Fel Reaver 6/9/3 is absolutely broken. The current stealth one is I think 7//7/5 or corehound 7/9/5. It's like a 6 mana delayed pyroblast.
I wouldn't say it is broken. It would have to be a Legendary to justify the mana cost with those stats but most AOE spells/combos could deal with it and you could throw up a taunt as well which you can't do with a Pyroblast.
They look good and I like some of the different combinations of the current mechanics.
One card that appears to be OP is the Druid's Lifebloom but I could be misinterpreting it. Is it a persistent effect so all I would have to do is cast it once and would receive healing for the rest of the game? A Turn 1 play on my hero would essentially be an irremovable Prophet Velen + Lightwell combo. Depending on which direction you want to go in you could make it only applicable to minions or put a turn limit on it. I would for sure bump up the mana cost though to at least 2 and maybe switch to end of turn so you can get some immediate benefit from it. So it could be 2 Mana "Select a character. Restore 2 health at the end of each turn for the next 4 turns." So you're healed for a total of 8 health . If you want it to be persistent I would have it only be applicable to minions.
Play Auchenai Soulpriest. Use Hero power on Sylvanas then Inner Fire then Shadow Word: Pain. Smite opposing hero in the face. Watch opponent get healed into defeat.
I would like to see co-op play and the ability to archive video of matches so you can watch yours and others, possibly vote on matches for top/best match(es) of the week.
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I wouldn't say it is broken. It would have to be a Legendary to justify the mana cost with those stats but most AOE spells/combos could deal with it and you could throw up a taunt as well which you can't do with a Pyroblast.
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They look good and I like some of the different combinations of the current mechanics.
One card that appears to be OP is the Druid's Lifebloom but I could be misinterpreting it. Is it a persistent effect so all I would have to do is cast it once and would receive healing for the rest of the game? A Turn 1 play on my hero would essentially be an irremovable Prophet Velen + Lightwell combo. Depending on which direction you want to go in you could make it only applicable to minions or put a turn limit on it. I would for sure bump up the mana cost though to at least 2 and maybe switch to end of turn so you can get some immediate benefit from it. So it could be 2 Mana "Select a character. Restore 2 health at the end of each turn for the next 4 turns." So you're healed for a total of 8 health . If you want it to be persistent I would have it only be applicable to minions.
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Play Auchenai Soulpriest. Use Hero power on Sylvanas then Inner Fire then Shadow Word: Pain. Smite opposing hero in the face. Watch opponent get healed into defeat.
Figured it out.
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I would like to see co-op play and the ability to archive video of matches so you can watch yours and others, possibly vote on matches for top/best match(es) of the week.