Can someone explain the balance of Zeppelin? It's a pre-nerf CtA on a body, and then on top of that it gives the minions rush.
Imo the fact that it comes down in turn 7, when most opponents will have a boardclear available, and that warrior can't generate additional tokens with their hero power makes it much worse than pre nerf cta. In addition to that you're more likely to've drawn your 2 mana minions when you play this, which makes it a bit less consistent, so I think it should be fine, albeit its powerlevel. :)
@Thezzy: I like the Zeppelin, although it's too strong imo, since the first instance of its effect can't be prevented by the opponent and it stays on the board, unlike Alarm-o-Bot. So I'd either reduce its health down to 5 or even less (since the enemy will have to destroy it in addition to a Deathwing on turn 6), or limit it to only summoning 6-drops and lower, something like that. In any case, it has a lot of flavour, which I like.
@kingdoemi: Imo even without the Sound the Bells! requirement the effect would still only be average (as a battlecry, end of turn effect, or w/e). Also if you played Sound the Bells' echo copies, you'd just end up overwriting your weapon over and over again, which is sort of wonky.
My ideas so far:
The Huntress' effect is a take on its warcraft ability "Hide", the mortar mortars, and Spirit Walker's battlecry again is a take on its warcraft ability "Etheral Form", where it becomes immune to physical damage.
I'm honestly surprised with how little Spell Damage Shaman has with the amount of damage spells they have and the fact that Spirit Claws exists. As far as I'm aware, the only Shaman-specific source of Spell Damage is Wrath of Air Totem. Thus, I propose Firelord. Not Ragnaros the Firelord. Just, Firelord. I'm not sure how balanced the second ability is, but I like a lot of applications it has.
Imo spell damage is kept rare in shaman because they can get it from their hero power. I guess adding other powerful spell damage cards on top of that could quickly go out of control.
Also, this makes Unstable Evolution cost 0, which is quite powerful even without spell damage :p
Jaraxxus has always been one of my favourite cards, the jarax transformation is just so much more satisfying than just changing the portrait and slapping 5 armor on top of it. So here's my take on what hero cards should have been ;)
Low health is balanced out by druid's armor gain and the fact that you can control the exact moment of Ysera's awakening.
I like the idea, but imo combining a cost reduction effect with such a powerful statline might be too strong. I think if it was 2 mana or had a 1 or 2 less health it would be perfect.
He's neither necessary or great imo, but definitely a consideration whenever I'm building a deck. I'd say, if you're looking to play HS long term, he's a good craft.
0
Thanks
14
Unbeknownst to most, this 5th Old God is also the most powerful:
His mom called him Berry, because bananas are berries.
(yes, really!)
1
... King Mukla's most trusted battle companion.. ;)
Now if only I could find suitable art, I could make this an actual card..
1
Imo the fact that it comes down in turn 7, when most opponents will have a boardclear available, and that warrior can't generate additional tokens with their hero power makes it much worse than pre nerf cta. In addition to that you're more likely to've drawn your 2 mana minions when you play this, which makes it a bit less consistent, so I think it should be fine, albeit its powerlevel. :)
32
0
@Thezzy: I like the Zeppelin, although it's too strong imo, since the first instance of its effect can't be prevented by the opponent and it stays on the board, unlike Alarm-o-Bot. So I'd either reduce its health down to 5 or even less (since the enemy will have to destroy it in addition to a Deathwing on turn 6), or limit it to only summoning 6-drops and lower, something like that. In any case, it has a lot of flavour, which I like.
@kingdoemi: Imo even without the Sound the Bells! requirement the effect would still only be average (as a battlecry, end of turn effect, or w/e). Also if you played Sound the Bells' echo copies, you'd just end up overwriting your weapon over and over again, which is sort of wonky.
My ideas so far:
The Huntress' effect is a take on its warcraft ability "Hide", the mortar mortars, and Spirit Walker's battlecry again is a take on its warcraft ability "Etheral Form", where it becomes immune to physical damage.
0
Or you could make the effect only apply to a certain amount of spells each turn, similar to Pint-Sized Summoner.
0
Imo spell damage is kept rare in shaman because they can get it from their hero power. I guess adding other powerful spell damage cards on top of that could quickly go out of control.
Also, this makes Unstable Evolution cost 0, which is quite powerful even without spell damage :p
Edit:
I would also like to have clarification on that please.
8
Jaraxxus has always been one of my favourite cards, the jarax transformation is just so much more satisfying than just changing the portrait and slapping 5 armor on top of it. So here's my take on what hero cards should have been ;)
Low health is balanced out by druid's armor gain and the fact that you can control the exact moment of Ysera's awakening.
.. and once she awakens:
0
I like the idea, but imo combining a cost reduction effect with such a powerful statline might be too strong. I think if it was 2 mana or had a 1 or 2 less health it would be perfect.
23
0
You should change the wording around to "Silence and Freeze a minion". If you freeze first and silence second, the silence will undo the freezing.
16
Your opponent becomes a murloc, losing the ability to emote and time out imunity.. mrglmrglmrgl!
1
Its about tribe flavor without tribe synergy. Like Wailor's "x marks the spot" has pirate flavor, but no pirate synergy.
0
He's neither necessary or great imo, but definitely a consideration whenever I'm building a deck. I'd say, if you're looking to play HS long term, he's a good craft.