I had an idea about these 2 cards for a while but I could't find time to rework them. Finally the day where I have plenty of time had come and Im happy to introduce you to new,playable Inkmaster Solia and Don Han'Cho
So first we have Inkmaster Solia. In her current state she is the worst Kabal Legendary. All Kabal Legendaries are about mana cheating. Kazakus spells are stronger that their cost, Kruul can pull out insane amount of mana and then be ressurected with Guldan DK and Raza still can cheat a pretty good amount of mana even nerfed(Im not even talking about prenerfed Raza). So I reworked Inkmaster in the same way and now she is cheating 2 spellls for 2 separated turns. Not only it gives her viability but also puts a deckbuilding challenge. She can be used with Burn spells like Pyroblast or Control spells like Meteor. The reason why I think this card needs to be reworked is the fact that Arcane Tyrant just spits on our Solias grave :(. Just think about it how bad she is in the current state if you compare her to non-Legendary minion.
The next legendary that should be reworked is our 2 headed Grimmy Goon Boss Don Han'Cho. I hope I don't need to tell you why he needs to be reworked. It really bothers me how an Undead horse(Bonemare) can be stronger than Boss of a powerfull mafia gang. This change gives him right to be a fearable card as Aya or Kazakus. It is moved know to more combo-like card and it has it almost like Elemental Tribe effect trigger. It works like this: When entering the battlefield it gives a random minion in your hand +4/+4, then it checks what handbuffs were made last turn and it gives (for example): twice +4/+4 because Grimestreet Enforcement and Grimestreet Outfitter were triggered last turn. He should also work with cards like Grimestreet Pawnbroker or Brass Knuckles or even Hobart Grapplehammer
So. What do you guys think about these changes? Are they balanced? Do you like them? Discuss,Suggest your ideas!)
Solia is kind of scary; I can only imagine what people may be able to come up with when they get to start a turn with 10 mana and a free spell. However, the fact that the deck needs to be a highlander deck probably balances it out. For Don, maybe reduce the buff to +3/+3, but it might be fine since it's quite hard to trigger handbuffs multiple times in one turn since those cards are not that common.
Nerfing Bonemare - stats for stats - made Don Han'Cho slightly less bad ... but still pretty bad! ^^ I like the idea you are going for, and the interesting gang-synergy, but think the wording is a little too convoluted still.
Keep on the awesome ideas tho, those 2 cards really need some more love
I wasn't sure if I should give Solia such a powerfull effect but then I reliased. It does require the highlander deck. Or If you are not playing Highlander deck and you want to run another copies of cards like Pyroblasts, then it is still ok because A) You need to activate your Solia B) 2 big free spells will happen in the late game and it won't be so easy win. It would be surely more balanced than Aluneth Mage nowadays.
And about Don Han'Cho. For balancing that card i made it cost 1 more mana and decreased his buff from 5/5 to 4/4. Mine version of him might seem really strong but again A) It needs some requirements to trigger B) There is a shitton of removals in decks. Psychic Scream, Twisting, Silence, Transform,Return to the hand effects can all counter the handbuff mechanic pretty succesfully.
Yeah they suck, I sometimes play Solia because golden and because highlander decks are my thing, but she's usually standing pretty not going much. And while Alanna has a very different effect, she's usually a better choice.
I completely agree with you . As I already mentioned, Solia is even worse than[card] Arcane Tyrant[/card] due to the fact that she needs some requirements to put her on board and give you value. Even if you play her with 10 mana spell you can't do a lot of things with 3 mana.
Nerfing Bonemare - stats for stats - made Don Han'Cho slightly less bad ... but still pretty bad! ^^ I like the idea you are going for, and the interesting gang-synergy, but think the wording is a little too convoluted still.
Keep on the awesome ideas tho, those 2 cards really need some more love
Yeah I gotta admit the wording is a little bit complicated but I could't come up with anything better xD. Thanks for the feedback)
Inkmaster Solia doesn't really need a buff - if you look at the HSReplays numbers, she's played in about one-sixth of the Reno Mage decks on Wild ladder. She used to see a reasonable amount of tournament play in Standard prior to rotation last year - she sets up a 17+ damage burst to finish the game. There are three different versions of Reno Mage which currently see play in Wild - the Solia OTKish deck is one of them. I suspect that allowing her to cast up to 20-mana in free spells would simply push all the other builds of Reno Mage out of the meta-game. Not every card needs to be so powerful that it becomes an auto-include. FWIW - I've always thought that Solia was the best-designed of the Reno-synergy minions, precisely because she was a Goldilocks card - neither too weak, nor too powerful, she's "just right . . . " and the choice to play her is therefore an actual choice.
Inkmaster Solia doesn't really need a buff - if you look at the HSReplays numbers, she's played in about one-sixth of the Reno Mage decks on Wild ladder. She used to see a reasonable amount of tournament play in Standard prior to rotation last year - she sets up a 17+ damage burst to finish the game. There are three different versions of Reno Mage which currently see play in Wild - the Solia OTKish deck is one of them. I suspect that allowing her to cast up to 20-mana in free spells would simply push all the other builds of Reno Mage out of the meta-game. Not every card needs to be so powerful that it becomes an auto-include. FWIW - I've always thought that Solia was the best-designed of the Reno-synergy minions, precisely because she was a Goldilocks card - neither too weak, nor too powerful, she's "just right . . . " and the choice to play her is therefore an actual choice.
Yes. I know that 17 dmg combo on 1 turn is possible with her and that she is not that bad. At least in Wild. But at the same time I feel like this buff gives her far more vertisality and playability(so she can be played not only in Burn varriations). It surely won't push other Reno Mage archetypes away. They would probably be more separated . The problem is actually not so much in Solia but in the Reno Mage builds in general. The grindy wincondition of Frostlich and Nzoth is not often enough to beat other control decks. So I'm happy to see they are finally adding Medivh and Zola to their decks (these types of cards,which Im running in my own list since KFT lol). Anyway back to the topic: the 2 turn mana cheating the huge spells isn't going to break the game neither make Reno Burst Mage superior. There are for example druids currently that are armoring up better than Warriors. Mana cheating mechanic which provides Atiesh also doesnt breaks the game.
I had an idea about these 2 cards for a while but I could't find time to rework them. Finally the day where I have plenty of time had come and Im happy to introduce you to new,playable Inkmaster Solia and Don Han'Cho
So first we have Inkmaster Solia. In her current state she is the worst Kabal Legendary. All Kabal Legendaries are about mana cheating. Kazakus spells are stronger that their cost, Kruul can pull out insane amount of mana and then be ressurected with Guldan DK and Raza still can cheat a pretty good amount of mana even nerfed(Im not even talking about prenerfed Raza). So I reworked Inkmaster in the same way and now she is cheating 2 spellls for 2 separated turns. Not only it gives her viability but also puts a deckbuilding challenge. She can be used with Burn spells like Pyroblast or Control spells like Meteor. The reason why I think this card needs to be reworked is the fact that Arcane Tyrant just spits on our Solias grave :(. Just think about it how bad she is in the current state if you compare her to non-Legendary minion.
The next legendary that should be reworked is our 2 headed Grimmy Goon Boss Don Han'Cho. I hope I don't need to tell you why he needs to be reworked. It really bothers me how an Undead horse(Bonemare) can be stronger than Boss of a powerfull mafia gang. This change gives him right to be a fearable card as Aya or Kazakus. It is moved know to more combo-like card and it has it almost like Elemental Tribe effect trigger. It works like this: When entering the battlefield it gives a random minion in your hand +4/+4, then it checks what handbuffs were made last turn and it gives (for example): twice +4/+4 because Grimestreet Enforcement and Grimestreet Outfitter were triggered last turn. He should also work with cards like Grimestreet Pawnbroker or Brass Knuckles or even Hobart Grapplehammer
So. What do you guys think about these changes? Are they balanced? Do you like them? Discuss,Suggest your ideas!)
Moving into https://outof.cards/members/firepaladinhs/decks
Solia is really well done. About Don I'm not sure, but at least it's more playable.
Solia is kind of scary; I can only imagine what people may be able to come up with when they get to start a turn with 10 mana and a free spell. However, the fact that the deck needs to be a highlander deck probably balances it out. For Don, maybe reduce the buff to +3/+3, but it might be fine since it's quite hard to trigger handbuffs multiple times in one turn since those cards are not that common.
Why they should buff some cards when they just create new ones?
One day this game will stop existing. I can't wait.
Nerfing Bonemare - stats for stats - made Don Han'Cho slightly less bad ... but still pretty bad! ^^
I like the idea you are going for, and the interesting gang-synergy, but think the wording is a little too convoluted still.
Keep on the awesome ideas tho, those 2 cards really need some more love
"What have you got there,
PinocchioMalygos?"I wasn't sure if I should give Solia such a powerfull effect but then I reliased. It does require the highlander deck. Or If you are not playing Highlander deck and you want to run another copies of cards like Pyroblasts, then it is still ok because A) You need to activate your Solia B) 2 big free spells will happen in the late game and it won't be so easy win. It would be surely more balanced than Aluneth Mage nowadays.
And about Don Han'Cho. For balancing that card i made it cost 1 more mana and decreased his buff from 5/5 to 4/4. Mine version of him might seem really strong but again A) It needs some requirements to trigger B) There is a shitton of removals in decks. Psychic Scream, Twisting, Silence, Transform,Return to the hand effects can all counter the handbuff mechanic pretty succesfully.
Moving into https://outof.cards/members/firepaladinhs/decks
Moving into https://outof.cards/members/firepaladinhs/decks
Moving into https://outof.cards/members/firepaladinhs/decks
Inkmaster Solia doesn't really need a buff - if you look at the HSReplays numbers, she's played in about one-sixth of the Reno Mage decks on Wild ladder. She used to see a reasonable amount of tournament play in Standard prior to rotation last year - she sets up a 17+ damage burst to finish the game. There are three different versions of Reno Mage which currently see play in Wild - the Solia OTKish deck is one of them. I suspect that allowing her to cast up to 20-mana in free spells would simply push all the other builds of Reno Mage out of the meta-game. Not every card needs to be so powerful that it becomes an auto-include. FWIW - I've always thought that Solia was the best-designed of the Reno-synergy minions, precisely because she was a Goldilocks card - neither too weak, nor too powerful, she's "just right . . . " and the choice to play her is therefore an actual choice.
Moving into https://outof.cards/members/firepaladinhs/decks