The ultimate suicide warlock with Shore Caster: 1: Play a Shore Caster 2: Shore Caster a Shore Caster, 3: Repeat until opponent opponent gets worried about your mental wellbeing and concedes
Inferno Guard's design is based on when we thought the Overkill mechanic worked on both turns. So if you play Inferno Guard, your opponent can attack into it with a board full of 3 health or less minions which would result in you taking a ton of damage at the cost of having a big taunt.
@@nostaldex Yeah that was the idea. When we found out Overkill only worked on your turn, the card was terrible once again. But in the opposite direction of being overpowered as a big taunt with no downside unless you trade. Therefore all in all terrible card design which Trump stated in the video.
An Overkill card with a downside would work if it's an offensive minion; high attack, low health and maybe rush. Think a "4 mana 5-3 Rush, Overkill discard a card"; do you trade into a big one to avoid the overkill; kill a weak minion, get a discard but keep it alive as a 5-1, etc. The only problem with Inferno Guard is that it's Overkill on a defensive card.
I agree completely but maybe not four mana because a four mana 5-3 with rush is already pretty balanced without the downside. 3 mana would make it worth it. Either that or slightly increased stats
Why is something like a negative overkill effect - by the way, the tooltip of overkill CLEARLY states what the keyword means - too confusing to be implemented, while something absolutely INSANE like 'Battlecry: you've played this last turn', the ramifications of which are unclear, or 'punch a minion into the air' is not 'too confusing'?
I don't think that negative Overkill would be to impossible, but it would have to be made and flavored right. Example; 5 mana Warlock Spell (Twined Demonbolt), Deal 5 damage to two random enemy minions. Overkill: Deal 5 damage to a random friendly character. Yes, it could hit the Warlock's face, and double yes, it would proc twice if both targets got Overkilled. Really only Warlocks would have those kind of effects in my eyes.
@@Dracinard The way it's worded, *yes.* Which makes this card a great example of not thinking through the implications of your card design, since this can potentially result in you only managing to kill one enemy minion, and in return having your entire board wiped +5 damage to your own face.
@@FieryHammer I believe this might be the case with stuff like the Party Portal Brawl, where you start with a minion that is untargetable yet takes up a minion space, to only then have that mechanic come up again in the Nether Portal, Corpse Flower, and The Darkness.
1:00 Remember when Trump gave a really cool custom card from an older video a 1 star rating design simply because it used Adapt, since Trump was too small minded to consider the idea of retroactively custom making cards for old sets or possible returns to Ungoro? Pepperidge Farms remembers
at 9:00 the inferno guard, and other cards similar to it could have text like in place of maybe it should be written in a different way but I just tried to think of as little text as possible and still having room for the effect.
I think the person with the inferno guard didn't know how overkill works because it wasn't released yet. i think if u think about that it's good designed
@@lava656565 that just means that both the person who made it and all the people who voted on it didn't care enough to find out how a mechanic worked before making or upvoting a card. That doesnt make it good design, that makes it bad *and* lazy design.
@@someoneidk3995 it's bad design if they dont care enough to know how an effect works before they make it. Making a card that says "deathrattle: gain divine shield" would be bad design because it shows that you chose not to understand the effect you're trying to design around.
Well also If you played any end of turn cards that triggered last turn, that benefited your minions stats or something, I’m guessing that would cast on this minion too
I think if Serene Stegadon was "At the start of turn Adapt, then attack a random enemy", so that even if you keep stacking the adapts, it will most likely not stay stealthed and cannot control what it attacks to overpower it.
shore caster in wild could have a meme deck. 1 thaurasaun tick and then you do knife juggler > violet illusionist > shore caster >shore caster on itself repeatedly. so long as you are fast that is
Serene stegadon is actually fine as is. A bit underpowered tbh. It's kinda like slightly powercreeped shade if it gets +3 HP and atk but that's not that likely. It can also get the useless adapts like taunt and you don't get to choose because at the time there was no start of turn choice mechanic yet.
Okay but something I don't understand about Uppercut is how would it work if the opponent had a full board. Like, let's say you uppercut your opponent's monster while they already had 7 monsters out and they played another one to fill that spot. What would happen to that monster when the uppercutted monster comes back down?
I don't think the first card is all that bad. Shade of Naxx would probably not see play if it was around today because it's terrible tempo, in order to get any value out of it at all you'd have to leave it "simmer" for 2-3 turns esentially giving up turn 3 and with it the board to get a slightly overstatted minion 3 turns down the road. Same reason handbuffs didn't work and they often came with a small body that you could actually use as a minion. The only thing I see about Serene Stegadon that I don't like is the fact it requires interactions at the start of your turn, much better text would be to read "At the start of your turn gain a random adaptation". Just compare Serene Stegadon to Vicious Fledgling, a card which has more stats for the same mana cost, can adapt up to twice a turn _and_ is doing face damage while doing so and you'll see Stegadon is really not all that OP.
Being able to adapt things like windfury, divine shield and poisonous make this minion a lot stronger than shade was, although sure it might not see much play but it would still feel really bad instantaneously losing to this card on turn 3 some of the time
Since it seems the adaptation happens randomly at the start, I also don’t think it’s super strong, but if it happens to hit very good adaptations ( let’s say windfury plus attack, and then u buff it with blessings...) it feels very unfun to play against. And in those games where that happens, it will feel even more uninteractive than against a Fledgling, since you could see and maybe handle him.
Nope, it's designed for the "if you played an elemental last turn" effects, otherwise it should say "it gets the aoe effects from last turn" or something like that
Serene Stegadon is just as balanced as Shade. For every instance of getting +3 attack then health, there will be the instances of getting an adapt that you already had like windfury, taunt, untargetable, or deathrattle plants(which I think stacks, but only so much due to board space).
A Fan of Knives seems kinda OP when I compare it to Blast Wave. It’s a less effective board clear, but you’re still getting a card for each 1 hp minion (tho this only targets enemies, which is a positive and a negative), but you’re also getting your own cards rather than random ones. Add to that that it’s cheaper AND comes with a 2/2 body...
You're never eating the damage in a situation where you actually care about your health. It's an overstatted offensive and defensive card with no drawbacks
Inferno Guard synergizes well with Reckless Aggro Warlock with cards like Nethersoul Buster, Hooked Reaver, Spellstone, etc. 4 Attack protects against the Shadow Words from Priest, and 8 health is pretty high for a Taunt minion on 5 mana.
Why does no one seem to notice that aiming practice doesn't necessarily kill the minion. The card text reads until you hit the minion, so targeting a minion with divine shield wouldn't die, since the spell ends as soon as it is hit the first time. Edit: aiming practice, not target practice
In defense of Inferno Guard: it can create interesting choices for the player. Opponent has 2 4/4’s and a Flappy Bird out. Do you kill the Flappy Bird and take 5? It is a more interesting card than it first appears to be.
Gloomy Lobster then they trade the 2 4/4’s and Flappy Bird gets you. Was just showing that the idea, oversized taunt with negative overkill, can create interesting decisions is all.
An important question for uppercut: what if on their turn, they fill their entire side of the board before the minion returns? Does it just die? Is there a placeholder so that you can't do that?
Trump says you can't put a snowball effect on something that permanently has stealth but isn't shade of naxx right there on the screen with him? Am I missing something here lol
It could be a random adapt, so sometimes it would be useless (like a divine shield when it already has one). The more time it stays on the board, the less likely to gain useful adapts
hearthstone should make a monthly contest like this, and we would vote for cards, and then they would decide if they would put it in the game or not, it would be a nice way of getting the devolper and gamer relationship closer aswell
Doesn't work I'm afraid. Inflates the card pool - newer players have it rough enough as is - and most of these cards get to the top without being even anywhere near printworthy. It's just a simple fact that the playerbase is not very good at designing these. Competition-wise, these cards are actually from a competition in Hearthpwn. Check it out! I'm also somewhat certain Blizzard looks at these to perhaps draw ideas for new cards already, so there you have it.
Doesn’t a 4 cost shore caller go bonkers in a wild evenlock? With being able to play a molten giant that buffs your spell stone in the process while also allowing you to play another molten giant?
serene stegadon: but sometimes you get crappy choices. most of the non-stat ones are quite meh on it. And the longer it stays, the worse those ones get. I don't think it's that OP. Negative overkill: Just need the right card for it to see play. Say a 3 mana 9/1 rush. Powerful removal for a cost--potentially not paying the cost on select giant minions. How bad the overkill is, ofc, will depend on how good this card otherwise is.
"It's very difficult to kill enemy minions with 1 damage." Paladins say hello. Edit: You even said this was pre-Rumble, where odd pala was way too common.
With 2 shorecasters you could do some crazy stuff, with the card that makes ur hero immune for 10 mana you could convert all opponents minions into costing health by playing immune, shorecaster on the opponents minion bounce it with the second one and repeat
You have 2 shorecaster You play one to bounce an enemy minion. You now have one in hand You use that one to bounce the other one You now have one in hand This wouldn't let you infinitely bounce stuff with shorecaster lmao What you could do though is play knife juggler and and the immune card and infinitely self bounce your own shorecasters to do infinite knife damage
7:49 What the hell is that logic :D By that logic Kobold Librarian is the most broken ass card ever because it 'costs 0' with the coin. The Coin gives 1 mana Trump, it doesnt decrease the cost of cards by 1 in a vaccuum, that would be broken.
No, Kobold Librarian doesn't 'cost 0' with the coin. The point Trump is making is that Tiger's Chosen doubles the cost of the coin, so it still costs 0 and it casts twice, so you play Tiger's Chosen on turn 2, coin and you can play another 2 mana card and that is a lot of tempo.
"You're not going to trigger it yourself so it's just a 5 mana 4/8 with no downside." lmao, that's like saying the tar minions don't have a downside. In reality you'd want to take efficient trades with Inferno Guard's ludicrous stats, but the heavy hero damage is a real dissuasion.
I think it was a bad call on the Inferno Guard. It's a mix between a 4/8 can't attack and the actual card text. I don't think a 4/8 can't attack would be particularly overpowered and if you DO choose to use it to clear something and it overkills you get the downside. Seems fine to me.
I think it would be interesting if Trump got a friend and did a hearthstone battle skit using editing using Custom cards, and some in game cards. Might be a little too much but it would be one hell of a skit.
So you're rating Inferno Guard at 9:10 2 stars based off the fact that people might not know how the established Overkill mechanic works? How is that fair? Should you then also just give all Rush minions 2 stars for design as "it's confusing that you can't attack face with these"? This seems like the "players can't handle 9 deck slots" school of thought. You also say the fact it has taunt makes the downside pointless. But that's kind of the idea behind it. If you want to use this card to be actually defensive you get rewarded by it being overstatted, but if you want to run it in a zoo or agro deck you get punished by it if you use it to trade. It's the same way Tar Creeper is really strong defensively but sucks offensively, that's what makes the fact it has more stats fair, the idea of it only being good in a certain situation. I don't get why you didn't see that since plenty of times you point out this fact on other cards by calling them "overstatted minions with a drawback".
He can still attack face, with no downsides. It's like the shaman card earth elemental without the real downside, 3 overload. 3 attack difference can make a difference, but it would be still a good card. The low rating is based on the bad design, like you want it to be a defensive card but at the same time is very offensive. Furthermore, you probably don't trade minions with it. Why? Because it has taunt, so it's a pointless decision to trade a minion and take 5 dmg. If you still think it is a "good card that should be printed because is good against everything" i don't know what to say
@@riccardodellorto4267 I am aware of the fact it can still attack face without the downside, but if you play a 5 mana card on turn 5 that doensn't instantly win you the game as an aggro deck you're doing it wrong. Yes you can argue that aggro might still run it to protect their other minions, but that does nothing against spells only minion combat and if you're fighting a deck that contests the board in the early game you're probably not going to be _that_ many minions ahead of them anyway. You say it has taunt so "no need to trade" but that completely ignores the fact that Hearthstone features many minions that you _have to kill_ when played. If your opponent plays a Lich King, or a Ysera, or an auctioneer I will guarantee you they're not just going to trade it into your taunt. With the amount of combo decks it's beyond ridiculous to claim that people will just always be trading their minions into taunts anyway. Not all decks are constantly trying to send minions face, there are other win conditions. People would only run this card as a 5 mana 4/8 taunt, not to apply any real pressure, thus making it a good defensive card but a bad offensive one. Also, Earth Elemental currently sees almost no play in Shaman. So printing another class card that has wearker stats and a weaker downside seems completely fair to me. I'm not sure what you're trying to do by comparing it with a card that sees almost no play as it only goes to show that this card really isnt as strong as you claim it to be. I also never said it was "a good card that should be printed because it's good against everything". But nice strawman argument, really goes to show your actual arguments don't hold water since you have to resort to that.
@@Metallijosh100 You take 5 damage every time you trigger overkill. It's a lot like the card Unlicensed Apothecary which would deal damage to you when you play a minion. That card saw no play even though it was a 3 mana 5/5 in warlock, because the 5 damage would keep adding up. I'm not saying this card would see no play, but I think the downside is still pretty real. Like Trump said in the video a viable vanilla taunt for 4 mana would probably be a 4/6 or a 4/7 these days. So getting 1 or 2 health more for a self damage downside in a class that already struggles with health seems fair to me.
I'm not sure you can just add up stats like that and say "oh its a 6 mana 4/11" Flame tongue totem and snap jaw is a 4 mana 5/10. totally unfair stats. I don't think its a good card, but your reasoning is pretty flawed.
Yes its 2 cards . It can also be done on one turn, unlike this imagined 6 mana 4/11 that gets played over two turns. The point is you can't always just add up a bunch of stats and mana and say thats what makes it unbalanceds
Flame tongue totem is a 2 mana 0/3 - adjacent minions have +2 attack. Oasis snapjaw is a 4 mana 2/7 beast. Snapjaw shellfighter is a 5 mana 3/8. Where does this become a 4 mana 5/10? I mention both snapjaws because its not clear which you are referring to. Assuming you mean Oasis Snapjaw, with flametongue totem it would be a 6 mana 4/10?
I think if you're adding a 6 mana 4/10 thats not super unreasonable if it takes 2 cards. Trump is just making a fairly likely situation, which requires 1 card with default stealth, and 2 hero powers. He's simply highlighting that it is a strong, easy combo to pull off and can be very powerful on numbers alone. This makes a hypothetical card very comparable because you can flatten the stats out and compare it to something that already exists. Its not the only way of evaluating it, but its effective and usually accurate.
“You can’t put a snowball effect on a card with permanent stealth” well, Shade of Naxxramas certainly seems to have that. Sure, slower than Serene Stegodon, but still there.
Also some of the adaptations can't stack, like windfury, poison, taunt etc so if the adaptation is random it might even end up weaker than shade. I think this version of the card would be fine it just has heavy RNG
1: Silence. 2: Interesting idea. 3: Faceless Manipulator. First and third feels way too specific to be printed outside of an expansion that doesn't have a heavy focus on those effects, or alternatively following up on such an expansion. Second one is a nice idea and one i've tought about myself but more as a generic battlecry/spell effect that can target friendly minions aswell and possibly with a "targets chosen randomly" attached to it aswell. However such a card would likely be pretty underpowered.
How is it a flaw in Inferno Guard's design that people would be stupid enough to think the overkill would trigger by sending their minions into it? The card text is perfectly clear so it's surely the players fault if they don't understand how one of the basic mechanics works.
The card is overstatted taunt demon. Overkill will prob never trigger on your turn, it has taunt u would rather go face, enemy will have to trade for this. that why design is bad
1:20 yeah becouse turn 3 do nothing is insane dude, there is no answer against a 2 heath minion that might have kind of big damage after 5 turns, not like taunt, most spells, aggro decks, itself being reveled becouse the opponent played a minion becouse you did nothing turn 3. Best card ever
"You can't put a snowball effect on something that permanently has stealth" he says, showing a snowball card that permanently has stealth and was never particularly good.
OBJECTION inferno guard is a perfect card, being over powered and having a Huge drawback, so basicly its a 5 mana 4/8 ( Taunt, Cant kill minions with over 3 health ) and what makes is better is THE fact that shaman has alot of hand buffing
...Inferno Guard is a Warlock card. And Shaman has NO handbuff cards outside of some very specific cost reduction and a SINGLE neutral card. What the fuck are you talking about?
It's more that Overkill only activates when it attacks, not when it is attacked into. You want a 5 mana 4/8 taunt with no downside? Because that's what it is.
Consider adding the rarity of the card as a balance fix for certain cards. Shore Caller for example, would be a perfect card at an Epic rank instead of Common. Make it worth it's rarity.
To be honest, I don't agree at all. High rarity should be used for especially unique cards or cards that define certain archetypes, but it's pretty terrible for the game if high rarity is reserved for stronger cards, as counterintuitive as that seems. Most players who pay money are gonna be able to get the cards they need anyway, within reason, so balancing cards like that just fucks f2p players even harder then the game already does. The exception is legendaries - the limit 1 per deck is something you can factor into the balance of the card somewhat, but even that still isn't an excuse to just crank the power level. it just allows for the game to have effects that would be too dangerous if you could draw them with the consistency of a card you get two copies of, Like most of the legendaries used as combo finishers.
"Tigers Chosen 3/2 -> 2/2 would be a big nerf." "Shaman version of murloc-hero power already happened." How does 2 mana 3/2 -> 2 mana 2/2 is a big deal, but 1 mana 1/3 -> 1 mana 1/1 is basically the same deal?!
The ultimate suicide warlock with Shore Caster:
1: Play a Shore Caster
2: Shore Caster a Shore Caster,
3: Repeat until opponent opponent gets worried about your mental wellbeing and concedes
YourLeftNostril That was funny xD
I quite literally “shit myself” over laughing too much at this
Thank you for curing my constipation better than any medicine I’ve had
That sounds like one of HysteriA's meme decks.
YourLeftNostril actually, Do that until you’re that low that you can’t play it again, play Reno and then Nethersoul Buster. Boom, 30/5
@@monarkev no you reno for more shore caster
The time elemental is pretty damn cool
Tnx!
I'd love it if it appears in the middle of the history bar instead of the top.
@@sparrow2electricboogaloo973 If they played an AoE on their turn it should die instantly.
Yes. It buffs your questing that you traded last turn that would live otherwise, wait what?
Correction: The time elemental WAS pretty damn cool.
Inferno Guard's design is based on when we thought the Overkill mechanic worked on both turns. So if you play Inferno Guard, your opponent can attack into it with a board full of 3 health or less minions which would result in you taking a ton of damage at the cost of having a big taunt.
Kanna Chan if so its a terrible card
@@nostaldex Yeah that was the idea. When we found out Overkill only worked on your turn, the card was terrible once again. But in the opposite direction of being overpowered as a big taunt with no downside unless you trade. Therefore all in all terrible card design which Trump stated in the video.
Damn, this would REALLY suck against the illidari summoning spells nowadays
Fan of knives "The most you can realistically kill with this is one minion" because nobody plays Paladin, right?
Yeah i play that wild card he mentioned cuz of paladins
Against every deck that isn't odd paladin that card is a non prepable FoK without spell damage synergy.
@@crusadax3405 against Odd Paladin, it's a free win
@@crusadax3405 even so, a tech card against pally is something rogue could use
New card 1 mana 1/1 battlecry transform a minion into a one star card
It would be op since most of the 1 star card are strong like ragnaros
Riccardo Dell'Orto your right! 1 mana summon Dr. Boom
*gives opponent free voidlord* shit...
Serene Stegadon would be random I assume.
Would Time elemental trigger rat trap if you played 2 cards last turn?
Yes
Youre a weeb
No
How would it?
Would it instantly die if there was a boardclear last turn? 🤔
An Overkill card with a downside would work if it's an offensive minion; high attack, low health and maybe rush.
Think a "4 mana 5-3 Rush, Overkill discard a card"; do you trade into a big one to avoid the overkill; kill a weak minion, get a discard but keep it alive as a 5-1, etc.
The only problem with Inferno Guard is that it's Overkill on a defensive card.
Someone who got the point! I'm proud of you
Overkill would work on that giant if it didn't have taunt
I agree completely but maybe not four mana because a four mana 5-3 with rush is already pretty balanced without the downside. 3 mana would make it worth it. Either that or slightly increased stats
@@huntergomersall7530 steel rager (4 mana 5/1 rush) wants to know your location
It's still not a downside if you can attack face. The card you suggested is the same as a vanilla 4 mana 5-3 in 99% of circumstances
YAY! "A Fan of Knives" and "Aiming Practice" are both mine! :) so, Yay!
Grats I thought they were both great.
I thought they were great, too.
The wordplay and art on "A Fan of Knives" are really great!
Youre a weeb
Where do you find the art?
Usually I find art with Pinterest, or any other site for fantasy-art
Why is something like a negative overkill effect - by the way, the tooltip of overkill CLEARLY states what the keyword means - too confusing to be implemented, while something absolutely INSANE like 'Battlecry: you've played this last turn', the ramifications of which are unclear, or 'punch a minion into the air' is not 'too confusing'?
I don't think that negative Overkill would be to impossible, but it would have to be made and flavored right.
Example; 5 mana Warlock Spell (Twined Demonbolt), Deal 5 damage to two random enemy minions. Overkill: Deal 5 damage to a random friendly character.
Yes, it could hit the Warlock's face, and double yes, it would proc twice if both targets got Overkilled. Really only Warlocks would have those kind of effects in my eyes.
AJ Parker go on the reddit and make that rn before someone steals it that’s a great idea man
Thats really weak tho
How often do you see multishot. If it was 6 mana it might deal 5 to 2 random enemy minions. 5 mana but possibly taking 10? Naa
OK, but what if the Overkill damage Overkill something? Does it trigger again?
@@Dracinard The way it's worded, *yes.* Which makes this card a great example of not thinking through the implications of your card design, since this can potentially result in you only managing to kill one enemy minion, and in return having your entire board wiped +5 damage to your own face.
Hearthstone should put these cards into Tavern Brawl and let ppl see why most of em just can't be in actual play
That would be a -broken- fun brawl!
Why not let the brawls be testing grounds for new cards or card concepts? I think that'd be pretty neat tbh
Cause it wouldn't be very profitable for Blizz to waste time implementing cards, some or even most of which wouldn't see play.
@@bronzieblue63 actually this is a thing. Some mechanics were first introduced in brawl and the surfaced again in expansions
@@FieryHammer I believe this might be the case with stuff like the Party Portal Brawl, where you start with a minion that is untargetable yet takes up a minion space, to only then have that mechanic come up again in the Nether Portal, Corpse Flower, and The Darkness.
The art of the rogue card “A fan of knives” is really amazing, 5⭐️ 😍
1:00 Remember when Trump gave a really cool custom card from an older video a 1 star rating design simply because it used Adapt, since Trump was too small minded to consider the idea of retroactively custom making cards for old sets or possible returns to Ungoro?
Pepperidge Farms remembers
9:08
whenever this kills a minion deal 5 damage to your hero
fixed
I love this series. Keep it up man!
at 9:00
the inferno guard, and other cards similar to it
could have text like
in place of
maybe it should be written in a different way but I just tried to think of as little text as possible and still having room for the effect.
I think the person with the inferno guard didn't know how overkill works because it wasn't released yet. i think if u think about that it's good designed
We knew how overkill worked from the day of reveal
@@Melficzeero but for a long time a lot of people thought it activates on your opponents turn as well
@@lava656565 that just means that both the person who made it and all the people who voted on it didn't care enough to find out how a mechanic worked before making or upvoting a card. That doesnt make it good design, that makes it bad *and* lazy design.
@@Melficzeero Not compleyely true. People make carda for the spur of the moment, doesn't mean ita a bad card.
@@someoneidk3995 it's bad design if they dont care enough to know how an effect works before they make it. Making a card that says "deathrattle: gain divine shield" would be bad design because it shows that you chose not to understand the effect you're trying to design around.
how would time elemental work if you had a full board last turn? Would it just die when played?
Probably not
Guy who created the card here: It isn't affected by anything that happened turns prior.
@@kroen probably would be better as 1/1 since it has charge. Really cool card though
@Negative Space It activates elemental-lovers, that's half its gimmick. Even if you didn't play an elemental last turn, you did now.
Well also If you played any end of turn cards that triggered last turn, that benefited your minions stats or something, I’m guessing that would cast on this minion too
10:04 "they knew the name." Spirit of the Frog or Spirit of the Toad which is it!
'Spirit of the nondescript amphibian'
Shore caster can make any big minions dangerous to play.
Shirvallah - 25hp?
But the cost would be lowered since the paladin played enough spells to even play it from the hand in the first place
Therefore still costing low
I think if Serene Stegadon was "At the start of turn Adapt, then attack a random enemy", so that even if you keep stacking the adapts, it will most likely not stay stealthed and cannot control what it attacks to overpower it.
Serene Stegadon [sic]
shore caster in wild could have a meme deck. 1 thaurasaun tick and then you do knife juggler > violet illusionist > shore caster >shore caster on itself repeatedly. so long as you are fast that is
Negative overkill can work coupled with either completely random or partially random targeting.
I love how he’s said he hates cards that reference the board but he loves uppercut
Serene stegadon is actually fine as is. A bit underpowered tbh. It's kinda like slightly powercreeped shade if it gets +3 HP and atk but that's not that likely. It can also get the useless adapts like taunt and you don't get to choose because at the time there was no start of turn choice mechanic yet.
Okay but something I don't understand about Uppercut is how would it work if the opponent had a full board. Like, let's say you uppercut your opponent's monster while they already had 7 monsters out and they played another one to fill that spot. What would happen to that monster when the uppercutted monster comes back down?
Beast not monster. It would die obviously
@@klepka5400 which one would die though? The one on the ground or the one flying in the air?
@@ThatOneRandomSteve in the air
or maybe it will land down on top of an random friendly minion and they both take 5 damage...its a joke card afterall
I don't think the first card is all that bad. Shade of Naxx would probably not see play if it was around today because it's terrible tempo, in order to get any value out of it at all you'd have to leave it "simmer" for 2-3 turns esentially giving up turn 3 and with it the board to get a slightly overstatted minion 3 turns down the road. Same reason handbuffs didn't work and they often came with a small body that you could actually use as a minion. The only thing I see about Serene Stegadon that I don't like is the fact it requires interactions at the start of your turn, much better text would be to read "At the start of your turn gain a random adaptation". Just compare Serene Stegadon to Vicious Fledgling, a card which has more stats for the same mana cost, can adapt up to twice a turn _and_ is doing face damage while doing so and you'll see Stegadon is really not all that OP.
Being able to adapt things like windfury, divine shield and poisonous make this minion a lot stronger than shade was, although sure it might not see much play but it would still feel really bad instantaneously losing to this card on turn 3 some of the time
Since it seems the adaptation happens randomly at the start, I also don’t think it’s super strong, but if it happens to hit very good adaptations ( let’s say windfury plus attack, and then u buff it with blessings...) it feels very unfun to play against.
And in those games where that happens, it will feel even more uninteractive than against a Fledgling, since you could see and maybe handle him.
I think Time Elemantal means if you played it last turn and there was some aoe going on it dies or gets buffed from lasting spells
Nope, it's designed for the "if you played an elemental last turn" effects, otherwise it should say "it gets the aoe effects from last turn" or something like that
Serene Stegadon is just as balanced as Shade. For every instance of getting +3 attack then health, there will be the instances of getting an adapt that you already had like windfury, taunt, untargetable, or deathrattle plants(which I think stacks, but only so much due to board space).
Interesting thing about Time elemental. The first turn has no previous turn so play it on turn 1, and you don’t get charge out of it
A Fan of Knives seems kinda OP when I compare it to Blast Wave. It’s a less effective board clear, but you’re still getting a card for each 1 hp minion (tho this only targets enemies, which is a positive and a negative), but you’re also getting your own cards rather than random ones. Add to that that it’s cheaper AND comes with a 2/2 body...
That's the whole point of tithe inferno guard Trump. The point is that it basically a can't attack minion unless you are willing to eat the damage.
It can still attack face and minions with 4 or more health,definitely OP
You're never eating the damage in a situation where you actually care about your health. It's an overstatted offensive and defensive card with no drawbacks
Inferno Guard synergizes well with Reckless Aggro Warlock with cards like Nethersoul Buster, Hooked Reaver, Spellstone, etc. 4 Attack protects against the Shadow Words from Priest, and 8 health is pretty high for a Taunt minion on 5 mana.
Thats why its good
That's why it's a bad balance card
Why does no one seem to notice that aiming practice doesn't necessarily kill the minion.
The card text reads until you hit the minion, so targeting a minion with divine shield wouldn't die, since the spell ends as soon as it is hit the first time.
Edit: aiming practice, not target practice
Would time elemental charge the Mana cost THIS turn or LAST turn?
"you cant have a snowball effect with permanent stealth"
*literally has shade of naxramus on the same screen*
Litterlaly what i thought
In defense of Inferno Guard: it can create interesting choices for the player. Opponent has 2 4/4’s and a Flappy Bird out. Do you kill the Flappy Bird and take 5? It is a more interesting card than it first appears to be.
Or hit face and force opponent to trade
Gloomy Lobster then they trade the 2 4/4’s and Flappy Bird gets you. Was just showing that the idea, oversized taunt with negative overkill, can create interesting decisions is all.
An important question for uppercut: what if on their turn, they fill their entire side of the board before the minion returns? Does it just die? Is there a placeholder so that you can't do that?
Guess it'll die
Trump says you can't put a snowball effect on something that permanently has stealth but isn't shade of naxx right there on the screen with him? Am I missing something here lol
Shade of naxx was also extremely powerful it's entire life in standard.
@@teddywebb6663 But it was still printed. So it CAN be made and printed. His point is nonexistent.
@@gloomylobster111 nor did anyone say we wanted another snowball effect on a stealth minion, but it could happen, regardless of what we want
You can't compare the two just like how you can't compare a weak snowball effect like secretkeeper with vicious fledgling.
It could be a random adapt, so sometimes it would be useless (like a divine shield when it already has one). The more time it stays on the board, the less likely to gain useful adapts
hearthstone should make a monthly contest like this, and we would vote for cards, and then they would decide if they would put it in the game or not, it would be a nice way of getting the devolper and gamer relationship closer aswell
Doesn't work I'm afraid. Inflates the card pool - newer players have it rough enough as is - and most of these cards get to the top without being even anywhere near printworthy. It's just a simple fact that the playerbase is not very good at designing these.
Competition-wise, these cards are actually from a competition in Hearthpwn. Check it out!
I'm also somewhat certain Blizzard looks at these to perhaps draw ideas for new cards already, so there you have it.
8:18 could be good if the Overkill gains taunt and deals damage to your hero. Gains a big wall for a 5 damage downside
Doesn’t a 4 cost shore caller go bonkers in a wild evenlock? With being able to play a molten giant that buffs your spell stone in the process while also allowing you to play another molten giant?
1. Use witchwood pipers to tutor Prince Keleseth and Shore Casters.
2. Play 2 or even 3 Keleseths in a row.
3. VALUE
Would tiger's choses be a 1mana 3/2 because you still lose the coin
Good change to the toad spirit would be at the start of your next turn transform a friendly totem into a 2/4 toad.
How would Shore Caster work with Shirvala or more so cards that say cost less mana when ___??
serene stegadon:
but sometimes you get crappy choices. most of the non-stat ones are quite meh on it. And the longer it stays, the worse those ones get. I don't think it's that OP.
Negative overkill:
Just need the right card for it to see play. Say a 3 mana 9/1 rush. Powerful removal for a cost--potentially not paying the cost on select giant minions.
How bad the overkill is, ofc, will depend on how good this card otherwise is.
these are the only hearthstone videos i still watch
"It's very difficult to kill enemy minions with 1 damage."
Paladins say hello.
Edit: You even said this was pre-Rumble, where odd pala was way too common.
I don't know why. But I really like the idea of the uppercut card. Really cool! Should be a card
With 2 shorecasters you could do some crazy stuff, with the card that makes ur hero immune for 10 mana you could convert all opponents minions into costing health by playing immune, shorecaster on the opponents minion bounce it with the second one and repeat
You have 2 shorecaster
You play one to bounce an enemy minion. You now have one in hand
You use that one to bounce the other one
You now have one in hand
This wouldn't let you infinitely bounce stuff with shorecaster lmao
What you could do though is play knife juggler and and the immune card and infinitely self bounce your own shorecasters to do infinite knife damage
@@TheMansterTruck you are right...
4 mana 2/1 puts that Shore Caster into Even Warlock. Not sure if that would be a good idea.
7:49
What the hell is that logic :D By that logic Kobold Librarian is the most broken ass card ever because it 'costs 0' with the coin.
The Coin gives 1 mana Trump, it doesnt decrease the cost of cards by 1 in a vaccuum, that would be broken.
No, Kobold Librarian doesn't 'cost 0' with the coin. The point Trump is making is that Tiger's Chosen doubles the cost of the coin, so it still costs 0 and it casts twice, so you play Tiger's Chosen on turn 2, coin and you can play another 2 mana card and that is a lot of tempo.
But it still not become zero mana 3/2, it is 1 mana 3/2, because you spent that coin advantage in your hand..
You forgot to mention that you can protect a friendly minion for a turn using Uppercut. Sorta gives it superstealth.
if an opponent plays flamestrike and next turn you play time elemental, it just doesnt summon?
Guy who created the card here: It isn't affected by anything that happened turns prior.
Wait, were stil doing custom hearthstone
"You're not going to trigger it yourself so it's just a 5 mana 4/8 with no downside."
lmao, that's like saying the tar minions don't have a downside. In reality you'd want to take efficient trades with Inferno Guard's ludicrous stats, but the heavy hero damage is a real dissuasion.
Tar Minions downside is that it sucks at going face
Yep, along with the fact that it almost can't trade for itself.
Nope its a tar creeper that can actually deal considerable amount of dmg to face so people are forced to remove it...
The shore can return a OGG defender and you can't play it because its its 12 health
The one cost murloc cant be 1/3 and its way too broken as is with quest.
Yo Trump, I had an idea for a legendary card: Start of game and battlecry: if your deck has no odd-cost cards, swap hero powers with your opponent.
Would the at start of the turn effect work on minion in air from uppercut
They would not trigger.
im not sure time elemental there would have "charge"
4 mana 2/1 Shore Caster, Battlecry: Return your opponent's Highest cost card, where it instead costs health.
I think it was a bad call on the Inferno Guard. It's a mix between a 4/8 can't attack and the actual card text. I don't think a 4/8 can't attack would be particularly overpowered and if you DO choose to use it to clear something and it overkills you get the downside. Seems fine to me.
Can you link me to the background music used in this video?
Steg should be adapt randomly
Finally! Been waiting for this to come back!!!!!
Didn’t you already review inferno guard?
Edit: in a different episode?
👍 for Time Elemental. It looks awesome!
What is the music called which is being played in the background?
It's the music used in World of Warcraft when you're near/inside an inn.
ua-cam.com/video/3p8jLMz0lu8/v-deo.html
Shore caster should target friendly minions only, then it’s balanced.
I think it would be interesting if Trump got a friend and did a hearthstone battle skit using editing using Custom cards, and some in game cards. Might be a little too much but it would be one hell of a skit.
So you're rating Inferno Guard at 9:10 2 stars based off the fact that people might not know how the established Overkill mechanic works? How is that fair? Should you then also just give all Rush minions 2 stars for design as "it's confusing that you can't attack face with these"? This seems like the "players can't handle 9 deck slots" school of thought.
You also say the fact it has taunt makes the downside pointless. But that's kind of the idea behind it. If you want to use this card to be actually defensive you get rewarded by it being overstatted, but if you want to run it in a zoo or agro deck you get punished by it if you use it to trade. It's the same way Tar Creeper is really strong defensively but sucks offensively, that's what makes the fact it has more stats fair, the idea of it only being good in a certain situation. I don't get why you didn't see that since plenty of times you point out this fact on other cards by calling them "overstatted minions with a drawback".
I did long comment on this also i agree with all you say. Would love card like this to be printed it would fit into so many decks
He can still attack face, with no downsides.
It's like the shaman card earth elemental without the real downside, 3 overload. 3 attack difference can make a difference, but it would be still a good card. The low rating is based on the bad design, like you want it to be a defensive card but at the same time is very offensive. Furthermore, you probably don't trade minions with it. Why? Because it has taunt, so it's a pointless decision to trade a minion and take 5 dmg.
If you still think it is a "good card that should be printed because is good against everything" i don't know what to say
Tar creeper isn't really a fair comparison anyway cause a 3 mana 1/5 is terrible for trading, but a 5 mana 4/8 is way too high.
@@riccardodellorto4267 I am aware of the fact it can still attack face without the downside, but if you play a 5 mana card on turn 5 that doensn't instantly win you the game as an aggro deck you're doing it wrong. Yes you can argue that aggro might still run it to protect their other minions, but that does nothing against spells only minion combat and if you're fighting a deck that contests the board in the early game you're probably not going to be _that_ many minions ahead of them anyway. You say it has taunt so "no need to trade" but that completely ignores the fact that Hearthstone features many minions that you _have to kill_ when played. If your opponent plays a Lich King, or a Ysera, or an auctioneer I will guarantee you they're not just going to trade it into your taunt. With the amount of combo decks it's beyond ridiculous to claim that people will just always be trading their minions into taunts anyway. Not all decks are constantly trying to send minions face, there are other win conditions. People would only run this card as a 5 mana 4/8 taunt, not to apply any real pressure, thus making it a good defensive card but a bad offensive one.
Also, Earth Elemental currently sees almost no play in Shaman. So printing another class card that has wearker stats and a weaker downside seems completely fair to me. I'm not sure what you're trying to do by comparing it with a card that sees almost no play as it only goes to show that this card really isnt as strong as you claim it to be.
I also never said it was "a good card that should be printed because it's good against everything". But nice strawman argument, really goes to show your actual arguments don't hold water since you have to resort to that.
@@Metallijosh100 You take 5 damage every time you trigger overkill. It's a lot like the card Unlicensed Apothecary which would deal damage to you when you play a minion. That card saw no play even though it was a 3 mana 5/5 in warlock, because the 5 damage would keep adding up. I'm not saying this card would see no play, but I think the downside is still pretty real. Like Trump said in the video a viable vanilla taunt for 4 mana would probably be a 4/6 or a 4/7 these days. So getting 1 or 2 health more for a self damage downside in a class that already struggles with health seems fair to me.
Is there any points to this?
You could just re-write Tiger's Chosen's effect to only work with Paladin spells
Uppercut your own minion so you get 16 mana to buff it and get it charge over 2 turns
Shore Caster is really good for combos.
Inferno guard has an easy change. 5 5/10. When this minion takes damage, your hero takes 5 damage.
Inferno guard is a handlock card he would like in my opinion
A fan of knifes is awesome , a perfect rouge card
Tiger's chosen blessing of kings, Lynessa
I'm not sure you can just add up stats like that and say "oh its a 6 mana 4/11" Flame tongue totem and snap jaw is a 4 mana 5/10. totally unfair stats.
I don't think its a good card, but your reasoning is pretty flawed.
The difference is it only costs 1 card to get a 6 Mana 4/11.
Yes its 2 cards . It can also be done on one turn, unlike this imagined 6 mana 4/11 that gets played over two turns. The point is you can't always just add up a bunch of stats and mana and say thats what makes it unbalanceds
Flame tongue totem is a 2 mana 0/3 - adjacent minions have +2 attack.
Oasis snapjaw is a 4 mana 2/7 beast.
Snapjaw shellfighter is a 5 mana 3/8.
Where does this become a 4 mana 5/10?
I mention both snapjaws because its not clear which you are referring to.
Assuming you mean Oasis Snapjaw, with flametongue totem it would be a 6 mana 4/10?
@@Vortuka Yes, that's my bad. The math would be 4/10. My point still stands.
I think if you're adding a 6 mana 4/10 thats not super unreasonable if it takes 2 cards. Trump is just making a fairly likely situation, which requires 1 card with default stealth, and 2 hero powers. He's simply highlighting that it is a strong, easy combo to pull off and can be very powerful on numbers alone. This makes a hypothetical card very comparable because you can flatten the stats out and compare it to something that already exists. Its not the only way of evaluating it, but its effective and usually accurate.
I like shore caster cause you can otk yourself with it
“You can’t put a snowball effect on a card with permanent stealth” well, Shade of Naxxramas certainly seems to have that. Sure, slower than Serene Stegodon, but still there.
Also some of the adaptations can't stack, like windfury, poison, taunt etc so if the adaptation is random it might even end up weaker than shade. I think this version of the card would be fine it just has heavy RNG
Pigmiwarrior Gaming True, and fair.
re aiming practice:: give a minion immune this turn play aiming practice on it. break the game.
K3M15A you cant target a minion with immune
@@sammyjero1986 that might actually work. It stops after some time tho. Neat board clear nonetheless
sammy jero The odds of that happening, is very low. But it is posible
Well, as the one who designed the card (me), I can say no to that, because it says HIT, not kill, so no :)
@tanimoses nice thinking
Leeroy+shore caster then end turn. Next turn Leeroy Faceless Faceless
We need cards with: "remove adapt", "Repeat enemy minions Battlecry", Copy enemy minions "end turn effect".
1: Silence.
2: Interesting idea.
3: Faceless Manipulator.
First and third feels way too specific to be printed outside of an expansion that doesn't have a heavy focus on those effects, or alternatively following up on such an expansion. Second one is a nice idea and one i've tought about myself but more as a generic battlecry/spell effect that can target friendly minions aswell and possibly with a "targets chosen randomly" attached to it aswell. However such a card would likely be pretty underpowered.
How is it a flaw in Inferno Guard's design that people would be stupid enough to think the overkill would trigger by sending their minions into it? The card text is perfectly clear so it's surely the players fault if they don't understand how one of the basic mechanics works.
The card is overstatted taunt demon. Overkill will prob never trigger on your turn, it has taunt u would rather go face, enemy will have to trade for this. that why design is bad
@@azalakhir918 Exactly. This card is so poorly balanced and braindead that it's daunting how some people think it's fine...
1:20 yeah becouse turn 3 do nothing is insane dude, there is no answer against a 2 heath minion that might have kind of big damage after 5 turns, not like taunt, most spells, aggro decks, itself being reveled becouse the opponent played a minion becouse you did nothing turn 3. Best card ever
"You can't put a snowball effect on something that permanently has stealth" he says, showing a snowball card that permanently has stealth and was never particularly good.
Use shore caster on c’thun
Last card has fuckin versatile since u can even choose enemy minions, and isnt bad, u still think need improve it by 2+ attack lol
OBJECTION inferno guard is a perfect card, being over powered and having a Huge drawback, so basicly its a 5 mana 4/8 ( Taunt, Cant kill minions with over 3 health ) and what makes is better is THE fact that shaman has alot of hand buffing
...Inferno Guard is a Warlock card. And Shaman has NO handbuff cards outside of some very specific cost reduction and a SINGLE neutral card. What the fuck are you talking about?
So happy it’s back
Wait, so he marked down a card because someone might not know how overkill works? How is that the cards fault?
It's more that Overkill only activates when it attacks, not when it is attacked into. You want a 5 mana 4/8 taunt with no downside? Because that's what it is.
The fault is from the creator, when that card was created we didn't knew if overkill triggers in the enemy phase
The "take 5 damage" overkill is actually an upside since you can use it for cards that require you to take damage.
Consider adding the rarity of the card as a balance fix for certain cards. Shore Caller for example, would be a perfect card at an Epic rank instead of Common. Make it worth it's rarity.
To be honest, I don't agree at all. High rarity should be used for especially unique cards or cards that define certain archetypes, but it's pretty terrible for the game if high rarity is reserved for stronger cards, as counterintuitive as that seems. Most players who pay money are gonna be able to get the cards they need anyway, within reason, so balancing cards like that just fucks f2p players even harder then the game already does. The exception is legendaries - the limit 1 per deck is something you can factor into the balance of the card somewhat, but even that still isn't an excuse to just crank the power level. it just allows for the game to have effects that would be too dangerous if you could draw them with the consistency of a card you get two copies of, Like most of the legendaries used as combo finishers.
"Tigers Chosen 3/2 -> 2/2 would be a big nerf."
"Shaman version of murloc-hero power already happened."
How does 2 mana 3/2 -> 2 mana 2/2 is a big deal, but 1 mana 1/3 -> 1 mana 1/1 is basically the same deal?!
how did overkill ever confuse anybody it say it right in the description lol
Shore Caster would break the game, you wouldn't believe it