Just wanted to say a massive thank you for these tips, I've managed to get quite a few achievements over the last few days.
Watching people react to me summoning imp after imp after imp was hilarious, even if only about half of them were happy to go along for the ride.
Some more feedback for those who still haven't submitted:
Sheepocalypse: Unfortunately I don't think this is the soup you should be serving. This feels a lot like a Sigil for Mages (now that we have those), and a weird one at that. I’m not the biggest fan of this card, since you have to hope that you have no minions and that you can survive an additional turn of your opponent’s minions slapping your face before this goes off.
Secret: After an enemy attacks, summon a 2/3 Guardian with Taunt and "Deathrattle: Shuffle an Immortal Guardian into your deck."
5 random Secrets is always bound to be helpful at worst and powerful at best. The card truly feels Legendary.
As for my card (Skittering Horde), the feedback seems to have been generally positive with some people noting that 4/4 per minion might be a bit much. I'm hesitant to alter this statline since it's so iconic for Nerubians, and 2-3 4/4s - on average - shouldn't be too hard to deal with by the mid-to-late game. I will probably change the name to be a bit more... Legendary however :) Thanks for the feedback everybody!
Hey all! About time for a return to this comp now that I'm no longer a student bogged down with essays :)
Here's my idea for the week:
What do you all think? I wanted to toy around with Rogue's spider theme that sometimes pops up. The card has the potential to summon quite a few 4/4s, but even 2-3 is usually quite good. Does that much variability justify it being Legendary?
Also, here's some feedback for everyone who's posted so far (individual spoilers within this big one)
Felosophy for Taunts with no condition attached? Yes please! This is an excellent card to give Warrior an extra resource.
The art, effect, and cost suggest that this belongs in Deathrattle DH, where it might find a brief home if that archetype ends up working out (here's hoping). It's not terrible, but I can't see this card having too much of an impact on the meta or being an auto-inclusion.
Welcome to the Patron club, Gruntled Patron. Are bars in Warcraft always filled with miserable gits?
On this card specifically, Arena Patron saw no play at (5), and I doubt this will at (4), especially when it's relatively easy to deal 3 damage to remove this off the bat.
With cheap Combos and Battlecries abound in Rogue, this can't not be a good card, right? The only downside might be that its ability does make it an insta-remove for the opponent, so you're going to want to play it on a turn where you can actually get good value from it, but Rogue shouldn't struggle to reduce its cost and play it nice and early.
The cost-reduction effect alone makes this playable in pretty much any Rogue archetype. Unless your opponent wastes a non-damage removal on this the effect is almost certain to go off as well. Pretty nifty card imo.
Like everyone here I'm really unsure of how to assess this card, but I will say that the artwork is beautiful and I hope it looks nice in gold :)
Three poisons to choose from so far, off the top of my head, all of which are pretty useful to Rogue (especially if the Weapon-based archetype persists after rotation). I can see Apothecary Helbrim being a pretty nifty little card: two for the price of one is never a bad thing.
I know people are comparing this to Xaril, Poisoned Mind, but this card and that one are functionally quite different.
Maybe I just miss Xaril... (cue tears)
What the cluck? Well at least we have some more Neeru Fireblade synergy. It's interesting because enemy decks are able to come back from one or two Tickatus being played (sometimes...), so Warlock might not mind losing 3 cards all that much, especially if the enemy is also losing some.
My one main problem is that deck burning is a thing. I don't want to say pattern because we've only seen Tickatus be as devastating, but I do worry about any card that can screw with your opponent's deck without any serious consequences.
Is this a good card without good secrets? Not really. It thins out your deck a little which is great, but how many secrets will Paladin actually be running to justify the deck-thinning? Paladin secrets one at a time just aren't that strong.
A nifty little tool for Shaman, I can definitely see this being an auto-include in Murloc / Hybrid-loc decks. Will it find a place in other wide-board Shaman decks? I think the cost is a crystal too much to justify it, especially when you consider that Storm's Wrath essentially cost (2) when you take the Overload into account (that said, that card will be leaving us with rotation so... who knows?).
Serena Bloodfeather is... fine? Don't get me wrong, the effect of the card is very interesting and I'm glad that the HS team is toying around with these kinds of abilities, pushing the boat out and all that. However, a big minion on the board is something I'd want to remove, not weaken. Granted, I too am able to play a cheap, potentially high-stat minion, but it would be Vanilla, whereas the opponent's minion might have Taunt or a powerful ongoing effect or Deathrattle. Especially when you consider that you can only run one of this card, it just feels underwhelming.
I hope an effect like this comes back in the future in a slightly more playable iteration :)
The buff isn't that strong in and of itself, but getting copies of things is usually pretty nice, especially the big, defensive Taunt minions that Druid likes to play. I'm sure it'll be experimented with, maybe this'll even slot into a new archetype.
Even with the buff, it's just an 8/8 Taunt, which is relatively easy to deal with nowadays.
Although the card is cool, and the art is fantastically dynamic, I don't expect it to find a place in many Priest decks.
Aside from being a combo-enabler I can't see much value from this card. At best, with two of these, you have 8 extra damage spread over four turns with the Hunter HP or four free draws with the Warlock HP, enabling your Rogue to make that early game push a little quicker. Does that justify running this over another valuable 1-drop minion or damage-dealing spell? I'm not so sure.
I suppose the thinking behind this card is that whilst you have a weapon equipped with Rogue, your own HP is functionally useless, and this card can provide extra ways to do some free stuff while you buff a Self-Sharpening Sword or something.
I really like this card. I'm a massive fan of Wild No Minion Hunter and although most of my games with that deck end before turn 10, I can still see myself experimenting with it for a little while, perhaps as a substitute for one Unleash the Beast.
I guess there's always room for more board clears in Priest.
It's a solid card, though I don't think it'll scale too well into the late game without some damage buffs (Holy Spell Damage?).
Uh... Why wouldn't Priest run this? It's got great stats with fantastic effect so nice it activates twice (and maybe five more times)! If this only affected minions I'd perhaps be less generous, but the fact that it heals face makes this card more than excellent.
Also: Elementals make me happy.
EDIT: Apparently this has Taunt and not Battlecry. Slightly less insane, but still a viable card!