WELCOME BACK, INSECT!
It's good to see you back in Standard again, old friend, even if it's in this form.
A lot of Loa I see here (and a few in submission thread) are very strong by themselves without needing any synergy. I feels this is just wrong and goes against the theme of Loa in general.
Loa gain in strength and power the more worshipers, offerings, idols and sacrifices they receive. On the other hand, Loa without worshippers are really, really weak. What this means in HS is that, without a proper deck to provide synergy (ala the worshippers and offering), a Loa by all means should be weak.
Just look at the three already revealed Loa, Tiger is unplayable without heavy spells in deck; Bat is a 8 mana fill board with 1/1 without hand buffs; Bwonsamdi is a vanilla 7/7 without his spirit.
Loa should not be strong by themselves and can be put into any deck like Deathstalker Rexxar. If you’re making a Loa that makes people go “Woah, I want to put it in my deck right now.”, instead of “Woah, I want to build a deck around it right now.” You are doing it wrong.
Basically, if you Hex The Lich King , Krag'wa gains LK's power, which is awesome. If you Hex a Doomsayer on the other hand...it's not as awesome. It offers a bit more strategy thinking in Control matchups, since you can now effectively steal powerful enemy minion's ability.
Offers even more synergy with Unstable Evolution and in Wild, Evolve . You can gain A LOT of abilities, but they are random and not necessarily good. Is it competitively viable this way? Probably not. Is it fun? Hell ya.
I feel that this competition kinda missed the point by not asking us to submit BOTH Spirit and a Loa.
Bwonsamdi and Hir'eek are both weak and nigh-useless without synergy provided by their Spirit, by submitting only one in this competition, we end up unable to come up with something truly unique, because there won't be any cards to support it.
Bring sacrifice to the Loa of Death! Apples are nice, but he much prefers souls of the dead.
Ever had those matchups where you don't have any damaged minions to heal with your Northshire Cleric ? Now you can damage your minions and heal backup the damage. It offers great synergy with Shadow Madness and Potion of Madness , allowing you to kill of enemy minions and draw loas of cards.
What do you guys think about these effects? Have I priced the mana right?
I tried to stick with the themes of each class, I'd want any overkill card to match this set, since I doubt we see Overkill again. So I let the artwork guide me, since there isn't much for trolls or dinos. Hir'eek's Pup is probably the weirdest. I'm assuming we'll see a few different ways for warlock to handbuff. This is kind of a grim patron+doubling imp in a single card. I kinda want to make Burning Magi into a shaman card, but it looks like they're going with a frog theme for shaman. Dinostrike is an agro card for spellhunter, kinda similar to the old Quick Shot.
Burning Magi - While the flavor is good, I think this card is just too swingy for my taste, seeing that you can get anything from a 8/8 to 1/2.
Hir'eek's Pup - The card has weird wording. Summon a "Copy" of this minion implies that, if this minion has 0 or below Health (Which is quite likely after it trades), the copy it summons will have have 0 or below Health, killing it instantly. Stranglethorn Parasite from Wailor earlier is a better way of wording this ability, assuming that's what you intended in first place.
Dinostrike - I actually quite like this card seeing that if you want to trigger the Overkill, you cannot use it on the enemy hero. It's a good balance of board control and face damage, my favourite of the three.
Very simple and straightforward. The idea is that since Kargath replaced his left hand with a blade, if you managed to get him to be your leftmost hand, he goes chopchop!
Great synergy with Witchwood Apple to fill up your board, and if you already have Treants on the board, you can give them some extra boost.
Without Treants, he's just a vanilla 7/7. I don't see the point of subtracting stats to boost his power, as he requires multiple other cards to provide synergy.
I killed Deathwing and all I got are these lousy Millhouse
Based on the concept of "Kill enemy, get phat lewt" that's standard in WoW and many RPG. The more powerful the enemy, the better the reward. Killing a trash mob (Common) yields less than killing a boss (Epic/Legendary), as any RPG players can expect.
And yes, you can totally use it on one of your own minion to fill your opponent's hand to mill him. Remember the times where your bag is full of trash you can't pick up the actual valuable loot without discarding some first? It's exactly this!
Thanks for the feedbacks on my card, I knew the texts are kinda convoluted, but I feel I kinda have to put it this way to explain things clearly, and yes, the possibility to Mill your opponent with this is intended. WoW players all have sweet memory of their bag full and can't loot anymore valuable stuffs (Especially in earlier WoW), and I intend to recreate that.
Now for your cards...
The tutor card is much better imo, and just like what other people already said, its mana cost needs to be higher, because unlike Druid, Paladin lacks draw, and the variety of draws allowed by this card makes more powerful than the melon.
As for others...I don't think you submitted a card here? Or have I missed it...?
I will be submitting this card, but first I would like to ask a Mod if it fits this week's restriction. Yes, it does generate extra cards, however, the cards it generates depends on the rarity of the minion you cast this spells on.
The theme is obviously based on the standard "Kill enemy, get phat lewt" that's standard in WoW and many RPG. The more powerful the enemy, the better the reward. Killing a trash mob (Common) yields less than killing a boss (Epic/Legendary), as any RPG players can expect.
This is what I am thinking, themed after Nightborne's Mana addiction.
You wouldn't want to spam all your spells in a single turn, and instead need to plan and stagger your spells over multiple turns to avoid running out of spells. This prevents the board from snowballing too much too early, allowing the opponent to deal with them. Mages in general do not run a lot of minions to benefit hugely from the buff, while elemental minion mages don't run enough spells to keep up the requirement, so I think this thing is decently balanced.
Or may be I am completely wrong and this card is bonkers OP? lolz. Leaving work right now, will come back later to comment on other people's card.
It really depends.
If I am playing only a few games to get the quests done, I don't bother BM. Sometimes it might looks like I am, but I am really trying to get those quest counter moving.
If I know I will be playing many games, I always BM. The matchup of Hearthstone is wonky, and it's not unusual you get matched to the same opponent 2-3 times in a roll. If he's angry and tilted, more chance for me to win. /playdirty
Very simple and straight forward card. The idea is that you practice and train your own class by playing cards of that class, and you're rewarded with an upgraded hero power. The upgraded Hero Power is the same as the one from Baku/Justicar.
You don't need to specifically tailor your deck to this quest, but the reward is also less game-changing compare to other quests. The only draw back here is 1 less useful starting hand.
Update: Corrected the Watermark (Un'goro expansion for Quest), also updated the fonts to follow existing example of Hearthstone. E.g Burgle