So I create cards mostly on Make the Card thread, but noone there comments the creations too much. I'm looking for critique!
Balancing/fixing the cards thanks to you! Druid of the Anger: 0/3 instead of 0/2. Monstrous Cooperation: 5 mana cost instead of 6. Anzu now completes your quest, which was in progress, instead of putting the copy of reward in your hand. Divine protector: 3/5 instead of 3/3. Drake of the North Wind now reads: "(...) or Health to be equal to its Attack." Iron Dwarf now reads: At the end of every turn, give random other friendly minion -1/-1. Powerful Thunder now reads: (...) you summoned in this game." not sure about the next ones yet.
I really like the concepts for all of them. Most of them are a little too weak however, and should either be cheaper or upped in stats. Druid of the Anger should probably have another health point, as right now both forms are weaker than 1 drops that already exist with those effects. While the strength of it lies in it being very versatile, the fact that it's a class card should make up for that. I love monstrous cooperation, as it not only helps hunters draw in the late game which is their biggest weakness, but it also synergises with the curator style cards. the only problem is that on 6 mana you would never want to play a card that doesn't effect the board or even immediately get you anything. Anzu is cool. Storm rager needs one more stat somewhere, since none of it's stat distrubutions are even half decent. whoops looks like I ran out of time, I might comeback later and make more comments.
If you would play Iron Dwarf on an empty board, it would be a 4 Mana 5/4 which is vanilla stats + a downside. That seems akward, it should at least only work on other friendly minions so it doesn´t weaken it self.
druid of the anger is just bad. if it were 1/2 will be interesting, but 0/2 is just garbage. Anzu, I just don't like the idea... it's take reward from a reno deck without synergy with the quest... it's not bad, it's just no sense. Storm rager is just garbage and should be a elemental... Arthas could be 4/8 taunt. its a legendary, can have better stats. I just don't like the idea of Ner'zhul... but i have no racional reasons for that. The drake of the norht wind should be a druid card. I think the iron dwarf should have the text like " at end of every the turn give other random friendly minion -1/-1" About the others, i really like them. and i loved kael and powerful thunder (maybe just put off the "or played" when you play, you summon, so... it's redundant)
Forgive my grammatical mistakes, english isn't my mother language
So I create cards mostly on Make the Card thread, but noone there comments the creations too much. I'm looking for critique!
I'll go through them one by one!
Druid of the Anger: A lot of text for what it does, I'm not sure the Enrage is needed. Also the options seem very weak. Make it a 0/3 and it's a choice between a Warbot and Shieldbearer, which is fine since these cards never saw much play. Since it's a Beast when transforming it could be good in a Beast Druid.
Monstrous Cooperation: Could potentially be a really strong effect, but hard to visualize how it would look in game since there's no persistent effect like that. I think that the card is pretty balanced, maybe you could drop it one mana because of the randomness.
Anzu, The Raven Lord: Card text is really confusing. Does it essentially give you the quest reward without completing the quest? Does the quest have to be active? Perhaps it could say "Battlecry: If your deck has no duplicates, complete your quest and add it to your hand", which would allow the player to re-play the quest.
Arthas: You made this on my Make a Card request! I'm not sure what it does though. Does it change the mana cost of your mulligan cards? Does it prevent cards with cost 5 or more to show up in the mulligan? I think the text needs rephrasing but the concept is cool.
Divine Protector: I love the idea, as long as it is clearly indicated in the art in game. But since the minions stats are low, it would never see play. The opponent would just kill this 3-health minion before attacking your divine shields. Perhaps it should have Divine Shield itself? Or increase its stats to something like a 3/7. The effect isn't broken enough to justify its low stats.
Storm Rager: Wording is a bit odd since -1 is not "gaining" a stat. Also makes me wonder what would happen if it triggers when it already has 0 attack. Like all other Ragers it wouldnt see play because of its low stats, and the effect is not really a bonus. Even if it was just +1 Health I doubt it would see play. Still I like the concept of having an effect that's both negative and positive depending on the situation.
Kael'thas Sunstrider: Insanely strong! Would be a shoe-in in Freeze and Tempo mage, no question. Drawing this early will pretty much guarantee you the game. I would have it only affect spells in your hand. It would still be crazy in freeze mage, but not as overpowered. Also forces the player to decision making by saving spells in hand for the bonus.
Drake of the North Wind: Very versatile. So far my favorite card of the bunch. Should be a Druid card though since it's a Choose One. I think the card text is a bit too long for a Hearthstone. Perhaps it could say "Choose One: Change a minion's Attack to be equal to its Health, or; Health to be equal to its Attack.". Still describes the effect well and cuts down on text.
Gruesome Explore: Completely insane. If you only run a few small minions and a bunch of big ones, this will always get a ton of value, especially if you run a combo. Way too strong I think. It's a Mindgames where you both get to choose a minion and control the deck from where it chooses. Also the text should probably be "Discover a minion from your deck and put it into the battlefield.". This card would be balanced if it simply put that card into your hand for the same cost, which would probably still see play.
Powerful Thunder: You do not need "or played" in the text, as played minions automatically also are summoned. So you need to summon 7 Totems and this is a Pyroblast for 3 less mana. The question should then be, how easy is it to summon 7 Totems? I'd say it's probably too easy to do in comparison to the mana cost. While I do appreciate the creativity, I don't like design like this which can't really be counter-played and still go face. Would be too strong of a finisher in aggro/tempo shaman I think. What I would suggest is to change it to "Deal 3 damage. Deal 1 more damage for each friendly totem." and change the mana cost to perhaps 4? So that it can't scale into one-shotting your opponent.
Iron Dwarf: Your best card I think. I think it should be "at the start of your turn" instead of end of every turn. I think it'll drop too fast otherwise, since it also can target itself. Right now the drawback is too steep. Really love the concept though!
Ner'zhul: Completely unplayable, since it really doesn't do anything but give you information. With this effect it should cost 4 as a 3/5. Would probably still not see play, unless there's some synergy with revealed cards.
That's all! I hope I wasn't too harsh. I like a lot of your ideas, there's some great concepts and out-of-the-box thinking there! It just needs a bit of work with the wording (shorter and a bit more clarity) and balance when it comes to mana cost in comparison to effect. Good work and keep at it!
PatientZero, that's a good point. It should say "other minions", that is what i ment.
Quinjin, but Arthas guarantees decent early game in every match. You can even put minimal amount of 4-drops in deck to maximize his effect, and always have a pretty good starting hand. Drake - I wouldn't mind introducing Choose One to other classes! This specific effect is mostly Priest-ish. Powerful Thunder - sure, that's my mistake.
XMrC72, you are right about the Rager, I should give him 1 more health. I just like the idea of deciding about the stats, maybe the card should give him +1/-1 back when you play minion - you have to think about card you play next and what trades will you need to accomplish.
Arthas - I meant it prevents more expensive cards to show up. But if you don't have cards fitting requirements for some stupid reasons, it would mulligan as always. I meant Divine Protector for some kind of mid-late game paladins running taunts, but it should be 3/5 at least. When Rager has 0 attack and triggers, nothing happens with the attack I guess! Thanks about the Drake, I wrote before I wouldn't mind some Choose One neutrals to be released. And that's a great advice about the wording. Ner'zhul - but isn't information about your opponent's hand crucial and gamechanging? What stats would change your mind to include it in some control/late game deck? thanks a lot, wow.
1. Druid of the anger 9.9/10: fun 1 drop that's viable and not broken, but the second choice hasn't anything to do with anger, i'd just change the name to Druid of the Howls or an animal part like the existing ones Talon/fang..etc
2. Monstrous cooperation: 8/10: great deck directing card that makes a heavier hunter build a little more viable but for a 6 mana "skip your turn" type of card you can drop the 50% chance or if youw ant to keep the ogre-like ability just make it 5 mana like Nourish and Lunar visions if you want to keep the 50% chance, since it will have a chance to draw more cards than any of those in the long run.
gruesome is really broken Op if you compare it with Mindgames, i'd say drop the discover and make it random
3. Anzu the raven lord: it's a really cool concept but we really don't know druid's quest yet, i'd say is a 7/10, it's flexible since it either allows you to run a Highlander Druid deck that completes the quest without even having to have "quest completers" in your deck or have acces to a second powerful quest reward if you build your highlander deck for it, the problem is that without Reno highlander decks are't that viable even if Druid has access to both armor and healing, it's minor compared to other classes, so the cocnept is really fun but unless we see the Druid quest we can assume it's dead on arrival except in wild.
4. Arthas: 6/10, is it the cards you get after mulligan or the cards you get in your opening hand after mulligan???, it goes with hearthstone's vague wording, it's an original concept but should be worded better.
5. Divine protector 10/10: simple efficient effect that's kind of a no-brainer paladin effect that hasn't been added to the game for who knows what reason that'd encourage people building decks around Divine shield which hasn't happened since Beta.
6. Storm rager: Magma Rager/10 this is not exactly how ragers work plus the effect is redundant since it will get killed before it takes place anyways, a player would have to be really not so bright to cast a spell before attacking with this in case it survives for some reason
7. Kaelthas Sunstrider 8/10: i think he should cost more 2 more mana, as it is he's a massive thalnoss power creep
8. Drake of the Northwind: 3/10 needlessly complicated and you have to target after choosing which means missclicks galore in laggy computers thanks to the game's iffy coded targeting system, i'd say make battlecry one effect and another card with battlecry the other effect.
(would be an 8/10 in mtg since the ability screams "blue creature" and we would have access to flash it after blocking, but there's more eficient things)
9. Gruesome explore: 2/10: compare it with Mindgames and you'll find this card is really broken, either drop the discover and make it random, or make it like a 7 mana card if you want the discover and thinning aspect, or if you want to keep both cap the cost of the discovered creature to 4 mana. this way you could still thin your deck while playing demons like Fel guard [/card]or Pit lord and avoiding their battlecries , 4 mana is because [card]Doomguard coming from this card would be completely nuts. Warlock cheating Demon's requirements should also be a theme for the class
10. Powerful thunder: 8/10, a burst option for shamman's lategame, it should be 8 mana though because it reaching Pyroblast's levels of damage is really easy and no one wants to see a mid-range/jade shamman with a 7 mana Pyroblast, Pyro used to cost 8 mana and was nerfed for a reason. also you can drop the "played" from the wording since "summoned" counts both played and summoned.
11. iron Dwarf: 10/10, it becomes a Yeti if it's alone and makes you build a deck around it, it's similar to Anima Golem in the aspect that you want to keep an influx of Minions to ge tit working but the power and the drawback are still there.
12.Ner'zhul: 0/10, the effect just isn't interesting and he pays too many stats for it, just make it a 6/6
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So I create cards mostly on Make the Card thread, but noone there comments the creations too much. I'm looking for critique!
Balancing/fixing the cards thanks to you!
Druid of the Anger: 0/3 instead of 0/2.
Monstrous Cooperation: 5 mana cost instead of 6.
Anzu now completes your quest, which was in progress, instead of putting the copy of reward in your hand.
Divine protector: 3/5 instead of 3/3.
Drake of the North Wind now reads: "(...) or Health to be equal to its Attack."
Iron Dwarf now reads: At the end of every turn, give random other friendly minion -1/-1.
Powerful Thunder now reads: (...) you summoned in this game."
not sure about the next ones yet.
f2p btw
Really like the iron dwarf.
Most of them are really weak. Many of them are also needlessly complicated.
That being said, they are quite creative and unique cards, they could be interesting if the stats were more fitting.
Thanks for the feedback! Which ones are too complicated or too weak?
I actually prefer creating cards fitting in very specific archetypes or even meme cards, everyone can make overpowered cards
f2p btw
I really like the concepts for all of them. Most of them are a little too weak however, and should either be cheaper or upped in stats. Druid of the Anger should probably have another health point, as right now both forms are weaker than 1 drops that already exist with those effects. While the strength of it lies in it being very versatile, the fact that it's a class card should make up for that. I love monstrous cooperation, as it not only helps hunters draw in the late game which is their biggest weakness, but it also synergises with the curator style cards. the only problem is that on 6 mana you would never want to play a card that doesn't effect the board or even immediately get you anything. Anzu is cool. Storm rager needs one more stat somewhere, since none of it's stat distrubutions are even half decent. whoops looks like I ran out of time, I might comeback later and make more comments.
Love the Divine Protector. There should definitely be a card like that!
Football and games.
If you would play Iron Dwarf on an empty board, it would be a 4 Mana 5/4 which is vanilla stats + a downside. That seems akward, it should at least only work on other friendly minions so it doesn´t weaken it self.
druid of the anger is just bad. if it were 1/2 will be interesting, but 0/2 is just garbage.
Anzu, I just don't like the idea... it's take reward from a reno deck without synergy with the quest... it's not bad, it's just no sense.
Storm rager is just garbage and should be a elemental...
Arthas could be 4/8 taunt. its a legendary, can have better stats.
I just don't like the idea of Ner'zhul... but i have no racional reasons for that.
The drake of the norht wind should be a druid card.
I think the iron dwarf should have the text like " at end of every the turn give other random friendly minion -1/-1"
About the others, i really like them. and i loved kael and powerful thunder (maybe just put off the "or played" when you play, you summon, so... it's redundant)
Forgive my grammatical mistakes, english isn't my mother language
This card would be balanced if it simply put that card into your hand for the same cost, which would probably still see play.
What I would suggest is to change it to "Deal 3 damage. Deal 1 more damage for each friendly totem." and change the mana cost to perhaps 4? So that it can't scale into one-shotting your opponent.
Good work and keep at it!
PatientZero, that's a good point. It should say "other minions", that is what i ment.
Quinjin, but Arthas guarantees decent early game in every match. You can even put minimal amount of 4-drops in deck to maximize his effect, and always have a pretty good starting hand.
Drake - I wouldn't mind introducing Choose One to other classes! This specific effect is mostly Priest-ish.
Powerful Thunder - sure, that's my mistake.
XMrC72, you are right about the Rager, I should give him 1 more health. I just like the idea of deciding about the stats, maybe the card should give him +1/-1 back when you play minion - you have to think about card you play next and what trades will you need to accomplish.
zammE, woah that's a wall of text!
Arthas - I meant it prevents more expensive cards to show up. But if you don't have cards fitting requirements for some stupid reasons, it would mulligan as always.
I meant Divine Protector for some kind of mid-late game paladins running taunts, but it should be 3/5 at least.
When Rager has 0 attack and triggers, nothing happens with the attack I guess!
Thanks about the Drake, I wrote before I wouldn't mind some Choose One neutrals to be released. And that's a great advice about the wording.
Ner'zhul - but isn't information about your opponent's hand crucial and gamechanging? What stats would change your mind to include it in some control/late game deck?
thanks a lot, wow.
Thanks everyone!
english is not my first language
f2p btw
1. Druid of the anger 9.9/10: fun 1 drop that's viable and not broken, but the second choice hasn't anything to do with anger, i'd just change the name to Druid of the Howls or an animal part like the existing ones Talon/fang..etc
2. Monstrous cooperation: 8/10: great deck directing card that makes a heavier hunter build a little more viable but for a 6 mana "skip your turn" type of card you can drop the 50% chance or if youw ant to keep the ogre-like ability just make it 5 mana like Nourish and Lunar visions if you want to keep the 50% chance, since it will have a chance to draw more cards than any of those in the long run.
gruesome is really broken Op if you compare it with Mindgames, i'd say drop the discover and make it random
3. Anzu the raven lord: it's a really cool concept but we really don't know druid's quest yet, i'd say is a 7/10, it's flexible since it either allows you to run a Highlander Druid deck that completes the quest without even having to have "quest completers" in your deck or have acces to a second powerful quest reward if you build your highlander deck for it, the problem is that without Reno highlander decks are't that viable even if Druid has access to both armor and healing, it's minor compared to other classes, so the cocnept is really fun but unless we see the Druid quest we can assume it's dead on arrival except in wild.
4. Arthas: 6/10, is it the cards you get after mulligan or the cards you get in your opening hand after mulligan???, it goes with hearthstone's vague wording, it's an original concept but should be worded better.
5. Divine protector 10/10: simple efficient effect that's kind of a no-brainer paladin effect that hasn't been added to the game for who knows what reason that'd encourage people building decks around Divine shield which hasn't happened since Beta.
6. Storm rager: Magma Rager/10 this is not exactly how ragers work plus the effect is redundant since it will get killed before it takes place anyways, a player would have to be really not so bright to cast a spell before attacking with this in case it survives for some reason
7. Kaelthas Sunstrider 8/10: i think he should cost more 2 more mana, as it is he's a massive thalnoss power creep
8. Drake of the Northwind: 3/10 needlessly complicated and you have to target after choosing which means missclicks galore in laggy computers thanks to the game's iffy coded targeting system, i'd say make battlecry one effect and another card with battlecry the other effect.
(would be an 8/10 in mtg since the ability screams "blue creature" and we would have access to flash it after blocking, but there's more eficient things)
9. Gruesome explore: 2/10: compare it with Mindgames and you'll find this card is really broken, either drop the discover and make it random, or make it like a 7 mana card if you want the discover and thinning aspect, or if you want to keep both cap the cost of the discovered creature to 4 mana. this way you could still thin your deck while playing demons like Fel guard [/card]or Pit lord and avoiding their battlecries , 4 mana is because [card]Doomguard coming from this card would be completely nuts. Warlock cheating Demon's requirements should also be a theme for the class
10. Powerful thunder: 8/10, a burst option for shamman's lategame, it should be 8 mana though because it reaching Pyroblast's levels of damage is really easy and no one wants to see a mid-range/jade shamman with a 7 mana Pyroblast, Pyro used to cost 8 mana and was nerfed for a reason. also you can drop the "played" from the wording since "summoned" counts both played and summoned.
11. iron Dwarf: 10/10, it becomes a Yeti if it's alone and makes you build a deck around it, it's similar to Anima Golem in the aspect that you want to keep an influx of Minions to ge tit working but the power and the drawback are still there.
12.Ner'zhul: 0/10, the effect just isn't interesting and he pays too many stats for it, just make it a 6/6