The change that I personally prefer is to remove the Demon tribe from Void Lord. It doesn't make any sense lore wise anyway since Void Lords aren't demons in warcraft lore.
1. Doomguard - nerfed to Charge, 4/6 with Battlecry: Discard 2 cards, gain +1/+1
2. Possessed Lackey - buff to 4/4 with Deathrattle: summon a random Demon
3. Bloodreaver Gul'dan - nerfed hero power to deal 2
4. Call to Arms - now 5 mana, recruits 2 minions equal to or less than 2 mana
5. Spiteful Summoner - buffed to 6/6, changed Battlecry to: Reveal and destroy a random spell in your deck, and summon a minion with the same mana cost.
My issue with any of these strong cards is the high roll potential of most of them. Call to Arms can get 2 Knife Jugglers and get the Divine Shield Taunt as well and unless you have direct removal, your minions will get dinged and removed easily with a bunch of minions coming into play.
Spiteful Summoner is another problematic card like Barnes. Getting free or discounted minions needs to be balanced properly. I actually like the idea of 'destroying' the spell you reveal. Why? Because it's thematic. He is a spiteful summoner, meaning he is going to do something bad in order to give you something in return. Destroying the spell works for me. It means you no longer have the 10 mana spell later in the game. Risk vs Reward.
Possessed Lackey is another issue because getting a 9 drop on turn 6 or 5 (with the coin) is not fair as no other class can pull this off and it also limits future Demon designs because of it. If they ever wanted to print a fun or strong 10 cost demon, now they can't or should be wary to do so.
It's why Corridor Creeper had to be nerfed because an unconditional 0 cost 5/5 is way too strong. Trading minions and destroying them is all the natural part of the game. That's the unconditional part as it requires no 'extra' effort. Other free or discounted minions usually require some sort of prerequisite.
I have actually designed cards for fun before and many of the design themes I have had, gives you powerful effects, but also 'destroys' the card in the process, so that infinite combos are less likely.
Example: Mage Secret, Cost 3 mana - Whenever your opponent plays any card, Discover a Secret in your deck. Put a copy of that Secret into the Battlefield and in your hand. Destroy the discovered secret afterwards in your deck.
What the above Secret does is gives you a copy in your hand. This has synergy with Quest mage and the 4 drop elemental. I think if Spiteful Summoner destroyed the spell, that would be at least balanced.
Right now, getting a 10 drop AND having access to the spell later is not a fair card.
Now the other issue I have is that not all classes have 8, 9 or 10 cost spells so this 'neutral' minion is not usable or very powerful in other classes. That makes the card feel like it was designed for Priest, Mage and Druid specifically. I think that if other classes had similar access to a 8, 9 or 10 cost minion, it would be fair as everyone would have the choice to run it.
Lastly, the Witching Hour - Hadronox Druid deck is fair even though for 3 mana you get a 9 drop. Guess what, its not unconditional, its not easy to do and takes a lot of setup to pull off. You also CANNOT build your deck with any other beasts otherwise you risk not getting Hadronox. That's a well designed card as it takes effort.
Spiteful and Possessed are not at all fair and require no setup or effort to pull off.
Dark Pact Don't let cubelock benefit from this card than entire archetype will slow down Destroy a friendly minion with a tribe, Restore 8 healt to your minion.
DoomguardBattlecry: Gain charge, discard 2 random cards
Call to Arms Costs 6 mana they cannot make it cost 5 mana or odd paladin will benefit from this too much
Divine Favor If your opponent have more than 6 cards draw 4 cards. If your opponent have less than 6 cards draw 2 cards. If your opponent have 6 cards draw 6 cards
My issue with any of these strong cards is the high roll potential of most of them. Call to Arms can get 2 Knife Jugglers and get the Divine Shield Taunt as well and unless you have direct removal, your minions will get dinged and removed easily with a bunch of minions coming into play.
Spiteful Summoner is another problematic card like Barnes. Getting free or discounted minions needs to be balanced properly. I actually like the idea of 'destroying' the spell you reveal. Why? Because it's thematic. He is a spiteful summoner, meaning he is going to do something bad in order to give you something in return. Destroying the spell works for me. It means you no longer have the 10 mana spell later in the game. Risk vs Reward.
Possessed Lackey is another issue because getting a 9 drop on turn 6 or 5 (with the coin) is not fair as no other class can pull this off and it also limits future Demon designs because of it. If they ever wanted to print a fun or strong 10 cost demon, now they can't or should be wary to do so.
It's why Corridor Creeper had to be nerfed because an unconditional 0 cost 5/5 is way too strong. Trading minions and destroying them is all the natural part of the game. That's the unconditional part as it requires no 'extra' effort. Other free or discounted minions usually require some sort of prerequisite.
I have actually designed cards for fun before and many of the design themes I have had, gives you powerful effects, but also 'destroys' the card in the process, so that infinite combos are less likely.
Example: Mage Secret, Cost 3 mana - Whenever your opponent plays any card, Discover a Secret in your deck. Put a copy of that Secret into the Battlefield and in your hand. Destroy the discovered secret afterwards in your deck.
What the above Secret does is gives you a copy in your hand. This has synergy with Quest mage and the 4 drop elemental. I think if Spiteful Summoner destroyed the spell, that would be at least balanced.
Right now, getting a 10 drop AND having access to the spell later is not a fair card.
Now the other issue I have is that not all classes have 8, 9 or 10 cost spells so this 'neutral' minion is not usable or very powerful in other classes. That makes the card feel like it was designed for Priest, Mage and Druid specifically. I think that if other classes had similar access to a 8, 9 or 10 cost minion, it would be fair as everyone would have the choice to run it.
Lastly, the Witching Hour - Hadronox Druid deck is fair even though for 3 mana you get a 9 drop. Guess what, its not unconditional, its not easy to do and takes a lot of setup to pull off. You also CANNOT build your deck with any other beasts otherwise you risk not getting Hadronox. That's a well designed card as it takes effort.
Spiteful and Possessed are not at all fair and require no setup or effort to pull off.
I am agreed with you, dealing with a +12/+12 Minion (Tyrantus) at turn 6 or 5 (with the coin) I think it is unfair, Increasing her cost and mana will make this card a little bit less problematic.
The change that I personally prefer is to remove the Demon tribe from Void Lord. It doesn't make any sense lore wise anyway since Void Lords aren't demons in warcraft lore.
Personal changes:
1. Doomguard - nerfed to Charge, 4/6 with Battlecry: Discard 2 cards, gain +1/+1
2. Possessed Lackey - buff to 4/4 with Deathrattle: summon a random Demon
3. Bloodreaver Gul'dan - nerfed hero power to deal 2
4. Call to Arms - now 5 mana, recruits 2 minions equal to or less than 2 mana
5. Spiteful Summoner - buffed to 6/6, changed Battlecry to: Reveal and destroy a random spell in your deck, and summon a minion with the same mana cost.
My issue with any of these strong cards is the high roll potential of most of them. Call to Arms can get 2 Knife Jugglers and get the Divine Shield Taunt as well and unless you have direct removal, your minions will get dinged and removed easily with a bunch of minions coming into play.
Spiteful Summoner is another problematic card like Barnes. Getting free or discounted minions needs to be balanced properly. I actually like the idea of 'destroying' the spell you reveal. Why? Because it's thematic. He is a spiteful summoner, meaning he is going to do something bad in order to give you something in return. Destroying the spell works for me. It means you no longer have the 10 mana spell later in the game. Risk vs Reward.
Possessed Lackey is another issue because getting a 9 drop on turn 6 or 5 (with the coin) is not fair as no other class can pull this off and it also limits future Demon designs because of it. If they ever wanted to print a fun or strong 10 cost demon, now they can't or should be wary to do so.
It's why Corridor Creeper had to be nerfed because an unconditional 0 cost 5/5 is way too strong. Trading minions and destroying them is all the natural part of the game. That's the unconditional part as it requires no 'extra' effort. Other free or discounted minions usually require some sort of prerequisite.
I have actually designed cards for fun before and many of the design themes I have had, gives you powerful effects, but also 'destroys' the card in the process, so that infinite combos are less likely.
Example: Mage Secret, Cost 3 mana - Whenever your opponent plays any card, Discover a Secret in your deck. Put a copy of that Secret into the Battlefield and in your hand. Destroy the discovered secret afterwards in your deck.
What the above Secret does is gives you a copy in your hand. This has synergy with Quest mage and the 4 drop elemental. I think if Spiteful Summoner destroyed the spell, that would be at least balanced.
Right now, getting a 10 drop AND having access to the spell later is not a fair card.
Now the other issue I have is that not all classes have 8, 9 or 10 cost spells so this 'neutral' minion is not usable or very powerful in other classes. That makes the card feel like it was designed for Priest, Mage and Druid specifically. I think that if other classes had similar access to a 8, 9 or 10 cost minion, it would be fair as everyone would have the choice to run it.
Lastly, the Witching Hour - Hadronox Druid deck is fair even though for 3 mana you get a 9 drop. Guess what, its not unconditional, its not easy to do and takes a lot of setup to pull off. You also CANNOT build your deck with any other beasts otherwise you risk not getting Hadronox. That's a well designed card as it takes effort.
Spiteful and Possessed are not at all fair and require no setup or effort to pull off.
Buff Level Up!'s cost down to 4.
And for Cubelock, idk, have Cube silence before destroying so it doesn't trigger deathrattle the first time.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
For the Horde
Divine Favor: If your opponent has 5 more cards in their hand than you do, draw 3 cards.
Call to Arms: Recruit three (1) Cost minions.
Doomguard: Battlecry: Gain Charge and discard random 2 cards.
Grumble, Worldshaker: Battlecry: return your other Elementals to your hand. They cost (1).
Spiteful Summoner: Battlecry: Reveal a spell in your deck, if it costs (6) or more, summon a random 6-cost minion. (Dr. 6 lol)
Only issue is taunt druid possibly getting out of hand.
Why u hav to be mad? is only card gaem.
For the Horde