I don't think that it needs to make the zero cost card cost 1. Hero powers have the value of a zero cost ability, so all the zero cost cards are in line with a hero power anyway. There is flexibility there, but also quite a lot of randomness which offsets it.
My concern with discovering a 0-cost card from the entire pool was cards like Preparation, Hunter's Mark and Innervate. Making them cost one more mitigates that excess power level quite effectively. If more people agree that increasing the cost isn't necessary I will change it back.
As a reward for contributing here's the first Expert set rare
Discover is limited to cards from your class, so as long as you balance 0-Cost cards in your class well it shouldn't be a problem.
EDIT: I just saw you set it as ANY, I think it'd be cooler and more thematic if you just limited it to Neutrals and focused on creative 0-costs instead of pulling from all classes, also much easier to balance.
I don't see the potential application of Call to the Ancients.
I really like the refill mechanic though. It'll be interesting to see how that expands. Ethereals would need more 1 drops though to actually be able to take the most advantage of Manaling though. Maybe an aggro Ethereal? Nether Ray seems really cool though since it allows you to play 2 2-drops on turn 3. Not quite as powerful as Darnassas Aspirant's effect but still strong.
I don't see the potential application of Call to the Ancients.
I really like the refill mechanic though. It'll be interesting to see how that expands. Ethereals would need more 1 drops though to actually be able to take the most advantage of Manaling though. Maybe an aggro Ethereal? Nether Ray seems really cool though since it allows you to play 2 2-drops on turn 3. Not quite as powerful as Darnassas Aspirant's effect but still strong.
Look at every 0 cost class card as something to pull from the hero power.
Really glad you like the refill mechanic, as you'll see with some of the cards coming up it has even more applications.
I think the hero power should either be, add a random 0-cost card to your hand, it costs 1 more, or discover a 0- cost card. Discovering any 0-cost card from any class is both over powered and Iinconsistent with discover in general. In either case the power should cost 2.
I don't think that it needs to make the zero cost card cost 1. Hero powers have the value of a zero cost ability, so all the zero cost cards are in line with a hero power anyway. There is flexibility there, but also quite a lot of randomness which offsets it.
My concern with discovering a 0-cost card from the entire pool was cards like Preparation, Hunter's Mark and Innervate. Making them cost one more mitigates that excess power level quite effectively. If more people agree that increasing the cost isn't necessary I will change it back.
There are some powerful cards you can get, but imo that is offset by the "vanilla level" cards like wisp, moonfire etc. which are on par with other hero powers, and the absolute trash tier like totemic might. Innervate isn't even that powerful. You pay 2 mana one turn, then get two mana another turn. You're just shifting around when you can use your mana which is useful but not super powerful. Same with prep.
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"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
Stumbering Colossus misses something like "can't attack"? But even then it would be really overpowered. It's a vanilla 5/5 for 4 mana.
Snatch is also broken. Way too strong and consistent against freeze mage, combo druid, murloc pala and other combo decks.
Slumbering Colussus fixed
Snatch could copy a set number of spells. Keep in mind that a lot of time it will sit in your hand and won't do anything but I guess that makes it too swingy. I'll change it to "Put a copy of two spells in your opponent's hand into your hand."
Assert Dominance definitely does not need a cost increase. Compare it to cards like Blessing of Might: 1 mana 3 Attack which isn't even that good (only aggro decks run it). Then realise that aggro decks can't even guarantee they get even 3 Attack from that Assert Dominance since they will be playing minions with higher Attack then Health. All in all, I believe Assert Dominance is better at 2 mana than 4. If you are worried about aggro and want the card to be more suited for midrange, I suggest tacking on "draw a card" and leave it at 4.
to counter that above example, even using on Boom Bots just means it's equal to a Fireball. An extremely situational Fireball.
Nether drake seems really underpowered, compare it to knife juggler.
Knife Juggler
- Great stat line (2 for a 3/2)
- triggers on any minion you play
- doesn't trigger on spells
VS.
Nether Drake
- very bad stat line (6 for a 4/5)
- triggers on cards, spells, and weapons
- only triggers on those cards if they aren't drawn (I understand that there are a lot of ways to get cards like that in the class, but it's still really weak)
- is a dragon
If you buff the damage to 2 and possibly increase one of its stats it could be good, but the reason knife juggler is good is because it's low cost. That means you can play it in the same turn as Unleash the Hounds or a group of low cost minions. Since Nethar Drake can't be played in Aggro, maybe make it only hit minions. That way it's more of a board control card and you could buff the stats even more.
EDIT: I completely forgot about the hero power, my bad xD. It's still a little weak though (only the stats, not the damage).
Hey, just stumbled upon your hero and I really like him! The hero power is a great idea, but I don't like the part about ANY 0-cost card, because it interfiers with the restriction that discover only can discover class and neutral cards.
Glad you like it! I was experimenting with letting it fetch any 0-cost card but I've decided to drop the idea since it's too difficult to balance properly.
I'd change it to "Discover an Etheral 0-cost card" and make a little pool of those hero power cards (like the ysera cardpool), so you have multiple outcomes and always a good card to start a turn. Dragon's Blessing could be such a card. Or 0-mana class minions (perhaps even with it's own tribal tag). Also it's less RNG then.
I would ideally like to grow the pool of available 0-cost cards as much as possible which means leaving in the neutral cards but I don't hate the idea of restricting it to just ethereal spells. Also, don't worry, 0-cost minions will come in time.
Justicar's upgrade is also not that good imo, but I don't have a better idea right now tbh.
Discovering a 2-drop every turn seems pretty powerful but it does mean that you're not getting to utilize the powerful 0 cost cards. I've been thinking about making it discover two 0-cost cards for the upgraded power but I'm still iffy about it.
I also think it's time to reveal the last three cards of the Expert set:
The problem I see with this set is that 0-cost cards don't have much purpose apart from being discovered through the hero power, they are absolutely not worth a deckslot in almost any case. The only exception is Dragon's Blessing, which might be a bit on the too strong side. You see, the only 0 mana cards ever run are the ones that were meant to be conditional but often result in huge tempo swings and the class even has synergy with them. That's exactly 3 cards, Innervate (tempo swing, has synergy with druid since they have so many big plays), Backstab (2 health is fairly common, and those minions usually cost 2 mana, so that's a lot of tempo, rogue has strong spells so spell synergy is not out of question), and Preparation (huge freaking tempo swing for rogue). I don't really like that aspect of your set, it severely limits design space. Perhaps this was the reason why keywords (namely, Discover, since the others wouldn't make sense) weren't allowed in Hero Powers: it's either too strong or too limiting.
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You could also make it be "Discover a random 0 cost ethereal spell" And you make 5 or 6 to choose from every time.
Just don't make a "Deal x damage" one lol, unless you want MalyConjurer to be a thing.
N'zoth Hunter
Malygod Hunter
some cool cards but there is only 7 cards unlocked were is the rest
Restart the turn? WUT?
Two questions:
Firstly, is Blighted Strike affected by spell damage, and if so, which players spell damage?
Secondly, how much attack will a minion gain from Assert Dominance if it is the highest attack minion: 1 or 0?
I don't see the potential application of Call to the Ancients.
I really like the refill mechanic though. It'll be interesting to see how that expands. Ethereals would need more 1 drops though to actually be able to take the most advantage of Manaling though. Maybe an aggro Ethereal? Nether Ray seems really cool though since it allows you to play 2 2-drops on turn 3. Not quite as powerful as Darnassas Aspirant's effect but still strong.
These are interesting. Just to clarify, will Shattered Time let you draw another card? Also, 2x Assert Dominance turn 8 could be really powerfull.
Turn 7: Dr. Boom.
Turn 8: Assert Dominace the Boom Bots for a 8/1, 9/1, and 7/7 for 24 damage face.
OR your opponent plays Dr. Boom turn 7 and you buff two existing minions >.>
I think the hero power should either be, add a random 0-cost card to your hand, it costs 1 more, or discover a 0- cost card. Discovering any 0-cost card from any class is both over powered and Iinconsistent with discover in general. In either case the power should cost 2.
Stumbering Colossus misses something like "can't attack"? But even then it would be really overpowered. It's a vanilla 5/5 for 4 mana.
Snatch is also broken. Way too strong and consistent against freeze mage, combo druid, murloc pala and other combo decks.
Assert Dominance definitely does not need a cost increase. Compare it to cards like Blessing of Might: 1 mana 3 Attack which isn't even that good (only aggro decks run it). Then realise that aggro decks can't even guarantee they get even 3 Attack from that Assert Dominance since they will be playing minions with higher Attack then Health. All in all, I believe Assert Dominance is better at 2 mana than 4. If you are worried about aggro and want the card to be more suited for midrange, I suggest tacking on "draw a card" and leave it at 4.
to counter that above example, even using on Boom Bots just means it's equal to a Fireball. An extremely situational Fireball.
Nether drake seems really underpowered, compare it to knife juggler.
Knife Juggler
- Great stat line (2 for a 3/2)
- triggers on any minion you play
- doesn't trigger on spells
VS.
Nether Drake
- very bad stat line (6 for a 4/5)
- triggers on cards, spells, and weapons
- only triggers on those cards if they aren't drawn (I understand that there are a lot of ways to get cards like that in the class, but it's still really weak)
- is a dragon
If you buff the damage to 2 and possibly increase one of its stats it could be good, but the reason knife juggler is good is because it's low cost. That means you can play it in the same turn as Unleash the Hounds or a group of low cost minions. Since Nethar Drake can't be played in Aggro, maybe make it only hit minions. That way it's more of a board control card and you could buff the stats even more.
EDIT: I completely forgot about the hero power, my bad xD. It's still a little weak though (only the stats, not the damage).
Glad you like it! I was experimenting with letting it fetch any 0-cost card but I've decided to drop the idea since it's too difficult to balance properly.
I would ideally like to grow the pool of available 0-cost cards as much as possible which means leaving in the neutral cards but I don't hate the idea of restricting it to just ethereal spells. Also, don't worry, 0-cost minions will come in time.
Discovering a 2-drop every turn seems pretty powerful but it does mean that you're not getting to utilize the powerful 0 cost cards. I've been thinking about making it discover two 0-cost cards for the upgraded power but I'm still iffy about it.
I also think it's time to reveal the last three cards of the Expert set:
The problem I see with this set is that 0-cost cards don't have much purpose apart from being discovered through the hero power, they are absolutely not worth a deckslot in almost any case. The only exception is Dragon's Blessing, which might be a bit on the too strong side. You see, the only 0 mana cards ever run are the ones that were meant to be conditional but often result in huge tempo swings and the class even has synergy with them. That's exactly 3 cards, Innervate (tempo swing, has synergy with druid since they have so many big plays), Backstab (2 health is fairly common, and those minions usually cost 2 mana, so that's a lot of tempo, rogue has strong spells so spell synergy is not out of question), and Preparation (huge freaking tempo swing for rogue). I don't really like that aspect of your set, it severely limits design space. Perhaps this was the reason why keywords (namely, Discover, since the others wouldn't make sense) weren't allowed in Hero Powers: it's either too strong or too limiting.