New 2 Drop Legendaries! All classes! As always please comment whether you like them or want to give some constructive feedback. Thanks again :)
The 3 mana spells are still a work in progress! Some of them are great but I know others need tweaking so I'm still looking for heavy feedback on these as well.
Here's the new set of cards. I made 3 mana spells! One for each class. Please comment and critique like before. The community input definitely yielded some badass yet playable cards last time! Thanks in advance everyone. Hope to see some familiar names as well as new ones :)
Here are my 3 Mana Legendaries. One for each class and tribe. Thanks to all the contributors.
My approximate thought process: "Broken. Broken. Broken. Oh my lord that's broken!..."
Phifon's Vanity is stupidly overpowered. It's pretty close to being a 3 mana Mind Control. It doesn't steal triggered effects or negate deathrattles, but who cares when you're getting a 7 mana discount.
Beastmaster Joth can easily read "Summon a Gahz'rilla, King Krush or Captured Jormungar and a 3/3 for 3 mana."
Windshaper Bo's effectively a Mass Dispel, except when it draws you a card, that card is a -1 mana 3/4 with Taunt.
The Warlock One is so OP as fuck 3 Mana for a Card that makes Ysera a 3/3 and is an 4/12 afterwards! Sound like an Keeper of Uldaman on the strongest Steroids you could find anywhere near by!
It doesn't make the enemy minion 3/3, it destroys it right away. Calling this OP is understatement. It's basically Voljin for attack + health and a BGH without attack restriction in one card for 3 mana.
Thank you guys for the feedback! Looking at it now you're right in that these are overpowered haha. I guess I had blinders on while cooking these up. Phifons vanity wasn't meant to be that broken but when described as a 3 mana mind control it seems very obvious.
I tried being innovative by creating new effects that didn't include my own abilities or mechanics, but I very much agree with you all that 5 or 6 lines of text is too much. I'll rebalance these and repost to make them more realistic.
My original intention was just for fun, but some of the effects seem silly now lol.
Some responses as to my thought process, and please feel free to rebuttal or respond:
*For Windshaper Bo it WAS meant to be a Mass Dispel for one less. Adding taunt didn't seem so devastating to me initially, but I see it now as being one too many perks. Do you think reducing Bo'so stats would help balance?
*For Phifons Vanity I was originally going to add "with power 3 or less ". I forget why I decided against it, probably poor judgement at 4AM lol. Would that help balance it? I almost wanted to mimic the Priest's word effects that remove minions.
*I tried giving Joth a deck specific condition, like "play a lot of beasts". But maybe the overall yield is too great. Based on my playstyle (and hunter isn't one of my preferred classes) I didn't see someone running all of those named threats together in a deck but that's my bias speaking. I'll definitely change this too.
*Were there any that seemed conceptually interesting at least? That if balanced would be playable? Also are there any that COULD BE balanced by increasing mana cost or decreasing body stats, or removing one effect?
Thank you all again for your contributions and thoughts. I hope they were at least fun to look at lol. I'll repost after a full edit.
My approximate thought process: "Broken. Broken. Broken. Oh my lord that's broken!..."
Phifon's Vanity is stupidly overpowered. It's pretty close to being a 3 mana Mind Control. It doesn't steal triggered effects or negate deathrattles, but who cares when you're getting a 7 mana discount.
Beastmaster Joth can easily read "Summon a Gahz'rilla, King Krush or Captured Jormungar and a 3/3 for 3 mana."
Windshaper Bo's effectively a Mass Dispel, except when it draws you a card, that card is a -1 mana 3/4 with Taunt.
What if Phifon's cost 7 instead of 3? It doesn't gain effects, just stats. I'd like to make a 3 cost version of the card but upon second though, "with power 3 or less" seems iffy also. I was thinking like a better version of Priest's Shadow Madness, Usually it's take control, trade: so remove two 3ish cost creatures for 4 mana. I was thinking remove one creature, gain one creature for 3. It IS OP, I'm not arguing that, I'm just sharing thoughts to help balance it.
I won't pile on the Phifon's Vanity thing...cause...damn.
I will say I really like Zizia Wolfbraid. She's super powerful on curve...I mean if you get win axe -> Zizia the board control/value is bananas, but at 2 health not too difficult to remove. Her late game synergy with gorehowl is also intriguing. Really like the flavor of the card.
For reference, X/Y/Z = Cost/Power/Health. So below I talk about Mounted Raptor, he's a 3/3/2. If I ever mention only two numbers, like, 3/5, then I'm excluding Cost and just talking about Power/Health.
*For Windshaper Bo it WAS meant to be a Mass Dispel for one less. Adding taunt didn't seem so devastating to me initially, but I see it now as being one too many perks. Do you think reducing Bo'so stats would help balance?
I personally like the thought of a simple, 3/3/4 Mass Dispel. Firstly, Druid's good 3 drops are Mounted Raptor and Druid of the Flame, one of them being a 3/2 with a 1 drop, and the other a 2/5, commonly. Shade of Naxxramas can also be found in some Druid decks. As a 3/4, it's proactive against the curve. It usually will take care of two cards, as most 3/3/4s usually do. It actually could be a 3/5 simply because it's legendary. The first ability, to deal Savagery in AoE form seems fun, powerful, and unique. Definitely a potential, but not combined onto one card, despite druid's common Choose One abilities. I feel like if he was a 3/3/5 with, "Taunt Battlecry: Silence all enemy minions." He would open druids to a more control base. We have to worry about him being too sticky as a 5 health minion for 3, but the way I'm wording him, he can functionally act like both the abilities you wanted. He Mass Dispels, as well as deals 3 damage to a couple of the enemy minion's. I don't think that'll be too strong, as he is legendary, but if it is, then he should either be 3/3/4 Taunt Mass Dispel or 4/4/5 Taunt Mass Dispel. That's my two cents here. :P
*For Phifons Vanity I was originally going to add "with power 3 or less ". I forget why I decided against it, probably poor judgement at 4AM lol. Would that help balance it? I almost wanted to mimic the Priest's word effects that remove minions.
You wish to mimic Shadow Word: Death and Shadow Word: Pain? Hm... Interesting complication. With the addition you're suggesting, we have a 3 cost, power & health equal to another minion, and kill spell, but can only target 3 power or less. If we target cards like Sludge Belcher, for 3 mana, we've played a 3/5 and destroyed a belcher. Seems powerful. Can't kill Shredder, but can take care of any Zoo deck's minion plays, spending nearly 0 resources for a kill spell. Siphon Soul is what I'll compare too, as it's a simple "Destroy target minion." like Phifons Vanity. Here, she is half the price, for a body instead of 3 health gain, but can only target weak-powered minions. Seems fair with the restriction of 3 power or less, since it's legendary.
*I tried giving Joth a deck specific condition, like "play a lot of beasts". But maybe the overall yield is too great. Based on my playstyle (and hunter isn't one of my preferred classes) I didn't see someone running all of those named threats together in a deck but that's my bias speaking. I'll definitely change this too.
I love the concept behind this card. Mad Scientist and Sense Demons are cards that tutor. Tutor is a TCG term for searching the deck for a card and moving it to another zone, like the Hand or Field. In the case of Hearthstone, since as players we are unable to look though the deck, all current tutor is random, so make sure not to change that. I love the thought of "If you have 4 or more beasts," restriction so people can't run only two beasts (same card, just two of them) and then immediately tutor one into play. However, the card itself is strictly powerful for placing minions into play for free.
If his ability was in a Deathrattle, then it could be like Mad Scientist for beasts, as that'd be pretty entertaining but might still be too powerful. People can see a deathrattle coming, and people are able to silence a deathrattle, or just prepare for something tough, like the legendary minions. I run Deathlord in almost all of my control decks and if I'm playing against an opposing control deck, they can pull out big bombs. It never (seriously, never) hurt me before. I've always been able to take care of the card that was pulled out, so I don't feel like this will be too rough, as a deathrattle. Although, compared to Voidcaller, it might have to be "from hand." just to be safe.
The option to have him a Battlecry ability is simple. Just add two random beasts to the player's hand. Like Sense Demons. I'm able to run Sense Demons and only Lord Jaraxxus and Mal'Ganis as demons, in a warlock deck, but I don't. Because it's poor on tempo. If Sense Demon was a legendary 3/3 demon instead, I might, but might not. Now if this was for Hunters, I believe the only GOOD card to grab is Savannah Highmane. Not even the legendarys are worth while here.
Either way, his stats should be 3/3/3. And don't let me tell you how to make the card, I'm just suggesting things that'd make this concept more balanced.
*Were there any that seemed conceptually interesting at least? That if balanced would be playable? Also are there any that COULD BE balanced by increasing mana cost or decreasing body stats, or removing one effect?
Overall, great card concepts. The warrior card is too convoluted, so a rework on him would be necessary. Remove Deathrattle and increase his health to alot more. Then you can have, "Your weapons don't lose durability. Whenever your hero attacks, deal 1 damage to this minion." on a 3/1/7. That'd be pretty insane. She wouldn't be able to trade with much, but at the very worst, she gave your Fiery War Axe +1 Durability. If the opponent can't kill her, you only net +1 Durability per turn, so she's pretty slow to notice insane value. I'd assume she would spare 1 to 3 points of durability on an already equipped weapon, but then she can't be terribly strong (since the weapon should be doing most of the work).
Also, I love Faro's Lost Widget! The design on him is superb. His stats are pretty much a 1 drop minion but you get three 1 mana spells. He's as simple as four 1 mana cards, in 3 mana, which is good for legendaries. He may be a little overpowered due to other Mage cards already existing, as he can be quite a degenerate card if Flamewaker and Sorcerer's Apprentice are already in play, but that goes for alot of cards in alot of classes. If he could be upped in mana, I'd make him 4/2/2, and then have him add two 2-costed spells in hand. It'd be more stronger by himself, but have less combo potential. Even without Flamewaker, I'd play him in his current state! Really well done.
Sorry, I've been going on and on and I don't know if anyone has commented since I started typing up this post. :P I'm gonna post this before I talk too much... xD Also, all of these were just my own opinion. Some ideas may not work and you don't have to do what I say, just giving suggestions. Good luck and I can't wait to see more cards!~
I think these cards are pretty messy. Most of them have too many effects and are far too powerful. Take Zizia Wolfbraid for example. The effect that your weapon can't lose durability is already unique enough for a legendary. More than that isn't really necessary.
If you could apply that to the rest of the cards as well, they would be a lot less wordy and not as broken.
I don't really understand why you made Bazur they way it is. Shamans barely run any totems anyway, so the condition isn't necessary. I would have made it "Gain +1/+1 for each Totem in your deck" and remove the overload. That way you are encouraging a new type of shaman instead of just enforcing the same type we already have, which is a much better way to design.
I like Faro's Lost Widget, but I feel that 3 cards is a bit too much while having those stats. If it instead pulled from your deck, that would be different because it forces you to change the way you build your deck instead of just being pure value.
Okay, thank you to all! Thanks to XoloRouge for the in-depth response!!
Here's round 2. I tried to balance everything on the same 3 mana curve and keep the spirit of everything with only 3 to 4 lines of text! The only cards that were unchanged were Fatespeaker Eno, Faro's Lost Widget, and Bazur, Living Totem. As for the other 7...
and lastly lol...
New thoughts?! Thanks all again for contributing and viewing! :)
Still too much going on in these cards for my liking.
Sun Chaser is still too good compared to both Wolfrider and Scarlet Crusader respectively. Should cost at least 5 with the bonus ability.
First Mate Essy is wierd flavor-wise. Why do pirates have Spell Damage? It's also still too good compared to cards like Soot Spewer or Raid Leader. Not that either of those see play, but they are still a nice comparison for balancing.
Honorary Murloc works. It won't backfire like Murloc Warleader, so I can accept the statline. Don't really get why it couldn't just be a murloc on the artwork though. The panda doesn't really add to the flavor of the card.
Zizia Wolfbraid makes more sense now.
Windshaper Bo doesn't need taunt. It's still too good if you use the second option. You basically have an Arcane Explosion tacked on which isn't reflected in the cost of the card. It costs too little for what it does, and the fact that it's also a choice should bump it up slightly higher still. Compare with Keeper of the Grove.
Beastmaster Joth having a discover on his deathrattle makes no sense because you can't do it in the middle of your opponents turn. Still has too many stats for the effect. Have you even looked at the other cards that draw?
Phifon's Vanity is still too good. Destroy effects are really strong and should be reflected in their cost, unless they are extremely specific as can be seen in Hungry Crab and Big Game Hunter. Here you have a Shadow Word: Pain and plus bonus health in one effect while still keeping a solid statline, which is simply too powerful because of how wide the range of minions it can target is. Played on curve it is just overpowered as hell because you take out your opponents 2-drop and have no penalty for it, only more upside.
Wow, those are some OP cards for 3-mana. I love the ideas... But these cards are too strong for 3-mana, even with mediocre stats. These effects should be costing 6 mana or so with 4/4 bodies... Turn 3 a lot of classes can remove these minions yet (priest, paladin). Change these effects to death rattles rather than battlecries and I'll sleep better at night.
P.S. whenever you making a card think of how it can be abused. Example, Beast master Joth... If I make a deck with only Highmanes, King Crush, and Gar'zilla.... My turn 3 would be Joth + highmane/crush/Gar'zilla.... Talk about unfair and broken.
Update: I saw u rebalance but still crazy strong. Joth is still broken... Compared with entombed spider 4- mana 3/3 discover a beast.... Here ur discovering 2 beasts for the same stats as the spider. Discover is ULTRA powerful and ur making it so a hunter gains 2 extra beasts in hand.... Like hunter needs more beasts to synergize with.
New 2 Drop Legendaries! All classes! As always please comment whether you like them or want to give some constructive feedback. Thanks again :)
The 3 mana spells are still a work in progress! Some of them are great but I know others need tweaking so I'm still looking for heavy feedback on these as well.
Here's the new set of cards. I made 3 mana spells! One for each class. Please comment and critique like before. The community input definitely yielded some badass yet playable cards last time! Thanks in advance everyone. Hope to see some familiar names as well as new ones :)
Here are my 3 Mana Legendaries. One for each class and tribe. Thanks to all the contributors.
Other creations:
Card Design Competitions:
Weekly Card Design Competition 3.13 (Dynamite) Weekly Card Design Competition 3.14
Please check out my card creations. Comment if you like any or have feedback. Thanks in advance! :) TriniDiddy's Card Creation Station!
the art on sun chaser is amazing.
some of them seem a bit op but nice stuff there
My approximate thought process: "Broken. Broken. Broken. Oh my lord that's broken!..."
Phifon's Vanity is stupidly overpowered. It's pretty close to being a 3 mana Mind Control. It doesn't steal triggered effects or negate deathrattles, but who cares when you're getting a 7 mana discount.
Beastmaster Joth can easily read "Summon a Gahz'rilla, King Krush or Captured Jormungar and a 3/3 for 3 mana."
Windshaper Bo's effectively a Mass Dispel, except when it draws you a card, that card is a -1 mana 3/4 with Taunt.
Many of these cards are simply too powerful for 3 cmc. Just because they're legendary doesn't mean they should be overpowered.
Furthermore, they're super convoluted. Hearthstone cards should have 4 or less lines of text. 5 of these have too much text.
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
The Warlock One is basicaly Assassinate and at least 3/4 minion for three mana and that's insanly OP .
Take a look at my card creations here in vojza's mini expansion topic.
Thank you guys for the feedback! Looking at it now you're right in that these are overpowered haha. I guess I had blinders on while cooking these up. Phifons vanity wasn't meant to be that broken but when described as a 3 mana mind control it seems very obvious.
I tried being innovative by creating new effects that didn't include my own abilities or mechanics, but I very much agree with you all that 5 or 6 lines of text is too much. I'll rebalance these and repost to make them more realistic.
My original intention was just for fun, but some of the effects seem silly now lol.
Some responses as to my thought process, and please feel free to rebuttal or respond:
*For Windshaper Bo it WAS meant to be a Mass Dispel for one less. Adding taunt didn't seem so devastating to me initially, but I see it now as being one too many perks. Do you think reducing Bo'so stats would help balance?
*For Phifons Vanity I was originally going to add "with power 3 or less ". I forget why I decided against it, probably poor judgement at 4AM lol. Would that help balance it? I almost wanted to mimic the Priest's word effects that remove minions.
*I tried giving Joth a deck specific condition, like "play a lot of beasts". But maybe the overall yield is too great. Based on my playstyle (and hunter isn't one of my preferred classes) I didn't see someone running all of those named threats together in a deck but that's my bias speaking. I'll definitely change this too.
*Were there any that seemed conceptually interesting at least? That if balanced would be playable? Also are there any that COULD BE balanced by increasing mana cost or decreasing body stats, or removing one effect?
Thank you all again for your contributions and thoughts. I hope they were at least fun to look at lol. I'll repost after a full edit.
Please check out my card creations. Comment if you like any or have feedback. Thanks in advance! :) TriniDiddy's Card Creation Station!
sun chaser is just nuts. Ultimate aggro stopper. art is cool though
Please check out my card creations. Comment if you like any or have feedback. Thanks in advance! :) TriniDiddy's Card Creation Station!
Please check out my card creations. Comment if you like any or have feedback. Thanks in advance! :) TriniDiddy's Card Creation Station!
I won't pile on the Phifon's Vanity thing...cause...damn.
I will say I really like Zizia Wolfbraid. She's super powerful on curve...I mean if you get win axe -> Zizia the board control/value is bananas, but at 2 health not too difficult to remove. Her late game synergy with gorehowl is also intriguing. Really like the flavor of the card.
Either way, his stats should be 3/3/3. And don't let me tell you how to make the card, I'm just suggesting things that'd make this concept more balanced.
Also, I love Faro's Lost Widget! The design on him is superb. His stats are pretty much a 1 drop minion but you get three 1 mana spells. He's as simple as four 1 mana cards, in 3 mana, which is good for legendaries. He may be a little overpowered due to other Mage cards already existing, as he can be quite a degenerate card if Flamewaker and Sorcerer's Apprentice are already in play, but that goes for alot of cards in alot of classes. If he could be upped in mana, I'd make him 4/2/2, and then have him add two 2-costed spells in hand. It'd be more stronger by himself, but have less combo potential. Even without Flamewaker, I'd play him in his current state! Really well done.
Sorry, I've been going on and on and I don't know if anyone has commented since I started typing up this post. :P I'm gonna post this before I talk too much... xD Also, all of these were just my own opinion. Some ideas may not work and you don't have to do what I say, just giving suggestions. Good luck and I can't wait to see more cards!~
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
Please check out my card creations. Comment if you like any or have feedback. Thanks in advance! :) TriniDiddy's Card Creation Station!
I think these cards are pretty messy. Most of them have too many effects and are far too powerful. Take Zizia Wolfbraid for example. The effect that your weapon can't lose durability is already unique enough for a legendary. More than that isn't really necessary.
If you could apply that to the rest of the cards as well, they would be a lot less wordy and not as broken.
I don't really understand why you made Bazur they way it is. Shamans barely run any totems anyway, so the condition isn't necessary. I would have made it "Gain +1/+1 for each Totem in your deck" and remove the overload. That way you are encouraging a new type of shaman instead of just enforcing the same type we already have, which is a much better way to design.
I like Faro's Lost Widget, but I feel that 3 cards is a bit too much while having those stats. If it instead pulled from your deck, that would be different because it forces you to change the way you build your deck instead of just being pure value.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
Okay, thank you to all! Thanks to XoloRouge for the in-depth response!!
Here's round 2. I tried to balance everything on the same 3 mana curve and keep the spirit of everything with only 3 to 4 lines of text! The only cards that were unchanged were Fatespeaker Eno, Faro's Lost Widget, and Bazur, Living Totem. As for the other 7...
and lastly lol...
New thoughts?! Thanks all again for contributing and viewing! :)
Please check out my card creations. Comment if you like any or have feedback. Thanks in advance! :) TriniDiddy's Card Creation Station!
Windshaper Bo is broken. Compare to Keeper of the Grove: for 1 mana less you get taunt, and possibly 1 damage per enemy instead of 2 damage targeted.
Beastmaster Joth is broken. Compare to Arcane Intellect: for the same price you get a free 3/3.
Phifon's Vanity is broken. Compare to Shadow Word: Pain: for 1 more mana you get a 3/X card with a useful tribe, and it's never a dead card.
Still too much going on in these cards for my liking.
Sun Chaser is still too good compared to both Wolfrider and Scarlet Crusader respectively. Should cost at least 5 with the bonus ability.
First Mate Essy is wierd flavor-wise. Why do pirates have Spell Damage? It's also still too good compared to cards like Soot Spewer or Raid Leader. Not that either of those see play, but they are still a nice comparison for balancing.
Honorary Murloc works. It won't backfire like Murloc Warleader, so I can accept the statline. Don't really get why it couldn't just be a murloc on the artwork though. The panda doesn't really add to the flavor of the card.
Zizia Wolfbraid makes more sense now.
Windshaper Bo doesn't need taunt. It's still too good if you use the second option. You basically have an Arcane Explosion tacked on which isn't reflected in the cost of the card. It costs too little for what it does, and the fact that it's also a choice should bump it up slightly higher still. Compare with Keeper of the Grove.
Beastmaster Joth having a discover on his deathrattle makes no sense because you can't do it in the middle of your opponents turn. Still has too many stats for the effect. Have you even looked at the other cards that draw?
Phifon's Vanity is still too good. Destroy effects are really strong and should be reflected in their cost, unless they are extremely specific as can be seen in Hungry Crab and Big Game Hunter. Here you have a Shadow Word: Pain and plus bonus health in one effect while still keeping a solid statline, which is simply too powerful because of how wide the range of minions it can target is. Played on curve it is just overpowered as hell because you take out your opponents 2-drop and have no penalty for it, only more upside.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
Wow, those are some OP cards for 3-mana. I love the ideas... But these cards are too strong for 3-mana, even with mediocre stats. These effects should be costing 6 mana or so with 4/4 bodies... Turn 3 a lot of classes can remove these minions yet (priest, paladin). Change these effects to death rattles rather than battlecries and I'll sleep better at night.
P.S. whenever you making a card think of how it can be abused. Example, Beast master Joth... If I make a deck with only Highmanes, King Crush, and Gar'zilla.... My turn 3 would be Joth + highmane/crush/Gar'zilla.... Talk about unfair and broken.
Update: I saw u rebalance but still crazy strong. Joth is still broken... Compared with entombed spider 4- mana 3/3 discover a beast.... Here ur discovering 2 beasts for the same stats as the spider. Discover is ULTRA powerful and ur making it so a hunter gains 2 extra beasts in hand.... Like hunter needs more beasts to synergize with.
Just had an OP overdose.