Dual Wield seems kind of OP - 1 mana for a perma-game effect with multiple weapons? And how would it even work - would Deadly Poison give both weapons +2, or would it split the difference, giving each weapon +1? I'd think this would be a 4 mana spell, to make it more of an investment, or it's something more like, "If you have a weapon equipped, equip a second weapon from your deck. You can attack once with each blade per turn." - to make it non-permanant.
Dual Wield seems kind of OP - 1 mana for a perma-game effect with multiple weapons? And how would it even work - would Deadly Poison give both weapons +2, or would it split the difference, giving each weapon +1? I'd think this would be a 4 mana spell, to make it more of an investment, or it's something more like, "If you have a weapon equipped, equip a second weapon from your deck. You can attack once with each blade per turn." - to make it non-permanant.
Could work. Dual Wielding would be something difficult to integrate especially in Rogue. Blizzard could make it work, tho. Mana could be increased to 2-3 any more than that would be too much imo.
First Blood: If that name would stick, it should probably have the stipulation of "if it is the first minion to die this turn". Knife Juggle: I think you could remove the damage aspect (and possibly the randomness?), since Divine Shield doesn't matter when the minion is x/0. Masquerade: Kind of doesn't make sense targeting your minion, instead it should target an enemy. Blackmarket Sentry: Maybe give -0/-1 and add Taunt? It feels like it should have taunt, but might be too good at 3 mana. Dual Wield: "Too Complicated™" Blizzard Entertainment, Inc. 1991-2016 Illidari Skywatcher: I like the idea, but can't help but feel it would do better in a game like Yu-Gi-Oh where you can play cards face down so your opponent can't see.
Rogues don't really have a 3-drop that's just good to slam on an empty board. The Inspire on this card takes away the negative impact of replacing your poisoned dagger, and the poisons could be saved over many turns to make one huge weapon or combo other cards.
I think that's quite powerful with the Inspire, also Inspire is TGT exclusive from what I've read. Changing it to Battlecry and Deathrattle (a la Toshley) would reduce the superstacking Deadly Poison and boost Rattlerogue without making the card useless outside of Rattlerogue
First Blood and Sen'Jin Dagga Juju are so broken that it's hilarious. The first is basically a super-buffed Death Coil (which is a very good card already), while the second is a ridiculous 1mana cost 12heal card.
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When you dump something down the toilet it disappears while still existing in the sewers. Welcome to Wild mode, "it's not like they took our cards away".
First Blood and Sen'Jin Dagga Juju are so broken that it's hilarious. The first is basically a super-buffed Death Coil (which is a very good card already), while the second is a ridiculous 1mana cost 12heal card.
First Blood is not better than a Mortal Coil in most cases. Drawing a card is worth 1.5 mana ( Novice Engineer is a 2 mana minion with a 0.5 mana body and 1.5 mana effect), where as equipping a 1/2 weapon is worth 0 mana (as such it is a Hero Power), so drawing a card is not equal to equipping a weapon, as such there is an increase in the damage output of First Blood as compared to Mortal Coil. Seems fine to me, I want better reasoning on your side if you wish to convince me.
As far as Sen'jin Dagga Juju is concerned, you need to combo it to be useful, PLUS you need to have a weapon equipped for it to even be usable. Like I mentioned in its description, compare it to Power Word: Glory. Having a minion on board is arguably more easier than having a weapon, further more, the minion can attack infinitely (in theory), as compared to the weapon's limited number of attacks. All in all, I wouldn't call it broken, strong sure, but not broken, especially considering Rogue is a class with 0 Health sustainability or restoration cards. Also, to clear something up, in case you missed it, the Juju only applies to the current weapon you have equipped, not every weapon you'll ever equip in that game.
Illidari Skywatcher seems cool but he would lose stealth once he dealt the damage right? Like when you give stealth to Flamewaker with the spare part and he activates, he loses stealth on the spot.
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'There is nothing more deceptive than an obvious fact'
First Blood and Sen'Jin Dagga Juju are so broken that it's hilarious. The first is basically a super-buffed Death Coil (which is a very good card already), while the second is a ridiculous 1mana cost 12heal card.
First Blood is not better than a Mortal Coil in most cases. Drawing a card is worth 1.5 mana ( Novice Engineer is a 2 mana minion with a 0.5 mana body and 1.5 mana effect), where as equipping a 1/2 weapon is worth 0 mana (as such it is a Hero Power), so drawing a card is not equal to equipping a weapon, as such there is an increase in the damage output of First Blood as compared to Mortal Coil. Seems fine to me, I want better reasoning on your side if you wish to convince me.
As far as Sen'jin Dagga Juju is concerned, you need to combo it to be useful, PLUS you need to have a weapon equipped for it to even be usable. Like I mentioned in its description, compare it to Power Word: Glory. Having a minion on board is arguably more easier than having a weapon, further more, the minion can attack infinitely (in theory), as compared to the weapon's limited number of attacks. All in all, I wouldn't call it broken, strong sure, but not broken, especially considering Rogue is a class with 0 Health sustainability or restoration cards. Also, to clear something up, in case you missed it, the Juju only applies to the current weapon you have equipped, not every weapon you'll ever equip in that game.
What reasoning do you want? You kill a minion with 2 damage (instead of 1) and also equip a 1/2 weapon (saving 2mana hero power), all for just 1 mana. Death Coil's power is offset by the fact that bringing minions to exactly 1hp isn't that easy to get consistently, while 2hp is a lot easier to see. Too much.
As for Sen'jin, "you need to combo it" sounds laughably easy. The card is 1 mana, super-easy to combo with literally everything that isn't hero power. And by the time you'll need the heal you're bound to have found time to equip a weapon, so the requirement is also basically non-existant. We're talking of a 1mana card that can heal for 12, even stronger than a healing class like Shaman got (much lower mana cost, easy to weave into anything, no risk of losing joust).
The comparison with Power Word:Glory is also way off, nobody uses that card. Why? Because its potential is offset by the fact that if you use it on an enemy minion the player simply doesn't attack with it, and If you use it on your own you get a 4hp heal... and then the minion gets killed. With your card you're basically keeping all the advantages, making it a stronger heal AND ignoring all the offsets. Too much again.
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When you dump something down the toilet it disappears while still existing in the sewers. Welcome to Wild mode, "it's not like they took our cards away".
First Blood and Sen'Jin Dagga Juju are so broken that it's hilarious. The first is basically a super-buffed Death Coil (which is a very good card already), while the second is a ridiculous 1mana cost 12heal card.
First Blood is not better than a Mortal Coil in most cases. Drawing a card is worth 1.5 mana ( Novice Engineer is a 2 mana minion with a 0.5 mana body and 1.5 mana effect), where as equipping a 1/2 weapon is worth 0 mana (as such it is a Hero Power), so drawing a card is not equal to equipping a weapon, as such there is an increase in the damage output of First Blood as compared to Mortal Coil. Seems fine to me, I want better reasoning on your side if you wish to convince me.
As far as Sen'jin Dagga Juju is concerned, you need to combo it to be useful, PLUS you need to have a weapon equipped for it to even be usable. Like I mentioned in its description, compare it to Power Word: Glory. Having a minion on board is arguably more easier than having a weapon, further more, the minion can attack infinitely (in theory), as compared to the weapon's limited number of attacks. All in all, I wouldn't call it broken, strong sure, but not broken, especially considering Rogue is a class with 0 Health sustainability or restoration cards. Also, to clear something up, in case you missed it, the Juju only applies to the current weapon you have equipped, not every weapon you'll ever equip in that game.
What reasoning do you want? You kill a minion with 2 damage (instead of 1) and also equip a 1/2 weapon (saving 2mana hero power), all for just 1 mana. Death Coil's power is offset by the fact that bringing minions to exactly 1hp isn't that easy to get consistently, while 2hp is a lot easier to see. Too much.
As for Sen'jin, "you need to combo it" sounds laughably easy. The card is 1 mana, super-easy to combo with literally everything that isn't hero power. And by the time you'll need the heal you're bound to have found time to equip a weapon, so the requirement is also basically non-existant. We're talking of a 1mana card that can heal for 12, even stronger than a healing class like Shaman got (much lower mana cost, easy to weave into anything, no risk of losing joust).
The comparison with Power Word:Glory is also way off, nobody uses that card. Why? Because its potential is offset by the fact that if you use it on an enemy minion the player simply doesn't attack with it, and If you use it on your own you get a 4hp heal... and then the minion gets killed. With your card you're basically keeping all the advantages, making it a stronger heal AND ignoring all the offsets. Too much again.
Fair enough. I can see adjusting Sen'jin Dagga Juju to 2 mana, not quite sure what to do with First Blood though.
Illidari Skywatcher seems cool but he would lose stealth once he dealt the damage right? Like when you give stealth to Flamewaker with the spare part and he activates, he loses stealth on the spot.
That's actually true, can't believe I missed that. Seem to be off my a-game.
Some of these seem too gimmicky to make use of, though they are neat ideas. I do not like the idea of dual-wielding, though; others have presented it before and from a gameplay standpoint, it just doesn't make sense.
In any case, previously I presented my idea for better Rogue board clear, here is my idea for effective Rogue healing, remaining flavorful and accurate to WoW Rogues:
I know the picture is from healing wave. I couldn't find the image I was looking for and chose this as the best substitute. In any case, it is, effectively, a heal over time, as recuperate is meant to be. Not only is it easy to weave in to your turn since it is only one mana, but you can even use it as a combo starter in a pinch.
In your explanation you say delivered by Nexus-Champion Saraad. So, is it supposed to work like his effect? If it does, then you should rephrase the text because when I read it I thought that I would draw the card from the deck.
Also, maybe you should rephrase the end part into "equal to the damage dealt".
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'There is nothing more deceptive than an obvious fact'
In your explanation you say delivered by Nexus-Champion Saraad. So, is it supposed to work like his effect? If it does, then you should rephrase the text because when I read it I thought that I would draw the card from the deck.
Also, maybe you should rephrase the end part into "equal to the damage dealt".
Oh, that was just a bit of flavor text-ish thing. :P Imagine it working like Lock and Load, where you get a spell if a certain thing is completed. Probably, add a spell to you hand would be better wording.
In your explanation you say delivered by Nexus-Champion Saraad. So, is it supposed to work like his effect? If it does, then you should rephrase the text because when I read it I thought that I would draw the card from the deck.
Also, maybe you should rephrase the end part into "equal to the damage dealt".
Oh, that was just a bit of flavor text-ish thing. :P Imagine it working like Lock and Load, where you get a spell if a certain thing is completed. Probably, add a spell to you hand would be better wording.
So it's like "Whenever your hero attacks, add a rogue spell with cost equal to the damage dealt". A Lock and Load with some rogue flavor. I like it (y)
Maybe remove stealth from the minion because you get a very strong weapon. I prefer to make the stats 5/7 or 6/8 in return (sth that can get removed but the one who plays it has some advantage out of it).
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'There is nothing more deceptive than an obvious fact'
Additional stats may be cool, but I wanted to give it a bit of a Rogue-ish feeling with the Stealth mechanic. Plus, playing small bodies on late turns can prove to be disastrous, so the stealth at the very least, *almost* guarantees 5 damage.
Amazing work with the design and flavor of all the cards. With that said, there are a couple of fairly big problems.
First Blood is definitely OP - clear most two drops plus effectively activate your hero power is too much tempo for a 1-mana card.
Shadowy Sentinel is a really cool card but would be game-breaking if coined out on turn two.
Thanks for viewing them. I'll probably do balance tweaking after I have some more cards done.
I think you have a bit of a misconception of Shadowy Sentinel, this effect would apply only to the Mechs currently on the board, not to any you may play after the Sentinel is on the board.
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Dual Wield seems kind of OP - 1 mana for a perma-game effect with multiple weapons? And how would it even work - would Deadly Poison give both weapons +2, or would it split the difference, giving each weapon +1? I'd think this would be a 4 mana spell, to make it more of an investment, or it's something more like, "If you have a weapon equipped, equip a second weapon from your deck. You can attack once with each blade per turn." - to make it non-permanant.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
Added in a new minion.
First Blood: If that name would stick, it should probably have the stipulation of "if it is the first minion to die this turn".
Knife Juggle: I think you could remove the damage aspect (and possibly the randomness?), since Divine Shield doesn't matter when the minion is x/0.
Masquerade: Kind of doesn't make sense targeting your minion, instead it should target an enemy.
Blackmarket Sentry: Maybe give -0/-1 and add Taunt? It feels like it should have taunt, but might be too good at 3 mana.
Dual Wield: "Too Complicated™" Blizzard Entertainment, Inc. 1991-2016
Illidari Skywatcher: I like the idea, but can't help but feel it would do better in a game like Yu-Gi-Oh where you can play cards face down so your opponent can't see.
First Blood and Sen'Jin Dagga Juju are so broken that it's hilarious. The first is basically a super-buffed Death Coil (which is a very good card already), while the second is a ridiculous 1mana cost 12heal card.
When you dump something down the toilet it disappears while still existing in the sewers. Welcome to Wild mode, "it's not like they took our cards away".
Dude, you're on fire with the card creation.
Illidari Skywatcher seems cool but he would lose stealth once he dealt the damage right? Like when you give stealth to Flamewaker with the spare part and he activates, he loses stealth on the spot.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
When you dump something down the toilet it disappears while still existing in the sewers. Welcome to Wild mode, "it's not like they took our cards away".
-Removed Illidari Skywatcher
-Added Void Runes
Some of these seem too gimmicky to make use of, though they are neat ideas. I do not like the idea of dual-wielding, though; others have presented it before and from a gameplay standpoint, it just doesn't make sense.
In any case, previously I presented my idea for better Rogue board clear, here is my idea for effective Rogue healing, remaining flavorful and accurate to WoW Rogues:
I know the picture is from healing wave. I couldn't find the image I was looking for and chose this as the best substitute. In any case, it is, effectively, a heal over time, as recuperate is meant to be. Not only is it easy to weave in to your turn since it is only one mana, but you can even use it as a combo starter in a pinch.
I'm a bit confused with Void Runes.
In your explanation you say delivered by Nexus-Champion Saraad. So, is it supposed to work like his effect? If it does, then you should rephrase the text because when I read it I thought that I would draw the card from the deck.
Also, maybe you should rephrase the end part into "equal to the damage dealt".
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Thanks! :3
-Added Mahnoor Snowblade.
Dude you're on fire PogChamp
Maybe remove stealth from the minion because you get a very strong weapon. I prefer to make the stats 5/7 or 6/8 in return (sth that can get removed but the one who plays it has some advantage out of it).
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Additional stats may be cool, but I wanted to give it a bit of a Rogue-ish feeling with the Stealth mechanic. Plus, playing small bodies on late turns can prove to be disastrous, so the stealth at the very least, *almost* guarantees 5 damage.
-Added Shadowy Sentinel
Amazing work with the design and flavor of all the cards. With that said, there are a couple of fairly big problems.
First Blood is definitely OP - clear most two drops plus effectively activate your hero power is too much tempo for a 1-mana card.
Shadowy Sentinel is a really cool card but would be game-breaking if coined out on turn two.