At least they got the mana cost right the first time (???)
*gets nerfed to 15 mana first week after release*
3
At least they got the mana cost right the first time (???)
*gets nerfed to 15 mana first week after release*
14
Silence a friendly minion, draw a card
3
I mean yeah this is just bananas strong. The thing is, MOST of the time a hero cards new hero power is better than the replaced power. But there are some niche instances where the basic hero power actually is better than the original in some circumstances.
Two big examples of this is deathstalker rexxar and the warrior DK hero. While the zombeasts are of course amazing, there are times when the 2 damage a turn actually would have won you the game where the beasts did not. Same with warrior. The whirlwind hero power is worse than the armor in most cases.
This has no drawback. This is, in a vacuum, the best SINGLE card in hearthstone’s history. Pretend this is a spell. 6 mana: Deal 3 damage to all minions. Draw 3 cards. Gain 5 armor.
That alone is absolutely insane. Now, add a massive tempo portion to it AND get a vastly powered up hero power, and you have something truly truly spectacular.
Again, IN A VACUUM, this is the best card ever printed.
6
Adds a 6 mana spell that summons a 6/6 that in turn adds a 9 mana spell that summons a 9/9
7
Super retarded AI, even bots are better.
2
Unless you have lethal or just one super spell, the AI is straight up stupid. I suppose they've added some mess ups so that no player just wins big from having a more predictable hand. A bit BG like. Good for a first attempt at least
3
Honestly, it seems like the AI in this Brawl is significantly worse than the Adventure AI. I'm starting to think that they intentionally made the AI do stupid things to simulate the "actors" being uncooperative divas or something. Either that or they just didn't bother coding them for these specific decks/cards, so the AI just play them willy-nilly like idiots.
5
No one used the mid sized one. No one will use this one.
4
Looking forward to the legendary version that deals 20 damage.
6
So much mana for a time where you cant have a single fun card in your deck because you will die on turn 4 otherwise? Its just bad and will not even play in meme decks. If it would be just minions it would be an amazing card that would not be to OP.
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2
Hero Power token:
Professor of the Scholomance Academy, Agatha is a Witch, a mix between a Druid and a Mage, She can harvest the powers of nature and mix them with her arcane knowledge. From potions to curses, she has amassed a wide variety of tricks under her sleeve.
A quick explanation of why I used these cards for the showcase:
Curious Fairy: A tutor that shows one of the class' themes, which is 1-Attack minions, balanced around Novice Engineer
Strength of the Meek: A buff spell that scales with the amount of minions you control, at worst +1/+1 at best you can get +7/+7 and close out a game with it, to get even you would need to control at least 3 minions.
Precognition: Another theme of the class is the ability of playing around with the top card of your deck, in a way to "see the future", with Precognition you might be able to get extra copies of key cards or even legendaries.
A quick rundown of the strengths and weakness of the class:
Pros:
-Good swarming capabilities.
-Variety of buffs and debuffs.
-Ability to plan ahead your next draws.
Cons:
-Weak minions stats wise.
-No good hard removal.
-No good way to close out the game without a board.
And here are the rest of the Basic Set:
Dual Potion: A smaller Penance, this potion allows the Witch to deal with Aggro, as removal and small heal to keep going.
Ghostly Scryer: A 1-Attack minion that can help you plan ahead your turns and even set up combos with other "future sight" related cards
Curse of Youth: A way to bring down your opponent's minions down to the size of a little familiar, but watch out because you still need to use other cards to fully remove them from the board.
Enchanter's Apprentice: A beefy buffer that can help make all your boards more threatening by buffing their attack.
Colossal Potion: Meant to protect you and your other minions, while also providing more survivability to your minion.
Mastering the Basics: A card that showcase a theme I haven't talked about yet, so cards will have extra benefits depending on the number of minions you have in your hand.
Murder of Crows: A solid AoE, to help on control decks, or even midrange ones.
2
You could end up having problems creating cheap damage spells, or just spells in general with Channel. You already have 24 damage (more if you can draw more cards) with Malygos two Channels and two Expanded Minds (because of the repeat), Which might be a little too much for a basic set.
6
The Pint-sized Witch
Some little backstory/lore
A few days after the bad men made her mother disappear, Camilla knew she wasn't coming back. Impulsed by her feelings of fear and loneliness she decided to break the rules for the first time and enter her mother's special room. There she found the cause for this and the knowledge to never be alone, ever again.
Camilla is a witch, a novice one, but a witch nonetheless and she bringing to the table all the classic witchery one might expect: curses, potions, familiars, hexes, poisoned apples and a lot more fun stuff!
Her Hero Power is Grant Life which gives you little 2/2 pal to help you take control of the battlefield. It trades a immediate presence on the board for a far beefier body.
The key themes of the class are going to be:
Example Cards
Curious Fairy: The last seven flowers were awful, but I have high hopes for this one!. A simple tutor balanced around Novice Engineer , A handy addition to any aggressive deck and an obvious synergie with one of the showcased cards.
Remaining Cards
With the remaining Basic cards I can also showcase the Witch's weakness
Previous Phase
If you wanna check out what is yet to come, check the Phase I post.
1
If you don't make a Huge guts card, I will be deeply disappointed with ya
5
The Pint-sized Witch
Some little backstory/lore
A few days after the bad men made her mother disappear, Camilla knew she wasn't coming back. Impulsed by her feelings of fear and loneliness she decided to break the rules for the first time and enter her mother's special room. There she found the cause for this and the knowledge to never be alone, ever again.
Camilla is a witch, a novice one, but a witch nonetheless and she bringing to the table all the classic witchery one might expect: curses, potions, familiars, hexes, poisoned apples and a lot more fun stuff!
Her Hero Power is Grant Life which gives you little 2/2 pal to help you take control of the battlefield. It trades a immediate presence on the board for a far beefier body.
The key themes of the class are going to be:
Example Cards:
Explication:
Mischievous Spirit: Even if she doesn't look like it, she loves to mess with people's decks. Drawn early this friendly ghost can guarantee you a good early curve, or save you from a hand filled with high mana cost cards. Even if you draw her in the late game some cards in Camilla's arsenal can makes her not a dead draw. But always remember, this is a symmetrical effect so your opponent might benefit from her meddling too.
Curse of Youth: The real curse is going through puberty once again. You could define Camilla's curses as rules one shouldn't break under no circumstances, sadly for this poor minion, he broke one of the most important rules: not being big and threatening. For that reason he was taken down a peg and ended up as small and harmless 1/1. One can make the easy comparison to Repentance and that's the card I based this secret on.
"Making" Friends: Real friends are the ones we make along the way. Sometimes the most loyal companions are those who stick with you when you are completely alone, in this case those friends were also made artificially by Camilla, with some fungus she found in the forest. A conditional "2" card draw card, Elementary Reaction being the best comparison in this case.
Forgotten Sorceress: For a lost soul, her tone is surprisingly warm, reminiscing to a mother's hug... Knowledge tends to get lost with passage of time, this is where being able to communicate with those who came before us come in handy. With powers long forgotten, this sorceress will show your next topdeck and if it is cheap enough, play it for free. Here we can see a direct pay off to playing cards Mischievous Spirit and similar future cards. This card would act as Tess Greymane when playing a minion.
Fragile Marionette: She had no strings on her but then she fell and almost broke, she is better now. During her stay in the Boom Labs Camilla learned how to full her dolls with the energy from the Netherstorm. Sadly this one is still a prototype and and quite delicate, that's why she need two homunculus near her all the time: one to protect her and the other one to pull her strings. A mix of Houndmaster with Defender of Argus that will ensure the protection of your other fragile minions
If you came this far, I hope you enjoyed reading this as much as I did making it. Many thanks to those who gave me feedback. Also if any of you see a typo that escaped my eye, please let me know and I will fix it immediately.
2
yep yep yep, burned cards are gone in their own way
10
Did you ever hear the tragedy of Rusty Recycler?
8
I hear a guy
1
If you feel that your rng is better might as well play Tinkmaster Overspark. The thing is that is card is pretty bad if you don't have a board and if you have one this could set you back. If you need a good taunt minion should stay with Tar Creeper or Saronite Chain Gang
2
Yeah that has to be played over 3 turns. Which is astonishing slow.