Hi! I have a set of 45 cards here, themed after the oceans of Azeroth and a return to the League of Explorer's. I posted a previous version of this set near the release of Karazhan, but it got lost under the Kara hype I think. So now I've changed and replaced some of the cards making what I think is a more interesting set. The full album is here: http://imgur.com/a/BYoqj
Wow this is a lot of cards. I like a very large number of them, however I am only going to give feedback on a few of them here. The ones I am giving feedback on are the ones I think should be changed for balance reasons. At the very end I will pick my favorite 3 cards and comment on them (I will limit my pick to cards that do not need balancing unless I love it too much).
Captain Scaleblade: For balancing purposes, make his effect a Battlecry instead. Getting a 4 drop that can potentially summon 3 Southsea Captain is overpowered. Shuffling it into your deck? Balanced (more or less).
High Warlord Naj'entus: Just give the weapons +1/+1 flat. No condition is needed.
Lurking Horror: Do you want to see Desert Camel in EVERY hunter deck? Because that's the only time this card will be played. Otherwise it's a fancy way to make 28 card decks which most players other than oil rogue won't do.
Expedition Leader: I love this card personally, but make it epic or legendary at least. It's too good to be a common card.
Shipwreck: I feel like making it "this turn" would be better for balance, otherwise up its mana cost to at least 8.
Deep Sea-Diver: I feel like its mana cost should increase too, not quite as sure about this one though. I do like the card.
Blood Crazed Shark: Really just a higher cost version of Grim Patron with boosted stats. Not necessarily bad, but not good either.
Forgotten One: Woah. Neutral cards usually follow the rule that the body stats don't do past twice the mana cost. I know it's 10 mana, but 15/15 is a bit much.
Cursed Treasure: Essentially get a free mana crystal every turn at the cost of 3 health. Only way to stop it is to spend 3 mana. I think if anything you should cast the card, and you give it to your opponent. Make it similar to Curse of Rafaam.
Forbidden Totem: I like it, but try to find a way to limit it to 4 lines of text.
Erosion: Ehhh, I personally just do not like this card. I feel like it's boring and worthless without spell damage. Even then it's not something most shaman would use. I'd say scrap it and try a different common card for shaman.
Holy water: Very niche card, and very powerful for a niche card. I think the mana cost could be bumped up a bit. Maybe 3 or 4 mana? It can still work in cohesion with murlocs without being broken.
Iron Scales: Make it 5 or 6 mana and get rid of the "until your next turn"
Raging Raider: All I see is magma rager for 1 less mana. Anything can kill it too easily to be properly viable.
Witch of the Deeps: I like it. If it weren't for the return part I wouldn't like it quite as much. Try to cut some text though.
Swirling Portal: I'm very conflicted here. I want to love the card as it is but it feels too.. much. I don't know how to explain it. I can't think of an alternative though so perhaps it's just me.
Tidemistress: Ehhh not a fan of the battlecry. It's unique but I don't think anyone would want to run the card because of it.
Island Cryptid: I know I'm going back up when I was following the cards in order, but I wanted to save this one for last. I love this card. It's a very nice card, but it should be a warrior class card instead of druid. I know druids are the token "Choose One" cards, but the options feel more akin to that which a warrior would use.
Finally, my top 3 favorite cards. Coming in at #3 is Wrath of Azshara. It's like a Frostbolt without the Freeze effect, unless you have no minions in deck. I could see this in some wild decks that run Unstable Portal and Firelands Portal. Throw in Effigy, Mirror Entity, and Spellbender and you can still have a board of minions with these cards. Coming in at #2 is Maddening Whispers. I would love this card more if most of my priest decks focus on Deathrattle or Battlecry effects (I'm looking at you resurrect priest players). My #1 favorite card though? Naz'Jatar Warden. I love it. I absolutely love it. If it's turn 1 and your opponent plays a Stonetusk Boar or turn 2 facing a pair of Southsea Deckhand then your card is considerably stronger (and arguably OP). I still love it though. Easy fix? Make it so it can't attack and then it is PERFECT. To reduce card text, give the "special effect" it's own descriptive name such as "Guardian" or "Screw charge mechanics."
I hope you like my feedback, please argue any points if you think I was unfair to any of the cards. For the most part I loved all of them. Not Erosion though, that's the one card I hated. The rest of them were nice (and very fitting to the theme).
Thanks for all of the feedback! Some points I agree on, others I disagree on:
With Naj'entus I wanted it to be a build around card. Not just something you could put into any Warrior deck to buff up your fiery war axe, but something where you'd have to build your deck differently for the effect.
I'm admittedly not a massive fan of Lurking Horror because it creates a binary situation where if you draw it in you opening hand it's gamewinning but is otherwise useless outside of specific synergies.
Shipwreck should perhaps be this turn, or else cost a bit more. I think comparing it with Thing from Below makes it seem reasonable though.
Deep Sea Diver - I think that the downside of having to wait so long to use the drawn card warrants it being a 2 mana 3/2.
Forgotten One - I honestly don't think this is too much. We had a 10 mana 10/10, we had a 10 mana 12/12 with a huge Deathrattle, none really made it in constructed (or even arena). Let's push the envelope.
Cursed Treasure - I think changing this card as you suggest would be missing its point. As I designed it it's currently a unique effect which HS has never seen before, involving a lot of strategy related to when you should get rid of it. I like it as is.
Iron Scales - Your suggestion would make it into a different card really. And potentially an incredibly cancerous one in control match ups. I don't want control warriors to be able to permanently gain +20 armour for 5 mana. I mean imagine on turn 10, Warrior has twenty armour, plays double ironscales and now has 80 armour. blegh.
Raging Raider is just a 2 mana Magma Rager. I've long wandered whether such a card would be viable so for me it poses an interesting balance question despite being vanilla and 1 health.
Tidemistress is I think super powerful. I showed people it before as a 2/4 and it was very frequently called OP. It can kill off low health minions, it synergises with Auchenai. I think it's very strong.
Island Cryptid is designed (along with the other Druid cards) are designed to push a new archetype, encouraging the use of cards like Feral Rage, Bite and Savagery. In Warrior the card would be less interesting as it would not encourage new deck types, not to mention OP. Don't fancy those 4 mana 4/20s. The meme meta couldn't take it.
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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
Your arguments are quite valid, and I will happily concede on Deep Sea Diver and Forgotton One, also on Iron Scales (Warrior with 80 armor sent a shiver down my spine).
I also didn't think of using Tidemistress with Aucheni, and in that respect it is quite strong. I personally am not a fan of it (never liked Aucheni myself) but I can see where others may like it.
Island Cryptid could work for a druid deck to push the archtype, I can agree to that.
I do, however, want to stand my ground on Lurking Horror in particular. Unless you get it in your opening hand, you're essentially giving up 1 or 2 slots in your deck. It could work if you REALLY want to run a 28 card deck, or if yo're running hunter with Desert Camel.
I also think Naj'entus should be 2 weapons, not 3 if you really want to keep him as a character a deck is built around. Other than him, only Captain Greenskin, Upgrade, and that one warrior pirate card are the only cards that affect weapons durability which is primarily is warrior decks (but not often seen).
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RedneckBudha
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Hi! I have a set of 45 cards here, themed after the oceans of Azeroth and a return to the League of Explorer's. I posted a previous version of this set near the release of Karazhan, but it got lost under the Kara hype I think. So now I've changed and replaced some of the cards making what I think is a more interesting set. The full album is here: http://imgur.com/a/BYoqj
Feedback is of course appreciated. Enjoy!
Legendaries:
Neutrals:
Warlock
Shaman:
Druid:
Paladin:
Hunter:
Rogue:
Warrior:
Mage:
Priest:
Wow this is a lot of cards. I like a very large number of them, however I am only going to give feedback on a few of them here. The ones I am giving feedback on are the ones I think should be changed for balance reasons. At the very end I will pick my favorite 3 cards and comment on them (I will limit my pick to cards that do not need balancing unless I love it too much).
Captain Scaleblade: For balancing purposes, make his effect a Battlecry instead. Getting a 4 drop that can potentially summon 3 Southsea Captain is overpowered. Shuffling it into your deck? Balanced (more or less).
High Warlord Naj'entus: Just give the weapons +1/+1 flat. No condition is needed.
Lurking Horror: Do you want to see Desert Camel in EVERY hunter deck? Because that's the only time this card will be played. Otherwise it's a fancy way to make 28 card decks which most players other than oil rogue won't do.
Expedition Leader: I love this card personally, but make it epic or legendary at least. It's too good to be a common card.
Shipwreck: I feel like making it "this turn" would be better for balance, otherwise up its mana cost to at least 8.
Deep Sea-Diver: I feel like its mana cost should increase too, not quite as sure about this one though. I do like the card.
Blood Crazed Shark: Really just a higher cost version of Grim Patron with boosted stats. Not necessarily bad, but not good either.
Forgotten One: Woah. Neutral cards usually follow the rule that the body stats don't do past twice the mana cost. I know it's 10 mana, but 15/15 is a bit much.
Cursed Treasure: Essentially get a free mana crystal every turn at the cost of 3 health. Only way to stop it is to spend 3 mana. I think if anything you should cast the card, and you give it to your opponent. Make it similar to Curse of Rafaam.
Forbidden Totem: I like it, but try to find a way to limit it to 4 lines of text.
Erosion: Ehhh, I personally just do not like this card. I feel like it's boring and worthless without spell damage. Even then it's not something most shaman would use. I'd say scrap it and try a different common card for shaman.
Holy water: Very niche card, and very powerful for a niche card. I think the mana cost could be bumped up a bit. Maybe 3 or 4 mana? It can still work in cohesion with murlocs without being broken.
Iron Scales: Make it 5 or 6 mana and get rid of the "until your next turn"
Raging Raider: All I see is magma rager for 1 less mana. Anything can kill it too easily to be properly viable.
Witch of the Deeps: I like it. If it weren't for the return part I wouldn't like it quite as much. Try to cut some text though.
Swirling Portal: I'm very conflicted here. I want to love the card as it is but it feels too.. much. I don't know how to explain it. I can't think of an alternative though so perhaps it's just me.
Tidemistress: Ehhh not a fan of the battlecry. It's unique but I don't think anyone would want to run the card because of it.
Island Cryptid: I know I'm going back up when I was following the cards in order, but I wanted to save this one for last. I love this card. It's a very nice card, but it should be a warrior class card instead of druid. I know druids are the token "Choose One" cards, but the options feel more akin to that which a warrior would use.
Finally, my top 3 favorite cards. Coming in at #3 is Wrath of Azshara. It's like a Frostbolt without the Freeze effect, unless you have no minions in deck. I could see this in some wild decks that run Unstable Portal and Firelands Portal. Throw in Effigy, Mirror Entity, and Spellbender and you can still have a board of minions with these cards. Coming in at #2 is Maddening Whispers. I would love this card more if most of my priest decks focus on Deathrattle or Battlecry effects (I'm looking at you resurrect priest players). My #1 favorite card though? Naz'Jatar Warden. I love it. I absolutely love it. If it's turn 1 and your opponent plays a Stonetusk Boar or turn 2 facing a pair of Southsea Deckhand then your card is considerably stronger (and arguably OP). I still love it though. Easy fix? Make it so it can't attack and then it is PERFECT. To reduce card text, give the "special effect" it's own descriptive name such as "Guardian" or "
Screw charge mechanics."I hope you like my feedback, please argue any points if you think I was unfair to any of the cards. For the most part I loved all of them. Not Erosion though, that's the one card I hated. The rest of them were nice (and very fitting to the theme).
RedneckBudha
Thanks for all of the feedback! Some points I agree on, others I disagree on:
Your arguments are quite valid, and I will happily concede on Deep Sea Diver and Forgotton One, also on Iron Scales (Warrior with 80 armor sent a shiver down my spine).
I also didn't think of using Tidemistress with Aucheni, and in that respect it is quite strong. I personally am not a fan of it (never liked Aucheni myself) but I can see where others may like it.
Island Cryptid could work for a druid deck to push the archtype, I can agree to that.
I do, however, want to stand my ground on Lurking Horror in particular. Unless you get it in your opening hand, you're essentially giving up 1 or 2 slots in your deck. It could work if you REALLY want to run a 28 card deck, or if yo're running hunter with Desert Camel.
I also think Naj'entus should be 2 weapons, not 3 if you really want to keep him as a character a deck is built around. Other than him, only Captain Greenskin, Upgrade, and that one warrior pirate card are the only cards that affect weapons durability which is primarily is warrior decks (but not often seen).
RedneckBudha