The Lifesteal not being permanent is sad but understandable, because you'd pretty much be guaranteed two heals from it otherwise. If not, you'd have them wasting a removal spell on it, which is probably even better.
Probably only gets run in Paladin decks with at least some amount of larger minions - they have better draw effects for more aggressive variants - but in those decks it's pretty strong.
Really like them using Stealth as a way of protecting cool effects, instead of just to give a minion with some amount of Attack a chance of living to kill next turn.
Seems like a pretty decent card, though that could be my Deathrattle bias showing. There's a huge amount of variance, but I think you'll usually get at least something worth playing.
Secret Hunter seems pretty good, and tutoring for specific decks is always awesome. Feels like a one-of though, because you have to run a lot of Secrets to consistently get value from two of them, especially if you're also pulling Secrets in other ways.
Pretty easy to build your deck to take advantage of this. The fact that you can Discover means you don't even have to limit yourself too much in terms of Beasts - you can easily run the best 3-5 if you need to and not feel bad about whiffing.
Played against a few decks using this now and I've got to say it's really fun when it works. Once they start getting refined this could be a real threat.
You really need to be dropping this as early as possible for it to be worth it. Certainly possible with the cards available to Rogue, but not sure if it makes the deck itself good enough.
Not worth it if you can't activate the Honorbale Kill, but only one activation is fine enough. Probably not enough to make the cut in decks not dedicated to thievery, but worth considering in Burgle Rogue.
I've found Demon Hunter cards particularly tricky to evaluate in the lead up to this expansion. I can't tell if I just don't play the class enough, or if it just hasn't settled down into a smooth identity yet, but something about cards like this makes my brain shut off and just go 'I guess it's good?'.
Anti-aggro I guess, but these tools have rarely panned out. You want something that works every time, not something that occasionally doesn't do what you need it to.
Might actually have been better with a slightly harder condition, but more damage.
8/8 Rush is alright, but you'll only ever see this from Discover effects. The Honorable Kill sounds crazy but is ridiculously hard to actually achieve.
Just once I want to be able to clear a full board step by step with this. It's so unlikely to happen, because I'm not sure I want to run it in any decks so it'll have to be in Arena, but still... the dream...
Amazing card, but I also just love the story they've told across the past few sets. Tamsin has the most obvious transformation, of course, but everything about it has been very fun.
Feels kind of awkward to use. I totally get the intent, but it seems quite weak nonetheless.
The Lifesteal not being permanent is sad but understandable, because you'd pretty much be guaranteed two heals from it otherwise. If not, you'd have them wasting a removal spell on it, which is probably even better.
Probably only gets run in Paladin decks with at least some amount of larger minions - they have better draw effects for more aggressive variants - but in those decks it's pretty strong.
Lots of healing in one card - you probably don't really care about the opponent at all if you're running this, so it barely even has a downside.
Really like them using Stealth as a way of protecting cool effects, instead of just to give a minion with some amount of Attack a chance of living to kill next turn.
Seems like a pretty decent card, though that could be my Deathrattle bias showing. There's a huge amount of variance, but I think you'll usually get at least something worth playing.
I love it! Probably too slow right now, but it's a really cool effect that I'd love to mess around with.
Secret Hunter seems pretty good, and tutoring for specific decks is always awesome. Feels like a one-of though, because you have to run a lot of Secrets to consistently get value from two of them, especially if you're also pulling Secrets in other ways.
Pretty easy to build your deck to take advantage of this. The fact that you can Discover means you don't even have to limit yourself too much in terms of Beasts - you can easily run the best 3-5 if you need to and not feel bad about whiffing.
Played against a few decks using this now and I've got to say it's really fun when it works. Once they start getting refined this could be a real threat.
Insane Secret payoff. Almost feels like it should be a Rogue card though with the Stealth and Secret synergy.
You really need to be dropping this as early as possible for it to be worth it. Certainly possible with the cards available to Rogue, but not sure if it makes the deck itself good enough.
Not worth it if you can't activate the Honorbale Kill, but only one activation is fine enough. Probably not enough to make the cut in decks not dedicated to thievery, but worth considering in Burgle Rogue.
Seems like an auto-include in any kind of Burgle Rogue - it's not exactly flashy but why would you not play a 4/5 Rush that often costs you no mana?
Competition Theme: Honourable Mentions
We're all about honour this week - or I am, anyway, and you're all going to have to deal with it being spelt that way.
Wailor has asked that we have a clean and honest game this week, so make sure your cards are upholding their honour!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
I've found Demon Hunter cards particularly tricky to evaluate in the lead up to this expansion. I can't tell if I just don't play the class enough, or if it just hasn't settled down into a smooth identity yet, but something about cards like this makes my brain shut off and just go 'I guess it's good?'.
Anti-aggro I guess, but these tools have rarely panned out. You want something that works every time, not something that occasionally doesn't do what you need it to.
Might actually have been better with a slightly harder condition, but more damage.
8/8 Rush is alright, but you'll only ever see this from Discover effects. The Honorable Kill sounds crazy but is ridiculously hard to actually achieve.
Just once I want to be able to clear a full board step by step with this. It's so unlikely to happen, because I'm not sure I want to run it in any decks so it'll have to be in Arena, but still... the dream...
Amazing card, but I also just love the story they've told across the past few sets. Tamsin has the most obvious transformation, of course, but everything about it has been very fun.