Whoa, these are really good. Could use a few tweaks, but they're already pretty solid as is. Here's what I thought:
Envoker: Part of me feels it's underpowered (When you play it, odds are you'll only have like 1-2 cards to play, unless you hold it late game where it could go up to 8+ when most enemies would be too strong for that to matter). The other part feels it's fine as is. Maybe someone else has a second opinion.
Squallshaper: This one, however, is too strong for its cost. With a coin or two and a few low cost cards you're looking at an easy 10+ heal. I'd drop it to 1 per card spent, or raise the cost to 4-5.
Manhunt: Simple and solid. ...Are there enough combo cards currently to make it worth it, though?
Sneed: Interesting, but it feels kinda pointless to use this since he's not strong enough to warrant using him instead of just using the Shredder instead. I would suggest giving him a bonus effect, like 'If the Shredder dies while Sneed is alive, Discover and play a legendary'. That way, he becomes a high-priority target lest your opponent ignore him and you get to take away some of the randomness of the shredder's drops.
I disagree that Squallshaper is too strong. I mean Forbidden healing easily gets to 10+ healing with only 1 card commitment. Squallshaper would be quite good to give rouge some much needed healing without making the class broken.
I'd probably limit the Squallshaper to healing face, for simplicity purposes. Pretty balanced though, given it needs to combo 2 cards to be better than Far Seer. Easily my favorite of the set. Manhunt is probably too strong overall, and Sneed is just meh.
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I made a couple of Combo cards for Rogue.
Whoa, these are really good. Could use a few tweaks, but they're already pretty solid as is. Here's what I thought:
Envoker: Part of me feels it's underpowered (When you play it, odds are you'll only have like 1-2 cards to play, unless you hold it late game where it could go up to 8+ when most enemies would be too strong for that to matter). The other part feels it's fine as is. Maybe someone else has a second opinion.
Squallshaper: This one, however, is too strong for its cost. With a coin or two and a few low cost cards you're looking at an easy 10+ heal. I'd drop it to 1 per card spent, or raise the cost to 4-5.
Manhunt: Simple and solid. ...Are there enough combo cards currently to make it worth it, though?
Sneed: Interesting, but it feels kinda pointless to use this since he's not strong enough to warrant using him instead of just using the Shredder instead. I would suggest giving him a bonus effect, like 'If the Shredder dies while Sneed is alive, Discover and play a legendary'. That way, he becomes a high-priority target lest your opponent ignore him and you get to take away some of the randomness of the shredder's drops.
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I disagree that Squallshaper is too strong. I mean Forbidden healing easily gets to 10+ healing with only 1 card commitment. Squallshaper would be quite good to give rouge some much needed healing without making the class broken.
How about:
3 mana
Deal 1 damage to all enemies. Combo:deal 2 damage instead.
Proud creater of 'hand' rogue
Hello, and nice work there!
i would like to make a contribution too, been thinking about one lately.
Its like a bigger brother of SI7:agent, with this card on board, it compensate the many card we used to achieve many combo effect.
card name: [insert as u like]
mana cost: 5
Stats: 3/5 (low attack due to strong combo)
Card text: Draw a card for each minion died under Combo. Combo: deal 3 damage.
I'd probably limit the Squallshaper to healing face, for simplicity purposes. Pretty balanced though, given it needs to combo 2 cards to be better than Far Seer. Easily my favorite of the set. Manhunt is probably too strong overall, and Sneed is just meh.