Need feedback on how these cards look. Too OP or fine?
My goal was to add support to secret hunter and some more support for a late-game hunter. By default, I always make a common, rare, epic and legendary.
UPDATED: added some examples to clarify Trap Tinkerer. also nerfed Nathanos Blightcaller to a 2/3 instead of a 5/5 as its effect is so powerful that having such stats is very unfair. I used the "Build a Beast" feature of hearthpwn to measure this.
Trap Tinkerer: This spell combines 2 discovered secrets and turns them into 1 single secret spell that costs 4.
This might seem very confusing on how it may function so here's some clarification:
- The combined secret wil be 4 mana so your opponent can instantly tell it's a custom one.
- The secret will no have the description of both secrets in it's text, and will instead read the names of the secrets it has combined. Like with Taunt, Windfury, Divine Shieldetc, it will show the secret's effects when you hover over the card.
- The combined secret has BOTH conditions of the secrets (E.G. if an enemy attacks your hero + if your opponent plays a spell). This means that the secret has 2 different possibilities of triggering itself.
- The combined secret will have BOTH effects triggered if any of the two conditions is met.
- The effect that originally belongs to the condition that has been met will trigger first .
- Due to how secrets work, there are occasions in which 1 of the effects can fizzle (fizzle = not happening), so beware!
Here are some examples for clarification, starting from simple effects to more complicated ones:
If your opponent plays a minion, Hidden Cache will trigger, but Misdirection will not as there is no valid target that is attacking. However, if your opponent attacks your face, Misdirection will trigger and so will Hidden Cache, as Hidden Cache does not need a valid target to function properly. if you have no minion to buff in your hand, Hidden Cache will fizzle.
There are 2 conditions here and thus 2 different possibilities. If your opponent plays a minion, the Snipe effect will trigger first, and the Explosive Trap effect triggers afterwards. It can also happen the other way around. If your opponent goes face, Explosive Trap will trigger first, and Snipe will trigger afterwards on the minion that attacked. If your opponent were to go face with their hero, Snipe will have no minion target and thus will fizzle.
If your opponent attacks with a minion, that minion will be returned to the hand costing 2 more, and afterwards the 4/2 panther with stealth is summoned. However, if your opponent were to play a spell, a panther will be summoned first, and then nothing will happen as there is no targeted minion to return to the hand.
If you want specific examples please let me know and I will update this spoiler to contain it.
Gnoll Tracker: I figured hunter could use a viable 4-drop that isn't Houndmaster. A 3 drop in stats, with a free 2 mana spell.
Stitched Manticore: The 7 mana Savannah Highmane. At first I wanted to do something with zombeasts but the legendary already does that. You might notice, this is the original Zombeast concept art. But sisnce it ended up not being used I figured I could make a fan card out of it.
Nathanos Blightcaller: I wanted to do something with zombeasts. I made him 8 mana since hunters don't have any 8 mana cards. The battlecry can potentially be so powerful that it seemed fair to me to make him weak in stats. Dirty Rat ruins this.
Please rate the cards and any form of feedback that you can give is appreciated.
Trap Tinkerer will occasionally have a combination of secrets that aren't compatible. For example, you first choose Freezing Trap, and then are offered Cat TrickSnipeHidden Cache. No matter what you pick, if it's not triggered by an attack, half of the spell 'fizzles'. There are a few other combos that reach this.
Currently the game avoids situations like this ex Mirror Entity doesn't trigger if you have full board.
Common, rare and epic are quite bapanced, i like them, especially the tinkerer. Legendariesbare kinda hard to rate because of the unique effect, but i think it should be more expensive. Crafting a beast costs 2 mana, and the average cost of the minion would be 5 mana. So, for 8 mana you get 2 (for crafting) + 5 (average minion cost) + 4 (5/5 vanilla body) = 13 worth of mana. Since it's a legendary, it's ok to be a but over the top, but not this much, so i guess something like 8 mana 3/3 or 10 mana 5/5 would be much more appropriate.
Maybe making the legend a 10 mana play would make it more balanced. The rest is good, but the common could generate some very awkward secret combinations like people already mentioned, but I don't see a way to make the card a bit better. Cool ideas though, I like them!
Alright I've Updated Nathanos Blightcaller, I used hearthpwns build a beast feature to test out what you get on average and considering that you can't get battlecries out of it, you usually just go for the biggest stats possible and wow you guys are right waaay too strong.
I also added a spoiler for Trap Tinkerer In which I explain in depth how the trap functions in regards to order of secrets, conditions and how they can trigger. If you want to know a specific secret combination just let me know I'll put it on the spoiler.
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Why u hav to be mad? is only card gaem.
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Need feedback on how these cards look. Too OP or fine?
My goal was to add support to secret hunter and some more support for a late-game hunter. By default, I always make a common, rare, epic and legendary.
UPDATED: added some examples to clarify Trap Tinkerer. also nerfed Nathanos Blightcaller to a 2/3 instead of a 5/5 as its effect is so powerful that having such stats is very unfair. I used the "Build a Beast" feature of hearthpwn to measure this.
Trap Tinkerer: This spell combines 2 discovered secrets and turns them into 1 single secret spell that costs 4.
This might seem very confusing on how it may function so here's some clarification:
- The combined secret wil be 4 mana so your opponent can instantly tell it's a custom one.
- The secret will no have the description of both secrets in it's text, and will instead read the names of the secrets it has combined. Like with Taunt, Windfury, Divine Shield etc, it will show the secret's effects when you hover over the card.
- The combined secret has BOTH conditions of the secrets (E.G. if an enemy attacks your hero + if your opponent plays a spell). This means that the secret has 2 different possibilities of triggering itself.
- The combined secret will have BOTH effects triggered if any of the two conditions is met.
- The effect that originally belongs to the condition that has been met will trigger first .
- Due to how secrets work, there are occasions in which 1 of the effects can fizzle (fizzle = not happening), so beware!
Here are some examples for clarification, starting from simple effects to more complicated ones:
Explosive Trap + Explosive Trap:
very simple, both have the same condition and thus this secret becomes a 4 damage AoE! snap!
Misdirection + Hidden Cache
If your opponent plays a minion, Hidden Cache will trigger, but Misdirection will not as there is no valid target that is attacking. However, if your opponent attacks your face, Misdirection will trigger and so will Hidden Cache, as Hidden Cache does not need a valid target to function properly. if you have no minion to buff in your hand, Hidden Cache will fizzle.
Explosive Trap + Snipe:
There are 2 conditions here and thus 2 different possibilities. If your opponent plays a minion, the Snipe effect will trigger first, and the Explosive Trap effect triggers afterwards. It can also happen the other way around. If your opponent goes face, Explosive Trap will trigger first, and Snipe will trigger afterwards on the minion that attacked. If your opponent were to go face with their hero, Snipe will have no minion target and thus will fizzle.
Freezing Trap + Cat Trick
If your opponent attacks with a minion, that minion will be returned to the hand costing 2 more, and afterwards the 4/2 panther with stealth is summoned. However, if your opponent were to play a spell, a panther will be summoned first, and then nothing will happen as there is no targeted minion to return to the hand.
If you want specific examples please let me know and I will update this spoiler to contain it.
Gnoll Tracker: I figured hunter could use a viable 4-drop that isn't Houndmaster. A 3 drop in stats, with a free 2 mana spell.
Stitched Manticore: The 7 mana Savannah Highmane. At first I wanted to do something with zombeasts but the legendary already does that. You might notice, this is the original Zombeast concept art. But sisnce it ended up not being used I figured I could make a fan card out of it.
Nathanos Blightcaller: I wanted to do something with zombeasts. I made him 8 mana since hunters don't have any 8 mana cards. The battlecry can potentially be so powerful that it seemed fair to me to make him weak in stats. Dirty Rat ruins this.
Please rate the cards and any form of feedback that you can give is appreciated.
Why u hav to be mad? is only card gaem.
Trap Tinkerer will occasionally have a combination of secrets that aren't compatible. For example, you first choose Freezing Trap, and then are offered Cat Trick Snipe Hidden Cache. No matter what you pick, if it's not triggered by an attack, half of the spell 'fizzles'. There are a few other combos that reach this.
Currently the game avoids situations like this ex Mirror Entity doesn't trigger if you have full board.
Nathanos will sometimes give more value than Ultimate Infestation
Gnoll Tracker and Stitched Manticore are somewhere between balanced and playable. Very nice cards I would like
Common, rare and epic are quite bapanced, i like them, especially the tinkerer. Legendariesbare kinda hard to rate because of the unique effect, but i think it should be more expensive. Crafting a beast costs 2 mana, and the average cost of the minion would be 5 mana. So, for 8 mana you get 2 (for crafting) + 5 (average minion cost) + 4 (5/5 vanilla body) = 13 worth of mana. Since it's a legendary, it's ok to be a but over the top, but not this much, so i guess something like 8 mana 3/3 or 10 mana 5/5 would be much more appropriate.
Maybe making the legend a 10 mana play would make it more balanced. The rest is good, but the common could generate some very awkward secret combinations like people already mentioned, but I don't see a way to make the card a bit better. Cool ideas though, I like them!
Alright I've Updated Nathanos Blightcaller, I used hearthpwns build a beast feature to test out what you get on average and considering that you can't get battlecries out of it, you usually just go for the biggest stats possible and wow you guys are right waaay too strong.
I also added a spoiler for Trap Tinkerer In which I explain in depth how the trap functions in regards to order of secrets, conditions and how they can trigger. If you want to know a specific secret combination just let me know I'll put it on the spoiler.
Why u hav to be mad? is only card gaem.