@@kalikob3583 I disagree, if you're building a deck that has 3 absolutely terrible cards in it, and are required to have all 3 terrible cards in your hand turn 1 in order to benefit from the synergy, then it is not OP
The Ogre Giant is perfectly made imo for the joke it's trying to pull (weather that joke is funny is like you said subjective, but I wouldn't change it). The meme with Boulderfist Ogre is "it's the best card in Hearthstone! Good stats for the cost!" The idea that this cards "payoff" for having two Boulderfist Ogres is that it becomes another Boulderfist Ogres is just so underwhelming it fits the meme perfectly.
I agree: can you imagine being able to run FOUR Boulderfist Ogres? That would be waaaaay too OP. We gotta make some of them worse in some way and that's the best we can do.
Yeah, for the meme it absolutely can't be changed and nailed the concept. Personally I think it's kinda a weak joke, but I really don't think it can be changed at all.
Decoy could just adopt the old "Stealth for 1 turn" mechanic from Rastakhan's Rumble's Spirits to give to your hero instead - it'd probably need to give the actual decoy some attack so that it isn't useless after that turn is up, which would be sort of a flavor fail. Alternately, the Decoy could give your hero stealth for 2 turns (which would work the same way as the Spirits but... Y'know, last 2 turns), which would almost guarantee it has to die, but would probably make it too good with Jailer (basically two Ice Blocks for two Mana).
@@CycleMantis Love the idea of replacing the hero. "Your hero becomes Decoy. Hero Power: MORE Decoys - Spawn a 0/4 Taunt. Instead of losing the game when destroyed, revert to the previous hero"
Being featured and getting trump card of the week?! My mind is blown. Thank you for featuring my card trump . I’ve been a huge fan of your videos since very long! Love the custom cards videos, keep it up!
Super simple way to make the decoy work that trump didnt realise.. "When an Enemy attacks your hereo, summon a 0/6 plush as the new target and give your hero stealth for 1 turn" Super simple fix. And thematic fitting as well
7:20 "After your opponent restores 40 health with this..." My opponent has apparently played *15 nature spells* to do this. That feels like a pretty hefty deck limitation. Not to mention heal is not as good as armor, and Branching Paths is 12 armor for 4 mana, with no other conditions that need to be met. I honestly initially thought Trump gave this 3 stars for balance because it was too weak. I agree on the durability needing to be impacted, though. That feels like something the creator meant but forgot to write.
@@yargolocus4853 15 spells in general is nontrivial but not crazy. 15 spells from a specific school seems hoop-jumpy enough that it wouldn't make sense to assume it would be common/balance around. Edit: Just double checked, and I guess there aren't many Druid spells that aren't Nature, so I guess this distinction isn't really meaningful.
I think the passiveness of it is the strongest quality. After it's in play you no longer have to worry about it. You just keep playing normally, and after every third nature spell you get 8-health at no additional cost. You could even hold back nature spells for extremely powerful swing turns.
I just don't see how it isn't another Dragon Soul. Granted priest plays spells more reactively than proactively but even so this really doesn't seem overpowered by any measure IMO, outside of meta considerations. Plus, "heal 40" concerns feel a lot less valid after Renathal and shenanigans around that. I guess I could see it causing problems in wild?
Space Mission would make more sense as a 0 mana card if it was ALL minions rather than friendly only. Meaning that it could combo with AoE to be a board freeze especially with cards like Maelstrom Portal and City Tax which deal low damage so wouldn't be too painful to throw into Divine Shields.
I mean for shaman I guess that makes sense but for paladin you might as well just run equality instead then. 2 extra mana to clear the board is well worth it
@@toomuchd0g It would depend on if Equality was in standard when this card was printed. Also, if Paladin gets any divine shield removal synergy (Like Blood Knight or a Highlord Fordragon that works off enemy minions) they might want the card. This is forgetting the fact that Paladin might just run it for giving their own minions divine shield, with the side benefit of being able to use it to freeze the opponents board in a pinch. Which is flexibility Equality doesn't have.
The jailer already has a way in wild to make your hero immune so we definitely dont have to worry about it in wild. For the druid weapon, who cares? We have weapon removal that never sees play, maybe having a weapon like that will make people start running a couple weapon removal tech cards which qlso makes some of the top decks a little more inconsistent.
@@stevenyoung9738 In wild it's a 16 mana combo to make your hearo immune. That being said there are a million and one ways to make it cheaper in wild so the mana cost isn't really a big deal.
with the decoy, i think a good text for it could be: When your hero is attacked summon a 0/6 plush as a target, your hero gains stealth for a turn. That way its not super broken and only lasts one turn.
I think your interpretation of Arch-Griller is incorrect. An AoE spell does not deal multiple separate instances of damage, we know this from the hunter questline's interaction with Flame Trap. Therefor, Flamestrike on 5 minions would be one instance of 25 damage being dealt, so a single 25/25 should be summoned.
I first interpreted the design of G'hanir(the druid healing weapon) to be balanced by limiting your hero's attacks. Could be interesting at 1 durability, or maybe even could work in something like demon hunter (without healing).
@@nileboy5055 The only class that carries around silences is priest, which already has hard board clears to deal with it. The problem is what every other class is supposed to do.
@@athath2010 Druids used to carry around Starfish, but that's it. Unless this deck has a massive adoption rate, it will not be correct for most decks to tech in Starfish.
They definitely need some more tribes. Ogre or giant could be cool. I also think dual-types need to exist. So many cards already fall into the category. Particularly with mechs. The robo dog can be mech/beast, for example. This could provide some cool cross-class interaction.
Completely agree on all points! :) That's one thing about Magic that I adore, the super specific categorization and variance of creature types! And not even because of balance, it's just neat! A logical first step in Hearthstone might be to seperate (some, not all) minions into "Horde" or "Alliance" as subtypes (obviously, the Alterac expansion would have been the perfect time to do that...). and then cover the basic races, like Humans, Undead, etc...
I think the designer of the oger card had seriously considered use case. It has to be put into a highlander druid deck where they can use Elise to keep duplicating their ogre in hand to make this eventually cost 3. And they can play a 3 MANA 6 7.
Doesn't Zephyrs pull from the basic and legacy set now? So the rotating core set would have no impact on him and therefore the Three Wishes card wouldn't change at all from year to year.
Would still mean giving access to those sets that are normally not avalible to standard play otherwise. Sure you avoid the manpower issue, but you add in the balance problem of one class basically getting limited access to 2 additional sets that no-one else can. (admitidly with restrictions)
Roffle was playing a cool omni tribal Shaman deck recently. That's what most likely a legendary like Jin'Ju would fit in (at least from a Wild perspective)
Decoy could be: " *Secret:* When an enemy attacks your hero, summon a 0/5 Plush as the new target. Give your hero *Stealth* until the start of your turn."
About the Druid weapon. I agree about making it lose durability. HOWEVER, 3 mana for a delayed 10 heal already exists as a neutral card. It's a neutral legendary every player was given FOR FREE, and barely made any waves. Don't need to lower the healing amount at all. 3 mana for maybe heal 24. It's a lot of healing, but also requires 10 played cards to work. (the weapon +9 nature spells).
Yea, but that minion you mention has other options too. You can also make it deal damage for keeping it dormant longer. And it's incredibly hard to time him correctly, no matter which of his options you pick. Once he's on the field, he's gonna go off in however many amount of turns you set him to, and by the time it goes off, that may not be what you want/need anymore. Timing your heals with this druid weapon would be far easier and more consistent. If you find that you suddenly don't need the heals anymore, you can hold on to your nature spells a bit longer. It's way more flexible and consistent than Dungar, where the healing effect is concerned. Obviously it should lose durability every time its effect goes off. Most people would agree on that. But I also agree with what Trump said that healing for 8 three times, even with the hoops you need to jump through, is a bit too much, especially because it's very easy for druids to get nature spells going for cheap. It needs to either have one less durability or have its healing bumped down to like 5 or 6. Probably 6. 5 feels a little lackluster, but 6 is a bit more appropriate. I'm not sure how balanced that would be, but that would be my starting point.
You're not invincible. You still die to fatigue, and non targeted spells. But yes, it would be a problem, especially because the jailer could make the plush immune, and then you're really just coasting to victory
Bonus points for Khadgar in Wild, you play him then Mo'arg enforcer an then like Wisp, you meteor your own minions and then you get 30/30 Ancient One with 2 Infernals all in one turn
The problem with the cursed king costing 10, especially once druid no longer has access to it, is that playing it on turn ten, there's no actual downside to the card. Congrats, you gave your opponent coins but they're already on max mana.
With the Witch Doctor, you're always holding a dragon, you can Magnetic to _anything,_ you've always played an elemental last turn, and _every_ minion can be copied with that totem-copying weapon. Even with the large drawback, I think that card is unprintably broken.
Zephrys has to be reprogrammed for Wild format for every rotation anyway, so Three Wishes would need no extra work at all. They both use the same pool of cards. I think 6 mana is very pricy though. Spending your whole turn to cast the perfect 4 mana card, which might not even help much, isn't that great. Zeph is good precisely because he is only 2 mana and you can get things like Twisting Nether or Bloodlust and cast them on the same turn.
My issue with curse lists isn't really that their curse lists. It's that they are aggro with hilarious amounts of burn. 28 damage if they only get seven AND you pay 14 mana to stop the other half.
I think Witch Doctor Jin’ju should’ve cost 2 mana- that way, when he’s in your deck, he’s a 3 mana 4/4, so he’s kind of an inverse Baku- he’s good stats for the cost instead of being the worst card to draw.
Why is Multiclasser Maenna's hand backwards? Her hand held up is not only knuckle-side out, it's thumb-in. It's so jenked you'd get sent home on inkmaster for it.
>”Not all classes should have access to hard board wipes.” >”Let’s make this a Rogue card, one of the classes that is purposefully designed to never get hard board wipes.”
I don't know, this seems pretty similar to vanish, which is, you know, a rogue card. I agree, that rogues nowadays aren't very good at it, so definitely would need to be monitored closely.
Umm.... the way Arch-Griller Khadgar is worded makes it pretty clear that if you BBQ 5 minions with Flamestrike, you're not summoning 5 5/5's but a single 25/25 as you summon AN elemental with stats = to damage dealt. That would be total damage, which is 25.
With the power of cards that has been appearing, 'Most' is being generous. Poison Seeds doesn't clear the board and actually makes you vulnerable to aoe buff. Big difference.
5:30 what if u can target another target? makes it so u can check for free (make the decoy 0/10-12 to make up for it) still blocks the hero and quite cool has a taunt (wait... maybe just make it a minion? or spell that summons a minion? can be cool)
About Cursed King Mytheas, I do agree that neutral board clear type effects shouldn't exist, but Insatiable devourer is a card and it often is better than Mytheas. Also, the example was Druid, which shouldn't have board clears, but Insatiable Devourer is best in Druid.
Exactly that, as well as raid boss onyxia (not quite hard removal AoE, but it might as well be in 90% of cases) and Darkmoon faire yogg (most of the time cleared the board and leaves you with more than Mytheas).
What about instead of fixing the Ogre Giant, or making an ogre archetype, we accompany it with a set of cards that read "This card is considered Boulderfist Ogre" like what YuGiOh does?
Decoy+Jailer is way worse than Mauganis+Jailer, and that's in standard and not a problem. Plus any hard untargetted removal (twisting, gigafin etc) or damage that targets your hero (hunter's hero power) go right through it.
@@jakeshmo3322 I think I assumed as he was in classic. Well I guess that explains why Trump didn't think of him then xD My bad. Although I still don't think it would be an issue personally.
That is not what arch griller does based on the writing. It would summon a 25/25. That's not cleasr. Also for a 3 mana card it comes out too early for that kind of an effect. imo
I think you'd want to avoid making this card come out too early, but I think your idea is not bad. Stonewright is a class card, so it should be stronger than a common card.
This man gave Nemsy 5 stars in balance then proceeded to explain why it would be overpowered, underpowered, and unfun to play against all at the same time
I honestly hate the "Do effect but lose durability" weapons - I'd much rather those types of weapons just became weaker in general instead of limiting their effects with durability In the case of this G'Hanir, I'd say that it should just have its' health restore lowered to probably like 4, AND it should say _"Whenever_ you cast 3 Nature spells *IN THE SAME TURN[...]"* instead
@@Karsh. Heal 4 and requiring 3 nature spells in one turn makes the card absolutely unplayable, no way that ever gets touched even if it doesn't lose durability.
@@TheMirksta 1. I doubt it. 2. Even if it would end up that way - good. It'd be nice for Druid for once to have a card which isn't amazing, just like almost every other class usually has at least one of those in basically every set.
redo the ogre giant make it a 10 - 12 mana 12/12 that is reduced for each ogre played. i think that would be more than fair considering ogres in the game are all 5+ in cost and.... are already kinda meh in power.
Isn't decoy with jailer basically the same as taunt with jailer? The only difference is targeting damage spells to the enemy face which rarely is a good plan
Also Trump's kinda wrong about curses. You can't pay mana to not take damage. You pay mana to not take damage a second time. Most of the time I'm ok with curselock balance but once in a while they get a draw where you're taking 7+ damage per curse on like turn 9 at the start of your turn so it's kinda like solitaire...
I don't know why people want so much "Start of game" effects, just print a battlecry with "For the rest of the game" the balance comes from the lower consistency (which should be something normal in a card game, otherwise it would be boring af)
Lool for a second I thought three wishes might be balanced because it's 6 mana draw 3. it's actually 18 mana draw 3... who designed this? It would be a terrible use of resources to program this because it's unplayable as is.
I hard disagree with Trump on the ogre. The fact the card is so bad/the payoff of getting a 6 mana 6/7 as if that's good is what makes it so funny to me. Fair enough if you don't like joke cards but that's the funniest I've seen in a while
Ogre Giant needs to be a 12 cost giant that costs 6 less per Boulderfist Ogre in your hand. Much more meme, and also better balance.
14 or 15 0 mana 6/7 on turn 1 is to op
@@kalikob3583 I disagree, if you're building a deck that has 3 absolutely terrible cards in it, and are required to have all 3 terrible cards in your hand turn 1 in order to benefit from the synergy, then it is not OP
@@TaQa04 what are you talking about. The ogres are amazing. (Good stats at a fair price)
Any giant that isn't an 8/8 is a disgrace and should be disowned.
Probably should be played instead of helf in hand
"Some things shouldn't be neutral"
Reno Lone Ranger: Sure, but that won't stop me!
The Ogre Giant is perfectly made imo for the joke it's trying to pull (weather that joke is funny is like you said subjective, but I wouldn't change it). The meme with Boulderfist Ogre is "it's the best card in Hearthstone! Good stats for the cost!" The idea that this cards "payoff" for having two Boulderfist Ogres is that it becomes another Boulderfist Ogres is just so underwhelming it fits the meme perfectly.
I agree: can you imagine being able to run FOUR Boulderfist Ogres? That would be waaaaay too OP. We gotta make some of them worse in some way and that's the best we can do.
Yeah, for the meme it absolutely can't be changed and nailed the concept. Personally I think it's kinda a weak joke, but I really don't think it can be changed at all.
I honestly think that card is hilarious. Got a chuckle out of me. All the options Trump gave just kill the joke
I never cared for the meme, but I chucked at this. Clearly the Ogre Giant would have too good stats for the cost without the requirement.
Yeti>ogre
Coming back to this is so fun :D "Not all classes should have access to a full boardwipe" aged like fine wine looking at Reno hero :D
Never been this early before.
The Custom Cards of the Week has always been one of my favorite series, keep it up Trump!
My favourite series.
Miss trump reviews trump reviews so much
Decoy could just adopt the old "Stealth for 1 turn" mechanic from Rastakhan's Rumble's Spirits to give to your hero instead - it'd probably need to give the actual decoy some attack so that it isn't useless after that turn is up, which would be sort of a flavor fail. Alternately, the Decoy could give your hero stealth for 2 turns (which would work the same way as the Spirits but... Y'know, last 2 turns), which would almost guarantee it has to die, but would probably make it too good with Jailer (basically two Ice Blocks for two Mana).
There's too much overlap with 'Evasion' like that.
There might be a way of temporarily replacing your hero with the decoy though!
Maybe megataunt?
@@CycleMantis Love the idea of replacing the hero.
"Your hero becomes Decoy. Hero Power: MORE Decoys - Spawn a 0/4 Taunt. Instead of losing the game when destroyed, revert to the previous hero"
There's also an option to add "dies after 1-2 turns" to a decoy minion.
Being featured and getting trump card of the week?! My mind is blown. Thank you for featuring my card trump . I’ve been a huge fan of your videos since very long! Love the custom cards videos, keep it up!
great job on that card! I loved it as soon as it popped up
@@DrazkurHW thanks dude!! Love to hear it :)
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Super simple way to make the decoy work that trump didnt realise..
"When an Enemy attacks your hereo, summon a 0/6 plush as the new target and give your hero stealth for 1 turn"
Super simple fix. And thematic fitting as well
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7:20 "After your opponent restores 40 health with this..." My opponent has apparently played *15 nature spells* to do this. That feels like a pretty hefty deck limitation. Not to mention heal is not as good as armor, and Branching Paths is 12 armor for 4 mana, with no other conditions that need to be met. I honestly initially thought Trump gave this 3 stars for balance because it was too weak.
I agree on the durability needing to be impacted, though. That feels like something the creator meant but forgot to write.
is 15 spells really that much? you can discover so many spells nowadays- with spells.
@@yargolocus4853 15 spells in general is nontrivial but not crazy. 15 spells from a specific school seems hoop-jumpy enough that it wouldn't make sense to assume it would be common/balance around. Edit: Just double checked, and I guess there aren't many Druid spells that aren't Nature, so I guess this distinction isn't really meaningful.
I think the passiveness of it is the strongest quality. After it's in play you no longer have to worry about it. You just keep playing normally, and after every third nature spell you get 8-health at no additional cost. You could even hold back nature spells for extremely powerful swing turns.
Agree. i think he was off on this one.
I just don't see how it isn't another Dragon Soul. Granted priest plays spells more reactively than proactively but even so this really doesn't seem overpowered by any measure IMO, outside of meta considerations. Plus, "heal 40" concerns feel a lot less valid after Renathal and shenanigans around that.
I guess I could see it causing problems in wild?
With the dual class hero power, you could combine Hunter with Priest and get that control-aggro deck you all dreamed of!
That wouldn’t be bad, Steady shot hits face while you heal your board
Space Mission would make more sense as a 0 mana card if it was ALL minions rather than friendly only. Meaning that it could combo with AoE to be a board freeze especially with cards like Maelstrom Portal and City Tax which deal low damage so wouldn't be too painful to throw into Divine Shields.
I mean for shaman I guess that makes sense but for paladin you might as well just run equality instead then. 2 extra mana to clear the board is well worth it
@@toomuchd0g It would depend on if Equality was in standard when this card was printed.
Also, if Paladin gets any divine shield removal synergy (Like Blood Knight or a Highlord Fordragon that works off enemy minions) they might want the card.
This is forgetting the fact that Paladin might just run it for giving their own minions divine shield, with the side benefit of being able to use it to freeze the opponents board in a pinch. Which is flexibility Equality doesn't have.
Witch doctor Jin'Ju (minions have all tribes) is really cool. Seems like a great new deck-design challenge packaged in a single card.
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The jailer already has a way in wild to make your hero immune so we definitely dont have to worry about it in wild. For the druid weapon, who cares? We have weapon removal that never sees play, maybe having a weapon like that will make people start running a couple weapon removal tech cards which qlso makes some of the top decks a little more inconsistent.
It might be shit in wild but so is any current standard deck. Diffrent power levels. Immune heroes in standard would surely be fixed
@@klepka5400 I said YOU DON'T have to worry about wild because we already have a way to make your hero immune in wild with the jailer.
9 mana minion + 10 mana minion is a little harder than a 2 mana secret and 10 mana minion, but yeah probably not a problem in wild
@@stevenyoung9738 In wild it's a 16 mana combo to make your hearo immune. That being said there are a million and one ways to make it cheaper in wild so the mana cost isn't really a big deal.
He never said it would be a problem for Wild
I have a solution for Nemsy -> make it every even turn (other turn) your hero power affects the enemy hero
That would be cool! Might make it noticeably less consistent, but that would be much more on flavor.
Space Mission card was an interesting one, really liked the design and the idea of a potential space theme. It being dual card equally sweet
with the decoy, i think a good text for it could be: When your hero is attacked summon a 0/6 plush as a target, your hero gains stealth for a turn.
That way its not super broken and only lasts one turn.
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Funny to think that Yogg and Reno were likely already designed when this video came out...
😮
17:16 This card would certainly be comboed with Stonewright Battlecry: For the rest of the game your Totems have +2 Attack
It's absolutely just a gift to totem shaman, yeah
Plus the totemic evidence needing infuse 3 totems having that requirement going away
It would be pretty insane with Scargil and Granite Forgeborn too.
Any Murloc combo piece would be bonker as well, wouldn't it?
Also Frizz Kindleroost will make everything cheaper.
Not standard cards but the "copy your totems" axe and scargill/Flurgl/the poison murloc are off the top of my head insta-busted
I think your interpretation of Arch-Griller is incorrect. An AoE spell does not deal multiple separate instances of damage, we know this from the hunter questline's interaction with Flame Trap. Therefor, Flamestrike on 5 minions would be one instance of 25 damage being dealt, so a single 25/25 should be summoned.
I first interpreted the design of G'hanir(the druid healing weapon) to be balanced by limiting your hero's attacks. Could be interesting at 1 durability, or maybe even could work in something like demon hunter (without healing).
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I think the card art flavor of Decoy puts it into Darkmoon Faire, which would separate it from the Jailor and have it not be absurd
Trump already mentions printing it after Jailer rotates.
its not absurd anyway jailer is 10 mana and immune minions can still be silenced and destroyed just not targeted.
@@nileboy5055 The only class that carries around silences is priest, which already has hard board clears to deal with it. The problem is what every other class is supposed to do.
@@SeventhSolar starfish it?
@@athath2010 Druids used to carry around Starfish, but that's it. Unless this deck has a massive adoption rate, it will not be correct for most decks to tech in Starfish.
They definitely need some more tribes. Ogre or giant could be cool. I also think dual-types need to exist. So many cards already fall into the category. Particularly with mechs. The robo dog can be mech/beast, for example. This could provide some cool cross-class interaction.
Completely agree on all points! :) That's one thing about Magic that I adore, the super specific categorization and variance of creature types! And not even because of balance, it's just neat! A logical first step in Hearthstone might be to seperate (some, not all) minions into "Horde" or "Alliance" as subtypes (obviously, the Alterac expansion would have been the perfect time to do that...). and then cover the basic races, like Humans, Undead, etc...
@@MilanKell They did do that, just only in Mercenaries.
Lucky for you, they JUST showed the first ever dual tribe class. It's undead and beast
Yup, and Blizzard is doing that, slowly. Calm down and sit on your seat. Undead is coming, and there is more.
@@Willowisp927 I posted this before they announced that, by the way. I don't know why I need to "calm down". It was just an idea.
I think the designer of the oger card had seriously considered use case. It has to be put into a highlander druid deck where they can use Elise to keep duplicating their ogre in hand to make this eventually cost 3. And they can play a 3 MANA 6 7.
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that last card seems like so much fun until the 4/4 elemental that reduces the cost of all elementals by 1.
I mean at that point the cards just have their normal cost back
There is a Murloc that makes every Murloc cost 1
Man, I miss the weekly Custom Cards of the week :(
Jinju would be nutty in Shudderwock and also with cards like Glorloc Ravager and flurgl/toxfin.
But the one people aren't thinking of is Scargil.....
Ogre Giant should be called Bolderfist Ogron.
Because Ogron are giants which are related to ogres
That isn't they aren't "Giant-named" they don't need to be 8/8s.
@@joaocaju3061?
5:26 maybee the plush could have “as long as this doesn’t have stealth and isn’t immune your hero has stealth”
Doesn't Zephyrs pull from the basic and legacy set now? So the rotating core set would have no impact on him and therefore the Three Wishes card wouldn't change at all from year to year.
Would still mean giving access to those sets that are normally not avalible to standard play otherwise.
Sure you avoid the manpower issue, but you add in the balance problem of one class basically getting limited access to 2 additional sets that no-one else can. (admitidly with restrictions)
Roffle was playing a cool omni tribal Shaman deck recently. That's what most likely a legendary like Jin'Ju would fit in (at least from a Wild perspective)
Decoy could be: " *Secret:* When an enemy attacks your hero, summon a 0/5 Plush as the new target. Give your hero *Stealth* until the start of your turn."
Really liked the 5 star cards this week, nice picks : )
About the Druid weapon.
I agree about making it lose durability.
HOWEVER, 3 mana for a delayed 10 heal already exists as a neutral card. It's a neutral legendary every player was given FOR FREE, and barely made any waves.
Don't need to lower the healing amount at all. 3 mana for maybe heal 24. It's a lot of healing, but also requires 10 played cards to work. (the weapon +9 nature spells).
Yea, but that minion you mention has other options too. You can also make it deal damage for keeping it dormant longer. And it's incredibly hard to time him correctly, no matter which of his options you pick. Once he's on the field, he's gonna go off in however many amount of turns you set him to, and by the time it goes off, that may not be what you want/need anymore. Timing your heals with this druid weapon would be far easier and more consistent. If you find that you suddenly don't need the heals anymore, you can hold on to your nature spells a bit longer. It's way more flexible and consistent than Dungar, where the healing effect is concerned.
Obviously it should lose durability every time its effect goes off. Most people would agree on that. But I also agree with what Trump said that healing for 8 three times, even with the hoops you need to jump through, is a bit too much, especially because it's very easy for druids to get nature spells going for cheap. It needs to either have one less durability or have its healing bumped down to like 5 or 6. Probably 6. 5 feels a little lackluster, but 6 is a bit more appropriate. I'm not sure how balanced that would be, but that would be my starting point.
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Space Mission is so goddamn good
I would make it "your hero has stealth this turn" (end it early by killing the decoy). Also your attack redirects to the decoy
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You're not invincible. You still die to fatigue, and non targeted spells. But yes, it would be a problem, especially because the jailer could make the plush immune, and then you're really just coasting to victory
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Bonus points for Khadgar in Wild, you play him then Mo'arg enforcer an then like Wisp, you meteor your own minions and then you get 30/30 Ancient One with 2 Infernals all in one turn
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Decoy might be able to change to your hero was stealth for the rest of the turn.
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The problem with the cursed king costing 10, especially once druid no longer has access to it, is that playing it on turn ten, there's no actual downside to the card. Congrats, you gave your opponent coins but they're already on max mana.
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I guess you never heard of Mill Druid.
maybe "decoy" could be saved if it gave stealth until your next turn?
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With the Witch Doctor, you're always holding a dragon, you can Magnetic to _anything,_ you've always played an elemental last turn, and _every_ minion can be copied with that totem-copying weapon. Even with the large drawback, I think that card is unprintably broken.
Zephrys has to be reprogrammed for Wild format for every rotation anyway, so Three Wishes would need no extra work at all. They both use the same pool of cards. I think 6 mana is very pricy though. Spending your whole turn to cast the perfect 4 mana card, which might not even help much, isn't that great. Zeph is good precisely because he is only 2 mana and you can get things like Twisting Nether or Bloodlust and cast them on the same turn.
doesn't he just have a fixed card pool though?
@@shubhod9569 No, it changes with the core set. I play a lot of wild and I noticed the change in the card offerings when the sets changed.
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Decoy card could give stealth to the hero until the end of the turn when triggered and redirect the attack to a summoned 0/2.
Rogue already has evasion which is give your hero stealth this turn
My main question is, Does this Jini allow you to wish for more wishes? :)
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My issue with curse lists isn't really that their curse lists. It's that they are aggro with hilarious amounts of burn. 28 damage if they only get seven AND you pay 14 mana to stop the other half.
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I think Witch Doctor Jin’ju should’ve cost 2 mana- that way, when he’s in your deck, he’s a 3 mana 4/4, so he’s kind of an inverse Baku- he’s good stats for the cost instead of being the worst card to draw.
You know what else is good stats for the cost?
Boulderfist Ogre
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Also decoy and red herring would make it very hard to get rid of, and you keep your deck
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0:28 Damn, then Reno was released (I hate Reno).
Why is Multiclasser Maenna's hand backwards? Her hand held up is not only knuckle-side out, it's thumb-in. It's so jenked you'd get sent home on inkmaster for it.
>”Not all classes should have access to hard board wipes.”
>”Let’s make this a Rogue card, one of the classes that is purposefully designed to never get hard board wipes.”
I don't know, this seems pretty similar to vanish, which is, you know, a rogue card. I agree, that rogues nowadays aren't very good at it, so definitely would need to be monitored closely.
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>"Ignores that the suggestion is made based on coins, not on board clear." The important thing is to make it a class card, duh.
three wishes wouldn't have to be reprogrammed every time it would just be attached to the core set that in itself is changed
Programming doesn't work that way bud. Try it, and you learn.
Umm.... the way Arch-Griller Khadgar is worded makes it pretty clear that if you BBQ 5 minions with Flamestrike, you're not summoning 5 5/5's but a single 25/25 as you summon AN elemental with stats = to damage dealt. That would be total damage, which is 25.
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I don’t see a problem with 3 wishes just still using the normal zeph pool
I’m going too have too put design a 5 on kadgar a 5, no particular reason his art is just realllyy good
Druid can clear most boards with Scale of Onyxia, not to mention Poison Seeds. Cursed King Mytheas is fine.
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With the power of cards that has been appearing, 'Most' is being generous. Poison Seeds doesn't clear the board and actually makes you vulnerable to aoe buff. Big difference.
5:30 what if u can target another target? makes it so u can check for free (make the decoy 0/10-12 to make up for it) still blocks the hero and quite cool has a taunt (wait... maybe just make it a minion? or spell that summons a minion? can be cool)
Just noticed that the “Trump Card of the Week” celebratory sound is the Kirby victory dance
Omg true!
Future Reno says hi
About Cursed King Mytheas, I do agree that neutral board clear type effects shouldn't exist, but Insatiable devourer is a card and it often is better than Mytheas. Also, the example was Druid, which shouldn't have board clears, but Insatiable Devourer is best in Druid.
Exactly that, as well as raid boss onyxia (not quite hard removal AoE, but it might as well be in 90% of cases) and Darkmoon faire yogg (most of the time cleared the board and leaves you with more than Mytheas).
What about instead of fixing the Ogre Giant, or making an ogre archetype, we accompany it with a set of cards that read "This card is considered Boulderfist Ogre" like what YuGiOh does?
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Decoy+Jailer is way worse than Mauganis+Jailer, and that's in standard and not a problem. Plus any hard untargetted removal (twisting, gigafin etc) or damage that targets your hero (hunter's hero power) go right through it.
Malganis is not in standard at the moment. Don't know where you got that from.
@@jakeshmo3322 I think I assumed as he was in classic. Well I guess that explains why Trump didn't think of him then xD My bad. Although I still don't think it would be an issue personally.
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How could you resist saying that "value over time has decreased in value over time"
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That is not what arch griller does based on the writing. It would summon a 25/25. That's not cleasr. Also for a 3 mana card it comes out too early for that kind of an effect. imo
Could make the Decoy just give stealth for one turn.
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I think maenna could be a 4 mana 3/5, how much stronger is that effect when compared to stonewright?
I think you'd want to avoid making this card come out too early, but I think your idea is not bad. Stonewright is a class card, so it should be stronger than a common card.
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"I think this Boulderfish Ogre meme card would be better if it wasn't a Boulderfist Ogre and didn't care about Boulderfist Ogres"
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make the cursed king a rouge card and it would be fine i would say, its a buffed vanish
I love you trumpet
God the comment for the first card did not age well considering Reno Hero Card coming up soon and we had the yogg incident.
Multiclass maena combine warlock and druid: deal 2 damage to your hero gain one armor
Deathwing is literally a neutral boardclear though.
Which is why they made it so bad
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50% chance to hit the right like/dislike button!
6/7 comment
@@secxy6787 good stats for cost
This man gave Nemsy 5 stars in balance then proceeded to explain why it would be overpowered, underpowered, and unfun to play against all at the same time
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This man doesn't know the difference between design and balance.
Imagine making an underwater themed expansion
G'Hanir is amazing but it should lose durability with each proc
I honestly hate the "Do effect but lose durability" weapons - I'd much rather those types of weapons just became weaker in general instead of limiting their effects with durability
In the case of this G'Hanir, I'd say that it should just have its' health restore lowered to probably like 4, AND it should say _"Whenever_ you cast 3 Nature spells *IN THE SAME TURN[...]"* instead
@@Karsh. I'd rather have a better effect but limited
@@Karsh. Heal 4 and requiring 3 nature spells in one turn makes the card absolutely unplayable, no way that ever gets touched even if it doesn't lose durability.
@@TheMirksta 1. I doubt it.
2. Even if it would end up that way - good. It'd be nice for Druid for once to have a card which isn't amazing, just like almost every other class usually has at least one of those in basically every set.
The decoy should be just explode after a turn, like they do in wow.
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redo the ogre giant make it a 10 - 12 mana 12/12 that is reduced for each ogre played. i think that would be more than fair considering ogres in the game are all 5+ in cost and.... are already kinda meh in power.
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Isn't decoy with jailer basically the same as taunt with jailer? The only difference is targeting damage spells to the enemy face which rarely is a good plan
When you're an immune minion, your taunt doesn't function. Just like when you're a stealth minion.
@@RibusPQR Ohh, thanks, I forgot about that
I flipped a coin to decide give like or dislike. Unfortunately dislike wins
How about "switch hero powers between players". For priest probably.
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10:27 "Too polarizing because you either win or you lose" - Trump, 2022
Also Trump's kinda wrong about curses. You can't pay mana to not take damage. You pay mana to not take damage a second time. Most of the time I'm ok with curselock balance but once in a while they get a draw where you're taking 7+ damage per curse on like turn 9 at the start of your turn so it's kinda like solitaire...
I don't know why people want so much "Start of game" effects, just print a battlecry with "For the rest of the game" the balance comes from the lower consistency (which should be something normal in a card game, otherwise it would be boring af)
three wishes could just work like zeph, the same cards and same AI
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arch griller khadgar with METEOR
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(6) Cursed King Mytheas
Rush
Transform minions that survive damage from this minion into a coin that returns to their owner's hand.
4/8
for maenna, how much does the hero power cost? the sum? cause if not demon hunter's hero power looks like a problem
Also it should clarify : basic hero power, because otherwise it could be overpowered
Jinju cannot exist with clownfish in the same set. Idk how Trump missed that
It would net you 1 mana its not even good
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6:00 you sure? The way I read it, flamestrike would deal 25 damage so it summons a 25/25.
No, it does 5 damage, X times.
about first card.. deathwing exists btw
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You don't exist on the game though, otherwise you would know it's so bad that is not even played to be considered.
@@Willowisp927 what?
Trispell should be replaced with " twinspell twinspell" like the candles in the dalaran heist solo adventure.
Kadghar is also more arcan-y than fier-y
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Isn’t Jinju stupidly busted because scargill would make any minion cost 1??
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Wouldn't you burn up in space rather than freeze due to the lack of molecules absorbing the radiation from large bodies like the sun?
You can’t burn when there is no oxygen
Cursed King isn't really that different from Deathwing, a neutral card.
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Yup, except Deathwing has a big drawback and is garbage.
NO DRUID WEAPONS
value over time has decreased in value over time. Big Sadge
Lool for a second I thought three wishes might be balanced because it's 6 mana draw 3. it's actually 18 mana draw 3... who designed this? It would be a terrible use of resources to program this because it's unplayable as is.
I hard disagree with Trump on the ogre. The fact the card is so bad/the payoff of getting a 6 mana 6/7 as if that's good is what makes it so funny to me.
Fair enough if you don't like joke cards but that's the funniest I've seen in a while
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It is Ogre