So the following is an idea I had for a new series of legendary cards based on the capital cities in WoW. They're powerful cards, which is why they cost 10 mana. And, to just put this out there, no, they're not perfectly balanced with one another. Some are more powerful than others, particularly those with Battlecry because you get a chance to use the card's bonus power before it's potentially silenced. I could have given them all more identical abilities but that felt a bit boring to me and this is more an exploration of theme than an exercise in card balance. The idea was to give each capital city card a power that thematically tied into the city itself. They're all taunts with divine shields because, well, they're strongholds and that felt appropriate. Let me know what you all think!
You need to be more creative. These cards are pretty uninteractive and would create a stale and boring game where everyone runs silence (sounds familiar). First of all, each capital needs to have different stat lines from each other so they can be unique and have a flavor of thier own. Secondly, at most 1 or 2 should feature Divine Shield. Thirdly, do not use Taunt on every card either. It reeks of poor design. You need to understand if a card has a powerful ability on it and remains a future threat, then it has taunt without saying it. That is a mark of good design.
The capitals should not all be Nuetrals as well. There is likely some completely broken synergies with existing cards. I would look at adding the tri-class tags to most of these capitals so you have some control in future designs. For example, Ironforge would be fine in the goons class because Warrior, Hunter, and Paladin all have a history with Taunt.
You also should look for unique abilities or come up with your own to give to each capital that sets them apart. For example, instead of Darnassus having Lifesteal; lets put it in the Kabal tri-class (Mage, Priest, and Warlock) and give it the Bolf Ramshield wording. This way we are not giving powerful healing to classes like Rogue and keeping class identity with the classes that already have some form healing while doing so in an unorthodox and interactive way.
You need to be more creative. These cards are pretty uninteractive and would create a stale and boring game where everyone runs silence (sounds familiar). First of all, each capital needs to have different stat lines from each other so they can be unique and have a flavor of thier own. Secondly, at most 1 or 2 should feature Divine Shield. Thirdly, do not use Taunt on every card either. It reeks of poor design. You need to understand if a card has a powerful ability on it and remains a future threat, then it has taunt without saying it. That is a mark of good design.
The capitals should not all be Nuetrals as well. There is likely some completely broken synergies with existing cards. I would look at adding the tri-class tags to most of these capitals so you have some control in future designs. For example, Ironforge would be fine in the goons class because Warrior, Hunter, and Paladin all have a history with Taunt.
You also should look for unique abilities or come up with your own to give to each capital that sets them apart. For example, instead of Darnassus having Lifesteal; lets put it in the Kabal tri-class (Mage, Priest, and Warlock) and give it the Bolf Ramshield wording. This way we are not giving powerful healing to classes like Rogue and keeping class identity with the classes that already have some form healing while doing so in an unorthodox and interactive way.
Well aren't you just full of sweetness and light. For a moment there I forgot this was the Internet. Thanks for the reminder. :-)
You need to be more creative. These cards are pretty uninteractive and would create a stale and boring game where everyone runs silence (sounds familiar). First of all, each capital needs to have different stat lines from each other so they can be unique and have a flavor of thier own. Secondly, at most 1 or 2 should feature Divine Shield. Thirdly, do not use Taunt on every card either. It reeks of poor design. You need to understand if a card has a powerful ability on it and remains a future threat, then it has taunt without saying it. That is a mark of good design.
The capitals should not all be Nuetrals as well. There is likely some completely broken synergies with existing cards. I would look at adding the tri-class tags to most of these capitals so you have some control in future designs. For example, Ironforge would be fine in the goons class because Warrior, Hunter, and Paladin all have a history with Taunt.
You also should look for unique abilities or come up with your own to give to each capital that sets them apart. For example, instead of Darnassus having Lifesteal; lets put it in the Kabal tri-class (Mage, Priest, and Warlock) and give it the Bolf Ramshield wording. This way we are not giving powerful healing to classes like Rogue and keeping class identity with the classes that already have some form healing while doing so in an unorthodox and interactive way.
Well aren't you just full of sweetness and light. For a moment there I forgot this was the Internet. Thanks for the reminder. :-)
He was being genuinely critical. Someone taking your designs seriously (unlike I did) is the greatest compliment of all.
Rollback Post to RevisionRollBack
Look at this thing and let me know what you think!
You need to be more creative. These cards are pretty uninteractive and would create a stale and boring game where everyone runs silence (sounds familiar). First of all, each capital needs to have different stat lines from each other so they can be unique and have a flavor of thier own. Secondly, at most 1 or 2 should feature Divine Shield. Thirdly, do not use Taunt on every card either. It reeks of poor design. You need to understand if a card has a powerful ability on it and remains a future threat, then it has taunt without saying it. That is a mark of good design.
The capitals should not all be Nuetrals as well. There is likely some completely broken synergies with existing cards. I would look at adding the tri-class tags to most of these capitals so you have some control in future designs. For example, Ironforge would be fine in the goons class because Warrior, Hunter, and Paladin all have a history with Taunt.
You also should look for unique abilities or come up with your own to give to each capital that sets them apart. For example, instead of Darnassus having Lifesteal; lets put it in the Kabal tri-class (Mage, Priest, and Warlock) and give it the Bolf Ramshield wording. This way we are not giving powerful healing to classes like Rogue and keeping class identity with the classes that already have some form healing while doing so in an unorthodox and interactive way.
Well aren't you just full of sweetness and light. For a moment there I forgot this was the Internet. Thanks for the reminder. :-)
You said "Let me know what you all think!". He's giving helpful, detailed, constructive advice. He was never once rude or condescending, just honest. He's also correct on every point. If you want to get better at making cards, you need to learn to accept advice.
Sorry I don't like these as well. I would prefer we have a unique card type called Location. The way you have them now just doesn't make any sense thematically as it can be shadow word death, Black Knighted etc.
As for the abilities, I would prefer location to have some more creative abilities as well.
e.g. For Orgimmar, whenever an enemy minion attacks, deal 1 damage to it first.
e.g. For Stormwind, opponent can only attack with 3 or less minions each turn.
I like the idea of capital city cards. Big fat defensive cards based on cities is a cool idea.
That said, these cards all all pretty boring, and most are unplayable. For the ones without battlecry effects, a simple Polymorph, Spellbreaker, Hex, Mass Dispel, etc will instantly make them trash. For the ones that do have battlecry effects, the only one that seems strong enough to play is Ogrimmar, which seems to be a bigger version of Primordial Drake.
Well, I suppose this is what I get for posting card ideas just two days after discovering the online card generator. The cards obviously need a little more work. :-)
Well, I suppose this is what I get for posting card ideas just two days after discovering the online card generator. The cards obviously need a little more work. :-)
Don't be too harsh on yourself.
The capital city idea had been done death before, I'v seen dozen submissions by dozen users by now. No wonder people are gonna be critical, especially if they saw a better version before. Don't get discouraged, try again :)
The idea behind making them all Divine Shield Taunts was an attempt to make them all versions of the same thing, like weapons, only with a different bonus ability. And it made sense thematically since capital cities are strongholds. But I guess that doesn't work as well in practice.
I still think the core idea is solid, I just need to revisit the mana costs, health and attack power, as well as how each card functions.
It would be interesting if each of the cities became an emblem (like the darkness before he activates) that takes up 3 squares and provides a powerful passive in exchange for the loss in board space.
For example, maybe make Undercity's ability "At the end of each turn summon zombie whose power and toughness equal the number of minions that died this turn with taunt", or Make Silvermoon "At the end of each turn, give your minions divine shield".
Something worth 10 mana and losing 3 minion slots permanently, but doesn't just immediately bust the board by summoning huge stuff that'll kill you in one hit if you don't have Twisting Nether in hand.
Rollback Post to RevisionRollBack
Look at this thing and let me know what you think!
So the following is an idea I had for a new series of legendary cards based on the capital cities in WoW. They're powerful cards, which is why they cost 10 mana. And, to just put this out there, no, they're not perfectly balanced with one another. Some are more powerful than others, particularly those with Battlecry because you get a chance to use the card's bonus power before it's potentially silenced. I could have given them all more identical abilities but that felt a bit boring to me and this is more an exploration of theme than an exercise in card balance. The idea was to give each capital city card a power that thematically tied into the city itself. They're all taunts with divine shields because, well, they're strongholds and that felt appropriate. Let me know what you all think!
You need to be more creative. These cards are pretty uninteractive and would create a stale and boring game where everyone runs silence (sounds familiar). First of all, each capital needs to have different stat lines from each other so they can be unique and have a flavor of thier own. Secondly, at most 1 or 2 should feature Divine Shield. Thirdly, do not use Taunt on every card either. It reeks of poor design. You need to understand if a card has a powerful ability on it and remains a future threat, then it has taunt without saying it. That is a mark of good design.
The capitals should not all be Nuetrals as well. There is likely some completely broken synergies with existing cards. I would look at adding the tri-class tags to most of these capitals so you have some control in future designs. For example, Ironforge would be fine in the goons class because Warrior, Hunter, and Paladin all have a history with Taunt.
You also should look for unique abilities or come up with your own to give to each capital that sets them apart. For example, instead of Darnassus having Lifesteal; lets put it in the Kabal tri-class (Mage, Priest, and Warlock) and give it the Bolf Ramshield wording. This way we are not giving powerful healing to classes like Rogue and keeping class identity with the classes that already have some form healing while doing so in an unorthodox and interactive way.
The Black Knight -"We need to show this to Blizzard, I think it's a great idea!"
Look at this thing and let me know what you think!
Look at this thing and let me know what you think!
Sorry I don't like these as well. I would prefer we have a unique card type called Location. The way you have them now just doesn't make any sense thematically as it can be shadow word death, Black Knighted etc.
As for the abilities, I would prefer location to have some more creative abilities as well.
e.g. For Orgimmar, whenever an enemy minion attacks, deal 1 damage to it first.
e.g. For Stormwind, opponent can only attack with 3 or less minions each turn.
If you actually want to know what think:
I like the idea of capital city cards. Big fat defensive cards based on cities is a cool idea.
That said, these cards all all pretty boring, and most are unplayable. For the ones without battlecry effects, a simple Polymorph, Spellbreaker, Hex, Mass Dispel, etc will instantly make them trash. For the ones that do have battlecry effects, the only one that seems strong enough to play is Ogrimmar, which seems to be a bigger version of Primordial Drake.
This thread became instant gold.
Well, I suppose this is what I get for posting card ideas just two days after discovering the online card generator. The cards obviously need a little more work. :-)
The idea behind making them all Divine Shield Taunts was an attempt to make them all versions of the same thing, like weapons, only with a different bonus ability. And it made sense thematically since capital cities are strongholds. But I guess that doesn't work as well in practice.
I still think the core idea is solid, I just need to revisit the mana costs, health and attack power, as well as how each card functions.
It would be interesting if each of the cities became an emblem (like the darkness before he activates) that takes up 3 squares and provides a powerful passive in exchange for the loss in board space.
For example, maybe make Undercity's ability "At the end of each turn summon zombie whose power and toughness equal the number of minions that died this turn with taunt", or Make Silvermoon "At the end of each turn, give your minions divine shield".
Something worth 10 mana and losing 3 minion slots permanently, but doesn't just immediately bust the board by summoning huge stuff that'll kill you in one hit if you don't have Twisting Nether in hand.
Look at this thing and let me know what you think!