
- Astral Intellect : An example of the class's extremely powerful but also high variant random effects. Most of the other cards will not as swingy as this effect, but this card is also the most powerful when assisted by Gaze or Solar Eclipse. Of course, you can also use this card offensively in control or combo match ups to mill important cards from your opponent or get them to fatigue faster. An example of the great disruption mechanic this class have.
- Celestial Bow : Astromancers also employ a variety of tools in forms of weapon to aid their research and self-protectection in a world as hostile as Azeroth. Celestial Bow is a card that support this class's playstyle of spawning tokens as well as an example of how Astromancers will use their weapons: Most of the Astroamancer's weapons will be used for tempo or supporting their other cards similar to Paladin and Shaman rather than being a main focus like Rogue or Warrior.
- Astral Touch : An example of the decent removal this class have. While the token doesn't immediately impact the board like Polymorph or Hex token, you will likely want to take care of it since the healing it provide can hit your opponent's face or minions.
- Supernova : An example of the less than stellar board clear the class will have. The utility of healing and board presence provide by it is nice but you will either wipe out everything else on your board, leave some minions your opponent survive, both or, worse, died before reaching 7 mana.
Token:
Remaining Cards
- Fiery Comet : An example of the great burst damage this class will have. It low cost allows it to combo with Malygos with a little bit of set up like with another Gaze or Solar Eclipse. Or can use as a removal.
- Blessing of the Stars : A card that foreshadow that kind of buffs that this class will receive. Most of their buffs will focus on keeping their minions alive on the board and provide extra utility, not bursting down their opponent.
- Starcaller : A minion that served many purpose: A very sticky and threatening 4 drop for mid-range decks, a token spawning machine that allow to you spawn atleast 1-2 Astral Spirits that will most likely heal her back when she hit another minion, a great source of healing or a card will force your opponent to play inefficiently because they will likely not want you to create and the buff up the Spirits. She also another example of the great disruption mechanic the class have.
- Astral Wrath : A card that showcase the weakness of the class has in term of AoE. The damage is extremely weak for its cost. The draw is a little utility.
- Knight of the Eclipse : A card that support more mid-range Astromancers deck. The statline is excellent for its cost and if you give him Taunt by cards like Sunfury Protector and hide him behind a bunch of Astral Spirits , he will protect them while they will heal back the damage he took. He is also an example of the disruption mechanic this class naturally has in its card set and how cards with Gaze effects will be given vanilla efficient stat to cost ratio since his effect is basically non-factor if you and your opponent don't have random effects. Or can even be beneficial to the Deadly Shot your opponent cast.
Q & A
- So, is Solar Eclipse is basically just Gaze with different wording? NO! They are similar in fuction and use the same animation, yes, but will have completely different interaction. Solar Eclipse will override any previous Gazes you stack on top of the character, which mean that you can preserve your Gaze for the next random effect you cast. Solar Eclipse also will not benefit from any Gaze synergy that will be printed.
- Will Astral Intellect interact with Gaze / Solar Eclipse on minions? No. Astral Intellect will only be affected by Gaze / Solar Eclipse on Hero.
Previous Phase:
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NiRaSt posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]Posted in: Fan CreationsTHE METAMORPERMetamorphers are warriors who use the 3 fundamental forces of nature - Storm, Earth and Fire - as armor and weapons to crush their enemies. For some lore on the representative of the class, Brion, open the spoiler bellow.Brion Fireheart is a simple soldier of a kingdom whose name was lost to time. During the First War, fearing that the invading orcs would overwhelm their city, Brion's king ordered his mages to find find a way to strengthen his people to survive the Horde. What they came up with was the ability to tap into the Elemental forces of the world and use it to their advantage. However, those who would gain such power would become more stone and fire than flesh and bones.Brion, volunteered to be the first to undergo the procedure. He wanted to serve his king right and this power was just the means to do it. However, something went wrong. While his body accepted the powers of the Storm and the Earth, when the mages tried to give him the Fire, Ragnaros felt it. And he didn't like what he felt. "YOU WOULD DARE TRY AND USE MY POWER, INSECTS!?" Brion heard in his mind. "YOU WILL ALL BURN! "By the time he came out of the rage inflicted upon him by the Firelord, it was too late. Brion's kingdom was nothing more than ash and rubble. The people he swore to protect , turned to nothing by his own hand. He couldn't even join them in death, for he body was no longer mortal, and it would regenerate every stab and slash he inflicted upon him. Perhaps it was better this way. A monster such as himself did not deserve the sweet embrace of death, not after what he had done. This would be his eternal punishment...No. NO! He will not stand by while those who were also responsible for his kingdom's death walked Azeroth! He will find them, and deliver righteous justice! To Ragnaros, who made him loose control and destroy his brethren! To the Horde, without whom he wouldn't have had to turn into this abomination! And to any others who would dare stand in his way!For he is POWER! He is JUSTICE! HE. IS . FIREHEART!Strengths:- Good board presence and control.
- Good defensive tools.
- Minion buffing.
Weaknesses:
- Weak single target removal, requires use of additional resources.
- Weak AoE.
- Weak early game:
Unique aspects:
- Big focus on adjacent minions, thus board positioning.
- Manipulation of the top card or cards in your deck.
- Weapons with weird or exotic effects (not present in the basic set).
Example Cards- Splitting Fireball: The kind of direct damage you can expect from the class. Good against wide boards, not so good against enemies that play a small number of minions.
- Mountainize: Hmm, double the Attack or double the Health? Why not both?! Great card for making really big minions, but you need at least 7/7 worth of stats to get back the investment.
- Earthquake: The class's resident AoE damage. You get a lot less damage form the cost than Hellfire , but the Metamorpher is weak in this regard, and this card shows it.
- Frozen Warden: A big health pool and an effect that will force the enemy to think what they'll play last. Basically what would happen if Oasis Snapjaw got hungry, but later discovered it din't like the food :P
- Trial by Fire: The basic card draw of the class, and a reverse Tracking .
Remaining Cards- Turn to Stone: A removal that doesn't actually remove. Good against big minions that you don't have answer to at the time. Can also be used on your own stuff for a quick taunt.
- Icy Rain: REEEEALY slow Frost Nova for a third of the price. It's mostly good for deterring your opponent from playing anythin on the board, similar to Doomsayer . Unlike him, you can still flood the board with minions and not loose them.
- Stone Shell: Cheaper Shield Block that gives you less Armor. Not much else to say.
- Molten Golem: Chillwind Yety 's hotter cousin. Good as a tech in Freeze -heavy metas, or you can use it to keep your minions warm in a self-freeze stile deck.
- Turn to dust: The main single target removal spell of the class, and sort of a backwards Execute .
Previous Phase
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biggerbossman posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe Blademaster
This is Samuro. He's a Blademaster, which means he loves slashing things. A LOT. Unfortunately, his techniques require focus to be effective, thus his Hero Power:
Why does he need focus ( focus stacks, BTW )? Well, because without focus, his spells suck. I mean, look at this:
In slashing, as in life, you need focus to succeed. What happens if you are super focused? Like, seriously focused? Well, usually, you win. Check out this potential Boomsday legendary spell.
Right? Ever roleplayed as a one hit kill Samurai as a kid? This is your chance to do so. With cards! And what good is a Blademaster without a blade? Here's one for you.
Remember, Ronins have no master. So they kinda suck in the technique department (hence the reduced spell damage).
Blademasters are perfectionists. I mean, they Focus all the time. For that reason, they usually get a bonus if they deal perfect lethal, without any excess. That's usually when they go into a state of Zen:
What do you do with Zen? Well, for example:
This class requires cadence and calculation to play. You need to make sure that your spells and minions deal exact damage at the exact time to achieve the exact result you want - like a Samurai.
And what do you do if you need a shot of Spell Damage in the future? Well -
Cheers, everyone!
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Trippsicle posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsHugh Mandelein:
The World of Warcraft universe has a seemingly endless variety of fantasy creatures adventurer's can encounter. With so many otherworldly beings and humans that can wield vastly different powers, it can be hard to see any value in the regular folks. Despite having no extrordinary abilities, the Nobility of Azeroth have an unmatched aptitude for diplomacy. The Kings and Queens can command the masses and call upon dragons to aid them in battle. Hugh Mandelein holds the highest authority amongst mere men and will use everything in his power to match the tenacity of his foes and protect his realm.
A Fair Trade:
Hugh's rein is suceptiple to aggressive enemies, but is sure to win any war of attrition! Those who enlist in his army can expect to make fair trades with their opponent, only for them to find the exchange was far from equal. A Fair Trade can be used to ensure your resources can be utilized when necessary and lull your opponents into a false sense of security. If you can withstand the initial onslaught of your foes, no minion big or small will be able to stop Hugh from proving once and for all the common men of Azeroth are not to be trifled with!
Diplomacy:
While this aptitude for persuasion may seem like an ovewhelming force, only the prestige nobility can utilize this power. Hugh Mandelein's pawns will need much more mana investment before attaining this potential. This makes Hugh's army far from one that can secure early victories. However, with a steady stream of resources Diplomacy offers his highly esteemed companions time to bypass your opponets last hopes of stopping your end of war strategies. Expanding on what was stated above, Hugh will have little resources to combat opponents who make quick use of his fair trades hero power. Opponents who exhaust their hand in a timely manner can often make Hugh's options of response underwhelming or downright unplayable. While those afflicted with greed however, will see their efforts easily thwarted!
Dashing Diplomat: Dashing Diplomat excels at living up to his name, as anyone seeking the throne must do. Singular targets that threaten the realm such as the Vicious Fledgling, will find no quarter behind Taunt minions. While providing little to no value in bypassing Taunts in hopes of defeating the enemy, Dashing Diplomat can persuade those that would stop him from fulfilling his duties in protecting Hugh in the early stages of battle.
Dragonman Maloriak: Once a man in Hugh's court, Maloriak was subjected to conditions that led to his acendency to a Dragonman! While he is a shell of his former self intellectually, he can still aid the realm through inciting cooperation from the Dragons of Azeroth. When combined with Hugh's A Fair Trade hero power, increased value is sure to be reached!
D'plomaseeker: Hugh Mandelein's oldest and most trusted ally is difficult to stop when called upon under the right conditions. This makes his ability to bypass any foe all the more deadly!
Gavel of Gravity: Similarly to the realms most dashing diplomat, the Gavel of Gravity is sure to put an end to key targets that threaten its wielder's rein. While Hugh may lack capabilities in addressing swarms of enemies, rest assured opponents who strive on seizing the tempo of battle will soon see the gravity of their situation. Additionally, when the dragons of old cannot be found, Hugh himself can take to battle and persuade his way to the enemies face!
Determined Deterrent: To the men and women in Hugh's realm wishing to contribute to the cause, look no further! Your conjoined effort is needed to stop the biggest of foes. With a seemingly endless amount of pitchforks held high, even the fiercest of Mountain Giants will return from whence they came!
Given the chance to fight on, Hugh's arsenal will remain in line with what has been showcased. Aggressive enemies will fin his castles easily seized, while cowards who hide behind blockades will soon feel the wrath of the slowly moving army of what will no longer be referred to as mere men!
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ffinderous posted a message on Weekly Card Design Competition 8.19 - Submission TopicPosted in: Fan Creations -
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Sherman1986 posted a message on This is gonna sound dumb but how do you post an image?OP, I see I have solved your problem. A "Thank you, Sherman" is the minimum I would expect from a normal person in this case, but yeah, I know, some people don't have manners... sigh... :(
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Literally just wanted the name :)
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Wow! What insight!
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For example, this card can generate Blink Fox or Hallucination , since they both take cards from your opponents class.
Flavor Text: Hey! My flavor text idea is gone! You Merchant get back here!
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Sea Creatures
Hero Face and Power
Brief Description:
My theme of the class is all Ocean/Sea based (Not just Sea animals.) Featuring Mermaid Fionalle Aqua as the main Hero. Her Hero Power, Sea Song, gives minions a boost in stats on board. If you want more detail, please scroll to the bottom for a link to my Phase I post.
Keyword
Brief Description:
Aqualocation uses board advantage to its benefit, using a strategic timing on when to play who at what point in the game, However it won't be featured in this Phase. (for obvious reasons.) More information in my link below.
Basic Card Examples:
Explanations:
Whirlpool: Very similar to Warlock's Twisting Nether , however, it comes with just playing the class. I think it's necessary to make this a free card since the lack of AoE spells in the class itself.
Flavor Text: It's like a highspeed Merry Go Round.
New Shore: A cool mechanic that helps keep Sea Creatures stabilized, by keeping your board strong. This works into Sea Creatures because it shows off the classes ability to buff other minions, and keep board presence there.
Flavor Text: Captain, I think we've might've gone in a circle...
Ocean Runner: Brings back the charge mechanic, in a way where it isn't crazy overpowered but can still do a reasonable amount of damage. (It isn't a battlecry, his attack changes depending on how many minions are on the board while it is still alive. If there are 3 minions when it's played, it'll be a 3/6 if there are 5 minions on your next turn, it'll be a 5/6.)
Flavor Text: Run like the waves, Nyeh like the jetskis.
Hearty Trumpet: Very simple, but shows the classes healing mechanics and it's recovery ability.
Flavor Text: Incredibly good at playing the trumpet, but no one knows how she made her seashell into one.
Crabapocalypse: Demonstrates the minion presence mechanic, and how the class is good at spawning minions. Even though the total value is 8/8 for 6 mana, it takes board space and 2/2's aren't to hard to clear, so it evens out.
Flavor Text: Like zombies, except they have claws. Very sharp claws.
Remaining Cards
Flavor Text:
Crashing Waves: Just when you sank, you get sunked.
Hidden Treasure: Yarrharr! There be a fortune mateys!
Octopus Mayhem: Octokid is going through many changes right now.
Pirate Parade : The Yo to my Ho.
Sir Finless: He adopted this name from the fact that he never takes his hat off.
Tokens
Link to my previous post. (Phase I)
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Right now, Void Contract is a card that needs, no DESERVES a good thanos reference. If we get enough signatures and word spreads, maybe blizzard will change it
https://www.change.org/p/hearthstone-change-void-contract-s-flavor-text-to-some-type-of-thanos-reference?recruiter=855839119&utm_source=share_petition&utm_medium=copylink&utm_campaign=share_petition&utm_term=f26fd88eb77045a689eca4fb2788ea88
On this link I've made a petition for a link to sign it, if you care about our memes you can make this happen, every signature counts.
Also highly appreciated if you spread the word around
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Next class I'm reviewing is hunter, which got some pretty decent stuff honestly. It's clear blizzard is pushing the beast hunter decks with these new cards, and lets just get into it. Cards will go from lowest to highest mana cost.
1= Terrible 2= Bad 3= Good 4= Great 5= Amazing
Springpaw Rating: 4/5: Honestly this card is really good and it fits in most hunter decks, besides of course your spell hunter. It's just a really good 1 drop, easy board clear, and a good token. It also helps complete The Marsh Queen. It's just overall a great card that'll probably see a good amount of play.
The Beast Within Rating: 2/5: This card is alright for a 1 mana give a minion +1/+1, honestly the reward isn't that much but rather the fact that you attack again which could lead to some nice combos. I don't think this card will be included honestly, but I can see you playing it too get that "Windfury" effect.
Revenge of the Wild Rating: 2.5/5: Now this card can lead with some crazy combos, such as Halazzi, the Lynx token, however I feel like if people really want that great value of reviving like 3-4 beasts it's just difficult to obtain and honestly I see this much more as a maybe restoring health to a big beast that's almost dead rather than a whole board clear.
Headhunter's Hatchet Rating: 3/5: A good weapon for beast hunter, works really well with Springpaw, However, in my opinion, it's not better than Candleshot or Eaglehorn Bow. Now you can play all three weapons if you really want, but if per say you have cards of better value I'd suggest go with them instead of trying to squeeze in this third weapon, it's not bad though and I can see it getting played a bit.
Spirit of the Lynx Rating: 3/5: Really fits well into beast hunter, works well with your Unless the hounds or Greater Emerald Spellstone, and even works with Reveng of the Wild. However, I do think the cost is slightly high and I think that maybe if it was lowered to two mana it would be played alot more. Also there's the fact that you need to actually fill conditions for cards, and the odds of you actually getting a big board boost.
Bloodscalp Strategist Rating: 3.5/5: Hunter is one of the classes with a few meta weapons, and with the inclusion of the new Headhunter's Hatchet I think this card can be really efficient for 3 mana. The thing is it doesn't really work in beast hunter, because you wouldn't want to have any other minions besides beasts in the deck, but it works pretty well in almost every other hunter deck.
Master's Call Rating: 5/5: This card is amazing in my opinion. It gave hunter what it needed, card draw, and it's actually one of the main reasons I believe beast hunter will work. For only 3 mana you draw 3 cards that are beasts, which combo well with your Oondasta or Dire Frenzy, There isn't alot of things bad about this card, maybe the odds of you not discovering a beast and only drawing one card, but honestly a 3 mana draw a beast isn't all that bad considering all the synergy you get being in hunter class.
Halazzi, the Lynx Rating: 2/5: Honestly I feel like it's overhyped and I know people are saying "Oh but you can complete The Marsh Queen in one turn or Toxmonger for board clear, but honestly by turn 5 you'll want to be playing your Queen Carnassa, and a Toxmonger + board clear can't really give you much value until maybe turn 7 or 8, assuming you play it on turn 5. Really this is just a late game card that doesn't really help the late game, other than your hand will be overfilled and you can get a few board clears, which mostly won't really affect the game.
Baited Arrow Rating: 1/5: Bad card. Moving on.
But for real, I honestly think this card was printed just to show that "oh look, Overkill gives you big advantages use overkill" But really is just a horrible card on its on. Plus a devilsaur isn't that hard to deal with if you play this on any turn that isn't turn 6 or below.
Zul'jin Rating: 999999/5: YOGG-SARON HOPE'S END YOUTUBE HIGHLIGHTS
Real rating: 3.5/5: Clearly not as good as DK rexxar, but honestly the DK cards were really overpowered and I don't think it would be far to compare it to them, but anyways, It's a really good finisher, can end up with you having a full board like 5 secrets maybe even a victory at maximum value, and I can see it fitting well into Secrets or Spell Hunter. The hero power isn't grea, however, and I think it'll need a small buff, like deal 3 damage instead of 2.
RATING FOR PEOPLE WHO JUST SCROLLED TO THE BOTTOM:
Springpaw Rating: 4/5
The Beast Within Rating: 2/5
Revenge of the Wild Rating: 2.5/5
Headhunter's Hatchet Rating: 3/5
Spirit of the Lynx Rating: 3/5
Bloodscalp Strategist Rating: 3.5/5
Master's Call Rating: 5/5
Halazzi, the Lynx Rating: 2/5
Zul'jin Rating: 999999/5
Overall:
I think hunter really benefitted from this set, and I can't wait to see what hunter decks people come up with. I'll definitely be trying a beast hunter deck when the expansion comes out. However, I'll have to admit the Loa is slightly disappointing, but honestly, that's ok with me. I'm glad hunter got some recognition this year, didn't see much play overall since the start of Year of the Raven, really only spell hunter, secrets hunter and deathrattle hunter which I didn't see too much in standard ladder.
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1= Terrible 2= Bad 3= Good 4= Great 5= Amazing
Title explained it, basically, I'll be reviewing the cards from Rastakhan's Rumble even though no one cares about them, still nice for the few people that click lol.
Without further a due, lets get started on the worst class of this set: Druid. Btw i'll review by card mana from lowest to highest.
Pounce - Rating: 2/5: 0 mana cards are generally good, but being honest this isn't good enough. just +2 attack won't do too much to really shake up the board anytime besides the early game, like from turn 1 to maximum 3, I guess it works with face attack druid but that's just overall not good so... I did give it 2/5 because it is a 0 mana card and it can make some situations easier to deal with.
Spirit of the Raptor Rating: 1.5/5: Probably the worst Spirit of this set. There isn't much to say honestly, except that it's cost is a little too high for the reward, you need to waste mana attack a minion take face damage to draw a single card, in most cases that won't even live for two turns. Gadgetzan Auctioneer or Acolyte of Pain are so much better forms of card draw for druid. I gave it .5 more than a 1/5 because card draw is sweet.
Savage Striker Rating: 1/5: Oh how I love my cheap mana minions that aren't any value until later on. I guess you can get a nice 2/3 body, but honestly on turn 2 (if you didn't coin) your Wild Growth is honestly a much better 2 turn card, and in most druid decks I assume there would be really no need for a 2/3 body that doesn't impact the board at all.
Wardruid Loti Rating: 4/5: At first I thought this card was horrible and that it would never see play, but honestly rethinking it, it's very versatile and very good because it fits situations. You can get a quick damage outburst to finish a minion off, extra boost to a spell, a minion protecting your face or a big minion remover. It fits pretty well in most Druid decks, and I definitely see it getting played. One thing though, I think it should be a 3 mana 1/7 just because I think 3 mana for a 1/6 taunt is pretty easy to deal in certain situations.
Predatory Instincts Rating: 1/5: I don't care what you say, 4 mana draw 1 is horrible. If you say that you draw a beast in specific so its good or you can draw a taunt minion for your Hadronox, It really just makes it silence bait, and beast druid is laughable at the fourth tier. There really isn't anything good about this card at all, the RNG the flavor is just all horrible.
Mark of the Loa Rating: 1/5: Either you get a Saronite Chain Gang or you get a Spikeridged Steed, minus 2 health minus 2 mana and of course, no deathrattle body. Doesn't fit in taunt or buff druid, blizzard really went on druid in this set.
Treespeaker Rating: 3/5: Now, I don't think this is a bad card at all. Actually, I'd say it's the thing Treant druid needed really. Just having one treant on the board basically makes this a "Give a minion +3,+3" at 5 mana, and of course, in situations, you want to be in it could end up giving all your minions +3/+3. Honestly, I still don't see treant druid being played but I'll have to revisit the deck if I pull this.
Stampeding Roar Rating: 2/5: This card has only one synergy I can think of and that's with Ironhide Direhorn. Which wouldn't be too bad, however, you'd need to have both cards in your hand, preferably no beasts so that you don't RNG the wrong card and you get value. Oh, and you need to be able to actually kill other minions. And beast Druid needs to be viable.
Ironhide Direhorn Rating: 1/5: Pretty much explained it in the last card, but basically this card is just a pack filler that needs to be buffed before it's dealt with, its main flaw is having no impact when played which sucks almost all the time.
Gonk, the Raptor Rating: 1/5: The worst Loa by far, I feel bad for every F2P player that gets this as there free Loa. Basically Windfury but can only attack minions, and you have to kill them. Oh and you need probably more than 5 hero attack to be killing anything that late in the game. Maybe Odd Druid but I honestly doubt it. It's clear Blizzard was trying to nerf Druid in this expansion, and boy have they.
RATING FOR ALL WHO JUST SCROLLED DOWN:
Pounce - Rating: 2/5
Spirit of the Raptor Rating: 1.5/5
Savage Striker Rating: 1/5
Wardruid Loti Rating: 4/5
Predatory Instincts Rating: 1/5
Mark of the Loa Rating: 1/5
Treespeaker Rating: 3/5
Stampeding Roar Rating: 2/5
Ironhide Direhorn Rating: 1/5
Gonk, the Raptor Rating: 1/5
Overall:
Druid clearly got the worst cards of this set, but hey if someone makes a decent beast druid, odd druid or attack druid send that to me I really wanna see it. I won't say it's a shame cause Druid has been really strong, so we all saw this coming.
Pls comment and express your opinions!
2
If your going to run Lesser Emerald Spellstone you'll want to run a few more secrets, at least Freezing Trap and I don't think you should put in Tracking mostly cuz it punishes you when you play Zul'jin cuz im mostly assuming that your gonna play it after quest is finished, and by that you'd most of the time just draw a raptor and burn two of them.
Advice: I think you should incorporate some handbuff/summon buff cards such as Spirit of the Lynx so your raptors get 1+/1+ when played, or Untamed Beastmaster so when you draw them with your Master's Call you can give them all +2/+2, and maybe even Arena Fanatic to give all minions in your hand +1/+1.
3
Heal paladin finally gonna make it
3
drop the totem, Leeroy Jenkins, Vivid Nightmare and trade to get two leeroys that cost 1 mana ez 12 damage