Alright, so here is my current deck, which I'm going to rock and improve until I "complete" it while building some other stuff on the side. All cards are x2:
Power Overwhelming (Dahbomb convinced me to put this back in, and I am glad I did)
Abusive Sergeant (necessary)
Flame Imp (necessary?)
Leper Gnome (LOVE this guy's attack cry)
Acidic Swamp Ooze (not a big fan, but it helps against Paladins and Warriors)
Dire Wolf Alpha (so-so on this card; it has won matches for me, though)
Haunted Creeper (happy with this)
Ironbeak Owl (not a fan of the creature, but it's a necessity)
Knife Juggler (duh)
Nerubian Egg (probably my favorite card in this deck)
Argent Horserider (I wouldn't mind replacing him in the future)
Hellfire (I added this back in for when I fall behind, and as a way to activate Egg)
Imp-plosion (the best card in this deck IMO)
Doomguard (I hate discarding, but I love Charge, and he's huge and cheap)
Reckless Rocketeer (more charge to finish opponents off past the early phase)
What should I work toward next? I wish there were a way to track a deck's win/loss stats, because I think this one is like 12-5 right now.
Also, why are there no mana-activated abilities on creatures? There are no creatures with abilities like "Click to spend 2 mana and shoot a firebolt". That NEEDS to happen. Creatures are incredibly basic in this game.
Warriors need Titan's Grip. Two weapons at once! Find a way to make it work!
I'd also like to see more Shadowform effects for other classes. Like Boomkin or Bear for Druid or Metamorphosis for Warlock
Yes, I would play Metamorphosis Warlock.
Also, WHERE IS MY FELHUNTER? He was my BFF in WoW.
Bladestorm
5 mana Spell
Deal 2 damage to all enemy minions. If any enemy minion lives, deal an additional 1 damage to all minions.
Basically an anti small deathrattle minion counter.
That's a great idea for a card.
I generally feel like HS has done a good job transferring stuff like classes, abilities and raid bosses to the game, but one stickler is that as it stands, theres no DoT effects.
Ok, theres corruption which is utter garbage. But Affliction warlocks got nothing and if Death Knights come, what will they do then?
I think it would be cool to have Corruption deal 1 damage per player turn to whatever you put it on. It could have synergy with "do X when this character takes damage" cards, but also put pressure on a player, kind of like that crappy curse card.