This is a set based on the first wars, related to the first 2 Warcraft games and books like War of the Ancients, Rise of the Horde, Tides of Darkness and Beyond the Dark Portal.
There's not any new mechanics here. It explores the existent mechanics and tribes from the classic HS set, Curse of Naxxramas, Goblins vs Gnomes and Blackrock Mountain. There is a focus on Battlecry mechanics, and most of the minions have some kind of Battlecry effect. There's also some tribal minions, like Pirates, Murlocs and Dragons.
Number of cards: 108; Class cards: 8 each, total: 72; Neutral cards: 28; Tokens: 8.
I am uploading the cards here in this post and will save the first comment for a log with further updates. All construtive feedbacks are more than welcome! It's my first set of cards and I'm not sure about the balancing.
And that's it.. I'm constantly improving/updating/balancing/changing the cards to try to make this set as best as possible. Again, all construtive feedback are welcome!
These are some awesome cards! I only have limited time (at work) so I'm just reviewing some from Druid and Hunter that stand out to me.
Druid
Hibernate - This card looks like it has potential in a Combo type of deck, similar to Shade of Naxxramas. It would either replace the Shade or not see too much play.
Feral Instinct - Very interesting mechanics associated with this card, there could be a lot of potential with this card, though at 3 mana cost it may be a bit too expensive to see much play.
Celestial Alignment - This card is very strong for Druid, it is strictly stronger than Starfall in dealing damage to multiple enemies (which Starfall is mostly used for) and would surely see play in at least some Druid decks.
Keeper of the Sanctum - I really like this card, situationally very strong, but overall perhaps a little on the weak side (think Kezan Mystic without the effect). Perhaps at a reduced Mana cost of 4 it would be strong enough to be situationally great.
Hunter
Hidden Ambusher - Interesting, if this is played on Turn 1 it's a stronger Worgen Infiltrator but otherwise it most likely won't have Stealth which makes it easy to dispose of. This also has a huge disadvantage when a player is going 2nd (assuming they play a 1 drop).
Bloodseeker - This is the card that could really help Face Hunters rush enemy Heroes down even faster, but becomes quite weak if they were to heal. Lowering the condition of health from 15 to 12 (like Warrior's card) could perhaps balance it a little more, but otherwise it looks solid.
Alleria Windrunner - She would be in almost every Hunter deck, possibly even Face Hunter. She does not have the drawback that Mad Scientist has, that is pulling nothing out of a deck lacking Secrets (she will always summon a random Secret). Her value as a 6/4 for 5 Mana is already decent. She would need to cost at least another mana to be balanced.
Frenzied Raptor - Compared to Hungry Dragon, this card has a weaker body 7/4 vs 5/6, and summons a 2 drop (Scared Boar) for your opponent while the Dragon summons a random 1-drop. Either the mana cost needs to decrease, the Raptor gain more health, or the boar become weaker in stats for this card to see any play. I love the art btw.
Hey man thanks a lot for the feedback!! I've did some balance changes, that are described in the log on the second post. Just haven't changed Keeper of the Sanctum because i think its good as it is.
I don't know if you've realized but Hibernate can be used on your opponent minion too, making a taunt and/or big minion useless for a turn. =)
edit: just saw the dizzy bear comment. You are right! I will change it as well.
Changes look great! Here is the review of the rest of the class cards that stood out to me.
Mage
Deep Freeze - I really like the idea of being able to Freeze a minion for more than one turn. Compared to Ice Lance, this card does the same basic effect only better against minions, while lacking the damage choice or the ability to Freeze the enemy Hero. Frost Elemental performs a single turn Freeze for effectively one Mana. I would value the single turn Freeze effect at roughly 0.75 Mana cost based on the above, so Deep Freeze could work at 1 Mana, but also at 2 mana, I'm not sure.
Other than that all the Mage cards look good to me, well done.
Paladin
Bronzebeard Fighter - Love the idea of this card but I believe it has too much value for it's cost, even if it's a class card. Compared to Silvermoon Guardian, this card already beats it in stats, and is 1 less Mana cost, not to mention it's adjacent effect. Divine Shield is more or less about the Attack value initially, and I would lower his stats to a 2/3, making him decent if dropped alone and potentially very strong if dropped between two Silver Hand Recruits.
Stormguard Champion - This card is a weaker version of Quartermaster most of the time. Looking at the bodies of both cards without their effects, they both have around a 3 mana body. Now every time the Quartermaster buffs a Recruit, it's +2/+2, effectively 2 mana worth, but when the Stormguard Champion temporarily buffs a Recruit, it's +1/+1 which is effectively 1 mana worth. So for the Stormguard to break even (get his 5 mana worth) he needs to buff at two Recruits, and then if he dies the next turn the Recruits lose their buffs. The Quartermaster only needs to buff one Recruit to break even, and the Quartermaster is not only stickier, if he dies then the Recruits still have the buffs. I might make cost 4 mana with the same effect, but this leads to immediately being able to buff a Muster for Battle.
Anduin Lothar - The value of this card is too high by itself, not to mention with Quartermaster and your Stormguard Champion. Increasing his mana cost to 7 and perhaps making him a 5/5 could balance him more. As it stands I think every Paladin would run this.
Priest
Proud Martyr - Great anti-aggro card, I might change it to character healed instead of minion, but other than that I would love this to stop an early rush.
Shadowy Acolyte - This card has no drawbacks and huge value for 1 mana, compare to Shadowboxer. Lowering the attack or health by one point would helps balance this.
Other than that I really like all the Priest cards.
Rogue
Dispatch - Compared to Betrayal, this card is more situational and generally weaker. Lowering the cost to 2 Mana would make it more on par with Betrayal.
Pick Lock - This card would be balanced in most other classes but I believe with the existance of Preperation that this would stop Sprint from being played and allowing Rogues to draw out their deck much faster. I'm not sure if making it cost an additional mana would help balance it with Sprint.
I really like Royal Buccaneer, almost wish it was a Warrior card instead, but still awesome in Rogue.
Shaman
Healing Wave - Interesting card, Shaman definately needs healing, but using effectively 3 mana worth to heal and not gain any board presence is a little on the weak side in my opinion. If this also summoned a random totem I think it would be worth it, similar to Light of the Naaru.
Expanded Perception - This card is costed too greatly, compare to Arcane Intellect. Using this as a measurement for how much card draw costs, card draw is effectively valued at 1.5 mana. For this to even break even this card requires that you have at least three (and a half) totems on the board, so nearly four totems. This card could be lowered to a 3 mana cost and still be balanced I believe, sometimes drawing one card for 5 mana (3 + hero power) on an empty board, and sometimes drawing five or six cards on a board full of totems.
Ner'zhul - This card is crazy cool, this would take overload to a different level, much more so than Lava Shock. I really like this card and think it looks balanced to strong with great potential.
Warlock
Nathrazem Spellcaster - Having +2 Spellpower for 3 mana is very strong, and the downside is minimal, I think that taking 2 damage instead could perhaps balance this much spell power for such a low cost. Imagine Darkbomb deals 5 damage and Imp-losion dealing 4-6 damage and summoning a board full of Imps.
Other than that, the cards look unique and balanced, I like the Fel Hound, very cool tech card.
Warrior
All the Warrior cards look cool, except the Lil' Vicious is missing attack and health values.
Wow!! that's what i'm talking about =D I get so happy with this kind of review.. with this kind of feedback I believe this set can become really nice and interesting.
lool just saw the lil'vicious lack os stats haha.. the last version i did i missed that.. it has a 1/2 body so its not a worse pirate angry chicken =P
tonight i'll update some cards according to what you said. i'm picking the most common cards little by little and substituting or changing its effects to become more fun to play.
Later i'll post the updated cards here. thanks a lot!
Wow!! that's what i'm talking about =D I get so happy with this kind of review.. with this kind of feedback I believe this set can become really nice and interesting.
lool just saw the lil'vicious lack os stats haha.. the last version i did i missed that.. it has a 1/2 body so its not a worse pirate angry chicken =P
tonight i'll update some cards according to what you said. i'm picking the most common cards little by little and substituting or changing its effects to become more fun to play.
Later i'll post the updated cards here. thanks a lot!
It's fun for me to review, you have a lot of really great ideas!
Ah gotcha about the stats on that one, seems good.
You don't have to update all of them, my words are just my opinion on what I feel may or may not be balanced. : P
wtf i dunno what happend but some cards simply disappeared oO
edit: fixed.. will post the card updates here
and here it is.. i've took in consideration all your feedback and made little balance changes in this cards, changing completely the effect of shadowy acolyte as well:
these are the paladin cards i've changed. basicly the balance suggestions you said. I'm still in doubt if 3/2 or 2/3 is a more fair body for the Bronzebeard Fighter, and struggling to think about a more original effect for Anduin Lothar
here's the big change i did, to a more unique effect between the existent minions.
more balance changes.. I've reduced Expanded Perception cost by 2, but it has got a Overload 1, so it usually will cost 4, but can combo with Ner'zhul. Maybe I make it cost 2 and Overload 2? About the warlock card, now i'm quite satisfied with it.
and the guy that was missing attack and health values.
Red Viper and Injured Bear were vanilla minions with different stats (2/2 and 4/2). Now the snake have a poison kind of effect for every turn you leave it alive and unsilenced (and why would you silence that??). The bear can eat another animal and get strong again, becoming a 2/5 Taunt for 3 mana and a beast (Webspinner anyone?) if its condition is satisfied (with Animal Companion you can get a 4/4 Taunt if you're lucky..);
Gryphon Charger was a 2/2 Charge minion, now it interacts with the coin, but can be a charge minion only once in the game.. ;
Axe Thrower was 2/4 with no windfury. Now it's more unique between both windfury and 'deal damage' minions, mixing both. I've also changed it's art to a better one;
Alliance Commander was a simple +1 Attack buff to other minions, now it can be a very powerful defense tech, making numerous taunt minions if well positioned and you have a full board;
Turalyon too did simple buffs, now it's kinda reverse Vol'jin, but more complex;
Crimson Drake at first was ' Your next spell deal double the damage', then 'your next spell costs (3) less', and now this. Feels more balanced, but is supposed to be played in a dragon spell deck now, because of its mechanics.
Teron Gorefiend changes the board state in a more interesting way now..before it used to destroy 1-4 minions and replace them. now it affects the way you play when it is on the board, and if you don't have instant removal or silence, it can prejudice your game a lot.. you can't taunt or charge if it's on board unsilenced, but who played it also can't . If played in the right board state, it wins the game for you.. maybe i should reduce its stats? or is it good because it affects you the same way? thought about him being 5/6
Korialstrasz used to make the first Battlecry minion costs (0), but then i've realized that there are some dangerous legendaries that can make it REALLY broken, so costing (5) less is still strong but not that much. =P lol
i'm kinda satisfied with the improvement on the quality of the cards over this 2 first days im getting feedback from here and reddit.
and again, thanks a lot for the wise analysis warmastercly!!
that's it for now.. maybe tomorrow i work on this a bit more and then, just next week
This is a set based on the first wars, related to the first 2 Warcraft games and books like War of the Ancients, Rise of the Horde, Tides of Darkness and Beyond the Dark Portal.
There's not any new mechanics here. It explores the existent mechanics and tribes from the classic HS set, Curse of Naxxramas, Goblins vs Gnomes and Blackrock Mountain. There is a focus on Battlecry mechanics, and most of the minions have some kind of Battlecry effect. There's also some tribal minions, like Pirates, Murlocs and Dragons.
Number of cards: 108; Class cards: 8 each, total: 72; Neutral cards: 28; Tokens: 8.
I am uploading the cards here in this post and will save the first comment for a log with further updates. All construtive feedbacks are more than welcome! It's my first set of cards and I'm not sure about the balancing.
You can also check the full gallery at: http://dragonmawcreations.imgur.com/
------------------
Druid:
Hunter:
Mage:
Paladin:
Priest:
Rogue:
Shaman:
Warlock:
Warrior:
Neutral:
And that's it.. I'm constantly improving/updating/balancing/changing the cards to try to make this set as best as possible. Again, all construtive feedback are welcome!
History:
28/04 - First version of the set added. Waiting for feedbacks =)
----
29/04 - First Balance Update. Some substitutions were done as well
30/04 - Second Balance Update.
These are some awesome cards! I only have limited time (at work) so I'm just reviewing some from Druid and Hunter that stand out to me.
Druid
Hibernate - This card looks like it has potential in a Combo type of deck, similar to Shade of Naxxramas. It would either replace the Shade or not see too much play.
Feral Instinct - Very interesting mechanics associated with this card, there could be a lot of potential with this card, though at 3 mana cost it may be a bit too expensive to see much play.
Celestial Alignment - This card is very strong for Druid, it is strictly stronger than Starfall in dealing damage to multiple enemies (which Starfall is mostly used for) and would surely see play in at least some Druid decks.
Keeper of the Sanctum - I really like this card, situationally very strong, but overall perhaps a little on the weak side (think Kezan Mystic without the effect). Perhaps at a reduced Mana cost of 4 it would be strong enough to be situationally great.
Hunter
Hidden Ambusher - Interesting, if this is played on Turn 1 it's a stronger Worgen Infiltrator but otherwise it most likely won't have Stealth which makes it easy to dispose of. This also has a huge disadvantage when a player is going 2nd (assuming they play a 1 drop).
Bloodseeker - This is the card that could really help Face Hunters rush enemy Heroes down even faster, but becomes quite weak if they were to heal. Lowering the condition of health from 15 to 12 (like Warrior's card) could perhaps balance it a little more, but otherwise it looks solid.
Alleria Windrunner - She would be in almost every Hunter deck, possibly even Face Hunter. She does not have the drawback that Mad Scientist has, that is pulling nothing out of a deck lacking Secrets (she will always summon a random Secret). Her value as a 6/4 for 5 Mana is already decent. She would need to cost at least another mana to be balanced.
Frenzied Raptor - Compared to Hungry Dragon, this card has a weaker body 7/4 vs 5/6, and summons a 2 drop (Scared Boar) for your opponent while the Dragon summons a random 1-drop. Either the mana cost needs to decrease, the Raptor gain more health, or the boar become weaker in stats for this card to see any play. I love the art btw.
Dizzy bear is always better than magma rager making it unbalanced. maybe 4/2?
Hey man thanks a lot for the feedback!! I've did some balance changes, that are described in the log on the second post. Just haven't changed Keeper of the Sanctum because i think its good as it is.
I don't know if you've realized but Hibernate can be used on your opponent minion too, making a taunt and/or big minion useless for a turn. =)
edit: just saw the dizzy bear comment. You are right! I will change it as well.
Hello!!! I've started to substitute some cards to try to make the set more interesting.. here's some changes so far:
I've changed this guy:
for this:
and this:
for this
and this
for this
this:
for this
Changes look great! Here is the review of the rest of the class cards that stood out to me.
Mage
Deep Freeze - I really like the idea of being able to Freeze a minion for more than one turn. Compared to Ice Lance, this card does the same basic effect only better against minions, while lacking the damage choice or the ability to Freeze the enemy Hero. Frost Elemental performs a single turn Freeze for effectively one Mana. I would value the single turn Freeze effect at roughly 0.75 Mana cost based on the above, so Deep Freeze could work at 1 Mana, but also at 2 mana, I'm not sure.
Other than that all the Mage cards look good to me, well done.
Paladin
Bronzebeard Fighter - Love the idea of this card but I believe it has too much value for it's cost, even if it's a class card. Compared to Silvermoon Guardian, this card already beats it in stats, and is 1 less Mana cost, not to mention it's adjacent effect. Divine Shield is more or less about the Attack value initially, and I would lower his stats to a 2/3, making him decent if dropped alone and potentially very strong if dropped between two Silver Hand Recruits.
Stormguard Champion - This card is a weaker version of Quartermaster most of the time. Looking at the bodies of both cards without their effects, they both have around a 3 mana body. Now every time the Quartermaster buffs a Recruit, it's +2/+2, effectively 2 mana worth, but when the Stormguard Champion temporarily buffs a Recruit, it's +1/+1 which is effectively 1 mana worth. So for the Stormguard to break even (get his 5 mana worth) he needs to buff at two Recruits, and then if he dies the next turn the Recruits lose their buffs. The Quartermaster only needs to buff one Recruit to break even, and the Quartermaster is not only stickier, if he dies then the Recruits still have the buffs. I might make cost 4 mana with the same effect, but this leads to immediately being able to buff a Muster for Battle.
Anduin Lothar - The value of this card is too high by itself, not to mention with Quartermaster and your Stormguard Champion. Increasing his mana cost to 7 and perhaps making him a 5/5 could balance him more. As it stands I think every Paladin would run this.
Priest
Proud Martyr - Great anti-aggro card, I might change it to character healed instead of minion, but other than that I would love this to stop an early rush.
Shadowy Acolyte - This card has no drawbacks and huge value for 1 mana, compare to Shadowboxer. Lowering the attack or health by one point would helps balance this.
Other than that I really like all the Priest cards.
Rogue
Dispatch - Compared to Betrayal, this card is more situational and generally weaker. Lowering the cost to 2 Mana would make it more on par with Betrayal.
Pick Lock - This card would be balanced in most other classes but I believe with the existance of Preperation that this would stop Sprint from being played and allowing Rogues to draw out their deck much faster. I'm not sure if making it cost an additional mana would help balance it with Sprint.
I really like Royal Buccaneer, almost wish it was a Warrior card instead, but still awesome in Rogue.
Shaman
Healing Wave - Interesting card, Shaman definately needs healing, but using effectively 3 mana worth to heal and not gain any board presence is a little on the weak side in my opinion. If this also summoned a random totem I think it would be worth it, similar to Light of the Naaru.
Expanded Perception - This card is costed too greatly, compare to Arcane Intellect. Using this as a measurement for how much card draw costs, card draw is effectively valued at 1.5 mana. For this to even break even this card requires that you have at least three (and a half) totems on the board, so nearly four totems. This card could be lowered to a 3 mana cost and still be balanced I believe, sometimes drawing one card for 5 mana (3 + hero power) on an empty board, and sometimes drawing five or six cards on a board full of totems.
Ner'zhul - This card is crazy cool, this would take overload to a different level, much more so than Lava Shock. I really like this card and think it looks balanced to strong with great potential.
Warlock
Nathrazem Spellcaster - Having +2 Spellpower for 3 mana is very strong, and the downside is minimal, I think that taking 2 damage instead could perhaps balance this much spell power for such a low cost. Imagine Darkbomb deals 5 damage and Imp-losion dealing 4-6 damage and summoning a board full of Imps.
Other than that, the cards look unique and balanced, I like the Fel Hound, very cool tech card.
Warrior
All the Warrior cards look cool, except the Lil' Vicious is missing attack and health values.
Wow!! that's what i'm talking about =D I get so happy with this kind of review.. with this kind of feedback I believe this set can become really nice and interesting.
lool just saw the lil'vicious lack os stats haha.. the last version i did i missed that.. it has a 1/2 body so its not a worse pirate angry chicken =P
tonight i'll update some cards according to what you said. i'm picking the most common cards little by little and substituting or changing its effects to become more fun to play.
Later i'll post the updated cards here. thanks a lot!
It's fun for me to review, you have a lot of really great ideas!
Ah gotcha about the stats on that one, seems good.
You don't have to update all of them, my words are just my opinion on what I feel may or may not be balanced. : P
You're welcome!
wtf i dunno what happend but some cards simply disappeared oO
edit: fixed.. will post the card updates here
and here it is.. i've took in consideration all your feedback and made little balance changes in this cards, changing completely the effect of shadowy acolyte as well:
these are the paladin cards i've changed. basicly the balance suggestions you said. I'm still in doubt if 3/2 or 2/3 is a more fair body for the Bronzebeard Fighter, and struggling to think about a more original effect for Anduin Lothar
here's the big change i did, to a more unique effect between the existent minions.
more balance changes.. I've reduced Expanded Perception cost by 2, but it has got a Overload 1, so it usually will cost 4, but can combo with Ner'zhul. Maybe I make it cost 2 and Overload 2? About the warlock card, now i'm quite satisfied with it.
and the guy that was missing attack and health values.
Updated some neutral cards now:
Red Viper and Injured Bear were vanilla minions with different stats (2/2 and 4/2). Now the snake have a poison kind of effect for every turn you leave it alive and unsilenced (and why would you silence that??). The bear can eat another animal and get strong again, becoming a 2/5 Taunt for 3 mana and a beast (Webspinner anyone?) if its condition is satisfied (with Animal Companion you can get a 4/4 Taunt if you're lucky..);
Gryphon Charger was a 2/2 Charge minion, now it interacts with the coin, but can be a charge minion only once in the game.. ;
Axe Thrower was 2/4 with no windfury. Now it's more unique between both windfury and 'deal damage' minions, mixing both. I've also changed it's art to a better one;
Alliance Commander was a simple +1 Attack buff to other minions, now it can be a very powerful defense tech, making numerous taunt minions if well positioned and you have a full board;
Turalyon too did simple buffs, now it's kinda reverse Vol'jin, but more complex;
Crimson Drake at first was ' Your next spell deal double the damage', then 'your next spell costs (3) less', and now this. Feels more balanced, but is supposed to be played in a dragon spell deck now, because of its mechanics.
Teron Gorefiend changes the board state in a more interesting way now..before it used to destroy 1-4 minions and replace them. now it affects the way you play when it is on the board, and if you don't have instant removal or silence, it can prejudice your game a lot.. you can't taunt or charge if it's on board unsilenced, but who played it also can't . If played in the right board state, it wins the game for you.. maybe i should reduce its stats? or is it good because it affects you the same way? thought about him being 5/6
Korialstrasz used to make the first Battlecry minion costs (0), but then i've realized that there are some dangerous legendaries that can make it REALLY broken, so costing (5) less is still strong but not that much. =P lol
i'm kinda satisfied with the improvement on the quality of the cards over this 2 first days im getting feedback from here and reddit.
and again, thanks a lot for the wise analysis warmastercly!!
that's it for now.. maybe tomorrow i work on this a bit more and then, just next week
now i'm thinking about changing this card:
for this one:
what do you guys think?
hello =) any new feedbacks??
Your work is very well done. Good artwork choices and there are some interesting mechanic. I prefer Stormfury Ogre.
"You strengthen yourself by cutting yourself off from all temptations."