Good day, everyone! Welcome to the 6th installment of my Card Forge series, where I showcase some of my own card ideas. For this installment, I present to you Forbidden spells for classes that didn't receive any for the Whispers of the Old Gods expansion (Shaman, Hunter, Rogue and Warrior). Please share your thoughts and comments, especially those with regards to the balance of the following cards.
Forge Notes (Clarification and Effect Breakdown)
On Forbidden Shock
To put the effect simply, spend X mana and your opponent loses that much mana (for his/her next turn). Of course, it isn't as simple as that but that's the most straightforward explanation I can think of.
When playing mirror, Tunnel Trogg and Lava Shock can be used as great counters to this card.
Incredibly useful when you're ahead or even, but can be downright useless when you're behind in the game. In other words, it is useful only for extending one's lead or stalling the game but doesn't work in your favor if you're already losing.
On Forbidden Call
There is a very remote probability of getting 2 copies of the same minion, but it is possible.
Minions that are possible to be added do not include Uncollectibles.
Useful to both Face Hunter and Control Hunter since it helps them both maintain a healthy hand. It isn't exactly a card draw, but it still does a good job of nearly being one.
On Forbidden Depths
"([R]ounded down)" - e.g. You spend 7 mana, you only get 3 Forbidden spells; 4 spells for 9 mana, etc.
Acts and interacts with other cards just like any other weapon, i.e. it is still affected by Acidic Swamp Ooze, Harrison Jones and the like.
Can be equipped without triggering its Battlecry effect with the effect of Blingtron 3000 and Malkorok (at least, you now have lesser chances of getting Cursed Blade).
Better than Forbidden Flame IMO, but can be countered by Taunt and your hero still takes damage when attacking.
Bonus Card!
Hero Powers
Forge Notes
On Lord Xavius
Can be better than Justicar Trueheart if the new Hero Power is used effectively later on in the game, but that's a big 'if' though.
The new Hero Powers are weaker than their card counterparts, but can be used for an unlimited number of times. Plus, you don't have to draw them.
The new Hero Powers are useful for staying 'on curve' and spending all your mana every turn. However, the order in which plays are made will have to changed since the new Hero Power will have to be the last action action that spends mana on your turn (unless you have 0-mana cards).
Card History
Forbidden Weapon (original)
Thanks for viewing the cards! As always, please share your thoughts and comments below!
Good day, everyone! Welcome to the 6th installment of my Card Forge series, where I showcase some of my own card ideas. For this installment, I present to you Forbidden spells for classes that didn't receive any for the Whispers of the Old Gods expansion (Shaman, Hunter, Rogue and Warrior). Please share your thoughts and comments, especially those with regards to the balance of the following cards.
Also, stay tuned for the upcoming Bonus Card that could change the way we look at Forbidden spells... and Justicar Trueheart.
Forge Notes (Clarification and Effect Breakdown)
On Forbidden Shock
To put the effect simply, spend X mana and your opponent loses that much mana (for his/her next turn). Of course, it isn't as simple as that but that's the most straightforward explanation I can think of.
When playing mirror, Tunnel Trogg and Lava Shock can be used as great counters to this card.
Incredibly useful when you're ahead or even, but can be downright useless when you're behind in the game. In other words, it is useful only for extending one's lead or stalling the game but doesn't work in your favor if you're already losing.
On Forbidden Call
There is a very remote probability of getting 2 copies of the same minion, but it is possible.
Minions that are possible to be added do not include Uncollectibles.
Useful to both Face Hunter and Control Hunter since it helps them both maintain a healthy hand. It isn't exactly a card draw, but it still does a good job of nearly being one.
On Forbidden Depths
"([R]ounded down)" - e.g. You spend 7 mana, you only get 3 Forbidden spells; 4 spells for 9 mana, etc.
Acts and interacts with other cards just like any other weapon, i.e. it is still affected by Acidic Swamp Ooze, Harrison Jones and the like.
Can be equipped without triggering its Battlecry effect with the effect of Blingtron 3000 and Malkorok (at least, you now have lesser chances of getting Cursed Blade).
Better than Forbidden Flame IMO, but can be countered by Taunt and your hero still takes damage when not going face. Still, 20 damage over the course of 2 turns is preeetttyyy good, so I'm thinking of giving it " Your hero can't attack with this weapon this turn." What do you think? Please let me know :)
Thanks for viewing the cards! As always, please share your thoughts and comments below!
About the Forbidden Waepon 20 damges is too powerful for an epic, it would be a waepon with "can't attack heros" or "can't attack minions". But the other cards seems pretty good but the Forbidden Depths not work has a Forbidden card it's just about RNG. It would be an other effect that's not that kind of originality.
About the Forbidden Waepon 20 damges is too powerful for an epic, it would be a waepon with "can't attack heros" or "can't attack minions". But the other cards seems pretty good but the Forbidden Depths not work has a Forbidden card it's just about RNG. It would be an other effect that's not that kind of originality.
I've always had that suspicion that Forbidden Weapon might be OP, since you can deal 20 face damage with a single card. As it turns out, I was right. So I've decided to follow your suggestion and simply not allow you go face with Forbidden Weapon ("Can't attack heroes"). Thanks for the suggestion!
I'm not really sure what you're trying to say about Forbidden Depths, but if you mean that the effect is RNG-dependent, then Forbidden Call and Forbidden Shaping is also RNG-dependent. It's not like it's the only Forbidden card that uses RNG, so I don't think that it is valid to criticize the card on that aspect. If you're saying that the effect isn't all that original, I disagree with you since I haven't seen any other card with a similar effect (as far I've known, please correct if I'm wrong).
The Bonus Card, Lord Xavius, has been added. Go check it out!
How would Forbidden ancient act as a hero power? I'm guessing the buff would be given to a minion.
Actually, I was thinking that the Hero Power would summon a Forbidden Ancient but your version is also quite interesting (not to mention more powerful). I'm not really sure, since the card text of Forbidden Ancient is actually quite confusing when translated into a Hero Power since it's a minion unlike the other Forbidden cards in-game.
The Bonus Card, Lord Xavius, has been added. Go check it out!
How would Forbidden ancient act as a hero power? I'm guessing the buff would be given to a minion.
Actually, I was thinking that the Hero Power would summon a Forbidden Ancient but your version is also quite interesting (not to mention more powerful). I'm not really sure, since the card text of Forbidden Ancient is actually quite confusing when translated into a Hero Power since it's a minion unlike the other Forbidden cards in-game.
My thoughts exactly. So, if I'm understanding you right, the hero power would cost 0 (or 2?) but would spend all of your mana to summon a Forbidden Ancient with an activated battlecry, guaranteeing at best an 11/11 (which is insane).
The Bonus Card, Lord Xavius, has been added. Go check it out!
How would Forbidden ancient act as a hero power? I'm guessing the buff would be given to a minion.
Actually, I was thinking that the Hero Power would summon a Forbidden Ancient but your version is also quite interesting (not to mention more powerful). I'm not really sure, since the card text of Forbidden Ancient is actually quite confusing when translated into a Hero Power since it's a minion unlike the other Forbidden cards in-game.
My thoughts exactly. So, if I'm understanding you right, the hero power would cost 0 (or 2?) but would spend all of your mana to summon a Forbidden Ancient with an activated battlecry, guaranteeing at best an 11/11 (which is insane).
You won't be able to summon an 11/11 with the Hero Power (even if it costed 0). You couln't even summon an 11/11 with the original Forbidden Ancient since it already costs you 1 mana.
I apologize for not being able to display the Hero Powers in the past, but I've fixed that now and hopefully, this could clear things up. What do you guys think of them now?
P.S. You still can't go face with the Hero Power version of Forbidden Weapon. I forgot to mention that.
Lord Xavius should be 9 or 10 mana because of the immediate effect he has at 4 mana, and those hero powers exceed Lord Jaraxxus level of power. I'm looking at you infinite forbidden healing. The hero power versions should be VERY toned down, as well as making Justicar not interact with them at all, like Charged Hammer deathrattle or Shadowform.Probably that it doesn't get doubled. So forbidden healing doesn't heal you for 16 health every turn, but 8 health. Or instead of getting a FREE 8 drop every turn, a 4 drop.
Lord Xavius should be 9 or 10 mana because of the immediate effect he has at 4 mana, and those hero powers exceed Lord Jaraxxus level of power. I'm looking at you infinite forbidden healing. The hero power versions should be VERY toned down, as well as making Justicar not interact with them at all, like Charged Hammer deathrattle or Shadowform.Probably that it doesn't get doubled. So forbidden healing doesn't heal you for 16 health every turn, but 8 health. Or instead of getting a FREE 8 drop every turn, a 4 drop.
Pretty sure Justicar only interacts with basic hero powers, which none of these are.
Bleh, I read that wrong, thanks for pointing it out. I read it as "Can be better with Justicar" not "than".
Lord Xavius should be 9 or 10 mana because of the immediate effect he has at 4 mana, and those hero powers exceed Lord Jaraxxus level of power. I'm looking at you infinite forbidden healing. The hero power versions should be VERY toned down, as well as making Justicar not interact with them at all, like Charged Hammer deathrattle or Shadowform.Probably that it doesn't get doubled. So forbidden healing doesn't heal you for 16 health every turn, but 8 health. Or instead of getting a FREE 8 drop every turn, a 4 drop.
Points taken. However, I think you fail to consider that the Hero Powers deplete ALL of your mana, and if you're not Druid (with Innervate), you won't be doing anything else for the rest of the turn. The Forbidden Hero Powers were supposed to be more powerful than the Basic Hero Powers (even if they were upgraded by Justicar Trueheart) since they also limit the flexibility you have when using them.
Still, I understand that the card (Lord Xavius) needs a nerf. Maybe not a HUGE nerf, but a nerf nonetheless - just enough to still make him playable, but not enough to be garbage (just like what Blizzard did with Blade Flurry). However, I'm unsure of how to go about it. We can either bump up his cost, or weaken his Hero Powers or both (but to a lesser extent). Which do you guys think is better?
Lord Xavius should be 9 or 10 mana because of the immediate effect he has at 4 mana, and those hero powers exceed Lord Jaraxxus level of power. I'm looking at you infinite forbidden healing. The hero power versions should be VERY toned down, as well as making Justicar not interact with them at all, like Charged Hammer deathrattle or Shadowform.Probably that it doesn't get doubled. So forbidden healing doesn't heal you for 16 health every turn, but 8 health. Or instead of getting a FREE 8 drop every turn, a 4 drop.
Points taken. However, I think you fail to consider that the Hero Powers deplete ALL of your mana, and if you're not Druid (with Innervate), you won't be doing anything else for the rest of the turn. The Forbidden Hero Powers were supposed to be more powerful than the Basic Hero Powers (even if they were upgraded by Justicar Trueheart) since they also limit the flexibility you have when using them.
Still, I understand that the card (Lord Xavius) needs a nerf. Maybe not a HUGE nerf, but a nerf nonetheless - just enough to still make him playable, but not enough to be garbage (just like what Blizzard did with Blade Flurry). However, I'm unsure of how to go about it. We can either bump up his cost, or weaken his Hero Powers or both (but to a lesser extent). Which do you guys think is better?
- snip -
Good points. In my opinion, is that you should bump the cost and nerf the stronger hero powers (i.e Forb. Healing, Shaping, Ancient) and/or buff the others. The thing about the stronger powers, esp. healing, is that the tempo lost makes up the for the effect it possesses; shaping and ancient hold insane tempo just after turn 2 or 3 depending on who you get, vs an 8/2 weapon that can't attack face or an 8 mana pyro that hits minions.
These hero power are too op, I just can see these controll decks a 8 mana random minnions or healing for 16 when dont have cards and fattigued. Also priest with auchenai/embrace the shadow is gonna be insane.
How about this:
Forbidden Ancient "Spend all your mana. Summon an ancient with that much attack and health (max 5/5)
Forbidden Call "Spend all your mana. Add to your hand a random minion that cost twice that much"
Dephts is ok
Flame is also ok
Healing - just delete word "twice" from texting
Forbidden Ritual add effect "Tentacles cannot be buffed by any card effects" (you know, Seal of Champions, Leokk etc.
Forbidden Shaping: "Spend all your Mana. Summon a random minnion that cost 2(or 1) mana less"
Forbidden Shock is just wrong even card isnt best but overloading opponent for 8 every turn if you have at least decent board is awfull.
Good day, everyone! Welcome to the 6th installment of my Card Forge series, where I showcase some of my own card ideas. For this installment, I present to you Forbidden spells for classes that didn't receive any for the Whispers of the Old Gods expansion (Shaman, Hunter, Rogue and Warrior). Please share your thoughts and comments, especially those with regards to the balance of the following cards.
Forge Notes (Clarification and Effect Breakdown)
On Forbidden Shock
On Forbidden Call
On Forbidden Depths
On Forbidden Weapon
Bonus Card!
Hero Powers
Forge Notes
On Lord Xavius
Card History
Thanks for viewing the cards! As always, please share your thoughts and comments below!
So many legendaries...
I've always had that suspicion that Forbidden Weapon might be OP, since you can deal 20 face damage with a single card. As it turns out, I was right. So I've decided to follow your suggestion and simply not allow you go face with Forbidden Weapon ("Can't attack heroes"). Thanks for the suggestion!
I'm not really sure what you're trying to say about Forbidden Depths, but if you mean that the effect is RNG-dependent, then Forbidden Call and Forbidden Shaping is also RNG-dependent. It's not like it's the only Forbidden card that uses RNG, so I don't think that it is valid to criticize the card on that aspect. If you're saying that the effect isn't all that original, I disagree with you since I haven't seen any other card with a similar effect (as far I've known, please correct if I'm wrong).
The Bonus Card, Lord Xavius, has been added. Go check it out!
Ah, that clears things up. And yeah, I forgot about the thing costing 1 mana already. Still, that thing could get really powerful, real fast.
Lord Xavius should be 9 or 10 mana because of the immediate effect he has at 4 mana, and those hero powers exceed Lord Jaraxxus level of power. I'm looking at you infinite forbidden healing. The hero power versions should be VERY toned down, as well as making Justicar not interact with them at all, like Charged Hammer deathrattle or Shadowform.Probably that it doesn't get doubled. So forbidden healing doesn't heal you for 16 health every turn, but 8 health. Or instead of getting a FREE 8 drop every turn, a 4 drop.
leg so hot. hot hot leg. leg so hot u fry an eg
Bleh, I read that wrong, thanks for pointing it out. I read it as "Can be better with Justicar" not "than".
leg so hot. hot hot leg. leg so hot u fry an eg
For weapon, make it like "Can't attack minions" or "Can only attack the enemy hero once."
Forbidden Shock is just, wrong.
The rest seems fine.
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I was gonna give some constructive criticism, but I didn't find anything "bad" or unbalanced lol.
- snip -
Good points. In my opinion, is that you should bump the cost and nerf the stronger hero powers (i.e Forb. Healing, Shaping, Ancient) and/or buff the others. The thing about the stronger powers, esp. healing, is that the tempo lost makes up the for the effect it possesses; shaping and ancient hold insane tempo just after turn 2 or 3 depending on who you get, vs an 8/2 weapon that can't attack face or an 8 mana pyro that hits minions.
leg so hot. hot hot leg. leg so hot u fry an eg
These hero power are too op, I just can see these controll decks a 8 mana random minnions or healing for 16 when dont have cards and fattigued. Also priest with auchenai/embrace the shadow is gonna be insane.
How about this:
Forbidden Ancient "Spend all your mana. Summon an ancient with that much attack and health (max 5/5)
Forbidden Call "Spend all your mana. Add to your hand a random minion that cost twice that much"
Dephts is ok
Flame is also ok
Healing - just delete word "twice" from texting
Forbidden Ritual add effect "Tentacles cannot be buffed by any card effects" (you know, Seal of Champions, Leokk etc.
Forbidden Shaping: "Spend all your Mana. Summon a random minnion that cost 2(or 1) mana less"
Forbidden Shock is just wrong even card isnt best but overloading opponent for 8 every turn if you have at least decent board is awfull.
Weapon is ok.
What do you think?