Hi! Some months ago i started making a Pirate expansion (link here) but as i was designing it, i felt that the cards became wierd and unbalance, mostly because of some bad mechanics that expansion had. Now, im trying to remake the expansion, and to simplify things- to make the cards fit better into Hearthstone.
My expansion has 1 new mechanic- Piracy- Piracy effects happen only if you played 3 or more Pirates this game, and exists mostly on Pirate ships, so make sure that you play them with Pirates to get the full efect of these ships.
so, for the cards (I made 10 so far)
new 27/07 cards
I really want to hear your opinions. Do you think the design direction im going with is good?
I would love to see more, although I don't see Pirates for a whole expansion. What I always wanted was a Pirate themed adventure with original characters like League, taking place at iconic locations in the Southseas.
Picture this: You meet up with the famed Captain Blackheart as he searches for the lost Treasure of [[Insert famous lore character here.]] With a colorful crew you encounter other original characters and bosses from WoW dungeons. Plus, since the Broken Isles are in the Southseas, they can add new bosses from Legion.
One of the boss fights is with a premade hero like the Minecart battle. For that battle, you're playing as Blackheart's ship, fighting a rival pirate ship.
Shore Patroller: OP. 6 mana 7/7 taunt is crazy. Making it a 5/6 would be more balanced.
Disturbed Kraken: Very bad if your opponent is not a pirate deck. Making it “Battlecry: Destroy an enemy Pirate.” would be better.
Quick Pistol: Rather than that you can use the keyword “Ranged”. I saw it used in most of the pirate card ideas. It is like mage hero power, can pass taunt and you don’t take damage.
Treasure Chest: Making it Rogue card is better because its the only class that can get coin so far.
Forbidden Whale: It is very OP. Making it Hunter makes it more OP. I think druid is ok with this mechanic. Gain +2/+2 for each mana? Turn 10: 15/15? Making it 7 mana 4/4 is balanced. And druid.
Monkey Trader: Very good stats. Making it 2/5 is better.
Wild Child: It’s like the new raven with effect. That makes it OP. Also making it put a random beast from your deck is better. Otherwise it puts another card into your deck.
Westbreeze Raider: 3 mana 5/5 is too good. Let me tell you how to make it balanced. Make the text: “Battlecry: If you have another pirate or a weapon gain +1/+1.” And making it a 3 mana 3/4. So it becomes 4/5.
Scavenge the Coast: First, the picture has a watermark. Second, it is too bad to waste a card slot. You can put tons of better cards rather than this to your deck.
Unyielding Captain: Very good against decks like Freeze Mage. Making the card 3/6 is more balanced.
Holt: If someone is going to kill that card, they would kill it last so ending the turn doesn’t matter that much. Also stats are too weak. 3 mana 4/3 would be better.
Loina the Ghostship: Too overpowered. 11 mana stats for 8 mana. Summoning two of the ghosts are more balanced.
These are my thoughts. The other cards that I didn't mention are balanced. Also I wasted alot of time writing this ._. (like 40 minutes)