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.
While this is true for most 0-cost cards, the ethereal cards serve multiple significant purposes. Aside from actually providing something for the hero power to find, the first big reason these cards are necessary is because they play to the whole unspent mana theme. 0 mana cards mean that even if you are technically trying to play with less mana you can still chain together multiple cards in a single turn, even if they are not the most impressive cards. The smaller reason why they are essential to the class is that they can be used as power level tools for designing expansions. dedicating the "obligatory awful common" slot to the 0-cost cards means I can put the power level exactly where I want it in an impactful way.
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).
To be honest, the well is less dry than you're giving it credit. Sure all of the 0-cost cards you've seen so far are mundane but there is design space left to explore. Take Abduction for example; you can find it with your hero power, since it costs 0 but it doesn't even do anything if you cast it for 0 mana. You might not like the card but it demonstrates that with cost increases you can, for a lack of a better term "cheat the system". This is not to mention the amount of cards that could be made to interact with the cards if you've constructed your deck with them (think Sense Demons, for example) but the designs just haven't come out of the woodwork yet (think Tunnel Trogg's impact on utilizing overload in Shaman.)
I hope this helped clear up at least a bit of the confusion, doubt, etc. That you might have had towards the main function of this class. You raised fantastic points and I can only hope for more comments like yours in the future!
As a side note: the graphic with the League of Explorers cards is complete and I'm incredibly excited to show it to you guys but I wanted to stretch out the spoilers a bit longer since the Grand Tournament cards are not complete yet. Let me know if you guys want to see the LoE cards first and also make sure to let me know if the whole spoiler objectives annoy you and/or how I could improve on it.
Considering all the cards from Shadow Twins are immediately playable, I'd think she'd be at least 5 mana! Or hell, a 4 mana 2/3
The cards you get are all straight out of your deck, which means you constructed your deck with these low impact cards. There needs to be some pay off!
It's definitely pushed hard but it's no mysterious challenger, that's for sure.
Here's another pushed card but this one probably will be raised to 5 mana. My balancing criteria was Murloc Knight but the two function a bit too differently.
Forgot to mention: Ethereal Darkcaster is an actual mob from World of Warcraft and can cast the spell Shadow Word: Pain, just so it doesn't seem weird that an ethereal card was making priest cards.
In the spirit of the official TGT spoilers I've decided to let you decide which card is spoiled next.
I think Netherspite should cost one more Mana. It provides a tad too much value at 8 Mana, even if it nullifies your own Battlecries, as it is an Arcane Explosion at the end of each turn on top of that.
As for the Grand Tournament poll, I vote for the second.
Card Draw's definitely an unexpected effect, but I can get the feel for it thanks to the condition.
Are you worried Miracle Salhadaar will become a thing?
To be honest I'm actually worried about a lot of things! Saldahaar has some very powerful control cards yet has no real AOE (this was intentional) but at the same time this class could go in any direction and be either overwhelming or underwhelming. If only there was a way to test custom classes...
Prestigious Contender is broken, because the copy can summon an other copy as well. It's actually a perfect version of Murloc Knight, which always summons an other Murloc Knight. Snowballing to the max.
Fair Game on the other side is a bit underpowered compared to Imp-losion. I'd suggest changing it to "if it dies, draw a card".
Prestigious Contender is broken, because the copy can summon an other copy as well. It's actually a perfect version of Murloc Knight, which always summons an other Murloc Knight. Snowballing to the max.
Fair Game on the other side is a bit underpowered compared to Imp-losion. I'd suggest changing it to "if it dies, draw a card".
You're absolutely right about Prestigious Contender, I'm not sure how I missed that. I'm thinking making it a 2/2 should suffice as a nerf even if you make a copy and they survive two turns you still only get 8/8 worth of stats for 8 mana. I think Fair Game is fine on the weaker side but I'llreduce the conditional card draw to three unspent mana instead.
The LoE cards are my favorite out of the bunch and I've been waiting to post them since Sunday. I think now is a good time to post them.
Why they are my favorites:
- Stave Off has the perfect art for a very situational but interesting effect that gives the class survivability in the most dire of situation.
- Tribute Swarm introduces a mechanic that's both new and old by having a "choose two" type ability but making your opponent choose
- Spiketail is one of those cards that everyone can get good results with but only the best players can master. Keep in mind that the card you discover must be played, meaning all of your remaining mana will be used up so choose wisely!
Rules clarification:
Tribute Swarm
- If your opponent does not choose an option for Tribute Swarm within 10 seconds, the two copies of Tribute Swarm will automatically be summoned, taking the choice away from your opponent.
Spiketail
- If you have no unspent mana after playing Spiketail you will discover a 0-cost card (see what I did there?)
- If you discover a card that requires a target, you must pick a target before continuing your turn.
- You will not be able to discover cards that have no valid targets (i.e. If you cast this with 9 mana and the opponent has no minions/no valid minions, you will not be able to discover Entice.)
Rally the peasants is an older card but I love it. It's the type of card people build decks around.
If anything I'd suggest raising the cost and making it a bigger boost, if only because it'd be like a spellhobgoblin type of thing
It was one of my favorite designs as well! how big of a buff do you recommend? I'm thinking no bigger than +2/+2 because of the Lethargy combo potential.
aaaaaaaaaaaaaand, finally, the last Ethereal card until Blizzard releases the new expansion:
A'dal is bad. Pathetically bad. Compare it to Aviana which costs one less, doesn't need to survive a turn to get value and can save you significantly more than 1-mana per spell. And Aviana doen't even see play!
A'dal is bad. Pathetically bad. Compare it to Aviana which costs one less, doesn't need to survive a turn to get value and can save you significantly more than 1-mana per spell. And Aviana doen't even see play!
You're forgetting that this is a class that is centered around 0-cost spells. A'dal has enormous combo potential with Shadow Twin, Gadgetzan Auctioneer, etc.
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To be honest, the well is less dry than you're giving it credit. Sure all of the 0-cost cards you've seen so far are mundane but there is design space left to explore. Take Abduction for example; you can find it with your hero power, since it costs 0 but it doesn't even do anything if you cast it for 0 mana. You might not like the card but it demonstrates that with cost increases you can, for a lack of a better term "cheat the system". This is not to mention the amount of cards that could be made to interact with the cards if you've constructed your deck with them (think Sense Demons, for example) but the designs just haven't come out of the woodwork yet (think Tunnel Trogg's impact on utilizing overload in Shaman.)
I hope this helped clear up at least a bit of the confusion, doubt, etc. That you might have had towards the main function of this class. You raised fantastic points and I can only hope for more comments like yours in the future!
As a side note: the graphic with the League of Explorers cards is complete and I'm incredibly excited to show it to you guys but I wanted to stretch out the spoilers a bit longer since the Grand Tournament cards are not complete yet. Let me know if you guys want to see the LoE cards first and also make sure to let me know if the whole spoiler objectives annoy you and/or how I could improve on it.
Just to get people excited about the TGT cards, here's a sweet little interaction I would love to build around in arena
I love looking at these fan made classes, and this one is really well done. good job dude. I'd like to see your take on a Monk's card set ;)
Considering all the cards from Shadow Twins are immediately playable, I'd think she'd be at least 5 mana! Or hell, a 4 mana 2/3
N'zoth Hunter
Malygod Hunter
Forgot to mention: Ethereal Darkcaster is an actual mob from World of Warcraft and can cast the spell Shadow Word: Pain, just so it doesn't seem weird that an ethereal card was making priest cards.
In the spirit of the official TGT spoilers I've decided to let you decide which card is spoiled next.
VS.
Sun Defender !
N'zoth Hunter
Malygod Hunter
I think Netherspite should cost one more Mana. It provides a tad too much value at 8 Mana, even if it nullifies your own Battlecries, as it is an Arcane Explosion at the end of each turn on top of that.
As for the Grand Tournament poll, I vote for the second.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
Right one it is!
Card Draw's definitely an unexpected effect, but I can get the feel for it thanks to the condition.
Are you worried Miracle Salhadaar will become a thing?
N'zoth Hunter
Malygod Hunter
I now have every TGT card except the legendary complete so I'll just post the entire batch. Hoping to get some critique.
I like Gear Up and Rally the Peasants.
Prestigious Contender is broken, because the copy can summon an other copy as well. It's actually a perfect version of Murloc Knight, which always summons an other Murloc Knight. Snowballing to the max.
Fair Game on the other side is a bit underpowered compared to Imp-losion. I'd suggest changing it to "if it dies, draw a card".
The LoE cards are my favorite out of the bunch and I've been waiting to post them since Sunday. I think now is a good time to post them.
Why they are my favorites:
- Stave Off has the perfect art for a very situational but interesting effect that gives the class survivability in the most dire of situation.
- Tribute Swarm introduces a mechanic that's both new and old by having a "choose two" type ability but making your opponent choose
- Spiketail is one of those cards that everyone can get good results with but only the best players can master. Keep in mind that the card you discover must be played, meaning all of your remaining mana will be used up so choose wisely!
Rules clarification:
Tribute Swarm
- If your opponent does not choose an option for Tribute Swarm within 10 seconds, the two copies of Tribute Swarm will automatically be summoned, taking the choice away from your opponent.
Spiketail
- If you have no unspent mana after playing Spiketail you will discover a 0-cost card (see what I did there?)
- If you discover a card that requires a target, you must pick a target before continuing your turn.
- You will not be able to discover cards that have no valid targets (i.e. If you cast this with 9 mana and the opponent has no minions/no valid minions, you will not be able to discover Entice.)
Rally the peasants is an older card but I love it. It's the type of card people build decks around.
If anything I'd suggest raising the cost and making it a bigger boost, if only because it'd be like a spellhobgoblin type of thing
N'zoth Hunter
Malygod Hunter
Tribute Swarm is really cool but I think it would make more sense for them to have to choose at the start of their turn so it uses their rope.
I don't like the 10 second thing.
A'dal is bad. Pathetically bad. Compare it to Aviana which costs one less, doesn't need to survive a turn to get value and can save you significantly more than 1-mana per spell. And Aviana doen't even see play!