Alright well, here goes. The Spellbreaker Class and all the cards that hopefully meet this challenge.
And now the cards. In fact, a bit worried about this first one. I don't know if It fits as a basic card or not. The other two, the pokemon Card and the Legendary are last. I would love feedback on strength/balance aspects of all these cards.
You have severely underpowered a number of your cards.
Inate Sense - First, it should be "Innate". Now, compare this to Mind Vision. Mind Vision costs the same, and not only does it reveal a card, but your opponent doesn't know which one and you get a copy of it. Your card is crazy weak compared to this. For 1 mana, you should reveal your opponent's entire hand.
Rune of Defense - This is very weak compared to existing cards that buff minions.Mark of the Wild costs the same. It gives 1 less health, but gives +2 attack and Taunt as well. Your card is terrible compared to this. Also, Divine Spirit straight up doubles Health for the same cost as your card. This should be like +5 Health. Or +4 at the very least.
Bloodwarder Shield - Assassin's Blade is underpowered at 5 mana 3/4. A 4/3 is arguably worse than a 3/4, and yet you have made this more expensive. Should be 5 mana, although it's worth 4.5, I think.
Healing Rune - Healing Touch restore 8 Health for 3 mana. For 6 mana, you should be restoring way more than 10. This card is only worth 4 mana, based on progression from Flash Heal to Holy Light to Healing Touch.
Rune of Shielding - For the same cost, you have Ancestral Healing, which also gives Taunt, but restores a minion to full health, and that card is never used cuz it's bad. For 1 mana, you can give a minion +2 Health and draw a card. This is really bad in comparison to both.
Ancient Guardian - You have severely undervalued how bad "Can't Attack" is. With Ancient Watcher, you can see that you get 4 mana worth of stats for just 2 mana. Your card gives 7.5 mana worth of stats for 7 mana. That's really, really bad. This should cost 5 mana, since it's a class card and so should get a better discount than Ancient Watcher.
I guess I was a bit apprehensive, honestly. Almost all the feedback I got last time was cards/hero too strong and I don't really think I thought-everything-through as well. Sometimes I tunnel-vision and it leads to half-baked ideas. Got to admit, I was drawing a bit of a blank and I powered through it. Thanks for your feedback! I Will definitely keep it in mind. I think I let comments from last time sort of discourage me to be honest and I swung in the opposite direction on a few of these. And yeah, Innate is definitely misspelled there. Rune of Shielding is definitely getting trashed or remade into something more worthwhile. Probably should spend more time thinking on these than a few hours. I'm serious about this competition but my attention span varies wildly. It seems when I create things I tend to not think things through as logically. Kind of funny because a cursory look back a few minutes ago had me scratching my head thinking a few of the things you were. I guess that's what I get for being an 'on the seat of my pants' kind of creator.
Can I get some advice on whether this card is too good, too bad, or too bleh?
The card is obviously Tsareena, one of my favourite pokemon added in Sun and Moon (Grass types ftw), she fits in with the royal theme, as she is a pokemon resembling a queen while also being passable as some form of Naiad, a... sorta common type of character in fantasy type games and the like. I want it to be a card that belongs in midrange/control decks that allow for insane trades, also, the ability makes a lot of sense considering her signature move, Trop Kick, which deals reasonable damage and reduces the enemies attack.
So is the card interesting enough, and is it balanced? I think one of her best comparisons here is Fire Elemental. -1 attack and -1 damage in exchange for a single turn debuff. Oh, and one final question, should I change the spelling of the name to Fraiad, to make the comparison more obvious or is this good?
Alright well, here goes. The Spellbreaker Class and all the cards that hopefully meet this challenge.
And now the cards. In fact, a bit worried about this first one. I don't know if It fits as a basic card or not. The other two, the pokemon Card and the Legendary are last. I would love feedback on strength/balance aspects of all these cards.
You have severely underpowered a number of your cards.
Inate Sense - First, it should be "Innate". Now, compare this to Mind Vision. Mind Vision costs the same, and not only does it reveal a card, but your opponent doesn't know which one and you get a copy of it. Your card is crazy weak compared to this. For 1 mana, you should reveal your opponent's entire hand.
Rune of Defense - This is very weak compared to existing cards that buff minions.Mark of the Wild costs the same. It gives 1 less health, but gives +2 attack and Taunt as well. Your card is terrible compared to this. Also, Divine Spirit straight up doubles Health for the same cost as your card. This should be like +5 Health. Or +4 at the very least.
Bloodwarder Shield - Assassin's Blade is underpowered at 5 mana 3/4. A 4/3 is arguably worse than a 3/4, and yet you have made this more expensive. Should be 5 mana, although it's worth 4.5, I think.
Healing Rune - Healing Touch restore 8 Health for 3 mana. For 6 mana, you should be restoring way more than 10. This card is only worth 4 mana, based on progression from Flash Heal to Holy Light to Healing Touch.
Rune of Shielding - For the same cost, you have Ancestral Healing, which also gives Taunt, but restores a minion to full health, and that card is never used cuz it's bad. For 1 mana, you can give a minion +2 Health and draw a card. This is really bad in comparison to both.
Ancient Guardian - You have severely undervalued how bad "Can't Attack" is. With Ancient Watcher, you can see that you get 4 mana worth of stats for just 2 mana. Your card gives 7.5 mana worth of stats for 7 mana. That's really, really bad. This should cost 5 mana, since it's a class card and so should get a better discount than Ancient Watcher.
I guess I was a bit apprehensive, honestly. Almost all the feedback I got last time was cards/hero too strong and I don't really think I thought-everything-through as well. Sometimes I tunnel-vision and it leads to half-baked ideas. Got to admit, I was drawing a bit of a blank and I powered through it. Thanks for your feedback! I Will definitely keep it in mind. I think I let comments from last time sort of discourage me to be honest and I swung in the opposite direction on a few of these. And yeah, Innate is definitely misspelled there. Rune of Shielding is definitely getting trashed or remade into something more worthwhile. Probably should spend more time thinking on these than a few hours. I'm serious about this competition but my attention span varies wildly. It seems when I create things I tend to not think things through as logically. Kind of funny because a cursory look back a few minutes ago had me scratching my head thinking a few of the things you were. I guess that's what I get for being an 'on the seat of my pants' kind of creator.
In general, I think you should try to err on the side of making things too powerful, since people respond more positively to things that are more powerful. Making something too weak will hurt you more, and you can always nerf things based on the response here. That's what discussion threads are for.
I think something you should try to make in the basic set is something that is, like, anti-spell. I feel like you're missing a little of that Spellbreaker flavor here. It may be difficult because you can't use Silence or Counter in Basic, but you should try to come up with something. Maybe something that has or gives "Can't be targeted by spells or hero powers"?
Alright well, here goes. The Spellbreaker Class and all the cards that hopefully meet this challenge.
And now the cards. In fact, a bit worried about this first one. I don't know if It fits as a basic card or not. The other two, the pokemon Card and the Legendary are last. I would love feedback on strength/balance aspects of all these cards.
You have severely underpowered a number of your cards.
Inate Sense - First, it should be "Innate". Now, compare this to Mind Vision. Mind Vision costs the same, and not only does it reveal a card, but your opponent doesn't know which one and you get a copy of it. Your card is crazy weak compared to this. For 1 mana, you should reveal your opponent's entire hand.
Rune of Defense - This is very weak compared to existing cards that buff minions.Mark of the Wild costs the same. It gives 1 less health, but gives +2 attack and Taunt as well. Your card is terrible compared to this. Also, Divine Spirit straight up doubles Health for the same cost as your card. This should be like +5 Health. Or +4 at the very least.
Bloodwarder Shield - Assassin's Blade is underpowered at 5 mana 3/4. A 4/3 is arguably worse than a 3/4, and yet you have made this more expensive. Should be 5 mana, although it's worth 4.5, I think.
Healing Rune - Healing Touch restore 8 Health for 3 mana. For 6 mana, you should be restoring way more than 10. This card is only worth 4 mana, based on progression from Flash Heal to Holy Light to Healing Touch.
Rune of Shielding - For the same cost, you have Ancestral Healing, which also gives Taunt, but restores a minion to full health, and that card is never used cuz it's bad. For 1 mana, you can give a minion +2 Health and draw a card. This is really bad in comparison to both.
Ancient Guardian - You have severely undervalued how bad "Can't Attack" is. With Ancient Watcher, you can see that you get 4 mana worth of stats for just 2 mana. Your card gives 7.5 mana worth of stats for 7 mana. That's really, really bad. This should cost 5 mana, since it's a class card and so should get a better discount than Ancient Watcher.
I guess I was a bit apprehensive, honestly. Almost all the feedback I got last time was cards/hero too strong and I don't really think I thought-everything-through as well. Sometimes I tunnel-vision and it leads to half-baked ideas. Got to admit, I was drawing a bit of a blank and I powered through it. Thanks for your feedback! I Will definitely keep it in mind. I think I let comments from last time sort of discourage me to be honest and I swung in the opposite direction on a few of these. And yeah, Innate is definitely misspelled there. Rune of Shielding is definitely getting trashed or remade into something more worthwhile. Probably should spend more time thinking on these than a few hours. I'm serious about this competition but my attention span varies wildly. It seems when I create things I tend to not think things through as logically. Kind of funny because a cursory look back a few minutes ago had me scratching my head thinking a few of the things you were. I guess that's what I get for being an 'on the seat of my pants' kind of creator.
In general, I think you should try to err on the side of making things too powerful, since people respond more positively to things that are more powerful. Making something too weak will hurt you more, and you can always nerf things based on the response here. That's what discussion threads are for.
I think something you should try to make in the basic set is something that is, like, anti-spell. I feel like you're missing a little of that Spellbreaker flavor here. It may be difficult because you can't use Silence or Counter in Basic, but you should try to come up with something. Maybe something that has or gives "Can't be targeted by spells or hero powers"?
Yeah I was kind of hurting there on working in my concept with the basic cards. I was going to have a minion with that, but I thought that would be against the keyword rule. I guess Asylum needs to weigh in on that. The 'Elusive' Keyword doesn't show up on any basic set cards. It wasn't in that list but I don't know. I figured it wouldn't count.
Does anyone know where I can find specifc wow tcg art? There are sooo many good bits of art I could use but no matter how hard I google I can't find them without it being the actual card. Both my Versatile Potion and Bottled Death from round 1 were made by cropping out the card parts haha.
Also here are my two challenge cards if anyone wants to give feedback:
My classes hero power adds a token to your hand and Concoct spends it. I will have a beast theme with mutated or experimented animals hence the beast tag on my spawbat from round 1. Means I can ensure that elusive doesn't get on anything too insane.
Okay. I see my original Moonglow Moth may be slightly OP, and it's health has been lowered to 2
Moonglow Moth:
This is just something random, but we are going to have to use are from pokemon to make a card. Intresting.... I'll have to do a ghost type pokemon due to my "Spiritcaller" class. (Unless I find some godly Suicune art) I'm thinking Chandelure.
@Maxlot
The card is interesting... I'd say it's slightly overpowered, although this is entirely up to you. The -4 attack will almost always garentee a removal, and -4/-2 is almost like a backward Velen's Chosen. I'd say to either increase the cost by 1, make it a 4/4, or somehow debuff it. Just me, you may disagree however. Just compare it to Stormpike Commando (which sucks) to see how much better it is.
Can I get some advice on whether this card is too good, too bad, or too bleh?
The card is obviously Tsareena, one of my favourite pokemon added in Sun and Moon (Grass types ftw), she fits in with the royal theme, as she is a pokemon resembling a queen while also being passable as some form of Naiad, a... sorta common type of character in fantasy type games and the like. I want it to be a card that belongs in midrange/control decks that allow for insane trades, also, the ability makes a lot of sense considering her signature move, Trop Kick, which deals reasonable damage and reduces the enemies attack.
So is the card interesting enough, and is it balanced? I think one of her best comparisons here is Fire Elemental. -1 attack and -1 damage in exchange for a single turn debuff. Oh, and one final question, should I change the spelling of the name to Fraiad, to make the comparison more obvious or is this good?
@Asylum_Rhapsody and Nurgling13: Thanks. I'm either an idiot or and idiot. Probably both. wait wut?
I think your cards are pretty balanced: Toxic Muk (well pun-ed!) is a more powerful and defensive (yet conditional) Emperor Cobra and Animal Experimenter Leon's effect is pretty interesting (a more delayed and specific Don Han'Cho, but less of an immediate stat loss).
However, I think the name for your Legendary could be tweaked ("Animal Experimenter" sounds somewhat generic; maybe "Leon, Master Mutator") . Also, one minor syntactical gripe I have is that the words "beast" and "hero powers" should all be capitalized in Animal Experimenter Leon.
@OBoily
Your basic set looks good (Immolate the Impure in particular is very flavorful!): all the cards seem balanced to me (except Alarming Speech is slightly on the weak side, as I don't think +4 Attack and Taunt would be too strong if you compare to Mark of the Wild and Cold Blood ), and you've got a clear class theme centered around your Cultists and having a lot of cards in your deck.
As for your Pokemon, I think Possessed Chandelier would be good if you want to showcase some class removal, but Winged Annoyance has pretty fun flavor, so that's probably better. The problem with Bad Luck Familiar is that the competition will not have GvG or Naxx cards included in any phases (standard only)...so yeah. Cool cards, though!
Could I get some feedback on the cards I made for the second and third challenge?
“If things go exactly according to plan, then ya aren't dreaming big enough.” – Kandy Turnwrench
The Tinker knows more than anybody that to make it in this world, you’ll need some ingenuity, and to know how to work with whatever monkey-wrenches get thrown your way. This class very much enjoys getting value, something which its Hero Power especially hopes to accomplish. Much of this value is achieved through the class’s token synergy, through which the value of future cards can be increased. The class’s spells mostly interact with friendly minions (the class will only have a few direct damage spells, and indirect removal), applying effects to them which may not trigger immediately. The ride to victory might be bumpy, but that’s exactly what Kandy is counting on. (Yahoo!)
What’s in a Name?
So, who exactly is Kandy Turnwrench? Back in the day, this gnome worked in Gnomeregan as an engineer for Mekgineer Thermaplugg, but turned on him when she overheard of his plans to manipulate High Tinker Gelbin Mekkatorque into releasing a radiation bomb. However, Thermaplugg found out about her attempts to warn Mekkatorque, and forced her to flee Gnomeregan. After the irradiation of Gnomeregan, Kandy would soon meet Mekkatorque again, and would be trained by him before helping Mekkatorque to build new machines for the Alliance. It is still unknown whether Kandy or Gelbin is the “crazy” one in their engineering pair. (It's our little secret, hehe.)
A Gal Needs Her Toys!
Hero Power: The Tinker’s Hero Power is quite interesting in that the token it summons has the “On your turn” mechanic, as that mechanic will be recurrent in this class (though the example cards shown in this phase won’t have it). The Faulty Mech’s effect highly encourages your opponent to remove it on their turn in the early game, lest you get to kill their 3/2 without spending a card; so in a way, even when the minion has no Attack on your opponent’s turn, it can have a sort of pseudo-taunt.
Class Keyword: Deconstruct is similar to Battlecry, except you have to have a one-drop on the board to trigger it. Of course, the keyword has very good synergy with your Hero Power, and can be utilized to trade a token to get more mileage out of your cards (similar to how Combo uses a card to get the effect). Furthering this mechanic is the fact that the class will have several cards that summon 1-Cost tokens. However, something else to consider is that if you've got any important 1-Cost minions in play, you take a risk by using Deconstruct. (Hey,that's the cost of real engineering.)
Behold, Her Mighty Inventions!
Explanations:
Scrapyard Scavenger: An example of how the Deconstruct mechanic could be used, you could use this to curve out from turn 1 to turn 2 if you’ve played a disposable 1-drop, or you could use it with your Hero Power turn 4. While most often Deconstruct will be used to gain value, some cards in the class will use Deconstruct for a tempo gain (for instance, this card could easily be made into a tempo card if it dealt damage instead).
Rig Explosives: This card reflects another major theme in the Tinker class: applying effects to minions. However, unlike Paladin’s direct stat buffs such as Blessing of Kings, this class’s buffs (and spells in general) will often be used to indirectly set up other effects, such as AoE (in this case, it is done. In this card, you can use it on a small minion to immediately trigger the AoE (your Hero Power makes it fairly easy to keep a minion on the board), or place it on a higher Health minion to discourage your opponent from flooding the board.
Circuit Breaker: Yup, this is a Weapon class. Anyway, this card showcases another mechanic that the class uses to save up value for the future: the “The next spell/minion you play also does X” mechanic. This class mechanic allows it to essentially stack up effects on the next spell or minion you play until you play a minion or spell from your hand, allowing specific effects you don’t necessarily want to be used now to be held as a sort of threat against your opponent. In this case, Circuit Breaker, while of course functioning as weapon removal, can also let you clean up low-Health minions later by casting a spell.
(How the “Next spell/minion you play also doesX” Mechanic Might Look In-Game:)
(Excuse the lackluster editing)
In this example, let’s say you played the Circuit Breaker weapon. After the Battlecry goes off, all of your spells in your hand would have a “sparks flying” type animation to signify that all cards of that type (either spell or minion) will give off the effect described in the Battlecry in addition to the card's normal text (the additional effect itself is shown in the tooltip shown above when you mouse over the card). Once the card is played and the additional effect is used, the animation disappears on the other cards.
Thanks for reading! (Happy tinkering!)
With Dennis, I'm not sure if having the weapon as a 2/1 instead would be too weak, or whether I should change Dennis's instead of the weapon's stats.
For some context on the "Menagerie Zap-o-tron", my basic set will have a few cards to give the Tinker access to weapon tokens. (Also, thanks to SoulshifterX for the suggestion to use Magnezone!)
Could I get some balance feedback or something on this card I randomly came up with?
Since basic cards are, y'know, basic... the best part of our submission will be the Pokemon and the cheap Legendary. That being said, I think this reflects my class's survivability and control-y playstyle pretty well, in that when inspired, it will probably survive the trade even with its aggressive stats. The idea is that it trades almost every time because the targeted minion will always survive (even if it has less than 3 health, the swap will make it a 0-attack creature). Being an Inspire effect, the resulting 0-attack creature can eat another effect, resulting in a wasted inspire.
Also, no. Gyarados still doesn't get to be a Dragon.
Both of your cards are really cool, but Dennis the Mad Gnome has the same problem that you mentioned in Animal Experimenter Leon. May I suggest "Delusional Dennis" or "Dennis the Disturbed"?
Also, I don't see why Menagerie Zap-o-tron should have anything to do with the Menagerie. Even if you do keep the Menagerie theme (since that's the only place you find Mechs I guess), could you name it "Menagerie Zap-o-matic" as an homage to Whirling Zap-o-matic? I think that would be cool given that the names are already so similar.
Here's what I've come up for the last two challenges:
Stout Hound uses some nice artwork of Herdier I found. This card follows up on the support theme of Human. It's not as good as Divine Shield, so I gave it good stats. Krennan Aranas is the guy who came up with the partial Worgen cure, so I thought he'd be good for the Hero Power interaction theme in TGT. Is this effect too good though? Using your hero power multiple times in the same turn has a bit of a different effect for Worgen than other classes. The last one I came up with as an example of something that Freezes your own minions, after feedback from Alpine Wolf. I thought it would be good to make a cheap card with lots of downsides. Are the downsides good enough for this though?
I'm not sure which of these cards I want to go with. Any thoughts? Here's the rest of my class stuff for reference:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
The last one I came up with as an example of something that Freezes your own minions, after feedback from Alpine Wolf. I thought it would be good to make a cheap card with lots of downsides. Are the downsides good enough for this though?
Forcing your opponent to draw isn't always a draw back, especially for mill decks. Most mill effects are symmetrical, forcing both players to draw. Only 3 cards in HS do not have symmetrical mill, that's Dancing Swords , Deathlord and Naturalize. Sometimes Desert Camel can cause an asymmetric draw, if you've got no 1 drops, though I've never heard of a Hunter Mill deck before. Not saying asymmetric mill is completely off limits, I'd just recognize that it's rare and consider whether your card opens up broken Mill combos.
Both of your cards are really cool, but Dennis the Mad Gnome has the same problem that you mentioned in Animal Experimenter Leon. May I suggest "Delusional Dennis" or "Dennis the Disturbed"?
Also, I don't see why Menagerie Zap-o-tron should have anything to do with the Menagerie. Even if you do keep the Menagerie theme (since that's the only place you find Mechs I guess), could you name it "Menagerie Zap-o-matic" as an homage to Whirling Zap-o-matic? I think that would be cool given that the names are already so similar.
Hmm, yeah good point about the name (the irony); I liked "Dennis the Disturbed", but I think I'll tweak it to "Dennis the Unhinged" because unhinged has a more Tinker-esque wording to it (regardless, thank you for the suggestion!). With Menagerie Zap-o-tron, my idea was that just while The Curator keeps a handle on the creatures of the Menagerie, the Menagerie Zap-o-tron "confiscates" your weapon. As for the name change, I'd rather keep it as is to differentiate it more.
As for your card:
Could I get some balance feedback or something on this card I randomly came up with?
Since basic cards are, y'know, basic... the best part of our submission will be the Pokemon and the cheap Legendary. That being said, I think this reflects my class's survivability and control-y playstyle pretty well, in that when inspired, it will probably survive the trade even with its aggressive stats. The idea is that it trades almost every time because the targeted minion will always survive (even if it has less than 3 health, the swap will make it a 0-attack creature). Being an Inspire effect, the resulting 0-attack creature can eat another effect, resulting in a wasted inspire.
Also, no. Gyarados still doesn't get to be a Dragon.
That's some pretty good card art right there. Anyway, good flavor both within the context of the card and your class and the effect is fair I think; the card certainly has a cool layer of strategy with your Hero Powering, since you can potentially double-swap to reduce a minion's stats the way you want.
The last one I came up with as an example of something that Freezes your own minions, after feedback from Alpine Wolf. I thought it would be good to make a cheap card with lots of downsides. Are the downsides good enough for this though?
Forcing your opponent to draw isn't always a draw back, especially for mill decks. Most mill effects are symmetrical, forcing both players to draw. Only 3 cards in HS do not have symmetrical mill, that's Dancing Sword, Deathlord [/card] and [card]Naturalize. Sometimes Desert Camel can cause an asymmetric draw, if you've got no 1 drops, though I've never heard of a Hunter Mill deck before. Not saying asymmetric mill is completely off limits, I'd just recognize that it's rare and consider whether your card opens up broken Mill combos.
Drawing cards for your opponent is always valued as a drawback in Hearthstone. Dancing Swords and Deathlord both have stats above the mana curve because of this, and Naturalize is much cheaper than Assassinate because of the draw. Every card that does asymetrical draw gives a mana discount, so I should get a mana discount, too. I don't see how you could possibly draw a different conclusion.
Comparing to King Mukla, The Greench is actually really weak. Even though the two cards are off a deathrattle, they're actual useful cards instead of just Bananas. The other downside just puts it a bit over the edge.
As for Krennan, the ability to refresh your Hero Power seems especially important because of it swapping. Overall, it's really cool. Also, could you link me to the art that you used? Good potion artwork is really hard to come by.
Does anyone know where I can find specifc wow tcg art? There are sooo many good bits of art I could use but no matter how hard I google I can't find them without it being the actual card. Both my Versatile Potion and Bottled Death from round 1 were made by cropping out the card parts haha.
I'm not able to judge your cards right now, but for warcraft tcg art I usually try to find the artist on whatever cards I like and see if I can find their fullsize versions off their website or blog or whatever.
Comparing to King Mukla, The Greench is actually really weak. Even though the two cards are off a deathrattle, they're actual useful cards instead of just Bananas. The other downside just puts it a bit over the edge.
As for Krennan, the ability to refresh your Hero Power seems especially important because of it swapping. Overall, it's really cool. Also, could you link me to the art that you used? Good potion artwork is really hard to come by.
Do you think it would be balanced if it drew just one card? I was working off of Dancing Swords, which only draws 1 card for 1 more stat. So drawing two cards should logically be worth 2-3 stats. My card has 5 extra stats.
I'm not quite sure how to balance this card, guys. The general design is to make the buff cards more playable, I'm just not sure if a guaranteed turn 1 minion is far too op. Also, seriously, does anyone do art of bug type pokemon? I am saddened by the difficulty of finding art.
Comparing to King Mukla, The Greench is actually really weak. Even though the two cards are off a deathrattle, they're actual useful cards instead of just Bananas. The other downside just puts it a bit over the edge.
As for Krennan, the ability to refresh your Hero Power seems especially important because of it swapping. Overall, it's really cool. Also, could you link me to the art that you used? Good potion artwork is really hard to come by.
Do you think it would be balanced if it drew just one card? I was working off of Dancing Swords, which only draws 1 card for 1 more stat. So drawing two cards should logically be worth 2-3 stats. My card has 5 extra stats.
If you're just going for a huge minion that gives your opponent cards, I wouldn't put any other drawback than drawing your opponent 2 cards. With that, being a 6/6 would probably be fine, again comparing to King Mukla.
However, if you want the freeze adjacent minions approach, I would suggest drawing 1 card for your opponent and making it a 4/6 or a 5/5.
I don't think you can fit the whole of both drawbacks on one card. You begin to run into the issue of how high can you push a cheap minion's stats. For the sake of argument, a 0 mana 7/7 with overload 7 could hardly be considered balanced, because the overload wouldn't matter if you just lose to it instantly on turn 1.
The card is interesting... I'd say it's slightly overpowered, although this is entirely up to you. The -4 attack will almost always garentee a removal, and -4/-2 is almost like a backward Velen's Chosen. I'd say to either increase the cost by 1, make it a 4/4, or somehow debuff it. Just me, you may disagree however. Just compare it to Stormpike Commando (which sucks) to see how much better it is.
Can I get some advice on whether this card is too good, too bad, or too bleh?
The card is obviously Tsareena, one of my favourite pokemon added in Sun and Moon (Grass types ftw), she fits in with the royal theme, as she is a pokemon resembling a queen while also being passable as some form of Naiad, a... sorta common type of character in fantasy type games and the like. I want it to be a card that belongs in midrange/control decks that allow for insane trades, also, the ability makes a lot of sense considering her signature move, Trop Kick, which deals reasonable damage and reduces the enemies attack.
So is the card interesting enough, and is it balanced? I think one of her best comparisons here is Fire Elemental. -1 attack and -1 damage in exchange for a single turn debuff. Oh, and one final question, should I change the spelling of the name to Fraiad, to make the comparison more obvious or is this good?
Thanks for the response! Now, I think it is a lot better to compare it to Fire Elemental really, because they're both strong class 6 drops with small bodies and a removal effect. Comparing it to an extremely underpowered 5 mana basic card won't get me a good result, really. The thing is although it gives a minion -4 attack in addition to the slightly nerfed Fire Elemental, the -4 attack only matters on that turn, so if you have little board, it doesn't do anything. Keep in mind one of the biggest strengths of the Fire Elemental is that he's good while behind due to making a threat while dealing with one. This doesn't do this nearly as efficiently. Still, I will take your comments into consideration, and I'm considering making it a 5/4.
To everyone
Right, gonna hit the hay for now, but I'm gonna post my current ideas for my basics now, as well as my pokemon and my legendary.
Currently have 6 ideas for basics, which are...
The cards show off some of the classes more basic themes, which are of course the taunts that protect the king, the big strong knights that'll destroy their wimpy small imps, a small amount of token creation and the monarchical influence of the King, used not only for promotions, but also for things like taxation. Also, should the Fireheart Trident be a basic? It doesn't seem quite basic enough. Need feedback on that for sure.
And the pokemon and legendary...
The rare has a power level that I'm sorta concerned about right now... See my reply to Pheonixfeather above to see my general thoughts on it. Briona is a Gadgetzan card. You can guess which faction I think the King belongs in alone from her effect. Basically, she's a weak as hell card with no buffs, and the only attack and health buffs outside of neutrals and promote (that doesn't work on legendaries) that the King will have access too will be handbuffs. So, she needs buffs to be good, and with one or two buffs attached to her, she'll be a giant who, upon attacking, summons more giants who summon more giants. I made the character a jester because I felt making clones was good for a goons legendary, and having a cloning human character be a jester just makes sense.
Any and all feedback is appreciated.
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Can I get some advice on whether this card is too good, too bad, or too bleh?
The card is obviously Tsareena, one of my favourite pokemon added in Sun and Moon (Grass types ftw), she fits in with the royal theme, as she is a pokemon resembling a queen while also being passable as some form of Naiad, a... sorta common type of character in fantasy type games and the like. I want it to be a card that belongs in midrange/control decks that allow for insane trades, also, the ability makes a lot of sense considering her signature move, Trop Kick, which deals reasonable damage and reduces the enemies attack.
So is the card interesting enough, and is it balanced? I think one of her best comparisons here is Fire Elemental. -1 attack and -1 damage in exchange for a single turn debuff. Oh, and one final question, should I change the spelling of the name to Fraiad, to make the comparison more obvious or is this good?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Does anyone know where I can find specifc wow tcg art? There are sooo many good bits of art I could use but no matter how hard I google I can't find them without it being the actual card. Both my Versatile Potion and Bottled Death from round 1 were made by cropping out the card parts haha.
Also here are my two challenge cards if anyone wants to give feedback:
My classes hero power adds a token to your hand and Concoct spends it. I will have a beast theme with mutated or experimented animals hence the beast tag on my spawbat from round 1. Means I can ensure that elusive doesn't get on anything too insane.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
First draft. Still incomplete :
Pokemon :
To everyone.
Okay. I see my original Moonglow Moth may be slightly OP, and it's health has been lowered to 2
Moonglow Moth:
@Maxlot
The card is interesting... I'd say it's slightly overpowered, although this is entirely up to you. The -4 attack will almost always garentee a removal, and -4/-2 is almost like a backward Velen's Chosen. I'd say to either increase the cost by 1, make it a 4/4, or somehow debuff it. Just me, you may disagree however. Just compare it to Stormpike Commando (which sucks) to see how much better it is.
Can I get some advice on whether this card is too good, too bad, or too bleh?
The card is obviously Tsareena, one of my favourite pokemon added in Sun and Moon (Grass types ftw), she fits in with the royal theme, as she is a pokemon resembling a queen while also being passable as some form of Naiad, a... sorta common type of character in fantasy type games and the like. I want it to be a card that belongs in midrange/control decks that allow for insane trades, also, the ability makes a lot of sense considering her signature move, Trop Kick, which deals reasonable damage and reduces the enemies attack.
So is the card interesting enough, and is it balanced? I think one of her best comparisons here is Fire Elemental. -1 attack and -1 damage in exchange for a single turn debuff. Oh, and one final question, should I change the spelling of the name to Fraiad, to make the comparison more obvious or is this good?
@Asylum_Rhapsody and Nurgling13: Thanks. I'm either an idiot or and idiot. Probably both. wait wut?
Wished to be pink.
Then did.
Then fired myself.
Then did again.
@Turkeybag
I think your cards are pretty balanced: Toxic Muk (well pun-ed!) is a more powerful and defensive (yet conditional) Emperor Cobra and Animal Experimenter Leon's effect is pretty interesting (a more delayed and specific Don Han'Cho, but less of an immediate stat loss).
However, I think the name for your Legendary could be tweaked ("Animal Experimenter" sounds somewhat generic; maybe "Leon, Master Mutator") . Also, one minor syntactical gripe I have is that the words "beast" and "hero powers" should all be capitalized in Animal Experimenter Leon.
@OBoily
Your basic set looks good (Immolate the Impure in particular is very flavorful!): all the cards seem balanced to me (except Alarming Speech is slightly on the weak side, as I don't think +4 Attack and Taunt would be too strong if you compare to Mark of the Wild and Cold Blood ), and you've got a clear class theme centered around your Cultists and having a lot of cards in your deck.
As for your Pokemon, I think Possessed Chandelier would be good if you want to showcase some class removal, but Winged Annoyance has pretty fun flavor, so that's probably better. The problem with Bad Luck Familiar is that the competition will not have GvG or Naxx cards included in any phases (standard only)...so yeah. Cool cards, though!
Could I get some feedback on the cards I made for the second and third challenge?
(The Tinker Phase I Submission for Context)
With Dennis, I'm not sure if having the weapon as a 2/1 instead would be too weak, or whether I should change Dennis's instead of the weapon's stats.
For some context on the "Menagerie Zap-o-tron", my basic set will have a few cards to give the Tinker access to weapon tokens. (Also, thanks to SoulshifterX for the suggestion to use Magnezone!)
Could I get some balance feedback or something on this card I randomly came up with?
Since basic cards are, y'know, basic... the best part of our submission will be the Pokemon and the cheap Legendary. That being said, I think this reflects my class's survivability and control-y playstyle pretty well, in that when inspired, it will probably survive the trade even with its aggressive stats. The idea is that it trades almost every time because the targeted minion will always survive (even if it has less than 3 health, the swap will make it a 0-attack creature). Being an Inspire effect, the resulting 0-attack creature can eat another effect, resulting in a wasted inspire.
Also, no. Gyarados still doesn't get to be a Dragon.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
@MrPasserby
Both of your cards are really cool, but Dennis the Mad Gnome has the same problem that you mentioned in Animal Experimenter Leon. May I suggest "Delusional Dennis" or "Dennis the Disturbed"?
Also, I don't see why Menagerie Zap-o-tron should have anything to do with the Menagerie. Even if you do keep the Menagerie theme (since that's the only place you find Mechs I guess), could you name it "Menagerie Zap-o-matic" as an homage to Whirling Zap-o-matic? I think that would be cool given that the names are already so similar.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Here's what I've come up for the last two challenges:
Stout Hound uses some nice artwork of Herdier I found. This card follows up on the support theme of Human. It's not as good as Divine Shield, so I gave it good stats. Krennan Aranas is the guy who came up with the partial Worgen cure, so I thought he'd be good for the Hero Power interaction theme in TGT. Is this effect too good though? Using your hero power multiple times in the same turn has a bit of a different effect for Worgen than other classes. The last one I came up with as an example of something that Freezes your own minions, after feedback from Alpine Wolf. I thought it would be good to make a cheap card with lots of downsides. Are the downsides good enough for this though?
I'm not sure which of these cards I want to go with. Any thoughts? Here's the rest of my class stuff for reference:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Possible Example cards:
Basic Set:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Could I get some balance feedback or something on this card I randomly came up with?
Since basic cards are, y'know, basic... the best part of our submission will be the Pokemon and the cheap Legendary. That being said, I think this reflects my class's survivability and control-y playstyle pretty well, in that when inspired, it will probably survive the trade even with its aggressive stats. The idea is that it trades almost every time because the targeted minion will always survive (even if it has less than 3 health, the swap will make it a 0-attack creature). Being an Inspire effect, the resulting 0-attack creature can eat another effect, resulting in a wasted inspire.
Also, no. Gyarados still doesn't get to be a Dragon.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@nurgling13
Comparing to King Mukla, The Greench is actually really weak. Even though the two cards are off a deathrattle, they're actual useful cards instead of just Bananas. The other downside just puts it a bit over the edge.
As for Krennan, the ability to refresh your Hero Power seems especially important because of it swapping. Overall, it's really cool. Also, could you link me to the art that you used? Good potion artwork is really hard to come by.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
I'm not able to judge your cards right now, but for warcraft tcg art I usually try to find the artist on whatever cards I like and see if I can find their fullsize versions off their website or blog or whatever.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I'm not quite sure how to balance this card, guys. The general design is to make the buff cards more playable, I'm just not sure if a guaranteed turn 1 minion is far too op. Also, seriously, does anyone do art of bug type pokemon? I am saddened by the difficulty of finding art.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
To Pheonixfeather
To everyone
Right, gonna hit the hay for now, but I'm gonna post my current ideas for my basics now, as well as my pokemon and my legendary.
Currently have 6 ideas for basics, which are...
The cards show off some of the classes more basic themes, which are of course the taunts that protect the king, the big strong knights that'll destroy their wimpy small imps, a small amount of token creation and the monarchical influence of the King, used not only for promotions, but also for things like taxation. Also, should the Fireheart Trident be a basic? It doesn't seem quite basic enough. Need feedback on that for sure.
And the pokemon and legendary...
The rare has a power level that I'm sorta concerned about right now... See my reply to Pheonixfeather above to see my general thoughts on it. Briona is a Gadgetzan card. You can guess which faction I think the King belongs in alone from her effect. Basically, she's a weak as hell card with no buffs, and the only attack and health buffs outside of neutrals and promote (that doesn't work on legendaries) that the King will have access too will be handbuffs. So, she needs buffs to be good, and with one or two buffs attached to her, she'll be a giant who, upon attacking, summons more giants who summon more giants. I made the character a jester because I felt making clones was good for a goons legendary, and having a cloning human character be a jester just makes sense.
Any and all feedback is appreciated.