Thanks for all of the feedback on my last pitch, droped Tireless Cleric since there isn't any way to make it nice and neat without being op in Res Priest.
First one keeps the idea of higher stats, but increases the cost making it less viable in Tempo based decks. The second version of Sadistic Bladesmith goes the other way, dropping stats for a Rush, since it's a key Warrior mechantic at the moment.
Also threw in a Tipsi restat since some people were a fan of that, just made it more viable for her to survive a turn.
Love this weeks theme, lots of options, here are three ideas I came up with, woud love some ideas on how to fix some and which one would be best to stick with.
Tireless Cleric is really focused on flavour, obviously the idea is she is resurrecting all here allies who keep dying. I understand resurrect Priest is pretty big in wild right now and doesn't need any help, and that's why I stated her on the weaker side, and made it an end of turn effect rather the more succinct "After a friendly minion dies".
Tipsi Wobblerune is based on the boss from Dalaran heist. She is a Underbelly Angler / Whirlkick Master self-synergy that I love in cards, while also just being all around fun and promoting some lesser played cards.
Sadistic Bladesmith brings back an old Warrior mechanic seen in Mortal Strike and Revenge but reverses it. I am not sure how much on a downside having a cursed blade would be exactly so could do with some help of the stats on this one, but either way I love the idea of this weaponsmith just forcing you to carry this evil weapon if you aren't damaged enough.
Grant you extra value by having access to two Hero Powers during your turn. The Hero Power activates as if it was yours. Normally its not too amazing, but if your oppenent uses a Death Knight or SOU Quest you can steal some of that value from them. It's a Rogue card because stealing stuff from your oppenent, and while the mirror match can be annoying, this fits the history of Rogue with their burgle decks not working in mirror matches.
Basically allows you extra value by having access to two Hero Powers during your turn. The Hero Power activates as if it was yours. Normally its not too amazing, but if your oppenent uses a Death Knight or SOU Quest you can steal some value from them.
Within a Jungle Giants deck, after turn 10, it can spawn two 5 attack minions in one turn, progressing the quest twice, and is also a great card to have reduced to (0) mana. Within Untapped Potential decks, it works in a similar way to Crystal Merchant, allowing you to progress the quest, without losing as much tempo or value. I feel the cards high potential power is justified by it's low stats, particularly health, making it hard to keep on the board for more than one turn.
Mechanically, the summoning is the same as Spirit of the Tiger, except with this this wicked art instead.
As an example, if you had 2 unspent mana left, this minion would spawn.
Really happy to make it though again, but stressing at the thought of making 45 more cards.
My next set has a lot to do with spells and magic and for part of it I wanted to split mage spells into three 'schools' so I can have more unique spell synergy. This is how I want to split the existing spells, between Arcane, Fire and Frost. How do people feel about this idea?
While Skulking Geist really shouldn't be the deciding factor on whether these cards are good or not, it's worth pointing out that you are likely to hold onto Omega Assembly for many more turns than Shooting Star, giving your opponent much more time to play Skulking Geist and discard it from your hand, thus making Omega Assembly more susceptible to Skulking Geist than Shooting Star.
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Note that the clone, comes with this text too, thus the high cost. Pretty wild
1
0
Thanks for all of the feedback on my last pitch, droped Tireless Cleric since there isn't any way to make it nice and neat without being op in Res Priest.
First one keeps the idea of higher stats, but increases the cost making it less viable in Tempo based decks. The second version of Sadistic Bladesmith goes the other way, dropping stats for a Rush, since it's a key Warrior mechantic at the moment.
Also threw in a Tipsi restat since some people were a fan of that, just made it more viable for her to survive a turn.
0
Love this weeks theme, lots of options, here are three ideas I came up with, woud love some ideas on how to fix some and which one would be best to stick with.
For reference: Resurrect, Cursed Blade, and all the different Portals Maelstrom Portal, Unstable Portal, Silvermoon Portal, Ironforge Portal, Moonglade Portal and Firelands Portal.
Tireless Cleric is really focused on flavour, obviously the idea is she is resurrecting all here allies who keep dying. I understand resurrect Priest is pretty big in wild right now and doesn't need any help, and that's why I stated her on the weaker side, and made it an end of turn effect rather the more succinct "After a friendly minion dies".
Tipsi Wobblerune is based on the boss from Dalaran heist. She is a Underbelly Angler / Whirlkick Master self-synergy that I love in cards, while also just being all around fun and promoting some lesser played cards.
Sadistic Bladesmith brings back an old Warrior mechanic seen in Mortal Strike and Revenge but reverses it. I am not sure how much on a downside having a cursed blade would be exactly so could do with some help of the stats on this one, but either way I love the idea of this weaponsmith just forcing you to carry this evil weapon if you aren't damaged enough.
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I had a few ideas for this one, really good prompt. Would love some input into which one would be best to perfect.
1
Classic Jedi mind tricks
Next: A legendary weapon for Mage
4
Grant you extra value by having access to two Hero Powers during your turn. The Hero Power activates as if it was yours. Normally its not too amazing, but if your oppenent uses a Death Knight or SOU Quest you can steal some of that value from them. It's a Rogue card because stealing stuff from your oppenent, and while the mirror match can be annoying, this fits the history of Rogue with their burgle decks not working in mirror matches.
Thanks to CakeEater for spelling fix.
1
I will note that this is very similar to last weeks Second place card Vol'jin. Not a complete killer, just a note.
1
Basically allows you extra value by having access to two Hero Powers during your turn. The Hero Power activates as if it was yours. Normally its not too amazing, but if your oppenent uses a Death Knight or SOU Quest you can steal some value from them.
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"HEY, I've got one of those too! One of us is going to need to change."
Most of the time, this is just hard removal, however, play this againest a card you also have a copy of in your deck and are rewarded.
4
Works with both Jungle Giants and Untapped Potential.
Within a Jungle Giants deck, after turn 10, it can spawn two 5 attack minions in one turn, progressing the quest twice, and is also a great card to have reduced to (0) mana. Within Untapped Potential decks, it works in a similar way to Crystal Merchant, allowing you to progress the quest, without losing as much tempo or value. I feel the cards high potential power is justified by it's low stats, particularly health, making it hard to keep on the board for more than one turn.
Mechanically, the summoning is the same as Spirit of the Tiger, except with this this wicked art instead.
As an example, if you had 2 unspent mana left, this minion would spawn.
0
Really happy to make it though again, but stressing at the thought of making 45 more cards.
My next set has a lot to do with spells and magic and for part of it I wanted to split mage spells into three 'schools' so I can have more unique spell synergy. This is how I want to split the existing spells, between Arcane, Fire and Frost. How do people feel about this idea?
Arcane
Greater Arcane Missiles
Cabalist's Tome
Deck of Wonders
Scroll of Wonder
Time Warp
Echo of Medivh
Polymorph
Arcane Intellect
Counterspell
Duplicate
Mana Bind
Mirror Entity
Polymorph: Boar
Potion of Polymorph
Spellbender
Arcane Explosion
Book of Specters
Lesser Ruby Spellstone
Primordial Glyph
Unstable Portal
Arcane Blast
Arcane Missiles
Mirror Image
Fire
Pyroblast
Firelands Portal
Flamestrike
Meteor
Dragon's Breath
Dragon's Fury
Flame Lance
Fireball
Molten Reflection
Cinderstorm
Effigy
Explosive Runes
Forgotten Torch
Roaring Torch
Vaporize
Volcanic Potion
Flame Geyser
Flamecannon
Forbidden Flame
Frost
Glacial Mysteries
Blizzard
Cone of Cold
Frost Nova
Frozen Clone
Ice Barrier
Ice Block
Simulacrum
Frostbolt
Shatter
Snap Freeze
Breath of Sindragosa
Ice Lance
Freezing Potion
It would appear be represented like this.
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While Skulking Geist really shouldn't be the deciding factor on whether these cards are good or not, it's worth pointing out that you are likely to hold onto Omega Assembly for many more turns than Shooting Star, giving your opponent much more time to play Skulking Geist and discard it from your hand, thus making Omega Assembly more susceptible to Skulking Geist than Shooting Star.
3
It was a long time ago but they aren't wrong.