I should clarify - this is not something that Blizzard has announced. However, unless Blizzard stops making new Taunt creatures there will eventually be enough to make a viable "all taunt" deck, which will almost certainly fail the "fun to play against" test.
Rather than nerf Taunt, they will almost certainly introduce one or more cards that bypass it.
Northshire Archbishop - Oooh, interesting. Does the deathrattle get removed from the card, or will it activate again on the death of the card? Either way, I'd want to weaken the Bishop's body a bit. Even though the ability technically affects both players equally, it's fairly clear it will favor the playing priest. (Also, what is the desired interaction with Baron Rivendare?)
Ashen Hand - The wording here is ambiguous. Does the card:
Swap one of your minions stats with another of your minions.
Swap the stats of any minion with the stats of one of your minions.
Swap the stats of any minion with the stats of a minion on its side?
Blades of Azzinoth - I would probably remove the health bonus for Taunt minions.
Nathanos Blightcaller - How many hounds? (Also, with since these have different base stats than Hound, you might want to give them another name). Nathanos would probably be balanced with either the Battlecry (depending on the number of hounds) or the Deathrattle, but both together makes me think he's OP.
Fellsteed - I think this minion is a bit too strong for price. Since it has Charge, it should be priced like a 6/5. In other words, the base cost should be 5 mana. Doing 3 damage to the summoner justifies dropping that by 1. I would change the cost from 3 to 4 mana.
Immolate - A weaker (and cheaper) Explosive Shot. I see no problem with it.
Soulwell - A more expensive (but faster) Lightwell. Again, I see no problem with it.
Metamorphosis - I would probably increase the cost to 3, but 2 might work.
Shadowburn - Definitely too strong. If you get a kill, it costs the same as Shadow Bolt AND it increases your max mana pool. I would make them empty mana crystals.
Sense Demons - I don't really think this card needs a revamp. You just have to be smart about what deck(s) you put it in.
Unbound Will - requires you to define "negative effect." I would probably change the text to "silence" and make it significantly cheaper.
Felsteed: a bit overpowered for its price. 4 mana for this would normally be excessive (compare with Korkron Elite) but Warlocks have too much burst already. Either that or make it a 3/4.
Immolate: a lot poorer than Swipe. Since Swipe was OP anyway, I see no major problem, but I don't see many people running this.
Soulwell: again, a lot poorer than Lightwell. There is a problem here, since Lightwell was an extremely bad card in any deck but the rank 20 Inner Fire decks. What about a 1/5 or 2/5 instead?
Metamorphosis: Excellent price. You don't want to make it too much worse than Power of the Wild. Currently it's a little worse than PotW, since it is difficult to have 3 demons and no more other minions in board, where it wins PotW. (Note that even if you have 3 demons, if you have another non-Demon minion as well, PotW wins.)
Recently blues on the HS forums were asked about the possibility of neutral spell cards. The blues didn't give a serious answer when the solution is obvious: Item cards, these are flasks, elixirs and engineering items. I've made up a few here, some of them are overpriced by design as the high cost or other drawbacks offset the initial power of these or the fact that they can allow one class to do something normally unavailable to them.
I would love to see a low mana cost legendary card for Kingslayer Orkus. Not only because he is part of the best low level questline in WoW, but also because he would have one of the best enter play sound clips ingame.
Sounds Play: "CAN YOU SMELL WHAT THE LOK'TAR IS COOKIN'?!" Attack: KASHA! RIDE LIKE THUNDER! Death: Please take care of Kasha... *Coughs*
So I had an idea for a card similar to argus and I looked at some of the lore for argus and found The Hand. even tho the picture isnt retcon because I couldnt find a good draenei pic and its not centered, it works. I think making it a 3/3 for 3 makes it very playable for what it does.
So I had an idea for a card similar to argus and I looked at some of the lore for argus and found The Hand. even tho the picture isnt retcon because I couldnt find a good draenei pic and its not centered, it works. I think making it a 3/3 for 3 makes it very playable for what it does.
So I had an idea for a card similar to argus and I looked at some of the lore for argus and found The Hand. even tho the picture isnt retcon because I couldnt find a good draenei pic and its not centered, it works. I think making it a 3/3 for 3 makes it very playable for what it does.
So for the cost of Charge, I get double the effect of Charge, and a 3/3 minion to boot?
This is more like an 8 mana card (which would, of course, significantly undermine its value in most instances).
Yup. Although 8 mana is really excessive... for such a minion-based card, the objective should be to count only the +2 attack and charge would cost little. I would make it a 6 mana 4/4 with the ability "Battlecry: Give adjacent minions +2 Attack and Charge", so no big bursts are possible (at most 11, with three cards required).
However, to make it more balanced, I would suggest 5 mana 4/4 with "Battlecry: Give adjacent minions +2 Health and Charge".
So I had an idea for a card similar to argus and I looked at some of the lore for argus and found The Hand. even tho the picture isnt retcon because I couldnt find a good draenei pic and its not centered, it works. I think making it a 3/3 for 3 makes it very playable for what it does.
That card would make Magma Rager and Dust Devil playable. Imagine dropping a Hand Of Argus with 2 Dust Devils for 20 burst damage for 5 mana and 3 cards.
A 3-mana body that generates two 3-mana effects should be quite expensive.
9 mana is clearly too expensive, but by the same token anything under 6-mana is clearly far too cheap. As Skyworm pointed out, there most certainly are abusive combos that making this card too cheap opens up. In addition to windfury minions, there are also 2-for-1 minions, token minions, and variable cost minions to consider.
A "Free" 5/3 Dread Corsair with Taunt and Charge is nothing to sneeze at. Neither are a pair of 10/8 Molten Giants with Charge (In fact, a Shaman could get an OTK from this card by playing double giants and a Windfury). And of course, you still get the 3/3 body at the end.
I have been testing with some of the warlock cards and I found them to be bad for 2 reasons basically:
-They don't really fit well in currently existing deck archeptypes
-They are usually underperforming even in best circumstances
Now, I know not every card is supposed to be extremely good and not every class is supposed to be good at everything. Please keep in mind, I came up with these ideas in realization of this:
"In MTG there is a concept called the "colour wheel". This wheel basically expresses what the strengths and weakness of each colour are. for example Blue and Black are great at card draw, Red is poor at card draw but great at removal, green is great at pumping out big creatures but has poor removal.... and so on. No class it the "best at everything".... and usually, it you want to have effect X in a class that is supposed to be bad at X you have to pay a premium for that privilege,
Mage and Shaman are the kings of Direct damage, The two classes have that strength in common but they do not share the same weaknesses, for example; Shaman sucks at life gain/damage mitigation, which as it turns out mage is pretty good at (i.e. Ice Barrier, Ice Block). Study shaman for a bit and we will notice that it has a strength that the mage does not; Shaman is good at buffing minions (e.g Bloodlust, Flametongue totem, Windfury, etc) and mage is terrible at that.
So, Shaman and Mage are kings of spell damage but on the other side of the spectrum we have Warrior, who sucks at it. it sucks because it is supposed to suck. If we keep on changing cards like Mortal Strike to be more likeFireball then the classes become less and less unique. Moreover, you could eventually find yourself in a situation where there actually no point in playing a particular class; Why play mage, for example, if Warrior can do everything that class can and more besides?
long story short, the interesting question we need to ask ourselves it this: Is "a 4-mana Polymorph a good mage spell? " The fact that Shaman "does it better" is completly irrelevant. "
Additional note: I have found out a new warlock deck type from 5 months ago. E=mc2 and Kolento's special secret tactic. Since they were pre-naxx, I decided to tweak the deck and play with it a bit. The idea of the deck is, it's a miracle warlock that relies on spellpower minions with removal spells to keep the board in check, while using life tap and card draw engines to gather the otk combo pieces. I also tried to look into cards from that deck's perspective as well as the other deck archetypes.
The thing is, this card is not supposed to earn you the board maybe unless you are in lord jaraxxus form. It is just supposed to wipe the entire board. The drawbacks are of course you are paying an extremely high price for it, and are even unable to pay that price before turn 7-8. In theory, it should be good at something however; to reset the entire board. Well guess what, deathrattle minions ruin your day. The animation feels so fake. A card that you still can't play because of some deathrattle minions on the board is bound to be a dead card. The thing is, deathrattle minions are amazingly common now and you only have 2 mana to silence/kill them.
The problem with this card is, it's just a huge coin flip. Cards that involve small RNG can be acceptable, but in my opinion their effect shouldn't vary like this. Calculating the chances of killing a 2-1 with arcane missiles is one thing, and just tossing out gambling cards like mindgames is another.
Thus my solution:
And the imps it can summon are:
Yes, there was only one I can think of. The thing I had in mind was something like a few imps with varying abilities, similar to the shaman's totem ability, but I couldn't outright copy them as only the spellpower is relevant for warlock.
At the moment, it kinda works like deal 2 damage, summon a thalnos with no attack. In the end; you end up paying 2 mana for 2 damage and another 2 mana for +1 spellpower, though you can't benefit from the spellpower minion you summoned while you do that 2 initial damage.
In case you haven't noticed, a small change is bane of doom doesn't have to be the finishing card to apply it's effect. Therefore it has further synergy with cards like mortal coil and to rare extent some others like baron geddon.
There is nothing wrong with card here actually. It's basically a mini-holy fire, but it's a bit bad curved so it is not frequently used in the existing deck archetypes. It's too slow for zoo and too small for handlock.
My solution is to make the healing effect scale with spellpower. And that's it!
Seriously. This card is brokenly powerful against a warlock, and completely useless against others, lest a priest steals it. Compare this to holy light. Holy light heals for 6 at the cost of 2 mana and 1 card, sacrificial pact heals for 5 at the cost of 2 cards and some varying mana cost.
Thus my simple solution:
It will most likely be used with a voidwalker, if used at all in the existing archetypes; for immedeate healing effect. The mana cost can be increased if draw a card effect is applied. But I think warlocks shouldn't have an easy access to great healing effects. Besides a card drawing effect can end up being harmful due to fatigue; as this card will probably be relevant in the late game in handlock.
This suggestion actually has a little synergy with my bane of doom suggestion. Use bane on an enemy minion, benefit from the spellpower, and after you're finished consume the little sucker.
The only other card I have thought of tweaking was Summoning Portal. While I think the card is a bit too situational, I'd say it is fine as it is. I have used the card with some success in arena (I achieved 12 wins and 11 wins before naxx and the portal played no small part in it). The only suggestion I can make is to make it 3 mana, thus you will gain immedeate mana advantage when you play 2 minions with it at the cost of one card. At the moment, the card only begins generating some minor value if unanswered after you play 2 minions with it.
Kirin Tor Warmage - I would push the cost up or the stats down by 1 point. Cards that give discounts should not fall on curve.
Spellsteal - I like it.
Evocation - I would make it "until the end of this turn." Although, truthfully, I would scrap the card altogether. Mages can already pour out abusive amounts of direct damage in a single turn (Frostbolt, Ice Lance, Ice Lance, Fireball is 17 unstoppable damage for 9 mana, and that's assuming no Sorcerer's Apprentice or spellpower minions).
@thekaldorei,Here is a bit of feedback for your Death Knight set:
Weapons:
Frostmourne should only gain attack,otherwise only Harrison/ooze could take it out!
The Hungering Cold could cost 3 mana.
Runeblade seems pretty...meh. Why would I want Spell Damage when none of my spells deal damage? :P
Minions:
Nerubian guard could be reworded to: "Deathrattle: If this is destroyed by a minion, that minion's adjacent friendly minions are also destroyed. Taunt."
Val'Kyr Maiden: The way this card is makes me not like it. It can revive itself and opponent minions. If Val'kyr maiden trades with an enemy minion(say,a Knife Juggler, both end up reviving. So trading 1vs1 with this is useless. What I propose is that it can only revive "one other friendly minion".
Witcher could be changed either to: "Whenever you draw a card, your hero takes 2 damage." or "You cannot draw cards. Whenever you should draw a card, your hero takes 2 damage instead." Notice each is a different effect.
Necromancer: Either deathrattle should be removed or the deathrattle should only summon the 2/3 ghouls on your turn(or else necromancer could die on opponent's turn and the ghouls would be wasted.)
Restless abomination is even better than highmane! A 6/5 body with charge that spawns a 3/5 with taunt that spawns a 1/2 with taunt. Make the calculation(taunt= 1 point of stats and charge=2 points of stats. 13[abo]+9[belcher]+4[slime]=26 points worth of stats. Now compare that with the expected from a vanilla 8 mana minion, Ironbark Protector) That's just absurd. Either Send the sludge belcher to your hand, or make it a legendary, or remove charge and make it 4/5 or a 5/4. Or maybe something between those lines.
I should clarify - this is not something that Blizzard has announced. However, unless Blizzard stops making new Taunt creatures there will eventually be enough to make a viable "all taunt" deck, which will almost certainly fail the "fun to play against" test.
Rather than nerf Taunt, they will almost certainly introduce one or more cards that bypass it.
Northshire Archbishop - Oooh, interesting. Does the deathrattle get removed from the card, or will it activate again on the death of the card? Either way, I'd want to weaken the Bishop's body a bit. Even though the ability technically affects both players equally, it's fairly clear it will favor the playing priest. (Also, what is the desired interaction with Baron Rivendare?)
Ashen Hand - The wording here is ambiguous. Does the card:
Blades of Azzinoth - I would probably remove the health bonus for Taunt minions.
Nathanos Blightcaller - How many hounds? (Also, with since these have different base stats than Hound, you might want to give them another name). Nathanos would probably be balanced with either the Battlecry (depending on the number of hounds) or the Deathrattle, but both together makes me think he's OP.
Fellsteed - I think this minion is a bit too strong for price. Since it has Charge, it should be priced like a 6/5. In other words, the base cost should be 5 mana. Doing 3 damage to the summoner justifies dropping that by 1. I would change the cost from 3 to 4 mana.
Immolate - A weaker (and cheaper) Explosive Shot. I see no problem with it.
Soulwell - A more expensive (but faster) Lightwell. Again, I see no problem with it.
Metamorphosis - I would probably increase the cost to 3, but 2 might work.
Shadowburn - Definitely too strong. If you get a kill, it costs the same as Shadow Bolt AND it increases your max mana pool. I would make them empty mana crystals.
Sense Demons - I don't really think this card needs a revamp. You just have to be smart about what deck(s) you put it in.
Unbound Will - requires you to define "negative effect." I would probably change the text to "silence" and make it significantly cheaper.
Felsteed: a bit overpowered for its price. 4 mana for this would normally be excessive (compare with Korkron Elite) but Warlocks have too much burst already. Either that or make it a 3/4.
Immolate: a lot poorer than Swipe. Since Swipe was OP anyway, I see no major problem, but I don't see many people running this.
Soulwell: again, a lot poorer than Lightwell. There is a problem here, since Lightwell was an extremely bad card in any deck but the rank 20 Inner Fire decks. What about a 1/5 or 2/5 instead?
Metamorphosis: Excellent price. You don't want to make it too much worse than Power of the Wild. Currently it's a little worse than PotW, since it is difficult to have 3 demons and no more other minions in board, where it wins PotW. (Note that even if you have 3 demons, if you have another non-Demon minion as well, PotW wins.)
Recently blues on the HS forums were asked about the possibility of neutral spell cards. The blues didn't give a serious answer when the solution is obvious: Item cards, these are flasks, elixirs and engineering items. I've made up a few here, some of them are overpriced by design as the high cost or other drawbacks offset the initial power of these or the fact that they can allow one class to do something normally unavailable to them.
Very cool, interesting concept cards.
I would love to see a low mana cost legendary card for Kingslayer Orkus. Not only because he is part of the best low level questline in WoW, but also because he would have one of the best enter play sound clips ingame.
Sounds
Play: "CAN YOU SMELL WHAT THE LOK'TAR IS COOKIN'?!"
Attack: KASHA! RIDE LIKE THUNDER!
Death: Please take care of Kasha... *Coughs*
So I had an idea for a card similar to argus and I looked at some of the lore for argus and found The Hand. even tho the picture isnt retcon because I couldnt find a good draenei pic and its not centered, it works. I think making it a 3/3 for 3 makes it very playable for what it does.
http://achievementgen.com/hearthstone/display.php?image=c7rEuZo5&p=1
So for the cost of Charge, I get double the effect of Charge, and a 3/3 minion to boot?
This is more like an 8 mana card (which would, of course, significantly undermine its value in most instances).
Yup. Although 8 mana is really excessive... for such a minion-based card, the objective should be to count only the +2 attack and charge would cost little. I would make it a 6 mana 4/4 with the ability "Battlecry: Give adjacent minions +2 Attack and Charge", so no big bursts are possible (at most 11, with three cards required).
However, to make it more balanced, I would suggest 5 mana 4/4 with "Battlecry: Give adjacent minions +2 Health and Charge".
That card would make Magma Rager and Dust Devil playable. Imagine dropping a Hand Of Argus with 2 Dust Devils for 20 burst damage for 5 mana and 3 cards.
A 3-mana body that generates two 3-mana effects should be quite expensive.
9 mana is clearly too expensive, but by the same token anything under 6-mana is clearly far too cheap. As Skyworm pointed out, there most certainly are abusive combos that making this card too cheap opens up. In addition to windfury minions, there are also 2-for-1 minions, token minions, and variable cost minions to consider.
A "Free" 5/3 Dread Corsair with Taunt and Charge is nothing to sneeze at. Neither are a pair of 10/8 Molten Giants with Charge (In fact, a Shaman could get an OTK from this card by playing double giants and a Windfury). And of course, you still get the 3/3 body at the end.
Kirin Tor Warmage - I would push the cost up or the stats down by 1 point. Cards that give discounts should not fall on curve.
Spellsteal - I like it.
Evocation - I would make it "until the end of this turn." Although, truthfully, I would scrap the card altogether. Mages can already pour out abusive amounts of direct damage in a single turn (Frostbolt, Ice Lance, Ice Lance, Fireball is 17 unstoppable damage for 9 mana, and that's assuming no Sorcerer's Apprentice or spellpower minions).
The Death Knight
Hero:The Lich King
Spells
Minions
Weapons
Thank you, and Happy All Hallows Eve!
@thekaldorei,Here is a bit of feedback for your Death Knight set:
Weapons:
Minions:
I feel like this would be quite a balanced Rouge card.
Only if the stealed minion was put on your hand.