I shudder at the tempo swing it will provide to Wild Pirate War. Nice.
Very interesting and seems much more competitive than the other Sigil. I hope the direct damage at Demon Hunters disposal (weapons etc.) is tuned right, otherwise this seems like a second and third Kayn Sunfury (yeah, you need to set it up, but you know how many damage from hand you have next turn to setup lethal).
Usually when you buff the weapon you want it to go face, but this might turn playable in Standard with some Value Rogue or Thief Rogue if they resurrect it. I don't really see it in Wild, Kingsbane hits face, Thief Rogue has plenty of Lifesteal already.
Seems like an interesting card, Warlock is fully embracing burning cards. I burn your cards, I burn my cards, everybody goes to fatigue!
I think it's gonna be played in a Midrange Hunter if it can survive (but meta should slow down a bit after the rotation).
In Wild, it will be insane in the recent Handbuff paladin builds.
I like the card, I think it will be played at least the first expac of the year, then it will fall of. People don't remember that at the start of the year we are starved for strong cards, and this is very strong, even if not super synergistic.
This might be good in a Standard Shuffle Rogue, but I can't see it played anywhere else. You need a Midrange deck (this is not Aggro enough these days), that also cycles pretty fast.
I think this is too slow and I am not really enthusiastic about Tempo Priest. I suppose it will the old problem of Paladin, where you have a plenty of buffs and no board in a class with little draw.
Corridor Owl should not be slept on, token druid runs a lot of spells.
As far as I remember, the rarities are locked in when buying a pack, but the cards themselves are created when the pack is opened, so yeah, it's a good thing to wait.
First time submitting anything. I always liked Ancestral Healing and it could be an interesting tool in slower shaman decks (but not Big decks). At first I wanted it to add only one copy of the spell, but in this economy? there was no Groundskeeper when I designed this.
@Nirast. Thank you for feedback. In phrasing the card I had Rhonin as my model, but I can see that there is a newer phrasing with Violet Spellwing.
I agree there is less forum discussion, but when something stirs a debate, it's quite productive. I also love the news content and lore articles, OotC is number one in this. I always check the deck highlights, even though I find most of my decks in other places (I find it hard to navigate the filtering and what's wild, standard, meme, etc.). But to give an example, I loved the Odd Aggro Druid that was here a few weeks before.
This is where quality is to be found. I come here daily.
Well, if you give him enough time to do that, than yes. I think it is more like Cubelock. It doesn't even have those N'Zoth and Bloodreaver's big comebacks, so if you consider Cubelock fair, then Big Shaman is fair too.
I hate Bloodreaver Gul'dan and any deck that plays it. You're gonna say "it's ten mana, it's supposed to be good", but with the heavy cheating of demons and cubing them, including that fornicating TuRtLE, you can slap it right when you have ten mana and have two voidlords, buffed voidwalkers, three doomguards and you're immune. It's mana cheating rewarding mana cheating. I know you should play around it, but you said unreasonable dislike.
Edit: And you can have up to four of them!
Didn't Hearthstone's Thoughtsteal function exactly the same way in the beta? and Hearthstone putting more emphasis on feel-good feeling changed it to only make copies?
It is strong, but not the best now. I don't know which build do you mean exactly (Totem or Overload package), but Raza Priest is a bad matchup, Odd DH counters your early totems and if you want to hold back to combo a large totem board you're behind on board. Quest Mage will also beat you if it has at least a semi-competent pilot. Secret Mage is really draw dependent. You can try playing it without Vessina or Stormbringer, they're not essential, and you will see for yourself. Instead of those two you can add some tech cards ( Nerub'ar Weblord to counter mages, Windfury against control instead of Stormbringer). That being said, it can definitely take you to Diamond 5 and if you are a good pilot then right to Legend. I suggest try it first, if you enjoy it then craft it, but otherwise maybe wait.
@Sykomyke What do you mean by "abusing" the Charge mechanic? As any other mechanic or synergy, it has its legitimate use in trying to win. Anything that the game code allows (without external programs or hacking) is fair game. There's no difference between not using those cards to play the game and win and having them nerfed or HOF'ed.
I would even go as far that interactions that are overlooked or rare (Nozdormu skipping turns) are fair game and it's Blizzard's responsibility to fix them.
While a lot of cards that you have made seem interesting and I like them, I don't understand (and this is not a critique of your cards but rather Blizzard's design philosophy) how am I supposed to stick a totem if I can't compete for the early board. The fact that totems have zero attack leaves them completely defenseless unless you play taunts (otherwise the opponent just value trades into them), but those have to be understatted because they have taunt, which puts you behind even further. I won't even go into how easily you quickly can you lose board these days with rush cards - how are totems supposed to come back? Especially if you can't draw?
Shaman needs a good one drop, otherwise it's just not good - Tunnel Trogg should have been nerfed to something like Surging Tempest, but its main problem was that it was in the same meta with Totem Golem and Flamewreathed Faceless (also, I'm not sure, but probably Rockbiter Weapon was not nerfed yet). Similarly, Sludge Slurper is a really good one drop, but the problem were the Galakrond invokers and the Galakrond himself (as we can see after the Slurper's unnerf).
Flametongue Totem was nerfed because of the Wild Even shaman and it completely killed the card.
Mana Tide Totem is a three mana cycle one card (vs. anything with board presence) or three mana mill yourself (in control mirrors).
Card like Totemic Vigour is a tempo loss on turn four and minor nuissance for your opponent. On five with the reworked Totemic Might it's a two card combo for three 1/3-s and a 2/2. Compare with Force of Nature which is just borderline playable (these days mostly because of the 5cost spell and treant synergies, otherwise it was dead for quite some time) and in a class that gets much more token support and which has Savage Roar which at three mana is much more flexible than a five mana Bloodlust.
I like your Magma Totem, Hammer of Sparks (even though I liked the art of the Stormforged Axe) and Healing Stream. I think the direction of overload should be rather a lots of smaller overload (Feral Spirit doesn' have enough payoff) to maybe consider Unbound Elemental. I agree that removal of the overload goes against the idea - I think they just had to print it to enable the overload cards which didn't have enough payoff.
Speaking of that, your Magma Totem gave me an idea. Maybe a different interesting direction would be to make all totems with equal stats (2/2, 3/3) but with Can't Attack. They would help you fight for the board if you gave them taunt and there would actually be a payoff, at least in taking down opponent's minions. Instead of Bloodlust you could print a card like Totemic Awakening (2-4 mana): Your Can't attack minions can attack.
EDIT: This is a personal opinion. I am not a card designer and I am fairly new to Hearthstone (started at the end of Boomsday), but I've played a lot of shaman both in Wild and Standard.
I see this not as a control tool, but rather one of the smaller combos run by aggro enrage warrior - just imagine having Frothing Berserker ready to attack and opponent dropping a Bonechewer Vanguard. You cast Commanding Shout and you'll be featured by Trollden.