My sets are done. Going through the cards one last time. Suspect list:
Sterling Rook: Might be too boring. Might also rename it to Pearlescent Rook.
Queen Azshara: Not 100% sure if she's the right mana cost.
Abyssal Ascendant: Reworked card. Let me know if the wording is strange.
I have decided to let Ravenous Tentacle through. Shaman introduced an entirely new mechanic, though, granted, they were the class without C'Thun synergy.
WTG
Highborne cards:
ONIK:
Gonna review this because I'm kinda bored and can't be quite bothered to rework one of my cards yet, also some of the cards are cards I'm quite against.
Aberrant Tinyfin - Seems fine enough, probably pretty solid.
Ravenous Tentacle - I don't really like this at all. I was thinking of something similar to this for KnC, but the ability to summon the same minion as it from your deck was an Invoke, which prevents the issue of drawing both. If you do draw both, they're just 2/3's. And with them being 4 mana, there's a pretty alright chance of that happening. You technically have the Trident to help with that but I feel like a lot of decks wouldn't run it, sticking to the tentacles for the sake of deck thinning. I would probably prefer the card if it wasn't entirely reliant on not drawing the other.
Evaporation - Unsure on the flavour of this, but seems like a really strong card... I think the healing could be toned down just a little bit.
Regal Gaze - Really nice removal, though I think the wording could possibly be improved. "Silence and Freeze a minion." probably works fine honestly, because silence being first insinuates it happens first anyway. That and the fact it would be pointless otherwise.
N'Zoth's Battlemaiden - This is probably too strong, because you'd usually just drop this and then just not play Reservoir cards until it dies, which will usually just be a turn or two. I think only an aggressive deck would be using this regardless.
Tentacular Trident - I dislike that this mostly requires you to be running tentacles already to be functional, but my dislike for this doesn't extend much past my dislike for the tentacles in general.
Merciless Subjugation - Seems a little rng heavy. The minion transformed is random and the range of minions it can transform into is random, which is quite a lot of random. It's not like a particularly fun kind of random, like Deck of Wonders, it's just really random removal.
Abyssal Ascendant - A C'Thun card that removes any incentive for a player to run any other C'Thun cards and even shares its mana cost with Twin Emperor Vek'lor. It goes against the entire point of C'Thun decks, because it makes Sea Witch C'Thun decks not want to run a cult of C'Thun cards. This should definitely be reworked.
Queen Azshara - I find legendaries that just generate random tokens with very little connection between them to be fairly mundane to be honest. I suppose it's fairly well balanced.
Vashj'ir Portal - This is a pretty nice card, really solid for deck with big reservoir cards obviously and seems balanced enough.
Sterling Rook - This isn't boring at all, it's just too strong. Really solid for decks that are running a smaller number of spells than minions or vice versa, as it starts acting as a fetch card somewhat and it makes your legendary from before feel a little more interesting because it shows one of the ways you can utilize her effect.
Azshara's Journal - I don't like this, it's similar to all those "Create a Zombeast" cards people like to make. It takes something that makes a legendary unique and then does that itself, making the actual legendary less unique in the process. I think if I were to choose between Azshara and her Journal though, the Journal feels like a more interesting card by itself.
That's about done, but before I go and do something else...
Mods please respond to us soon about whether cards like Harsh Food Critic and Covetous Devotee count for Challenge 2 or not, this is kinda tantalising
Seems like you particularly don’t like the class, fair enough.
Since a good number of people really don’t like the tentacles, I guess I’ll probably remove them. Evaporation is pretty simple flavour, in all honestly. You absorb minions as health, not sure what else it could insinuate. The Health restored originally was 6, which was too weak. 8 works better. Regal Gaze follows Earth and Frost Shock’s wording. I’d rather stick to tried and tested wording than cut corners. Battlemaiden was originally at 2/4 for 2 mana. I’m not entirely sure which one is better. Subjugation is RNG, but I find it quite controlled. Since you know you will have to discover a minion, you will try to use it like Deadly Shot, when the opponent only has one minion. And the fact I made it only Sea Witch minions means a much smaller pool of cards. Yes, Sinti already made the point about Ascendant. Queen Azshara, well, if you don’t like it, nothing I can do about it. I’m already reworking the Rook. You seem to be the first people to dislike Azshara’s Journal. We’ll see what others think.
I wouldn't really say I dislike the class, just some of the cards you made for the set. Just wanted to say, Evaporation flavor should have been more obvious to me and it doesn't seem as strong now as it did initially, Regal Gaze wording still makes sense either way it just felt a little wordy and Queen Azshara and her journal were more personal gripes than anything.
I still liked some of the cards and your class in general, I was just trying to be blunt about what I wasn't fond of.
My sets are done. Going through the cards one last time. Suspect list:
Sterling Rook: Might be too boring. Might also rename it to Pearlescent Rook.
Queen Azshara: Not 100% sure if she's the right mana cost.
Abyssal Ascendant: Reworked card. Let me know if the wording is strange.
I have decided to let Ravenous Tentacle through. Shaman introduced an entirely new mechanic, though, granted, they were the class without C'Thun synergy.
WTG
Highborne cards:
ONIK:
Gonna review this because I'm kinda bored and can't be quite bothered to rework one of my cards yet, also some of the cards are cards I'm quite against.
Aberrant Tinyfin - Seems fine enough, probably pretty solid.
Ravenous Tentacle - I don't really like this at all. I was thinking of something similar to this for KnC, but the ability to summon the same minion as it from your deck was an Invoke, which prevents the issue of drawing both. If you do draw both, they're just 2/3's. And with them being 4 mana, there's a pretty alright chance of that happening. You technically have the Trident to help with that but I feel like a lot of decks wouldn't run it, sticking to the tentacles for the sake of deck thinning. I would probably prefer the card if it wasn't entirely reliant on not drawing the other.
Evaporation - Unsure on the flavour of this, but seems like a really strong card... I think the healing could be toned down just a little bit.
Regal Gaze - Really nice removal, though I think the wording could possibly be improved. "Silence and Freeze a minion." probably works fine honestly, because silence being first insinuates it happens first anyway. That and the fact it would be pointless otherwise.
N'Zoth's Battlemaiden - This is probably too strong, because you'd usually just drop this and then just not play Reservoir cards until it dies, which will usually just be a turn or two. I think only an aggressive deck would be using this regardless.
Tentacular Trident - I dislike that this mostly requires you to be running tentacles already to be functional, but my dislike for this doesn't extend much past my dislike for the tentacles in general.
Merciless Subjugation - Seems a little rng heavy. The minion transformed is random and the range of minions it can transform into is random, which is quite a lot of random. It's not like a particularly fun kind of random, like Deck of Wonders, it's just really random removal.
Abyssal Ascendant - A C'Thun card that removes any incentive for a player to run any other C'Thun cards and even shares its mana cost with Twin Emperor Vek'lor. It goes against the entire point of C'Thun decks, because it makes Sea Witch C'Thun decks not want to run a cult of C'Thun cards. This should definitely be reworked.
Queen Azshara - I find legendaries that just generate random tokens with very little connection between them to be fairly mundane to be honest. I suppose it's fairly well balanced.
Vashj'ir Portal - This is a pretty nice card, really solid for deck with big reservoir cards obviously and seems balanced enough.
Sterling Rook - This isn't boring at all, it's just too strong. Really solid for decks that are running a smaller number of spells than minions or vice versa, as it starts acting as a fetch card somewhat and it makes your legendary from before feel a little more interesting because it shows one of the ways you can utilize her effect.
Azshara's Journal - I don't like this, it's similar to all those "Create a Zombeast" cards people like to make. It takes something that makes a legendary unique and then does that itself, making the actual legendary less unique in the process. I think if I were to choose between Azshara and her Journal though, the Journal feels like a more interesting card by itself.
That's about done, but before I go and do something else...
Mods please respond to us soon about whether cards like Harsh Food Critic and Covetous Devotee count for Challenge 2 or not, this is kinda tantalising
Seems like you particularly don’t like the class, fair enough.
Since a good number of people really don’t like the tentacles, I guess I’ll probably remove them. Evaporation is pretty simple flavour, in all honestly. You absorb minions as health, not sure what else it could insinuate. The Health restored originally was 6, which was too weak. 8 works better. Regal Gaze follows Earth and Frost Shock’s wording. I’d rather stick to tried and tested wording than cut corners. Battlemaiden was originally at 2/4 for 2 mana. I’m not entirely sure which one is better. Subjugation is RNG, but I find it quite controlled. Since you know you will have to discover a minion, you will try to use it like Deadly Shot, when the opponent only has one minion. And the fact I made it only Sea Witch minions means a much smaller pool of cards. Yes, Sinti already made the point about Ascendant. Queen Azshara, well, if you don’t like it, nothing I can do about it. I’m already reworking the Rook. You seem to be the first people to dislike Azshara’s Journal. We’ll see what others think.
I wouldn't really say I dislike the class, just some of the cards you made for the set. Just wanted to say, Evaporation flavor should have been more obvious to me and it doesn't seem as strong now as it did initially, Regal Gaze wording still makes sense either way it just felt a little wordy and Queen Azshara and her journal were more personal gripes than anything.
I still liked some of the cards and your class in general, I was just trying to be blunt about what I wasn't fond of.
Nah, I appreciated your feedback a lot, and I daresay my reviews are similar. I’m just used to going back and forth on critique with the lads in our collaboration. I do agree some of the cards here were probably not too great and I’ll try to them fixed soonish.
Seer of Darkness now has text worded in a different way. Now mechanically less complex so it's more believable as a Common card but in the grand scheme of things, the card is exactly the same.
A new version of Demented Lackey has been made to follow Cult Following. It now only gives +2 Attack instead of just +2/+2. I don't like this version nearly as much, but I need to do this for the stupid challenge, but I think we all know how much I hate this challenge by now.
New card: Temporal Storm.
??? now has the name "Dark Replication".
Power of Yogg-Saron wording corrected.
Child's Play now costs 4 instead of 3.
Some additional comments:
Is it clear how Temporal Storm is supposed to work? Is it balanced. Is it believable as a Common card?
I am aware that people think Hollow Knight is too powerful? Could "Deal 5 damage" be a good substitute (would fall in line with balanced perfectly with Twilight Darkmender, and when comparing Holy Light and Fireball)?
So, I have 3 Epics. One needs to go. Interestingly, if I keep Astral Summoner and Power of Yogg-Saron, I would have at least one card that synergizes with every Old God. This is unintentional, but since Sinti pointed it out, I think it's kind of awesome and am tempted to keep it.
I am keeping Murozond for now. Quite a few people don't like him, but I will keep him if I don't find something better.
I still need a name for ???, and another Common card (probably a mid-to-high cost spell to go in theme with ???). I could also move Dark Replication to ONiK and make it a Common (suggested by Cogito) and re-theme it appropriately kind of like Shifting Scroll.
Is my set too complex. Do I have too many cards with 3 and 4 lines in them.
Seer of Darkness now has text worded in a different way. Now mechanically less complex so it's more believable as a Common card but in the grand scheme of things, the card is exactly the same.
A new version of Demented Lackey has been made to follow Cult Following. It now only gives +2 Attack instead of just +2/+2. I don't like this version nearly as much, but I need to do this for the stupid challenge, but I think we all know how much I hate this challenge by now.
New card: Temporal Storm.
??? now has the name "Dark Replication".
Power of Yogg-Saron wording corrected.
Child's Play now costs 4 instead of 3.
Some additional comments:
Is it clear how Temporal Storm is supposed to work? Is it balanced. Is it believable as a Common card?
I am aware that people think Hollow Knight is too powerful? Could "Deal 5 damage" be a good substitute (would fall in line with balanced perfectly with Twilight Darkmender, and when comparing Holy Light and Fireball)?
So, I have 3 Epics. One needs to go. Interestingly, if I keep Astral Summoner and Power of Yogg-Saron, I would have at least one card that synergizes with every Old God. This is unintentional, but since Sinti pointed it out, I think it's kind of awesome and am tempted to keep it.
I am keeping Murozond for now. Quite a few people don't like him, but I will keep him if I don't find something better.
I still need a name for ???, and another Common card (probably a mid-to-high cost spell to go in theme with ???). I could also move Dark Replication to ONiK and make it a Common (suggested by Cogito) and re-theme it appropriately kind of like Shifting Scroll.
Is my set too complex. Do I have too many cards with 3 and 4 lines in them.
Your set looks great. I'm liking your changes. The Demented Lackey change is a necessary evil, but keeping thinking about it! Maybe you'll come up with something that fits better. For your questions:
* Temporal Storm's wording is a bit odd but the 'normal' way is too long.
* As is, Hallow Knight is too strong. I do think that deal 4 or 5 damage would be better.
* Of your epics, my favorites are Dark Replication and Astral Summoner. But that could become a Kara card as suggested unless you have a better idea.
* Murozond is an ok card but frustrating to play against, so hopefully you come up with something else.
* ??? Could be some kind of Entertainer, Magician, or Medium.
* Your set is complex. Too complex? I can't say, because my own set is also all 3 and 4 line cards.
Seer of Darkness now has text worded in a different way. Now mechanically less complex so it's more believable as a Common card but in the grand scheme of things, the card is exactly the same.
A new version of Demented Lackey has been made to follow Cult Following. It now only gives +2 Attack instead of just +2/+2. I don't like this version nearly as much, but I need to do this for the stupid challenge, but I think we all know how much I hate this challenge by now.
New card: Temporal Storm.
??? now has the name "Dark Replication".
Power of Yogg-Saron wording corrected.
Child's Play now costs 4 instead of 3.
Some additional comments:
Is it clear how Temporal Storm is supposed to work? Is it balanced. Is it believable as a Common card?
I am aware that people think Hollow Knight is too powerful? Could "Deal 5 damage" be a good substitute (would fall in line with balanced perfectly with Twilight Darkmender, and when comparing Holy Light and Fireball)?
So, I have 3 Epics. One needs to go. Interestingly, if I keep Astral Summoner and Power of Yogg-Saron, I would have at least one card that synergizes with every Old God. This is unintentional, but since Sinti pointed it out, I think it's kind of awesome and am tempted to keep it.
I am keeping Murozond for now. Quite a few people don't like him, but I will keep him if I don't find something better.
I still need a name for ???, and another Common card (probably a mid-to-high cost spell to go in theme with ???). I could also move Dark Replication to ONiK and make it a Common (suggested by Cogito) and re-theme it appropriately kind of like Shifting Scroll.
Is my set too complex. Do I have too many cards with 3 and 4 lines in them.
Seer of Darkness: is that drawn card supposed to be the top card of the deck after the shuffle or a random of the three? Its kinda confusing. Mby change it to just "... in any order. Draw a card.", but then it should probably be a 3-cost 2/2 or something, since having an option to draw an exact card you might need right now from top 3 cards might be a bit more valuable than what Novice Engineer provides.
Demented Lackey: damn, that only attack buff looks weird as hell, but i get it.
Temporal Storm: i dont think the wording is there yet, since it looks more like it re-casts itself and thus triggering the effect on every future turn, which i doubt is what you want from it. But i cant rly come up with a clean wording myself atm :/
Hollow Knight: yeah 0-cost Assassinate in the right deck is a bit too strong, i think you should look at this as basically a Blackwing Corruptor, with arguably harder trigger and take the balance from there.
Dark Replication: i suppose the wording should follow Shifter Zerus and Shifting Scroll wordings, no? So something like "Each turn this is in your hand, transform it into a copy of the top card of your deck."
Astral Summoner: i kinda like this card, but since you want to drop one of the epics, this is the one i would drop. Mby you can alter it to an UnGoro flavor if you want to keep the elemental tag or something, the ability is cool and i think can fit in almost any set. But like i said before, potential 6 cost Malygos ... careful :) But i suppose if such a deck became a thing, ppl would know how to play around it, since its on deathrattle.
???: Still dont like that ability at all.
I dont think the set is too complex, it is complex, yes, but i suppose the normal amount. On three lines of text i wouldnt even bat an eye, fours r sometimes not great, but what you have is fine.
Thinking about this card some more today, i think it has become one of my favourite cards in this entire competition. It actually has so much depth in it and fits very well in the WOG set, since it basically interacts with all the Old Gods.
Combined with your hero power, you can stall out any card (like Nzoth for example) to when you would like to draw it or play it and gain an additional copy of it with this card. The beauty of it and the thing that in my eyes makes this balanced is, that you will have to invest some mana down the line via your hero power to keep shuffling the card you want to copy later on out of the top of your deck. One small thing im a bit sad about is that i think your hero power looks at 4 cards, not 3 as i suggested back in the Phase II, which makes it a bit easier to shuffle the desired card one card further into the deck, but thats not end of the world.
Another very cool thing about this card is, that if a play like i described above became a power play, Gnomeferatu would actually be a pretty good tech card, since you would know what the top card of your opponent's deck would be, if he played this as a copy of that turn prior. And as much as i hate deck/hand attacks, i wouldnt actually mind this one bit, since you would have already played the discarded card once, so you wouldnt be in the end denied the card, but you wouldnt get the additional value in form of the second copy.
And then it could develop into some interesting mindgames, where you would shuffle the card you would want to get as second, not first, in the order you would put them back on top of your deck, to play around Gnomeferatu. Ahaha, this card has so much potential to bring very interesting plays and counter-plays into the game. Nice!
I just realized 4/8 of my WotOG cards are 4-mana... anyways – C+C away!
Friendly Match: lol there is even art with chess for this? cool! im not too sure about the power level of the card, obviously its balanced, since its mirrored, but my issue with the card is, you will only ever play it when you need the taunts and in that case you dont rly care about the taunts your opponent gets, not to mention you would essentially deny him three board slots, which would further benefit you to protect you from gettin smorced faster. So, it should probably cost like 3, or 2 and summon them just for yourself.
Big Heart Portal: this can probably cost 2 mana, since you give your opponent a minion of the same (random) quality and the heals r mirrored as well. Obviously it is better if you have the board and your opponent doesnt, but i think having it at 3 mana is just unplayable.
Quiet Night Life: i dont like this, i get its kinda 9 mana "do nothing" kind of card, but its an indirect deck attack, that can screw your opponent big time. Not a fan.
Forbidden Love: holy shit you cannot be serious. This is one of the most disgusting mill cards ever, pls drop this completely lol.
Mood: Depressed: i dont mind this effect personally, but in earlier stages, many ppl voiced their opinion on "cant attack" effects and they didnt like them at all. Do this on your own peril, i would drop it.
Forgotten Oracle: i believe you have some interactions with cards being on the bottom of your deck right? so this card can be interesting.
Misunderstood: weird card, i dont quite remember any discard or armor mechanics in your class up until now. Im not saying you cant introduce them, but it feels weird. I suppose the name of the card fits lol :p
Monophobia: i want to say this can cost 3, probably should, since if your opponent only has 1 minion, Deadly Shot kills it as well and it can at least be played if he doesnt have just one minion, which this could not.
Unfriendly Moss: i want to say its balanced, but it just looks so scary in the correct situation. Especially like on curve in arena, this card would be quite insane, but i suppose its fine.
Spiteful Darkbot: i dont like this card very much, arguably you are not paying anything for the extra stats, especially if played on curve. Would be insane for arena as well, could win you game on its own basically, if you curved out into this. I would be fine with a 5/5 and you can remove just one or two cards instead.
Tentakul: im not a big fan of this card, would your class have a viable playstyle with just this on board, keeping it immune forever? if so, this is a very bad design ... but even then, if you can afford to do so for only like 2-3 turns, this card can get an insane value already. Very dangerous design.
I have been hard at work making balance changes based on the feedback given so far. I have come up with a new version of Death Duck which I believe better serves as a twisted version of Rubber Duck. I've also come up with a new minion that serves as a servant to the class legendary following the style of some other minions that were introduced in WotOG.
Here is Rubber Duck and Zolara for reference purposes
Perhaps I should change Death Duck's wording to "after" not "whenever" to keep it more inline and be more specific about when it happens?
I have been hard at work making balance changes based on the feedback given so far. I have come up with a new version of Death Duck which I believe better serves as a twisted version of Rubber Duck. I've also come up with a new minion that serves as a servant to the class legendary following the style of some other minions that were introduced in WotOG.
Here is Rubber Duck and Zolara for reference purposes
Perhaps I should change Death Duck's wording to "after" not "whenever" to keep it more inline and be more specific about when it happens?
Death Duck: that is one messy wording :D i think i see what you want it to do, but im not rly sure how to phrase it in a clean way, its just too complex. You basically want it to have a Tar Creeper like effect, but the attack on your opponent's turn would change depending on what attacked it, right? Anyway, the current wording would make the attack increase permanent, is that intentional? i feel like that shouldnt be the case. At least not with 6 hp.
Btw, about the "Attack stat" phrasing on both Ducks, it should probably read just "...swap its Attack with the attacker.". "Attack stat" is not a phrase that has ever been used, term "stats" has been used, but only when referrin to both Attack and Health, when you reference just one of them, they r just called Attack/Health.
Zolaras Apprentice: this one seems ok, mby drop a stat point, since there isnt any 6/6 or better unconditional minion in the game at all. All have either disadvantage or part of the stats in a deathrattle etc. Not to mention that the 1/1 you will get can very well provide far greater value than just a 1/1 body, if it would be a deathrattle minion for example etc.
I have been hard at work making balance changes based on the feedback given so far. I have come up with a new version of Death Duck which I believe better serves as a twisted version of Rubber Duck. I've also come up with a new minion that serves as a servant to the class legendary following the style of some other minions that were introduced in WotOG.
Here is Rubber Duck and Zolara for reference purposes
Perhaps I should change Death Duck's wording to "after" not "whenever" to keep it more inline and be more specific about when it happens?
Death Duck: "What attack attack wut? Have to read it again... ah now I see." The text sounds not very nice and probably has to be read twice if you are not too focused on understanding it the first time. The word "stat" is unnecessary here and you can just say "attacked by a minion" to save some space.. Get that you want to make another version of Rubber Duck. Just sounds kind of complicated for an effect thats not super interesting.
Zolara's Apprentice: The word "random" is unnecessary (see Onyx Bishop). Seems pretty weak and not very exiting to me. Compared to Barnes or Shadowcaster it's very inconsistent. Normally you get a 5/5 and a 1/1 for 5 mana (Big-Time Racketeer). If you get lucky the 1/1 has an ability. There are a lot of neutral 5-drops that seem more appealing. If it should stay in that way, think would down the stats and let it summon more 1/1s, at least two. 5 Mana 4/3 Battlecry: Summon 1/1 copies of two minions that died this game. Feels little more unique and is in line with Zolara.
I have been hard at work making balance changes based on the feedback given so far. I have come up with a new version of Death Duck which I believe better serves as a twisted version of Rubber Duck. I've also come up with a new minion that serves as a servant to the class legendary following the style of some other minions that were introduced in WotOG.
Here is Rubber Duck and Zolara for reference purposes
Perhaps I should change Death Duck's wording to "after" not "whenever" to keep it more inline and be more specific about when it happens?
Death Duck: that is one messy wording :D i think i see what you want it to do, but im not rly sure how to phrase it in a clean way, its just too complex. You basically want it to have a Tar Creeper like effect, but the attack on your opponent's turn would change depending on what attacked it, right? Anyway, the current wording would make the attack increase permanent, is that intentional? i feel like that shouldnt be the case. At least not with 6 hp.
Btw, about the "Attack stat" phrasing on both Ducks, it should probably read just "...swap its Attack with the attacker.". "Attack stat" is not a phrase that has ever been used, term "stats" has been used, but only when referrin to both Attack and Health, when you reference just one of them, they r just called Attack/Health.
Zolaras Apprentice: this one seems ok, mby drop a stat point, since there isnt any 6/6 or better unconditional minion in the game at all. All have either disadvantage or part of the stats in a deathrattle etc. Not to mention that the 1/1 you will get can very well provide far greater value than just a 1/1 body, if it would be a deathrattle minion for example etc.
With Death Duck my idea is it to have a Gurubashi Bereserker type effect but the amount it gains is the attacker's Attack rather than a set figure. What would you say for that? I like Slauchneid's idea about the change to Zolara's Apprentice what would your thoughts be on that?
I have been hard at work making balance changes based on the feedback given so far. I have come up with a new version of Death Duck which I believe better serves as a twisted version of Rubber Duck. I've also come up with a new minion that serves as a servant to the class legendary following the style of some other minions that were introduced in WotOG.
Here is Rubber Duck and Zolara for reference purposes
Perhaps I should change Death Duck's wording to "after" not "whenever" to keep it more inline and be more specific about when it happens?
Death Duck: that is one messy wording :D i think i see what you want it to do, but im not rly sure how to phrase it in a clean way, its just too complex. You basically want it to have a Tar Creeper like effect, but the attack on your opponent's turn would change depending on what attacked it, right? Anyway, the current wording would make the attack increase permanent, is that intentional? i feel like that shouldnt be the case. At least not with 6 hp.
Btw, about the "Attack stat" phrasing on both Ducks, it should probably read just "...swap its Attack with the attacker.". "Attack stat" is not a phrase that has ever been used, term "stats" has been used, but only when referrin to both Attack and Health, when you reference just one of them, they r just called Attack/Health.
Zolaras Apprentice: this one seems ok, mby drop a stat point, since there isnt any 6/6 or better unconditional minion in the game at all. All have either disadvantage or part of the stats in a deathrattle etc. Not to mention that the 1/1 you will get can very well provide far greater value than just a 1/1 body, if it would be a deathrattle minion for example etc.
With Death Duck my idea is it to have a Gurubashi Bereserker type effect but the amount it gains is the attacker's Attack rather than a set figure. What would you say for that? I like Slauchneid's idea about the change to Zolara's Apprentice what would your thoughts be on that?
Hmm, well then the wording for Death Duck should be pretty easy > "Whenever this minion takes damage, gain that much Attack." or "... increase its Attack by the same amount.", but i suppose the first wording should do. Not sure i like it too much, but i dont think i will like the card anyway, so i will at least help you make it mechanically correct :)
Zolaras Apprentice: im not too big fan of the suggested change by Slauchneid's, summoning two minions that died is a lot more similar to a full board of them than just one minion, so the legendary then doesnt feel very special. I suppose you could keep it as 5/5 in the end, if you rly wanted to.
I have been hard at work making balance changes based on the feedback given so far. I have come up with a new version of Death Duck which I believe better serves as a twisted version of Rubber Duck. I've also come up with a new minion that serves as a servant to the class legendary following the style of some other minions that were introduced in WotOG.
Here is Rubber Duck and Zolara for reference purposes
Perhaps I should change Death Duck's wording to "after" not "whenever" to keep it more inline and be more specific about when it happens?
Death Duck: that is one messy wording :D i think i see what you want it to do, but im not rly sure how to phrase it in a clean way, its just too complex. You basically want it to have a Tar Creeper like effect, but the attack on your opponent's turn would change depending on what attacked it, right? Anyway, the current wording would make the attack increase permanent, is that intentional? i feel like that shouldnt be the case. At least not with 6 hp.
Btw, about the "Attack stat" phrasing on both Ducks, it should probably read just "...swap its Attack with the attacker.". "Attack stat" is not a phrase that has ever been used, term "stats" has been used, but only when referrin to both Attack and Health, when you reference just one of them, they r just called Attack/Health.
Zolaras Apprentice: this one seems ok, mby drop a stat point, since there isnt any 6/6 or better unconditional minion in the game at all. All have either disadvantage or part of the stats in a deathrattle etc. Not to mention that the 1/1 you will get can very well provide far greater value than just a 1/1 body, if it would be a deathrattle minion for example etc.
With Death Duck my idea is it to have a Gurubashi Bereserker type effect but the amount it gains is the attacker's Attack rather than a set figure. What would you say for that? I like Slauchneid's idea about the change to Zolara's Apprentice what would your thoughts be on that?
Hmm, well then the wording for Death Duck should be pretty easy > "Whenever this minion takes damage, gain that much Attack." or "... increase its Attack by the same amount.", but i suppose the first wording should do. Not sure i like it too much, but i dont think i will like the card anyway, so i will at least help you make it mechanically correct :)
Zolaras Apprentice: im not too big fan of the suggested change by Slauchneid's, summoning two minions that died is a lot more similar to a full board of them than just one minion, so the legendary then doesnt feel very special. I suppose you could keep it as 5/5 in the end, if you rly wanted to.
Yeah I'm not completely sold in Death Duck myself it feels more like it's there to meet the challenge more than that I like it. It's hard to do a twisted version of a card when most of mine are already puns themselves.
with Zolara's Apprentice I was balancing against Faceless Summoner but that is making the assumption that a 1/1 copy of a dead minion is worth 1 mana less than a random 3 mana minion.
Death Duck: Does this work? "When this is attacked by a minion, gain Attack equal to the attacker's one."
@Sinti
Zolaras Apprentice: At least it wouldn't be a 5/5 like Zolara and be different in that regard. :P I think this was my biggest critique. I feel like it would be more fitting if it was cheaper and had lower stats. Probaby its powerlevel increases with that also. Because the only thing it brings apart from stats is summoning that 1/1. I mean Mirage Caller is just way better imo. You get to choose your target and it costs only 3 mana that still give you 3/4 of stats.
Death Duck: Does this work? "When this is attacked by a minion, gain Attack equal to the attacker's one."
@Sinti
Zolaras Apprentice: At least it wouldn't be a 5/5 like Zolara and be different in that regard. :P I think this was my biggest critique. I feel like it would be more fitting if it was cheaper and had lower stats. Probaby its powerlevel increases with that also. Because the only thing it brings apart from stats is summoning that 1/1. I mean Mirage Caller is just way better imo. You get to choose your target and it costs only 3 mana that still give you 3/4 of stats.
The thing with mirage caller is that it has combo potential but relies on you controlling a minion to get the benefit. This is guaranteed to at least give you something and with the right deck it could be very good. If you are mindful of what dies you have some element of control a bit like onyx bishop. My intention is for it to potentially summon a copy of One of your opponents minions that died too so maybe you could grab yourself a 1/1 Tirion.
Looking for feedback on an idea before I commit too much to it. Like Hunter Deathknights, I thought about stitching minions together as a theme for the Apothecary.
In this case, say you target a Goldshire Footman and you discover a Harvest Golem. The Footman now gets a buff that gives it +2/+3 and Deathrattle: Summon a 2/1 mech. If the footman is silenced or returned to hand the spliced minion is cut off.
This is the effect in its most basic form. Another card might combine 2 such minions and apply the buffs to a 0/0 Patchwork body. A future legendary may let you discover 3 such minions and gain all their effects. But I want to make sure it's not too complicated.
Reguardless I'll be posting my updated set tonight. There's been a few changes!
Edit - And if balance is an issue, I could make Charge minions not be able to be discovered by these effects.
Looking for feedback on an idea before I commit too much to it. Like Hunter Deathknights, I thought about stitching minions together as a theme for the Apothecary.
In this case, say you target a Goldshire Footman and you discover a Harvest Golem. The Footman now gets a buff that gives it +2/+3 and Deathrattle: Summon a 2/1 mech. If the footman is silenced or returned to hand the spliced minion is cut off.
This is the effect in its most basic form. Another card might combine 2 such minions and apply the buffs to a 0/0 Patchwork body. A future legendary may let you discover 3 such minions and gain all their effects. But I want to make sure it's not too complicated.
Reguardless I'll be posting my updated set tonight. There's been a few changes!
Edit - And if balance is an issue, I could make Charge minions not be able to be discovered by these effects.
I guess the effect is fine, but very polarizing. Im not sure if you can balance it, given that the card might be a 4 mana Dinosize or Power Word: Shield. Obviously if you would discover more minions = more stats and effects, it would get even more insane.
Oh, nvm it says 3-cost minion, ok. I guess that is fine then.
So, updates from me:
Some additional comments:
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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
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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
Need some feedback on my LONER cards:
ONiK
WotOG
I just realized 4/8 of my WotOG cards are 4-mana... anyways – C+C away!
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I have been hard at work making balance changes based on the feedback given so far. I have come up with a new version of Death Duck which I believe better serves as a twisted version of Rubber Duck. I've also come up with a new minion that serves as a servant to the class legendary following the style of some other minions that were introduced in WotOG.
Here is Rubber Duck and Zolara for reference purposes
Perhaps I should change Death Duck's wording to "after" not "whenever" to keep it more inline and be more specific about when it happens?
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Death Duck: "What attack attack wut? Have to read it again... ah now I see." The text sounds not very nice and probably has to be read twice if you are not too focused on understanding it the first time. The word "stat" is unnecessary here and you can just say "attacked by a minion" to save some space.. Get that you want to make another version of Rubber Duck. Just sounds kind of complicated for an effect thats not super interesting.
Zolara's Apprentice: The word "random" is unnecessary (see Onyx Bishop). Seems pretty weak and not very exiting to me. Compared to Barnes or Shadowcaster it's very inconsistent. Normally you get a 5/5 and a 1/1 for 5 mana (Big-Time Racketeer). If you get lucky the 1/1 has an ability. There are a lot of neutral 5-drops that seem more appealing. If it should stay in that way, think would down the stats and let it summon more 1/1s, at least two. 5 Mana 4/3 Battlecry: Summon 1/1 copies of two minions that died this game. Feels little more unique and is in line with Zolara.
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Lol everyone is writting my name wrong. :D
Death Duck: Does this work? "When this is attacked by a minion, gain Attack equal to the attacker's one."
@Sinti
Zolaras Apprentice: At least it wouldn't be a 5/5 like Zolara and be different in that regard. :P I think this was my biggest critique. I feel like it would be more fitting if it was cheaper and had lower stats. Probaby its powerlevel increases with that also. Because the only thing it brings apart from stats is summoning that 1/1. I mean Mirage Caller is just way better imo. You get to choose your target and it costs only 3 mana that still give you 3/4 of stats.
Looking for feedback on an idea before I commit too much to it. Like Hunter Deathknights, I thought about stitching minions together as a theme for the Apothecary.
In this case, say you target a Goldshire Footman and you discover a Harvest Golem. The Footman now gets a buff that gives it +2/+3 and Deathrattle: Summon a 2/1 mech. If the footman is silenced or returned to hand the spliced minion is cut off.
This is the effect in its most basic form. Another card might combine 2 such minions and apply the buffs to a 0/0 Patchwork body. A future legendary may let you discover 3 such minions and gain all their effects. But I want to make sure it's not too complicated.
Reguardless I'll be posting my updated set tonight. There's been a few changes!
Edit - And if balance is an issue, I could make Charge minions not be able to be discovered by these effects.
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
I guess the effect is fine, but very polarizing. Im not sure if you can balance it, given that the card might be a 4 mana Dinosize or Power Word: Shield. Obviously if you would discover more minions = more stats and effects, it would get even more insane.- Click Here To Join Us On Discord! -