So I've been working on some new cards since September of last year and I wanted to present some of them to you (the ones I think are not too stupid and well balanced).
There are 3 Commons, 2 Rares, 2 Epics and 2 Legendaries for each class!
Neutrals will be 32 Commons, 24 Rares, 20~ Epics and 15~ new Legendaries!
---- This thread is currently discontinued, sorry! ----
I'm currently not enjoying Hearthstone not as much as I used to. May come back someday.
Currently available: 81 class cards and 56 Neutrals!
Feel free to post feedback and criticism below!
Side note:Most of the artwork is from the Blizzard TCG, some of it is fan art. And some of it is also non-Blizzard art. I can't remember which I took from where, sorry! Also: Every card concept is from me! I didn't steal anything! Sorry if it's similiar to yours, but it's probably a coincidence!
HERE WE GO!
Shaman
Clarifications: - Lightning Swap: E.g. you swap stats from your Stoneclaw Totem with an enemy Molten Giant, your Stoneclaw Totem will be an 8/8 and the Giant a 0/2 after the swap. - Vindicator Vaakia:E.g. attacking into Deathwing with Vaakia will destroy her and make Deathwing a 2/12. If a minion has 0 Attack, it dies.
Changes: * 05/06/2015 Fireguard Smasher: Decreased Deathrattle damage from 3 to 2. Overloaded Armor: Decreased statgain from +2/+2 to +1/+1 per Totem. Shaman Totemsight: Changed stats from 2/3 to 2/2 Storm Spring Totem: Changed card. Original card: Mana Spring Totem Vindicator Vaakia: Added text: Totems have +2 Attack (otherwise your Totems would die instantly)
Warrior
Clarifications: - Raene's Cleansing: It will remove all negative effects such as Silence and other debuffs. - High Inquisitor Whitemane: If the targeted minion has Taunt, it can be ignored.
Changes: * 05/22/2015 Raene's Cleansing: It can target enemy minions now, too. Added "Draw a card." * 05/23/2015 High Inquisitor Whitemane: Changed ability from technically Stealth while Whitemane is alive to "Can't be targeted, damaged or destroyed while Whitemane is alive".
Warlock
Clarifications: - Misled's Infernals are just normal Infernals. - Imp Lord's Imps are just normal Imps. - Blitz'gor Fizzlebak: What makes him different from Floating Watcher is that he also gains +1/+1 if an enemy minion attacks your hero on your opponent's turn. - Doom Lord Kazzak: He basically gains +1 Windfury whenever he destroys another minion.
Changes: * 05/06/2015 Doom Lord Kazzak: Clarified wording a bit. * 05/22/2015 Strangle: Increased damage from 5 to 6. Misled: Decreased Cost from 10 to 8. Zoomed out the artwork a bit.
Mage
Clarifications: - Felendren the Banished's Banished Spirit
- Dying Balance: E.g. if you have 4 mana left (unspent), you will get a random 4 mana spell. And if your opponent has 2 unspent mana, then he will get a random 2-Cost spell.
Changes: * 05/22/2015 Dying Balance: Reworked. > Old card <
Priest
Clarifications: - Lavalchemist's Lava Potion - Corvus Promaethon's Hero Power
- Shadow Judgement transforms you into Shadowform.
Changes: * 05/15/2015 Shadow Judgement: Reworded a bit to resemble Bane of Doom's wording more. * 05/23/2015 Corvus Promaethon: The Hero Power isn't permanent anymore. Removed "Your Hero Power costs (0)." Annihilate Cost reduced from 6 to 0. Removed "Restore 2 Health to all friendly characters" from Annihilate. Added "Remove any copies of it from your opponent's deck".
Paladin
Clarifications: - Tauren Hammer: No, it isn't destroyed instantly if you destroy a minion, it triggers and then you have 1 Durability again. - Halford Wyrmbane: Yes, he basically is a Taunt + a Healing Touch. - Seal of Command: If the targeted minion already has one of the buffs, it CAN'T get that one anymore. Also, if it can already attack, it WON'T be able to get Charge. E.g. a friendly Sen'jin Shieldmasta(that can already attack) can only get Windfury, Divine Shield or +2/+2.
Changes: * 05/06/2015 Halford Wyrmbane: Clarified wording a bit. * 05/15/2015 Arcane Torrent: Changed from '[...] deal its Attack to adjacent minions' to '[...] deal its Attack to all other friendly characters.'
Druid
Clarifications: - Tyrande Whisperwind's Ancients are obviously: Ancient of Lore, Ancient of War, Ancient of Yore and Ancient of Gore - Parren Shadowshot: He refills ALL Mana Crystals, so it can also be really good for your opponent.
Changes: * 05/06/2015 Parren Shadowshot: Clarified wording a bit.
Hunter
Clarifications: - Turn Aside only lasts one turn. - Magraff Sparroweye: Your characters also take 10 damage if they attack.
Changes: * 05/15/2015 Papa Hummel's Biscuit: Reduced Cost from 6 to 4.
Rogue
Clarifications: - Warp Splinter's Thorn: It can also be a drawback, since it can also deal 2 damage to one of YOUR minions.
Changes: * 05/07/2015 Warp Splinter's Thorn: Reduced Attack value from 3 to 2. Reduced after attack damage from 3 to 2. * 05/22/2015 Bend Weapon: Changed "Reduce your opponent's weapon's Durability to 1." to "Destroy your opponent's weapon." and "Combo: Destroy it (your opponent's weapon) instead." to "Combo: Don't reduce its (your new copy) Durability." Acid Smile Soldier: Changed from "all cards in your opponent's hand" to "all minions in your opponent's hand."
---- Neutrals ----
Commons
Clarifications: - Elf Retainer's Hyena is a normal Hyena.
Changes: * 05/15/2015 Arcane Guardian: Reduced Health from 7 to 6. Changed Deathrattle from 'Give a random enemy minion +2/+2.' to 'Give all enemy minions +1/+1.' * 05/22/2015 Arcane Guardian: Reduced Health from 6 to 5.
Rares
Clarifications: - None yet.
Changes: - None yet.
---- Other Neutrals will follow in the next couple of days! ----
Looks interesting. On lunch break so I'll be brief, then make more comments later today.
SHAMAN: Fireguard Smasher : Seems pretty interesting, might be to good to as it trades with anything that has 6 or less health and 4 or more attack. Maybe give it Overload or lower the damage on deathrattle.
Overloaded Armor: Pretty powerful for a buff. If you have more than one totem, this is a Card Nameany minion can get out of hand(even one of those totems). I'd make it +1/+1.
You spelled a lot of times "he" on a card referig the minion itself the right woding is "whenever this minion"
Most cards look quite balanced but I wonder about the shaman legendary that makes minions gorehowls.. does that means that te totems instatly die?
I like how your 9 mana cards are actually "win the game" like they should be.
Really? "A lot of times"? I just saw it on Doom Lord Kazzak. I tried it with "Whenever this minion destroys another minion on your turn, it can attack again and restore to full Health." but then the text was somewhat tiny and it looked kinda strange for me. But I'll throw in the better-worded version when I got more time! (Just briefly writing this here)
Also: Yeah, I noticed Vaakia's problem, too. She basically makes 3/4th of your Hero Power useless which is quite unfortunate. I'm not quite sure how to fix it... Maybe just "Your other minions have +1/+1" or something but I dunno...
EDIT: Fixed 'em.
Thanks for the valuable feedback, much appreciated! :)
Looks interesting. On lunch break so I'll be brief, then make more comments later today.
SHAMAN: Fireguard Smasher : Seems pretty interesting, might be to good to as it trades with anything that has 6 or less health and 4 or more attack. Maybe give it Overload or lower the damage on deathrattle.
Overloaded Armor: Pretty powerful for a buff. If you have more than one totem, this is a Card Nameany minion can get out of hand(even one of those totems). I'd make it +1/+1.
Quickshock: I like this card.
Fireguard Smasher: Yeah, I've thought of making it just 2 damage but then it looked kinda lame. I'll consider it...
Overloaded Armor: Sounds good, gonna update it once I got the time!
Quickshock: Thanks!
Thanks for the feedback! Looking forward to your words on the other cards! ♥
Sweet cards dude! I really like that every class has a Dark Cultist-esque 3M 3/4 with some conditional extra value that isn't automatic
Yeah, I specifically aimed for that ^^ I really liked Dark Cultist and its card design when it was released so I thought "hey why not give every other class a similiar 3-drop?" :D
Shaman TotemSight: I'd give him Overload (1), becuase right now, hes a 2 drop that can easily be a 3/4, with possibility of being larger.
Mana Spring: I like the idea of this card, but don't think Shaman should have access to mana ramping in HS(it's mostly a Druid thing, like how stealing cards is a mostly Priest thing). What if it unlocked Overloaded Mana Crystals instead?
Deathmaschief: I like this card as well.
Lightning Swap: It might be a little bit confusing, but I do like the concept. Not sure powerful it would be though.
Shaman TotemSight: I'd give him Overload (1), becuase right now, hes a 2 drop that can easily be a 3/4, with possibility of being larger.
Mana Spring: I like the idea of this card, but don't think Shaman should have access to mana ramping in HS(it's mostly a Druid thing, like how stealing cards is a mostly Priest thing). What if it unlocked Overloaded Mana Crystals instead?
Deathmaschief: I like this card as well.
Lightning Swap: It might be a little bit confusing, but I do like the concept. Not sure powerful it would be though.
Shaman Totemsight: Okay, I'll probably give it 1 Overload or even make it a 2/2 without Overload.
Mana Spring: Yeah, I know that, but I think making it unlock the Overloaded mana crystals would make the name kinda not matching. How about "Storm Spring Totem" then.
Deathsmashchief: Thanks!
Lightning Swap: Yeah, it was pretty difficult to word it, but I really like the concept of summoning a Totem and just targeting e.g. an enemy Molten Giant, reducing the Molten's stats to 0/2 and making your Stoneclaw Totem an 8/8. Sounds so lovely. :3
Thanks for the feedback, gonna update em in the next couple of minutes!
Warp Splinter's Thorn is unbelievably strong. If it was 1/3 with the same effect, then I could see it possible, otherwise, the cost needs to shoot up. Rogue doesn't have to put out a big field of minions, so it's basically never a negative.
Warp Splinter's Thorn is unbelievably strong. If it was 1/3 with the same effect, then I could see it possible, otherwise, the cost needs to shoot up. Rogue doesn't have to put out a big field of minions, so it's basically never a negative.
I can see your point. I probably will reduce its Attack damage to 2 and its after attack damage also to 2.
So I changed a few things and wanted to make my decisions clear here!
Also, the Neutral Rares and Epics will probably follow this weekend! :)
Changes:
- Raene's Cleansing: It can target enemy minions now, too. Added "Draw a card." The card looked to me somewhat unusable. Since "remove any negative effects" is like an un-Silence. Yeah, the "Give it Health equal to your Armor" CAN be quite ridiculous, but your opponent most likely has removal at the point where you have 20+ Armor. Draw a card seemed like a nice balance to make the card worth more, but not reducing its Cost. Targeting enemy minions was just so there was more space available for cardtext. ;)
- Strangle: Increased damage from 5 to 6. I thought to myself "why should I pay 2 mana more for a +1 damage on my semi Soulfire?" 6 damage seemed reasonable for 3 mana and the cost of discard a random card.
- Misled: Decreased Cost from 10 to 8. Zoomed out the artwork a bit. This card also seemed unplayable for me. When designing this card, I thought "Hmm, an Infernal is worth 5.5 mana and when you summon two Infernals with this card, it has already payed for itself!" But no. I didn't calculate in the sacrificing of all your minions + the damage you take from the card. So 8 mana seemed a good place for it, I considered 7 first, but then went with 8. The artwork is just so beautiful not to see more of it. :P
- Dying Balance: Reworked. > Old card < It took me some days to finally realize it. The card was overpowered. You could do 20 DAMAGE for 0 mana (2x Dying Balance + 2x Pyroblast)
- Seal of Command: If the targeted minion already has one of the buffs, it CAN'T get that one anymore. Also, if it can already attack, it WON'T be able to get Charge. E.g. a friendly Sen'jin Shieldmasta(that can already attack) can only get Windfury, Divine Shield or +2/+2. Yeah, it techically is a buff, but not really. I've already thought of the card like this, but didn't really explain it... Whoops.
- Bend Weapon: Changed "Reduce your opponent's weapon's Durability to 1." to "Destroy your opponent's weapon." and "Combo: Destroy it (your opponent's weapon) instead." to "Combo: Don't reduce its (your new copy) Durability." It also looked like a really bad card to me. Just reducing its Durability was pretty "eh.", so completely destroying it is better and equipping a copy of it with full Durability is much better.
- Acid Smile Soldier: Changed from "all cards in your opponent's hand" to "all minions in your opponent's hand." If you were playing Mill Rogue and you had this card, you would auto-win with just the damage from this card with the old design. Now, it's just minions, so the damage won't be as high.
- Arcane Guardian: Reduced Health from 6 to 5. The card looked unpassable to me if you just had tiny minions and then the actual backlash wouldn't happen because if your opponent had to trade in all of his tiny minions.
- High Inquisitor Whitemane: Changed ability from technically Stealth while Whitemane is alive to "Can't be targeted, damaged or destroyed while Whitemane is alive". Technically Stealth from a 5 drop with a 4/5 statline seemed a bit weak to me. I mean, Master of Disguise does the same, but it's until the minion attacks other than while she is alive. So now the minion can't be destroyed, damaged or targeted while she is alive which basically protects the minion until Whitemane is dealt with. Of course, if the targeted minion has Taunt, it can be ignored like Stealth.
- Corvus Promaethon: The Hero Power isn't permanent anymore. Removed "Your Hero Power costs (0)." Annihilate Cost reduced from 6 to 0. Removed "Restore 2 Health to all friendly characters" from Annihilate. Added "Remove any copies of it from your opponent's deck". Having a permanentHero Power that is a better Assassinate seemed too overpowered to me. Now, it still costs (0) as it would've before, but doesn't last until your hero dies, but until Corvus dies. Also, I changed the heal to remove any copies of it, because the heal was just there to kinda keep Priest's design in tact. Now, since it isn't permanent anymore, then "remove all copies of it" seemed to match more to the actual name of the Hero Power.
Hey guys!
So I've been working on some new cards since September of last year and I wanted to present some of them to you (the ones I think are not too stupid and well balanced).
There are 3 Commons, 2 Rares, 2 Epics and 2 Legendaries for each class!
Neutrals will be 32 Commons, 24 Rares, 20~ Epics and 15~ new Legendaries!
---- This thread is currently discontinued, sorry! ----
I'm currently not enjoying Hearthstone not as much as I used to. May come back someday.
Currently available: 81 class cards and 56 Neutrals!
Feel free to post feedback and criticism below!
Side note: Most of the artwork is from the Blizzard TCG, some of it is fan art. And some of it is also non-Blizzard art. I can't remember which I took from where, sorry! Also: Every card concept is from me! I didn't steal anything! Sorry if it's similiar to yours, but it's probably a coincidence!
HERE WE GO!
Shaman
Clarifications:
- Lightning Swap: E.g. you swap stats from your Stoneclaw Totem with an enemy Molten Giant, your Stoneclaw Totem will be an 8/8 and the Giant a 0/2 after the swap.
- Vindicator Vaakia: E.g. attacking into Deathwing with Vaakia will destroy her and make Deathwing a 2/12. If a minion has 0 Attack, it dies.
Changes:
* 05/06/2015
Fireguard Smasher: Decreased Deathrattle damage from 3 to 2.
Overloaded Armor: Decreased statgain from +2/+2 to +1/+1 per Totem.
Shaman Totemsight: Changed stats from 2/3 to 2/2
Storm Spring Totem: Changed card. Original card: Mana Spring Totem
Vindicator Vaakia: Added text: Totems have +2 Attack (otherwise your Totems would die instantly)
Warrior
Clarifications:
- Raene's Cleansing: It will remove all negative effects such as Silence and other debuffs.
- High Inquisitor Whitemane: If the targeted minion has Taunt, it can be ignored.
Changes:
* 05/22/2015
Raene's Cleansing: It can target enemy minions now, too. Added "Draw a card."
* 05/23/2015
High Inquisitor Whitemane: Changed ability from technically Stealth while Whitemane is alive to "Can't be targeted, damaged or destroyed while Whitemane is alive".
Warlock
Clarifications:
- Misled's Infernals are just normal Infernals.
- Imp Lord's Imps are just normal Imps.
- Blitz'gor Fizzlebak: What makes him different from Floating Watcher is that he also gains +1/+1 if an enemy minion attacks your hero on your opponent's turn.
- Doom Lord Kazzak: He basically gains +1 Windfury whenever he destroys another minion.
Changes:
* 05/06/2015
Doom Lord Kazzak: Clarified wording a bit.
* 05/22/2015
Strangle: Increased damage from 5 to 6.
Misled: Decreased Cost from 10 to 8. Zoomed out the artwork a bit.
Mage
Clarifications:
- Felendren the Banished's Banished Spirit
- Dying Balance: E.g. if you have 4 mana left (unspent), you will get a random 4 mana spell. And if your opponent has 2 unspent mana, then he will get a random 2-Cost spell.
Changes:
* 05/22/2015
Dying Balance: Reworked. > Old card <
Priest
Clarifications:
- Lavalchemist's Lava Potion - Corvus Promaethon's Hero Power
- Shadow Judgement transforms you into Shadowform.
Changes:
* 05/15/2015
Shadow Judgement: Reworded a bit to resemble Bane of Doom's wording more.
* 05/23/2015
Corvus Promaethon: The Hero Power isn't permanent anymore. Removed "Your Hero Power costs (0)."
Annihilate Cost reduced from 6 to 0. Removed "Restore 2 Health to all friendly characters" from Annihilate.
Added "Remove any copies of it from your opponent's deck".
Paladin
Clarifications:
- Tauren Hammer: No, it isn't destroyed instantly if you destroy a minion, it triggers and then you have 1 Durability again.
- Halford Wyrmbane: Yes, he basically is a Taunt + a Healing Touch.
- Seal of Command: If the targeted minion already has one of the buffs, it CAN'T get that one anymore. Also, if it can already attack, it WON'T be able to get Charge. E.g. a friendly Sen'jin Shieldmasta (that can already attack) can only get Windfury, Divine Shield or +2/+2.
Changes:
* 05/06/2015
Halford Wyrmbane: Clarified wording a bit.
* 05/15/2015
Arcane Torrent: Changed from '[...] deal its Attack to adjacent minions' to '[...] deal its Attack to all other friendly characters.'
Druid
Clarifications:
- Tyrande Whisperwind's Ancients are obviously:
Ancient of Lore, Ancient of War, Ancient of Yore and Ancient of Gore
- Parren Shadowshot: He refills ALL Mana Crystals, so it can also be really good for your opponent.
Changes:
* 05/06/2015
Parren Shadowshot: Clarified wording a bit.
Hunter
Clarifications:
- Turn Aside only lasts one turn.
- Magraff Sparroweye: Your characters also take 10 damage if they attack.
Changes:
* 05/15/2015
Papa Hummel's Biscuit: Reduced Cost from 6 to 4.
Rogue
Clarifications:
- Warp Splinter's Thorn: It can also be a drawback, since it can also deal 2 damage to one of YOUR minions.
Changes:
* 05/07/2015
Warp Splinter's Thorn: Reduced Attack value from 3 to 2. Reduced after attack damage from 3 to 2.
* 05/22/2015
Bend Weapon: Changed "Reduce your opponent's weapon's Durability to 1." to "Destroy your opponent's weapon." and "Combo: Destroy it (your opponent's weapon) instead." to "Combo: Don't reduce its (your new copy) Durability."
Acid Smile Soldier: Changed from "all cards in your opponent's hand" to "all minions in your opponent's hand."
---- Neutrals ----
Commons
Clarifications:
- Elf Retainer's Hyena is a normal Hyena.
Changes:
* 05/15/2015
Arcane Guardian: Reduced Health from 7 to 6. Changed Deathrattle from 'Give a random enemy minion +2/+2.' to 'Give all enemy minions +1/+1.'
* 05/22/2015
Arcane Guardian: Reduced Health from 6 to 5.
Rares
Clarifications:
- None yet.
Changes:
- None yet.
---- Other Neutrals will follow in the next couple of days! ----
You spelled a lot of times "he" on a card referig the minion itself the right woding is "whenever this minion"
Most cards look quite balanced but I wonder about the shaman legendary that makes minions gorehowls.. does that means that te totems instatly die?
I like how your 9 mana cards are actually "win the game" like they should be.
Looks interesting. On lunch break so I'll be brief, then make more comments later today.
SHAMAN:
Fireguard Smasher : Seems pretty interesting, might be to good to as it trades with anything that has 6 or less health and 4 or more attack. Maybe give it Overload or lower the damage on deathrattle.
Overloaded Armor: Pretty powerful for a buff. If you have more than one totem, this is a Card Nameany minion can get out of hand(even one of those totems). I'd make it +1/+1.
Quickshock: I like this card.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Really? "A lot of times"? I just saw it on Doom Lord Kazzak. I tried it with "Whenever this minion destroys another minion on your turn, it can attack again and restore to full Health." but then the text was somewhat tiny and it looked kinda strange for me. But I'll throw in the better-worded version when I got more time! (Just briefly writing this here)
Also: Yeah, I noticed Vaakia's problem, too. She basically makes 3/4th of your Hero Power useless which is quite unfortunate. I'm not quite sure how to fix it... Maybe just "Your other minions have +1/+1" or something but I dunno...
EDIT: Fixed 'em.
Thanks for the valuable feedback, much appreciated! :)
Fireguard Smasher: Yeah, I've thought of making it just 2 damage but then it looked kinda lame. I'll consider it...
Overloaded Armor: Sounds good, gonna update it once I got the time!
Quickshock: Thanks!
Thanks for the feedback! Looking forward to your words on the other cards! ♥
Sweet cards dude! I really like that every class has a Dark Cultist-esque 3M 3/4 with some conditional extra value that isn't automatic
Yeah, I specifically aimed for that ^^ I really liked Dark Cultist and its card design when it was released so I thought "hey why not give every other class a similiar 3-drop?" :D
Thanks for the feedback, bro!
Shaman TotemSight: I'd give him Overload (1), becuase right now, hes a 2 drop that can easily be a 3/4, with possibility of being larger.
Mana Spring: I like the idea of this card, but don't think Shaman should have access to mana ramping in HS(it's mostly a Druid thing, like how stealing cards is a mostly Priest thing). What if it unlocked Overloaded Mana Crystals instead?
Deathmaschief: I like this card as well.
Lightning Swap: It might be a little bit confusing, but I do like the concept. Not sure powerful it would be though.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Shaman Totemsight: Okay, I'll probably give it 1 Overload or even make it a 2/2 without Overload.
Mana Spring: Yeah, I know that, but I think making it unlock the Overloaded mana crystals would make the name kinda not matching. How about "Storm Spring Totem" then.
Deathsmashchief: Thanks!
Lightning Swap: Yeah, it was pretty difficult to word it, but I really like the concept of summoning a Totem and just targeting e.g. an enemy Molten Giant, reducing the Molten's stats to 0/2 and making your Stoneclaw Totem an 8/8. Sounds so lovely. :3
Thanks for the feedback, gonna update em in the next couple of minutes!
Included most of the feedback given so far!
Thanks a lot, guys!
Gonna be working on Rogue & Neutrals now!
Done with all the class cards now! Gonna be adding clarifications if I think they are needed.
Leaving the Neutrals to tomorrow and the rest of the week!
Warp Splinter's Thorn is unbelievably strong. If it was 1/3 with the same effect, then I could see it possible, otherwise, the cost needs to shoot up. Rogue doesn't have to put out a big field of minions, so it's basically never a negative.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I can see your point. I probably will reduce its Attack damage to 2 and its after attack damage also to 2.
EDIT: Changed it!
Thanks for the feedback!
Phew!
Neutral Commons are now added!
Found 32 viable ones in my 1,000+ offline cards collection.
Although the Commons aren't the most interesting ones, I still hope you like 'em!
Situation Update:
Having alot of exams at the moment.
Can't update the thread for about a week. After that, the rest of the Neutrals will be added!
Sorry, guys! :/
(small) Update, woohoo!
Hey guys!
So I changed a few things and wanted to make my decisions clear here!
Also, the Neutral Rares and Epics will probably follow this weekend! :)
Changes:
- Raene's Cleansing: It can target enemy minions now, too. Added "Draw a card."
The card looked to me somewhat unusable. Since "remove any negative effects" is like an un-Silence. Yeah, the "Give it Health equal to your Armor" CAN be quite ridiculous, but your opponent most likely has removal at the point where you have 20+ Armor.
Draw a card seemed like a nice balance to make the card worth more, but not reducing its Cost.
Targeting enemy minions was just so there was more space available for cardtext. ;)
- Strangle: Increased damage from 5 to 6.
I thought to myself "why should I pay 2 mana more for a +1 damage on my semi Soulfire?" 6 damage seemed reasonable for 3 mana and the cost of discard a random card.
- Misled: Decreased Cost from 10 to 8. Zoomed out the artwork a bit.
This card also seemed unplayable for me. When designing this card, I thought "Hmm, an Infernal is worth 5.5 mana and when you summon two Infernals with this card, it has already payed for itself!" But no. I didn't calculate in the sacrificing of all your minions + the damage you take from the card. So 8 mana seemed a good place for it, I considered 7 first, but then went with 8.
The artwork is just so beautiful not to see more of it. :P
- Dying Balance: Reworked. > Old card <
It took me some days to finally realize it. The card was overpowered. You could do 20 DAMAGE for 0 mana (2x Dying Balance + 2x Pyroblast)
- Seal of Command: If the targeted minion already has one of the buffs, it CAN'T get that one anymore. Also, if it can already attack, it WON'T be able to get Charge. E.g. a friendly Sen'jin Shieldmasta (that can already attack) can only get Windfury, Divine Shield or +2/+2.
Yeah, it techically is a buff, but not really. I've already thought of the card like this, but didn't really explain it... Whoops.
- Bend Weapon: Changed "Reduce your opponent's weapon's Durability to 1." to "Destroy your opponent's weapon." and "Combo: Destroy it (your opponent's weapon) instead." to "Combo: Don't reduce its (your new copy) Durability."
It also looked like a really bad card to me. Just reducing its Durability was pretty "eh.", so completely destroying it is better and equipping a copy of it with full Durability is much better.
- Acid Smile Soldier: Changed from "all cards in your opponent's hand" to "all minions in your opponent's hand."
If you were playing Mill Rogue and you had this card, you would auto-win with just the damage from this card with the old design. Now, it's just minions, so the damage won't be as high.
- Arcane Guardian: Reduced Health from 6 to 5.
The card looked unpassable to me if you just had tiny minions and then the actual backlash wouldn't happen because if your opponent had to trade in all of his tiny minions.
Hey guys, quick update!
Neutral Rares will come TOMORROW!
Also, some changes to...
- High Inquisitor Whitemane: Changed ability from technically Stealth while Whitemane is alive to "Can't be targeted, damaged or destroyed while Whitemane is alive".
Technically Stealth from a 5 drop with a 4/5 statline seemed a bit weak to me. I mean, Master of Disguise does the same, but it's until the minion attacks other than while she is alive. So now the minion can't be destroyed, damaged or targeted while she is alive which basically protects the minion until Whitemane is dealt with. Of course, if the targeted minion has Taunt, it can be ignored like Stealth.
- Corvus Promaethon: The Hero Power isn't permanent anymore. Removed "Your Hero Power costs (0)."
Annihilate Cost reduced from 6 to 0. Removed "Restore 2 Health to all friendly characters" from Annihilate.
Added "Remove any copies of it from your opponent's deck".
Having a permanent Hero Power that is a better Assassinate seemed too overpowered to me. Now, it still costs (0) as it would've before, but doesn't last until your hero dies, but until Corvus dies.
Also, I changed the heal to remove any copies of it, because the heal was just there to kinda keep Priest's design in tact. Now, since it isn't permanent anymore, then "remove all copies of it" seemed to match more to the actual name of the Hero Power.
Rares are done now!
I hope you'll like 'em!