Thanks! The Legendaries are a cycle with the improved Hero Power as a Battlecry. Is a bit MTG-ish but I really wanted a full cycle in HS :D
Changed cards below:
Sorry, this took so long. Let's just say I am NOT eating airplane food ever again. I also got kinda sidetracked 'cause life is full of surprises.
Overall Feel of Warlock:
Satisfyingly, you are creating synergies with Warlock's self-damage cards and powers. We haven't seen that since Floating Watcher. It's always nice to see one of Warlock's weakness (taking damage) turn into a strength as it can really help the class. MTG does the same thing where they create some cards with a "drawback" and make some cards that synergize with that drawback so that you get value!
As for your Lifesteal theme, the good news here is that you gave some healing to Warlock, and it helps solve Warlock's main problem of a lack as healing. It also supports those big expensive Voodoo cards in Warlock's set as well! This promotes Control Warlock (or dare I say Handlock) and encourages decks to have large minions in their deck so that you get a massive heal; this really helps Warlock have better survivability tools.
The bad news here is that Lifesteal is a really tricky mechanic as it scales with higher Attack; more Attack means Lifesteal is more expensive because you generate more Health from each Attack. You have a few cards that give minions Lifesteal; if you put Lifesteal on the right card, this can create a massive heal and win you the game. Thus, giving Lifesteal to other minions is a dangerous thing to do (e.g. Shadra, the Spider God + Bloodreaver Gul'dan = Reno Jackson.) This frighteningly reminds me of the Gadgetzan meta where you win or lose by drawing the right cards (Reno Jackson). It turned a beloved Legendary into a card that people wanted rotated out of Standard.
Warlock
Shadra's Acolyte: Nice and simple! It's just a lovely defensive, healing card; it supports Warlock's numerous self-damage effects, and it strongly aids those Voodoo cards of yours! The "If your hero took damage this turn" mechanic kinda reminds me of Rogue's Combo, so that's a good mechanic to compare to. Considering that Taunt and Lifesteal costs 2 mana (according to Prince Valanar because all of the Prince's effects are worth 2 mana), this seems balanced because you're losing 1 mana's worth of stats to gain an extra 1 mana's worth of value over Chillwind Yeti. Perhaps, you should make this a 5 mana 4/5 because that's better than a 4 mana 3/4.
Distracted Witchdoctor: Another straightforward yet sweet card! It seems fair when compared to Bladed Cultist. It's cheap cost makes ideal for combo-ing with your self-damage cards or Life Tap. This fits well in Zoolock with Flame Imp. The only complaint I have is that I don't get how a "Distracted" minion has anything to do with the effect. You'd think it would be something like Bloodleeching Witchdoctor or Bloodletting Witchdoctor.
Shadowtooth Caster: Seems like a fine little AoE card against aggro decks! It's a weird combination of Ravaging Ghoul and Twilight Flamecaller. Speaking of which, the Voodoo effect is kinda overcosted. As you probably already know, taking 2 damage is equal to 1 mana (Life Tap); when compared to Twilight Flamecaller, you're spending 3 Health to...gain +1 Attack? That doesn't seem worth it. The fact that it competes against Despicable Dreadlord doesn't help. I recommend that you make this a 3 mana 3/3 with the Voodoo costing 2 Health.
Sacrifice Ritual: More sacrifice cards for Zoolock and other Token/Aggro decks! Yay! It's an exceptional card draw for Aggrolock, whose weakness is running out of steam, and it works wonders in Zoolock, which is a deck that strives on having a constant stream of threats. Unfortunately, this seems quite OP because those decks are REALLY good at spawning tokens. Let's use Sacrificial Pact as a reference card for balancing. You can destroy a certain type of minion (Demons) for a 1 mana discount on Flash Heal. Meanwhile, your card destroys a certain type of minion (friendly) for a THREE mana discount on Arcane Intellect. Ouch. To top it all off, your Voodoo deals 10 damage, which is worth 5 mana (2 Health = 1 mana). 5 mana Draw 2 cards and destroy a minion sounds a bit ridiculous when compared to Assassinate, no? So, this should cost 1 or 2 mana; technically, I'd also recommend you to raise the Voodoo cost to 12, but I feel like taking a Pyroblast is big enough :P.
Vampiric Troll: Oh my gosh the flavour here is just so good! The mechanic is really cool and flexible as well. You can put the Lifesteal on a huge minion like Doomguard and restore something like 10 Health (which is actually insane for 2 mana now that I think of it), or you can simply use this to ping a weak enemy minion while restoring a little bit of Health (because the Battlecry has Lifesteal). The compact value slightly scares me though; dealing damage, giving Lifesteal, gaining a bit of Health from the Battlecry, AND being a Lifesteal minion itself for only 2 mana seems a bit too potent. Technically, this is balanced in the sense that it's a Mistress of Pain that loses 2 Health/1 mana's worth of stats, much like Cruel Taskmaster, for an effect that slightly stronger than Inner Rage (+2 Attack is worth less than 1 mana, Lifesteal is worth 1.5 on average). However, due to its versatility and potential combos, this should probably be a 3 mana 1/3 or 2 mana 1/1.
VooDOOM!: WOW! That was one heck of an AoE! Warlocks are well known for their big board wipes, but this is pretty impressive as it helps you build board presence immediately after you destroyed everything. This is a nice way to deal with those Deathrattle cards or Jade decks. This seems somewhat fair when compared to DOOM! and Onyxia. I think you can get away with reducing the Voodoo cost to 6 or 7 Health (3-3.5 mana) because giving a 1 mana bonus (2/2) to every minion costs 3 when compared to Cenarius, Bolster, and Thrall, Deathseer. Also, you need to decrease this pun's level by 11 because it's way too strong.
Shadra, the Spider God: It seems like a solid Loa god that really helps Warlock's healing problem. Regardless, Lifesteal is worth more the other Keywords (most Keywords are worth 1 mana; Lifesteal can potentially be much more than that). If this effects a big enough board, this can get out of hand pretty quickly. However, the effect is a Deathrattle, so your opponent can respond to it by killing it first, and 7 mana is somewhat expensive. Whether you should nerf or not is really up to you.
Paladin
Amani Worshiper: HOLY MOLY SHOOKS, that is one heck of a healing card! Okay so, where do I begin. Of first of all, although healing is nice for Control Pally, I think that is a little too OP. Practicality-wise, this can either be a 5/5 without the effect (not bad) or a better Darkshire Alchemist if you just make 1 friendly minion lose Divine Shield. Or it can just casually give you TEN health if you break 2 friendly Divine Shields. Yikes. Now let's do some theoretical comparisons. The only other 2 cards that synergize with losing Divine Shield are Light's Sorrow and Bolvar, Fireblood. The former loses 3 mana's worth of stats, and the latter loses 1; keep in mind yours loses only 0.5 mana's worth of stats. Light's Sorrow effect is worth less than one mana (Deadly Poison); the same goes with Bolvar, Fireblood (Blessing of Might). Yours is worth 1 mana (Flash Heal), and can build up tremendously. So, Amani Worshipper looks too strong when compared to those two. I think that the best way to balance this is to compare this to Priest of the Feast. It loses no stats, and it heals a modest 3 Health. Nice, nothing too crazy. Now, let's try to apply this here. How about a 5 mana 5/6 that restores 3 or 4 health to your hero whenever a friendly minion loses Divine Shield? Finally, let's deal with the diction. According to Light's Sorrow and Bolvar, Fireblood, it should be worded as "After a friendly minion loses Divine Shield...", not "If". Finally, Worshipper is spelled with 2 "p"s. :P
Here's the draft of my final thread. Feedback needed on:
The new classes (hunter, paladin, warrior) - I have an extra card for each class, so advice on which is the worst card is needed!!
Druid's new epic card - "Idol Worship" (to replace "Spring Awakening" which has changed slightly and been moved to Hunter)
Shaman's changed weapon - "Frosthold Axe" has a new effect and wording fixed to match Ice Breaker
THANK YOU THANK YOU THANK YOU!!!!!
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Similar to Goblins vs. Gnomes, this expansion is not set at a certain place or event, but is instead a general theme that permeates all over. Pushing for more control-style decks, this expansion includes the Sherazin Dormant mechanic, more board control spells/weapons, and three new keywords (really two):
About the Keywords
Elusive - This is simply the Faerie Dragon effect. I know Ben Brode said they don't intend to make this a keyword as it would be too confusing for new players, but hey this competition is just for fun and I want it :D
Chill -Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect.
Warm - Examples of this currently in the game are Nerubian Prophet and Shifter Zerus. Like these cards, your opponent will not see the trigger take place, and the trigger will occur before the card is drawn to start your turn. Cards kept in your mulligan will NOT warm on turn 1 (like Shifter Zerus). I should note that most of the Warm effects in this expansion encourage you to hold cards in your hand, but some are still stuck in winter, and will lose value as they Warm.
The sun icon tracks the number of turns a card has Warmed. In this example, Blossoming Nymph has been kept in hand for 3 turns and is buffed to 4 health. The icon doesn't appear on a card until the Warm count is at 1 or more.
Huge shoutout to ZardozSpeaks for helping me with this graphic!!
Frost Whelpling is just learning his skills and can't control his Chilling frost breath (btw - see Frost Drake below for the grown-up version of this little guy!). This is also an example of the general push for control-style decks in this expansion... he's a strong 1-drop for decks that don't want to flood the board. Also, as the Elven Sharpshooter warms, her text would change in the way that text for spell damage does. So for example, after being in your hand for 2 turns, her battlecry text would read "Deal *3* damage to a minion."
- Rares -
Iceshard Elemental is an example of a minion that doesn't like to Warm in your hand. Play him as early as you can, or he'll melt altogether (if his health reaches 0, he can still be played - and would trigger things like Knife Juggler - but would die instantly).
- Epics -
The wording for Arboreal Giant was much debated, since the text could also read "Warm: Reduce the Cost of this card by (1)." However, I've chosen to keep it in line with the other giants, whose texts all begin with "Costs (1) less".
- Legendaries -
Mith'ra, Spirit of Spring and Lae'ra, Spirit of Winter are Sister Spirits that are said to be battling over control of Azeroth. Lae'ra's hold over Northrend and other snow-covered regions is waning, and Mith'ra has taken the opportunity to Warm the lands and Restore life. Lae'ra, meanwhile, is filled with vengeance and is taking it out on minions that can't handle her Chill. And the others, well... she'll justFreezethem where they stand. Also, I feel like I should address how these two cards interact xD The ruling is that Kalecgos cannot be made Elusive. This is one of those unspoken rules of Hearthstone, something DisguisedToast would make a video about upon release ;)
Out of all of the two Hunter Epics, I'd say my least favorite is probably Spring Awakening. I thought flavor-wise, it was better when it was a Druid card, but that's probably all in just the artwork. It does kinda make sense in Hunter as they were one of the Grimy Goon classes (and even before Grimy Goons, got Forlorn Stalker). Tundra Prowler seems weird as normally these effects are better on higher Health minions, so Water Elemental can Freeze more targets, and Maexxna can kill more of them. It also should be changed to say "Chill any minion damaged by this minion" to be consistent with other cards.
In Paladin, I'm personally not too fond of Frigid Nether Drake. It seems really powerful, like a 4 mana 4/4 Dragon that gives you a free, better Arcane Explosion.
What does "Warm your hand" mean for the purpose of Rain of Mith'ra? There are some little error here like cards should say "Deal 1 damage to it" instead of "Deal it 1 damage". Winterspring Warrior also seems a bit weak seeing as we have Skeram Cultist, a 6 mana 7/6 with a marginal upside in C'Thun decks. I feel like a lot of the time, this would just be a 6 mana 7/6 with no effect.
Not gonna do the color card name thing because I know you guys are probably in a rush.
Also, does anyone know how to make nested Spoiler boxes without copying and pasting?
I'm assuming you mean Spoiler boxes within Spoiler boxes.
It's quite simple really. First, highlight the words in the spoiler. Then, click the "spoiler" button. Even though the spoiler box looks "pushed", it will put the highlighted words (and images) inside a spoiler (inside the larger spoiler).
It's easy as...
1,
2,
3!
If you need any further presentation help, just give me a holler.
Here's the draft of my final thread. Feedback needed on:
The new classes (hunter, paladin, warrior) - I have an extra card for each class, so advice on which is the worst card is needed!!
Druid's new epic card - "Idol Worship" (to replace "Spring Awakening" which has changed slightly and been moved to Hunter)
Shaman's changed weapon - "Frosthold Axe" has a new effect and wording fixed to match Ice Breaker
THANK YOU THANK YOU THANK YOU!!!!!
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Similar to Goblins vs. Gnomes, this expansion is not set at a certain place or event, but is instead a general theme that permeates all over. Pushing for more control-style decks, this expansion includes the Sherazin Dormant mechanic, more board control spells/weapons, and three new keywords (really two):
About the Keywords
Elusive - This is simply the Faerie Dragon effect. I know Ben Brode said they don't intend to make this a keyword as it would be too confusing for new players, but hey this competition is just for fun and I want it :D
Chill -Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect.
Warm - Examples of this currently in the game are Nerubian Prophet and Shifter Zerus. Like these cards, your opponent will not see the trigger take place, and the trigger will occur before the card is drawn to start your turn. Cards kept in your mulligan will NOT warm on turn 1 (like Shifter Zerus). I should note that most of the Warm effects in this expansion encourage you to hold cards in your hand, but some are still stuck in winter, and will lose value as they Warm.
The sun icon tracks the number of turns a card has Warmed. In this example, Blossoming Nymph has been kept in hand for 3 turns and is buffed to 4 health. The icon doesn't appear on a card until the Warm count is at 1 or more.
Huge shoutout to ZardozSpeaks for helping me with this graphic!!
Frost Whelpling is just learning his skills and can't control his Chilling frost breath (btw - see Frost Drake below for the grown-up version of this little guy!). This is also an example of the general push for control-style decks in this expansion... he's a strong 1-drop for decks that don't want to flood the board. Also, as the Elven Sharpshooter warms, her text would change in the way that text for spell damage does. So for example, after being in your hand for 2 turns, her battlecry text would read "Deal *3* damage to a minion."
- Rares -
Iceshard Elemental is an example of a minion that doesn't like to Warm in your hand. Play him as early as you can, or he'll melt altogether (if his health reaches 0, he can still be played - and would trigger things like Knife Juggler - but would die instantly).
- Epics -
The wording for Arboreal Giant was much debated, since the text could also read "Warm: Reduce the Cost of this card by (1)." However, I've chosen to keep it in line with the other giants, whose texts all begin with "Costs (1) less".
- Legendaries -
Mith'ra, Spirit of Spring and Lae'ra, Spirit of Winter are Sister Spirits that are said to be battling over control of Azeroth. Lae'ra's hold over Northrend and other snow-covered regions is waning, and Mith'ra has taken the opportunity to Warm the lands and Restore life. Lae'ra, meanwhile, is filled with vengeance and is taking it out on minions that can't handle her Chill. And the others, well... she'll justFreezethem where they stand. Also, I feel like I should address how these two cards interact xD The ruling is that Kalecgos cannot be made Elusive. This is one of those unspoken rules of Hearthstone, something DisguisedToast would make a video about upon release ;)
Cards by Keyword
- Elusive -
in progress
- Chill -
in progress
- Warm -
in progress
Since you're probably in a rush, I'm gonna skip the full-review and go straight to what I think is most important.
Suggestions For Cards to Cut
Thrice-Loaded Bow: The "next to whomever this attacks" effect is a bit too unoriginal (seriously, there was a person in this competition who made a Hunter weapon with the exact same effect). It does not take advantage of your new, well-designed mechanics. Spring Awakening, however, provides some card draw for Control Hunter, which it severely lacks and needs. Also, Spring Awakening is your only Hunter Warm card.
Winterspiring Warrior: Besides the weird wording, the effect is pretty useless. If you manage to play this without the Warm, you only get a bonus of +1 Health; that's worse than Power Word: Shield. If you let it Warm, then it just becomes a reverse Boulderfist Ogre. I guess it can enable Enrage-synergy cards like Frothing Berserker, Battle Rage, and Blood Warriors. However, Injured Blademaster, which is cheaper/easier to combo with, does a better job of that than Winterspring Warrior!
Frigid Nether Drake: For one, it doesn't match Wintry Windsteed's wording. For another, this manages to cast a better Arcane Explosion for a drawback of being...a 4 mana 4/4? Okay? That's such a small cost for slowly wiping the enemy's board.
Other Feedback You Asked For
Idol Worship: Seems okay in terms of balancing when compared to Megafin and Ultimate Infestation. It's a ridiculous amount of value though because Raven Idol is insanely flexible and cheap, so you may want to make this cost 10.
Frosthold Axe: I agree with the wording, but there shouldn't be any Overload on this when compared to Water Elemental, Freezing Potion, and Light's Justice. A 1/2 weapon is worth 0 mana when compared to Dagger Mastery (All basic hero powers are worth 0 mana).
Elondria, Ice Arrow: The Hero Power is incredibly strong. The least you could do is nerf this to a 1/1 or 2/1.
Stalwart Sentry: The wording here can be simplified. How about "Battlecry: Give a minion Taunt. If it's Chilled, deal 2 damage to it instead."?
Sunstriker Meline: Please nerf this to a 5/6. Malkorok is crying.
Winter's Blade: Since the Chill deals an extra 1 damage, this weapon is essentially a 2/3. Yes, the extra damage dealt is delayed, but the Chill also removes an Attack point AND is a repeated effect. This is a bit too strong when compared to Stormforged Axe; thus, I recommend that you make this a 1/2.
Tsulong: I think that you make it require to Warmtwice (instead of once) in order to gain Windfury because the Windfury is extremely strong when compared to Grotesque Dragonhawk. Additionally, the Warm requirement is pretty easy to fulfill, especially in a deck that already thrives on holding Dragons in your hand.
Here's the draft of my final thread. Feedback needed on:
The new classes (hunter, paladin, warrior) - I have an extra card for each class, so advice on which is the worst card is needed!!
Druid's new epic card - "Idol Worship" (to replace "Spring Awakening" which has changed slightly and been moved to Hunter)
Shaman's changed weapon - "Frosthold Axe" has a new effect and wording fixed to match Ice Breaker
THANK YOU THANK YOU THANK YOU!!!!!
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Similar to Goblins vs. Gnomes, this expansion is not set at a certain place or event, but is instead a general theme that permeates all over. Pushing for more control-style decks, this expansion includes the Sherazin Dormant mechanic, more board control spells/weapons, and three new keywords (really two):
About the Keywords
Elusive - This is simply the Faerie Dragon effect. I know Ben Brode said they don't intend to make this a keyword as it would be too confusing for new players, but hey this competition is just for fun and I want it :D
Chill -Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect.
Warm - Examples of this currently in the game are Nerubian Prophet and Shifter Zerus. Like these cards, your opponent will not see the trigger take place, and the trigger will occur before the card is drawn to start your turn. Cards kept in your mulligan will NOT warm on turn 1 (like Shifter Zerus). I should note that most of the Warm effects in this expansion encourage you to hold cards in your hand, but some are still stuck in winter, and will lose value as they Warm.
The sun icon tracks the number of turns a card has Warmed. In this example, Blossoming Nymph has been kept in hand for 3 turns and is buffed to 4 health. The icon doesn't appear on a card until the Warm count is at 1 or more.
Huge shoutout to ZardozSpeaks for helping me with this graphic!!
Frost Whelpling is just learning his skills and can't control his Chilling frost breath (btw - see Frost Drake below for the grown-up version of this little guy!). This is also an example of the general push for control-style decks in this expansion... he's a strong 1-drop for decks that don't want to flood the board. Also, as the Elven Sharpshooter warms, her text would change in the way that text for spell damage does. So for example, after being in your hand for 2 turns, her battlecry text would read "Deal *3* damage to a minion."
- Rares -
Iceshard Elemental is an example of a minion that doesn't like to Warm in your hand. Play him as early as you can, or he'll melt altogether (if his health reaches 0, he can still be played - and would trigger things like Knife Juggler - but would die instantly).
- Epics -
The wording for Arboreal Giant was much debated, since the text could also read "Warm: Reduce the Cost of this card by (1)." However, I've chosen to keep it in line with the other giants, whose texts all begin with "Costs (1) less".
- Legendaries -
Mith'ra, Spirit of Spring and Lae'ra, Spirit of Winter are Sister Spirits that are said to be battling over control of Azeroth. Lae'ra's hold over Northrend and other snow-covered regions is waning, and Mith'ra has taken the opportunity to Warm the lands and Restore life. Lae'ra, meanwhile, is filled with vengeance and is taking it out on minions that can't handle her Chill. And the others, well... she'll justFreezethem where they stand. Also, I feel like I should address how these two cards interact xD The ruling is that Kalecgos cannot be made Elusive. This is one of those unspoken rules of Hearthstone, something DisguisedToast would make a video about upon release ;)
Cards by Keyword
- Elusive -
in progress
- Chill -
in progress
- Warm -
in progress
Let's do this:
Tundra Prowler: Seems kind of useless. The point of cheap stealth minions with high attack is that they will trade up minions. The actual Jungle Panther see no play and Hunter already had enough 3 cost cards as it is, I struggle to find a place for this card. Would be much better as a 2 mana 3/1.
Rabid Sharptooth: Now THIS I like. Perfectly costed and huge swing potential. Hunter needs more removal.
Spring Awakening: I would pick this one over the weapon. It looks fun and powerful, fitting with Hunter's Grimy Goon identity. Needs better artwork though since Hunter usually focus on the Beast itself rather than the person (Druid). Maybe something like this:
Elondria: This opens up a lot of room for slower Hunter decks. However, I really don't like the aspect of too much RNG. We were already frustrated by the like of Knife Juggler.
Idol Worship: As much as I love this card, it will see no play over Ultimate Infestation since it does nothing for 9 mana.
Rain of Mithra: Balanced, but really confused flavor and artwork since it looks like a fire or a volcano. Maybe something like this:
Blade of Ember: Will see no play over Fool's Bane.
Feast of Winterveil: I think it deserve to cost 4 since all three are random. Nourish draw 3 and has a ramp effect. Or atleast make it a Discover effect.
Sunstriker Meline: I would give the weapon be 1/3. The point of the weapon is that you can hit as much as you can and wait it out while ensuring your minions can't be Chilled. 2/2 is just too bad of a statline for it.
Heroic Sacrifice: Wording should be "and take damage equal its Attack". The old one is overly long.
Gift of Light: Might see play in Standard now that Solemn Vigil cycled out. But I think it will more likely to see play in aggressive decks since slower Paladin don't typically run out of cards except when digging for removal and board clear.
Winter's Blade: Oooh. Me likey. Powerful AND flavorful? Count me in. Also a much better Ice Breaker
Dragon Dance: Seems like it will no play just for the fact that it can give your opponent such a powerful minions. I would increase its cost to 2 and drop the downside.
Borne from Fire: A really powerful card for Dragon Paladin. Most lategame Dragon has really good body and Tempo, with their only downside is that they came out too late or you can do nothing else. This fix both of these issues.
Divine Serpent: Its body seems REALLY unintuitive for what it wants to do. Compare with Chillmaw. I would make the stat more aggressive. Maybe a 3/1?
Tsulong: While I love the flavor, the Windfury really seems out of place.
Frosthold Axe: A neat little utility card. I don't think it makes Freeze Shaman viable, but it'll be a fun card.
Good people, finally It's done! Druid cards are ready for feedback while I'm working with the main post of Servitors of the Loa. Just in time because this weekend I'm going to party as crazy at my neighbourhood's festivities. Thanks everybody for your help, you're awesome!
Good people, finally It's done! Druid cards are ready for feedback while I'm working with the main post of Servitors of the Loa. Just in time because this weekend I'm going to party as crazy at my neighbourhood's festivities. Thanks everybody for your help, you're awesome!
Good people, finally It's done! Druid cards are ready for feedback while I'm working with the main post of Servitors of the Loa. Just in time because this weekend I'm going to party as crazy at my neighbourhood's festivities. Thanks everybody for your help, you're awesome!
Shirvallah's pretty interesting. I love the combos you can do here. If we take giving your minions Stealth for a turn as worth 1 mana (Conceal), then assume the Battlecry is worth 1 mana (as it is equivalent to the Justicar Trueheart Druid Hero Power, of which are all worth about 1 mana), then assume a 7/3 Stealth is worth about 6 mana (kinda like Sabretooth Stalker, only better and SS is a terrible card), it seems balanced when you factor in that it's a Legendary.
Predator Call seems a little bit weak if you only choose one option, but pretty good and balanced if you Voodoo.
Shirvallah's Guardian seems like just a better Shellshifer to me. It's either 5/4 Stealth or a 4/5 Taunt, wherease Shellshifter is a 5/3 Stealth or 3/5 Taunt.
Mysterious Egg seems pretty balanced, but I don't see too many spot in which the Deathrattle being secret actually makes much on an impact as opposed to Fatespinner.
Shirvallah's Cub seems pretty balanced and nice.
Wild Healer seems fine.
Darkspear Vet kinda compared unfavorably to Virmen Sensei. The restore Health effect is nice, but makes it look worse than Hozen Healer.
Side note: I don't think I really like only having 1 spell and then 6 minions.
Good people, finally It's done! Druid cards are ready for feedback while I'm working with the main post of Servitors of the Loa. Just in time because this weekend I'm going to party as crazy at my neighbourhood's festivities. Thanks everybody for your help, you're awesome!
Overall Feel
YES! Beast Druid support! I find it sad that Blizzard has abandoned Beast Druid, so it's always nice to see some support for it! I like how you've implemented the Beast theme here with the "If you control a Beast" cards and the Beasts with miscellaneous effects. The main problems I found with Beast Druid include a lack of card draw, a lack of a win condition, and a lack of good Beasts and Beast-synergy cards. Thankfully, your expansion addresses all of these problems.
I LOVE how every card with "Shirvallah" has Stealth to allude to the Loa God; it's a nice flavourful touch. The Stealth theme in Druid is a cool mechanic addition as well, and it feels like it fits within Druid's identity (because Stealth is featured on some neutral Beast cards and some of Druid's transforming Choose One cards have Stealth i.e. Shellshifter and Druid of the Saber).
I quite like how you executed Voodoo here by utilizing it to combine Choose One effects. It fits well within Druid's identity.
Curiously, you only have one spell. I suppose it's due to the 7-card restriction and focus on Beast Druid (a predominantly minion-based deck), but back when Blizzard used to release expansions with only 8-9 cards, they managed to give every class at least 2 spells.
Shirvallah's Cub: It looks like an excellent Stealthed Beast that fits well within Druid's "Give your hero Attack/Armor" theme. It seems somewhat fair when compared to Claw and Gilblin Stalker. However, due to its compound value, Maybe you should nerf this to a 2/1 when you compare it to Blowgill Sniper, which also has a 0 mana effect (and it doesn't have Stealth).
Mysterious Egg: Be careful with introducing Egg cards in Druid. Token Druid is really strong right now, and this seems to push it even further in power. In Beast Druid, however, it's a fine card to provide more Beasts for Beast synergy. However, I don't see the point of making the Deathrattle secretive because it has little difference (your opponent is not going to attack it either way). Also, it seems a bit more powerful than Runic Egg, but there's nothing you could really do about that.
Shirvallah's Guardian: That is one flexible Beast! It's a strong card for Beast Druid for sure, but it seems pretty OP when compared to Druid of the Claw, Stranglethorn Tiger, and Shellshifter. I suggest that you make this a 3 mana 2/2 with "Choose One - +2 Attack and Stealth; or +2 Attack and Taunt." You can also reduce the Voodoo cost to 3 Health because a +1 Attack and +Stealth and Taunt over a Spider Tank or Hired Gun is worth 1.5 mana.
Predator's Call: Marvelous! Some of the primary problems in Beast Druid includes a lack of incentive for putting Beast cards in your deck, a lack of card draw, and a big reliance on drawing your Beasts to enable Beast-synergies. This is a terrific draw card that solves all those problems! Not only does it provide Beasts for Beast synergies in Druid, but you could also treat this like The Curator, and use this to draw certain cards like Hadronox. It seems balanced when compared to Primalfin Lookout and Arcane Intellect.
Shirvallah, the Tiger God : Once again, this Loa God is as flavourful and intriguing as the rest. I absolutely LOVE this one in particular. Not only is it a powerful Stealth card, but the Stealth synergizes with the Deathrattle. The Stealth allows you to perserve the Deathrattle until you fill the board or play your most valuable minion/combo piece. When you do, you can kill this god at the perfect moment, and keep every minion on your board alive until your next turn. This is prime potential for Combo decks like Malygos Druid! Now the balance seems fine when compared to Conceal, Claw, and Sabretooth Stalker (a sum value of 8 mana, and we can allow an extra point of mana due to its Legendary status).
Speaking a Loa Gods, I was looking over your other Loa Gods, and I'm noticing a similar pattern. The stats, Keyword, and Battlecry of the Loa Gods always add up to 7 mana. The Deathrattle, however, always pushes it over the limit. Now this would be fine if the Deathrattle costed 1 mana, but sometimes the Deathrattle can be worth something like 3 mana. Thus, some of your Loa Gods are between the fine line of balanced and OP. Some expensive minions are allowed extra value (e.g. North Sea Kraken vs. Blowgill Sniper), and that usually starts at 7 mana, but it's more prevalent at 8-10 mana. So, you might want to increase the cost of your Loa Gods to 8 mana (while raising the stats accordingly i.e. +1/+1).
I'm putting my entire collection in one giant spoiler below, so that I can copy and past them more easily into the final thread. Hunter, Warlock and Priest are still to be added.
On a side note: I JUST GOT ARTHAS!
And that's our final competitor! (Also, congrats on getting Arthas!)
Overall Feel
Warlock: With the success of Bloodreaver Gul'dan, it's always nice to see some support for some Demonlock. Demonlock is a really fun deck to play with as the "sacrifice X to gain Y" theme is quite tactical and provides some strong cards to play with (ignoring their downsides). I like how your set supports many different versions of Demonlock: Zoolock, Control, Aggro, and Midrange. However, there are 3 main problems in Demonlock: a lack of good Demons, a lack of cards to counter their downsides, and a lack of Demon-synergy cards. Although you have addressed 1 of them by introducing some of Demon-synergy cards (which I love), your set doesn't have many Demons. Thus, these synergies might be unreliable because you depend on drawing Demons and you rarely will (because there aren't many good Demons in standard and you don't want to dilute your deck with bad Demons). This can be easily solved if you were to make some of your minions Demons. The minor Corruption theme is a nice touch btw!
Priest: Ooooooh. The "card text copying" is a simple yet innovative direction to take with Priest. It goes well with Priest's "summon a X/X copy of a minion", which is also a card text copying mechanic. I love the combos you can make with this! Y'Shaarj, Rage Unbound, Malygos, Prophet Velen, Lyra the Sunshard, and some Deathrattle cards come to mind. I can see this mechanic being played in the recent "Big Priest" deck. Noticeably, this class set has a strong focus on its Alliance faction, and I quite like how you executed the Alliance theme as there are good chunk of anti-non-Alliance cards as well as some Alliance-buffing cards. You've also created a Alliance card generator so that Alliance synergies are more consistent. It looks sweet!
SequencingandOrdering: Why don't these classes have Alliance's Sequencing and Horde's Ordering mechanics?
Warlock
Chaos Bolt: It's a nice Demon-synergy damaging card to control the board or go face, but it looks OP when compared to Kill Command. Since we don't want it to be too similar to that card, I suggest that you make it a 2 mana "Deal 2 damage. If you control a Demon, deal 4 instead".
Imp-aired: Seems like a fine board-flooding Zoolock/Demonlock card! It's a bit too strong when compared to Unleash the Hounds, Protect the King!, Forbidden Ritual, and Onyxia though. You could easily fill (almost) the entire board if the enemy has only 3 minions, and it only takes 2 enemy minions to make this better than Forbidden Ritual. Thus, this should cost 4. Btw, the pun here is so good.
Cruel Incinerator: It's a great Demon-synergy card! It seems balanced when compared to Ethereal Conjurer. Funny enough, Chaos Bolt also has a bonus if you control a Demon, so there can be some double Demon-synergies here for some extra value. Awesome!
Bone Collector: Uhhh...that looks a bit too powerful. You only need 3 Demons to die to have a 3 mana 4/4. The fact that you have Imp-aired really makes this scary strong. I think that you should make this cost 4 when compared to Wicked Skeleton.
Frightful Corruptor: Oooooh. I'm always welcome to positioning effects that matter, and this a singular one that I adore! Not only is it a good Demon card, but it makes your opponent make some weird moves. If done right, this could either destroy one of your opponent's biggest minionsor force your opponent to trade their most valuable minions so that Corruption hits nothing/something invaluable. It's a win-win either way!
Rotten Flesh Beast: I really like the design of this card! It's a superb board wipe, and it forces some awkward trades like Sylvanas Windrunner! It also forces your opponent to have the Catch-22 decision of either letting a high-Attack minion live or destroying the entire board (because Corruption destroys minions at the start of your turn). It should probably be a 5/2 though when compared to Corrupting Mist.
Nekros Skullcrusher: Although the Demon-synergy and self-damage synergy is cool, it looks kinda weak when compared to Violet Illusionist. This is essentially a 8/8 Taunt...under certain conditions, which worse than Ironbark Protector. Why not do something like "Your Demons are Immune"?
Priest
Acolyte's Prayer: Cool! The problem with Tribal decks is that if drawing a Tribe is too inconstant, you'll end up with a bunch of weak Tribal synergy cards that make you lose tempo and the game. This resolves that predicament nicely by providing more Alliance cards for triggering Alliance synergies. I like it!
Alterac Support: Wow, I really like the aesthetics of this card! It's a flexible, pro-Alliance faction-based card that can be a Health buff, which works well with other buffs like Divine Spirit or Inner Fire, or an Attack weakener, which synergizes with Attack-dependent cards like Shadow Word: Pain or Cabal Shadow Priest. I think you can buff this to a 3/2 though when compared to Wildwalker and Shrinkmeister.
Arathar Tank: I presume you mean "Whenever this kills a non-Alliance minion, restore this minion to full Health". If so, even though it's a excellent anti-aggro tool, it looks a bit too powerful when compared to Squirming Tentacle and Stoneskin Gargoyle. I recommend that you make this a 4 mana 2/5 (with the same card text).
Warsong Shadowpriest: Oh, I'm a fan of this! This is such a flavourful, useful, and innovative card that has a Shadowform-like effect that still allows for some healing on Alliance minions. This will support Control Alliance Priest for sure! The effect looks too simple for a rare though; I suggest that you shouldswitch Alterac Support's and Warsong Shadowpriest's rarity.
Elune's Touch: Awesome! This is a wonderful "buffing" card that could make for some sick combos! It's quite the tactical tool as you need to arrange your hand, board, and deck to get the best outcome. I'm quite fond of this.
Sister of Elune: This is a wonderful card that cleverly implements the card text copying mechanic with Priest's stealing theme! It also gives some insight on what's in your opponent's hand. It looks a bit swingy though (thanks for The Lich King!), so you might want to nerf this to a 4/4. You misspelled "your" as "you" though :P.
Soulbinder Tuulani: Hah! I'm not exactly sure on how useful it is, but that looks hilarious as heck! It's definitely a fun card, and it fits the Priest's set's theme.
Would like to mention that Prophesy is misspelled. It should be "Prophecy". Otherwise though, it looks good. I don't know if that adventure mode caption is allowed either.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Thank you SO much Cogito, Demon, and Shatterstar!!!! <3 <3 <3 your fast feedback is hugely appreciated. Changes below, would love your thoughts!!!
Note that I switched the pally and warrior weapons (both with tweaks) because there was no other Chill in the Pally set, and the warrior weapon was too comparable to Fool's Bane/unplayable in that class.
CHANGELOG
Hunter
Ditched Thrice-Loaded Bow
Clarification for Elondria's hero power added
Changed stats for Beast Whisperer
Replaced Tundra Prowler with Icicle Trap
Still considering an art change for Spring Awakening
Warrior
Ditched Rain of Mith'ra
Changed text/effect of Ghostly Windsteed, Stalwart Sentry and Winterspring Warrior
Balance/art changes for Meline and her weapon
Replaced Blade of Embers with Winter's Edge
Paladin
Ditched Frigid Nether Drake
Replaced Winter's Blade with Fireforge Blade (considering ditch the Immune effect)
Balance changes for Dragon Dance, Divine Serpent, and Tsulong
Also, a number of Rarity changes.
- Hunter -
Clarification: Minions that are already Chilled will not be targeted by Elondria's Ice Barrage (unless all enemy minions are already Chilled) similar to how Demented Frostcaller works.
People, my Servitors of the Loa topic is up and complete (link below). Thank you all for your awesome comments and feedback I've learned a lot thanks to you. Also this are my 10 Highlighted cards for the Final Poll but if you have in mind some changes or another card that you think is better as an example, please tell me.
I wanted one card for each class and one neutral, at least one for each rarity, one Loa, one Weapon, at least one Beast, at least one spell, and 4-5 Voodoo cards in total.
I did find some alternate art for Spring Awakening to make it more Huntery:
Some additional comments:
Fireforge Blade looks pretty strong, but I hesitate to call it OP. If I compare it to Gladiator's Longbow, it doesn't look too bad. I don't know. Can Winterspring Warrior's Battlecry Chill itself?
Everything else looks fine. I especially like Icicle Trap. It's better than the Hunter Secret I made for my set.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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Warlock
Paladin
Thanks for the awesome feedback everybody. You are the best! :)
Working on the Druid cards. I'll post them later this night.
THREE MORE DAYS LEFT!
Current Progress
Getting close to the end! I'm working more on my presentation tonight. Should finish tonight or tomorrow. Can't wait to see everyone else's threads!
Also, does anyone know how to make nested Spoiler boxes without copying and pasting?
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
Here's the draft of my final thread. Feedback needed on:
THANK YOU THANK YOU THANK YOU!!!!!
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Similar to Goblins vs. Gnomes, this expansion is not set at a certain place or event, but is instead a general theme that permeates all over. Pushing for more control-style decks, this expansion includes the Sherazin Dormant mechanic, more board control spells/weapons, and three new keywords (really two):
About the Keywords
Elusive - This is simply the Faerie Dragon effect. I know Ben Brode said they don't intend to make this a keyword as it would be too confusing for new players, but hey this competition is just for fun and I want it :D
Chill - Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect.
Warm - Examples of this currently in the game are Nerubian Prophet and Shifter Zerus. Like these cards, your opponent will not see the trigger take place, and the trigger will occur before the card is drawn to start your turn. Cards kept in your mulligan will NOT warm on turn 1 (like Shifter Zerus). I should note that most of the Warm effects in this expansion encourage you to hold cards in your hand, but some are still stuck in winter, and will lose value as they Warm.
Here's how Nerubian Prophet looks with the new keyword text:
The sun icon tracks the number of turns a card has Warmed. In this example, Blossoming Nymph has been kept in hand for 3 turns and is buffed to 4 health. The icon doesn't appear on a card until the Warm count is at 1 or more.
Huge shoutout to ZardozSpeaks for helping me with this graphic!!
Example Cards
in progress
Class Cards
- Hunter -
- Warrior -
- Paladin -
- Priest -
- Warlock -
Flame Imp
- Mage -
- Rogue -
- Druid -
Raven Idol
- Shaman -
Neutral Cards
- Commons -
Frost Whelpling is just learning his skills and can't control his Chilling frost breath (btw - see Frost Drake below for the grown-up version of this little guy!). This is also an example of the general push for control-style decks in this expansion... he's a strong 1-drop for decks that don't want to flood the board. Also, as the Elven Sharpshooter warms, her text would change in the way that text for spell damage does. So for example, after being in your hand for 2 turns, her battlecry text would read "Deal *3* damage to a minion."
- Rares -
Iceshard Elemental is an example of a minion that doesn't like to Warm in your hand. Play him as early as you can, or he'll melt altogether (if his health reaches 0, he can still be played - and would trigger things like Knife Juggler - but would die instantly).
- Epics -
The wording for Arboreal Giant was much debated, since the text could also read "Warm: Reduce the Cost of this card by (1)." However, I've chosen to keep it in line with the other giants, whose texts all begin with "Costs (1) less".
- Legendaries -
Mith'ra, Spirit of Spring and Lae'ra, Spirit of Winter are Sister Spirits that are said to be battling over control of Azeroth. Lae'ra's hold over Northrend and other snow-covered regions is waning, and Mith'ra has taken the opportunity to Warm the lands and Restore life. Lae'ra, meanwhile, is filled with vengeance and is taking it out on minions that can't handle her Chill. And the others, well... she'll just Freeze them where they stand. Also, I feel like I should address how these two cards interact xD The ruling is that Kalecgos cannot be made Elusive. This is one of those unspoken rules of Hearthstone, something DisguisedToast would make a video about upon release ;)
Cards by Keyword
- Elusive -
in progress
- Chill -
in progress
- Warm -
in progress
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
@Livienna
Out of all of the two Hunter Epics, I'd say my least favorite is probably Spring Awakening. I thought flavor-wise, it was better when it was a Druid card, but that's probably all in just the artwork. It does kinda make sense in Hunter as they were one of the Grimy Goon classes (and even before Grimy Goons, got Forlorn Stalker). Tundra Prowler seems weird as normally these effects are better on higher Health minions, so Water Elemental can Freeze more targets, and Maexxna can kill more of them. It also should be changed to say "Chill any minion damaged by this minion" to be consistent with other cards.
In Paladin, I'm personally not too fond of Frigid Nether Drake. It seems really powerful, like a 4 mana 4/4 Dragon that gives you a free, better Arcane Explosion.
What does "Warm your hand" mean for the purpose of Rain of Mith'ra? There are some little error here like cards should say "Deal 1 damage to it" instead of "Deal it 1 damage". Winterspring Warrior also seems a bit weak seeing as we have Skeram Cultist, a 6 mana 7/6 with a marginal upside in C'Thun decks. I feel like a lot of the time, this would just be a 6 mana 7/6 with no effect.
Not gonna do the color card name thing because I know you guys are probably in a rush.
Click the image to go to my custom Time Traveler class.
It's easy as...
1,
2,
3!
If you need any further presentation help, just give me a holler.
Other Feedback You Asked For
Other Criticism of Phase V sets
Elondria: This opens up a lot of room for slower Hunter decks. However, I really don't like the aspect of too much RNG. We were already frustrated by the like of Knife Juggler.
Winterspring Warrior: Wording should be similar to Injured Blademaster
Stalwart Sentry: Should be "deal 2 damage".
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Good people, finally It's done! Druid cards are ready for feedback while I'm working with the main post of Servitors of the Loa. Just in time because this weekend I'm going to party as crazy at my neighbourhood's festivities. Thanks everybody for your help, you're awesome!
Click the image to go to my custom Time Traveler class.
Overall Feel
Druid Cards
Speaking a Loa Gods, I was looking over your other Loa Gods, and I'm noticing a similar pattern. The stats, Keyword, and Battlecry of the Loa Gods always add up to 7 mana. The Deathrattle, however, always pushes it over the limit. Now this would be fine if the Deathrattle costed 1 mana, but sometimes the Deathrattle can be worth something like 3 mana. Thus, some of your Loa Gods are between the fine line of balanced and OP. Some expensive minions are allowed extra value (e.g. North Sea Kraken vs. Blowgill Sniper), and that usually starts at 7 mana, but it's more prevalent at 8-10 mana. So, you might want to increase the cost of your Loa Gods to 8 mana (while raising the stats accordingly i.e. +1/+1).
Warlock
Priest
Mage, Shaman, Warlock, Priest, Paladin, Warrior, Rogue, Druid, Hunter
Gotta love those added colour options! If only they were used to improve the improve the presentation of some threads...
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
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
@Broeck1
Would like to mention that Prophesy is misspelled. It should be "Prophecy". Otherwise though, it looks good. I don't know if that adventure mode caption is allowed either.
Click the image to go to my custom Time Traveler class.
Thank you SO much Cogito, Demon, and Shatterstar!!!! <3 <3 <3 your fast feedback is hugely appreciated. Changes below, would love your thoughts!!!
Note that I switched the pally and warrior weapons (both with tweaks) because there was no other Chill in the Pally set, and the warrior weapon was too comparable to Fool's Bane/unplayable in that class.
CHANGELOG
- Hunter -
Clarification: Minions that are already Chilled will not be targeted by Elondria's Ice Barrage (unless all enemy minions are already Chilled) similar to how Demented Frostcaller works.
- Warrior -
- Paladin -
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
People, my Servitors of the Loa topic is up and complete (link below). Thank you all for your awesome comments and feedback I've learned a lot thanks to you. Also this are my 10 Highlighted cards for the Final Poll but if you have in mind some changes or another card that you think is better as an example, please tell me.
I wanted one card for each class and one neutral, at least one for each rarity, one Loa, one Weapon, at least one Beast, at least one spell, and 4-5 Voodoo cards in total.
[Expansion Competition Finalist] Servitors of the Loa
@Livienna
I did find some alternate art for Spring Awakening to make it more Huntery:
Some additional comments:
Fireforge Blade looks pretty strong, but I hesitate to call it OP. If I compare it to Gladiator's Longbow, it doesn't look too bad. I don't know. Can Winterspring Warrior's Battlecry Chill itself?
Everything else looks fine. I especially like Icicle Trap. It's better than the Hunter Secret I made for my set.
Click the image to go to my custom Time Traveler class.