Thank you for your review! There are plenty of changes that you brought up that I should address, but also some that are really helpful suggestions, so thanks for bringing it up!
Enchanted Amulet - I can see that this is one of those cards that makes designing around it hard the longer it is around, so I suggest making it minion exclusive? For such a minion oriented combo class, your suggestion falls a little... flat. After playing the 3 mana spell, most of the time you have no mana to do anything else, unless you're at 10 mana, and even then its is still a giant waste of time, because it is a spell. Making it minion exclusive would still provide the class with the versatility it would need to be competitive. Sound Good?
Rogue Witchdoctor - While his effect is pretty good, i'm not sure you'd want to run it just because you had the chance to get a board specific spell. It would be the equivalent of playing ETC, which was too random in its own to be worth running. The already big minion would almost always use your entire turn, so I'd like to argue and say that it is fine where it is. You pay 7 mana for an understatted 6 drop and a random spell that varies in value from 2 mana to 3.5.
Baron Revilgaz - I mostly had him at those stats because he is a lot stronger than he looks. Putting him in a mech deck already means that he would be protected a lot of the time, and even if you AoE away the mechs, because he was immune, he'd take no damage, requiring a 2nd removal. I was mostly afraid of him becoming this monstrous tank that would end a game too quickly if he had too high Attack. In the end, if you still feel that he should have more Attack, i'd shy away from making him a 9/6, so what about an 8/7?
Gnomeregan Intel - While mech decks were pretty popular, they weren't overflowing to the point where every deck was a mech deck. What i'm saying that this card is actually a really bad card that I created only because every class needs some cards that are super niche to actually see play (like Shatter). In GVG's meta you may be able to get 4 or more cards from this, other than that, you'd be lucky to get even 3, and after GVG, any at all. In terms of power level this is actually a lot worse than Divine Favor because its more expensive and less consistent, not to mention only working for mech decks.
Retrofitted Charmbot - Okay, just wanted to say that Abominationforces your opponent to attack it because of taunt. This little buddy doesn't have that, so its up to you to trade it before your opponent kills it while your board is vulnerable. Power level wise, its the same as all the other mech 2 drops (Whirling Zap-o-matic, Shielded Minibot, etc) that everyone hates because they were too powerful for their costs. Equality is equality, eh? Wanna say though that a 2/2 isn't entire out of the question.
Blade of the Fallen - Its text was specifically made so that it matches the themes of Solemn Vigil, Dragon's Breath, and Volcanic Drake(a lot of the cards in each expansion follows the themes). Also this is slightly more valuable looking because this is a rare, unlike the other ones which are commons.
Cheat - Again, I can't make all the cards usable in every situation because then the class would be too powerful. I hand-picked the effects so that they don't become auto-includes in every deck you play. While Snatching cards is fun, it is intentionally made to be also random for you because you dont actually know if it will be useful. Cheat is made more for Pirate decks in particular.
Surveillance Drone - This was actually inspired by Elise's effect. I balanced the card to be slightly less valuable than elise (because it isn't a legendary), and provide an effect that would finally make your hero power reliable and not pure luck. If I were to make it a static effect, the minion would need a stat increase, but totally a doable change if it feels neccesary.
Old Gods - Actually, Xolijaz and Corrupt are the only Deathrattle related cards in the entire set! :P. All the cards can synergize with all of the Old Gods.
Xolijaz and Corrupt for Nzoth,
Lexicon and Recruit for C'thun,
Vexxed Prophet for Y'saarj
All the spells for Yogg Saron
Vexxed Prophet - Entirely meant to be janky. Now that i've been over this a couple times now, I bet you notice a lot more niche cards in this class huh? lol. I also believe in fun of course, so I try to at least make niche cards have some synergy with other things. For example Purifylooked pretty bad for a while, but Silence Priest finally has enough support. Who knows? Maybe a Summoner Pillager deck could arise?
Whispering Storm - No, the card specifically requires an active Nemesis on the board to be sacrificed for the Windfury.
Grimestreet Supply Tower - Ok, this card is admittedly very controversial, to say the least. Yes while a +2/+2 buff looks intimidating, I assure you its not. For one the minion can never attack, as silencing it makes it lose its effect. Next its weak to AoE, and while you can say this can be buffed, it still can't attack.
Now for Grimy Gadgeteer, it was never anywhere near broken, the reason being because the entire Grimy Goons mechanic failed entirely, the main reason being that it was nowhere near consistent enough to actually be usable, as once your minions are gone, so are you. Kabal was supposed to be in charge of dishing out that damage and always winning, and Goons were supposed to be able to build a board quick enough to dispatch Jade Golems before it got problematic (another reason why Jade mechanic seemed broken... its main counter failed miserably). Giving out a consistent +2/+2 buff would be just enough power to make Goons viable. I refuse to make cards that would clearly fail if they were real. The Supply Tower is not big enough to cause problems on its own, so this power gem would be just enough to recreate the Rock-Paper-Scissors meta Blizzard had intended in the first place.
Nerfing the stats also wouldn't help, as it is actually extremely understated for a 3 cost minion that can't attack (Humongous Razorleaf), but 3 Health is the most appropriate bare minimum for a card like this to stay easy enough to remove via AoE.
This topic had been covered extensively during production, so trust me when I say a LOT of thoughts, edits, and reworks were put into it.)
Defensive Dinomancer - You are probably right, and the Quest is also most likely too slow to ever see play either, but it mostly functions as Quest Food, so though it may be bad, it rightly deserves to stay the way it is to keep the class, and the quest, balanced.
Hopefully these insights help explain things more clearly, and as for the bolded items I will definitely make some edits.
Enchanted Amulet: By paying for itself, I meant you only had to play one other card that costs 2 or more that turn to break even on mana, then the rest of your cards are hyper efficient. I think the best way to get the effect you would want is a 2 mana spell that reduces the costs of all cards by (1) until the end of the turn. You could then use two cards for 3 mana and still get the global 2 cost reduction.
Grimestreet Supply Tower: I know Goons had it bad, but you're taking Dinomancy and (with a minion that is impossible to remove without board-wide effects that some classes don't have direct access to) having it's effect be randomly applied to you hand every turn. FOR FREE (after playing the minion of course) it would make an actual competitive deck, but I would consider making it Epic or even Legendary if you're keeping the +2/+2 buff, or drop it to +1/+1 and keep it Rare/ Common or whatever it is. The 'rock-paper-scissors' meta is something I would like to see more of though, so I Fully support this card with either a rarity or power level change :)
the Immune guy should be fine as an 8/7
Everything else you said was either self explanatory or I agreed so I didn't put a response. Keep up the good work man!
I like you suggestion for Enchanted Amulet, and a buff of +1/+1 on the supply tower is fine... Id just need to raise the health to 5 most likely. Thanks again!
No "Hero Power" on the Hero Power. n00b alert! :D Otherwise good job on still updating the class after all this time :) Btw i randomly opened TGT cards and i see you nailed Desperate Stand's cost and art well in advance :))
Thank you for your review! There are plenty of changes that you brought up that I should address, but also some that are really helpful suggestions, so thanks for bringing it up!
Enchanted Amulet - I can see that this is one of those cards that makes designing around it hard the longer it is around, so I suggest making it minion exclusive? For such a minion oriented combo class, your suggestion falls a little... flat. After playing the 3 mana spell, most of the time you have no mana to do anything else, unless you're at 10 mana, and even then its is still a giant waste of time, because it is a spell. Making it minion exclusive would still provide the class with the versatility it would need to be competitive. Sound Good?
Rogue Witchdoctor - While his effect is pretty good, i'm not sure you'd want to run it just because you had the chance to get a board specific spell. It would be the equivalent of playing ETC, which was too random in its own to be worth running. The already big minion would almost always use your entire turn, so I'd like to argue and say that it is fine where it is. You pay 7 mana for an understatted 6 drop and a random spell that varies in value from 2 mana to 3.5.
Baron Revilgaz - I mostly had him at those stats because he is a lot stronger than he looks. Putting him in a mech deck already means that he would be protected a lot of the time, and even if you AoE away the mechs, because he was immune, he'd take no damage, requiring a 2nd removal. I was mostly afraid of him becoming this monstrous tank that would end a game too quickly if he had too high Attack. In the end, if you still feel that he should have more Attack, i'd shy away from making him a 9/6, so what about an 8/7?
Gnomeregan Intel - While mech decks were pretty popular, they weren't overflowing to the point where every deck was a mech deck. What i'm saying that this card is actually a really bad card that I created only because every class needs some cards that are super niche to actually see play (like Shatter). In GVG's meta you may be able to get 4 or more cards from this, other than that, you'd be lucky to get even 3, and after GVG, any at all. In terms of power level this is actually a lot worse than Divine Favor because its more expensive and less consistent, not to mention only working for mech decks.
Retrofitted Charmbot - Okay, just wanted to say that Abomination forces your opponent to attack it because of taunt. This little buddy doesn't have that, so its up to you to trade it before your opponent kills it while your board is vulnerable. Power level wise, its the same as all the other mech 2 drops (Whirling Zap-o-matic, Shielded Minibot, etc) that everyone hates because they were too powerful for their costs. Equality is equality, eh? Wanna say though that a 2/2 isn't entire out of the question.
Blade of the Fallen - Its text was specifically made so that it matches the themes of Solemn Vigil, Dragon's Breath, and Volcanic Drake (a lot of the cards in each expansion follows the themes). Also this is slightly more valuable looking because this is a rare, unlike the other ones which are commons.
Cheat - Again, I can't make all the cards usable in every situation because then the class would be too powerful. I hand-picked the effects so that they don't become auto-includes in every deck you play. While Snatching cards is fun, it is intentionally made to be also random for you because you dont actually know if it will be useful. Cheat is made more for Pirate decks in particular.
Surveillance Drone - This was actually inspired by Elise's effect. I balanced the card to be slightly less valuable than elise (because it isn't a legendary), and provide an effect that would finally make your hero power reliable and not pure luck. If I were to make it a static effect, the minion would need a stat increase, but totally a doable change if it feels neccesary.
Old Gods - Actually, Xolijaz and Corrupt are the only Deathrattle related cards in the entire set! :P. All the cards can synergize with all of the Old Gods.
Vexxed Prophet - Entirely meant to be janky. Now that i've been over this a couple times now, I bet you notice a lot more niche cards in this class huh? lol. I also believe in fun of course, so I try to at least make niche cards have some synergy with other things. For example Purifylooked pretty bad for a while, but Silence Priest finally has enough support. Who knows? Maybe a Summoner Pillager deck could arise?
Whispering Storm - No, the card specifically requires an active Nemesis on the board to be sacrificed for the Windfury.
Grimestreet Supply Tower - Ok, this card is admittedly very controversial, to say the least. Yes while a +2/+2 buff looks intimidating, I assure you its not. For one the minion can never attack, as silencing it makes it lose its effect. Next its weak to AoE, and while you can say this can be buffed, it still can't attack.
Now for Grimy Gadgeteer, it was never anywhere near broken, the reason being because the entire Grimy Goons mechanic failed entirely, the main reason being that it was nowhere near consistent enough to actually be usable, as once your minions are gone, so are you. Kabal was supposed to be in charge of dishing out that damage and always winning, and Goons were supposed to be able to build a board quick enough to dispatch Jade Golems before it got problematic (another reason why Jade mechanic seemed broken... its main counter failed miserably). Giving out a consistent +2/+2 buff would be just enough power to make Goons viable. I refuse to make cards that would clearly fail if they were real. The Supply Tower is not big enough to cause problems on its own, so this power gem would be just enough to recreate the Rock-Paper-Scissors meta Blizzard had intended in the first place.
Nerfing the stats also wouldn't help, as it is actually extremely understated for a 3 cost minion that can't attack (Humongous Razorleaf), but 3 Health is the most appropriate bare minimum for a card like this to stay easy enough to remove via AoE.
This topic had been covered extensively during production, so trust me when I say a LOT of thoughts, edits, and reworks were put into it.)
Defensive Dinomancer - You are probably right, and the Quest is also most likely too slow to ever see play either, but it mostly functions as Quest Food, so though it may be bad, it rightly deserves to stay the way it is to keep the class, and the quest, balanced.
Hopefully these insights help explain things more clearly, and as for the bolded items I will definitely make some edits.
Enchanted Amulet: By paying for itself, I meant you only had to play one other card that costs 2 or more that turn to break even on mana, then the rest of your cards are hyper efficient. I think the best way to get the effect you would want is a 2 mana spell that reduces the costs of all cards by (1) until the end of the turn. You could then use two cards for 3 mana and still get the global 2 cost reduction.
Grimestreet Supply Tower: I know Goons had it bad, but you're taking Dinomancy and (with a minion that is impossible to remove without board-wide effects that some classes don't have direct access to) having it's effect be randomly applied to you hand every turn. FOR FREE (after playing the minion of course) it would make an actual competitive deck, but I would consider making it Epic or even Legendary if you're keeping the +2/+2 buff, or drop it to +1/+1 and keep it Rare/ Common or whatever it is. The 'rock-paper-scissors' meta is something I would like to see more of though, so I Fully support this card with either a rarity or power level change :)
the Immune guy should be fine as an 8/7
Everything else you said was either self explanatory or I agreed so I didn't put a response. Keep up the good work man!
This space is intentionally blank.
@Likafoss
I like you suggestion for Enchanted Amulet, and a buff of +1/+1 on the supply tower is fine... Id just need to raise the health to 5 most likely. Thanks again!
The following cards have been changed
coming soon!
No "Hero Power" on the Hero Power. n00b alert! :D Otherwise good job on still updating the class after all this time :) Btw i randomly opened TGT cards and i see you nailed Desperate Stand's cost and art well in advance :))
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