Tarim.. Can't change the cost or Odd paladin would be monstruous with this. so maybe turns stuff into 2/2, or 2/3s.
Call to arms cost one more (in Odd paladin it can only pull 1-cost minions)
Dark Pact heals you for either the health or attack of the minion, keep flavor, sacrifice must be big to heal big.
Move the Charge of the doomguard to a battlecry, no discard, no charge. Similar change to voidlord if needed.
With dark pact healing less, and doomguard without charge, I think that lackey could be left alone, but that depends on how the other two changes impact the meta. Not sure about this one.
The Rogue Quest.. 4/4s? or 3/3s? Charging 3/3 already were terrorific in the past, but these don't clone themselves without Sonya. Or 3/6s, the clones surviving the initial trade costs them the insane synergy with Sonya.
And finally, spiteful. Make it summon the golem of the cost of the spell? Boring and still strong. Eat the spell? Meaningless if you are already dead. Make it cost more? workable. But what if, we "buff" it? Make it summon the cost of the spell +1.
So, now at 10 it will summon the overload giant. With no 9 cost spells in standard, that's a release valve of pressure. At 8cost spells it's the wide range of variance on the spot, with more defensive and value options, with big winners being King Krush, Obsidian Statue, Ysera or Voidlord, but big loosers in Ozruk, Dragonhatcher, Alana, Oakheart or Suddewrock.
My guess is that they really did brute-force it for the release and didn't want to ask for development time for something that could be done with proofreaders time. The code for drawing the text on the card can't be that simple, as they opt to do everything with the tag for enchantment instead of the base text.
Hey, that's another solution, keep the complex beast text on the card, and put the simple beast text in the enchantments area, like an adapt.
I'd be a little worried about it being the 4th rare, maybe they changed the card distribution? Like cutting one of the class commons for a class rare, or cutting the mass dust that is the final stretch of neutral commons and turn them into 9 more class rares?
There's Muster for Battle, Justicar and if you get very lucky Silver Hand Regent (3 mana inspire: paladin's hero power) in wild.
In standard:
Stand against darkness makes this a 6 mana summon a 5/5 with divine shield and 5 1/1. Eh.
For each Lost in the Jungle, you play that turn you reduce 2 mana out of this, so a good roll would be 5 mana 5/5 and 2 1/1s.
Vinecleaver, that's a two-turn combo and could eat weapon removal, that would reduce 2 mana out of this that turn, as it's a late game option, you'd also get to use the hero power.
The unidentified maul summon effect, it doesn't guarantee the discount, as you would need 7 mana to pull it out in one turn.
And the Kobold Jailer, that put the recruits in your hand.
1
This is the solution that I've liked since forever.
The minion is a buff on the actor, instead of a full copy. Silenceable, dirties the resurrect pool, even Yasharash wouldn't be as OP.
0
Battletag: MAXTERDEXTERRegion: NATrade Only?: Yes, you go firstNo one came, I'll try again later
0
MAXTERDEXTER#1561NATrade only. you go first2
Quest warrior is Play, not summon. "How long this can go on" only adds 1.
2
Glad that cube itself it is not on target.
I'd leave Guldan alone.
Tarim.. Can't change the cost or Odd paladin would be monstruous with this. so maybe turns stuff into 2/2, or 2/3s.
Call to arms cost one more (in Odd paladin it can only pull 1-cost minions)
Dark Pact heals you for either the health or attack of the minion, keep flavor, sacrifice must be big to heal big.
Move the Charge of the doomguard to a battlecry, no discard, no charge. Similar change to voidlord if needed.
With dark pact healing less, and doomguard without charge, I think that lackey could be left alone, but that depends on how the other two changes impact the meta. Not sure about this one.
The Rogue Quest.. 4/4s? or 3/3s? Charging 3/3 already were terrorific in the past, but these don't clone themselves without Sonya. Or 3/6s, the clones surviving the initial trade costs them the insane synergy with Sonya.
And finally, spiteful. Make it summon the golem of the cost of the spell? Boring and still strong. Eat the spell? Meaningless if you are already dead. Make it cost more? workable. But what if, we "buff" it? Make it summon the cost of the spell +1.
So, now at 10 it will summon the overload giant. With no 9 cost spells in standard, that's a release valve of pressure. At 8cost spells it's the wide range of variance on the spot, with more defensive and value options, with big winners being King Krush, Obsidian Statue, Ysera or Voidlord, but big loosers in Ozruk, Dragonhatcher, Alana, Oakheart or Suddewrock.
0
Battletag: done
Region: NA
Trade only: Yes, you go first
0
Battletag: Done
Region: NATrade Only and you need to go first(hello and thanks)
0
My guess is that they really did brute-force it for the release and didn't want to ask for development time for something that could be done with proofreaders time. The code for drawing the text on the card can't be that simple, as they opt to do everything with the tag for enchantment instead of the base text.
Hey, that's another solution, keep the complex beast text on the card, and put the simple beast text in the enchantments area, like an adapt.
0
Battletag: doneRegion: NATrade Only?: Yes, I prof and then you go.3
Brann didn't double down on overloads unless it's a minion with an "Cast a random spell" effect and it happens to hit an overload twice.
0
MAXTERDEXTER#1561NAProof / Trade: yes, You go first.No one answered and I got to go.
3
I'd be a little worried about it being the 4th rare, maybe they changed the card distribution? Like cutting one of the class commons for a class rare, or cutting the mass dust that is the final stretch of neutral commons and turn them into 9 more class rares?
There's Muster for Battle, Justicar and if you get very lucky Silver Hand Regent (3 mana inspire: paladin's hero power) in wild.
In standard:
Stand against darkness makes this a 6 mana summon a 5/5 with divine shield and 5 1/1. Eh.
For each Lost in the Jungle, you play that turn you reduce 2 mana out of this, so a good roll would be 5 mana 5/5 and 2 1/1s.
Vinecleaver, that's a two-turn combo and could eat weapon removal, that would reduce 2 mana out of this that turn, as it's a late game option, you'd also get to use the hero power.
The unidentified maul summon effect, it doesn't guarantee the discount, as you would need 7 mana to pull it out in one turn.
And the Kobold Jailer, that put the recruits in your hand.
8
Well, I'm in the NA server, living in Europe. I know like 3 other dudes in my situation.
This is going to be a challenge.
2
Huh, interesting. I wonder if we'll get the full corruption. 6 to go.
0
I seem to have managed to work around it by reducing the owned number to 0, and then adding them back.