My opinions in blue:
Raxos, Scourge of Raksul
Shadow Ally - Unique [L]
Cost: (6)
Attack: 3 (sword attack)
Health: 6
Steadfast; When Raxos enters play, your hero gains 1 Shadow Energy. When Raxos is placed into your graveyard from anywhere, draw a card.
Seems neat. Can't really get rid of him without killing him, and stuff that lets you draw on death is always nice. Could maybe have an activated ability of some sort if a bit more were needed.
He feels like he’d have a good place in Gravebone
. Good to discard with Falseblood Cultist, good to reanimate with Gravebone
because he’s a sticky body and you’ll get to draw a card again when he gets killed, plus having Steadfast, he’s probably never going to get exiled, and so he’ll always be in your graveyard to pull out again with Gravebone
’s ability.
Thriss Malefactor
Shadow Ally - Ravager [R]
Cost: (4)
Attack: 2 (sword attack)
Health: 6
When Thriss Malefactor is summoned, target item loses 1 durability.
Whenever an item loses durability, all allies take 1 damage.
(1): Target item loses 1 durability
Thriss Channeler
Shadow Ally - Ravager [C]
Cost: (4)
Attack: 2 (sword attack)
Health: 6
When Thriss Channeler enters play, target item loses 1 durability.
Whenever an item loses durability, all friendly heroes and Ravager allies heal 1 damage.
(1): Target item loses 1 durability
Both seem fun enough, although I'm not sure the need to have both such similar allies. Could maybe be combined into one ally.
Hmm. Maybe a version who heals your side for 1 if the item belonged to your opponent and deals 1 damage to the opponent’s side if the item belonged to you. Blowing up your own stuff to damage opponent, versus plundering their stuff, helping your side. I like the concept, but it’s a lot of verbiage.
Thriss Malefactor
Shadow Ally - Ravager
Cost: (4)
Attack: 2
Health: 6
When Thriss Malefactor is summoned, target item loses 1 durability.
If an item controlled by an opponent loses durability, all friendly Ravager allies and friendly heroes heal 1 damage.
If an item you control loses durability, deal 1 damage to all opposing allies.
(1): Target item loses 1 durability
Overload
Elemental Ability - Attachment [C]
Cost: (3)
Attach to target damaged friendly ally until the end of your turn. That ally gains +4 attack and is killed after it deals combat damage.
Seems fair enough. Boosts an ally by quite a bit for pretty cheap, but ally does die and has to be damaged to begin with, so seems cool.
Agreed. It doesn’t live long enough to be able to serve a second role after it’s dealt its damage. There are exceptions to this, of course - but generally, it’s like adding a Fireball
to one of your damaged allies.
Eradicate
Neutral Ability [R]
Cost: (6)
Target enemy ally and all allies sharing that ally's alignment are killed. Draw a card.
I like the idea of specific anti-tribal stuff, although I actually feel that it should be on the cheaper end cost-wise, due to the fact that not every deck is tribe-based. At 6cc this would be one hella dead dra of w against a non-tribal deck.
I agree and disagree with your critique. I think even as simple ally removal it’s not terrible. (6) to kill any ally and draw a card? It’s no Mind Control
, but it’s pretty strong, all the same.
Reap the Wilds
Hunter Ability [C]
Cost: (3)
One of your resources is destroyed. Your hero heals X damage, where X is the number of resources you control.
Could potentially be massively strong for Bounty Hunter
/Anmor's Call
Hunter decks.
Ah yes, this is true. 10-12 point heals for (3) is no good, haha. Hmm.
Okay, same cost of (3).
One of your resources is destroyed. If an opposing player controls more resources than you, one of their resources is destroyed. You hero heals X damage, where X is equal to the number of resources all opposing players control.
Seeds of Ruin
Hunter Ability - Support [U]
Cost: (4)
Duration 1 - At the beginning of each player’s turn, the ally with the lowest health that player controls is killed.
If an ally is not killed in this way, that player’s hero takes 1 damage and one of that player’s resources is destroyed.
Not sure I like this one all that much. 4cc to kill your opponent's weakest (probably) ally as well as your own? Not sure it's worth it, unless I'm missing something. Also doesn't feel very Hunter-like.
I was thinking sort of the same thing. It feels too strong for (3) because of the resource destruction ability. I was thinking of it in more these terms than as primarily used as an ally killer. However, if your opponent pops down one fatty, say Crimson Knight, this kills it promptly. For its dual-nature, making it less than (4) seemed too good. If not Hunter, then who? Priest? Could be interesting in that pool.
Spore Bomb
Hunter Item - Trap [C]
Cost: (2)
When your hero is attacked by an opposing ally, that ally and all adjacent allies are poisoned.
Seems fun. Would be nice with more future poison support.
Yes, seemed like it could be good friends with Krugal Butcher
.
Gift of the Forest
Hunter Item - Trap (Unique) [R]
Cost: (2)
If you control Gift of the Forest and it is a Trap at the beginning of your turn, it becomes a weapon with Attack 3, Durability 1, and bow attack type. Gift of the Forest cannot gain durability.
Seems fun just to confuse your opponent with a 2cc trap that automatically becomes a weapon when they think it might be a different trap.
I edited this one pre-emptively. I realized how abusable it would be by Gwen. Turn 2 Gift of the Forest, turn 3 hero ability, have a 5/3 bow. Solution? It can’t gain durability.
Plague
Mine
Shadow Item - Artifact [U]
Cost: (2)
Durability: 3
(1): Deal 1 damage to all allies and players;
Plague
Mine loses 1 durability. Activating this ability does not exhaust
Plague
Mine.
5cc total for 3 damage to everything? Seems fine.
Yeah, the idea was to give every class/faction the ability to have a semi-wipe ability for the entire board. Like a mini-Supernova, but with the twist that you can split up the damage over multiple turns if you wanted, as a way to offset the fact that it IS (5) to deal 3 damage to everything.
Tainted Stores
Rogue Item - Artifact [C]
Cost: (3)
Durability: 1
(1D): All enemy allies are poisoned.
Once per turn, when a poisoned opposing ally is killed, Tainted Stores gains 1 durability.
Seems neat. Poison everything and gain durability when said poisoned allies die. Of course only starts with 1D, so either would have to give it extra durability, or another copy played later.
Or if you already had one ally poisoned, like via a Garth
’s Concoction or Turncoat
, etc.
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